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CommandHit levelDamageStartupBlockHitCounter hitNotes
ub+4,1m25i11~13 (i28~30)-9+11a (+2)
* Balcony Break
* i28~30 effective startup (ub+4 takes 17 frames)
* 20f timestop on hit
* Low crush 1~27
* Floating state 28~30
uf+3+4,4L,h, h10,12, 20i21, i10, i18-4+22a (+13)
* Balcony Break
* Strong Aerial Tailspin
* Combo from 2nd CH
* Jails attack inputs from 2nd block
* Move cannot be interrupted from 1st hit
* Duckable
* Low crush 1~17
* Floating state 18~20
f,F+4,4m, m12, 20i22~23, i14~16-12+11a (+2)
* Balcony Break
* Combo from 1st hit
* Available on hit or block only
* Input cannot be delayed
* Low crush 1~27
* Floating state 28~30
f,n,d,df+3,2m, h16, 27 (18)i16~17, i23~24+3+19a / +24a (-11)
* Balcony Break
* Spike (airborne)
* Airborne combo from 1st hit (+24d (-11))
* Jails attack inputs from 1st block (crouch assist bufferable)
* Transition to FC r30 with D (+3/+19a/+25a (-10))
* Duckable
* 5 chip damage on block
* Low crush 1~33
* Floating state 34~36
f,n,d,df+3,4m, M16, 30 (21)i16~17, i26-11c+16a (+6) / +21a (+11)
* Balcony Break
* Combo from 1st hit
* Interrupt with i1 from 1st block
* 20f timestop on hit
* Low crush 1~25
* Floating state 26~28
FC.df+4L14i19-12+3+29d
*
* High crush 1~26
BAL.4L14i23~26-24+27d+25a
* Transition to FC r32 on CH
* Side switch on CH
* 4f timestop on CH
* High crush 1~55
hFC.1sl5i10-5+6
* Transition to standing r24 with f
* +6c on crouching hit
* High crush 1~
hFC.2sl8i11-4+7
* +7c on crouching hit
* High crush 1~
hFC.3L12i16-16-6
-2c on crouching hit
* High crush 1~
hFC.4l6i12-15-4
* -4c on crouching hit
* High crush 1~
H.f+2,1+2,1h, m,m, M10, 10,10, 20 (14)i12, ,i25~30-12+15d (-20)
* Floor Break
* Combo from 1st hit
* Jail from 3rd block
* 14dmg with scaling from prev hit
* 20F timestop on hit
* +13d from 4th hit (impossible?)
* Low crush 2~29
* Floating state 30~32
f,f,F+3m30i20~24+6+10a (+0)
* Balcony Break
* 9 chip damage on block
* Low crush 3~25
* Floating state 26~28
db+1sl5i10-5+6
* Transition to standing r24 with f
* +6c on crouching hit
* High crush 4~
d+3L12i19~20-18-7
* -7c on crouching hit
* High crush 6~56
db+4L15i24~25-12-1
* -1c on crouching hit
* High crush 6~38
f+1+2m23i16~17-14+12a (+3)
* Balcony Break
* Body slam
* 9 chip damage and -9 on block after attack absorption
* Recovers 1F faster on hit (t49 r32)
* Power crush 7~15
R.df+1+2m,t55+i20-18+0d
* Rage Art
* Removes Recoverable Health
* Reversal Break
* Damage increases with lower health, maximum 82
* Freezes match timer on activation and on hit
* Restores recoverable health on hit
* Transition to attack throw on hit
* Consumes Rage
* Power crush 8~
f+3+4sp
* Transition to BAL
* Transition to FC r48 with no input
* Stance moves can be delayed by 18F
* Cannot block in stance
* High crush 8~48
3+4,4M,M, m14, 14, 14i25, i8, i28~29-14+16a
* Spike
* Interrupt with i8 from 1st block
* Whiffs vs SS, SW from 1st block
* Move cannot be delayed
* Input can be delayed by 1F
* Low crush 9~30
* Floating state 31~33
ub+4
* Transition to BAL r51 with F at frame 38
* Low crush 9~33
* Floating state 34~36
u+3M20i22~23+3+7+9c
* Spike
* Transition to BAL r23 with F (+7/+12g/+16c)
** FC r49 transition with no input (Cannot block i16 and i11 moves after block and hit transitions respectively)
* Low crush 9~20
uf+3m20i20-13+33a (+23)
* Recovers 2F faster on hit (t51 r31)
* Low crush 9~26
* Floating state 27~29
uf+4m20i26~28-4+22a
* Spike
*
* Low crush 9~28
* Floating state 29~31
uf,n,4m20i23~i25-13+32a (+22a)
*
* Low crush 9~30
* Floating state 31~33
b+3+4m26i18~20-7+18a (+8)
* Balcony Break
* Hip
* 20F timestop on hit
* 5 chip damage on block
* Low crush 10~22
* Floating state 23~25
u+1+2,4m, h15, 20i16~18, i18~19-8-2d
* Tornado
* Combo from 1st hit with 13F delay
* Interrupt with i7 from 1st block
* Move cannot be delayed
* Input can be delayed by 13F
* Low crush 10~27
* Floating state 28~30
f,F+3h18i18~19-6+32a
* Balcony Break
* Strong Aerial Tailspin
* Transition to CD r26 with DF (+2/+40a)
* Has good left sidestep tracking
* Low crush 11~27
* Floating state 28~30
u+3+4M20i24~28+1+6c
* Spike
* 4 chip damage on block
* Low crush 12~29
u+1+2m15i16~18-11-3
* Head
* Slight jab evasion?
* Transition to BAL r23 on hit or block with F (+0/+8)
* FC r46 transition with no input (Cannot block i23 and i15 moves on block or hit transitions respectively)
* Low crush 13~24
* Floating state 25~27
db+4,4L, m15, 14i24~25, i25~27-12-2
* Spike
* Combo from 1st CH
* Interrupt with i6 from 1st block
* Whiffs vs SSR, SWR from 1st block
* Low crush 14~28
* Floating state 29~31
f,F+4m12i22~23-9+2
* Homing
* +2c on crouching hit
* Low crush 14~26
* Floating state 27~29
f,n,d,df+3m16i16~17-10-5s
* Knee
* Low crush 14~27
* Floating state 28~30
f,f,F+3+4M27i26~33+0+2cg
* Balcony Break
* Forces tech back roll on hit
* 5 chip damage on block
* Low crush 15~35
* Floating state 36~38
ws3,3+4h, M17, 28 (19)i17~18, i33~41-4c+17d
* Spike
* Airborne combo from 1st hit (-8d)
* Interrupt with i8 from 1st block
* Low crush 15~37
* Floating state 38~40
ub+3+4,4m,m, m6,6, 23 (16)i18, i10, i29~31-11+20a (+11)/+21a (+14)
* Balcony Break
* Airborne combo from 1st hit (+21a (+14))
* Interrupt with i6 from 1st block
* Low crush 17~31
f,n,d,df+2M24i16~17-23+76a
* Tornado
* Parryable
* Recovers 5F faster on hit (t60 r43)
* Low crush 17~39
* Floating state 40~42
BAL.3+4M28i29~33-13c+13d
* Floor Break
* Hip
* Floating state 1~16
* Low crush 17~29
* Floating state 30~32
4,3,4h, h, M15, 15, 20i13, ,i28~33-10+4c+3d
* Spike
* Combo from 2nd CH with 6F delay
* Airborne combo from 1st CH (-7d)
* Interrupt with i6 from 1st block
* Low crush 18~35
4,4h, M15, 22i13, i32~37+2c+5d
* Spike
* Airborne combo from 1st CH with 2F delay (-7d)
* Interrupt with i14 from 1st block
* Whiffs vs SS, SW from 1st block
* Low crush 19~37
df+1,d+1m, M13, 20i14, i26~27-13c+6c+13c
* Elbow
* Spike
* Combo from 1st CH with 1F delay
* Interrupt with i6 from 1st block
* Recovers 4F faster on hit (t72 r32)
* Move can be delayed by 7F
* Input can be delayed by 8F
* Low crush 19~29
* Floating state 30~32
d+2,4m, m12, 21i15, i17-13+14a (+7)
* Balcony Break
* Jail from 1st block with 2F delay
* Combo from 1st hit with 2F delay
* Low crush 19~32
* Floating state 33~35
b,B+2+3h!25i48~50+13d
* Strong Aerial Tailspin
* Low crush 20~47
* Floating state 48~50
BAL.3m25i24~25+4+17a (+0)
* Balcony Break
* Tornado
* Low crush 21~25
* Floating state 26~43
ws1,2m, h11, 23i13~15, i24~25-5+8a (-1)
* Heat Engager
* Heat Dash +43d (+35)
* Balcony Break
* Elbow
* Combo from 1st hit with 6F delay
* Interrupt with i4 from 1st block
* 20f timestop on hit
* 4 chip damage on block
* Low crush 23~37
* Floating state 38~40
H.BAL.1,4m, m,m (t)16, 11,20 (14)i15~17, i24~25+4+0d
* Floor Break
* Balcony Break +17a from 3rd hit
* Shift to attack throw r86 on front hit
* Combo from 1st hit with 8F delay
* 25dmg with scaling from 2nd hit
* Move cannot be interrupted
* +22a (-13) on back hit
* Consumes 240F of remaining Heat Time
* Low crush 23~58
* Floating state 59~73
uf+3+4L,h10,12i21, i10-25,-15-4
*
* Low crush 24~30
* Floating state 31~33
b+4,3m, m,h13, 16,20 (24)i15, i32~33,i15~16-9+17a (+0)
* Balcony Break
* Tornado
* Combo from 1st CH
* Interrupt with i12 from 1st block
* Whiffs vs SSR, SWR from 1st block
* Transition to BAL r24 with F (-1/+25a (+8))
** FC r47 transition with no input (Cannot block i24 moves on block transition)
* Input 3 during frames 30~33 to power up (+4 damage)
* Low crush 27~52
* Floating state 53~55
(back to wall).b,b,UBm21i35~38+1+34d
* Floating state 5~7
* is8~24
* Floating state 25~33
* Low crush 34~37
* Floating state 38~40
H.f+2,1+2h, m,m10, 10,10i12, i19, i17-9+13a (+6)
* Combo from 1st hit with 5F delay
* Jail from 1st block with 1F delay
* Consumes 270F of remaining Heat Time
* Move can be delayed by 4F
* Input can be delayed by 5F
* Low crush 40~51
* Floating state 52~54
b,B+1+4m!60i72~74+7d
* Spike
* 20f timestop on hit
* Cancel to r47 FC with DB at frame 42
* Low crush 51~69
* Floating state 70~72
1+2+3+4
* Can't block for 5 seconds
* CH state on your next attack for 5 seconds ''(Tekken 7 and prior games)''
* 10% damage increase on the next attack for 5 seconds ''(Tekken 8 season 2 patch onward)''
* Attacks taken will be CH for 5 seconds
* Low crush 55~82
* Floating state 83~85
H.df+3+4L20i21-13+7+75a (+59)
* Transition to BAL r29 on hit
** FC r52 transition with no input (Cannot block i16 moves)
* Consumes 300F of remaining Heat Time
H.2+3m,t14,20 (50)i16~17, i29+6+0d
* Heat Smash
* Reversal Break
* Balcony Break
* Transition to attack throw on hit (50dmg)
* +10a (-7) on 2nd hit
* Just frame input (H.2+3:3:4) for 5-10 total damage
** Input 3 during frames 53~55, input 4 during frames 94~96
1h5i10+1+8
Recovers 2f faster on hit or block (t27 r17)
1,1h, h5, 7i10, i17-3+5
* Jails from 1st block with 1F delay
* Combo from 1st hit with 3F delay
1,1,2h, h, h5, 7, 12i10, ,i19-12+3
* Jails from 1st block
* Combo from 1st hit
1,2h, h5, 10i10, i13-3+7
* Jail from 1st block with 3F delay
* Combo from 1st hit with 3F delay
1,2,2h, h, m5, 10, 20i10, ,i20~21-14+5
* Heat Engager
* Heat Dash +43d (+35)
* Balcony Break
* Combo from 1st CH with 3F delay
* Interrupt with i1 from 1st block
* Move can be delayed by 2F
* Input can be delayed by 3F
1,4h, h5, 15i10, i16-6+5
* Jails from 1st block with 2F delay
* Combo from 1st hit with 3F delay
1,d+4h, l5, 13i10, i22-12-1
* Combo from 1st hit with 3F delay
* Interrupt with i3 from 1st block
* -1c on crouching hit
2h8i10+0+6
*
2,1h, m8, 10i10, i23~25-7+0+3
* Combo from 1st hit with 2F delay
* Interrupt with i3 from 1st block
* Move can be delayed by 7F
2,1,4h, m, m8, 10, 20i10, ,i27~28-10+11d
* Spike
* Combo from 2nd CH
* Interrupt with i8 from 2nd block
* Whiffs vs SSR, SWR from 2nd block
* Floating state 17~37
3m14i15~16-6+5
*
3,1m, h14, 11i15~16, i19-3+8
* Combo from 1st hit
* Move cannot be interrupted
3,1,1m, h, m14, 11, 20i15~16, ,i19-13+6+23a
* Spike
* Combo from 2nd CH with 10F delay
* Move cannot be interrupted
* Move can be delayed by 9F
* Input can be delayed by 10F
3,2m, h14, 20i15~16, i22~23+1+19cg+70a (+54)
* Balcony Break
* Tornado
* Combo from 1st hit with no delay
* Combo from 1st CH with 7F delay
* Interrupt with i3 from 1st block
* Instant Tornado on CH
* Move can be delayed by 9F
3,3m, m14, 18i15~16, i25~26-13+4a (-5)
* Balcony Break
* Combo from 1st CH
* Interrupt with i6 from 1st block
4h15i13-9+4+9s
*
4,3h, h15, 15i13, i19~20-9+6
* Combo from 1st hit with 2F delay
* Airborne combo from 1st CH with 2F delay (+21a (+14))
* Interrupt with i1 from 1st block
* Move cannot be delayed
* Input can be delayed by 2F
1+2m18i19~20-13+0c
* Spike
* Transition to BAL r23 with F on hit or block (+1/+14c)
** FC r46 transition with no input (cannot block i22 moves after transition on block)
1+2,1+2m, m18, 20i19~20, i18~19-15+11a (-6)+26a (+18)
* Balcony Break
* Combo from 1st hit with 5F delay
* Move cannot be interrupted
* Move can be delayed by 16F
* Input can be delayed by 20F
3+4M,M14, 14i25, i8-9+1
*
* Floating state 15~29
3+4,4,2M,M, m, m14, 14, 14, 25i25, i8, ,i19~20-14+1a (-16)
* Balcony Break
* Spike combo from 2nd hit (-4a (-16))
* Move cannot be interrupted
* 20f timestop on hit
f+2h10i12-7+3
*
f+2,3h, M10, 22i12, i14~15-15+12a (+3)
* Balcony Break
* Jails from 1st block with 6F delay
* Combo from 1st hit with 10F delay
* Move can be delayed by 5F
* Input can be delayed by 10F
* Recovers 3F faster on hit (t64 r32)
f+3m18i21~24-2+3c+9c
* Spike
f+3,4m, m18, 23i21~24, i28~29+3+10a (+1)+55cs
* Balcony Break
* Combo from 1st CH with 6F delay
* Interrupt with i11 from 1st block
* Interrupt with i5 from 1st hit
* Whiffs vs SS, SW from 1st block
* Whiffs vs SSR from 1st hit
* 4f timestop on CH
* Move cannot be delayed
* Input can be delayed by 6F
f+4h20 (38)i16~17-6+19a+3d
* Homing
* Shift to 14dmg throw on CH from the front
df+1m13i14-2+5
*
df+1,2m, m13, 15i14, i19-10+6
* Elbow
* Jail from 1st block with 1F delay
* Combo from 1st hit with 3F delay
* Combo from 1st CH with 8F delay
* Move can be delayed by 10F
* Input can be delayed by 11F
df+2m14i15~16-8+3s+33a (+23)
* Slight jab evasion (frames 8 to 10?)
df+3m19i19~20-9+19a (+2)+73a (+57)
* Balcony Break
* Tornado
* Instant Tornado on CH
* Recovers 2F faster on hit (t50 r30)
df+4h12i13~14-6+5
*
df+4,3h, h12, 23i13~14, i20~21-8+4
* Combo from 1st hit with 3F delay
* Interrupt with i2 from 1st block
* Transition to BAL r20 with F (+12g/+0)
** FC r37 transition with no input (Cannot block i17 moves when transitioning on block)
* Move can be delayed by 2F
* Input can be delayed by 3F
df+4,4h, m12, 24i13~14, i25~26-13+11a (+2)
* Heat Engager
* Heat Dash +43d (+35)
* Balcony Break
* Knee
* Combo from 1st hit with 3F delay
* Interrupt with i7 from 1st block
* Whiffs vs SSR from 1st block (inconsistent; more consistent when using sidestep stance moves)
* Move can be delayed by 2F
* Input can be delayed by 3F
* Floating state 24~34
d+1M18i18~19-8+7c+12d
* Spike
* Recovers 4F faster on hit or block (t46 r27)
d+2m12i15-9+2
*
d+2,1m, m12, 11i15, i14~15-11+0
* Jail from 1st block with 2F delay
* Combo from 1st hit with 2F delay
* Move can be delayed by 1F
* Input can be delayed by 2F
d+2,1,2m, m, m12, 11, 18i15, ,i22~24-12-1
* Interrupt with i3 from 1st block
* Move can be delayed by 10F
d+2,1,2,2m, m, m, m12, 11, 18, 21i15, ,i29-15+15a (+5)
* Balcony Break
* Combo from 3rd hit with 4F delay
* Interrupt with i6 from 3rd block
* Whiffs vs SSL, SWL from 3rd block
* 20f timestop on hit
* Move can be delayed by 10F
d+2,3m, m12, 21i15, i41-2+9+67a
* Knee
* Interrupt with i21 from 1st block
* Interrupt with i10 from 1st hit
* Whiffs vs SS, SW from 1st block
* 4f timestop on CH
* Crumple stun on CH
* Move can be delayed by 2F
d+3,4L, h12, 15i19~20, i25~26-8+10g
* Balcony Break
* Combo from 1st CH with 4F delay
d+4l11i16-12-1
* -1c on crouching hit
d+4,3l, h11, 12i16, i23~24-7-2
* Combo from 1st CH
* Interrupt with i3 from 1st block
d+4,3,4l, h, m11, 12, 15i16, ,i25~26-15+8a (-1)
* Balcony Break
* Combo from 1st CH or 2nd hit
* Move cannot be interrupted
d+1+2h,h6,6i14, i11-9+2
*
d+1+2,2h,h, m6,6, 6i14, i11, i10~11-8+3
* Jail from 1st block
* Combo from 1st hit
d+1+2,2,1h,h, m, h6,6, 6, 20i14, i11, ,i7~8-16+12a
* Jail from 1st block
* Combo from 4th hit with 9F delay
* Transition to Ki Charge r53 with U on hit (-1d)
* Move cannot be delayed
* Input can be delayed by 9F
d+3+4M,m12,14i15~16 i5~7-12+21a (+14)
* Slight jab evasion especially at range (frames 6 to 9?)
* +3~+5 on second hit
* Floating state 20~34
db+2m17i14-8+6
* Slight jab evasion especially with pushback or after certain hit reactions (stomach stuns? frames 3 to 7?)
db+3L17i20-12+2+14g
*
db+4,4,3L, m, h15, 14, 12i24~25, ,i12-9+3
* Jails from 2nd block
* Combo from 2nd CH with 6F delay
* Duckable
* Move cannot be delayed
* Input can be delayed by 6F
db+4,4,3,3L, m, h, M15, 14, 12, 18i24~25, ,i35~38-12+29d
* Spike
* Combo from 3rd CH
* Interrupt with i10 from 3rd block
db+1+2m16i17~18-13+33a (+23)
* Strong jab evasion (frames 5 to 13?)
db+3+4L10i19-31+6
* Stagger low
db+3+4,4L, l10, 18i19, i9-28+8c / -9c+1d
* Spike
* Combo from 1st hit
* -9c if only the second hit connects
b+1m15i18~19-8+5c
* Elbow
* Spike
b+1,2m, m15, 16i18~19, i23~24-8+7
* Combo from 1st hit
* Jails attack inputs from 1st block (cannot CH)
b+1+3sp(10),20 (25)i41?, i30+5g / +26a (+0)
* Balcony Break (Perfect)
* Parries high and mid punches
* On successful parry, shift to Steak and Fries (FC.db+1+2)
** Input 3 during frames 26 to 29 of 2nd hit
* Parry state 5~12
b+2m12i13~14-5+6
*
b+2,1m, m12, 23i13~14, i23-13+7
* Elbow
* Spike
* Combo from 1st hit with 1F delay
* Transition to BAL r27 with F on hit (+12g)
** FC r50 transition with no input (Cannot block i11 moves)
* Interrupt with i5 from 1st block
* Move cannot be delayed
* Input can be delayed by 1F
b+2,2m, h12, 12i13~14, i18-3+8
* Combo from 1st hit with 4F delay
* Move cannot be interrupted
* Move can be delayed by 3F
* Input can be delayed by 4F
b+2,2,4m, h, m12, 12, 13i13~14, ,i22-13+3
* Knee
* Combos from 2nd CH with 8F delay
* Interrupt with i2 from 2nd block
* Move can be delayed by 10F
b+2,2,4,4m, h, m, h12, 12, 13, 20i13~14, ,i23~24-7+18a (+9)
* Balcony Break
* Combo from 2nd CH or 3rd hit with 3F delay
* Interrupt with i3 from 3rd block
b+3M20i17~18-15+12a (+3)+27a (+21)
* Recovers 3F faster on hit (t50 r32)
b+4m13i15-11+4+9
* Knee
b+4,4m, h13, 20i15, i23-3+18a (+9)
* Balcony Break
* Combo from 1st hit
* Interrupt with i3 from 1st block
* 4 chip damage on block
b+1+2m20i17~18-9+8c
* Spike
* Head
b+1+2,1m, m20, 10i17~18, i30-11+0
* Combo from 1st CH with 8F delay
* Interrupt with i5 from 1st block
* Move can be delayed by 9F
b+1+2,1,2m, m, h20, 10, 20i17~18, ,i12-16+8a (-1)
* Balcony Break
* Jail from 2nd block with 9F delay
* Combo from 1st CH or 2nd hit with 20F delay
* 20F timestop on hit
* Move can be delayed by 12F
* Input can be delayed by 20F
ub+1m25i26-15+15a (+6)
* Balcony Break
* Backswing blow
* Recovers 6F faster on hit (t56 r30)
ub+3+4m,m6,6i18, i10-9+18a (+11)
* Slight jab evasion especially from crouching (frames 3 to 12?)
u+1+2,1+2m, m15, 25i16~18, i18~22-17+8a (-1)
* Balcony Break
* Body slam
* Combo from 1st hit with 13F delay
* Interrupt with i7 from 1st block
* Move can be delayed by 14F
* Input can be delayed by 27F
uf+1m10i16-9+3
* Has good right sidestep tracking
uf+1,2m, m10, 16i16, i20~21-9+8
* Combo from 1st hit with 6F delay
* Interrupt with i1 from 1st block
* Move can be delayed by 5F
* Input can be delayed by 6F
H.uf+1,2,2m, m, m10, 16, 24i16, ,i31+5+23a (+13)
* Balcony Break
* Combo from 1st hit
* Interrupt with i8 from 2nd block
* Whiffs vs SSL, SWL from 2nd block
* Consumes 300F of remaining Heat Time
* 20F timestop on hit
* Input cannot be delayed
1+2+3+4
* Can't block for 5 seconds
* CH state on your next attack for 5 seconds ''(Tekken 7 and prior games)''
* 10% damage increase on the next attack for 5 seconds ''(Tekken 8 season 2 patch onward)''
* Attacks taken will be CH for 5 seconds
b,B+1+4,2m25i15~16 (i57~58)-11+11a
* Balcony Break
* Spike
* i57~58 actual startup
* Input 2 at frame 42
f,F+2m21i14-8+14a
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
f,n,d,DF+4L16i18~19-28-1
* Stagger low
f,n,d,DF+4,1+2L, m16, 25 (17)i18~19, i25-17+7a (+6) / +2d
* Balcony Break
* Airborne combo from 1st hit (+7a (+6))
f,n,d,df
* Cannot be buffered
* Stance moves can be buffered out of heat dash
* Recovers in FC at frame 20
* Cancel to SS with u
* Cancel to standing block with b from frames 1 to 9
f,n,d,df+1h21i13~14 (i16+)-4+78a (+62)
* Balcony Break
* Instant Tornado on hit
* Can also be performed with f,n,df#1 (i15+)
* 4 chip damage on block
* Recovers 2F faster on hit or block (t36 r22)
f,n,d,df+1+2m20i15-10+24a (+14)
* Balcony Break
* Can be charged to power up
* i28 latest uncharged startup with max charge delay
f,n,d,df+1+2*m33i28+4+39a
* Balcony Break
* Charge for 23-28F
* 6 chip damage on block
ws1m11i13~15-11+0
* Elbow
ws1,3m, M11, 25i13~15, i25~26-13+11a (+2)
* Balcony Break
* Hip
* Combo from 1st hit
* Interrupt with i5 from 1st block
ws2m10i14-7+4
*
ws2,1m, m10, 10i14, i28~31-20+33a (+23)
* Tornado
* Combo from 1st hit with 2F delay
* Interrupt with i8 from 1st block
* Whiffs vs SSL, SWL from 1st block
ws2,2m, m10, 20i14, i23-13c+5c+17d
* Combo from 1st hit with 7F delay
* Interrupt with i7 from 1st block
* Move can be delayed by 10F
* Input can be delayed by 14F
ws3h17i17~18-8~-7+17a (+8)
* Balcony Break
* Homing
ws4m16i11~12-6+5
*
ws1+2m20i15~17-8+17a (+10)+31a (+21)
*
SS.1+2m24i15~16-5c+13cg
* Balcony Break
* i24~25 effective startup (sidestep takes 9f)
* Forces tech back roll on hit
FC.df+2m14i14-8+3
* +3c on crouching hit
FC.df+2,1m, m14, 12i14, i21-7+4
* Combo from 1st hit
* Interrupt with i1 from 1st block
* +4c on crouching hit
FC.df+2,1,1+2m, m, m14, 12, 25i14, ,i26-13+11a (+2)
* Balcony Break
* Combo from 2nd CH with 4F delay
* Interrupt with i6 from 1st block
* Move can be delayed by 9F
BAL.1m16i15~17-5+5
*
BAL.1,2m, h16, 21i15~17, i24~25+1+28a (+18)
* Heat Engager
* Heat Dash +43d (+35)
* Balcony Break
* Combo from 1st hit with 8F delay
* Move cannot be interrupted (crouch assist bufferable)
BAL.2m21i23~24-8+12g
* Balcony Break
* Homing
* Strong Aerial Tailspin
BT.d+2m17i15~16-9+14a (+5)+59a
* Balcony Break
* 4f timestop on CH
* Crumple stun +13F on CH
1+3t35i12~14-3+0d
* Homing
* Throw break 1 or 2
* Opponent recovers FDFT
2+4t35i12~14-3+0d
* Floor Break
* Throw break 1 or 2
* Swaps sides on successful throw
Back Throwt50 (60)+0d
* Unbreakable
* Can fully wall splat (60 damage)
* Opponent recovers FDFA
FC.db+1+2t35i12,i30-3+5g
* Throw break: 1+2
FC.db+1+2:3t45i12,i30-3+26a (+0)
* Balcony Break
* Throw break: 1+2
* Input 3 during frames 26 to 29 of 2nd hit
Left Throwt40 (45)-3+0d
* Throw break: 1
* Can fully wall splat (45 damage)
* Opponent recovers FDFA
Right Throwt40-3+0d
* Throw break: 1
* Opponent recovers FUFT
uf+1+2t40 (45)i12-3+0d
* Throw break: 1+2
* Opponent recovers FDFA
* 45 damage on wall splat
* Swaps sides on throw break
Showing 161 moves