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{{CharNavbox_XV}}
[[File:KOFXV Kyo Profile.png|right|thumb]]
[[File:KOFXV Kyo Profile.png|right|thumb]]
{{TOClimit|3}}  
{{TOClimit|3}}  
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====Jump A====
====Jump A====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=kyo_jha,kyo_ja
|moveId=kyo_ha,kyo_ja
|name=jump A
|name=jump A
|input=j.A
|input=j.A
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====Jump B====
====Jump B====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=kyo_jhb,kyo_jb
|moveId=kyo_hb,kyo_jb
|name=jump B
|name=jump B
|input=j.B
|input=j.B
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====Jump C====
====Jump C====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=kyo_jhc,kyo_jc
|moveId=kyo_hc,kyo_jc
|name=jump C
|name=jump C
|input=j.C
|input=j.C
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====Jump D====
====Jump D====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=kyo_jhd,kyo_jd
|moveId=kyo_hd,kyo_jd
|name=jump D
|name=jump D
|input=j.D
|input=j.D
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====ShatterStrike====
====ShatterStrike====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=kyo_236cd
|moveId=kyo_qcf+cd
|description=
|description=
*Placeholder
*Placeholder
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====jump CD====
====jump CD====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=kyo_jhcd,kyo_jcd
|moveId=kyo_hcd,kyo_jcd
|name=jump CD
|name=jump CD
|input=j.CD
|input=j.CD
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|caption=
|caption=
|name=Ge-Shiki • Gofu Yo  
|name=Ge-Shiki • Gofu Yo  
|input=6B
|input=f+B
|data=
|data=
  {{AttackData-KOFXV
  {{AttackData-KOFXV
Line 308: Line 309:
|caption=
|caption=
|name=88 Shiki
|name=88 Shiki
|input=3D
|input=df+D
|data=
|data=
  {{AttackData-KOFXV
  {{AttackData-KOFXV
Line 332: Line 333:
|caption=
|caption=
|name=Ge-Shiki • Naraku Otoshi
|name=Ge-Shiki • Naraku Otoshi
|input=j.2C
|input=j.d+C
|data=
|data=
  {{AttackData-KOFXV
  {{AttackData-KOFXV
Line 354: Line 355:
|caption=
|caption=
|name=100 Shiki • Oniyaki
|name=100 Shiki • Oniyaki
|input=623A/C
|input=dp+A/C
|data=
|data=
  {{AttackData-KOFXV
  {{AttackData-KOFXV
Line 378: Line 379:
|caption=
|caption=
|name=R.E.D. Kick
|name=R.E.D. Kick
|input=4214B/D
|input=b,qcb+B/D
|data=
|data=
  {{AttackData-KOFXV
  {{AttackData-KOFXV
Line 402: Line 403:
|caption=
|caption=
|name=75 Shiki • Kai
|name=75 Shiki • Kai
|input=236B/D
|input=qcf+B/D
|data=
|data=
  {{AttackData-KOFXV
  {{AttackData-KOFXV
Line 447: Line 448:
|caption=
|caption=
|name=1115 Shiki • Dokugami
|name=1115 Shiki • Dokugami
|input=236C
|input=qcf+C
|data=
|data=
  {{AttackData-KOFXV
  {{AttackData-KOFXV
Line 468: Line 469:
|caption=
|caption=
|name=401 Shiki • Tsumiyomi
|name=401 Shiki • Tsumiyomi
|input=63214A/C after Dokugami
|input=hcb+A/C after Dokugami
|data=
|data=
  {{AttackData-KOFXV
  {{AttackData-KOFXV
Line 489: Line 490:
|caption=
|caption=
|name=402 Shiki • Batsuyomi
|name=402 Shiki • Batsuyomi
|input=6A/C after Tsumiyomi
|input=f+A/C after Tsumiyomi
|data=
|data=
  {{AttackData-KOFXV
  {{AttackData-KOFXV
Line 510: Line 511:
|caption=
|caption=
|name=100 Shiki • Oniyaki
|name=100 Shiki • Oniyaki
|input=623A/C after Batsuyomi
|input=dp+A/C after Batsuyomi
|data=
|data=
  {{AttackData-KOFXV
  {{AttackData-KOFXV
Line 534: Line 535:
|caption=
|caption=
|name=114 Shiki • Aragami  
|name=114 Shiki • Aragami  
|input=236A
|input=qcf+A
|data=
|data=
  {{AttackData-KOFXV
  {{AttackData-KOFXV
Line 555: Line 556:
|caption=
|caption=
|name=128 Shiki • Konokizu  
|name=128 Shiki • Konokizu  
|input=236A/C after Aragami
|input=qcf+A/C after Aragami
|data=
|data=
  {{AttackData-KOFXV
  {{AttackData-KOFXV
Line 618: Line 619:
|caption=
|caption=
|name=127 Shiki • Yanosabi (2)
|name=127 Shiki • Yanosabi (2)
|input=63214A/C after Aragami
|input=hcb+A/C after Aragami
|data=
|data=
  {{AttackData-KOFXV
  {{AttackData-KOFXV
Line 639: Line 640:
|caption=
|caption=
|name=212 Shiki • Kototsuki  Yo  
|name=212 Shiki • Kototsuki  Yo  
|input=63214B/D after Yanosabi (2)
|input=hcb+B/D after Yanosabi (2)
|data=
|data=
  {{AttackData-KOFXV
  {{AttackData-KOFXV
Line 681: Line 682:
|caption=
|caption=
|name=124 Shiki • Munotsuchi  
|name=124 Shiki • Munotsuchi  
|input=63214B/D after Aragami
|input=hcb+B/D after Aragami
|data=
|data=
  {{AttackData-KOFXV
  {{AttackData-KOFXV
Line 747: Line 748:
|caption=
|caption=
|name=212 Shiki • Kototsuki Yo  
|name=212 Shiki • Kototsuki Yo  
|input=63214B/D
|input=hcb+B/D
|data=
|data=
  {{AttackData-KOFXV
  {{AttackData-KOFXV
Line 769: Line 770:
|caption=
|caption=
|name=Ura 108 Shiki • Orochinagi
|name=Ura 108 Shiki • Orochinagi
|input=2141236A/C
|input=qcb,hcf+A/C
|data=
|data=
  {{AttackData-KOFXV
  {{AttackData-KOFXV
Line 793: Line 794:
|caption=
|caption=
|name=182 Shiki
|name=182 Shiki
|input=236236A/C
|input=qcfx2+A/C
|data=
|data=
  {{AttackData-KOFXV
  {{AttackData-KOFXV
Line 817: Line 818:
|caption=
|caption=
|name=Ura 1212 Shiki • Yakumo
|name=Ura 1212 Shiki • Yakumo
|input=2141236C/D
|input=qcb,hcf+CD
|data=
|data=
  {{AttackData-KOFXV
  {{AttackData-KOFXV
Line 836: Line 837:
==Combos==
==Combos==


[[The King of Fighters XIV#Notation|Notation Guide (placeholder XIV page for now, replace w/ XV page when available)]]
[[The King of Fighters XV#Controls|Notation Guide]]


'''General Notes'''
'''General Notes'''


* Any Kyo combo that begins with "cr.B > cr.A > df+D (1)" can also be started with cl.C > df+D (1) or cl.C > f+B instead.
* Any Kyo combo that begins with "cr.B, cr.A, df+D(1)" can also be started with cl.C, df+D(1) or cl.C, f+B instead.


===Rush Auto Combo===
===Rush Auto Combo===


'''Meterless:''' An elbow jab, 2 kicks, then ends with his rekka series of qcf+A ~ qcf+A ~ K. (187 DMG)
'''Meterless:''' An elbow jab, 2 kicks, then ends with his rekka series of qcf+A > qcf+A > K. (187 DMG)


'''1 Meter:''' Ends with qcfx2+P. (223 DMG)
'''1 Meter:''' Ends with qcfx2+P. (223 DMG)
Line 856: Line 857:
''Anywhere''
''Anywhere''


* cr.B > cr.B > cr.A > qcf+A ~ qcf+A ~ P/K (197 DMG)
* cr.Bx2, cr.A, qcf+A > qcf+P > P/K (197 DMG)
Simple confirm into Aragami. Use the P ender for hard knockdown and the K ender for corner carry.
: Simple confirm into Aragami. Use the P ender for hard knockdown and the K ender for corner carry.
 
* cr.B > cr.A > df+D (1) > qcf+D ~ D, hcb+K (221 DMG)
Old Reliable, for when you're not able to do other routes after upkicks.
 
* cr.B > cr.A > df+D (1) > qcf+D ~ D, dp+C (229 DMG)
 
You'll have to run up after the upkicks to get dp+C.  


* cr.B > cr.A > df+D (1) > qcf+D ~ D, rdp+B (181 DMG)
* cr.B, cr.A, df+D(1), qcf+D > K, hcb+K (221 DMG)
Less damage but ends in a hard knockdown, allowing for mixups afterward.
: Old Reliable, for when you're not able to do other routes after upkicks.


* cr.B > cr.A > df+D (1) > qcf+D ~ D, qcf+A ~ qcf+A ~ delay P/K (231 DMG)
* cr.B, cr.A, df+D(1), qcf+D > K, dp+C (229 DMG)
You need to run up after the upkicks into order to get the P ender, but for the K ender you don't have to worry about that.  
: You'll have to run up after the upkicks to get dp+C.  


st.C > qcf+C ~ hcb+P ~ f+P ~ dp+P (235 DMG)
* cr.B, cr.A, df+D(1), qcf+D > K, rdp+B (181 DMG)
: Less damage but ends in a hard knockdown, allowing for mixups afterward.


Kyo's new st.C is quite the reliable combo starter from a distance.
* cr.B, cr.A, df+D(1), qcf+D > K, qcf+A > qcf+P > delay P/K (231 DMG)
: You need to run up after the upkicks in order to get the P ender, but for the K ender you don't have to worry about that.  


st.CD > rdp+B (whiff), qcf+C ~ hcb+P ~ f+P (176 DMG)
* st.C, qcf+C > hcb+P > f+P > dp+P (235 DMG)
: Kyo's new st.C is quite the reliable combo starter from a distance.


The whiffed RED Kick makes it possible to combo into Dokugami. The dp+P ender doesn't seem possible, even with delays.
* st.CD, rdp+B(whiff), qcf+C > hcb+P > delay f+P > dp+P (221 DMG)
: The whiffed RED Kick makes it possible to combo into Dokugami. The dp+P ender whiffs if you don't delay f+P enough.




''Corner Only''
''Corner Only''


* cr.B > cr.A > df+D (1) > qcf+D ~ D, qcf+C, dp+C (274 DMG)
* cr.B, cr.A, df+D(1), qcf+D > K, qcf+C, dp+C (274 DMG)


* cr.B > cr.A > df+D (1) > qcf+D ~ D, qcf+A, qcf+A ~ hcb+P ~ P (278 DMG)
* cr.B, cr.A, df+D(1), qcf+D > K, qcf+A, qcf+A > hcb+P > P/hcb+K (278/296 DMG)
 
: Requires you to hit the opponent with the very top of the first Aragami's hitbox in order to get the second one.
Requires you to hit the opponent with the very top of the first Aragami's hitbox in order to get the second one.


===0.5 Meters===
===0.5 Meters===
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''Anywhere''
''Anywhere''


* cr.B > cr.A > df+D (1) > qcf+BD, qcf+D ~ D, st.CD (whiff) > qcf+A ~ qcf+P ~ P/K (277 DMG)
* cr.B, cr.A, df+D(1), qcf+BD, qcf+D > K, st.CD (whiff) , qcf+A > qcf+P > P/K (277 DMG)
You don't have  to have the st.CD in there, but whiff canceling it helps you time Aragami after the upkicks.
: You don't need the st.CD in there, but whiff canceling it helps you time Aragami after the upkicks.
 
* cr.B, cr.A, df+D(1), b,qcb+BD, qcf+B > K, qcf+C > hcb+P > f+P > dp+P (329 DMG)
: Great damage for just half a bar.


* cr.B > cr.A > df+D (1) > b,qcb+BD, qcf+B ~ B, qcf+C ~ hcb+P, f+P, dp+P (329 DMG)
* cr.B, cr.A, df+D(1), b,qcb+BD, qcf+B > K, qcf+A > hcb+P > P/hcb+K (315/333 DMG)
Great damage for just half a bar.
: Hard knockdown version of the previous route for better oki.


''Corner Only''
''Corner Only''


* cr.B > cr.A > df+D (1) > qcf+D ~ D, qcf+C, dp+AC (317 DMG)
* cr.B, cr.A, df+D(1), qcf+D > K, qcf+C, dp+AC (317 DMG)


* cr.B > cr.A > df+D (1) > b,qcb+BD, qcf+B ~ B, qcf+A, dp+C (339 DMG)
* cr.B, cr.A, df+D(1), b,qcb+BD, qcf+B > K, qcf+A, dp+C (339 DMG)


===1 Meter===
===1 Meter===
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[[Category:The King of Fighters XV]]
[[Category:The King of Fighters XV]]
[[Category:Joe Higashi]]
[[Category:Kyo Kusanagi]]

Revision as of 17:02, 17 February 2022

The King of Fighters XV

OverviewStrategyDataCombosReplays

Introduction

Kyo Kusanagi is the heir to the Kusanagi clan and successor of the Kusanagi Style of Ancient Martial Arts. The Kusanagi clan is one of three entrusted with a Sacred Treasure, and thus a cleansing flame resides within Kyo’s very own blood.

Though his biggest rival is Iori Yagami, they are both left with little option but to put aside their differences and team up once again for this latest KOF to hopefully prevent Orochi from resurrecting once again.

Movelist

(*) = EX OK

(!) = MAX OK

(Midair Only) = Can only be done in the air.

Throws

Hatsugane - / +

Issestu Seoi Nage - / +

Command Normals

Ge-shiki * Goufu You - +

88 Shiki - +

Geshiki Naraku Otoshi - / / + (Midair Only)

Special Moves

100 Shiki Oniyaki - + / (*)

R.E.D. Kick - + / (*)

75 Shiki: Kai - + / (*)

┗Follow Up- /

212 Shiki * Kototsuki Yo - + / (*)


114 Shiki * Aragami - +

┗128 Shiki * Konokizu - + /
┗127 Shiki * Yanosabi - /
┗125 Shiki * Nanase - /
┗127 Shiki * Yanosabi - + /
┗212 Shiki Kototsuki You - + /
┗Geshiki * Migari Ugachi - /
┗124 Shiki * Munotsuchi - + /
┗427 Shiki * Hikigane - /
┗Ge-shiki * Tsuriganeotoshi - /

115 Shiki: Dokugami - + (*)

┗401 Shiki * Tsumiyomi - + /
┗402 Shiki * Batsuyomi - + /
┗100 Shiki * Oniyaki - + /

Super Special Moves

Ura 108 Shiki * Orochinagi: + / (!)

182 Shiki - + / (!)

Climax Super Special Moves

Ura 1212 Shiki * Yakumo - +

Quick Combo Reference

Quick Combo Reference

Notation

0 Meter

Placeholder
Placeholder

( = dmg
( = dmg

1 Meter

Placeholder
Placeholder

( = dmg
( = dmg

2 Meters

Placeholder
Placeholder

( = dmg
( = dmg

Gameplay Overview

Normals

Far Standing Normals

Far A

far A
f.A
f.A

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.
10 is 1%.
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 special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
25 Mid special 6 2 14 -1 -3 - 30 60
  • Placeholder

Far B

far B
f.B
f.B

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.
10 is 1%.
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 special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
30 Mid super 6 2 13 0 -2 - 30 60
  • Placeholder

Far C

far C
f.C
f.C

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.
10 is 1%.
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 special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 Mid special 10 3 19 -1 -3 - 70 120
  • Placeholder

Far D

far D
f.D
f.D

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.
10 is 1%.
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 special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
90 Mid super 8 4 20 -3 -5 Low: 8 to 17 (10 Frames) 70 120
  • Placeholder


Close Standing Normals

Close A

close A
c.A
c.A

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.
10 is 1%.
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 special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
25 Mid command 4 2 8 +5 +3 - 30 60
  • Placeholder

Close B

close B
c.B
c.B

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.
10 is 1%.
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 special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
30 Low command 5 2 13 0 -2 - 30 60
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Close C

close C
c.C
c.C

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.
10 is 1%.
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 special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 Mid command 4 3 19 -1 -3 - 70 120
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Close D

close D
c.D
c.D

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.
10 is 1%.
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 special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
80 Mid command 6 2 20 -1 -3 - 70 120
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Crouch Normals

Crouch A

crouch A
2A
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.
10 is 1%.
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 special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
25 Mid command 4 3 9 +3 +1 - 30 60
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Crouch B

crouch B
2B
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.
10 is 1%.
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 special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
30 Low super 5 3 10 +2 0 - 30 60
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Crouch C

crouch C
2C
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.
10 is 1%.
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 special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 Mid command 7 4 19 -2 -4 - 70 120
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Crouch D

crouch D
2D
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.
10 is 1%.
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 special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
80 Low command 7 4 23 Soft Knockdown (+22) -8 - 70 120
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Jump Normals

Jump A

jump A
j.A
j.A

Version 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.
10 is 1%.
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 special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop A hop A

40 High - 4 5 1 on ground - - - 30 50

jump A jump A

45 High - 4 5 1 on ground - - - 30 60
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Jump B

jump B
j.B
j.B

Version 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.
10 is 1%.
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 special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop B hop B

40 High - 5 9 1 on ground - - - 30 50

jump B jump B

45 High - 5 10 1 on ground - - - 30 60
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Jump C

jump C
j.C
j.C

Version 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.
10 is 1%.
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 special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop C hop C

70 High - 6 8 1 on ground - - - 70 100

jump C jump C

70 High - 6 8 1 on ground - - - 70 120
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Jump D

jump D
j.D
j.D

Version 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.
10 is 1%.
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 special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop D hop D

70 High - 8 5 1 on ground - - - 70 100

jump D jump D

70 High - 8 5 1 on ground - - - 70 120
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Blowback

Blowback

Blowback
CD
CD

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.
10 is 1%.
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 special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
75 Mid command 16 5 20 Wall Splat HKD (Ground hit [+75 - +92]) / Soft Knockdown (Air hit [≥+33 - +77]) -2 (+2) - 100 160
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ShatterStrike

ShatterStrike
qcf+CD
qcf+CD

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.
10 is 1%.
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 special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
75 Mid - 15 6 27 Crumple (Ground Hit) / Wall Bounce (Air hit) -10 Armor: 4 to 14 (11 frames) 0 200
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jump CD

jump CD
j.CD
j.CD

Version 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.
10 is 1%.
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 special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop CD hop CD

80 Mid - 14 6 1 on ground Soft Knockdown - - 80 120

jump CD jump CD

90 Mid - 14 8 1 on ground Soft Knockdown - - 80 140
  • Placeholder

Throws

Hatsunage
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


Issetsu Seoi Nage
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.

Command Moves

Ge-Shiki • Gofu Yo
f+B
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


88 Shiki
df+D
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


Ge-Shiki • Naraku Otoshi
j.d+C
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.

Special Moves

100 Shiki • Oniyaki
dp+A/C
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


R.E.D. Kick
b,qcb+B/D
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


75 Shiki • Kai
qcf+B/D
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.
75 • Shiki Kai (Follow Up)
B/D after Shiki Kai
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


1115 Shiki • Dokugami
qcf+C
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.
401 Shiki • Tsumiyomi
hcb+A/C after Dokugami
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.
402 Shiki • Batsuyomi
f+A/C after Tsumiyomi
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.
100 Shiki • Oniyaki
dp+A/C after Batsuyomi
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


114 Shiki • Aragami
qcf+A
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.
128 Shiki • Konokizu
qcf+A/C after Aragami
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.
125 Shiki • Nanase
B/D after Konokizu
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.
127 Shiki • Yanosabi (1)
A/C after Konokizu
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.
127 Shiki • Yanosabi (2)
hcb+A/C after Aragami
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.
212 Shiki • Kototsuki Yo
hcb+B/D after Yanosabi (2)
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.
Ge-Shiki • Migari Ugachi
A/C after Yanosabi (2)
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.
124 Shiki • Munotsuchi
hcb+B/D after Aragami
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.
427 Shiki • Hikigane
B/D after Munotsuchi
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.
Ge-Shiki • Tsurubeotoshi
A/C after Munotsuchi
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


212 Shiki • Kototsuki Yo
hcb+B/D
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.

Super Special Moves

Ura 108 Shiki • Orochinagi
qcb,hcf+A/C
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


182 Shiki
qcfx2+A/C
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


Ura 1212 Shiki • Yakumo
qcb,hcf+CD
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.

Combos

Notation Guide

General Notes

  • Any Kyo combo that begins with "cr.B, cr.A, df+D(1)" can also be started with cl.C, df+D(1) or cl.C, f+B instead.

Rush Auto Combo

Meterless: An elbow jab, 2 kicks, then ends with his rekka series of qcf+A > qcf+A > K. (187 DMG)

1 Meter: Ends with qcfx2+P. (223 DMG)

2 Meter: Ends with qcfx2+AC. (333 DMG)

3 Meter: Ends with qcb,hcf+CD. (421 DMG)

0 Meter

Anywhere

  • cr.Bx2, cr.A, qcf+A > qcf+P > P/K (197 DMG)
Simple confirm into Aragami. Use the P ender for hard knockdown and the K ender for corner carry.
  • cr.B, cr.A, df+D(1), qcf+D > K, hcb+K (221 DMG)
Old Reliable, for when you're not able to do other routes after upkicks.
  • cr.B, cr.A, df+D(1), qcf+D > K, dp+C (229 DMG)
You'll have to run up after the upkicks to get dp+C.
  • cr.B, cr.A, df+D(1), qcf+D > K, rdp+B (181 DMG)
Less damage but ends in a hard knockdown, allowing for mixups afterward.
  • cr.B, cr.A, df+D(1), qcf+D > K, qcf+A > qcf+P > delay P/K (231 DMG)
You need to run up after the upkicks in order to get the P ender, but for the K ender you don't have to worry about that.
  • st.C, qcf+C > hcb+P > f+P > dp+P (235 DMG)
Kyo's new st.C is quite the reliable combo starter from a distance.
  • st.CD, rdp+B(whiff), qcf+C > hcb+P > delay f+P > dp+P (221 DMG)
The whiffed RED Kick makes it possible to combo into Dokugami. The dp+P ender whiffs if you don't delay f+P enough.


Corner Only

  • cr.B, cr.A, df+D(1), qcf+D > K, qcf+C, dp+C (274 DMG)
  • cr.B, cr.A, df+D(1), qcf+D > K, qcf+A, qcf+A > hcb+P > P/hcb+K (278/296 DMG)
Requires you to hit the opponent with the very top of the first Aragami's hitbox in order to get the second one.

0.5 Meters

Anywhere

  • cr.B, cr.A, df+D(1), qcf+BD, qcf+D > K, st.CD (whiff) , qcf+A > qcf+P > P/K (277 DMG)
You don't need the st.CD in there, but whiff canceling it helps you time Aragami after the upkicks.
  • cr.B, cr.A, df+D(1), b,qcb+BD, qcf+B > K, qcf+C > hcb+P > f+P > dp+P (329 DMG)
Great damage for just half a bar.
  • cr.B, cr.A, df+D(1), b,qcb+BD, qcf+B > K, qcf+A > hcb+P > P/hcb+K (315/333 DMG)
Hard knockdown version of the previous route for better oki.

Corner Only

  • cr.B, cr.A, df+D(1), qcf+D > K, qcf+C, dp+AC (317 DMG)
  • cr.B, cr.A, df+D(1), b,qcb+BD, qcf+B > K, qcf+A, dp+C (339 DMG)

1 Meter

Anywhere

  • ...

Corner Only

  • ...

1.5 Meters

Anywhere

  • ...

Corner Only

  • ...

2 Meters

Anywhere

  • ...

Corner Only

  • ...


3 Meters

Anywhere

  • ...

Corner Only

  • ...


4 Meters

Anywhere

  • ...

Corner Only

  • ...


5 Meters

Anywhere

  • ...

Corner Only

  • ...

Misc

Videos

Kyo Kusanagi Reveal Trailer

Navigation

The King of Fighters XV

OverviewStrategyDataCombosReplays

Navigation

The King of Fighters XV
System

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Characters