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The King of Fighters '98 UMFE/Iori Yagami/Data: Difference between revisions
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Line 1: | Line 1: | ||
{{CharNavbox 98FE}} | {{CharNavbox 98FE}} | ||
{{TOClimit|3}} | |||
==Normals== | ==Normals== | ||
Line 23: | Line 24: | ||
| display = 200px | | display = 200px | ||
}} | }} | ||
====cl.B==== | ====cl.B==== | ||
{{MoveData-KOF98FE | character = Iori Yagami | moveId = iori_clb | {{MoveData-KOF98FE | character = Iori Yagami | moveId = iori_clb | ||
| name = close B | | name = close B | ||
| input = cl.B | | input = cl.B | ||
| images = iori_cl.b_umfe.png | | images = iori_cl.b_umfe.png | ||
| hitboxes = | | hitboxes = | ||
Line 48: | Line 47: | ||
| name = close C | | name = close C | ||
| input = cl.C | | input = cl.C | ||
| images = iori_cl.c1_umfe.png, iori_cl.c2_umfe.png | | images = iori_cl.c1_umfe.png, iori_cl.c2_umfe.png | ||
| hitboxes = | | hitboxes = | ||
Line 56: | Line 54: | ||
| guard = Mid | | guard = Mid | ||
| cancel = C | | cancel = C | ||
| startup = | | startup = 3 | ||
| active = 2, 5 | | active = 2, 5 | ||
| recovery = 14 | | recovery = 14 | ||
Line 68: | Line 66: | ||
| name = close D | | name = close D | ||
| input = cl.D | | input = cl.D | ||
| images = iori_cl.d_umfe.png | | images = iori_cl.d_umfe.png | ||
| hitboxes = | | hitboxes = | ||
Line 166: | Line 163: | ||
| display = 200px | | display = 200px | ||
}} | }} | ||
===Crouch Normals=== | ===Crouch Normals=== | ||
====cr.A==== | ====cr.A==== | ||
Line 171: | Line 169: | ||
| name = crouch A | | name = crouch A | ||
| input = cr.A | | input = cr.A | ||
| input2 = | | input2 = 2A | ||
| images = iori_cr.a_umfe.png | | images = iori_cr.a_umfe.png | ||
| hitboxes = | | hitboxes = | ||
Line 191: | Line 189: | ||
| name = crouch B | | name = crouch B | ||
| input = cr.B | | input = cr.B | ||
| input2 = | | input2 = 2B | ||
| images = iori_cr.b_umfe.png | | images = iori_cr.b_umfe.png | ||
| hitboxes = | | hitboxes = | ||
Line 200: | Line 198: | ||
| cancel = | | cancel = | ||
| startup = 6 | | startup = 6 | ||
| active = | | active = 5 | ||
| recovery = | | recovery = 5 | ||
| hitadv = +2 | | hitadv = +2 | ||
| blockadv = 0 | | blockadv = 0 | ||
Line 211: | Line 209: | ||
| name = crouch C | | name = crouch C | ||
| input = cr.C | | input = cr.C | ||
| input2 = | | input2 = 2C | ||
| images = iori_cr.c_umfe.png | | images = iori_cr.c_umfe.png | ||
| hitboxes = | | hitboxes = | ||
Line 231: | Line 229: | ||
| name = crouch D | | name = crouch D | ||
| input = cr.D | | input = cr.D | ||
| input2 = | | input2 = 2D | ||
| images = iori_cr.d_umfe.png | | images = iori_cr.d_umfe.png | ||
| hitboxes = | | hitboxes = | ||
Line 247: | Line 245: | ||
| display = 200px | | display = 200px | ||
}} | }} | ||
===Jump Normals=== | ===Jump Normals=== | ||
====j.A==== | ====j.A==== | ||
Line 252: | Line 251: | ||
| name = jump A | | name = jump A | ||
| input = j.A | | input = j.A | ||
| images = iori_j.a_umfe.png | | images = iori_j.a_umfe.png | ||
| hitboxes = | | hitboxes = | ||
Line 272: | Line 270: | ||
| name = jump B | | name = jump B | ||
| input = j.B | | input = j.B | ||
| images = iori_j.b_umfe.png | | images = iori_j.b_umfe.png | ||
| hitboxes = | | hitboxes = | ||
Line 292: | Line 289: | ||
| name = jump C | | name = jump C | ||
| input = j.C | | input = j.C | ||
| images = iori_j.c_umfe.png | | images = iori_j.c_umfe.png | ||
| hitboxes = | | hitboxes = | ||
Line 312: | Line 308: | ||
| name = jump D | | name = jump D | ||
| input = j.D | | input = j.D | ||
| images = iori_j.d1_umfe.png, iori_j.d2_umfe.png | | images = iori_j.d1_umfe.png, iori_j.d2_umfe.png | ||
| hitboxes = | | hitboxes = | ||
Line 320: | Line 315: | ||
| guard = High | | guard = High | ||
| cancel = | | cancel = | ||
| startup = | | startup = 7 | ||
| active = 3, 2 | | active = 3, 2 | ||
| recovery = | | recovery = | ||
Line 328: | Line 323: | ||
| display = 200px | | display = 200px | ||
}} | }} | ||
===Blowback Normals=== | ===Blowback Normals=== | ||
====st.CD==== | ====st.CD==== | ||
Line 353: | Line 349: | ||
| name = jump CD | | name = jump CD | ||
| input = j.CD | | input = j.CD | ||
| images = iori_j.cd_umfe.png | | images = iori_j.cd_umfe.png | ||
| hitboxes = | | hitboxes = | ||
Line 369: | Line 364: | ||
| display = 200px | | display = 200px | ||
}} | }} | ||
==Command Normals== | |||
====f+A==== | ====f+A==== | ||
{{MoveData-KOF98FE | character = Iori Yagami | moveId = | {{MoveData-KOF98FE | character = Iori Yagami | moveId = iori_f+a | ||
| name = Dream Blast | | name = Dream Blast | ||
| input = f+A | | input = f+A | ||
| input2 = 6A | |||
| orderId = 1 | |||
| version = f+A | |||
| version2 = 6A | |||
| images = iori_fA_umfe.png | | images = iori_fA_umfe.png | ||
| hitboxes = | | hitboxes = | ||
Line 390: | Line 390: | ||
}} | }} | ||
====f+A>A==== | ====f+A>A==== | ||
{{MoveData-KOF98FE | character = Iori Yagami | moveId = | {{MoveData-KOF98FE | character = Iori Yagami | moveId = iori_f+a>a | ||
| name = Dream Blast | | name = Dream Blast | ||
| input = f+A>A | | input = f+A > A | ||
| input2 = 6A > A | |||
| orderId = 2 | |||
| version = f+A > A | |||
| version2 = 6A > A | |||
| images = iori_fAA_umfe.png | | images = iori_fAA_umfe.png | ||
| hitboxes = | | hitboxes = | ||
Line 409: | Line 413: | ||
}} | }} | ||
====f+B==== | ====f+B==== | ||
{{MoveData-KOF98FE | character = Iori Yagami | moveId = | {{MoveData-KOF98FE | character = Iori Yagami | moveId = iori_rawf+b | ||
| name = Thunder Axe Shadow Reaper | | name = Thunder Axe Shadow Reaper | ||
| version = Raw | | version = Raw | ||
| orderId = 1 | |||
| input = f+B | | input = f+B | ||
| input2 = 6B | |||
| images = iori_fB1_umfe.png, iori_fB2_umfe.png, iori_fB3_umfe.png | | images = iori_fB1_umfe.png, iori_fB2_umfe.png, iori_fB3_umfe.png | ||
| hitboxes = | | hitboxes = | ||
Line 428: | Line 434: | ||
| display = 200px | | display = 200px | ||
}} | }} | ||
{{MoveData-KOF98FE | character = Iori Yagami | moveId = iori_cancelf+b | |||
{{MoveData-KOF98FE | character = Iori Yagami | moveId = | |||
| name = Thunder Axe Shadow Reaper | | name = Thunder Axe Shadow Reaper | ||
| version = Canceled into | | version = Canceled into | ||
| orderId = 2 | |||
| input = f+B | | input = f+B | ||
| input2 = 6B | |||
| images = iori_fB1_umfe.png, iori_fB2_umfe.png, iori_fB3_umfe.png | | images = iori_fB1_umfe.png, iori_fB2_umfe.png, iori_fB3_umfe.png | ||
| hitboxes = | | hitboxes = | ||
Line 441: | Line 447: | ||
| guard = Mid | | guard = Mid | ||
| cancel = C | | cancel = C | ||
| startup = | | startup = 21 | ||
| active = 3, 3 ,3 | | active = 3, 3 ,3 | ||
| recovery = 20 | | recovery = 20 | ||
Line 449: | Line 455: | ||
| display = 200px | | display = 200px | ||
}} | }} | ||
====j.b+B==== | ====j.b+B==== | ||
{{MoveData-KOF98FE | character = Iori Yagami | moveId = | {{MoveData-KOF98FE | character = Iori Yagami | moveId = iori_jb+b | ||
| name = Lily Breaker | | name = Lily Breaker | ||
| input = j.b+B | | input = j.b+B | ||
| input2 = j.4B | |||
| images = iori_bB_umfe.png | | images = iori_bB_umfe.png | ||
| hitboxes = | | hitboxes = | ||
Line 469: | Line 475: | ||
| display = 200px | | display = 200px | ||
}} | }} | ||
==Special Moves== | |||
====qcf+A==== | ====qcf+A==== | ||
{{MoveData-KOF98FE | character = Iori Yagami | moveId = | {{MoveData-KOF98FE | character = Iori Yagami | moveId = iori_qcf+a | ||
| name = Fire Ball | | name = Fire Ball | ||
| version = qcf+A | |||
| version2 = 236A | |||
| orderId = 1 | |||
| input = qcf+A | | input = qcf+A | ||
| | | input2 = 236A | ||
| images = iori_qcfA_umfe.png | | images = iori_qcfA_umfe.png | ||
| hitboxes = | | hitboxes = | ||
Line 482: | Line 492: | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup = | | startup = 10 | ||
| active = | | active = While on screen | ||
| recovery = | | recovery = 34 | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
Line 491: | Line 501: | ||
}} | }} | ||
====qcf+C==== | ====qcf+C==== | ||
{{MoveData-KOF98FE | character = Iori Yagami | moveId = | {{MoveData-KOF98FE | character = Iori Yagami | moveId = iori_qcf+c | ||
| name = Fire Ball | | name = Fire Ball | ||
| version = qcf+C | |||
| version2 = 236C | |||
| orderId = 2 | |||
| input = qcf+C | | input = qcf+C | ||
| | | input2 = 236C | ||
| images = iori_qcfA_umfe.png | | images = iori_qcfA_umfe.png | ||
| hitboxes = | | hitboxes = | ||
Line 502: | Line 515: | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup = | | startup = 10 | ||
| active = | | active = While on screen | ||
| recovery = | | recovery = 41 | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
Line 511: | Line 524: | ||
}} | }} | ||
====dp+A==== | ====dp+A==== | ||
{{MoveData-KOF98FE | character = Iori Yagami | moveId = | {{MoveData-KOF98FE | character = Iori Yagami | moveId = iori_dp+a | ||
| name = Dark Thrust | | name = Dark Thrust | ||
| version = dp+A | |||
| version2 = 623A | |||
| orderId = 1 | |||
| input = dp+A | | input = dp+A | ||
| input2 = 623A | |||
| images = iori_dpA1_umfe.png, iori_dpA2_umfe.png, iori_dpA3_umfe.png | | images = iori_dpA1_umfe.png, iori_dpA2_umfe.png, iori_dpA3_umfe.png | ||
| hitboxes = | | hitboxes = | ||
Line 526: | Line 543: | ||
| hitadv = SKD | | hitadv = SKD | ||
| blockadv = -19 | | blockadv = -19 | ||
| invul = 1 | | invul = (Startup - 1)_'''Hit+Throw'''_(Full) | ||
| display = 200px | | display = 200px | ||
}} | }} | ||
Line 532: | Line 549: | ||
{{MoveData-KOF98FE | character = Iori Yagami | moveId = iori_dpc | {{MoveData-KOF98FE | character = Iori Yagami | moveId = iori_dpc | ||
| name = Dark Thrust | | name = Dark Thrust | ||
| version = dp+C | |||
| version2 = 623C | |||
| orderId = 2 | |||
| input = dp+C | | input = dp+C | ||
| input2 = 623C | |||
| images = iori_dpC1_umfe.png, iori_dpC2_umfe.png, iori_dpC3_umfe.png | | images = iori_dpC1_umfe.png, iori_dpC2_umfe.png, iori_dpC3_umfe.png | ||
| hitboxes = | | hitboxes = | ||
Line 541: | Line 562: | ||
| cancel = | | cancel = | ||
| startup = 6 | | startup = 6 | ||
| active = | | active = 2, 3, 13 | ||
| recovery = | | recovery = 41 | ||
| hitadv = SKD | | hitadv = SKD | ||
| blockadv =-41 | | blockadv = -41 | ||
| invul = 1 | | invul = (1~10)_'''Hit+Throw'''_(Full) | ||
| display = 200px | | display = 200px | ||
}} | }} | ||
====qcb+A==== | ====qcb+A==== | ||
{{MoveData-KOF98FE | character = Iori Yagami | moveId = | {{MoveData-KOF98FE | character = Iori Yagami | moveId = iori_qcb+a | ||
| name = Deadly Flower | | name = Deadly Flower | ||
| version = qcb+A | |||
| version2 = 214A | |||
| orderId = 1 | |||
| input = qcb+A | | input = qcb+A | ||
| | | input2 = 214A | ||
| images = iori_qcb1_umfe.png | | images = iori_qcb1_umfe.png | ||
| hitboxes = | | hitboxes = | ||
Line 565: | Line 588: | ||
| recovery = 26 | | recovery = 26 | ||
| hitadv = -9 | | hitadv = -9 | ||
| blockadv =-11 | | blockadv = -11 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
}} | }} | ||
====qcb+A> | ====qcb+A>qcb+P==== | ||
{{MoveData-KOF98FE | character = Iori Yagami | moveId = | {{MoveData-KOF98FE | character = Iori Yagami | moveId = iori_qcb+a>qcb+p | ||
| name = Deadly Flower | | name = Deadly Flower | ||
| | | version = qcb+A > qcb+P | ||
| | | version2 = 214A > 214P | ||
| orderId = 2 | |||
| input = qcb+A > qcb+P | |||
| input2 = 214A > 214P | |||
| images = iori_qcb2_umfe.png | | images = iori_qcb2_umfe.png | ||
| hitboxes = | | hitboxes = | ||
Line 585: | Line 611: | ||
| recovery = 29 | | recovery = 29 | ||
| hitadv = -12 | | hitadv = -12 | ||
| blockadv =-14 | | blockadv = -14 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
}} | }} | ||
====qcb+A> | ====qcb+A>qcb+P>qcb+P==== | ||
{{MoveData-KOF98FE | character = Iori Yagami | moveId = | {{MoveData-KOF98FE | character = Iori Yagami | moveId = iori_qcb+a>qcb+p>qcb+p | ||
| name = Deadly Flower | | name = Deadly Flower | ||
| | | version = qcb+A > qcb+P > qcb+P | ||
| | | version2 = 214A > 214P > 214P | ||
| orderId = 3 | |||
| input = qcb+A > qcb+P > qcb+P | |||
| input2 = 214A > 214P > 214P | |||
| images = iori_qcb3_umfe.png | | images = iori_qcb3_umfe.png | ||
| hitboxes = | | hitboxes = | ||
Line 605: | Line 634: | ||
| recovery = 29 | | recovery = 29 | ||
| hitadv = HKD | | hitadv = HKD | ||
| blockadv =-13 | | blockadv = -13 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
}} | }} | ||
====qcb+C==== | ====qcb+C==== | ||
{{MoveData-KOF98FE | character = Iori Yagami | moveId = | {{MoveData-KOF98FE | character = Iori Yagami | moveId = iori_qcb+c | ||
| name = Deadly Flower | | name = Deadly Flower | ||
| version = qcb+C | |||
| version2 = 214C | |||
| orderId = 4 | |||
| input = qcb+C | | input = qcb+C | ||
| | | input2 = 214C | ||
| images = iori_qcb1_umfe.png | | images = iori_qcb1_umfe.png | ||
| hitboxes = | | hitboxes = | ||
Line 625: | Line 657: | ||
| recovery = 28 | | recovery = 28 | ||
| hitadv = -11 | | hitadv = -11 | ||
| blockadv =-13 | | blockadv = -13 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
}} | }} | ||
====qcb+C> | ====qcb+C>qcb+P==== | ||
{{MoveData-KOF98FE | character = Iori Yagami | moveId = | {{MoveData-KOF98FE | character = Iori Yagami | moveId = iori_qcb+c>qcb+p | ||
| name = Deadly Flower | | name = Deadly Flower | ||
| | | version = qcb+C > qcb+P | ||
| | | version2 = 214C > 214P | ||
| orderId = 5 | |||
| input = qcb+C > qcb+P | |||
| input2 = 214C > 214P | |||
| images = iori_qcb2_umfe.png | | images = iori_qcb2_umfe.png | ||
| hitboxes = | | hitboxes = | ||
Line 649: | Line 684: | ||
| display = 200px | | display = 200px | ||
}} | }} | ||
====qcb+C> | ====qcb+C>qcb+P>qcb+P==== | ||
{{MoveData-KOF98FE | character = Iori Yagami | moveId = | {{MoveData-KOF98FE | character = Iori Yagami | moveId = iori_qcb+c>qcb+p>qcb+p | ||
| name = Deadly Flower | | name = Deadly Flower | ||
| | | version = qcb+C > qcb+P > qcb+P | ||
| | | version2 = 214C > 214P > 214P | ||
| orderId = 6 | |||
| input = qcb+C > qcb+P > qcb+P | |||
| input2 = 214C > 214P > 214P | |||
| images = iori_qcb3_umfe.png | | images = iori_qcb3_umfe.png | ||
| hitboxes = | | hitboxes = | ||
Line 670: | Line 708: | ||
}} | }} | ||
====dp+B==== | ====dp+B==== | ||
{{MoveData-KOF98FE | character = Iori Yagami | moveId = | {{MoveData-KOF98FE | character = Iori Yagami | moveId = iori_dp+b | ||
| name = Slash Talon Comb | | name = Slash Talon Comb | ||
| version | | version = dp+B | ||
| version2 = 623B | |||
| orderId = 1 | |||
| input = dp+B | | input = dp+B | ||
| input2 = 623B | |||
| images = iori_dpK_umfe.png | | images = iori_dpK_umfe.png | ||
| hitboxes = | | hitboxes = | ||
Line 686: | Line 727: | ||
| hitadv = -10 | | hitadv = -10 | ||
| blockadv = -12 | | blockadv = -12 | ||
| invul = 1 | | invul = (1~10)_'''Hit+Throw'''_(Full) | ||
| display = 200px | | display = 200px | ||
}} | }} | ||
====dp+D==== | ====dp+D==== | ||
{{MoveData-KOF98FE | character = Iori Yagami | moveId = | {{MoveData-KOF98FE | character = Iori Yagami | moveId = iori_dp+d | ||
| name = Slash Talon Comb | | name = Slash Talon Comb | ||
| version | | version = dp+D | ||
| version2 = 623D | |||
| orderId = 2 | |||
| input = dp+D | | input = dp+D | ||
| input2 = 623D | |||
| images = iori_dpK_umfe.png | | images = iori_dpK_umfe.png | ||
| hitboxes = | | hitboxes = | ||
Line 702: | Line 745: | ||
| guard = Mid | | guard = Mid | ||
| cancel = C | | cancel = C | ||
| startup = | | startup = 30 | ||
| active = 5 | | active = 5 | ||
| recovery = 27 | | recovery = 27 | ||
| hitadv = -12 | | hitadv = -12 | ||
| blockadv = -14 | | blockadv = -14 | ||
| invul = 1 | | invul = (1~10)_'''Hit+Throw'''_(Full) | ||
| display = 200px | | display = 200px | ||
}} | }} | ||
====hcb+B==== | ====hcb+B==== | ||
{{MoveData-KOF98FE | character = Iori Yagami | moveId = | {{MoveData-KOF98FE | character = Iori Yagami | moveId = iori_hcb+b | ||
| name = Dark Crescent Slice | | name = Dark Crescent Slice | ||
| version | | version = hcb+B | ||
| version2 = 63214B | |||
| orderId = 1 | |||
| input = hcb+B | | input = hcb+B | ||
| input2 = 63214B | |||
| images = iori_hcbK_umfe.png | | images = iori_hcbK_umfe.png | ||
| hitboxes = | | hitboxes = | ||
Line 723: | Line 769: | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup = 6 (Run), | | startup = 6 (Run), 12 (Attack) | ||
| active = 16 (Run), 8 (Attack) | | active = 16 (Run), 8 (Attack) | ||
| recovery = 14 (Run), 16 (Attack) | | recovery = 14 (Run), 16 (Attack) | ||
| hitadv = | | hitadv = HKD | ||
| blockadv = -6 | | blockadv = -6 | ||
| invul = | | invul = | ||
Line 733: | Line 779: | ||
====hcb+D==== | ====hcb+D==== | ||
{{MoveData-KOF98FE | character = Iori Yagami | moveId = | {{MoveData-KOF98FE | character = Iori Yagami | moveId = iori_hcb+d | ||
| name = Dark Crescent Slice | | name = Dark Crescent Slice | ||
| version | | version = hcb+D | ||
| version2 = 63214D | |||
| orderId = 2 | |||
| input = hcb+D | | input = hcb+D | ||
| input2 = 63214D | |||
| images = iori_hcbK_umfe.png | | images = iori_hcbK_umfe.png | ||
| hitboxes = | | hitboxes = | ||
Line 744: | Line 793: | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup=6 (Run), | | startup = 6 (Run), 12 (Attack) | ||
| active=24 (Run), 8 (Attack) | | active = 24 (Run), 8 (Attack) | ||
| recovery=14 (Run), 16 (Attack) | | recovery = 14 (Run), 16 (Attack) | ||
| hitadv = | | hitadv = HKD | ||
| blockadv = -6 | | blockadv = -6 | ||
| invul = | | invul = | ||
Line 754: | Line 803: | ||
====hcb,f+P==== | ====hcb,f+P==== | ||
{{MoveData-KOF98FE | character = Iori Yagami | moveId = | {{MoveData-KOF98FE | character = Iori Yagami | moveId = iori_hcbf+p | ||
| name = Scum Gale | | name = Scum Gale | ||
| input = hcb,f+A/C | | input = hcb,f + A/C | ||
| images = iori_cmd_grab_umfe.png | | images = iori_cmd_grab_umfe.png | ||
| hitboxes = | | hitboxes = | ||
Line 764: | Line 813: | ||
| guard = | | guard = | ||
| cancel = | | cancel = | ||
| startup= | | startup = 9 | ||
| active=1 | | active = 1 | ||
| recovery=30 | | recovery = 30 | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
| invul = 3 | | invul = (3~6)_'''Hit+Throw'''_(Full) | ||
| display = 200px | | display = 200px | ||
}} | }} | ||
==Desperation Moves== | |||
====qcf hcb+A==== | ====qcf hcb+A==== | ||
{{MoveData-KOF98FE | character = Iori Yagami | moveId = | {{MoveData-KOF98FE | character = Iori Yagami | moveId = iori_qcfhcb+a | ||
| name = Maiden Masher | | name = Maiden Masher | ||
| input = qcf hcb+ | | version = qcf hcb+A | ||
| | | version2 = 2363214A | ||
| orderId = 1 | |||
| input = qcf hcb+A | |||
| input2 = 2363214A | |||
| images = iori_maidenmasher_umfe.png | | images = iori_maidenmasher_umfe.png | ||
| hitboxes = | | hitboxes = | ||
Line 790: | Line 842: | ||
| recovery = 40 | | recovery = 40 | ||
| hitadv = SKD | | hitadv = SKD | ||
| blockadv =-23 | | blockadv = -38 ~ -23 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
}} | }} | ||
====qcf hcb+C==== | ====qcf hcb+C==== | ||
{{MoveData-KOF98FE | character = Iori Yagami | moveId = | {{MoveData-KOF98FE | character = Iori Yagami | moveId = iori_qcfhcb+c | ||
| name = Maiden Masher | | name = Maiden Masher | ||
| input = qcf hcb+ | | version = qcf hcb+C | ||
| | | version2 = 2363214C | ||
| orderId = 1 | |||
| input = qcf hcb+C | |||
| input2 = 2363214C | |||
| images = iori_maidenmasher_umfe.png | | images = iori_maidenmasher_umfe.png | ||
| hitboxes = | | hitboxes = | ||
Line 808: | Line 863: | ||
| startup = 6 | | startup = 6 | ||
| active = 24 | | active = 24 | ||
| recovery = | | recovery = 42 | ||
| hitadv = SKD | | hitadv = SKD | ||
| blockadv =-25 | | blockadv = -48 ~ -25 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
}} | }} | ||
====qcb hcf+A==== | ====qcb hcf+A==== | ||
{{MoveData-KOF98FE | character = Iori Yagami | moveId = | {{MoveData-KOF98FE | character = Iori Yagami | moveId = iori_qcbhcf+a | ||
| name = One For The Road Blast | | name = One For The Road Blast | ||
| input = qcb hcf+ | | version = qcb hcf+A | ||
| | | version2 = 2141236A | ||
| orderId = 1 | |||
| input = qcb hcf+A | |||
| input2 = 2141236A | |||
| images = iori_pillar_umfe.png | | images = iori_pillar_umfe.png | ||
| hitboxes = | | hitboxes = | ||
Line 826: | Line 884: | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup = | | startup = 18 (If the button is released immediately) | ||
| active = 24 | | active = 24 | ||
| recovery = 45 | | recovery = 45 | ||
Line 835: | Line 893: | ||
}} | }} | ||
====qcb hcf+C==== | ====qcb hcf+C==== | ||
{{MoveData-KOF98FE | character = Iori Yagami | moveId = | {{MoveData-KOF98FE | character = Iori Yagami | moveId = iori_qcbhcf+c | ||
| name = One For The Road Blast | | name = One For The Road Blast | ||
| input = qcb hcf+ | | version = qcb hcf+C | ||
| | | version2 = 2141236C | ||
| orderId = 2 | |||
| input = qcb hcf+C | |||
| input2 = 2141236C | |||
| images = iori_pillar_umfe.png | | images = iori_pillar_umfe.png | ||
| hitboxes = | | hitboxes = | ||
Line 846: | Line 907: | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup = | | startup = 18 (If the button is released immediately) | ||
| active = 34 | | active = 34 | ||
| recovery = 49 | | recovery = 49 | ||
Line 855: | Line 916: | ||
}} | }} | ||
==Super Desperation Moves== | |||
====qcf hcb+P==== | ====qcf hcb+P==== | ||
{{MoveData-KOF98FE | character = Iori Yagami | moveId = | {{MoveData-KOF98FE | character = Iori Yagami | moveId = iori_qcfhcb+psdm | ||
| name = Maiden Masher | | name = Maiden Masher | ||
| input = qcf hcb+P | | input = qcf hcb+P | ||
| input2 = 2363214P | |||
| images = iori_maidenmasher_umfe.png | | images = iori_maidenmasher_umfe.png | ||
| hitboxes = | | hitboxes = | ||
Line 871: | Line 933: | ||
| recovery = 42 | | recovery = 42 | ||
| hitadv = SKD | | hitadv = SKD | ||
| blockadv = | | blockadv = | ||
| invul = | | invul = -48 ~ -25 | ||
| display = 200px | | display = 200px | ||
}} | }} | ||
====qcb hcf+P==== | ====qcb hcf+P==== | ||
{{MoveData-KOF98FE | character = Iori Yagami | moveId = | {{MoveData-KOF98FE | character = Iori Yagami | moveId = iori_qcbhcf+psdm | ||
| name = One For The Road Blast | | name = One For The Road Blast | ||
| input = qcb hcf+P | | input = qcb hcf+P | ||
| input2 = 2141236P | |||
| images = iori_pillar_umfe.png | | images = iori_pillar_umfe.png | ||
| hitboxes = | | hitboxes = | ||
Line 886: | Line 949: | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup= | | startup = 18 (If the button is released immediately) | ||
| active= Each pillar is active for 8F | | active = Each pillar is active for 8F | ||
| recovery= 51 | | recovery = 51 | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
Line 894: | Line 957: | ||
| display = 200px | | display = 200px | ||
}} | }} | ||
==Navigation== | ==Navigation== | ||
{{CharNavbox 98FE}} | |||
{{Navbox 98UMFE}} | {{Navbox 98UMFE}} |
Revision as of 00:24, 19 February 2023
Normals
Close Standing Normals
cl.A
Iori Yagami iori_cla | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
cl.A
cl.A close 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 cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame NOT included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
- | Mid | C | 5 | 4 | 5 | +3 | +1 | - |
cl.B
Iori Yagami iori_clb | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
cl.B
cl.B close 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 cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame NOT included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
- | Low | C | 6 | 4 | 7 | +1 | -1 | - |
cl.C
Iori Yagami iori_clc | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
cl.C
cl.C close 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 cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame NOT included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
- | Mid | C | 3 | 2, 5 | 14 | -1 | -3 | - |
cl.D
Iori Yagami iori_cld | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
cl.D
cl.D close 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 cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame NOT included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
- | Mid | - | 6 | 6 | 13 | +1 | -1 | - |
Far Standing Normals
st.A
Iori Yagami iori_sta | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
st.A
A stand 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 cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame NOT included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
- | Mid | - | 7 | 4 | 4 | +4 | +2 | - |
st.B
Iori Yagami iori_stb | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
st.B
B stand 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 cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame NOT included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
- | Mid | - | 7 | 4 | 7 | +1 | -1 | - |
st.C
Iori Yagami iori_stc | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
st.C
C stand 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 cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame NOT included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
- | Mid | C | 9 | 3 | 19 | -2 | -4 | - |
st.D
Iori Yagami iori_std | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
st.D
D stand 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 cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame NOT included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
- | Mid | - | 11 | 8 | 17 | -5 | -7 | - |
Crouch Normals
cr.A
Iori Yagami iori_cra | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
cr.A
2A crouch 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 cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame NOT included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
- | Mid | C | 6 | 3 | 7 | +2 | 0 | - |
cr.B
Iori Yagami iori_crb | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
cr.B
2B crouch 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 cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame NOT included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
- | Low | - | 6 | 5 | 5 | +2 | 0 | - |
cr.C
Iori Yagami iori_crc | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
cr.C
2C crouch 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 cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame NOT included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
- | Mid | C | 8 | 5 | 16 | -1 | -3 | - |
cr.D
Iori Yagami iori_crd | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
cr.D
2D crouch 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 cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame NOT included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
- | Low | - | 6 | 6 | 31 | SKD | -19 | - |
Jump Normals
j.A
Iori Yagami iori_ja | ||||||||||
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j.A
j.A jump 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 cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame NOT included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
- | High | - | 5 | 9 | - | - | - | - |
j.B
Iori Yagami iori_jb | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
j.B
j.B jump 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 cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame NOT included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
- | High | - | 6 | 7 | - | - | - | - |
j.C
Iori Yagami iori_jc | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
j.C
j.C jump 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 cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame NOT included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
- | High | - | 10 | 3 | - | - | - | - |
j.D
Iori Yagami iori_jd | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
j.D
j.D jump 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 cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame NOT included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
- | High | - | 7 | 3, 2 | - | - | - | - |
Blowback Normals
st.CD
Iori Yagami iori_stcd | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
st.CD
CD stand 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 cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame NOT included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
- | Mid | C | 12 | 5 | 24 | SKD | -7 | - |
j.CD
Iori Yagami iori_jcd | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
j.CD
j.CD jump 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 cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame NOT included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
- | High | - | 14 | 4 | - | - | - | - |
Command Normals
f+A
Iori Yagami iori_f+a | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
f+A
6A Dream Blast | ||||||||||
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 cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame NOT included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
- | Mid | C | 9 | 4 | 19 | -3 | -5 | - |
f+A>A
Iori Yagami iori_f+a>a | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
f+A > A
6A > A Dream Blast | ||||||||||
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 cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame NOT included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
- | Mid | C | 10 | 7 | 15 | -2 | -4 | - |
f+B
Iori Yagami iori_rawf+b | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
f+B
6B Thunder Axe Shadow Reaper | ||||||||||
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 cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame NOT included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
- | High | - | 25 | 3, 3 ,3 | 20 | -3 | -5 | - |
Iori Yagami iori_cancelf+b | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
f+B
6B Thunder Axe Shadow Reaper | ||||||||||
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 cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame NOT included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
- | Mid | C | 21 | 3, 3 ,3 | 20 | -3 | -5 | - |
j.b+B
Iori Yagami iori_jb+b | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
j.b+B
j.4B Lily Breaker | ||||||||||
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 cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame NOT included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
- | High | - | 2 | 6 | - | - | - | - |
Special Moves
qcf+A
Iori Yagami iori_qcf+a | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
qcf+A
236A Fire Ball | ||||||||||
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 cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame NOT included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
- | Mid | - | 10 | While on screen | 34 | - | - | - |
qcf+C
Iori Yagami iori_qcf+c | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
qcf+C
236C Fire Ball | ||||||||||
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 cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame NOT included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
- | Mid | - | 10 | While on screen | 41 | - | - | - |
dp+A
Iori Yagami iori_dp+a | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
dp+A
623A Dark Thrust | ||||||||||
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 cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame NOT included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
- | Mid | - | 6 | 1, 2, 8 | 26 | SKD | -19 | (Startup - 1)_Hit+Throw_(Full) |
dp+C
Iori Yagami iori_dpc | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
dp+C
623C Dark Thrust | ||||||||||
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 cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame NOT included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
- | Mid | - | 6 | 2, 3, 13 | 41 | SKD | -41 | (1~10)_Hit+Throw_(Full) |
qcb+A
Iori Yagami iori_qcb+a | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
qcb+A
214A Deadly Flower | ||||||||||
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 cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame NOT included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
- | Mid | - | 9 | 3 | 26 | -9 | -11 | - |
qcb+A>qcb+P
Iori Yagami iori_qcb+a>qcb+p | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
qcb+A > qcb+P
214A > 214P Deadly Flower | ||||||||||
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 cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame NOT included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
- | Mid | - | 8 | 3 | 29 | -12 | -14 | - |
qcb+A>qcb+P>qcb+P
Iori Yagami iori_qcb+a>qcb+p>qcb+p | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
qcb+A > qcb+P > qcb+P
214A > 214P > 214P Deadly Flower | ||||||||||
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 cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame NOT included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
- | Mid | - | 18 | 2 | 29 | HKD | -13 | - |
qcb+C
Iori Yagami iori_qcb+c | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
qcb+C
214C Deadly Flower | ||||||||||
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 cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame NOT included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
- | Mid | - | 12 | 3 | 28 | -11 | -13 | - |
qcb+C>qcb+P
Iori Yagami iori_qcb+c>qcb+p | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
qcb+C > qcb+P
214C > 214P Deadly Flower | ||||||||||
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 cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame NOT included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
- | Mid | - | 12 | 3 | 29 | -12 | -14 | - |
qcb+C>qcb+P>qcb+P
Iori Yagami iori_qcb+c>qcb+p>qcb+p | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
qcb+C > qcb+P > qcb+P
214C > 214P > 214P Deadly Flower | ||||||||||
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 cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame NOT included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
- | Mid | - | 18 | 9 | 31 | HKD | -22 | - |
dp+B
Iori Yagami iori_dp+b | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
dp+B
623B Slash Talon Comb | ||||||||||
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 cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame NOT included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
- | Mid | C | 25 | 5 | 25 | -10 | -12 | (1~10)_Hit+Throw_(Full) |
dp+D
Iori Yagami iori_dp+d | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
dp+D
623D Slash Talon Comb | ||||||||||
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 cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame NOT included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
- | Mid | C | 30 | 5 | 27 | -12 | -14 | (1~10)_Hit+Throw_(Full) |
hcb+B
Iori Yagami iori_hcb+b | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
hcb+B
63214B Dark Crescent Slice | ||||||||||
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 cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame NOT included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
- | Mid | - | 6 (Run), 12 (Attack) | 16 (Run), 8 (Attack) | 14 (Run), 16 (Attack) | HKD | -6 | - |
hcb+D
Iori Yagami iori_hcb+d | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
hcb+D
63214D Dark Crescent Slice | ||||||||||
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 cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame NOT included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
- | Mid | - | 6 (Run), 12 (Attack) | 24 (Run), 8 (Attack) | 14 (Run), 16 (Attack) | HKD | -6 | - |
hcb,f+P
Iori Yagami iori_hcbf+p | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
hcb,f + A/C
hcb,f + A/C Scum Gale | ||||||||||
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 cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame NOT included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
- | - | - | 9 | 1 | 30 | - | - | (3~6)_Hit+Throw_(Full) |
Desperation Moves
qcf hcb+A
Iori Yagami iori_qcfhcb+a | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
qcf hcb+A
2363214A Maiden Masher | ||||||||||
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 cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame NOT included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
- | Mid | - | 6 | 16 | 40 | SKD | -38 ~ -23 | - |
qcf hcb+C
Iori Yagami iori_qcfhcb+c | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
qcf hcb+C
2363214C Maiden Masher | ||||||||||
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 cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame NOT included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
- | Mid | - | 6 | 24 | 42 | SKD | -48 ~ -25 | - |
qcb hcf+A
Iori Yagami iori_qcbhcf+a | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
qcb hcf+A
2141236A One For The Road Blast | ||||||||||
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 cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame NOT included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
- | Mid | - | 18 (If the button is released immediately) | 24 | 45 | - | - | - |
qcb hcf+C
Iori Yagami iori_qcbhcf+c | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
qcb hcf+C
2141236C One For The Road Blast | ||||||||||
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 cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame NOT included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
- | Mid | - | 18 (If the button is released immediately) | 34 | 49 | - | - | - |
Super Desperation Moves
qcf hcb+P
Iori Yagami iori_qcfhcb+psdm | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
qcf hcb+P
2363214P Maiden Masher | ||||||||||
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 cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame NOT included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
- | Mid | - | 12 | 24 | 42 | SKD | - | -48 ~ -25 |
qcb hcf+P
Iori Yagami iori_qcbhcf+psdm | ||||||||||
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qcb hcf+P
2141236P One For The Road Blast | ||||||||||
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 cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame NOT included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
- | Mid | - | 18 (If the button is released immediately) | Each pillar is active for 8F | 51 | - | - | - |