feng

feng

Edit
CommandHit levelDamageStartupBlockHitCounter hitNotes
f+4,4h, l19, 16 (11)i18~19, i33~33-31+27a
* Aerial combo from 1st hit (+19a (+12)) with 5F delay
* Move cannot be delayed
* Input can be delayed by 5F
* High crush 10~42
SS.4l19i20~22-31c-3~-1+71a (+55)
* Has a clean hit effect (+71a (+55) on hit)
* -3~-1 on hit with no clean hit
* High crush 10~31
KNP.4l10i18-31c-4
3~4,3m, l27, 16 (11)i34~36, i18~20-26+24a
* Aerial combo from 1st hit (+19d (+12)) with 9F delay
* Move cannot be delayed
* Input can be delayed by 9F
* High crush 6~52
db+4l23i31 (30~32)-26+76a (+60)
* Tornado on normal hit only
* Homing
* Transition to FC on hit
* Instant tornado launcher
* High crush 6~58
BT.d+3L20i18~20-26c-4~-2+70a (+54)
* Has clean hit effect (+70a (+54))
* -4~-2 on normal hit
* High crush 6~52
f+2,1,2m, m, m10, 10, 28i15, ,i13~14-19+19a (+14)
* Balcony Break
* Shoulder
* Combo from 2nd hit with 12F delay
* Move can be delayed by 10F
* Input can be delayed by 16F
df+4,2,1+2m, m, M13, 13, 21i15, ,i34~35-19+31a (+16)
* Tornado
* Shoulder
* Combo from 2nd CH with 4F delay
* Move can be delayed by 9F
* Input can be delayed by 10F
b+1+2m31i13~14-19+18a (+13)
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Shoulder
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~
d+3L10i16-17-6
* -6c on crouching hit
* High crush 4~52
db+2,2l, l10, 10i20~21, i28~30-17+25a
* Combo from 1st CH
* Cancel to r13 standing with B (-15/-4)
* High crush 1~30
STC.Pm21i18~19-17+53a
* Only occurs during STC after absorbing 2 hits
f+3,4m, m10, 15i21, i23~24-16+33a (+23)
* Tornado
* Combo from 1st hit
* Low crush 21~43
* Floating state 44~46
d+3+4l6i12-15-4
* -4c on crouching hit
* High crush 4~46
db+3l14i17-15+4c+0d
* Transition to attack throw when CH from front
* Transition to BT on CH
* Can be accessed from a manual CD input with input qcf,db+3
* High crush 6~51
ub+1m20i25~26-15+10a (+1)+30a (+22)
Balcony Break
f,F+4m15i19~20-15+30a (+20)
STC.1m20i20~21-15+38a
* -9 frame advantage and 8 chip damage on block after absorbing an attack in power crush state
* Power crush 8~19
f+4,2h, m19, 24 (16)i18~19, i24~25-14+31a (+16)
* Tornado
* Aerial combo from 1st hit (+70a (+54)) with 5F delay
* Move cannot be delayed
* Input can be delayed by 5F
uf+3+4M,h,h10,10,7 (10)i24,i4~6,i3~4-14+25a (+18)
* High crush 6~23
* Floating state 33~34
* Low crush 35~37
* Floating state 38~39
* Low crush 40~49
* Floating state 50~52
f,F+4,3m, m15, 21i19~20, i20~21-14+32a (+22)
* Combo from 1st hit with 11F delay
* Move can be powered up by delaying input by at least 8F (25 damage and +34a (+24))
* Recovers 1F faster on hit (t72 r31)
* Low crush 20
ws1,2,1m, m, m13, 16, 20i13, ,i17~18-14+12a (+3)+32a (+24)
* Balcony Break
* Jail from 1st block with 2F delay
* Combo from 2nd CH with 12F delay
* Move can be delayed by 15F
* Input can be delayed by 16F
FC.df+2m21i18-14+55a
* High crush 18~40
CD.1L18i18~19-14+0+12g
* Head
* Transition to FC with D
* High crush 6~19
CD.2m25i18~19-14+67a (+51)
* Tornado
KNP.3m20i22~23-14+77a (+55)
* Tornado
* Low crush 15~30
* Floating state 31~33
1,2,2h, h, h5, 9, 12i10, ,i17-13+3
* Combo from 1st hit with 3F delay
* Transition to BT with B (-11/+5)
1+2m20i21~22-13+8
* Wall Crush +20g on hit
* Elbow
* Punch sabaki
* +14 on successful parry
* Parry state 5~9
uf+4m13i15~17-13+33a (+23)
* Recovers 2F faster on hit (t46 r29)
* Low crush 9~28
* Floating state 29~31
uf,n,4m20i23~25-13+32a (+22)
* Low crush 9
FC.df+1l19i21~22-13c-2+13g
-2c on crouching opponent
* High crush 1~53
BT.d+1l20i20~21-13c+4+16a
* High crush 15~52
KNP.1l20i20~21-13c+4+16a
* High crush 15~52
OTG.d+3+4L24 (19)i24~25-13-2
-2d (-10) on grounded hit
STC.4l20i20-13+3+14
2,4h, m8, 15i10, i17-12-1
* Jail from 1st attack with 2F delay
* Combo from 1st hit with 8F delay
2,4,1h, m, m8, 15, 25i10, ,i24-12+24a (+14)
Balcony Break
* Combo from 2nd CH with 6F delay
* Move can be delayed by 10F
* Input can be delayed by 12F
* Cancel to BT with B (-13/-2)
* Low crush 12~19
3,3,4m, h, l15, 10, 23i16, ,i25~26-12+7c+17a
* Combo from 2nd CH with 5F delay
* Cancel to r16 BT with B (-13/-2)
* Move can be delayed by 10F
* Input can be delayed by 11F
3,1+2m, m15, 30i16, i28~29-12+22a (+17)
Balcony Break
* Combo from 1st hit with 2F delay
** Combo from 1st hit with up to 2F of charge (i30~31 startup)
* Move can be delayed by 10F
d+2L16i20~21-12-1
-1c on crouching hit
* High crush 6~51
d+1+2,1M, m15, 20i20~21, i22~23-12+18a (+11)
* Tornado
* Combo from 1st hit with 12F delay
* Move can be delayed by 10F
* Input can be delayed by 12F
db+1m15i16-12+4
* Transition to r28 KNP with B (-9/+7)
** Cannot block i15 when going to KNP on block
* Transition to r35 STC with F (-16/+0)
db+1+2,2m, l13, 10i21~22, i29~30-12+14g
* Combo from 1st CH with 4F delay
* Move can be delayed by 10F
* Input can be delayed by 12F
* -1c on crouching hit
* High crush 8~60
b+1h17i10~11-12+1+36a (+28)
* Balcony Break on CH
b+2,3,4m, l, m13, 6, 13i17, ,i24~25-12+19a (+12)
* Combo from 2nd CH
ws1,2m, m13, 16i13, i9-12-1
* Jail from 1st block with 6F delay
* Combo from 1st hit with 6F delay
* Move can be delayed by 4F
* Input can be delayed by 6F
ws3m15i15~16-12+33a (+23)
1,1h, m5, 21i10, i25~26-11+2+61a
* Move can be delayed by 3F
* Input can be delayed by 4F
3m15i16-11+0
df+4,2m, m13, 13i15, i20~21-11+1+8
* Combo from 1st hit with 8F delay
d+4L7i14~15-11+0
+0c on crouching hit
db+1,2m, m15, 18i16, i23~24-11+3
* Combo from 1st hit with 8F delay
* Move can be delayed by 10F
db+2l10i20~21-11+0
+0c on crouching hit
* High crush 6~30
b+2m13i17-11+0c
Floor Break
b+2,3m, l13, 6i17, i22~24-11+0+8c
* Combo from 1st hit with 3F delay
* Move can be delayed by 15F
* Input can be delayed by 18F
* +0c on crouching hit
ub+3-11~-10+15a~+16a
* Strong Aerial Tailspin
* Backwards momentum
f+4,3h, M19, 30 (21)i18~19, i22~24-10+25d
* Spike
* Aerial combo from 1st hit (+26a (-9)) with 5F delay
* Move cannot be delayed
* Input can be delayed by 5F
d+4,1+2L, m7, 22i14~15, i26-10+11a (+2)
* Balcony Break
* Combo from 1st CH with 4F delay
* Move can be delayed by 5F
* Input can be delayed by 6F
b+4m10i12~13-10+2
ub+2m,h8,20i16,15-10+10
Does not jail
uf+2m18i18-10+3+52a (+21)
3,3m, h15, 10i16, i17-9+2
* Jail from 1st block with 2F delay
* Combo from 1st hit with 10F delay
4h17i11-9+2+27g
f+4h19i18~19-9+52a
* Good left sidestep tracking
* Transition to r22 BT with B (-5/+56a)
f+1+2h25i19~20-9+13a (+4)
* Balcony Break
* Good left sidestep tracking
* +0 frame advantage and 10 chip damage on block after absorbing an attack in power crush state
* Power crush 7~18
df+3M17i18~19-9+76a (+60)
* Tornado
* Can be accessed from a manual CD input with input qcf,df+3
d+1+2M15i20~21-9+8c
f,F+2m25i18~19-9+16a (+7)
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
f,F+1+2m25i23~24-9+16a
* Balcony Break
* Hold 1+2 to power up and deal chip damage on block
ws1+2m20i23~24-9+3
* Punch parry
* +14 on successful parry
* Parry state 5~8
BT.2m20i19~21-9+13a
* Heat Engager
* Heat Dash +5, +67a (+50)
* Balcony Break
*
KNP.2h20i14-9+22a (+12)
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
STC.1+2m20i18-9c+17d
H.b+1h20i10~11-8+36a (+28)
* Balcony Break
* Consumes 210F of remaining Heat time
f+2m10i15-8+3+10g
f+2,1m, m10, 10i15, i19-8+3
* Combo from 1st CH with 1F delay
* Move can be delayed by 10F
* Input can be delayed by 11F
df+2m15i20~21-8+4
db+2,2,2l, l, M10, 10, 25i20~21, ,i28~29-8+13a
* Spike
* Aerial combo from 2nd hit (+28a (-7))
FC.df+4l13i19~20-8c+3
* Can be input with D,df+4 (i27? effective startup)
* Transition to BT
* +3c on crouching opponent
3~4m27i34~36-7c+19a
* Transition to BT with B (-2c/+24a)
* Low crush 20~34
* Floating state 35~37
4~3M25i28~i34-7+1c+16a~+22a
7 chip damage on block
* Low crush 15~32
* Floating state 33~35
df+3+4m23i23~27-7+21a
* Homing
db+1,2,4m, m, M15, 18, 30i16, ,i31-7-3a
* Floor Break
* Combo from 2nd CH with 2F delay
* Move cannot be delayed
* Input can be delayed by 2F
* Low crush 15~31
* Floating state 32~34
uf+3m16i22~23-7+22a
* Strong Aerial Tailspin
* No forward momentum with input u+3
* Low crush 9~32
* Floating state 33~35
ws2m17i15~16-7+29g+78a (+62)
* Tornado (CH Only)
ws4m18i11~12-7+7+29g
KNP.3+4M30i31~34-7-3d
* Low crush 15
df+2,2m, m15, 21i20~21, i13~14-6+14a (+4)
* Balcony Break
* Combo from 1st hit
df+4m13i15-6+5
b+2,3,4,2m, l, m, M13, 6, 13, 22i17, ,i24~25-6c+4c
* Spike
* Aerial combo from 3rd hit (-6a~-9a) with 13F delay
* Move can be delayed by 10F
* Input can be delayed by 13F
b+4,2m, h10, 19i12~13, i22-6+3+20cg
* Balcony Break on CH
* Combo from 1st hit with 7F delay
* Move can be delayed by 6F
* Input can be delayed by 7F
* Transition to CD with df on hit or block (-1/+8/+25cg)
** Transition to r1 FC with DF~db (-2/+7/+24cg)
uf+3+4,3M,h,h, h10,10,7 (10), 23 (11)i24,i4~6,i3~4, i17~18-6+14c
* Balcony Break
* Tornado
* Aerial combo from 1st hit
* Previous hit crouching state is canceled when 3 is input
** Previous hit is cs6~23 when extension is delayed by at least 21F
* Input can be delayed by 37F
* Move cannot be delayed
* Forces tech backroll on normal hit
* Floating state 1~2
* Low crush 3~16
* Floating state 17~19
ws1,3m, h13, 20i13, i22~23-6+4c
* Heat Engager
* Heat Dash +5, +43d (+35)
* Combo from 1st hit with 3F delay
* Move can be delayed by 10F
* Input can be delayed by 12F
* Unparryable by traditional kick parries (bug?)
KNP.4,1+2l, h10, 35 (24)i18, i28-6+15a (+6)
* Balcony Break
* Shoulder
* Aerial combo from 1st hit (+30a (+20))
1+3t35i12~14-6-4d
* Throw break 1 or 2
BT.1+4t45i12~14-6-5d
* Throw break 1+2
uf+1+2t40-6+0d
* Floor Break
* Throw break 1+2
1,3h, h5, 19i10, i16~17-5+8~+9
* Combo from 1st hit with 4F delay
* Move can be delayed by 1F
* Input can be delayed by 4F
d+1sl5i10-5+6
* Transition to Standing with f
* +6c on crouching hit
* High crush 4~34
uf+1m12i18~19-5+4
* +12c on crouching opponent
* No forward momentum with input u+1
* Low crush 6~31
* Floating state 32~34
df+4,3m, h13, 23i15, i23~24-4+15g+27a
* Balcony Break
* Combo from 1st hit with 7F delay
db+1+2m13i21~22-4+4
Floor Break
1,2h, h5, 9i10, i10-3+8
* Jail from 1st block with 4F delay
* Combo from 1st hit with 4F delay
* Move can be delayed with 4F delay
2h8i10-3+5
f+3m10i21-3+7
f+3,2m, h10, 17i21, i21~22-3+8+43a (+35)
* Combo from 1st hit with 7F delay
db+1,2,4,3+4m, m, M, m15, 18, 30, 20i16, ,i39~42-3~0+31a (+21)
* Balcony Break
* Same attack as Spring Up (FUFT.b+3+4)
* Move can be delayed by 12F
* Low crush 38~45
* Floating state 46~48
ws1m13i13-3+3
BT.1h12i12-3+14
BT.1+2m20i16~17-3+8+41a (+33)
* Balcony Break (CH only)
* Elbow
FUFT.b+3+4m20i30~33-3~0+28d (+18)
*
Balcony Break
* Floating state 1~27
* Low crush 28~
KNP.3+4,3+4M, m30, 20i31~34, i39~42-3~0+31a (+21)
* Balcony Break
* Same attack as Spring Up (FUFT.b+3+4)
* Move can be delayed by 12F
* Low crush 38
STC.2h18i14~15-3+25g
* Transition to BT with B (+0/+28g)
* Transition to CD on hit or block with DF (+1/+29g)
** Transition to r1 FC with DF~db (+0/+28g)
2+4t35i12~14-3+0d
* Throw break 1 or 2
Left Throwt40-3-6d
* Throw break 1
Right Throwt40-3-4d
* Throw break 2
db+1,4m, h15, 23i16, i24~25-2+24a (+15)
* Balcony Break
* Combo from 1st hit with 7F delay
* Move can be delayed by 8F
* Input can be delayed by 10F
FC.df+4,1l, h13, 10i19~20, i20~21-2+6
* Combo from 1st hit
* -20 from 1st block
df+1m11i14+0+6+36g
CD.1+2m25i16~17+0c+7c+13
Head
2+3m[12;12]i16+1+2c
* Heat Burst
* Cancel to r45 with b,b on frame 42
* 2 chip damage on block
* 12 chip damage on hit
* Only deals recoverable damage
* Cannot cause a K.O.
* Power crush 7~16
1h5i10+1+8
Recovers 2f faster on hit or block (t27 r17)
SS.1+2m24i22~23+1~+2+21a (+12)
* Balcony Break
* 7 chip damage on block
u+2M25i38~40+2c+10
7 chip damage on block
* Low crush 9~35
* Floating state 36~38
SS.2h18i15+3+9+31g
* Homing
* Transition to BT
b+3m21i22~23+4+6+10a
* Knee
* 4 chip damage on block
* Transition to r25 CD on hit or block with df (+6/+8/+12d)
** Transition to r1 FC with DF~db (+5/+7/+11d)
(Back to wall).b,b,UBm21i39~41+4c~+6c+22a
* Floating state 5~13
* Low crush 14~33
* Floating state 34~36
f,F+1+2*m30i39~40+6+22a (+12)
* Balcony Break
* 12 chip damage on block
* Becomes Essence of Nian Zhang Mie Ba in Heat
f,f,F+3m30i20~25+6~+11g+13d (+3)
* Balcony Break
* 9 chip damage on block
* Low crush 5~33
* Floating state 34~36
STC.3h25i22~23+6+23d
* Homing
* Balcony Break
* 7 chip damage on block
3,1+2*m, m15, 35i16, i44~45+7+23a (+13)
* Balcony Break
* 14 chip damage on block
H.b+4,3+4m, M10, 23i12~13, i31~32+7cg+12d
* Balcony Break
* Spike
* Combo from 1st hit with 7F delay
* 4 chip damage on block
* Consumes 300F of remaining Heat time
* +38d on aerial hit
* Move can be delayed by 6F
* Input can be delayed by 7F
f,F+3M33i32~33+8c+8c
* 9 chip damage on block
* Transition to r28 STC with f (+8c/+8c)
BT.3M33i32~33+8c+8c
* 9 chip damage on block
* Transition to STC with f (+8c/+8c)
H.f,F+1+2*m30i39~40+11+22a (+12)
* Balcony Break
* Guard Break
* Consumes 270F of remaining Heat time
* 12 chip damage on block
H.3+4M23i30~31+12cg+22d
* Spike
* Consumes 300F of remaining Heat time
* 4 chip damage on block
* +38d on aerial hit
* Creates an unblockable low shockwave along the ground that deals 5 recoverable damage and +7g on hit and forces the opponent to crouch. The shockwave comes out even if the kick itself whiffs, or is parried by certain parries like Jin's or Reina's. It does not come out when the first hit is blocked or absorbed by a Power Crush.
* Recovers 3F faster on hit (t67 r35 BT)
H.2+3m,t20,35i20~21, i24~25+12+0
* Heat Smash
* Balcony Break
* 7 chip damage on block
* 2nd hit 26dmg +30a (-6) on 1st whiff
* Transition to STC on block
* Transition to standing with B (+7)
1+3+4
f+3+4
* Parries high and mid fist and feet moves (not elbows/knees/heads etc)
* Transition to STC absorbing one hit
* Transitions to STC.P after absorbing two hits
* Transition to r20 KNP with B (r25 autoblock)
* Parry state 3~18
b+1+325-3d
* Timed with opponent punch
* Sideswitch on parry
* Parry state 5~12
b+3~4
* Transition to BT
b+3+4
* i20 high/mid block
* Transition to r39 STC with f (ps25~39)
ub+415+19a (+9)+33a (+23)
* Balcony Break
* No forward momentum
ub+1+2m!70i79~82+50a (+19)
1+2+3+4
qcf
* Minimum 3f needed to enter (one for each directional)
* Transition to r6? hFC with alternate input D,df
** Cannot access stance moves
** Can access FC.df+4 with input D,df+4 (i27? effective startup)
* Cancel to sidestep with U
* Can access df+3 and db+3 from a manual qcf input
Back Throwt50-4d
* Cannot break throw
Showing 148 moves