Difference between revisions of "The King of Fighters XV/Haohmaru/Data"

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Line 1: Line 1:
{{CharNavbox_XV}}
{{CharNavbox_XV}}
===Close Standing Normals===
====close A====
====close A====
{{MoveData-KOFXV | character = Haohmaru | moveId = Haohmaru_cla
{{MoveData-KOFXV | character = Haohmaru | moveId = Haohmaru_cla
Line 7: Line 8:
| hitboxes    = XV_Haohmaru_cla.png
| hitboxes    = XV_Haohmaru_cla.png
| damage      = 25
| damage      = 25
| guard      =  
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =  
| cancel      =  
| startup    =  
| startup    = 4
| active      =  
| active      = 5
| recovery    =  
| recovery    = 5
| hitadv      =  
| hitadv      = +5
| blockadv    =  
| blockadv    = +3
| invul      =  
| invul      =  
| stun        = 30
| stun        = 30
Line 26: Line 27:
| hitboxes    = XV_Haohmaru_clb.png
| hitboxes    = XV_Haohmaru_clb.png
| damage      = 30
| damage      = 30
| guard      =  
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =  
| cancel      =  
| startup    =  
| startup    = 7
| active      =  
| active      = 4
| recovery    =  
| recovery    = 12
| hitadv      =  
| hitadv      = -1
| blockadv    =  
| blockadv    = -3
| invul      =  
| invul      =  
| stun        = 30
| stun        = 30
Line 45: Line 46:
| hitboxes    = XV_Haohmaru_clc.png
| hitboxes    = XV_Haohmaru_clc.png
| damage      = 70
| damage      = 70
| guard      =  
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =  
| cancel      =  
| startup    =  
| startup    = 6
| active      =  
| active      = 4
| recovery    =  
| recovery    = 16
| hitadv      =  
| hitadv      = +1
| blockadv    =  
| blockadv    = -1
| invul      =  
| invul      =  
| stun        = 70
| stun        = 70
Line 64: Line 65:
| hitboxes    = XV_Haohmaru_cld.png
| hitboxes    = XV_Haohmaru_cld.png
| damage      = 80
| damage      = 80
| guard      =  
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =  
| cancel      =  
| startup    =  
| startup    = 7
| active      =  
| active      = 3
| recovery    =  
| recovery    = 20
| hitadv      =  
| hitadv      = -2
| blockadv    =  
| blockadv    = -4
| invul      =  
| invul      =  
| stun        = 70  
| stun        = 70  
Line 76: Line 77:
}}
}}


===rush 1===
===Far Standing Normals===
====rush 1====
{{MoveData-KOFXV | character = Haohmaru | moveId = Haohmaru_rush1
| name        = rush 1
| header      = yes
| version    = cl.AA
| orderId    = 1
| input      = cl.AA
| images      = XV_Haohmaru_rush1_ima.png
| hitboxes    = XV_Haohmaru_rush1.png
| damage      = 48 (25+25)
| guard      =
| cancel      =
| startup    =
| active      =
| recovery    =
| hitadv      =
| blockadv    =
| invul      =
| stun        = 30
| guardDamage = 120 (60+60)
}}
 
====rush 2====
{{MoveData-KOFXV | character = Haohmaru | moveId = Haohmaru_rush2
| name        = rush 2
| header      = no
| version    = cl.AAX
| orderId    = 2
| input      = cl.AAX
| images      = XV_Haohmaru_rush2_ima.png
| hitboxes    = XV_Haohmaru_rush2.png
| damage      = 70 (25+25+25)
| guard      =
| cancel      =
| startup    =
| active      =
| recovery    =
| hitadv      =
| blockadv    =
| invul      =
| stun        = 30
| guardDamage = 180 (60+60+60)
}}
 
====far A====
====far A====
{{MoveData-KOFXV | character = Haohmaru | moveId = Haohmaru_fa
{{MoveData-KOFXV | character = Haohmaru | moveId = Haohmaru_fa
Line 128: Line 85:
| hitboxes    = XV_Haohmaru_fa.png
| hitboxes    = XV_Haohmaru_fa.png
| damage      = 25
| damage      = 25
| guard      =  
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =  
| cancel      =  
| startup    =  
| startup    = 6
| active      =  
| active      = 2
| recovery    =  
| recovery    = 15
| hitadv      =  
| hitadv      = -2
| blockadv    =  
| blockadv    = -4
| invul      =  
| invul      =  
| stun        = 30
| stun        = 30
Line 147: Line 104:
| hitboxes    = XV_Haohmaru_fb.png
| hitboxes    = XV_Haohmaru_fb.png
| damage      = 30
| damage      = 30
| guard      =  
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =  
| cancel      =  
| startup    =  
| startup    = 7
| active      =  
| active      = 4
| recovery    =  
| recovery    = 12
| hitadv      =  
| hitadv      = -1
| blockadv    =  
| blockadv    = -3
| invul      =  
| invul      =  
| stun        = 30
| stun        = 30
Line 166: Line 123:
| hitboxes    = XV_Haohmaru_fc.png
| hitboxes    = XV_Haohmaru_fc.png
| damage      = 70
| damage      = 70
| guard      =  
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =  
| cancel      =  
| startup    =  
| startup    = 11
| active      =  
| active      = 6
| recovery    =  
| recovery    = 18
| hitadv      =  
| hitadv      = -3
| blockadv    =  
| blockadv    = -5
| invul      =  
| invul      =  
| stun        = 70
| stun        = 70
Line 185: Line 142:
| hitboxes    = XV_Haohmaru_fd.png
| hitboxes    = XV_Haohmaru_fd.png
| damage      = 80
| damage      = 80
| guard      =  
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =  
| cancel      =  
| startup    =  
| startup    = 11
| active      =  
| active      = 3
| recovery    =  
| recovery    = 20
| hitadv      =  
| hitadv      = -2
| blockadv    =  
| blockadv    = -4
| invul      =  
| invul      =  
| stun        = 70
| stun        = 70
Line 197: Line 154:
}}
}}


===Crouch Normals===
====crouch A====
====crouch A====
{{MoveData-KOFXV | character = Haohmaru | moveId = Haohmaru_2a
{{MoveData-KOFXV | character = Haohmaru | moveId = Haohmaru_2a
Line 204: Line 162:
| hitboxes    = XV_Haohmaru_2a.png
| hitboxes    = XV_Haohmaru_2a.png
| damage      = 25
| damage      = 25
| guard      =  
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =  
| cancel      =  
| startup    =  
| startup    = 5
| active      =  
| active      = 4
| recovery    =  
| recovery    = 8
| hitadv      =  
| hitadv      = +3
| blockadv    =  
| blockadv    = +1
| invul      =  
| invul      =  
| stun        = 30
| stun        = 30
Line 223: Line 181:
| hitboxes    = XV_Haohmaru_2b.png
| hitboxes    = XV_Haohmaru_2b.png
| damage      = 15
| damage      = 15
| guard      =  
| guard      = [[The_King_of_Fighters_XV/Defense#Low|Low]]
| cancel      =  
| cancel      =  
| startup    =  
| startup    = 5
| active      =  
| active      = 4
| recovery    =  
| recovery    = 9
| hitadv      =  
| hitadv      = +2
| blockadv    =  
| blockadv    = 0
| invul      =  
| invul      =  
| stun        = 15
| stun        = 15
Line 242: Line 200:
| hitboxes    = XV_Haohmaru_2c.png
| hitboxes    = XV_Haohmaru_2c.png
| damage      = 90
| damage      = 90
| guard      =  
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =  
| cancel      =  
| startup    =  
| startup    = 12
| active      =  
| active      = 3
| recovery    =  
| recovery    = 28
| hitadv      =  
| hitadv      = -10
| blockadv    =  
| blockadv    = -12
| invul      =  
| invul      =  
| stun        = 90
| stun        = 90
Line 261: Line 219:
| hitboxes    = XV_Haohmaru_2d.png
| hitboxes    = XV_Haohmaru_2d.png
| damage      = 80
| damage      = 80
| guard      =  
| guard      = [[The_King_of_Fighters_XV/Defense#Low|Low]]
| cancel      =  
| cancel      =  
| startup    =  
| startup    = 9
| active      =  
| active      = 10
| recovery    =  
| recovery    = 26
| hitadv      =  
| hitadv      = SKD (13: Tech / 40: Non-tech) - Close
| blockadv    =  
| blockadv    = -17 (Close Range) to -8 (Max Range)
| invul      =  
| invul      =  
| stun        = 70
| stun        = 70
Line 273: Line 231:
}}
}}


====Blowback====
===Jump Normals===
{{MoveData-KOFXV | character = Haohmaru | moveId = Haohmaru_cd
| name        = Blowback
| input      = CD
| images      = XV_Haohmaru_cd_ima.png
| hitboxes    = XV_Haohmaru_cd.png
| damage      = 75
| guard      =
| cancel      =
| startup    =
| active      =
| recovery    =
| hitadv      =
| blockadv    =
| invul      =
| stun        = 100
| guardDamage = 160
}}
 
====Shatterstrike====
{{MoveData-KOFXV | character = Haohmaru | moveId = Haohmaru_236cd
| name        = Shatterstrike
| input      = 236CD
| images      = XV_Haohmaru_236cd_ima.png
| hitboxes    = XV_Haohmaru_236cd.png
| damage      = 75
| guard      =
| cancel      =
| startup    =
| active      =
| recovery    =
| hitadv      =
| blockadv    =
| invul      =
| stun        = 0
| guardDamage = 200
}}
 
====hop CD====
{{MoveData-KOFXV | character = Haohmaru | moveId = Haohmaru_hcd
| name        = hop CD
| header      = yes
| version    = hop
| orderId    = 1
| input      = h.CD
| images      = XV_Haohmaru_jcd_ima.png
| hitboxes    = XV_Haohmaru_hcd.png
| damage      = 80
| guard      =
| cancel      =
| startup    =
| active      =
| recovery    =
| hitadv      =
| blockadv    =
| invul      =
| stun        = 80
| guardDamage = 120
}}
 
====jump CD====
{{MoveData-KOFXV | character = Haohmaru | moveId = Haohmaru_jcd
| name        = jump CD
| header      = no
| version    = jump
| orderId    = 2
| input      = j.CD
| images      = XV_Haohmaru_jcd_ima.png
| hitboxes    = XV_Haohmaru_jcd.png
| damage      = 90
| guard      =
| cancel      =
| startup    =
| active      =
| recovery    =
| hitadv      =
| blockadv    =
| invul      =
| stun        = 80
| guardDamage = 140
}}
 
====Adamantine Slash====
{{MoveData-KOFXV | character = Haohmaru | moveId = Haohmaru_cthrow
| name        = Adamantine Slash
| input      = (close) 4/6C
| images      = XV_Haohmaru_cthrow_ima.png
| hitboxes    = XV_Haohmaru_cthrow.png
| damage      = 100
| guard      =
| cancel      =
| startup    =
| active      =
| recovery    =
| hitadv      =
| blockadv    =
| invul      =
| stun        = 0
| guardDamage = 0
}}
 
====Headwind Slash====
{{MoveData-KOFXV | character = Haohmaru | moveId = Haohmaru_dthrow
| name        = Headwind Slash
| input      = (close) 4/6D
| images      = XV_Haohmaru_dthrow_ima.png
| hitboxes    = XV_Haohmaru_dthrow.png
| damage      = 100
| guard      =
| cancel      =
| startup    =
| active      =
| recovery    =
| hitadv      =
| blockadv    =
| invul      =
| stun        = 0
| guardDamage = 0
}}
 
====Surprise Attack====
{{MoveData-KOFXV | character = Haohmaru | moveId = Haohmaru_6a
| name        = Surprise Attack
| input      = 6A
| images      = XV_Haohmaru_6a_1_ima.png, XV_Haohmaru_6a_2_ima.png
| hitboxes    = XV_Haohmaru_6a.png
| damage      = 70 [50]
| guard      =
| cancel      =
| startup    =
| active      =
| recovery    =
| hitadv      =
| blockadv    =
| invul      =
| stun        = 80 [40]
| guardDamage =
}}
 
====Tranquil Kick====
{{MoveData-KOFXV | character = Haohmaru | moveId = Haohmaru_ac
| name        = Tranquil Kick
| input      = AC
| images      = XV_Haohmaru_ac_ima.png
| hitboxes    = XV_Haohmaru_ac.png
| damage      = 180
| guard      =
| cancel      =
| startup    =
| active      =
| recovery    =
| hitadv      =
| blockadv    =
| invul      =
| stun        = 150
| guardDamage =
}}
 
====hop A====
====hop A====
{{MoveData-KOFXV | character = Haohmaru | moveId = Haohmaru_ha
{{MoveData-KOFXV | character = Haohmaru | moveId = Haohmaru_ha
Line 441: Line 242:
| hitboxes    = XV_Haohmaru_ha.png
| hitboxes    = XV_Haohmaru_ha.png
| damage      = 40
| damage      = 40
| guard      =  
| guard      = [[The_King_of_Fighters_XV/Defense#High|High]]
| cancel      =  
| cancel      =  
| startup    =  
| startup    = 5
| active      =  
| active      = 5
| recovery    =  
| recovery    = 1 on ground
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
Line 463: Line 264:
| hitboxes    = XV_Haohmaru_ja.png
| hitboxes    = XV_Haohmaru_ja.png
| damage      = 45
| damage      = 45
| guard      =  
| guard      = [[The_King_of_Fighters_XV/Defense#High|High]]
| cancel      =  
| cancel      =  
| startup    =  
| startup    = 5
| active      =  
| active      = 7
| recovery    =  
| recovery    = 1 on ground
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
Line 485: Line 286:
| hitboxes    = XV_Haohmaru_hb.png
| hitboxes    = XV_Haohmaru_hb.png
| damage      = 40
| damage      = 40
| guard      =  
| guard      = [[The_King_of_Fighters_XV/Defense#High|High]]
| cancel      =  
| cancel      =  
| startup    =  
| startup    = 6
| active      =  
| active      = 7
| recovery    =  
| recovery    = 1 on ground
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
Line 507: Line 308:
| hitboxes    = XV_Haohmaru_jb.png
| hitboxes    = XV_Haohmaru_jb.png
| damage      = 45
| damage      = 45
| guard      =  
| guard      = [[The_King_of_Fighters_XV/Defense#High|High]]
| cancel      =  
| cancel      =  
| startup    =  
| startup    = 6
| active      =  
| active      = 9
| recovery    =  
| recovery    = 1 on ground
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
Line 529: Line 330:
| hitboxes    = XV_Haohmaru_hc.png
| hitboxes    = XV_Haohmaru_hc.png
| damage      = 70
| damage      = 70
| guard      =  
| guard      = [[The_King_of_Fighters_XV/Defense#High|High]]
| cancel      =  
| cancel      =  
| startup    =  
| startup    = 13
| active      =  
| active      = 2
| recovery    =  
| recovery    = 1 on ground
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
Line 551: Line 352:
| hitboxes    = XV_Haohmaru_jc.png
| hitboxes    = XV_Haohmaru_jc.png
| damage      = 70
| damage      = 70
| guard      =  
| guard      = [[The_King_of_Fighters_XV/Defense#High|High]]
| cancel      =  
| cancel      =  
| startup    =  
| startup    = 12
| active      =  
| active      = 5
| recovery    =  
| recovery    = 1 on ground
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
Line 573: Line 374:
| hitboxes    = XV_Haohmaru_hd.png
| hitboxes    = XV_Haohmaru_hd.png
| damage      = 70
| damage      = 70
| guard      =  
| guard      = [[The_King_of_Fighters_XV/Defense#High|High]]
| cancel      =  
| cancel      =  
| startup    =  
| startup    = 9
| active      =  
| active      = 5
| recovery    =  
| recovery    = 1 on ground
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
Line 595: Line 396:
| hitboxes    = XV_Haohmaru_jd.png
| hitboxes    = XV_Haohmaru_jd.png
| damage      = 70
| damage      = 70
| guard      =  
| guard      = [[The_King_of_Fighters_XV/Defense#High|High]]
| cancel      =  
| cancel      =  
| startup    =  
| startup    = 9
| active      =  
| active      = 5
| recovery    =  
| recovery    = 1 on ground
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
Line 607: Line 408:
}}
}}


===Blowback===
====Blowback====
{{MoveData-KOFXV | character = Haohmaru | moveId = Haohmaru_cd
| name        = Blowback
| input      = CD
| images      = XV_Haohmaru_cd_ima.png
| hitboxes    = XV_Haohmaru_cd.png
| damage      = 75
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =
| startup    = 14
| active      = 3
| recovery    = 22
| hitadv      = Wall Splat (+72~+91)
| blockadv    = -2
| invul      =
| stun        = 100
| guardDamage = 160
}}
====Shatterstrike====
{{MoveData-KOFXV | character = Haohmaru | moveId = Haohmaru_236cd
| name        = Shatterstrike
| input      = 236CD
| images      = XV_Haohmaru_236cd_ima.png
| hitboxes    = XV_Haohmaru_236cd.png
| damage      = 75
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =
| startup    = 15
| active      = 6
| recovery    = 27
| hitadv      = Crumple - HKD (93)
| blockadv    = -10
| invul      = Armor: 4 to 14 (11 frames)
| stun        = 0
| guardDamage = 200
}}
====hop CD====
{{MoveData-KOFXV | character = Haohmaru | moveId = Haohmaru_hcd
| name        = hop CD
| header      = yes
| version    = hop
| orderId    = 1
| input      = h.CD
| images      = XV_Haohmaru_jcd_ima.png
| hitboxes    = XV_Haohmaru_hcd.png
| damage      = 80
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =
| startup    = 17
| active      = 4
| recovery    = 1 on ground
| hitadv      = SKD
| blockadv    =
| invul      =
| stun        = 80
| guardDamage = 120
}}
====jump CD====
{{MoveData-KOFXV | character = Haohmaru | moveId = Haohmaru_jcd
| name        = jump CD
| header      = no
| version    = jump
| orderId    = 2
| input      = j.CD
| images      = XV_Haohmaru_jcd_ima.png
| hitboxes    = XV_Haohmaru_jcd.png
| damage      = 90
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =
| startup    = 17
| active      = 4
| recovery    = 1 on ground
| hitadv      = SKD
| blockadv    =
| invul      =
| stun        = 80
| guardDamage = 140
}}
===Rush===
====rush 1====
{{MoveData-KOFXV | character = Haohmaru | moveId = Haohmaru_rush1
| name        = rush 1
| header      = yes
| version    = cl.AA
| orderId    = 1
| input      = cl.AA
| images      = XV_Haohmaru_rush1_ima.png
| hitboxes    = XV_Haohmaru_rush1.png
| damage      = 48 (25+25)
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =
| startup    = 6
| active      =
| recovery    =
| hitadv      = -5
| blockadv    = -7
| invul      =
| stun        = 30
| guardDamage = 120 (60+60)
}}
====rush 2====
{{MoveData-KOFXV | character = Haohmaru | moveId = Haohmaru_rush2
| name        = rush 2
| header      = no
| version    = cl.AAX
| orderId    = 2
| input      = cl.AAX
| images      = XV_Haohmaru_rush2_ima.png
| hitboxes    = XV_Haohmaru_rush2.png
| damage      = 70 (25+25+25)
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =
| startup    = 6
| active      =
| recovery    =
| hitadv      = -8
| blockadv    = -10
| invul      =
| stun        = 30
| guardDamage = 180 (60+60+60)
}}
===Throws===
====Adamantine Slash====
{{MoveData-KOFXV | character = Haohmaru | moveId = Haohmaru_cthrow
| name        = Adamantine Slash
| input      = (close) 4/6C
| images      = XV_Haohmaru_cthrow_ima.png
| hitboxes    = XV_Haohmaru_cthrow.png
| damage      = 100
| guard      = N/A
| cancel      =
| startup    = 1
| active      = 1
| recovery    = 0
| hitadv      = HKD (52)
| blockadv    = Unblockable
| invul      =
| stun        = 0
| guardDamage = 0
}}
====Headwind Slash====
{{MoveData-KOFXV | character = Haohmaru | moveId = Haohmaru_dthrow
| name        = Headwind Slash
| input      = (close) 4/6D
| images      = XV_Haohmaru_dthrow_ima.png
| hitboxes    = XV_Haohmaru_dthrow.png
| damage      = 100
| guard      = N/A
| cancel      =
| startup    = 1
| active      = 1
| recovery    = 0
| hitadv      = HKD (43)
| blockadv    = Unblockable
| invul      =
| stun        = 0
| guardDamage = 0
}}
===Command Normals===
====Surprise Attack====
{{MoveData-KOFXV | character = Haohmaru | moveId = Haohmaru_6a
| name        = Surprise Attack
| input      = 6A
| images      = XV_Haohmaru_6a_1_ima.png, XV_Haohmaru_6a_2_ima.png
| hitboxes    = XV_Haohmaru_6a.png
| damage      = 70 [50]
| guard      = [[The_King_of_Fighters_XV/Defense#High|High]] [[The_King_of_Fighters_XV/Defense#Mid|[Mid]]]
| cancel      =
| startup    = 24 [15]
| active      = 2
| recovery    = 19 [24]
| hitadv      = 0 [-5]
| blockadv    = -2 [-7]
| invul      =
| stun        = 80 [40]
| guardDamage =
}}
====Iron Flash====
{{MoveData-KOFXV | character = Haohmaru | moveId = Haohmaru_ac
| name        = Iron Flash
| input      = AC
| images      = XV_Haohmaru_ac_ima.png
| hitboxes    = XV_Haohmaru_ac.png
| damage      = 180
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =
| startup    = 21
| active      = 4
| recovery    = 39
| hitadv      = -3
| blockadv    = -15
| invul      =
| stun        = 150
| guardDamage = 20
}}
==Specials==
===Crescent Moon Slash===
===Crescent Moon Slash===
====623A====
====623A====
Line 618: Line 626:
| hitboxes    = XV_Haohmaru_623a.png
| hitboxes    = XV_Haohmaru_623a.png
| damage      = 100 (80+20)
| damage      = 100 (80+20)
| guard      =  
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =  
| cancel      =  
| startup    =  
| startup    = 7
| active      =  
| active      = 4 (2) 8
| recovery    =  
| recovery    = 38 (20 on ground)
| hitadv      =  
| hitadv      = SKD (30: Tech / 57: Non-tech)
| blockadv    =  
| blockadv    = -30
| invul      =  
| invul      = Full body against non-projectile air moves: 1 to 10 (10 Frames)
| stun        = 100 (80+20)
| stun        = 100 (80+20)
| guardDamage =  
| guardDamage =  
Line 640: Line 648:
| hitboxes    = XV_Haohmaru_623c.png
| hitboxes    = XV_Haohmaru_623c.png
| damage      = 0 (+20+20+10)
| damage      = 0 (+20+20+10)
| guard      =  
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =  
| cancel      =  
| startup    =  
| startup    = 9
| active      =  
| active      = 4 (2) 3 (1) 9
| recovery    =  
| recovery    = 57 (20 on ground)
| hitadv      =  
| hitadv      = SKD (36: Tech / 63: Non-tech)
| blockadv    =  
| blockadv    = -50
| invul      =  
| invul      = Full Body: 1 to 15 (15 Frames)
| stun        = 0 (+30+30+30)
| stun        = 0 (+30+30+30)
| guardDamage =  
| guardDamage =  
Line 662: Line 670:
| hitboxes    = XV_Haohmaru_623ac.png
| hitboxes    = XV_Haohmaru_623ac.png
| damage      =  
| damage      =  
| guard      =  
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =  
| cancel      =  
| startup    =  
| startup    = 5
| active      =  
| active      = 9 (1) 9
| recovery    =  
| recovery    = 57 (20 on ground)
| hitadv      =  
| hitadv      = SKD (38: Tech / 65: Non-tech)
| blockadv    =  
| blockadv    = -50
| invul      =  
| invul      = Full Body: 1 to 13 (13 Frames)
| stun        = 0
| stun        = 0
| guardDamage =  
| guardDamage =  
Line 685: Line 693:
| hitboxes    = XV_Haohmaru_66623a.png
| hitboxes    = XV_Haohmaru_66623a.png
| damage      =  
| damage      =  
| guard      =  
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =  
| cancel      =  
| startup    =  
| startup    = 5
| active      =  
| active      = 4 (2) 8
| recovery    =  
| recovery    = 48 (30 on ground)
| hitadv      =  
| hitadv      = SKD (30: Tech / 57: Non-tech)
| blockadv    =  
| blockadv    = -40
| invul      =  
| invul      = Full body against non-projectile air moves: 1 to 8 (8 Frames)
| stun        =  
| stun        =  
| guardDamage =  
| guardDamage =  
Line 707: Line 715:
| hitboxes    = XV_Haohmaru_66623c.png
| hitboxes    = XV_Haohmaru_66623c.png
| damage      =  
| damage      =  
| guard      =  
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =  
| cancel      =  
| startup    =  
| startup    = 7
| active      =  
| active      = 4 (2) 3 (1) 9
| recovery    =  
| recovery    = 67 (30 on ground)
| hitadv      =  
| hitadv      = SKD (36: Tech / 63: Non-tech)
| blockadv    =  
| blockadv    = -60
| invul      =  
| invul      = Full Body: 1 to 13 (13 Frames)
| stun        =  
| stun        =  
| guardDamage =  
| guardDamage =  
Line 729: Line 737:
| hitboxes    = XV_Haohmaru_66623ac.png
| hitboxes    = XV_Haohmaru_66623ac.png
| damage      =  
| damage      =  
| guard      =  
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =  
| cancel      =  
| startup    =  
| startup    = 3
| active      =  
| active      = 9 (1) 9
| recovery    =  
| recovery    = 67 (30 on ground)
| hitadv      =  
| hitadv      = SKD (38: Tech / 65: Non-tech)
| blockadv    =  
| blockadv    = -60
| invul      =  
| invul      = Full Body: 1 to 11 (11 Frames)
| stun        = 0
| stun        = 0
| guardDamage =  
| guardDamage =  
Line 752: Line 760:
| hitboxes    = XV_Haohmaru_236a.png
| hitboxes    = XV_Haohmaru_236a.png
| damage      = 80
| damage      = 80
| guard      =  
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =  
| cancel      =  
| startup    =  
| startup    = 22
| active      =  
| active      = Projectile
| recovery    =  
| recovery    = 29
| hitadv      =  
| hitadv      = SKD (27: Tech / 54: Non-tech) - Close
| blockadv    =  
| blockadv    = -5 (Close Range) to 22 (Max Range)
| invul      =  
| invul      =  
| stun        =  
| stun        =  
Line 774: Line 782:
| hitboxes    = XV_Haohmaru_236c.png
| hitboxes    = XV_Haohmaru_236c.png
| damage      = 80
| damage      = 80
| guard      =  
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =  
| cancel      =  
| startup    =  
| startup    = 33
| active      =  
| active      = Full Screen Projectile
| recovery    =  
| recovery    = 22
| hitadv      =  
| hitadv      = SKD (27: Tech / 54: Non-tech) - Close
| blockadv    =  
| blockadv    = 2 (Close Range) to 24 (Max Range)
| invul      =  
| invul      =  
| stun        = 0
| stun        = 0
Line 796: Line 804:
| hitboxes    = XV_Haohmaru_236ac.png
| hitboxes    = XV_Haohmaru_236ac.png
| damage      = 108 (30+80)
| damage      = 108 (30+80)
| guard      =  
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =  
| cancel      =  
| startup    =  
| startup    = 29
| active      =  
| active      = Full Screen Projectile
| recovery    =  
| recovery    = 24
| hitadv      =  
| hitadv      = Juggle - HKD (54) - Close
| blockadv    =  
| blockadv    = 0 (Close Range) to 24 (Max Range)
| invul      =  
| invul      =  
| stun        = 0
| stun        = 0
Line 809: Line 817:


===Fake Cyclone Slash===
===Fake Cyclone Slash===
====236A/C~6A====
====236A~AB====
{{MoveData-KOFXV | character = Haohmaru | moveId = Haohmaru_236p_ab
{{MoveData-KOFXV | character = Haohmaru | moveId = Haohmaru_236p_ab
| name        = Fake Cyclone Slash
| name        = Fake Cyclone Slash
Line 815: Line 823:
| version    = A
| version    = A
| orderId    = 1
| orderId    = 1
| input      = 236A/C~AB
| input      = 236A~AB
| images      = XV_Haohmaru_236p_ab_ima.png
| images      = XV_Haohmaru_236p_ab_ima.png
| hitboxes    = XV_Haohmaru_236p_ab.png
| hitboxes    = XV_Haohmaru_236p_ab.png
| damage      = 0
| damage      = 0
| guard      =  
| guard      = N/A
| cancel      =
| startup    =
| active      =
| recovery    =
| hitadv      =
| blockadv    =
| invul      =
| stun        = 0
| guardDamage = 0
}}
 
====236A/C~6C====
{{MoveData-KOFXV | character = Haohmaru | moveId = Haohmaru_236p_ab
| name        = Fake Cyclone Slash
| header      = no
| version    = C
| orderId    = 2
| input      = 236A/C~AB
| images      = XV_Haohmaru_236p_ab_ima.png
| hitboxes    = XV_Haohmaru_236p_ab.png
| damage      = 0
| guard      =
| cancel      =
| startup    =
| active      =
| recovery    =
| hitadv      =
| blockadv    =
| invul      =
| stun        = 0
| guardDamage = 0
}}
 
====236AC~6A/C====
{{MoveData-KOFXV | character = Haohmaru | moveId = Haohmaru_236ac_ab
| name        = Fake Cyclone Slash
| header      = no
| version    = EX
| orderId    = 3
| input      = 236AC~6A/C
| images      = XV_Haohmaru_236p_ab_ima.png
| hitboxes    = XV_Haohmaru_236ac_ab.png
| damage      = 0
| guard      =
| cancel      =  
| cancel      =  
| startup    =  
| startup    =  
| active      =  
| active      =  
| recovery    =  
| recovery    = 20 (32 Total Frames from neutral)
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
Line 886: Line 850:
| hitboxes    = XV_Haohmaru_4214a.png
| hitboxes    = XV_Haohmaru_4214a.png
| damage      = 100
| damage      = 100
| guard      =  
| guard      = [[The_King_of_Fighters_XV/Defense#High|High]]
| cancel      =  
| cancel      =  
| startup    =  
| startup    = 25
| active      =  
| active      = 3
| recovery    =  
| recovery    = 24
| hitadv      =  
| hitadv      = HKD (38)
| blockadv    =  
| blockadv    = -8
| invul      =  
| invul      =  
| stun        = 80
| stun        = 80
Line 908: Line 872:
| hitboxes    = XV_Haohmaru_4214c.png
| hitboxes    = XV_Haohmaru_4214c.png
| damage      = 40
| damage      = 40
| guard      =  
| guard      = [[The_King_of_Fighters_XV/Defense#High|High]]
| cancel      =  
| cancel      =  
| startup    =  
| startup    = 33
| active      =  
| active      = 6
| recovery    =  
| recovery    = 24
| hitadv      =  
| hitadv      = HKD (+52)
| blockadv    =  
| blockadv    = +2
| invul      =  
| invul      =  
| stun        = 40
| stun        = 40
Line 930: Line 894:
| hitboxes    = XV_Haohmaru_4214ac.png
| hitboxes    = XV_Haohmaru_4214ac.png
| damage      = 135 (20+20+95)
| damage      = 135 (20+20+95)
| guard      =  
| guard      = [[The_King_of_Fighters_XV/Defense#High|High]]
| cancel      =  
| cancel      =  
| startup    =  
| startup    = 23
| active      =  
| active      = 6
| recovery    =  
| recovery    = 29
| hitadv      = Ground Bounce - HKD (+?)
| hitadv      = Ground Bounce - HKD (+64)
| blockadv    =  
| blockadv    = -15
| invul      =  
| invul      =  
| stun        = 0
| stun        = 0
Line 953: Line 917:
| hitboxes    = XV_Haohmaru_214b.png
| hitboxes    = XV_Haohmaru_214b.png
| damage      =  
| damage      =  
| guard      =  
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =  
| cancel      =  
| startup    =  
| startup    = 10
| active      =  
| active      = 4
| recovery    =  
| recovery    = 30
| hitadv      =  
| hitadv      = SKD (20: Tech / 47: Non-tech)
| blockadv    =  
| blockadv    = -15
| invul      =  
| invul      =  
| stun        =  
| stun        =  
Line 975: Line 939:
| hitboxes    = XV_Haohmaru_214d.png
| hitboxes    = XV_Haohmaru_214d.png
| damage      =  
| damage      =  
| guard      =  
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =  
| cancel      =  
| startup    =  
| startup    = 10
| active      =  
| active      = 4
| recovery    =  
| recovery    = 30
| hitadv      =  
| hitadv      = SKD (20: Tech / 47: Non-tech)
| blockadv    =  
| blockadv    = -15
| invul      =  
| invul      =  
| stun        =  
| stun        =  
Line 997: Line 961:
| hitboxes    = XV_Haohmaru_214bd.png
| hitboxes    = XV_Haohmaru_214bd.png
| damage      =  
| damage      =  
| guard      =  
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =  
| cancel      =  
| startup    =  
| startup    = 10
| active      =  
| active      = 4
| recovery    =  
| recovery    = 32
| hitadv      =  
| hitadv      = Crumple - HKD(+92)
| blockadv    =  
| blockadv    = -15
| invul      =  
| invul      =  
| stun        = 0
| stun        = 0
Line 1,020: Line 984:
| hitboxes    = XV_Haohmaru_214a.png
| hitboxes    = XV_Haohmaru_214a.png
| damage      = 80
| damage      = 80
| guard      =  
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =  
| cancel      =  
| startup    =  
| startup    = 17
| active      =  
| active      = 5
| recovery    =  
| recovery    = 20
| hitadv      =  
| hitadv      = SKD (29: Tech / 56: Non-tech)
| blockadv    =  
| blockadv    = -6 (Close Range) to -4 (Max Range)
| invul      =  
| invul      =  
| stun        = 60
| stun        = 60
Line 1,041: Line 1,005:
| images      = XV_Haohmaru_214d_ima.png
| images      = XV_Haohmaru_214d_ima.png
| hitboxes    = XV_Haohmaru_214c.png
| hitboxes    = XV_Haohmaru_214c.png
| damage      = 40
| damage      =  
| guard      =  
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =  
| cancel      =  
| startup    =  
| startup    = 30
| active      =  
| active      = 5
| recovery    =  
| recovery    = 22
| hitadv      =  
| hitadv      = Juggle - SKD (37: Tech* / 64: Non-tech)
| blockadv    =  
| blockadv    = +2
| invul      =  
| invul      =  
| stun        = 40
| stun        =  
| guardDamage = 40
| guardDamage =  
}}
}}


Line 1,064: Line 1,028:
| hitboxes    = XV_Haohmaru_214ac.png
| hitboxes    = XV_Haohmaru_214ac.png
| damage      = 120
| damage      = 120
| guard      =  
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =  
| cancel      =  
| startup    =  
| startup    = 20
| active      =  
| active      = 5
| recovery    =  
| recovery    = 16
| hitadv      = HKD (+?)
| hitadv      = HKD (+73)
| blockadv    =  
| blockadv    = -2
| invul      =  
| invul      =  
| stun        = 0
| stun        = 0
Line 1,081: Line 1,045:
| name        = Cyclone Wave
| name        = Cyclone Wave
| header      = yes
| header      = yes
| version    = A
| version    = B
| orderId    = 1
| orderId    = 1
| input      = 236B
| input      = 236B
Line 1,087: Line 1,051:
| hitboxes    = XV_Haohmaru_236b.png
| hitboxes    = XV_Haohmaru_236b.png
| damage      = 80 (20+60)
| damage      = 80 (20+60)
| guard      =  
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =  
| cancel      =  
| startup    =  
| startup    = 20
| active      =  
| active      = 6
| recovery    =  
| recovery    = 18
| hitadv      =  
| hitadv      = +2
| blockadv    =  
| blockadv    = -2
| invul      =  
| invul      =  
| stun        = 40 (20+20)
| stun        = 40 (20+20)
Line 1,103: Line 1,067:
| name        = Cyclone Wave
| name        = Cyclone Wave
| header      = no
| header      = no
| version    = C
| version    = D
| orderId    = 2
| orderId    = 2
| input      = 236D
| input      = 236D
Line 1,109: Line 1,073:
| hitboxes    = XV_Haohmaru_236d.png
| hitboxes    = XV_Haohmaru_236d.png
| damage      = 110 (10+10+10+10+10+60)
| damage      = 110 (10+10+10+10+10+60)
| guard      =  
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =  
| cancel      =  
| startup    =  
| startup    = 26
| active      =  
| active      = 6
| recovery    =  
| recovery    = 25
| hitadv      =  
| hitadv      = Juggle - SKD (58: Tech / 85: Non-tech)
| blockadv    =  
| blockadv    = +3
| invul      =  
| invul      =  
| stun        = 70 (10+10+10+10+10+20)
| stun        = 70 (10+10+10+10+10+20)
Line 1,125: Line 1,089:
| name        = Cyclone Wave
| name        = Cyclone Wave
| header      = no
| header      = no
| version    = AC
| version    = BD
| orderId    = 4
| orderId    = 4
| input      = 236BD
| input      = 236BD
Line 1,131: Line 1,095:
| hitboxes    = XV_Haohmaru_236bd.png
| hitboxes    = XV_Haohmaru_236bd.png
| damage      = 125 (15*5+50)
| damage      = 125 (15*5+50)
| guard      =  
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =  
| cancel      =  
| startup    =  
| startup    = 20
| active      =  
| active      = 6
| recovery    =  
| recovery    = 20
| hitadv      = Juggle (+?)
| hitadv      = Juggle - SKD (53: Tech / 80: Non-tech)
| blockadv    =  
| blockadv    = -2
| invul      =  
| invul      =  
| stun        = 0
| stun        = 0
Line 1,143: Line 1,107:
}}
}}


 
==Supers==
===Flame of the Conqueror===
===Flame of the Conqueror===
====236236A/C====
====236236A====
{{MoveData-KOFXV | character = Haohmaru | moveId = Haohmaru_236236p
{{MoveData-KOFXV | character = Haohmaru | moveId = Haohmaru_236236a
| name        = Flame of the Conqueror
| name        = Flame of the Conqueror
| header      = yes
| header      = yes
| version    = A or C
| version    = A
| orderId    = 1
| orderId    = 1
| input      = 236236A/C
| input      = 236236A
| images      = XV_Haohmaru_236a_ima.png
| images      = XV_Haohmaru_236a_ima.png
| hitboxes    = XV_Haohmaru_236236p.png
| hitboxes    = XV_Haohmaru_236236p.png
| damage      = 200
| damage      = 200
| guard      =  
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      = advanced, climax
| cancel      = advanced, climax
| startup    =  
| startup    = 12
| active      =  
| active      = 12
| recovery    =  
| recovery    = 49
| hitadv      =  
| hitadv      = HKD (+60)
| blockadv    =  
| blockadv    = -42
| invul      =  
| invul      = Full Body: 1 to 3 (3 Frames)
| stun        = 0
| guardDamage = 0
}}
 
====236236C====
{{MoveData-KOFXV | character = Haohmaru | moveId = Haohmaru_236236c
| name        = Flame of the Conqueror
| header      = no
| version    = C
| orderId    = 2
| input      = 236236C
| images      = XV_Haohmaru_236a_ima.png
| hitboxes    = XV_Haohmaru_236236p.png
| damage      = 200
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      = advanced, climax
| startup    = 20
| active      = 12
| recovery    = 49
| hitadv      = HKD (+60)
| blockadv    = -42
| invul      = Full Body: 1 to 3 (3 Frames)
| stun        = 0
| stun        = 0
| guardDamage = 0
| guardDamage = 0
Line 1,172: Line 1,158:
| header      = no
| header      = no
| version    = AC
| version    = AC
| orderId    = 2
| orderId    = 3
| input      = 236236AC
| input      = 236236AC
| images      = XV_Haohmaru_236236ac_ima.png
| images      = XV_Haohmaru_236236ac_ima.png
| hitboxes    = XV_Haohmaru_236236ac.png
| hitboxes    = XV_Haohmaru_236236ac.png
| damage      = 350
| damage      = 350
| guard      =  
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      = climax
| cancel      = climax
| startup    =  
| startup    = 9
| active      =  
| active      = 12
| recovery    =  
| recovery    = 49
| hitadv      =  
| hitadv      = HKD (+60)
| blockadv    =  
| blockadv    = -42
| invul      =  
| invul      = Full Body: 1 (1 Frame)
| stun        = 0
| stun        = 0
| guardDamage = 0
| guardDamage = 0
Line 1,200: Line 1,186:
| hitboxes    = XV_Haohmaru_236236k.png
| hitboxes    = XV_Haohmaru_236236k.png
| damage      = 180
| damage      = 180
| guard      =  
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      = advanced, climax
| cancel      = advanced, climax
| startup    =  
| startup    = 14
| active      =  
| active      = 4
| recovery    =  
| recovery    = 72
| hitadv      =  
| hitadv      = HKD (+50)
| blockadv    =  
| blockadv    = -57
| invul      =  
| invul      = Full Body: 1 to 9 (9 Frames) / Projectile Invincibility: 1 to 18 (18 Frames)
| stun        = 0
| stun        = 0
| guardDamage = 0
| guardDamage = 0
Line 1,222: Line 1,208:
| hitboxes    = XV_Haohmaru_236236bd.png
| hitboxes    = XV_Haohmaru_236236bd.png
| damage      = 340 (50+100+190)
| damage      = 340 (50+100+190)
| guard      =  
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      = climax
| cancel      = climax
| startup    =  
| startup    = 10
| active      =  
| active      = 4
| recovery    =  
| recovery    = 72
| hitadv      =  
| hitadv      = HKD (+33)
| blockadv    =  
| blockadv    = -57
| invul      =  
| invul      = Full Body: 1 to 5 (5 Frames) / Projectile Invincibility: 1 to 14 (14 Frames)
| stun        = 0
| stun        = 0
| guardDamage = 0
| guardDamage = 0
Line 1,242: Line 1,228:
| hitboxes    = XV_Haohmaru_2141236cd.png
| hitboxes    = XV_Haohmaru_2141236cd.png
| damage      = 470 (70+80+80+240) Min:  
| damage      = 470 (70+80+80+240) Min:  
| guard      =  
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =  
| cancel      =  
| startup    =  
| startup    = 6
| active      =  
| active      = 6
| recovery    =  
| recovery    = 45
| hitadv      =  
| hitadv      = HKD (+37)
| blockadv    =  
| blockadv    = -32
| invul      =  
| invul      = Full Body: 1 to 11 (11 Frames)
| stun        = 0
| stun        = 0
| guardDamage = 0
| guardDamage = 0

Revision as of 01:33, 2 November 2022

The King of Fighters XV

OverviewStrategyDataCombosReplays

Close Standing Normals

close A

Haohmaru
Haohmaru_cla
cl.A
cl.A
close A
XV Haohmaru cla ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
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.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
25Mid-455+5+3-3060


close B

Haohmaru
Haohmaru_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 special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
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.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
30Mid-7412-1-3-3060


close C

Haohmaru
Haohmaru_clc
cl.C
cl.C
close C
XV Haohmaru clc ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
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.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70Mid-6416+1-1-70120


close D

Haohmaru
Haohmaru_cld
cl.D
cl.D
close D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
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.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80Mid-7320-2-4-70120


Far Standing Normals

far A

Haohmaru
Haohmaru_fa
f.A
f.A
far A
XV Haohmaru fa ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
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.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
25Mid-6215-2-4-3060


far B

Haohmaru
Haohmaru_fb
f.B
f.B
far B
XV Haohmaru fb ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
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.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
30Mid-7412-1-3-3060


far C

Haohmaru
Haohmaru_fc
f.C
f.C
far C
XV Haohmaru fc ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
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.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70Mid-11618-3-5-70120


far D

Haohmaru
Haohmaru_fd
f.D
f.D
far D
XV Haohmaru fd ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
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.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80Mid-11320-2-4-70120


Crouch Normals

crouch A

Haohmaru
Haohmaru_2a
2A
2A
crouch A
XV Haohmaru 2a ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
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.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
25Mid-548+3+1-3060


crouch B

Haohmaru
Haohmaru_2b
2B
2B
crouch B
XV Haohmaru 2b ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
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.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
15Low-549+20-1530


crouch C

Haohmaru
Haohmaru_2c
2C
2C
crouch C
XV Haohmaru 2c ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
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.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
90Mid-12328-10-12-90-


crouch D

Haohmaru
Haohmaru_2d
2D
2D
crouch D
XV Haohmaru 2d ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
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.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80Low-91026SKD (13: Tech / 40: Non-tech) - Close-17 (Close Range) to -8 (Max Range)-70120


Jump Normals

hop A

Haohmaru
Haohmaru_ha
h.A
h.A
hop A
XV Haohmaru ja ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
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.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
40High-551 on ground--303050


jump A

Haohmaru
Haohmaru_ja
j.A
j.A
jump A
XV Haohmaru ja ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
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.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
45High-571 on ground--303060


hop B

Haohmaru
Haohmaru_hb
h.B
h.B
hop B
XV Haohmaru jb ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
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.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
40High-671 on ground--303050


jump B

Haohmaru
Haohmaru_jb
j.B
j.B
jump B
XV Haohmaru jb ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
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.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
45High-691 on ground--303060


hop C

Haohmaru
Haohmaru_hc
h.C
h.C
hop C
XV Haohmaru jc ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
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.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70High-1321 on ground--7070100


jump C

Haohmaru
Haohmaru_jc
j.C
j.C
jump C
XV Haohmaru jc ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
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.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70High-1251 on ground--7070120


hop D

Haohmaru
Haohmaru_hd
h.D
h.D
hop D
XV Haohmaru jd ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
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.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70High-951 on ground--7070100


jump D

Haohmaru
Haohmaru_jd
j.D
j.D
jump D
XV Haohmaru jd ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
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.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70High-951 on ground--7070120


Blowback

Blowback

Haohmaru
Haohmaru_cd
CD
CD
Blowback
XV Haohmaru cd ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
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.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
75Mid-14322Wall Splat (+72~+91)-2-100160


Shatterstrike

Haohmaru
Haohmaru_236cd
236CD
236CD
Shatterstrike
XV Haohmaru 236cd ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
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.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
75Mid-15627Crumple - HKD (93)-10Armor: 4 to 14 (11 frames)0200


hop CD

Haohmaru
Haohmaru_hcd
h.CD
h.CD
hop CD
XV Haohmaru jcd ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
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.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80Mid-1741 on groundSKD--80120


jump CD

Haohmaru
Haohmaru_jcd
j.CD
j.CD
jump CD
XV Haohmaru jcd ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
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.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
90Mid-1741 on groundSKD--80140


Rush

rush 1

Haohmaru
Haohmaru_rush1
cl.AA
cl.AA
rush 1
XV Haohmaru rush1 ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
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.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
48 (25+25)Mid-6---5-7-30120 (60+60)


rush 2

Haohmaru
Haohmaru_rush2
cl.AAX
cl.AAX
rush 2
XV Haohmaru rush2 ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
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.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70 (25+25+25)Mid-6---8-10-30180 (60+60+60)


Throws

Adamantine Slash

Haohmaru
Haohmaru_cthrow
(close) 4/6C
(close) 4/6C
Adamantine Slash
XV Haohmaru cthrow ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
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.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
100N/A-110HKD (52)Unblockable-00


Headwind Slash

Haohmaru
Haohmaru_dthrow
(close) 4/6D
(close) 4/6D
Headwind Slash
XV Haohmaru dthrow ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
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.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
100N/A-110HKD (43)Unblockable-00


Command Normals

Surprise Attack

Haohmaru
Haohmaru_6a
6A
6A
Surprise Attack
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 special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
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.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70 [50]High [Mid]-24 [15]219 [24]0 [-5]-2 [-7]-80 [40]-


Iron Flash

Haohmaru
Haohmaru_ac
AC
AC
Iron Flash
XV Haohmaru ac ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
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.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
180Mid-21439-3-15-15020


Specials

Crescent Moon Slash

623A

Haohmaru
Haohmaru_623a
623A
623A
Crescent Moon Slash
XV Haohmaru 623a ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
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.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
100 (80+20)Mid-74 (2) 838 (20 on ground)SKD (30: Tech / 57: Non-tech)-30Full body against non-projectile air moves: 1 to 10 (10 Frames)100 (80+20)-


623C

Haohmaru
Haohmaru_623c
623C
623C
Crescent Moon Slash
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 special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
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.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
0 (+20+20+10)Mid-94 (2) 3 (1) 957 (20 on ground)SKD (36: Tech / 63: Non-tech)-50Full Body: 1 to 15 (15 Frames)0 (+30+30+30)-


623AC

Haohmaru
Haohmaru_623ac
623AC
623AC
Crescent Moon Slash
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 special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
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.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
-Mid-59 (1) 957 (20 on ground)SKD (38: Tech / 65: Non-tech)-50Full Body: 1 to 13 (13 Frames)0-


Renting Tremor Slash

66623A

Haohmaru
Haohmaru_66623a
66623A
66623A
Renting Tremor Slash
XV Haohmaru 66623a ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
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.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
-Mid-54 (2) 848 (30 on ground)SKD (30: Tech / 57: Non-tech)-40Full body against non-projectile air moves: 1 to 8 (8 Frames)--


66623C

Haohmaru
Haohmaru_66623c
66623C
66623C
Renting Tremor Slash
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 special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
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.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
-Mid-74 (2) 3 (1) 967 (30 on ground)SKD (36: Tech / 63: Non-tech)-60Full Body: 1 to 13 (13 Frames)--


66623AC

Haohmaru
Haohmaru_66623ac
66623AC
66623AC
Renting Tremor Slash
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 special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
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.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
-Mid-39 (1) 967 (30 on ground)SKD (38: Tech / 65: Non-tech)-60Full Body: 1 to 11 (11 Frames)0-


Cyclone Slash

236A

Haohmaru
Haohmaru_236a
236A
236A
Cyclone Slash
XV Haohmaru 236a ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
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.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80Mid-22Projectile29SKD (27: Tech / 54: Non-tech) - Close-5 (Close Range) to 22 (Max Range)---


236C

Haohmaru
Haohmaru_236c
236C
236C
Cyclone Slash
XV Haohmaru 236a ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
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.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80Mid-33Full Screen Projectile22SKD (27: Tech / 54: Non-tech) - Close2 (Close Range) to 24 (Max Range)-0-


236AC

Haohmaru
Haohmaru_236ac
236AC
236AC
Cyclone Slash
XV Haohmaru 236a ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
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.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
108 (30+80)Mid-29Full Screen Projectile24Juggle - HKD (54) - Close0 (Close Range) to 24 (Max Range)-0-


Fake Cyclone Slash

236A~AB

Haohmaru
Haohmaru_236p_ab
236A~AB
236A~AB
Fake Cyclone Slash
XV Haohmaru 236p ab ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
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.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
0N/A---20 (32 Total Frames from neutral)---00


Earthquake Slice

4214A

Haohmaru
Haohmaru_4214a
4214A
4214A
Earthquake Slice
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
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.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
100High-25324HKD (38)-8-80-


4214C

Haohmaru
Haohmaru_4214c
4214C
4214C
Earthquake Slice
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
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.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
40High-33624HKD (+52)+2-4040


4214AC

Haohmaru
Haohmaru_4214ac
4214AC
4214AC
Earthquake Slice
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
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.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
135 (20+20+95)High-23629Ground Bounce - HKD (+64)-15-0-


Rice Wine Whack

214B

Haohmaru
Haohmaru_214b
214B
214B
Rice Wine Whack
XV Haohmaru 214b ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
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.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
-Mid-10430SKD (20: Tech / 47: Non-tech)-15---


214D

Haohmaru
Haohmaru_214d
214D
214D
Rice Wine Whack
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 special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
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.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
-Mid-10430SKD (20: Tech / 47: Non-tech)-15---


214BD

Haohmaru
Haohmaru_214bd
214BD
214BD
Rice Wine Whack
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 special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
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.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
-Mid-10432Crumple - HKD(+92)-15-0-


Shock Blast

214A

Haohmaru
Haohmaru_214a
214A
214A
Shock Blast
XV Haohmaru 214b ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
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.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80Mid-17520SKD (29: Tech / 56: Non-tech)-6 (Close Range) to -4 (Max Range)-60-


214C

Haohmaru
Haohmaru_214c
214C
214C
Shock Blast
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
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.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
-Mid-30522Juggle - SKD (37: Tech* / 64: Non-tech)+2---


214AC

Haohmaru
Haohmaru_214ac
214AC
214AC
Shock Blast
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
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.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
120Mid-20516HKD (+73)-2-0-


Cyclone Wave

236B

Haohmaru
Haohmaru_236b
236B
236B
Cyclone Wave
XV Haohmaru 236b ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
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.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80 (20+60)Mid-20618+2-2-40 (20+20)-


236D

Haohmaru
Haohmaru_236d
236D
236D
Cyclone Wave
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 special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
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.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
110 (10+10+10+10+10+60)Mid-26625Juggle - SKD (58: Tech / 85: Non-tech)+3-70 (10+10+10+10+10+20)-


236BD

Haohmaru
Haohmaru_236bd
236BD
236BD
Cyclone Wave
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 special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
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.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
125 (15*5+50)Mid-20620Juggle - SKD (53: Tech / 80: Non-tech)-2-060


Supers

Flame of the Conqueror

236236A

Haohmaru
Haohmaru_236236a
236236A
236236A
Flame of the Conqueror
XV Haohmaru 236a ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
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.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
200Midadvanced, climax121249HKD (+60)-42Full Body: 1 to 3 (3 Frames)00


236236C

Haohmaru
Haohmaru_236236c
236236C
236236C
Flame of the Conqueror
XV Haohmaru 236a ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
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.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
200Midadvanced, climax201249HKD (+60)-42Full Body: 1 to 3 (3 Frames)00


236236AC

Haohmaru
Haohmaru_236236ac
236236AC
236236AC
Flame of the Conqueror
XV Haohmaru 236236ac ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
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.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
350Midclimax91249HKD (+60)-42Full Body: 1 (1 Frame)00


Supreme Gale Flash

236236B/D

Haohmaru
Haohmaru_236236k
236236B/D
236236B/D
Supreme Gale Flash
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 special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
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.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
180Midadvanced, climax14472HKD (+50)-57Full Body: 1 to 9 (9 Frames) / Projectile Invincibility: 1 to 18 (18 Frames)00


236236BD

Haohmaru
Haohmaru_236236bd
236236BD
236236BD
Supreme Gale Flash
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 special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
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.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
340 (50+100+190)Midclimax10472HKD (+33)-57Full Body: 1 to 5 (5 Frames) / Projectile Invincibility: 1 to 14 (14 Frames)00


Supreme Severing Flash

2141236CD

Haohmaru
Haohmaru_2141236cd
2141236CD
2141236CD
Supreme Severing Flash
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 special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
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.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
470 (70+80+80+240) Min:Mid-6645HKD (+37)-32Full Body: 1 to 11 (11 Frames)00