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Samurai Shodown VI/Rasetsumaru/Data: Difference between revisions
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Line 343: | Line 343: | ||
| deflect = No | | deflect = No | ||
| invul = | | invul = | ||
| unarmed = | | unarmed = Both | ||
| display = 350px | | display = 350px | ||
}} | }} |
Revision as of 17:15, 30 April 2023
Normals
Far Slashes
5A
Rasetsumaru rasetsumaru_5a | |||||||||||
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5A | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
10 | Mid | 8 | -8 | -2 | +3 | Special | Yes | - | No |
5B
Rasetsumaru rasetsumaru_5b | |||||||||||
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5B | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
18 | Mid | 15 | -5 | -8 | -3 | Recoil, Special | Yes | - | No |
5C
Rasetsumaru rasetsumaru_5c | |||||||||||
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5C | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
41 | Mid | 25 | 0~+1 | -20 | -15 | Recoil | Yes | - | No |
2A
Rasetsumaru rasetsumaru_2a | |||||||||||
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2A | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
10 | Mid | 11 | -17 | -2 | +3 | Special | No | - | No |
2B
Rasetsumaru rasetsumaru_2b | |||||||||||
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2B | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
24 | Mid | 11 | -1 | -8 | -3 | Recoil, Special | Yes | - | No |
2C
Rasetsumaru Rasetsumaru_2c | |||||||||||
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2C | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
23, 14 | Mid | 18 | -3~-2 | -20 | -15 | Recoil, Special (First Hit Only) | Yes | - | No |
Near Slashes
n5A
Rasetsumaru rasetsumaru_n5a | |||||||||||
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n5B | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
8 | Mid | 5 | -4 | -8 | -3 | Special | Yes | - | No |
n5B
Rasetsumaru rasetsumaru_n5b | |||||||||||
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n5B | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
13 | Mid | 9 | -2 | -8 | -3 | Recoil, Special | Yes | - | No |
n5C
Rasetsumaru rasetsumaru_n5c | |||||||||||
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n5C | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
29, 11 | Mid | 12 | -3~-2 | -20 | -15 | Recoil, Special (Second Hit Only) | Yes | - | No |
n2A
Rasetsumaru rasetsumaru_n2a | |||||||||||
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n5C | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
8 | Mid | 5 | -2 | -6 | -1 | Special | Yes | - | No |
n2B
Rasetsumaru rasetsumaru_n2B | |||||||||||
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n5C | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
11 | Mid | 5 | -2 | -14 | -9 | Special | Yes | - | No |
Kicks
5D
Rasetsumaru rasetsumaru_5d | |||||||||||
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5D | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
8 | Mid | 17 | 0 | -12 | -7 | No | No | - | Both |
6D
Rasetsumaru rasetsumaru_6d | |||||||||||
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6D | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
10 | Low | 7 | -1 | - | -14 | No | No | - | Both |
2D
Rasetsumaru rasetsumaru_2d | |||||||||||
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2D | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
3 | Low | 5 | +1 | - | +2 | No | No | - | Both |
3D
Rasetsumaru rasetsumaru_3d | |||||||||||
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3D | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
10 | Low | 13 | SKD | - | -16 | No | No | - | Both |
Dash Normals
66A
Rasetsumaru rasetsumaru_66a | |||||||||||
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66A | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
7 | Mid | 5 | +3 | -9 | -4 | No | No | - | No |
66B
Rasetsumaru rasetsumaru_66b | |||||||||||
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66B | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
20 | High | 23 | SKD | -30 | - | Kara | No | - | No |
66C
Rasetsumaru rasetsumaru_66c | |||||||||||
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66C | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
23 | Mid | 8 | SKD | -25 | -20 | No | Yes | - | No |
66D
Rasetsumaru rasetsumaru_66d | |||||||||||
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66D | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
10 | Low | 13 | SKD | - | -16 | No | No | - | Both |
Air Normals
jA
Rasetsumaru rasetsumaru_ja | |||||||||||
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jA | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
10 | High | 12 | - | - | - | No | No | - | No |
jB
Rasetsumaru rasetsumaru_jb | |||||||||||
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jA | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
15 | High | 16 | - | - | - | No | No | - | No |
jC
Rasetsumaru rasetsumaru_jc | |||||||||||
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jC | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
28 | High | 13 | - | - | - | No | No | - | No |
jD
Rasetsumaru rasetsumaru_jd | |||||||||||
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jD | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
7 | High | 12 | - | - | - | No | No | - | Both |
Unarmed Normals
u5S
Rasetsumaru rasetsumaru_u5s | |||||||||||
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u5S | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
7 | Mid | - | - | - | - | No | No | - | Yes |
u2S
Rasetsumaru rasetsumaru_u2s | |||||||||||
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u2S | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
7 | Mid | - | - | - | - | No | No | - | Yes |
u66S
Rasetsumaru rasetsumaru_u66s | |||||||||||
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u66S | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
10 | Mid | - | SKD | - | - | No | No | - | Yes |
ujS
Rasetsumaru rasetsumaru_ujs | |||||||||||
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juS | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
7 | High | - | - | - | - | No | No | - | Yes |
Hyper Slash
Rasetsumaru rasetsumaru_hs | |||||||||||
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A+B (Spirit I)
A+B (Spirit I) Hyper Slash | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
55 | Mid | 21 | SKD | -52 | -42 | No | Disarm | - | No |
Continuous Slash
Rasetsumaru rasetsumaru_cs | |||||||||||
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A+B (Spirit IV)
A+B (Spirit IV) Continuous Slash | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
7, 22 (CS1-3), 42 (CS4) | Mid | 9 | - | -20 | -15 | CS2 | Yes | - | No |
Special Moves
Fatal Cyclone Slash
236S
Rasetsumaru rasetsumaru_236s | |||||||||||
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236S
236S Fatal Cyclone Slash | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
6, 17 | Mid | - | - | - | - | No | No | - | No |
Calm Blade
623S
Rasetsumaru rasetsumaru_623s | |||||||||||
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623S
623S Calm Blade | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
30 | Mid | - | - | - | - | No | Yes | - | No |
Power Impulse
623D
Rasetsumaru rasetsumaru_623d | |||||||||||
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623D
623D Power Impulse | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
13 | Mid | - | - | - | - | Saumrai Drive | No | Lower | Both |
Destructive Whirlwind
236D
Rasetsumaru rasetsumaru_236d | |||||||||||
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236D
236D Destructive Whirlwind | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
8, 1x4, 17 | Mid | - | - | - | - | Samurai Drive | No | - | No |
Death Curse
214D
Rasetsumaru rasetsumaru_214d | |||||||||||
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214D
214D Death Curse | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
3 | Mid | - | - | - | - | Samurai Drive | No | - | Both |
Toy Transformation
321421E (II Spirit)
Rasetsumaru rasetsumaru_toy | |||||||||||
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6412364E (II Spirit)
6412364E (II Spirit) Toy Transformation | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | - | - | - | - | - | Special | No | Yes | No |
Supers
Supremely Furious Slash
236AB
Rasetsumaru rasetsumaru_236ab | |||||||||||
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236AB
236AB Supremely Furious Slash | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
47 | Mid | - | - | - | - | No | No | - | No |
Power Roar
163214623BC (II), 236BC (VI)
Rasetsumaru rasetsumaru_sm | |||||||||||
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163214623BC (II), 236BC (VI)
163214623BC (II), 236BC (VI) Power Roar | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
3x6, 5 (Armed) - 7+6x2+5, 10 (Unarmed) | Mid | - | - | - | - | No | No | - | No |