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Samurai Shodown VI/Charlotte/Data: Difference between revisions
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Line 8: | Line 8: | ||
| input = | | input = | ||
| images = SSVI_Charlotte_5A_ima.png | | images = SSVI_Charlotte_5A_ima.png | ||
| damage = | | damage = 10 | ||
| guard = Mid | | guard = Mid | ||
| startup = 11 | | startup = 11 | ||
Line 26: | Line 26: | ||
| input = | | input = | ||
| images = SSVI_Charlotte_Far_5B.png | | images = SSVI_Charlotte_Far_5B.png | ||
| damage = | | damage = 18 | ||
| guard = Low | | guard = Low | ||
| startup = 13 | | startup = 13 | ||
Line 44: | Line 44: | ||
| input = | | input = | ||
| images = SSVI_Charlotte_Far_5C_Part_1.png,SSVI_Charlotte_Far_5C_Part_2.png,SSVI_Charlotte_Far_5C_Part_3.png | | images = SSVI_Charlotte_Far_5C_Part_1.png,SSVI_Charlotte_Far_5C_Part_2.png,SSVI_Charlotte_Far_5C_Part_3.png | ||
| damage = | | damage = 37 | ||
| guard = Mid | | guard = Mid | ||
| startup = 11 | | startup = 11 | ||
Line 62: | Line 62: | ||
| input = | | input = | ||
| images = SSV_Charlotte_Far_2A.png | | images = SSV_Charlotte_Far_2A.png | ||
| damage = | | damage = 8 | ||
| guard = Mid | | guard = Mid | ||
| startup = 9 | | startup = 9 | ||
Line 80: | Line 80: | ||
| input = | | input = | ||
| images = SSVI_Charlotte_Far_2B.png | | images = SSVI_Charlotte_Far_2B.png | ||
| damage = | | damage = 14 | ||
| guard = Low | | guard = Low | ||
| startup = 13 | | startup = 13 | ||
Line 98: | Line 98: | ||
| input = | | input = | ||
| images = SSVI_Charlotte_Far_2C.png | | images = SSVI_Charlotte_Far_2C.png | ||
| damage = | | damage = 31 | ||
| guard = Mid | | guard = Mid | ||
| startup = 17 | | startup = 17 | ||
Line 117: | Line 117: | ||
| input = | | input = | ||
| images = SSVI_Charlotte_Near_5A.png | | images = SSVI_Charlotte_Near_5A.png | ||
| damage = | | damage = 8 | ||
| guard = Mid | | guard = Mid | ||
| startup = 8 | | startup = 8 | ||
Line 135: | Line 135: | ||
| input = | | input = | ||
| images = SSVI_Charlotte_Near_5B.png | | images = SSVI_Charlotte_Near_5B.png | ||
| damage = | | damage = 13 | ||
| guard = Low | | guard = Low | ||
| startup = 12 | | startup = 12 | ||
Line 153: | Line 153: | ||
| input = | | input = | ||
| images = SSVI_Charlotte_Near_5C_Part_1.png,SSVI_Charlotte_Near_5C_Part_2.png | | images = SSVI_Charlotte_Near_5C_Part_1.png,SSVI_Charlotte_Near_5C_Part_2.png | ||
| damage = | | damage = 35 | ||
| guard = Mid | | guard = Mid | ||
| startup = 16 | | startup = 16 | ||
Line 171: | Line 171: | ||
| input = | | input = | ||
| images = SSVI_Charlotte_Near_2A.png | | images = SSVI_Charlotte_Near_2A.png | ||
| damage = | | damage = 8 | ||
| guard = Mid | | guard = Mid | ||
| startup = 8 | | startup = 8 | ||
Line 189: | Line 189: | ||
| input = | | input = | ||
| images = SSVI_Charlotte_Near_2B.png | | images = SSVI_Charlotte_Near_2B.png | ||
| damage = | | damage = 11 | ||
| guard = Mid | | guard = Mid | ||
| startup = 13 | | startup = 13 | ||
Line 207: | Line 207: | ||
| input = | | input = | ||
| images = SSVI_Charlotte_Near_2C.png | | images = SSVI_Charlotte_Near_2C.png | ||
| damage = | | damage = 35 | ||
| guard = Mid | | guard = Mid | ||
| startup = 15 | | startup = 15 | ||
Line 226: | Line 226: | ||
| input = | | input = | ||
| images = SSVI_Charlotte_5K.png | | images = SSVI_Charlotte_5K.png | ||
| damage = | | damage = 8 | ||
| guard = Mid | | guard = Mid | ||
| startup = 7 | | startup = 7 | ||
Line 244: | Line 244: | ||
| input = | | input = | ||
| images = SSVI_Charlotte_6K.png | | images = SSVI_Charlotte_6K.png | ||
| damage = | | damage = 10 | ||
| guard = Low | | guard = Low | ||
| startup = 13 | | startup = 13 | ||
Line 262: | Line 262: | ||
| input = | | input = | ||
| images = SSVI_Charlotte_2K.png | | images = SSVI_Charlotte_2K.png | ||
| damage = | | damage = 3 | ||
| guard = Low | | guard = Low | ||
| startup = 7 | | startup = 7 | ||
Line 280: | Line 280: | ||
| input = | | input = | ||
| images = SSVI_Charlotte_3K.png | | images = SSVI_Charlotte_3K.png | ||
| damage = | | damage = 11 | ||
| guard = Low | | guard = Low | ||
| startup = 9 | | startup = 9 | ||
Line 299: | Line 299: | ||
| input = | | input = | ||
| images = SSVI_Charlotte_66A.png | | images = SSVI_Charlotte_66A.png | ||
| damage = | | damage = 10 | ||
| guard = Mid | | guard = Mid | ||
| startup = 10 | | startup = 10 | ||
Line 319: | Line 319: | ||
| damage = | | damage = | ||
| guard = High | | guard = High | ||
| startup = | | startup = 18 | ||
| hitadv = SKD | | hitadv = SKD | ||
| stblockadv= -10 | | stblockadv= -10 | ||
Line 335: | Line 335: | ||
| input = | | input = | ||
| images = SSVI_Charlotte_66C.png | | images = SSVI_Charlotte_66C.png | ||
| damage = | | damage = 8+14 | ||
| guard = Low, Mid | | guard = Low, Mid | ||
| startup = 8 | | startup = 8 | ||
Line 353: | Line 353: | ||
| input = | | input = | ||
| images = SSVI_Charlotte_66D.png | | images = SSVI_Charlotte_66D.png | ||
| damage = | | damage = 10 | ||
| guard = Low | | guard = Low | ||
| startup = 9 | | startup = 9 | ||
Line 372: | Line 372: | ||
| input = | | input = | ||
| images = SSVI_Charlotte_jA.png | | images = SSVI_Charlotte_jA.png | ||
| damage = | | damage = 8 | ||
| guard = High | | guard = High | ||
| startup = 9 | | startup = 9 | ||
Line 390: | Line 390: | ||
| input = | | input = | ||
| images = SSVI_Charlotte_jB.png | | images = SSVI_Charlotte_jB.png | ||
| damage = | | damage = 16 | ||
| guard = High | | guard = High | ||
| startup = 12 | | startup = 12 | ||
Line 408: | Line 408: | ||
| input = | | input = | ||
| images = SSVI_Charlotte_jC.png | | images = SSVI_Charlotte_jC.png | ||
| damage = | | damage = 27 | ||
| guard = High | | guard = High | ||
| startup = 15 | | startup = 15 | ||
Line 426: | Line 426: | ||
| input = | | input = | ||
| images = SSVI_Charlotte_jD.png | | images = SSVI_Charlotte_jD.png | ||
| damage = | | damage = 10 | ||
| guard = High | | guard = High | ||
| startup = 9 | | startup = 9 | ||
Line 445: | Line 445: | ||
| input = | | input = | ||
| images = SSVI_Charlotte_u5S.png | | images = SSVI_Charlotte_u5S.png | ||
| damage = | | damage = 6 | ||
| guard = Mid | | guard = Mid | ||
| startup = | | startup = | ||
Line 463: | Line 463: | ||
| input = | | input = | ||
| images = SSVI_Charlotte_u2S.png | | images = SSVI_Charlotte_u2S.png | ||
| damage = | | damage = 6 | ||
| guard = Mid | | guard = Mid | ||
| startup = | | startup = | ||
Line 481: | Line 481: | ||
| input = | | input = | ||
| images = SSVI_Charlotte_u66S.png | | images = SSVI_Charlotte_u66S.png | ||
| damage = | | damage = 8 | ||
| guard = Mid | | guard = Mid | ||
| startup = | | startup = | ||
Line 499: | Line 499: | ||
| input = | | input = | ||
| images = SSVI_Charlotte_u66D.png | | images = SSVI_Charlotte_u66D.png | ||
| damage = | | damage = 8+13 | ||
| guard = High | | guard = High | ||
| startup = | | startup = | ||
Line 514: | Line 514: | ||
====juS==== | ====juS==== | ||
{{MoveData-SSVI | character = Charlotte | moveId = charlotte_jus | {{MoveData-SSVI | character = Charlotte | moveId = charlotte_jus | ||
| name = | | name = juS | ||
| input = | | input = | ||
| images = SSVI_Charlotte_ujS.png | | images = SSVI_Charlotte_ujS.png | ||
| damage = | | damage = 6 | ||
| guard = High | | guard = High | ||
| startup = | | startup = | ||
Line 535: | Line 535: | ||
| input = A+B | | input = A+B | ||
| images = SSVI_Charlotte_Far_5C_Part_1.png | | images = SSVI_Charlotte_Far_5C_Part_1.png | ||
| damage = | | damage = 53 | ||
| guard = Mid | | guard = Mid | ||
| startup = 21 | | startup = 21 | ||
Line 553: | Line 553: | ||
| input = A+B | | input = A+B | ||
| images = SSVI_Charlotte_Continuous_Slash.png | | images = SSVI_Charlotte_Continuous_Slash.png | ||
| damage = | | damage = 6, 23 (CS1-3), 42 (CS4) | ||
| guard = Mid | | guard = Mid | ||
| startup = 11 | | startup = 11 | ||
Line 657: | Line 657: | ||
| input = | | input = | ||
| images = SSVI_Charlotte_3B.png | | images = SSVI_Charlotte_3B.png | ||
| damage = | | damage = 13 | ||
| guard = High | | guard = High | ||
| startup = 22 | | startup = 22 |
Revision as of 01:49, 26 January 2023
Normals
Far Slashes
5A
Charlotte charlotte_5a | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
5A | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
10 | Mid | 11 | -3 | -5 | 0 | No | Yes | - | No |
5B
Charlotte charlotte_5b | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
5B | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
18 | Low | 13 | +2 | -12 | -7 | No | Yes | - | No |
5C
Charlotte charlotte_5c | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
5C | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
37 | Mid | 11 | -3~-2 | -20 | -15 | No | Yes | - | No |
2A
Charlotte charlotte_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. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
8 | Mid | 9 | +2 | -5 | 0 | No | Yes | - | No |
2B
Charlotte charlotte_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. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
14 | Low | 13 | +4 | - | -7 | No | No | - | No |
2C
Charlotte charlotte_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. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
31 | Mid | 17 | -5~-4 | -20 | -15 | No | No | - | No |
Near Slashes
n5A
Charlotte charlotte_n5a | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
n5A | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
8 | Mid | 8 | +2 | -2 | +3 | Yes | Yes | - | No |
n5B
Charlotte charlotte_n5b | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
n5B | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
13 | Low | 12 | 0 | -8 | -3 | Yes | Yes | - | No |
n5C
Charlotte charlotte_n5c | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
n5C | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
35 | Mid | 16 | 0~+1 | -20 | -15 | No | Yes | - | No |
n2A
Charlotte charlotte_n2a | |||||||||||
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n2A | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
8 | Mid | 8 | +2 | -2 | +3 | No | Yes | - | No |
n2B
Charlotte charlotte_n2b | |||||||||||
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n2B | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
11 | Mid | 13 | 0 | -8 | -3 | Yes | Yes | - | No |
n2C
Charlotte charlotte_n2c | |||||||||||
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n2C | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
35 | Mid | 15 | -2~-1 | -20 | -15 | No | Yes | - | No |
Kicks
5D
Charlotte charlotte_5d | |||||||||||
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5D | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
8 | Mid | 7 | -4 | -16 | -11 | No | No | - | No |
6D
Charlotte charlotte_6d | |||||||||||
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6D | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
10 | Low | 13 | SKD | - | -14 | Yes | No | - | No |
2D
Charlotte charlotte_2d | |||||||||||
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2D | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
3 | Low | 7 | -3 | - | -2 | No | No | - | No |
3D
Charlotte charlotte_3d | |||||||||||
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3D | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
11 | Low | 9 | SKD | - | -16 | No | No | - | No |
Dash Normals
66A
Charlotte charlotte_66a | |||||||||||
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66A | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
10 | Mid | 10 | -4 | -16 | -11 | No | No | - | No |
66B
Charlotte charlotte_66b | |||||||||||
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66B | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
- | High | 18 | SKD | -10 | - | Kara | Yes | - | No |
66C
Charlotte charlotte_66c | |||||||||||
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66C | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
8+14 | Low, Mid | 8 | SKD | -24 | -19 | No | Yes | - | No |
66D
Charlotte charlotte_66d | |||||||||||
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66D | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
10 | Low | 9 | SKD | - | -16 | No | No | - | No |
Air Normals
jA
Charlotte charlotte_ja | |||||||||||
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jA | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
8 | High | 9 | - | - | - | No | No | - | No |
jB
Charlotte charlotte_jb | |||||||||||
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jB | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
16 | High | 12 | - | - | - | No | No | - | No |
jC
Charlotte charlotte_jc | |||||||||||
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jC | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
27 | High | 15 | - | - | - | No | No | - | No |
jD
Charlotte charlotte_jd | |||||||||||
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jD | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
10 | High | 9 | - | - | - | No | No | - | No |
Unarmed Normals
u5S
Charlotte charlotte_u5s | |||||||||||
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u5S | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
6 | Mid | - | - | - | - | No | No | - | Yes |
u2S
Charlotte charlotte_u2s | |||||||||||
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u2S | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
6 | Mid | - | - | - | - | No | No | - | Yes |
u66S
Charlotte charlotte_u66s | |||||||||||
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u66S | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
8 | Mid | - | SKD | - | - | No | No | - | Yes |
u66D
Charlotte charlotte_u66d | |||||||||||
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u66D | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
8+13 | High | - | - | - | - | No | No | - | Yes |
juS
Charlotte charlotte_jus | |||||||||||
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juS | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
6 | High | - | - | - | - | No | No | - | Yes |
Hyper Slash
Charlotte charlotte_hs | |||||||||||
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A+B
A+B Hyper Slash | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
53 | Mid | 21 | SKD | -55 | -45 | No | Disarm | - | No |
Continuous Slash
Charlotte charlotte_cs | |||||||||||
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A+B
A+B Continuous Slash | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
6, 23 (CS1-3), 42 (CS4) | Mid | 11 | - | -20 | -15 | No | Yes | - | No |
Command Normals
4Start
4Start
Charlotte charlotte_4start | |||||||||||
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4Start | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
1 | High | - | - | - | - | No | No | - | Both |
4B+Start
Charlotte charlotte_4bstart | |||||||||||
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4B+Start | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
1 | High | - | - | - | - | No | No | - | Both |
4C+Start
Charlotte charlotte_4cstart | |||||||||||
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4C+Start | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
1 | High | - | - | - | - | No | No | - | Both |
4D+Start
Charlotte charlotte_4dstart | |||||||||||
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4D+Start | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
1 | High | - | - | - | - | No | No | - | Both |
3B
Charlotte charlotte_3b | |||||||||||
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3B | |||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. All values derived from near-full Weapon Gauge in I/II/III/V Spirit against V/VI Spirit Haohmaru. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Hit Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Stand Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked standing, number of frames the character recovers before (+) or after (-) the standing opponent. | Crouch Block Adv.x ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked crouching, number of frames the character recovers before (+) or after (-) the crouching opponent. | CancelRecoil - this move's recoil animation on block is cancellable. Special - this can be cancelled on hit. Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.Whether or not this move can be cancelled into specials, SM and WFT. | DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. | Invul(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | UnarmedYes means the move can be used unarmed, No means that it can't and Both that it can be done either way.Whether this move can be performed without a weapon. | ||
13 | High | 22 | +6 | -6 | - | No | Yes | - | No |