Difference between revisions of "The King of Fighters '98 UMFE/Kyo Kusanagi/Data"
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(→cl.C) |
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Line 10: | Line 10: | ||
| name = Close A | | name = Close A | ||
| input = cl.A | | input = cl.A | ||
| images = UMFE-Kyo- | | images = UMFE-Kyo-c5A_proper.png | ||
| hitboxes = | | hitboxes = | ||
| damage = ? | | damage = ? | ||
Line 23: | Line 23: | ||
| blockadv = +3 | | blockadv = +3 | ||
| invul = | | invul = | ||
| display = 200px | |||
}} | }} | ||
====cl.B==== | ====cl.B==== | ||
Line 28: | Line 29: | ||
| name = Close B | | name = Close B | ||
| input = cl.B | | input = cl.B | ||
| images = UMFE-Kyo- | | images = UMFE-Kyo-c5B_proper.png | ||
| hitboxes = | | hitboxes = | ||
| damage = ? | | damage = ? | ||
Line 41: | Line 42: | ||
| blockadv = -2 | | blockadv = -2 | ||
| invul = | | invul = | ||
| display = 200px | |||
}} | }} | ||
====cl.C==== | ====cl.C==== | ||
Line 46: | Line 48: | ||
| name = Close C | | name = Close C | ||
| input = cl.C | | input = cl.C | ||
| images = UMFE-Kyo- | | images = UMFE-Kyo-c5C_proper.png,UMFE-Kyo-c5C2_proper.png | ||
| hitboxes = | | hitboxes = | ||
| damage = ? | | damage = ? | ||
Line 59: | Line 61: | ||
| blockadv = -3 | | blockadv = -3 | ||
| invul = | | invul = | ||
| display = 200px | |||
}} | }} | ||
Line 65: | Line 68: | ||
| name = Close D | | name = Close D | ||
| input = cl.D | | input = cl.D | ||
| images = UMFE-Kyo- | | images = UMFE-Kyo-c5D_proper.png | ||
| hitboxes = | | hitboxes = | ||
| damage = ? | | damage = ? | ||
Line 78: | Line 81: | ||
| blockadv = +1 | | blockadv = +1 | ||
| invul = | | invul = | ||
| display = 200px | |||
}} | }} | ||
Line 85: | Line 89: | ||
| name = Far A | | name = Far A | ||
| input = f.A | | input = f.A | ||
| images = UMFE-Kyo- | | images = UMFE-Kyo-f5A_proper.png | ||
| hitboxes = | | hitboxes = | ||
| damage = ? | | damage = ? | ||
Line 98: | Line 102: | ||
| blockadv = -1 | | blockadv = -1 | ||
| invul = | | invul = | ||
| display = 200px | |||
}} | }} | ||
====Far B==== | ====Far B==== | ||
Line 103: | Line 108: | ||
| name = Far B | | name = Far B | ||
| input = f.B | | input = f.B | ||
| images = UMFE-Kyo- | | images = UMFE-Kyo-f5B_proper.png | ||
| hitboxes = | | hitboxes = | ||
| damage = ? | | damage = ? | ||
Line 116: | Line 121: | ||
| blockadv = -6 | | blockadv = -6 | ||
| invul = | | invul = | ||
| display = 200px | |||
}} | }} | ||
====Far C==== | ====Far C==== | ||
Line 121: | Line 127: | ||
| name = Far C | | name = Far C | ||
| input = f.C | | input = f.C | ||
| images = UMFE-Kyo- | | images = UMFE-Kyo-f5C_proper.png | ||
| hitboxes = | | hitboxes = | ||
| damage = ? | | damage = ? | ||
Line 134: | Line 140: | ||
| blockadv = -1 | | blockadv = -1 | ||
| invul = | | invul = | ||
| display = 200px | |||
}} | }} | ||
====Far D==== | ====Far D==== | ||
Line 139: | Line 146: | ||
| name = Far D | | name = Far D | ||
| input = f.D | | input = f.D | ||
| images = UMFE-Kyo- | | images = UMFE-Kyo-f5D_proper.png | ||
| hitboxes = | | hitboxes = | ||
| damage = ? | | damage = ? | ||
Line 152: | Line 159: | ||
| blockadv = +1 | | blockadv = +1 | ||
| invul = | | invul = | ||
| display = 200px | |||
}} | }} | ||
====Standing CD==== | ====Standing CD==== | ||
Line 157: | Line 165: | ||
| name = Standing CD | | name = Standing CD | ||
| input = 5CD | | input = 5CD | ||
| images = UMFE-Kyo- | | images = UMFE-Kyo-f5CD_proper.png | ||
| hitboxes = | | hitboxes = | ||
| damage = ? | | damage = ? | ||
Line 170: | Line 178: | ||
| blockadv = +2 | | blockadv = +2 | ||
| invul = | | invul = | ||
| display = 200px | |||
}} | }} | ||
Line 177: | Line 186: | ||
| name = Crouching A | | name = Crouching A | ||
| input = 2A | | input = 2A | ||
| images = UMFE-Kyo- | | images = UMFE-Kyo-2A_proper.png | ||
| hitboxes = | | hitboxes = | ||
| damage = ? | | damage = ? | ||
Line 190: | Line 199: | ||
| blockadv = +2 | | blockadv = +2 | ||
| invul = | | invul = | ||
| display = 200px | |||
}} | }} | ||
====2B==== | ====2B==== | ||
Line 195: | Line 205: | ||
| name = Crouching B | | name = Crouching B | ||
| input = 2B | | input = 2B | ||
| images = UMFE-Kyo- | | images = UMFE-Kyo-2B_proper.png | ||
| hitboxes = | | hitboxes = | ||
| damage = ? | | damage = ? | ||
Line 208: | Line 218: | ||
| blockadv = +1 | | blockadv = +1 | ||
| invul = | | invul = | ||
| display = 200px | |||
}} | }} | ||
====2C==== | ====2C==== | ||
Line 213: | Line 224: | ||
| name = Crouching C | | name = Crouching C | ||
| input = 2C | | input = 2C | ||
| images = UMFE-Kyo- | | images = UMFE-Kyo-2C_proper.png,UMFE-Kyo-2C2_proper.png | ||
| hitboxes = | | hitboxes = | ||
| damage = ? | | damage = ? | ||
Line 226: | Line 237: | ||
| blockadv = -8 | | blockadv = -8 | ||
| invul = | | invul = | ||
| display = 200px | |||
}} | }} | ||
Line 232: | Line 244: | ||
| name = Crouching D | | name = Crouching D | ||
| input = 2D | | input = 2D | ||
| images = UMFE-Kyo- | | images = UMFE-Kyo-2D_proper.png | ||
| hitboxes = | | hitboxes = | ||
| damage = ? | | damage = ? | ||
Line 245: | Line 257: | ||
| blockadv = -4 | | blockadv = -4 | ||
| invul = | | invul = | ||
| display = 200px | |||
}} | }} | ||
Line 252: | Line 265: | ||
| name = Jumping A | | name = Jumping A | ||
| input = j.A | | input = j.A | ||
| images = UMFE-Kyo- | | images = UMFE-Kyo-jA_proper.png | ||
| hitboxes = | | hitboxes = | ||
| damage = ? | | damage = ? | ||
Line 265: | Line 278: | ||
| blockadv = - | | blockadv = - | ||
| invul = | | invul = | ||
| display = 200px | |||
}} | }} | ||
====nj.B==== | ====nj.B==== | ||
Line 270: | Line 284: | ||
| name = Neutral Jump B | | name = Neutral Jump B | ||
| input = nj.B | | input = nj.B | ||
| images = UMFE-Kyo- | | images = UMFE-Kyo-njB_proper.png | ||
| hitboxes = | | hitboxes = | ||
| damage = ? | | damage = ? | ||
Line 283: | Line 297: | ||
| blockadv = - | | blockadv = - | ||
| invul = | | invul = | ||
| display = 200px | |||
}} | }} | ||
====j.B==== | ====j.B==== | ||
Line 288: | Line 303: | ||
| name = Jumping B | | name = Jumping B | ||
| input = j.B | | input = j.B | ||
| images = UMFE-Kyo- | | images = UMFE-Kyo-jB_proper.png | ||
| hitboxes = | | hitboxes = | ||
| damage = ? | | damage = ? | ||
Line 301: | Line 316: | ||
| blockadv = - | | blockadv = - | ||
| invul = | | invul = | ||
| display = 200px | |||
}} | }} | ||
====j.C==== | ====j.C==== | ||
Line 306: | Line 322: | ||
| name = Jumping C | | name = Jumping C | ||
| input = j.C | | input = j.C | ||
| images = UMFE-Kyo- | | images = UMFE-Kyo-jC_proper.png | ||
| hitboxes = | | hitboxes = | ||
| damage = ? | | damage = ? | ||
Line 319: | Line 335: | ||
| blockadv = - | | blockadv = - | ||
| invul = | | invul = | ||
| display = 200px | |||
}} | }} | ||
====nj.D==== | ====nj.D==== | ||
Line 324: | Line 341: | ||
| name = Neutral Jump D | | name = Neutral Jump D | ||
| input = nj.D | | input = nj.D | ||
| images = UMFE-Kyo- | | images = UMFE-Kyo-njD_proper.png | ||
| hitboxes = | | hitboxes = | ||
| damage = ? | | damage = ? | ||
Line 337: | Line 354: | ||
| blockadv = - | | blockadv = - | ||
| invul = | | invul = | ||
| display = 200px | |||
}} | }} | ||
====j.D==== | ====j.D==== | ||
Line 342: | Line 360: | ||
| name = Jumping D | | name = Jumping D | ||
| input = j.D | | input = j.D | ||
| images = UMFE-Kyo- | | images = UMFE-Kyo-jD_proper.png | ||
| hitboxes = | | hitboxes = | ||
| damage = ? | | damage = ? | ||
Line 355: | Line 373: | ||
| blockadv = - | | blockadv = - | ||
| invul = | | invul = | ||
| display = 200px | |||
}} | }} | ||
====j.CD==== | ====j.CD==== | ||
Line 360: | Line 379: | ||
| name = Jumping CD | | name = Jumping CD | ||
| input = j.CD | | input = j.CD | ||
| images = UMFE-Kyo- | | images = UMFE-Kyo-jCD_proper.png | ||
| hitboxes = | | hitboxes = | ||
| damage = ? | | damage = ? | ||
Line 373: | Line 392: | ||
| blockadv = - | | blockadv = - | ||
| invul = | | invul = | ||
| display = 200px | |||
}} | }} | ||
Line 380: | Line 400: | ||
| name = Thundering Axe Burst | | name = Thundering Axe Burst | ||
| input = 6B | | input = 6B | ||
| images = UMFE-Kyo- | | images = UMFE-Kyo-6B_proper.png,UMFE-Kyo-6B2_proper.png | ||
| hitboxes = | | hitboxes = | ||
| damage = ? | | damage = ? | ||
Line 393: | Line 413: | ||
| blockadv = -7 | | blockadv = -7 | ||
| invul = | | invul = | ||
| display = 200px | |||
}} | }} | ||
Line 399: | Line 420: | ||
| name = Style 818 | | name = Style 818 | ||
| input = 3D | | input = 3D | ||
| images = UMFE-Kyo- | | images = UMFE-Kyo-3D_proper.png,UMFE-Kyo-3D2_proper.png | ||
| hitboxes = | | hitboxes = | ||
| damage = ? | | damage = ? | ||
Line 412: | Line 433: | ||
| blockadv = -10 | | blockadv = -10 | ||
| invul = | | invul = | ||
| display = 200px | |||
}} | }} | ||
Line 418: | Line 440: | ||
| name = Drop to Naraku | | name = Drop to Naraku | ||
| input = j.2C | | input = j.2C | ||
| images = UMFE-Kyo- | | images = UMFE-Kyo-j2C_proper.png | ||
| hitboxes = | | hitboxes = | ||
| damage = ? | | damage = ? | ||
Line 430: | Line 452: | ||
| hitadv = HKD (Airborne) | | hitadv = HKD (Airborne) | ||
| blockadv = - | | blockadv = - | ||
| invul = | | invul = | ||
| display = 200px | |||
}} | }} | ||
Revision as of 16:51, 17 February 2023
Idle
Normals
Close Standing Normals
cl.A
Kyo Kusanagi Kyo_Ca | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
cl.A
cl.A Close A | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | 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 | C | 3 | 4 | 3 | +5 | +3 | - |
cl.B
Kyo Kusanagi Kyo_Cb | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
cl.B
cl.B Close B | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | 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. |
? | ? | ? | Low | C | 5 | 4 | 8 | ±0 | -2 | - |
cl.C
Kyo Kusanagi Kyo_Cc | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
cl.C
cl.C Close C | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | 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 | C | 2 | 3,9 | 9 | -5 | -3 | - |
cl.D
Kyo Kusanagi Kyo_Cd | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
cl.D
cl.D Close D | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | 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 | C | 3 | 4 | 5 | +3 | +1 | - |
Far Standing Normals
Far A
Kyo Kusanagi Kyo_Fa | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
f.A
f.A Far A | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | 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 | C | 3 | 4 | 5 | +1 | -1 | - |
Far B
Kyo Kusanagi Kyo_Fb | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
f.B
f.B Far B | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | 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 | N | 7 | 3 | 13 | -4 | -6 | - |
Far C
Kyo Kusanagi Kyo_Fc | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
f.C
f.C Far C | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | 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 | C | 12 | 2 | 17 | -3 | -1 | - |
Far D
Kyo Kusanagi Kyo_Fd | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
f.D
f.D Far D | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | 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 | C | 3 | 4 | 5 | +3 | +1 | - |
Standing CD
Kyo Kusanagi Kyo_5CD | ||||||||||
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5CD
5CD Standing CD | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | 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 | C | 19 | 4 | 16 | SKD | +2 | - |
Crouching Normals
2A
Kyo Kusanagi Kyo_2a | ||||||||||
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2A
2A Crouching A | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | 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 | C | 3 | 4 | 4 | +4 | +2 | - |
2B
Kyo Kusanagi Kyo_2b | ||||||||||
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2B
2B Crouching B | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | 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. |
? | ? | ? | Low | N | 3 | 4 | 5 | +3 | +1 | - |
2C
Kyo Kusanagi Kyo_2c | ||||||||||
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2C
2C Crouching C | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | 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 | C | 4 | 3,3 | 20 | -6 | -8 | - |
2D
Kyo Kusanagi Kyo_2d | ||||||||||
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2D
2D Crouching D | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | 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. |
? | ? | ? | Low | C | 11 | 3 | 19 | SKD | -4 | - |
Jumping Normals
j.A
Kyo Kusanagi Kyo_ja | ||||||||||
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j.A
j.A Jumping A | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | 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. |
? | ? | ? | High | N | 5 | 8 | - | - | - | - |
nj.B
Kyo Kusanagi Kyo_njb | ||||||||||
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nj.B
nj.B Neutral Jump B | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | 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. |
? | ? | ? | High | N | 5 | 9 | - | - | - | - |
j.B
Kyo Kusanagi Kyo_jb | ||||||||||
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j.B
j.B Jumping B | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | 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. |
? | ? | ? | High | N | 5 | 9 | - | - | - | - |
j.C
Kyo Kusanagi Kyo_jc | ||||||||||
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j.C
j.C Jumping C | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | 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. |
? | ? | ? | High | N | 6 | 4 | - | - | - | - |
nj.D
Kyo Kusanagi Kyo_njd | ||||||||||
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nj.D
nj.D Neutral Jump D | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | 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. |
? | ? | ? | High | N | 7 | 8 | - | - | - | - |
j.D
Kyo Kusanagi Kyo_jd | ||||||||||
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j.D
j.D Jumping D | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | 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. |
? | ? | ? | High | N | 9 | 5 | - | - | - | - |
j.CD
Kyo Kusanagi Kyo_jCD | ||||||||||
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j.CD
j.CD Jumping CD | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | 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 | N | 17 | 4 | - | - | - | - |
Command Normals
6B
Kyo Kusanagi Kyo_6b | ||||||||||
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6B
6B Thundering Axe Burst | ||||||||||
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,High | N | 11 | 7(3)7 | 18 | -5 | -7 | - |
3D
Kyo Kusanagi Kyo_3d | ||||||||||
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3D
3D Style 818 | ||||||||||
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. |
? | ? | ? | Low | N | 2 | 3(12)4 | 24 | -8 | -10 | - |
j.2C
Kyo Kusanagi Kyo_j2C | ||||||||||
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j.2C
j.2C Drop to Naraku | ||||||||||
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. |
? | ? | ? | High | N | 6 | 5 | - | HKD (Airborne) | - | - |