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omf2097:katana_frames [2022/06/18 13:57] – aokmaniac13 | omf2097:katana_frames [2022/09/18 14:23] (current) – aokmaniac13 | ||
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^6P ^ Startup | ^6P ^ Startup | ||
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|:::|Jab. Katana does a quick uppercut motion. Hits so high it's difficult to hit anyone except as anti-air, meaning it makes good bait against opponents who haven' | |:::|Jab. Katana does a quick uppercut motion. Hits so high it's difficult to hit anyone except as anti-air, meaning it makes good bait against opponents who haven' | ||
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^5P ^ Startup | ^5P ^ Startup | ||
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^4P ^ Startup | ^4P ^ Startup | ||
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^6K ^ Startup | ^6K ^ Startup | ||
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|:::|Short. Katana kicks the opponent' | |:::|Short. Katana kicks the opponent' | ||
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^5K ^ Startup | ^5K ^ Startup | ||
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^4K ^ Startup | ^4K ^ Startup | ||
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^3P ^ Startup | ^3P ^ Startup | ||
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|:::|Low jab. Very ordinary, except that it combos into Rising Blade. Katana doesn' | |:::|Low jab. Very ordinary, except that it combos into Rising Blade. Katana doesn' | ||
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^2P ^ Startup | ^2P ^ Startup | ||
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|:::|Low strong. Same as low jab but slower. Again, use only in combos, where it chains into low jab or Rising Blade.|||||||| | |:::|Low strong. Same as low jab but slower. Again, use only in combos, where it chains into low jab or Rising Blade.|||||||| | ||
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^1P ^ Startup | ^1P ^ Startup | ||
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|:::|Low fierce. Katana does a one-bladed uppercut that's powerful and fast, but like most such moves in OMF, you're actually at a disadvantage when it hits. Get around this weakness by using it as anti-air, in air combos, or by hitting with it while Katana' | |:::|Low fierce. Katana does a one-bladed uppercut that's powerful and fast, but like most such moves in OMF, you're actually at a disadvantage when it hits. Get around this weakness by using it as anti-air, in air combos, or by hitting with it while Katana' | ||
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^3K ^ Startup | ^3K ^ Startup | ||
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|:::|Low short. Decent, but has very little range. However, it does combo into Blade if you're quick enough to do it, making it very infuriating for your opponent. However, low jab is usually better for this purpose, as opponents tend to duck against Katana often.|||||||| | |:::|Low short. Decent, but has very little range. However, it does combo into Blade if you're quick enough to do it, making it very infuriating for your opponent. However, low jab is usually better for this purpose, as opponents tend to duck against Katana often.|||||||| | ||
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^2K ^ Startup | ^2K ^ Startup | ||
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|:::|Low forward. Same as low short, but worse. Useful only as a combo starter, to chain into low strong.|||||||| | |:::|Low forward. Same as low short, but worse. Useful only as a combo starter, to chain into low strong.|||||||| | ||
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^1K ^ Startup | ^1K ^ Startup | ||
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|:::|Slide. Katana sticks one leg way out and slides very quickly across most of the screen. It'll beat almost anything, but leaves you horribly open if it doesn' | |:::|Slide. Katana sticks one leg way out and slides very quickly across most of the screen. It'll beat almost anything, but leaves you horribly open if it doesn' | ||
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^j.P ^ Startup | ^j.P ^ Startup | ||
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|:::|Katana goes horizontal and sticks one blade forward. Decent air-to-air, especially considering it's safer than the air Blade. Also good for going completely over an opponent (fake crossup). Emphatically not recommended for trying to hit anything below you, except Pyros or Nova.|||||||| | |:::|Katana goes horizontal and sticks one blade forward. Decent air-to-air, especially considering it's safer than the air Blade. Also good for going completely over an opponent (fake crossup). Emphatically not recommended for trying to hit anything below you, except Pyros or Nova.|||||||| | ||
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^j.K ^ Startup | ^j.K ^ Startup | ||
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|:::|This unassuming jumpkick actually has good range and priority, making it one of the game's better jump-ins. Use early to beat anti-airs, or late to start one of Katana' | |:::|This unassuming jumpkick actually has good range and priority, making it one of the game's better jump-ins. Use early to beat anti-airs, or late to start one of Katana' | ||
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- | ^j.2K Heel Stomp ^ Startup | + | ^j.2K Head Stomp ^ Startup |
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|:::|Head Stomp. Katana stomps directly downward with one leg. Good priority but awkward to hit with, but it puts you in a normal jumping state when it finishes, so it's theoretically safe. Chains into itself up to four times, but if you miss with the last one, expect to get punished, hard. An odd move.|||||||| | |:::|Head Stomp. Katana stomps directly downward with one leg. Good priority but awkward to hit with, but it puts you in a normal jumping state when it finishes, so it's theoretically safe. Chains into itself up to four times, but if you miss with the last one, expect to get punished, hard. An odd move.|||||||| | ||
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^236P Rising Blade (Air OK) ^ Startup | ^236P Rising Blade (Air OK) ^ Startup | ||
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|:::|Rising Blade. Best move in the game, hands down. Also known as the Corkscrew Blade, Katana slashes with one blade, spins around and uppercuts. It starts in 2 frames, making it Katana' | |:::|Rising Blade. Best move in the game, hands down. Also known as the Corkscrew Blade, Katana slashes with one blade, spins around and uppercuts. It starts in 2 frames, making it Katana' | ||
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^41236P Extended Rising Blade ^ Startup | ^41236P Extended Rising Blade ^ Startup | ||
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|:::|Shadow Rising Blade. Most shadow moves outshine their normal counterparts, | |:::|Shadow Rising Blade. Most shadow moves outshine their normal counterparts, | ||
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- | ^236K/ | + | ^236K/ |
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|:::|Razor Spin. Katana jumps to the wall you indicate and rebounds with a fast, arcing spin that has lots of priority and can be controlled with the arrow keys. If it hits, it rebounds; if it rebounds to a wall, it starts another Razor Spin. While Katana is fully in jumping-to-a-wall mode, he can cancel the Razor Spin into any jumping move. Razor Spin is extremely fast, and a great way to run away (qcb+K,K to jumpkick backwards into the opposite wall, or just do a Spin holding back). The forward Razor Spin is, ironically, good with low-agility pilots as a fast low jump and good with high-agility pilots as a way to sail over the opponent' | |:::|Razor Spin. Katana jumps to the wall you indicate and rebounds with a fast, arcing spin that has lots of priority and can be controlled with the arrow keys. If it hits, it rebounds; if it rebounds to a wall, it starts another Razor Spin. While Katana is fully in jumping-to-a-wall mode, he can cancel the Razor Spin into any jumping move. Razor Spin is extremely fast, and a great way to run away (qcb+K,K to jumpkick backwards into the opposite wall, or just do a Spin holding back). The forward Razor Spin is, ironically, good with low-agility pilots as a fast low jump and good with high-agility pilots as a way to sail over the opponent' | ||
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