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Art of Fighting 2/Takuma Sakazaki/Data: Difference between revisions
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frame data |
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Line 13: | Line 13: | ||
| images = AOF2 Takuma 5LP.png | | images = AOF2 Takuma 5LP.png | ||
| hitboxes = AOF2 Takuma 5LP_Hitbox.png | | hitboxes = AOF2 Takuma 5LP_Hitbox.png | ||
| damage = | | damage = 6 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = Mid | | guard = Mid | ||
| cancel = No | | cancel = No | ||
| startup = | | startup = 3 | ||
| active = | | active = 4 | ||
| recovery = | | recovery = 2 | ||
| hitadv = | | hitadv = +5 | ||
| blockadv = | | blockadv = +7 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 33: | Line 33: | ||
| images = AOF2 Takuma 5LK.png | | images = AOF2 Takuma 5LK.png | ||
| hitboxes = AOF2 Takuma 5LK_Hitbox.png | | hitboxes = AOF2 Takuma 5LK_Hitbox.png | ||
| damage = | | damage = 8 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = Mid | | guard = Mid | ||
| cancel = Yes | | cancel = Yes | ||
| startup = | | startup = 5 | ||
| active = | | active = 8 | ||
| recovery = | | recovery = 9 | ||
| hitadv = | | hitadv = -2 | ||
| blockadv = | | blockadv = 0 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 53: | Line 53: | ||
| images = AOF2 Takuma clHP.png | | images = AOF2 Takuma clHP.png | ||
| hitboxes = AOF2 Takuma clHP_Hitbox.png | | hitboxes = AOF2 Takuma clHP_Hitbox.png | ||
| damage = | | damage = 16 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = Mid | | guard = Mid | ||
| cancel = Yes | | cancel = Yes | ||
| startup = | | startup = 4 | ||
| active = | | active = 6 | ||
| recovery = | | recovery = 7 | ||
| hitadv = | | hitadv = +8 | ||
| blockadv = | | blockadv = +4 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 73: | Line 73: | ||
| images = AOF2 Takuma fLK.png | | images = AOF2 Takuma fLK.png | ||
| hitboxes = AOF2 Takuma fHP_Hitbox.png | | hitboxes = AOF2 Takuma fHP_Hitbox.png | ||
| damage = | | damage = 18 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = Mid | | guard = Mid | ||
| cancel = Yes | | cancel = Yes | ||
| startup = | | startup = 3 | ||
| active = | | active = 6 | ||
| recovery = | | recovery = 17 | ||
| hitadv = | | hitadv = -2 | ||
| blockadv = | | blockadv = -6 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 93: | Line 93: | ||
| images = AOF2 Takuma clHK.png | | images = AOF2 Takuma clHK.png | ||
| hitboxes = AOF2 Takuma clHK_Hitbox.png | | hitboxes = AOF2 Takuma clHK_Hitbox.png | ||
| damage = | | damage = 10 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = Mid | | guard = Mid | ||
| cancel = Yes | | cancel = Yes | ||
| startup = | | startup = 7 | ||
| active = | | active = 8 | ||
| recovery = | | recovery = 9 | ||
| hitadv = | | hitadv = -2 | ||
| blockadv = | | blockadv = -6 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 113: | Line 113: | ||
| images = AOF2 Takuma fHK.png | | images = AOF2 Takuma fHK.png | ||
| hitboxes = AOF2 Takuma fHK_Hitbox.png | | hitboxes = AOF2 Takuma fHK_Hitbox.png | ||
| damage = | | damage = 22 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = Mid | | guard = Mid | ||
| cancel = Yes | | cancel = Yes | ||
| startup = | | startup = 5 | ||
| active = | | active = 8 | ||
| recovery = | | recovery = 21 | ||
| hitadv = | | hitadv = -6 | ||
| blockadv = | | blockadv = -10 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 134: | Line 134: | ||
| images = AOF2 Takuma 2LP.png | | images = AOF2 Takuma 2LP.png | ||
| hitboxes = AOF2 Takuma 2LP_Hitbox.png | | hitboxes = AOF2 Takuma 2LP_Hitbox.png | ||
| damage = | | damage = 6 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = Low | | guard = Low | ||
| cancel = No | | cancel = No | ||
| startup = | | startup = 3 | ||
| active = | | active = 4 | ||
| recovery = | | recovery = 2 | ||
| hitadv = | | hitadv = +5 | ||
| blockadv = | | blockadv = +7 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 159: | Line 159: | ||
| guard = Low | | guard = Low | ||
| cancel = No | | cancel = No | ||
| startup = | | startup = 3 | ||
| active = | | active = 2 | ||
| recovery = | | recovery = 3 | ||
| hitadv = | | hitadv = +4 | ||
| blockadv = | | blockadv = +6 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 174: | Line 174: | ||
| images = AOF2 Takuma 2HP.png | | images = AOF2 Takuma 2HP.png | ||
| hitboxes = AOF2 Takuma 2HP_Hitbox.png | | hitboxes = AOF2 Takuma 2HP_Hitbox.png | ||
| damage = | | damage = 11 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = Low | | guard = Low | ||
| cancel = Yes | | cancel = Yes | ||
| startup = | | startup = 5 | ||
| active = | | active = 11 | ||
| recovery = | | recovery = 12 | ||
| hitadv = | | hitadv = -13 | ||
| blockadv = | | blockadv = -17 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 194: | Line 194: | ||
| images = AOF2 Takuma 2HK.png | | images = AOF2 Takuma 2HK.png | ||
| hitboxes = AOF2 Takuma 2HK_Hitbox.png | | hitboxes = AOF2 Takuma 2HK_Hitbox.png | ||
| damage = | | damage = 18 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = Low | | guard = Low | ||
| cancel = Yes | | cancel = Yes | ||
| startup = | | startup = 7 | ||
| active = | | active = 12 | ||
| recovery = | | recovery = 17 | ||
| hitadv = | | hitadv = +43 (KD) | ||
| blockadv = | | blockadv = -6 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 215: | Line 215: | ||
| images = AOF2 Takuma jLP.png | | images = AOF2 Takuma jLP.png | ||
| hitboxes = AOF2 Takuma jLP_Hitbox.png | | hitboxes = AOF2 Takuma jLP_Hitbox.png | ||
| damage = | | damage = 9 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = High | | guard = High | ||
| cancel = No | | cancel = No | ||
| startup = | | startup = 3 | ||
| active = | | active = 12 | ||
| recovery = 7 on ground | | recovery = 7 on ground | ||
| hitadv = N/A | | hitadv = N/A | ||
Line 235: | Line 235: | ||
| images = AOF2 Takuma jLK.png | | images = AOF2 Takuma jLK.png | ||
| hitboxes = AOF2 Takuma jLK_Hitbox.png | | hitboxes = AOF2 Takuma jLK_Hitbox.png | ||
| damage = | | damage = 11 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = High | | guard = High | ||
| cancel = No | | cancel = No | ||
| startup = | | startup = 5 | ||
| active = | | active = 13 | ||
| recovery = 7 on ground | | recovery = 7 on ground | ||
| hitadv = N/A | | hitadv = N/A | ||
Line 255: | Line 255: | ||
| images = AOF2 Takuma jHP.png | | images = AOF2 Takuma jHP.png | ||
| hitboxes = AOF2 Takuma jHP_Hitbox.png | | hitboxes = AOF2 Takuma jHP_Hitbox.png | ||
| damage = | | damage = 10 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = High | | guard = High | ||
| cancel = No | | cancel = No | ||
| startup = | | startup = 3 | ||
| active = | | active = 12 | ||
| recovery = 7 on ground | | recovery = 7 on ground | ||
| hitadv = N/A | | hitadv = N/A | ||
Line 275: | Line 275: | ||
| images = AOF2 Takuma jHK.png | | images = AOF2 Takuma jHK.png | ||
| hitboxes = AOF2 Takuma jHK_Hitbox.png | | hitboxes = AOF2 Takuma jHK_Hitbox.png | ||
| damage = | | damage = 19 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = High | | guard = High | ||
| cancel = No | | cancel = No | ||
| startup = | | startup = 7 | ||
| active = | | active = 12 | ||
| recovery = 7 on ground | | recovery = 7 on ground | ||
| hitadv = N/A | | hitadv = N/A | ||
Line 297: | Line 297: | ||
| images = AOF2 Takuma 2HP.png | | images = AOF2 Takuma 2HP.png | ||
| hitboxes = AOF2 Takuma 2HP_Hitbox.png | | hitboxes = AOF2 Takuma 2HP_Hitbox.png | ||
| damage = | | damage = 10 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = Mid | | guard = Mid | ||
| cancel = Yes | | cancel = Yes | ||
| startup = | | startup = 5 | ||
| active = | | active = 9 | ||
| recovery = | | recovery = 8 | ||
| hitadv = | | hitadv = +94 (KD) | ||
| blockadv = | | blockadv = -4 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 317: | Line 317: | ||
| images = AOF2 Takuma LowAttack.png | | images = AOF2 Takuma LowAttack.png | ||
| hitboxes = AOF2 Takuma LowAttack_Hitbox.png | | hitboxes = AOF2 Takuma LowAttack_Hitbox.png | ||
| damage = | | damage = 10 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = Low | | guard = Low | ||
| cancel = Yes | | cancel = Yes | ||
| startup = | | startup = 7 | ||
| active = | | active = 8 | ||
| recovery = | | recovery = 24 | ||
| hitadv = | | hitadv = +36 (KD) | ||
| blockadv = | | blockadv = -15 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 337: | Line 337: | ||
| images = AOF2 Takuma Throw.png | | images = AOF2 Takuma Throw.png | ||
| hitboxes = AOF2 Takuma Throw_Hitbox.png | | hitboxes = AOF2 Takuma Throw_Hitbox.png | ||
| damage = | | damage = 30 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
Line 345: | Line 345: | ||
| active = 1 | | active = 1 | ||
| recovery = 0 | | recovery = 0 | ||
| hitadv = | | hitadv = +44 (KD) | ||
| blockadv = N/A | | blockadv = N/A | ||
| invul = | | invul = | ||
Line 364: | Line 364: | ||
| startup = 1 | | startup = 1 | ||
| active = 0 | | active = 0 | ||
| recovery = | | recovery = 49 | ||
| hitadv = N/A | | hitadv = N/A | ||
| blockadv = N/A | | blockadv = N/A | ||
Line 379: | Line 379: | ||
| images = AOF2 Takuma 236A.png | | images = AOF2 Takuma 236A.png | ||
| hitboxes = AOF2 Takuma 236A_Hitbox.png | | hitboxes = AOF2 Takuma 236A_Hitbox.png | ||
| damage = | | damage = 29 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = Mid | | guard = Mid | ||
| cancel = No | | cancel = No | ||
| startup = | | startup = 21 | ||
| active = Projectile | | active = Projectile | ||
| recovery = | | recovery = 31 | ||
| hitadv = | | hitadv = -3 | ||
| blockadv = | | blockadv = -7 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 399: | Line 399: | ||
| images = AOF2 Takuma 214A.png | | images = AOF2 Takuma 214A.png | ||
| hitboxes = AOF2 Takuma 214A_Hitbox.png | | hitboxes = AOF2 Takuma 214A_Hitbox.png | ||
| damage = | | damage = 10,10,10,10 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = Mid | | guard = Mid | ||
| cancel = No | | cancel = No | ||
| startup = | | startup = 3 | ||
| active = | | active = 4(4)6(19)4(6)9 | ||
| recovery = | | recovery = 8 | ||
| hitadv = | | hitadv = 0 | ||
| blockadv = | | blockadv = -6 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 426: | Line 426: | ||
| startup = 19 | | startup = 19 | ||
| active = 20 | | active = 20 | ||
| recovery = | | recovery = 42 hit/block, 46 whiff | ||
| hitadv = + | | hitadv = +67 (KD) | ||
| blockadv = - | | blockadv = -30 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 459: | Line 459: | ||
| images = AOF2 Takuma 63214B.png | | images = AOF2 Takuma 63214B.png | ||
| hitboxes = AOF2 Takuma 63214B_Hitbox.png | | hitboxes = AOF2 Takuma 63214B_Hitbox.png | ||
| damage = | | damage = 32 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = Mid | | guard = Mid | ||
| cancel = No | | cancel = No | ||
| startup = | | startup = 7 | ||
| active = | | active = 31 | ||
| recovery = | | recovery = 0 | ||
| hitadv = | | hitadv = +54 (KD) | ||
| blockadv = | | blockadv = -9 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 481: | Line 481: | ||
| images = AOF2 Takuma 641236A.png | | images = AOF2 Takuma 641236A.png | ||
| hitboxes = AOF2 Takuma 641236A_Hitbox.png | | hitboxes = AOF2 Takuma 641236A_Hitbox.png | ||
| damage = | | damage = 56 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = Mid | | guard = Mid | ||
| cancel = No | | cancel = No | ||
| startup = | | startup = 38 | ||
| active = Projectile | | active = Projectile | ||
| recovery = | | recovery = 60 | ||
| hitadv = | | hitadv = +62 (KD) | ||
| blockadv = | | blockadv = -36 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 501: | Line 501: | ||
| images = AOF2 Takuma 23646AC.png | | images = AOF2 Takuma 23646AC.png | ||
| hitboxes = AOF2 Takuma 23646AC_Hitbox.png | | hitboxes = AOF2 Takuma 23646AC_Hitbox.png | ||
| damage = | | damage = 80 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = Unblockable | | guard = Unblockable | ||
| cancel = No | | cancel = No | ||
| startup = | | startup = 39 | ||
| active = | | active = 31 | ||
| recovery = | | recovery = 0 | ||
| hitadv = | | hitadv = +67 (KD) | ||
| blockadv = N/A | | blockadv = N/A | ||
| invul = | | invul = |
Latest revision as of 17:41, 10 June 2024
Normals
Standing Normals
5LP
Takuma Sakazaki takuma_5lp | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
5A
5A Stand LP | ||||||||||
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. Max health is 128. | 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. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ 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. | Block Advantagex ~ 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, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(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. | ||
6 | Mid | No | 3 | 4 | 2 | +5 | +7 | - |
5LK
Takuma Sakazaki takuma_5lk | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
5B
5B Stand LK | ||||||||||
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. Max health is 128. | 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. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ 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. | Block Advantagex ~ 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, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(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. | ||
8 | Mid | Yes | 5 | 8 | 9 | -2 | 0 | - |
cl.HP
Takuma Sakazaki takuma_clhp | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
5[A]
5[A] Close HP | ||||||||||
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. Max health is 128. | 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. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ 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. | Block Advantagex ~ 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, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(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. | ||
16 | Mid | Yes | 4 | 6 | 7 | +8 | +4 | - |
f.HP
Takuma Sakazaki takuma_fhp | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
5[A]
5[A] Far HP | ||||||||||
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. Max health is 128. | 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. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ 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. | Block Advantagex ~ 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, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(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. | ||
18 | Mid | Yes | 3 | 6 | 17 | -2 | -6 | - |
cl.HK
Takuma Sakazaki takuma_clhk | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
5[B]
5[B] Close HK | ||||||||||
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. Max health is 128. | 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. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ 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. | Block Advantagex ~ 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, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(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. | ||
10 | Mid | Yes | 7 | 8 | 9 | -2 | -6 | - |
f.HK
Takuma Sakazaki takuma_fhk | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
5[B]
5[B] Far HK | ||||||||||
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. Max health is 128. | 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. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ 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. | Block Advantagex ~ 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, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(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. | ||
22 | Mid | Yes | 5 | 8 | 21 | -6 | -10 | - |
Crouching Normals
2LP
Takuma Sakazaki takuma_2lp | ||||||||||
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2A
2A 2LP | ||||||||||
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. Max health is 128. | 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. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ 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. | Block Advantagex ~ 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, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(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. | ||
6 | Low | No | 3 | 4 | 2 | +5 | +7 | - |
2LK
Takuma Sakazaki takuma_2lk | ||||||||||
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2B
2B 2LK | ||||||||||
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. Max health is 128. | 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. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ 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. | Block Advantagex ~ 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, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(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. | ||
8 | Low | No | 3 | 2 | 3 | +4 | +6 | - |
2HP
Takuma Sakazaki takuma_2hp | ||||||||||
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2[A]
2[A] 2HP | ||||||||||
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. Max health is 128. | 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. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ 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. | Block Advantagex ~ 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, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(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. | ||
11 | Low | Yes | 5 | 11 | 12 | -13 | -17 | - |
2HK
Takuma Sakazaki takuma_2hk | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
2[B]
2[B] 2HK | ||||||||||
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. Max health is 128. | 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. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ 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. | Block Advantagex ~ 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, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(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. | ||
18 | Low | Yes | 7 | 12 | 17 | +43 (KD) | -6 | - |
Jumping Normals
j.LP
Takuma Sakazaki takuma_jlp | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
j.A
j.A j.LP | ||||||||||
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. Max health is 128. | 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. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ 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. | Block Advantagex ~ 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, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(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. | ||
9 | High | No | 3 | 12 | 7 on ground | N/A | N/A | - |
j.LK
Takuma Sakazaki takuma_jlk | ||||||||||
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j.B
j.B j.LK | ||||||||||
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. Max health is 128. | 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. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ 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. | Block Advantagex ~ 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, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(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. | ||
11 | High | No | 5 | 13 | 7 on ground | N/A | N/A | - |
j.HP
Takuma Sakazaki takuma_jhp | ||||||||||
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j.[A]
j.[A] j.HP | ||||||||||
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. Max health is 128. | 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. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ 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. | Block Advantagex ~ 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, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(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. | ||
10 | High | No | 3 | 12 | 7 on ground | N/A | N/A | - |
j.HK
Takuma Sakazaki takuma_jhk | ||||||||||
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j.[B]
j.[B] j.HP | ||||||||||
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. Max health is 128. | 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. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ 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. | Block Advantagex ~ 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, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(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. | ||
19 | High | No | 7 | 12 | 7 on ground | N/A | N/A | - |
System Mechanics
Uppercut
Takuma Sakazaki takuma_uppercut | ||||||||||
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AC
AC Uppercut | ||||||||||
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. Max health is 128. | 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. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ 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. | Block Advantagex ~ 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, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(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. | ||
10 | Mid | Yes | 5 | 9 | 8 | +94 (KD) | -4 | - |
Low Attack
Takuma Sakazaki takuma_lowattack | ||||||||||
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BC
BC Low Attack | ||||||||||
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. Max health is 128. | 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. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ 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. | Block Advantagex ~ 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, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(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. | ||
10 | Low | Yes | 7 | 8 | 24 | +36 (KD) | -15 | - |
Throw
Takuma Sakazaki takuma_throw | ||||||||||
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6/4 C
6/4 C Throw | ||||||||||
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. Max health is 128. | 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. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ 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. | Block Advantagex ~ 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, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(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. | ||
30 | Throw | No | 1 | 1 | 0 | +44 (KD) | N/A | - |
Taunt
Takuma Sakazaki takuma_taunt | ||||||||||
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D
D Taunt | ||||||||||
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. Max health is 128. | 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. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ 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. | Block Advantagex ~ 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, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(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. | ||
0 | N/A | No | 1 | 0 | 49 | N/A | N/A | - |
Specials
Ko-Oh Ken
Takuma Sakazaki takuma_236a | ||||||||||
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236A
236A Ko-Oh Ken | ||||||||||
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. Max health is 128. | 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. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ 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. | Block Advantagex ~ 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, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(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. | ||
29 | Mid | No | 21 | Projectile | 31 | -3 | -7 | - |
Kishin Geki
Takuma Sakazaki takuma_214a | ||||||||||
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214A
214A Kishin Geki | ||||||||||
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. Max health is 128. | 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. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ 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. | Block Advantagex ~ 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, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(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. | ||
10,10,10,10 | Mid | No | 3 | 4(4)6(19)4(6)9 | 8 | 0 | -6 | - |
Hien Shippu Kyaku
Takuma Sakazaki takuma_16b | ||||||||||
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16B
16B Hien Shippu Kyaku | ||||||||||
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. Max health is 128. | 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. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ 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. | Block Advantagex ~ 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, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(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. | ||
14,14 | Mid | No | 19 | 20 | 42 hit/block, 46 whiff | +67 (KD) | -30 | - |
Zan Retsu Ken
Takuma Sakazaki takuma_646a | ||||||||||
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646A
646A Zan Retsu Ken | ||||||||||
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. Max health is 128. | 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. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ 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. | Block Advantagex ~ 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, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(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. | ||
32 | Mid | No | 1 | 77 | 80 hit/block, 0 whiff | +38 (KD) | -52 | - |
Shoran Kyaku
Takuma Sakazaki takuma_63214b | ||||||||||
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63214B
63214B Shoran Kyaku | ||||||||||
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. Max health is 128. | 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. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ 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. | Block Advantagex ~ 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, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(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. | ||
32 | Mid | No | 7 | 31 | 0 | +54 (KD) | -9 | - |
Supers
Haoh Shikou Ken
Takuma Sakazaki takuma_641236a | ||||||||||
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641236A
641236A Haoh Shikou Ken | ||||||||||
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. Max health is 128. | 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. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ 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. | Block Advantagex ~ 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, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(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. | ||
56 | Mid | No | 38 | Projectile | 60 | +62 (KD) | -36 | - |
Ryuko Ranbu
Takuma Sakazaki takuma_23646ac | ||||||||||
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23646AC
23646AC Ryuko Ranbu | ||||||||||
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. Max health is 128. | 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. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ 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. | Block Advantagex ~ 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, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(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. | ||
80 | Unblockable | No | 39 | 31 | 0 | +67 (KD) | N/A | - |