Difference between revisions of "The King of Fighters '98 UMFE/Orochi Yashiro/Data"
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{{CharNavbox 98FE}} | {{CharNavbox 98FE}} | ||
{{TOClimit|3}} | |||
==Normals== | ==Normals== | ||
Line 38: | Line 38: | ||
| recovery = 9 | | recovery = 9 | ||
| hitadv = 0 | | hitadv = 0 | ||
| blockadv = - | | blockadv = -4 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 54: | Line 54: | ||
| cancel = C | | cancel = C | ||
| startup = 4 | | startup = 4 | ||
| active = 4 | | active = 4, 4 | ||
| recovery = 15 | | recovery = 15 | ||
| hitadv = -3 | | hitadv = -3 | ||
Line 61: | Line 61: | ||
| display = 200px | | display = 200px | ||
}} | }} | ||
====cl.D==== | ====cl.D==== | ||
{{MoveData-KOF98FE | character = Orochi Yashiro | moveId = oyashiro_cld | {{MoveData-KOF98FE | character = Orochi Yashiro | moveId = oyashiro_cld | ||
Line 94: | Line 93: | ||
| stun = | | stun = | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = C | ||
| startup = 4 | | startup = 4 | ||
| active = 4 | | active = 4 | ||
Line 103: | Line 102: | ||
| display = 200px | | display = 200px | ||
}} | }} | ||
====st.B==== | ====st.B==== | ||
{{MoveData-KOF98FE | character = Orochi Yashiro | moveId = oyashiro_stb | {{MoveData-KOF98FE | character = Orochi Yashiro | moveId = oyashiro_stb | ||
Line 164: | Line 162: | ||
| display = 200px | | display = 200px | ||
}} | }} | ||
===Crouch Normals=== | ===Crouch Normals=== | ||
====cr.A==== | ====cr.A==== | ||
Line 169: | Line 168: | ||
| name = crouch A | | name = crouch A | ||
| input = cr.A | | input = cr.A | ||
| input2 = | | input2 = 2A | ||
| images = yashiro_cr.a_umfe.png | | images = yashiro_cr.a_umfe.png | ||
| hitboxes = | | hitboxes = | ||
Line 189: | Line 188: | ||
| name = crouch B | | name = crouch B | ||
| input = cr.B | | input = cr.B | ||
| input2 = | | input2 = 2B | ||
| images = yashiro_cr.b_umfe.png | | images = yashiro_cr.b_umfe.png | ||
| hitboxes = | | hitboxes = | ||
Line 209: | Line 208: | ||
| name = crouch C | | name = crouch C | ||
| input = cr.C | | input = cr.C | ||
| input2 = | | input2 = 2C | ||
| images = yashiro_cr.c1_umfe.png,yashiro_cr.c1_umfe.png | | images = yashiro_cr.c1_umfe.png,yashiro_cr.c1_umfe.png | ||
| hitboxes = | | hitboxes = | ||
Line 218: | Line 217: | ||
| cancel = C | | cancel = C | ||
| startup = 4 | | startup = 4 | ||
| active = 2 | | active = 2, 3 | ||
| recovery = 28 | | recovery = 28 | ||
| hitadv = -13 | | hitadv = -13 | ||
Line 229: | Line 228: | ||
| name = crouch D | | name = crouch D | ||
| input = cr.D | | input = cr.D | ||
| input2 = | | input2 = 2D | ||
| images = yashiro_cr.d1_umfe.png,yashiro_cr.d2_umfe.png | | images = yashiro_cr.d1_umfe.png,yashiro_cr.d2_umfe.png | ||
| hitboxes = | | hitboxes = | ||
Line 236: | Line 235: | ||
| stun = | | stun = | ||
| guard = Low | | guard = Low | ||
| cancel = | | cancel = C | ||
| startup = 10 | | startup = 10 | ||
| active = 3 | | active = 3, (5), 5 | ||
| recovery = 22 | | recovery = 22 | ||
| hitadv = SKD | | hitadv = SKD | ||
| blockadv = - | | blockadv = '''1st'''= -17 ; '''2nd'''= -9 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 251: | Line 250: | ||
| name = jump A | | name = jump A | ||
| input = j.A | | input = j.A | ||
| images = yashiro_j.a_umfe.png | | images = yashiro_j.a_umfe.png | ||
| hitboxes = | | hitboxes = | ||
Line 271: | Line 269: | ||
| name = jump B | | name = jump B | ||
| input = j.B | | input = j.B | ||
| images = yashiro_j.b_umfe.png | | images = yashiro_j.b_umfe.png | ||
| hitboxes = | | hitboxes = | ||
Line 291: | Line 288: | ||
| name = jump C | | name = jump C | ||
| input = j.C | | input = j.C | ||
| images = yashiro_j.c_umfe.png | | images = yashiro_j.c_umfe.png | ||
| hitboxes = | | hitboxes = | ||
Line 311: | Line 307: | ||
| name = jump D | | name = jump D | ||
| input = j.D | | input = j.D | ||
| images = yashiro_j.d_umfe.png | | images = yashiro_j.d_umfe.png | ||
| hitboxes = | | hitboxes = | ||
Line 327: | Line 322: | ||
| display = 200px | | display = 200px | ||
}} | }} | ||
===Blowback Normals=== | ===Blowback Normals=== | ||
====st.CD==== | ====st.CD==== | ||
Line 348: | Line 344: | ||
| display = 200px | | display = 200px | ||
}} | }} | ||
====j.CD==== | ====j.CD==== | ||
{{MoveData-KOF98FE | character = Orochi Yashiro | moveId = oyashiro_jcd | {{MoveData-KOF98FE | character = Orochi Yashiro | moveId = oyashiro_jcd | ||
| name = jump CD | | name = jump CD | ||
| input = j.CD | | input = j.CD | ||
| images = yashiro_j.cd_umfe.png | | images = yashiro_j.cd_umfe.png | ||
| hitboxes = | | hitboxes = | ||
Line 369: | Line 363: | ||
| display = 200px | | display = 200px | ||
}} | }} | ||
==Command Normals== | |||
====f+A==== | ====f+A==== | ||
{{MoveData-KOF98FE | character = Orochi Yashiro | moveId = | {{MoveData-KOF98FE | character = Orochi Yashiro | moveId = oyashiro_rawf+a | ||
| name = Saku | | name = Saku | ||
| input = f+A | | input = f+A | ||
| input2 = 6A | |||
| orderId = 1 | |||
| version = Raw | | version = Raw | ||
| images = yashiro_fa_umfe.png | | images = yashiro_fa_umfe.png | ||
Line 381: | Line 378: | ||
| stun = | | stun = | ||
| guard = High | | guard = High | ||
| cancel = | | cancel = | ||
| startup = 19 | | startup = 19 | ||
| active = 3 | | active = 3 | ||
Line 390: | Line 387: | ||
| display = 200px | | display = 200px | ||
}} | }} | ||
{{MoveData-KOF98FE | character = Orochi Yashiro | moveId = oyashiro_cancelf+a | |||
{{MoveData-KOF98FE | character = Orochi Yashiro | moveId = | |||
| name = Saku | | name = Saku | ||
| input = f+A | | input = f+A | ||
| input2 = 6A | |||
| orderId = 2 | |||
| header = no | |||
| version = Cancelled into | | version = Cancelled into | ||
| images = yashiro_fa_umfe.png | | images = yashiro_fa_umfe.png | ||
Line 402: | Line 401: | ||
| guard = Mid | | guard = Mid | ||
| cancel = C | | cancel = C | ||
| startup = | | startup = 13 | ||
| active = 3 | | active = 3 | ||
| recovery = 24 | | recovery = 24 | ||
| hitadv = | | hitadv = -7 | ||
| blockadv = -9 | | blockadv = -9 | ||
| invul = | | invul = | ||
Line 411: | Line 410: | ||
}} | }} | ||
====f+B==== | ====f+B==== | ||
{{MoveData-KOF98FE | character = Orochi Yashiro | moveId = | {{MoveData-KOF98FE | character = Orochi Yashiro | moveId = oyashiro_f+b | ||
| name = Baku | | name = Baku | ||
| input = f+B | | input = f+B | ||
| | | input2 = 6B | ||
| images = yashiro_fb_umfe.png | | images = yashiro_fb_umfe.png | ||
| hitboxes = | | hitboxes = | ||
Line 424: | Line 423: | ||
| startup = 12 | | startup = 12 | ||
| active = 5 | | active = 5 | ||
| recovery = | | recovery = 28 | ||
| hitadv = -13 | | hitadv = -13 | ||
| blockadv = -15 | | blockadv = -15 | ||
Line 430: | Line 429: | ||
| display = 200px | | display = 200px | ||
}} | }} | ||
==Special Moves== | |||
====hcf+P==== | ====hcf+P==== | ||
{{MoveData-KOF98FE | character = Orochi Yashiro | moveId = | {{MoveData-KOF98FE | character = Orochi Yashiro | moveId = oyashiro_hcf+p | ||
| name = Niragu Daichi | | name = Niragu Daichi | ||
| input = hcf+P | | input = hcf+P | ||
Line 462: | Line 442: | ||
| guard = | | guard = | ||
| cancel = | | cancel = | ||
| startup = | | startup = 9 | ||
| active = 1 | | active = 1 | ||
| recovery = 28 | | recovery = 28 | ||
| hitadv = HKD | | hitadv = HKD | ||
| blockadv = | | blockadv = | ||
| invul = 1 | | invul = (1~8)_'''Hit+Throw'''_(Full) | ||
| display = 200px | | display = 200px | ||
}} | }} | ||
====hcb,f+P==== | ====hcb,f+P==== | ||
{{MoveData-KOF98FE | character = Orochi Yashiro | moveId = | {{MoveData-KOF98FE | character = Orochi Yashiro | moveId = oyashiro_hcbf+p | ||
| name = Musebu Daichi | | name = Musebu Daichi | ||
| input = hcb,f+P | | input = hcb,f+P | ||
Line 482: | Line 462: | ||
| cancel = | | cancel = | ||
| startup = 1 | | startup = 1 | ||
| active = | | active = 1 | ||
| recovery = 35 | | recovery = 35 | ||
| hitadv = HKD | | hitadv = HKD | ||
Line 490: | Line 470: | ||
}} | }} | ||
====hcf+K==== | ====hcf+K==== | ||
{{MoveData-KOF98FE | character = Orochi Yashiro | moveId = | {{MoveData-KOF98FE | character = Orochi Yashiro | moveId = oyashiro_hcf+b | ||
| name = Odoru Daichi | | name = Odoru Daichi | ||
| version = B | | version = hcf+B | ||
| input = hcf+ | | version2 = 41236B | ||
| orderId = 1 | |||
| input = hcf+B | |||
| input2 = 41236B | |||
| images = oyashiro_hcfk_umfe.png | | images = oyashiro_hcfk_umfe.png | ||
| hitboxes = | | hitboxes = | ||
Line 501: | Line 484: | ||
| guard = | | guard = | ||
| cancel = | | cancel = | ||
| startup = | | startup = 20 | ||
| active = 1 | | active = 1 | ||
| recovery = 22 | | recovery = 22 | ||
| hitadv = | | hitadv = SKD | ||
| blockadv = | | blockadv = | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
}} | }} | ||
{{MoveData-KOF98FE | character = Orochi Yashiro | moveId = oyashiro_hcf+d | |||
{{MoveData-KOF98FE | character = Orochi Yashiro | moveId = | |||
| name = Odoru Daichi | | name = Odoru Daichi | ||
| version = D | | version = hcf+D | ||
| input = hcf+ | | version2 = 41236D | ||
| orderId = 2 | |||
| header = no | |||
| input = hcf+D | |||
| input2 = 41236D | |||
| images = oyashiro_hcfk_umfe.png | | images = oyashiro_hcfk_umfe.png | ||
| hitboxes = | | hitboxes = | ||
Line 521: | Line 507: | ||
| guard = | | guard = | ||
| cancel = | | cancel = | ||
| startup = | | startup = 23 | ||
| active = 1 | | active = 1 | ||
| recovery = 22 | | recovery = 22 | ||
| hitadv = | | hitadv = SKD | ||
| blockadv = | | blockadv = | ||
| invul = | | invul = | ||
Line 530: | Line 516: | ||
}} | }} | ||
====qcb+P==== | ====qcb+P==== | ||
{{MoveData-KOF98FE | character = Orochi Yashiro | moveId = | {{MoveData-KOF98FE | character = Orochi Yashiro | moveId = oyashiro_qcb+a | ||
| name = Kujiki Daichi | | name = Kujiki Daichi | ||
| version = A | | version = qcb+A | ||
| input = qcb+ | | version2 = 214A | ||
| orderId = 1 | |||
| input2 = 214A | |||
| input = qcb+A | |||
| images = oyashiro_qcbp_umfe.png | | images = oyashiro_qcbp_umfe.png | ||
| hitboxes = | | hitboxes = | ||
Line 541: | Line 530: | ||
| guard = | | guard = | ||
| cancel = | | cancel = | ||
| startup = | | startup = 26 | ||
| active = Until Landing | | active = Until Landing | ||
| recovery = 34 | | recovery = 34 | ||
Line 549: | Line 538: | ||
| display = 200px | | display = 200px | ||
}} | }} | ||
{{MoveData-KOF98FE | character = Orochi Yashiro | moveId = oyashiro_qcb+c | |||
{{MoveData-KOF98FE | character = Orochi Yashiro | moveId = | |||
| name = Kujiki Daichi | | name = Kujiki Daichi | ||
| version = C | | version = qcb+C | ||
| input = qcb+ | | version2 = 214C | ||
| orderId = 2 | |||
| header = no | |||
| input2 = 214C | |||
| input = qcb+C | |||
| images = oyashiro_qcbp_umfe.png | | images = oyashiro_qcbp_umfe.png | ||
| hitboxes = | | hitboxes = | ||
Line 561: | Line 553: | ||
| guard = | | guard = | ||
| cancel = | | cancel = | ||
| startup = | | startup = 30 | ||
| active = Until Landing | | active = Until Landing | ||
| recovery = 41 | | recovery = 41 | ||
Line 572: | Line 564: | ||
==Desperation Moves== | ==Desperation Moves== | ||
====hcb,hcb+P==== | ====hcb,hcb+P==== | ||
{{MoveData-KOF98FE | character = Orochi Yashiro | moveId = | {{MoveData-KOF98FE | character = Orochi Yashiro | moveId = oyashiro_hcbhcb+P | ||
| name = Ankoku Jigoku Gokuraku Otoshi | | name = Ankoku Jigoku Gokuraku Otoshi | ||
| input = hcb,hcb+P | | input = hcb,hcb+P | ||
| input2 = 6321463214P | |||
| images = oyashiro_hcbhcbp_umfe.png | | images = oyashiro_hcbhcbp_umfe.png | ||
| hitboxes = | | hitboxes = | ||
Line 583: | Line 576: | ||
| cancel = | | cancel = | ||
| startup = 1 | | startup = 1 | ||
| active = | | active = 1 | ||
| recovery = 34 | | recovery = 34 | ||
| hitadv = HKD | | hitadv = HKD | ||
Line 591: | Line 584: | ||
}} | }} | ||
====qcf,qcf+K==== | ====qcf,qcf+K==== | ||
{{MoveData-KOF98FE | character = Orochi Yashiro | moveId = | {{MoveData-KOF98FE | character = Orochi Yashiro | moveId = oyashiro_qcfqcf+k | ||
| name = Araburu Daichi | | name = Araburu Daichi | ||
| input = qcf,qcf+K | | input = qcf,qcf+K | ||
| input2 = 236236K | |||
| images = oyashiro_qcfqcfk_umfe.png | | images = oyashiro_qcfqcfk_umfe.png | ||
| hitboxes = | | hitboxes = | ||
Line 601: | Line 595: | ||
| guard = | | guard = | ||
| cancel = | | cancel = | ||
| startup = | | startup = 14 | ||
| active = | | active = Until landing | ||
| recovery = 31 | | recovery = 31 | ||
| hitadv = HKD | | hitadv = HKD | ||
Line 609: | Line 603: | ||
| display = 200px | | display = 200px | ||
}} | }} | ||
====qcf,qcf+P==== | ====qcf,qcf+P==== | ||
{{MoveData-KOF98FE | character = Orochi Yashiro | moveId = | {{MoveData-KOF98FE | character = Orochi Yashiro | moveId = oyashiro_qcfqcf+a | ||
| name = Hoeru Daichi | |||
| input = qcf,qcf+A | |||
| input2 = 236236A | |||
| orderId = 1 | |||
| version = qcf,qcf+A | |||
| version2 = 236236A | |||
| images = oyashiro_qcfqcfp1_umfe.png | |||
| hitboxes = | |||
| damage = | |||
| counter = | |||
| stun = | |||
| guard = | |||
| cancel = | |||
| startup = 21 if released immediately | |||
| active = 2, 2, 3 | |||
| recovery = 39 | |||
| hitadv = SKD | |||
| blockadv = | |||
| invul = | |||
| display = 200px | |||
}} | |||
{{MoveData-KOF98FE | character = Orochi Yashiro | moveId = oyashiro_qcfqcf+c | |||
| name = Hoeru Daichi | | name = Hoeru Daichi | ||
| input = qcf,qcf+ | | input = qcf,qcf+C | ||
| input2 = 236236C | |||
| orderId = 2 | |||
| header = no | |||
| version = qcf,qcf+C | |||
| version2 = 236236C | |||
| images = oyashiro_qcfqcfp1_umfe.png | | images = oyashiro_qcfqcfp1_umfe.png | ||
| hitboxes = | | hitboxes = | ||
Line 621: | Line 641: | ||
| guard = | | guard = | ||
| cancel = | | cancel = | ||
| startup = | | startup = 22 if released immediately | ||
| active = 2 | | active = 2, 2, 3 | ||
| recovery = 40 | | recovery = 40 | ||
| hitadv = SKD | | hitadv = SKD | ||
Line 632: | Line 652: | ||
==Super Desperation Moves== | ==Super Desperation Moves== | ||
====hcb,hcb+P==== | ====hcb,hcb+P==== | ||
{{MoveData-KOF98FE | character = Orochi Yashiro | moveId = | {{MoveData-KOF98FE | character = Orochi Yashiro | moveId = oyashiro_hcbhcb+Psdm | ||
| name = Ankoku Jigoku Gokuraku Otoshi | | name = Ankoku Jigoku Gokuraku Otoshi | ||
| input = hcb,hcb+P | | input = hcb,hcb+P | ||
| input2 = 6321463214P | |||
| images = oyashiro_hcbhcbpsdm_umfe.png | | images = oyashiro_hcbhcbpsdm_umfe.png | ||
| hitboxes = | | hitboxes = | ||
Line 643: | Line 664: | ||
| cancel = | | cancel = | ||
| startup = 1 | | startup = 1 | ||
| active = | | active = 1 | ||
| recovery = 35 | | recovery = 35 | ||
| hitadv = HKD | | hitadv = HKD | ||
Line 651: | Line 672: | ||
}} | }} | ||
====qcf,qcf+K==== | ====qcf,qcf+K==== | ||
{{MoveData-KOF98FE | character = Orochi Yashiro | moveId = | {{MoveData-KOF98FE | character = Orochi Yashiro | moveId = oyashiro_qcfqcf+ksdm | ||
| name = Araburu Daichi | | name = Araburu Daichi | ||
| input = qcf,qcf+K | | input = qcf,qcf+K | ||
| input2 = 236236K | |||
| images = oyashiro_qcfqcfk_umfe.png | | images = oyashiro_qcfqcfk_umfe.png | ||
| hitboxes = | | hitboxes = | ||
Line 661: | Line 683: | ||
| guard = | | guard = | ||
| cancel = | | cancel = | ||
| startup = | | startup = 14 | ||
| active = | | active = Until landing | ||
| recovery = 31 | | recovery = 31 | ||
| hitadv = HKD | | hitadv = HKD | ||
Line 669: | Line 691: | ||
| display = 200px | | display = 200px | ||
}} | }} | ||
====qcf,qcf+P==== | ====qcf,qcf+P==== | ||
{{MoveData-KOF98FE | character = Orochi Yashiro | moveId = | {{MoveData-KOF98FE | character = Orochi Yashiro | moveId = oyashiro_qcfqcf+psdm | ||
| name = Hoeru Daichi | | name = Hoeru Daichi | ||
| input = qcf,qcf+P | | input = qcf,qcf+P | ||
| input2 = 236236P | |||
| images = oyashiro_qcfqcfp1_umfe.png | | images = oyashiro_qcfqcfp1_umfe.png | ||
| hitboxes = | | hitboxes = | ||
Line 681: | Line 703: | ||
| guard = | | guard = | ||
| cancel = | | cancel = | ||
| startup = | | startup = 21 if released immediately | ||
| active = 2 | | active = 2, 2, 3 | ||
| recovery = 39 | | recovery = 39 | ||
| hitadv = SKD | | hitadv = SKD | ||
Line 689: | Line 711: | ||
| display = 200px | | display = 200px | ||
}} | }} | ||
==Navigation== | |||
{{CharNavbox 98FE}} | |||
{{Navbox 98UMFE}} | |||
[[Category:The King of Fighters '98 Ultimate Match Final Edition]] | |||
[[Category:Orochi Yashiro]] |
Latest revision as of 23:53, 21 February 2023
Normals
Close Standing Normals
cl.A
Orochi Yashiro oyashiro_cla | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
cl.A
cl.A close A | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame 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 | 4 | 4 | +4 | +2 | - |
cl.B
Orochi Yashiro oyashiro_clb | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
cl.B
cl.B close B | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame 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 | 5 | 9 | 0 | -4 | - |
cl.C
Orochi Yashiro oyashiro_clc | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
cl.C
cl.C close C | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame 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 | 4, 4 | 15 | -3 | -5 | - |
cl.D
Orochi Yashiro oyashiro_cld | ||||||||||
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cl.D
cl.D close D | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame 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 | 4 | 5 | 21 | -6 | -8 | - |
Far Standing Normals
st.A
Orochi Yashiro oyashiro_sta | ||||||||||
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st.A
A stand A | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame 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 | 4 | 7 | +1 | -1 | - |
st.B
Orochi Yashiro oyashiro_stb | ||||||||||
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st.B
B stand B | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame 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 | - | 5 | 8 | 13 | -9 | -11 | - |
st.C
Orochi Yashiro oyashiro_stc | ||||||||||
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st.C
C stand C | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame 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 | 11 | 3 | 27 | -10 | -12 | - |
st.D
Orochi Yashiro oyashiro_std | ||||||||||
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st.D
D stand D | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
- | Mid | C | 9 | 4 | 33 | -17 | -19 | - |
Crouch Normals
cr.A
Orochi Yashiro oyashiro_cra | ||||||||||
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cr.A
2A crouch A | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame 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 | 4 | 6 | +2 | 0 | - |
cr.B
Orochi Yashiro oyashiro_crb | ||||||||||
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cr.B
2B crouch B | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame 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 | - | 7 | 3 | 10 | -1 | -3 | - |
cr.C
Orochi Yashiro oyashiro_crc | ||||||||||
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cr.C
2C crouch C | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame 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 | 2, 3 | 28 | -13 | -15 | - |
cr.D
Orochi Yashiro oyashiro_crd | ||||||||||
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cr.D
2D crouch D | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame 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 | 10 | 3, (5), 5 | 22 | SKD | 1st= -17 ; 2nd= -9 | - |
Jump Normals
j.A
Orochi Yashiro oyashiro_ja | ||||||||||
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j.A
j.A jump A | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
- | High | - | 7 | 9 | - | - | - | - |
j.B
Orochi Yashiro oyashiro_jb | ||||||||||
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j.B
j.B jump B | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame 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 | - | 8 | 9 | - | - | - | - |
j.C
Orochi Yashiro oyashiro_jc | ||||||||||
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j.C
j.C jump C | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame 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 | - | 9 | 5 | - | - | - | - |
j.D
Orochi Yashiro oyashiro_jd | ||||||||||
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j.D
j.D jump D | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame 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 | - | 8 | 5 | - | - | - | - |
Blowback Normals
st.CD
Orochi Yashiro oyashiro_stcd | ||||||||||
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st.CD
CD stand CD | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame 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 | 16 | 5 | 24 | SKD | -7 | - |
j.CD
Orochi Yashiro oyashiro_jcd | ||||||||||
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j.CD
j.CD jump CD | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame 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 | - | 12 | 4 | - | - | - | - |
Command Normals
f+A
Orochi Yashiro oyashiro_rawf+a | ||||||||||
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f+A
6A Saku | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
- | High | - | 19 | 3 | 24 | HKD | -9 | - |
Orochi Yashiro oyashiro_cancelf+a | ||||||||||
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f+A
6A Saku | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
- | Mid | C | 13 | 3 | 24 | -7 | -9 | - |
f+B
Orochi Yashiro oyashiro_f+b | ||||||||||
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f+B
6B Baku | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
- | Mid | C | 12 | 5 | 28 | -13 | -15 | - |
Special Moves
hcf+P
Orochi Yashiro oyashiro_hcf+p | ||||||||||
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hcf+P
hcf+P Niragu Daichi | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
- | - | - | 9 | 1 | 28 | HKD | - | (1~8)_Hit+Throw_(Full) |
hcb,f+P
Orochi Yashiro oyashiro_hcbf+p | ||||||||||
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hcb,f+P
hcb,f+P Musebu Daichi | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
- | - | - | 1 | 1 | 35 | HKD | - | - |
hcf+K
Orochi Yashiro oyashiro_hcf+b | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
hcf+B
41236B Odoru Daichi | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
- | - | - | 20 | 1 | 22 | SKD | - | - |
Orochi Yashiro oyashiro_hcf+d | ||||||||||
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hcf+D
41236D Odoru Daichi | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
- | - | - | 23 | 1 | 22 | SKD | - | - |
qcb+P
Orochi Yashiro oyashiro_qcb+a | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
qcb+A
214A Kujiki Daichi | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
- | - | - | 26 | Until Landing | 34 | - | - | - |
Orochi Yashiro oyashiro_qcb+c | ||||||||||
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qcb+C
214C Kujiki Daichi | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
- | - | - | 30 | Until Landing | 41 | - | - | - |
Desperation Moves
hcb,hcb+P
Orochi Yashiro oyashiro_hcbhcb+P | ||||||||||
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hcb,hcb+P
6321463214P Ankoku Jigoku Gokuraku Otoshi | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
- | - | - | 1 | 1 | 34 | HKD | - | - |
qcf,qcf+K
Orochi Yashiro oyashiro_qcfqcf+k | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
qcf,qcf+K
236236K Araburu Daichi | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
- | - | - | 14 | Until landing | 31 | HKD | - | - |
qcf,qcf+P
Orochi Yashiro oyashiro_qcfqcf+a | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
qcf,qcf+A
236236A Hoeru Daichi | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
- | - | - | 21 if released immediately | 2, 2, 3 | 39 | SKD | - | - |
Orochi Yashiro oyashiro_qcfqcf+c | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
qcf,qcf+C
236236C Hoeru Daichi | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
- | - | - | 22 if released immediately | 2, 2, 3 | 40 | SKD | - | - |
Super Desperation Moves
hcb,hcb+P
Orochi Yashiro oyashiro_hcbhcb+Psdm | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
hcb,hcb+P
6321463214P Ankoku Jigoku Gokuraku Otoshi | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
- | - | - | 1 | 1 | 35 | HKD | - | - |
qcf,qcf+K
Orochi Yashiro oyashiro_qcfqcf+ksdm | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
qcf,qcf+K
236236K Araburu Daichi | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
- | - | - | 14 | Until landing | 31 | HKD | - | 1-10f inv |
qcf,qcf+P
Orochi Yashiro oyashiro_qcfqcf+psdm | ||||||||||
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qcf,qcf+P
236236P Hoeru Daichi | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | ||
- | - | - | 21 if released immediately | 2, 2, 3 | 39 | SKD | - | - |