Difference between revisions of "The King of Fighters '98 UMFE/Iori Yagami/Data"

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{{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
| input2 = 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
| input2 = 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 = 4
| 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
| input2 = 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 = A
| 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 = B
| 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 = 3
| active = 5
| recovery = 7
| 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 = C
| 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 = D
| 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
| input2 = 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
| input2 = 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
| input2 = 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
| input2 = 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 = 8
| 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
| input2 = D
| images = iori_j.cd_umfe.png
| images = iori_j.cd_umfe.png
| hitboxes =  
| hitboxes =  
Line 369: Line 364:
| display  = 200px
| display  = 200px
}}
}}
===Command Normals===
 
==Command Normals==
====f+A====
====f+A====
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_fa
{{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 = iori_faa
{{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 = iori_rawfb
{{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
====f+B====
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_cancelfb
| 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 = 20
| 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 = iori_jbb
{{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===
 
==Special Moves==
====qcf+A====
====qcf+A====
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_qcfa
{{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
| version  = 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 = 9
| startup = 10
| active = 34
| 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 = iori_qcfc
{{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
| version  = 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 = 9
| startup = 10
| active = 41
| 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 = iori_dpa
{{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 = 1-5F
| 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 = 1, 2, 8
| active = 2, 3, 13
| recovery = 26
| recovery = 41
| hitadv = SKD
| hitadv = SKD
| blockadv =-41
| blockadv = -41
| invul = 1-10F
| invul = (1~10)_'''Hit+Throw'''_(Full)
| display  = 200px
| display  = 200px
}}
}}
====qcb+A====
====qcb+A====
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_qcba
{{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
| version  = 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>A====
====qcb+A>qcb+P====
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_qcbaa
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_qcb+a>qcb+p
| name = Deadly Flower
| name = Deadly Flower
| input = qcb+A>A
| version = qcb+A > qcb+P
| version  = qcb+A>A
| 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>A>A====
====qcb+A>qcb+P>qcb+P====
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_qcbaaa
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_qcb+a>qcb+p>qcb+p
| name = Deadly Flower
| name = Deadly Flower
| input = qcb+A>A
| version = qcb+A > qcb+P > qcb+P
| version  = qcb+A>A>A
| 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 = iori_qcbc
{{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
| version  = 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>C====
====qcb+C>qcb+P====
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_qcbcc
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_qcb+c>qcb+p
| name = Deadly Flower
| name = Deadly Flower
| input = qcb+C>C
| version = qcb+C > qcb+P
| version  = qcb+C>C
| 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>C>C====
====qcb+C>qcb+P>qcb+P====
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_qcbccc
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_qcb+c>qcb+p>qcb+p
| name = Deadly Flower
| name = Deadly Flower
| input = qcb+C>C>C
| version = qcb+C > qcb+P > qcb+P
| version  = qcb+C>C
| 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 = iori_dpb
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_dp+b
| name = Slash Talon Comb
| name = Slash Talon Comb
| version   = B
| 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 = 1-10F
| invul = (1~10)_'''Hit+Throw'''_(Full)
| display  = 200px
| display  = 200px
}}
}}
====dp+D====
====dp+D====
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_dpd
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_dp+d
| name = Slash Talon Comb
| name = Slash Talon Comb
| version   = D
| 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 = 29
| startup = 30
| active = 5
| active = 5
| recovery = 27
| recovery = 27
| hitadv = -12
| hitadv = -12
| blockadv = -14
| blockadv = -14
| invul = 1-10F
| invul = (1~10)_'''Hit+Throw'''_(Full)
| display  = 200px
| display  = 200px
}}
}}


====hcb+B====
====hcb+B====
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_hcbb
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_hcb+b
| name = Dark Crescent Slice
| name = Dark Crescent Slice
| version   = B
| 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), 11 (Attack)
| 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 = SKD
| hitadv = HKD
| blockadv = -6
| blockadv = -6
| invul =  
| invul =  
Line 733: Line 779:


====hcb+D====
====hcb+D====
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_hcbd
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_hcb+d
| name = Dark Crescent Slice
| name = Dark Crescent Slice
| version   = D
| 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), 11 (Attack)
| 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 = SKD
| hitadv = HKD
| blockadv = -6
| blockadv = -6
| invul =  
| invul =  
Line 754: Line 803:


====hcb,f+P====
====hcb,f+P====
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_hcbfp
{{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=8
| startup   = 9
| active=1
| active   = 1
| recovery=30
| recovery = 30
| hitadv =
| hitadv =
| blockadv =  
| blockadv =  
| invul = 3-6F
| invul = (3~6)_'''Hit+Throw'''_(Full)
| display  = 200px
| display  = 200px
}}
}}


===Desperation Moves===
==Desperation Moves==
====qcf hcb+A====
====qcf hcb+A====
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_qcfhcba
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_qcfhcb+a
| name = Maiden Masher
| name = Maiden Masher
| input = qcf hcb+P
| version = qcf hcb+A
| version  = 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 = iori_qcfhcbc
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_qcfhcb+c
| name = Maiden Masher
| name = Maiden Masher
| input = qcf hcb+P
| version = qcf hcb+C
| version  = 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 = 40
| 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 = iori_qcbhcfa
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_qcbhcf+a
| name = One For The Road Blast
| name = One For The Road Blast
| input = qcb hcf+P
| version = qcb hcf+A
| version  = 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 = 17 (If the button is released immediately)
| 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 = iori_qcbhcfc
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_qcbhcf+c
| name = One For The Road Blast
| name = One For The Road Blast
| input = qcb hcf+P
| version = qcb hcf+C
| version  = 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 = 17 (If the button is released immediately)
| startup = 18 (If the button is released immediately)
| active = 34
| active = 34
| recovery = 49
| recovery = 49
Line 855: Line 916:
}}
}}


===Super Desperation Moves===
==Super Desperation Moves==
====qcf hcb+P====
====qcf hcb+P====
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_qcfhcbsdm
{{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 =-42
| blockadv =  
| invul =  
| invul = -48 ~ -25
| display  = 200px
| display  = 200px
}}
}}
====qcb hcf+P====
====qcb hcf+P====
{{MoveData-KOF98FE | character = Iori Yagami  | moveId = iori_qcbhcfsdm
{{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= 17 (If the button is released immediately)
| 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

The King of Fighters '98 UMFE

OverviewStrategyDataCombosReplays

Normals

Close Standing Normals

cl.A

Iori Yagami
iori_cla
cl.A
cl.A
close A
Iori cl.a umfe.png
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 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.
-MidC545+3+1-


cl.B

Iori Yagami
iori_clb
cl.B
cl.B
close B
Iori cl.b umfe.png
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 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.
-LowC647+1-1-


cl.C

Iori Yagami
iori_clc
cl.C
cl.C
close C
Iori cl.c1 umfe.png
Iori cl.c2 umfe.png
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 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.
-MidC32, 514-1-3-


cl.D

Iori Yagami
iori_cld
cl.D
cl.D
close D
Iori cl.d umfe.png
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 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-6613+1-1-


Far Standing Normals

st.A

Iori Yagami
iori_sta
st.A
A
stand A
Iori st.a umfe.png
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 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-744+4+2-


st.B

Iori Yagami
iori_stb
st.B
B
stand B
Iori st.b umfe.png
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 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-747+1-1-


st.C

Iori Yagami
iori_stc
st.C
C
stand C
Iori st.c umfe.png
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 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.
-MidC9319-2-4-


st.D

Iori Yagami
iori_std
st.D
D
stand D
Iori st.d umfe.png
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 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-11817-5-7-


Crouch Normals

cr.A

Iori Yagami
iori_cra
cr.A
2A
crouch A
Iori cr.a umfe.png
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 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.
-MidC637+20-


cr.B

Iori Yagami
iori_crb
cr.B
2B
crouch B
Iori cr.b umfe.png
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 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-655+20-


cr.C

Iori Yagami
iori_crc
cr.C
2C
crouch C
Iori cr.c umfe.png
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 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.
-MidC8516-1-3-


cr.D

Iori Yagami
iori_crd
cr.D
2D
crouch D
Iori cr.d umfe.png
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 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-6631SKD-19-


Jump Normals

j.A

Iori Yagami
iori_ja
j.A
j.A
jump A
Iori j.a umfe.png
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 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-59----


j.B

Iori Yagami
iori_jb
j.B
j.B
jump B
Iori j.b umfe.png
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 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-67----


j.C

Iori Yagami
iori_jc
j.C
j.C
jump C
Iori j.c umfe.png
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 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-103----


j.D

Iori Yagami
iori_jd
j.D
j.D
jump D
Iori j.d1 umfe.png
Iori j.d2 umfe.png
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 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-73, 2----


Blowback Normals

st.CD

Iori Yagami
iori_stcd
st.CD
CD
stand CD
Iori st.CD umfe.png
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 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.
-MidC12524SKD-7-


j.CD

Iori Yagami
iori_jcd
j.CD
j.CD
jump CD
Iori j.cd umfe.png
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 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-144----


Command Normals

f+A

Iori Yagami
iori_f+a
f+A
6A
Dream Blast
Iori fA umfe.png
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 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.
-MidC9419-3-5-


f+A>A

Iori Yagami
iori_f+a>a
f+A > A
6A > A
Dream Blast
Iori fAA umfe.png
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 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.
-MidC10715-2-4-


f+B

Iori Yagami
iori_rawf+b
f+B
6B
Thunder Axe Shadow Reaper
Iori fB1 umfe.png
Iori fB2 umfe.png
Iori fB3 umfe.png
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 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-253, 3 ,320-3-5-



Iori Yagami
iori_cancelf+b
f+B
6B
Thunder Axe Shadow Reaper
Iori fB1 umfe.png
Iori fB2 umfe.png
Iori fB3 umfe.png
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 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.
-MidC213, 3 ,320-3-5-


j.b+B

Iori Yagami
iori_jb+b
j.b+B
j.4B
Lily Breaker
Iori bB umfe.png
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 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-26----


Special Moves

qcf+A

Iori Yagami
iori_qcf+a
qcf+A
236A
Fire Ball
Iori qcfA umfe.png
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 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-10While on screen34---


qcf+C

Iori Yagami
iori_qcf+c
qcf+C
236C
Fire Ball
Iori qcfA umfe.png
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 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-10While on screen41---


dp+A

Iori Yagami
iori_dp+a
dp+A
623A
Dark Thrust
Iori dpA1 umfe.png
Iori dpA2 umfe.png
Iori dpA3 umfe.png
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 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-61, 2, 826SKD-19(Startup - 1)_Hit+Throw_(Full)


dp+C

Iori Yagami
iori_dpc
dp+C
623C
Dark Thrust
Iori dpC1 umfe.png
Iori dpC2 umfe.png
Iori dpC3 umfe.png
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 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-62, 3, 1341SKD-41(1~10)_Hit+Throw_(Full)


qcb+A

Iori Yagami
iori_qcb+a
qcb+A
214A
Deadly Flower
Iori qcb1 umfe.png
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 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-9326-9-11-


qcb+A>qcb+P

Iori Yagami
iori_qcb+a>qcb+p
qcb+A > qcb+P
214A > 214P
Deadly Flower
Iori qcb2 umfe.png
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 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-8329-12-14-


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
Iori qcb3 umfe.png
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 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-18229HKD-13-


qcb+C

Iori Yagami
iori_qcb+c
qcb+C
214C
Deadly Flower
Iori qcb1 umfe.png
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 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-12328-11-13-


qcb+C>qcb+P

Iori Yagami
iori_qcb+c>qcb+p
qcb+C > qcb+P
214C > 214P
Deadly Flower
Iori qcb2 umfe.png
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 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-12329-12-14-


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
Iori qcb3 umfe.png
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 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-18931HKD-22-


dp+B

Iori Yagami
iori_dp+b
dp+B
623B
Slash Talon Comb
Iori dpK umfe.png
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 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.
-MidC25525-10-12(1~10)_Hit+Throw_(Full)


dp+D

Iori Yagami
iori_dp+d
dp+D
623D
Slash Talon Comb
Iori dpK umfe.png
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 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.
-MidC30527-12-14(1~10)_Hit+Throw_(Full)


hcb+B

Iori Yagami
iori_hcb+b
hcb+B
63214B
Dark Crescent Slice
Iori hcbK umfe.png
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 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
Iori hcbK umfe.png
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 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
Iori cmd grab umfe.png
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 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.
---9130--(3~6)_Hit+Throw_(Full)


Desperation Moves

qcf hcb+A

Iori Yagami
iori_qcfhcb+a
qcf hcb+A
2363214A
Maiden Masher
Iori maidenmasher umfe.png
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 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-61640SKD-38 ~ -23-


qcf hcb+C

Iori Yagami
iori_qcfhcb+c
qcf hcb+C
2363214C
Maiden Masher
Iori maidenmasher umfe.png
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 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-62442SKD-48 ~ -25-


qcb hcf+A

Iori Yagami
iori_qcbhcf+a
qcb hcf+A
2141236A
One For The Road Blast
Iori pillar umfe.png
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 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)2445---


qcb hcf+C

Iori Yagami
iori_qcbhcf+c
qcb hcf+C
2141236C
One For The Road Blast
Iori pillar umfe.png
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 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)3449---


Super Desperation Moves

qcf hcb+P

Iori Yagami
iori_qcfhcb+psdm
qcf hcb+P
2363214P
Maiden Masher
Iori maidenmasher umfe.png
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 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-122442SKD--48 ~ -25


qcb hcf+P

Iori Yagami
iori_qcbhcf+psdm
qcb hcf+P
2141236P
One For The Road Blast
Iori pillar umfe.png
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 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 8F51---


Navigation

The King of Fighters '98 UMFE

OverviewStrategyDataCombosReplays

The King of Fighters '98 Ultimate Match Final Edition
System

FAQSystemControlsGuidesChangelistMatch VideosAdvanced StrategyFrame Data & Hitboxes

Characters

Andy BogardAthena AsamiyaBenimaru NikaidoBilly KaneBlue MaryBrian BattlerChang KoehanChin GentsaiChizuru KaguraChoi BoungeChrisClark StillEiji KisaragiGeese HowardGoro DaimonHeavy D!HeidernIori YagamiJoe HigashiKasumi TodohKim KaphwanKingKyo KusanagiLeona HeidernLucky GlauberMai ShiranuiMatureMr. BigRalf JonesRobert GarciaRugal BernsteinRyo SakazakiRyuji YamazakiSaisyu KusanagiShermieShingo YabukiSie KensouTakuma SakazakiTerry BogardViceWolfgang KrauserYashiro NanakaseYuri Sakazaki

EX Characters

EX AndyEX BillyEX Blue MaryEX GeeseEX JoeEX KingEX KyoEX MaiEX RobertEX RyoEX TerryEX YamazakiEX YuriOrochi ChrisOrochi ShermieOrochi Yashiro