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The data here only applies to one and two player modes. Frame data can change in tournament mode based on Arm and Leg speed enhancements. Descriptions assume Hyper Mode and Rehit Mode are on.
Startup - Refers to the duration of frames prior to the first frame which can hit. E.G. a move with startup 3 will hit on frame 4.
Active - Refers to the duration of frames which can register a hit. A higher number means the move can potentially hit much later.
Recovery - The duration of frames in which the move is no longer active.
Frame Advantage - The difference in time between how long an opponent is in blockstun and when your character can act again, calculated from the first possible hit frame and ignoring cancels. A move hitting on the last active frame will have better frame advantage than hitting on the first active frame.
Damage - Damage dealt by the move on hit. This value is adjusted by your pilot's power stat.
Stun - Stun dealt by the move on hit. This value is constant, however your opponent's stun bar is adjusted by their pilot's endurance stat.
Guard - H indicates a move which can be blocked high (standing). L indicates a move which can be blocked low (crouching).
Invuln - Invulnerability properties will be described here.
4K | Startup | Active | Recovery | Frame Adv. | Damage | Stun | Guard | Invuln |
---|---|---|---|---|---|---|---|---|
![]() ![]() ![]() ![]() | 3 | 11 | 3 | -6 | 16.0 | - | LH | - |
Roundhouse. Katana steps forward and kicks in an arc from his head down. This move does everything if you know how to use it. Up close, it's a fast knockdown that makes a good tick throw. At medium range, it juggles and has surprising priority, while getting Katana into the close-range environment where he thrives. It's not safe on startup, but it's safe when blocked1), so it does best against an opponent already wary of random Blades. Also great in air combos, for obvious reasons. | ||||||||
2P | Startup | Active | Recovery | Frame Adv. | Damage | Stun | Guard | Invuln |
---|---|---|---|---|---|---|---|---|
![]() | 4 | 3 | 7 | +2 | 11.0 | - | LH | - |
Low strong. Same as low jab but slower. Again, use only in combos, where it chains into low jab or Rising Blade. | ||||||||
1P | Startup | Active | Recovery | Frame Adv. | Damage | Stun | Guard | Invuln |
---|---|---|---|---|---|---|---|---|
![]() ![]() | 5 | 7 | 7 | -1 | 15.0 | - | LH | - |
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's arm is on its way back down.2) If you do this last option, it'll combo into b+P for huge combos, and it's totally safe. Of course, you can't just wait for an opponent to get up into your move (they can throw you out of it), so play around, use it as a fake, etc. | ||||||||
2K | Startup | Active | Recovery | Frame Adv. | Damage | Stun | Guard | Invuln |
---|---|---|---|---|---|---|---|---|
![]() | 5 | 3 | 7 | +2 | 11.0 | - | L | - |
Low forward. Same as low short, but worse. Useful only as a combo starter, to chain into low strong. | ||||||||
236P Rising Blade (Air OK) | Startup | Active | Recovery | Frame Adv. | Damage | Stun | Guard | Invuln |
---|---|---|---|---|---|---|---|---|
![]() ![]() ![]() ![]() ![]() | 2,13 | 3,8 | 60 | -46 | 11.0+4.8?3) | - | LH | 1-21 Full |
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's fastest attack; it has surprising range and combos into the second hit about 95% of the time; and it's totally invincible from the time it starts hitting until the time it finishes the second hit. It's not safe when blocked, but that doesn't mean you can't abuse it. It goes through fireballs, through pokes, through hazards, everything. It juggles under certain conditions, it combos from almost anything. After they get Bladed a few times, your opponent will actually be afraid to stick out a limb for fear he'll get shot down. That's when you can start abusing your slower moves like roundhouse, move in for a throw, or jump in. Air Rising Blade. (See the Rising Blade section.) As air-to-air, this move is a last resort, as it will only hit once and so the opponent actually lands before you do, able to punish. As a jump-in, however, it's godlike, because it pushes you upward on frame 4 and starts hitting on frame 2, meaning you have a short but useable window where you can jump in with the first hit and land, immediately cancelling the Rising Blade. If the opponent was planning to wait and anti-air at the last minute, they can't, because the Rising Blade beats it and starts a ground combo of your choice. If they just decided to block, you have plenty of room to walk up and get close before they get out of blockstun. The threat of a deep Rising Blade is so great that most opponents will try to anti-air you early in your jump so you can't use it. When that happens, you can Rising Blade from a little higher up, making it hit twice and possibly juggle, or you can switch to a different jump attack. The Blade helps as both offense and defense from anti-airs. |
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41236P Extended Rising Blade | Startup | Active | Recovery | Frame Adv. | Damage | Stun | Guard | Invuln |
---|---|---|---|---|---|---|---|---|
![]() ![]() ![]() ![]() ![]() | 2,12,22 | 3,3,10 | 58 | -44 | 11.0+4.8+4.8?4) | - | LH | 1-32 Full |
Shadow Rising Blade. Most shadow moves outshine their normal counterparts, but Shadow Rising Blade (which adds another spinning slash after the first hit) simply has too much recovery. Use in ground combos when you can't juggle with the normal Rising Blade. | ||||||||