Difference between revisions of "The King of Fighters '98 UMFE/Kyo Kusanagi/Data"

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(Created page with "==Ground Normals== ===Close=== {{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_Ca | name = Close A | input = cl.A | images = UMFE-Kyo-c5A.png | hitboxes = UMFE-Kyo-c5A.png | damage = ? | counter = ? | stun = ? | guard = Mid | cancel = C | startup = 3 | active = 4 | recovery = 3 | hitadv = +5 | blockadv = +3 | invul = }} {{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_Cb | name = Close B | input = cl.B | images = UMFE-Kyo-c5B.png | hitbo...")
 
Line 1: Line 1:
==Ground Normals==
{{CharNavbox 98FE}}
===Close===
{{TOClimit|3}}
==Idle==
 
==Normals==
 
===Close Standing Normals===
====cl.A====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_Ca
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_Ca
| name = Close A
| name = Close A
Line 18: Line 24:
| invul =  
| invul =  
}}
}}
====cl.B====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_Cb
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_Cb
| name = Close B
| name = Close B
Line 35: Line 42:
| invul =  
| invul =  
}}
}}
====cl.C====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_Cc
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_Cc
| name = Close C
| name = Close C
Line 52: Line 60:
| invul =  
| invul =  
}}
}}
====cl.D====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_Cd
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_Cd
| name = Close D
| name = Close D
Line 69: Line 78:
| invul =  
| invul =  
}}
}}
===Far===
 
===Far Standing Normals===
====Far A====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_Fa
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_Fa
| name = Far A
| name = Far A
Line 87: Line 98:
| invul =  
| invul =  
}}
}}
====Far B====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_Fb
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_Fb
| name = Far B
| name = Far B
Line 104: Line 116:
| invul =  
| invul =  
}}
}}
====Far C====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_Fc
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_Fc
| name = Far C
| name = Far C
Line 121: Line 134:
| invul =  
| invul =  
}}
}}
====Far D====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_Fd
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_Fd
| name = Far D
| name = Far D
Line 138: Line 152:
| invul =  
| invul =  
}}
}}
====Standing CD====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_5CD
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_5CD
| name = Standing CD
| name = Standing CD
Line 155: Line 170:
| invul =  
| invul =  
}}
}}
===Crouching===
 
===Crouching Normals===
====2A====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_2a
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_2a
| name = Crouching A
| name = Crouching A
Line 173: Line 190:
| invul =  
| invul =  
}}
}}
====2B====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_2b
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_2b
| name = Crouching B
| name = Crouching B
Line 190: Line 208:
| invul =  
| invul =  
}}
}}
====2C====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_2c
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_2c
| name = Crouching C
| name = Crouching C
Line 207: Line 226:
| invul =  
| invul =  
}}
}}
====2D====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_2d
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_2d
| name = Crouching D
| name = Crouching D
Line 224: Line 244:
| invul =  
| invul =  
}}
}}
===Jumping===
 
===Jumping Normals===
====j.A====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_ja
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_ja
| name = Jumping A
| name = Jumping A
Line 242: Line 264:
| invul =  
| invul =  
}}
}}
====nj.B====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_njb
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_njb
| name = Neutral Jump B
| name = Neutral Jump B
Line 259: Line 282:
| invul =  
| invul =  
}}
}}
====j.B====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_jb
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_jb
| name = Jumping B
| name = Jumping B
Line 276: Line 300:
| invul =  
| invul =  
}}
}}
====j.C====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_jc
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_jc
| name = Jumping C
| name = Jumping C
Line 293: Line 318:
| invul =  
| invul =  
}}
}}
====nj.D====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_njd
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_njd
| name = Neutral Jump D
| name = Neutral Jump D
Line 310: Line 336:
| invul =  
| invul =  
}}
}}
====j.D====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_jd
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_jd
| name = Jumping D
| name = Jumping D
Line 327: Line 354:
| invul =  
| invul =  
}}
}}
====j.CD====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_jCD
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_jCD
| name = Jumping CD
| name = Jumping CD
Line 344: Line 372:
| invul =  
| invul =  
}}
}}
===Command===
 
===Command Normals===
====6B====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_6b
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_6b
| name = Thundering Axe Burst
| name = Thundering Axe Burst
Line 362: Line 392:
| invul =  
| invul =  
}}
}}
====3D====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_3d
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_3d
| name = Style 818
| name = Style 818
Line 379: Line 410:
| invul =  
| invul =  
}}
}}
====j.2C====
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_j2C
{{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_j2C
| name = Drop to Naraku
| name = Drop to Naraku
Line 396: Line 428:
| invul =  
| invul =  
}}
}}
{{CharNavbox 98FE}}
==Navigation==
{{Navbox 98UMFE}}

Revision as of 12:33, 29 August 2022

The King of Fighters '98 UMFE

OverviewStrategyDataCombosReplays

Idle

Normals

Close Standing Normals

cl.A

Kyo Kusanagi
Kyo_Ca
cl.A
cl.A
Close A
UMFE-Kyo-c5A.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%.
CounterDamage dealt by the move on counter hit.
10 is 1%.
Stunz (x+y) means the move has two hits.
The first does x stun points,
the second does y,
for a total of z.
Stun 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.
???MidC343+5+3-


cl.B

Kyo Kusanagi
Kyo_Cb
cl.B
cl.B
Close B
UMFE-Kyo-c5B.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%.
CounterDamage dealt by the move on counter hit.
10 is 1%.
Stunz (x+y) means the move has two hits.
The first does x stun points,
the second does y,
for a total of z.
Stun 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.
???LowC548±0-2-


cl.C

Kyo Kusanagi
Kyo_Cc
cl.C
cl.C
Close C
UMFE-Kyo-c5C.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%.
CounterDamage dealt by the move on counter hit.
10 is 1%.
Stunz (x+y) means the move has two hits.
The first does x stun points,
the second does y,
for a total of z.
Stun 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.
???MidC23,99-5-3-


cl.D

Kyo Kusanagi
Kyo_Cd
cl.D
cl.D
Close D
UMFE-Kyo-c5D.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%.
CounterDamage dealt by the move on counter hit.
10 is 1%.
Stunz (x+y) means the move has two hits.
The first does x stun points,
the second does y,
for a total of z.
Stun 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.
???MidC345+3+1-


Far Standing Normals

Far A

Kyo Kusanagi
Kyo_Fa
f.A
f.A
Far A
UMFE-Kyo-f5A.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%.
CounterDamage dealt by the move on counter hit.
10 is 1%.
Stunz (x+y) means the move has two hits.
The first does x stun points,
the second does y,
for a total of z.
Stun 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.
???MidC345+1-1-


Far B

Kyo Kusanagi
Kyo_Fb
f.B
f.B
Far B
UMFE-Kyo-f5B.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%.
CounterDamage dealt by the move on counter hit.
10 is 1%.
Stunz (x+y) means the move has two hits.
The first does x stun points,
the second does y,
for a total of z.
Stun 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.
???MidN7313-4-6-


Far C

Kyo Kusanagi
Kyo_Fc
f.C
f.C
Far C
UMFE-Kyo-f5C.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%.
CounterDamage dealt by the move on counter hit.
10 is 1%.
Stunz (x+y) means the move has two hits.
The first does x stun points,
the second does y,
for a total of z.
Stun 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.
???MidC12217-3-1-


Far D

Kyo Kusanagi
Kyo_Fd
f.D
f.D
Far D
UMFE-Kyo-f5D.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%.
CounterDamage dealt by the move on counter hit.
10 is 1%.
Stunz (x+y) means the move has two hits.
The first does x stun points,
the second does y,
for a total of z.
Stun 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.
???MidC345+3+1-


Standing CD

Kyo Kusanagi
Kyo_5CD
5CD
5CD
Standing CD
UMFE-Kyo-f5CD.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%.
CounterDamage dealt by the move on counter hit.
10 is 1%.
Stunz (x+y) means the move has two hits.
The first does x stun points,
the second does y,
for a total of z.
Stun 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.
???MidC19416SKD+2-


Crouching Normals

2A

Kyo Kusanagi
Kyo_2a
2A
2A
Crouching A
UMFE-Kyo-2A.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%.
CounterDamage dealt by the move on counter hit.
10 is 1%.
Stunz (x+y) means the move has two hits.
The first does x stun points,
the second does y,
for a total of z.
Stun 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.
???MidC344+4+2-


2B

Kyo Kusanagi
Kyo_2b
2B
2B
Crouching B
UMFE-Kyo-2B.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%.
CounterDamage dealt by the move on counter hit.
10 is 1%.
Stunz (x+y) means the move has two hits.
The first does x stun points,
the second does y,
for a total of z.
Stun 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.
???LowN345+3+1-


2C

Kyo Kusanagi
Kyo_2c
2C
2C
Crouching C
UMFE-Kyo-2C.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%.
CounterDamage dealt by the move on counter hit.
10 is 1%.
Stunz (x+y) means the move has two hits.
The first does x stun points,
the second does y,
for a total of z.
Stun 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.
???MidC43,320-6-8-


2D

Kyo Kusanagi
Kyo_2d
2D
2D
Crouching D
UMFE-Kyo-2D.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%.
CounterDamage dealt by the move on counter hit.
10 is 1%.
Stunz (x+y) means the move has two hits.
The first does x stun points,
the second does y,
for a total of z.
Stun 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.
???LowC11319SKD-4-


Jumping Normals

j.A

Kyo Kusanagi
Kyo_ja
j.A
j.A
Jumping A
UMFE-Kyo-jA.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%.
CounterDamage dealt by the move on counter hit.
10 is 1%.
Stunz (x+y) means the move has two hits.
The first does x stun points,
the second does y,
for a total of z.
Stun 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.
???HighN58----


nj.B

Kyo Kusanagi
Kyo_njb
nj.B
nj.B
Neutral Jump B
UMFE-Kyo-njB.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%.
CounterDamage dealt by the move on counter hit.
10 is 1%.
Stunz (x+y) means the move has two hits.
The first does x stun points,
the second does y,
for a total of z.
Stun 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.
???HighN59----


j.B

Kyo Kusanagi
Kyo_jb
j.B
j.B
Jumping B
UMFE-Kyo-jB.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%.
CounterDamage dealt by the move on counter hit.
10 is 1%.
Stunz (x+y) means the move has two hits.
The first does x stun points,
the second does y,
for a total of z.
Stun 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.
???HighN59----


j.C

Kyo Kusanagi
Kyo_jc
j.C
j.C
Jumping C
UMFE-Kyo-jC.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%.
CounterDamage dealt by the move on counter hit.
10 is 1%.
Stunz (x+y) means the move has two hits.
The first does x stun points,
the second does y,
for a total of z.
Stun 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.
???HighN64----


nj.D

Kyo Kusanagi
Kyo_njd
nj.D
nj.D
Neutral Jump D
UMFE-Kyo-njD.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%.
CounterDamage dealt by the move on counter hit.
10 is 1%.
Stunz (x+y) means the move has two hits.
The first does x stun points,
the second does y,
for a total of z.
Stun 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.
???HighN78----


j.D

Kyo Kusanagi
Kyo_jd
j.D
j.D
Jumping D
UMFE-Kyo-jD.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%.
CounterDamage dealt by the move on counter hit.
10 is 1%.
Stunz (x+y) means the move has two hits.
The first does x stun points,
the second does y,
for a total of z.
Stun 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.
???HighN95----


j.CD

Kyo Kusanagi
Kyo_jCD
j.CD
j.CD
Jumping CD
UMFE-Kyo-jCD.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%.
CounterDamage dealt by the move on counter hit.
10 is 1%.
Stunz (x+y) means the move has two hits.
The first does x stun points,
the second does y,
for a total of z.
Stun 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.
???MidN174----


Command Normals

6B

Kyo Kusanagi
Kyo_6b
6B
6B
Thundering Axe Burst
UMFE-Kyo-6B.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%.
CounterDamage dealt by the move on counter hit.
10 is 1%.
Stunz (x+y) means the move has two hits.
The first does x stun points,
the second does y,
for a total of z.
Stun 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,HighN117(3)718-5-7-


3D

Kyo Kusanagi
Kyo_3d
3D
3D
Style 818
UMFE-Kyo-3D.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%.
CounterDamage dealt by the move on counter hit.
10 is 1%.
Stunz (x+y) means the move has two hits.
The first does x stun points,
the second does y,
for a total of z.
Stun 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.
???LowN23(12)424-8-10-


j.2C

Kyo Kusanagi
Kyo_j2C
j.2C
j.2C
Drop to Naraku
UMFE-Kyo-j2C.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%.
CounterDamage dealt by the move on counter hit.
10 is 1%.
Stunz (x+y) means the move has two hits.
The first does x stun points,
the second does y,
for a total of z.
Stun 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.
???HighN65-HKD (Airborne)--



The King of Fighters '98 UMFE

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The King of Fighters '98 Ultimate Match Final Edition
System

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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

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