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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Recovery - The duration of frames in which the move is no longer active.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.
6P | Startup | Active | Recovery | Frame Adv. | Damage | Stun | Guard | Invuln |
| 2 | 3 | 3 | +3 | 8 | - | LH | - |
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't yet learned to fear the Rising Blade, and good setup for a throw against opponents who are too cautious of the Blade. |
5P | Startup | Active | Recovery | Frame Adv. | Damage | Stun | Guard | Invuln |
| 3 | 5 | 5 | +2 | 22 | - | LH | - |
Strong. The usual carbon copy of his jab. More useful in air combos since Katana's jab tends to juggle so high it lets the opponent recover, but otherwise just a slower version of a move only useful for its speed. |
4P | Startup | Active | Recovery | Frame Adv. | Damage | Stun | Guard | Invuln |
| 4 | 2 | 14 | -2 | 35 | - | LH | - |
Fierce. Katana punches straight forward, with his blade sideways, meaning this move is not only slow but easily ducked and punished. However, it chains into df+P or a Blade very reliably, if you're ever in a situation where you're sure it won't whiff. |
6K | Startup | Active | Recovery | Frame Adv. | Damage | Stun | Guard | Invuln |
| 5 | 2 | 5 | +3 | 12 | - | LH | - |
Short. Katana kicks the opponent's knees. Slow for a short kick, but has just as much priority. Throw 'em out when you think you're being baited into throwing a Rising Blade, as it's totally safe. |
5K | Startup | Active | Recovery | Frame Adv. | Damage | Stun | Guard | Invuln |
| 5 | 3 | 8 | +1 | 22 | - | LH | - |
Forward. The usual copy of short, but short was already slow, so this actually isn't very good except in combos. Katana has much better pokes. |
4K | Startup | Active | Recovery | Frame Adv. | Damage | Stun | Guard | Invuln |
| 3 | 11 | 3 | -6 | 32 | - | 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. |
3P | Startup | Active | Recovery | Frame Adv. | Damage | Stun | Guard | Invuln |
| 3 | 2 | 3 | +5 | 12 | - | LH | - |
Low jab. Very ordinary, except that it combos into Rising Blade. Katana doesn't need the speed (as his low short is just as fast and the Blade is even faster) but the impeccable safety and the damage potential when comboed make it useful anyhow. Plus, it has more range than most of Katana's moves. |
2P | Startup | Active | Recovery | Frame Adv. | Damage | Stun | Guard | Invuln |
| 4 | 3 | 7 | +2 | 22 | - | 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 | 30 | - | 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. |
3K | Startup | Active | Recovery | Frame Adv. | Damage | Stun | Guard | Invuln |
| 3 | 2 | 5 | +3 | 12 | - | L | - |
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. |
2K | Startup | Active | Recovery | Frame Adv. | Damage | Stun | Guard | Invuln |
| 5 | 3 | 7 | +2 | 22 | - | L | - |
Low forward. Same as low short, but worse. Useful only as a combo starter, to chain into low strong. |
1K | Startup | Active | Recovery | Frame Adv. | Damage | Stun | Guard | Invuln |
| 4 | 11 | 10 | -9 | 30 | - | L | - |
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't hit. It's also quite fast, and hits with his oustretched blade as well, so standard mid-hitting moves may not do well against it. Use to punish something from long range or as your ace in the hole in footsies. Beware of pokes with a very long range (Electra, Pyros, Nova) which can beat it. |
j.P | Startup | Active | Recovery | Frame Adv. | Damage | Stun | Guard | Invuln |
| 2 | 9 | 5 | - | 22 | - | H | - |
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. |
j.K | Startup | Active | Recovery | Frame Adv. | Damage | Stun | Guard | Invuln |
| 2 | 12 | 5 | - | 25 | - | H | - |
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's variety of ground combos. |
j.2K Head Stomp | Startup | Active | Recovery | Frame Adv. | Damage | Stun | Guard | Invuln |
| 0 | 12 | 10 | - | 18 | - | H | - |
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. |
236P Rising Blade (Air OK) | Startup | Active | Recovery | Frame Adv. | Damage | Stun | Guard | Invuln |
| 2,13 | 3,8 | 60 | -46 | 22+12 | - | 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. |
41236P Extended Rising Blade | Startup | Active | Recovery | Frame Adv. | Damage | Stun | Guard | Invuln |
| 2,12,22 | 3,3,10 | 58 | -44 | 22+12+12 | - | 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. |
236K/214K Razor Spin (Air OK) | Startup | Active | Recovery | Frame Adv. | Damage | Stun | Guard | Invuln |
| (From the wall) 7 | - | 3 | - | 30 | - | H | - |
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's head or catch people who jump backwards. Impatient opponents will try to beat Razor Spin in the air, which usually doesn't work. Smarter opponents will walk under you, take one hit, and punish you as you slowly rebound into them. |