
| Command | Hit level | Damage | Startup | Block | Hit | Counter hit | Notes |
|---|---|---|---|---|---|---|---|
| 1 | h | 5 | i10 | +1 | +8 | Recovers 2f faster on hit or block (t27 r17) | |
| d+1 | sl | 5 | i10 | -5 | +6 | * Transition to Standing with f * +6c on crouching hit * High crush 4~34 | |
| d+3+4 | l | 6 | i12 | -15 | -4 | * -4c on crouching hit * High crush 4~46 | |
| b+2,3 | m, l | 13, 6 | i17, 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 |
| d+4 | L | 7 | i14~15 | -11 | +0 | +0c on crouching hit | |
| uf+3+4 | M,h,h | 10,10,7 (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 | |
| 2 | h | 8 | i10 | -3 | +5 | ||
| 1,2 | h, h | 5, 9 | i10, i10 | -3 | +8 | * Jail from 1st block with 4F delay * Combo from 1st hit with 4F delay * Move can be delayed with 4F delay | |
| 3,3 | m, h | 15, 10 | i16, i17 | -9 | +2 | * Jail from 1st block with 2F delay * Combo from 1st hit with 10F delay | |
| f+2 | m | 10 | i15 | -8 | +3 | +10g | |
| f+2,1 | m, m | 10, 10 | i15, i19 | -8 | +3 | * Combo from 1st CH with 1F delay * Move can be delayed by 10F * Input can be delayed by 11F | |
| f+3 | m | 10 | i21 | -3 | +7 | ||
| d+3 | L | 10 | i16 | -17 | -6 | * -6c on crouching hit * High crush 4~52 | |
| db+2 | l | 10 | i20~21 | -11 | +0 | +0c on crouching hit * High crush 6~30 | |
| db+2,2 | l, l | 10, 10 | i20~21, i28~30 | -17 | +25a | * Combo from 1st CH * Cancel to r13 standing with B (-15/-4) * High crush 1~30 | |
| db+1+2,2 | m, l | 13, 10 | i21~22, 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+4 | m | 10 | i12~13 | -10 | +2 | ||
| FC.df+4,1 | l, h | 13, 10 | i19~20, i20~21 | -2 | +6 | * Combo from 1st hit * -20 from 1st block | |
| KNP.4 | l | 10 | i18 | -31c | -4 | ||
| df+1 | m | 11 | i14 | +0 | +6 | +36g | |
| 1,2,2 | h, h, h | 5, 9, 12 | i10, ,i17 | -13 | +3 | * Combo from 1st hit with 3F delay * Transition to BT with B (-11/+5) | |
| uf+1 | m | 12 | i18~19 | -5 | +4 | * +12c on crouching opponent * No forward momentum with input u+1 * Low crush 6~31 * Floating state 32~34 | |
| BT.1 | h | 12 | i12 | -3 | +14 | ||
| df+4 | m | 13 | i15 | -6 | +5 | ||
| df+4,2 | m, m | 13, 13 | i15, i20~21 | -11 | +1 | +8 | * Combo from 1st hit with 8F delay |
| db+1+2 | m | 13 | i21~22 | -4 | +4 | Floor Break | |
| b+2 | m | 13 | i17 | -11 | +0c | Floor Break | |
| b+2,3,4 | m, l, m | 13, 6, 13 | i17, ,i24~25 | -12 | +19a (+12) | * Combo from 2nd CH | |
| uf+4 | m | 13 | i15~17 | -13 | +33a (+23) | * Recovers 2F faster on hit (t46 r29) * Low crush 9~28 * Floating state 29~31 | |
| ws1 | m | 13 | i13 | -3 | +3 | ||
| FC.df+4 | l | 13 | i19~20 | -8c | +3 | * Can be input with D,df+4 (i27? effective startup) * Transition to BT * +3c on crouching opponent | |
| db+3 | l | 14 | i17 | -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 |
| 2,4 | h, m | 8, 15 | i10, i17 | -12 | -1 | * Jail from 1st attack with 2F delay * Combo from 1st hit with 8F delay | |
| 3 | m | 15 | i16 | -11 | +0 | ||
| f+3,4 | m, m | 10, 15 | i21, i23~24 | -16 | +33a (+23) | * Tornado * Combo from 1st hit * Low crush 21~43 * Floating state 44~46 | |
| df+2 | m | 15 | i20~21 | -8 | +4 | ||
| d+1+2 | M | 15 | i20~21 | -9 | +8c | ||
| db+1 | m | 15 | i16 | -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) | |
| ub+4 | 15 | +19a (+9) | +33a (+23) | * Balcony Break * No forward momentum | |||
| f,F+4 | m | 15 | i19~20 | -15 | +30a (+20) | ||
| ws3 | m | 15 | i15~16 | -12 | +33a (+23) | ||
| 3~4,3 | m, l | 27, 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 | |
| f+4,4 | h, l | 19, 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 | |
| d+2 | L | 16 | i20~21 | -12 | -1 | -1c on crouching hit * High crush 6~51 | |
| uf+3 | m | 16 | i22~23 | -7 | +22a | * Strong Aerial Tailspin * No forward momentum with input u+3 * Low crush 9~32 * Floating state 33~35 | |
| ws1,2 | m, m | 13, 16 | i13, 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 | |
| 4 | h | 17 | i11 | -9 | +2 | +27g | |
| f+3,2 | m, h | 10, 17 | i21, i21~22 | -3 | +8 | +43a (+35) | * Combo from 1st hit with 7F delay |
| df+3 | M | 17 | i18~19 | -9 | +76a (+60) | * Tornado * Can be accessed from a manual CD input with input qcf,df+3 | |
| b+1 | h | 17 | i10~11 | -12 | +1 | +36a (+28) | * Balcony Break on CH |
| ws2 | m | 17 | i15~16 | -7 | +29g | +78a (+62) | * Tornado (CH Only) |
| db+1,2 | m, m | 15, 18 | i16, i23~24 | -11 | +3 | * Combo from 1st hit with 8F delay * Move can be delayed by 10F | |
| uf+2 | m | 18 | i18 | -10 | +3 | +52a (+21) | |
| ws4 | m | 18 | i11~12 | -7 | +7 | +29g | |
| SS.2 | h | 18 | i15 | +3 | +9 | +31g | * Homing * Transition to BT |
| CD.1 | L | 18 | i18~19 | -14 | +0 | +12g | * Head * Transition to FC with D * High crush 6~19 |
| STC.2 | h | 18 | i14~15 | -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) | |
| 1,3 | h, h | 5, 19 | i10, i16~17 | -5 | +8~+9 | * Combo from 1st hit with 4F delay * Move can be delayed by 1F * Input can be delayed by 4F | |
| f+4 | h | 19 | i18~19 | -9 | +52a | * Good left sidestep tracking * Transition to r22 BT with B (-5/+56a) | |
| b+4,2 | m, h | 10, 19 | i12~13, 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) |
| SS.4 | l | 19 | i20~22 | -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 |
| FC.df+1 | l | 19 | i21~22 | -13c | -2 | +13g | -2c on crouching opponent * High crush 1~53 |
| H.b+1 | h | 20 | i10~11 | -8 | +36a (+28) | * Balcony Break * Consumes 210F of remaining Heat time | |
| 1+2 | m | 20 | i21~22 | -13 | +8 | * Wall Crush +20g on hit * Elbow * Punch sabaki * +14 on successful parry * Parry state 5~9 | |
| d+1+2,1 | M, m | 15, 20 | i20~21, 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+1,2,4,3+4 | m, m, M, m | 15, 18, 30, 20 | i16, ,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 | |
| ub+1 | m | 20 | i25~26 | -15 | +10a (+1) | +30a (+22) | Balcony Break |
| ub+2 | m,h | 8,20 | i16,15 | -10 | +10 | Does not jail | |
| uf,n,4 | m | 20 | i23~25 | -13 | +32a (+22) | * Low crush 9 | |
| ws1,2,1 | m, m, m | 13, 16, 20 | i13, ,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 |
| ws1,3 | m, h | 13, 20 | i13, 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?) | |
| ws1+2 | m | 20 | i23~24 | -9 | +3 | * Punch parry * +14 on successful parry * Parry state 5~8 | |
| BT.2 | m | 20 | i19~21 | -9 | +13a | * Heat Engager * Heat Dash +5, +67a (+50) * Balcony Break * | |
| BT.1+2 | m | 20 | i16~17 | -3 | +8 | +41a (+33) | * Balcony Break (CH only) * Elbow |
| BT.d+1 | l | 20 | i20~21 | -13c | +4 | +16a | * High crush 15~52 |
| BT.d+3 | L | 20 | i18~20 | -26c | -4~-2 | +70a (+54) | * Has clean hit effect (+70a (+54)) * -4~-2 on normal hit * High crush 6~52 |
| FUFT.b+3+4 | m | 20 | i30~33 | -3~0 | +28d (+18) | * Balcony Break * Floating state 1~27 * Low crush 28~ | |
| KNP.1 | l | 20 | i20~21 | -13c | +4 | +16a | * High crush 15~52 |
| KNP.2 | h | 20 | i14 | -9 | +22a (+12) | * Heat Engager * Heat Dash +5, +36a (+26) * Balcony Break | |
| KNP.3 | m | 20 | i22~23 | -14 | +77a (+55) | * Tornado * Low crush 15~30 * Floating state 31~33 | |
| KNP.3+4,3+4 | M, m | 30, 20 | i31~34, 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.1 | m | 20 | i20~21 | -15 | +38a | * -9 frame advantage and 8 chip damage on block after absorbing an attack in power crush state * Power crush 8~19 | |
| STC.4 | l | 20 | i20 | -13 | +3 | +14 | |
| STC.1+2 | m | 20 | i18 | -9c | +17d | ||
| 1,1 | h, m | 5, 21 | i10, i25~26 | -11 | +2 | +61a | * Move can be delayed by 3F * Input can be delayed by 4F |
| df+2,2 | m, m | 15, 21 | i20~21, i13~14 | -6 | +14a (+4) | * Balcony Break * Combo from 1st hit | |
| df+4,2,1+2 | m, m, M | 13, 13, 21 | i15, ,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+3 | m | 21 | i22~23 | +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) |
| f,F+4,3 | m, m | 15, 21 | i19~20, 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 | |
| FC.df+2 | m | 21 | i18 | -14 | +55a | * High crush 18~40 | |
| (Back to wall).b,b,UB | m | 21 | i39~41 | +4c~+6c | +22a | * Floating state 5~13 * Low crush 14~33 * Floating state 34~36 | |
| STC.P | m | 21 | i18~19 | -17 | +53a | * Only occurs during STC after absorbing 2 hits | |
| d+4,1+2 | L, m | 7, 22 | i14~15, 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+2,3,4,2 | m, l, m, M | 13, 6, 13, 22 | i17, ,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 | |
| H.3+4 | M | 23 | i30~31 | +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) | |
| 3,3,4 | m, h, l | 15, 10, 23 | i16, ,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 |
| df+4,3 | m, h | 13, 23 | i15, i23~24 | -4 | +15g | +27a | * Balcony Break * Combo from 1st hit with 7F delay |
| df+3+4 | m | 23 | i23~27 | -7 | +21a | * Homing | |
| db+1,4 | m, h | 15, 23 | i16, 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 | |
| db+4 | l | 23 | i31 (30~32) | -26 | +76a (+60) | * Tornado on normal hit only * Homing * Transition to FC on hit * Instant tornado launcher * High crush 6~58 | |
| H.b+4,3+4 | m, M | 10, 23 | i12~13, 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 | |
| uf+3+4,3 | M,h,h, h | 10,10,7 (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 | |
| f+4,2 | h, m | 19, 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 | |
| SS.1+2 | m | 24 | i22~23 | +1~+2 | +21a (+12) | * Balcony Break * 7 chip damage on block | |
| OTG.d+3+4 | L | 24 (19) | i24~25 | -13 | -2 | -2d (-10) on grounded hit | |
| 2,4,1 | h, m, m | 8, 15, 25 | i10, ,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 | |
| 4~3 | M | 25 | i28~i34 | -7 | +1c | +16a~+22a | 7 chip damage on block * Low crush 15~32 * Floating state 33~35 |
| f+1+2 | h | 25 | i19~20 | -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 | |
| db+2,2,2 | l, l, M | 10, 10, 25 | i20~21, ,i28~29 | -8 | +13a | * Spike * Aerial combo from 2nd hit (+28a (-7)) | |
| b+1+3 | 25 | -3d | * Timed with opponent punch * Sideswitch on parry * Parry state 5~12 | ||||
| u+2 | M | 25 | i38~40 | +2c | +10 | 7 chip damage on block * Low crush 9~35 * Floating state 36~38 | |
| f,F+2 | m | 25 | i18~19 | -9 | +16a (+7) | * Heat Engager * Heat Dash +5, +36a (+26) * Balcony Break | |
| f,F+1+2 | m | 25 | i23~24 | -9 | +16a | * Balcony Break * Hold 1+2 to power up and deal chip damage on block | |
| CD.2 | m | 25 | i18~19 | -14 | +67a (+51) | * Tornado | |
| CD.1+2 | m | 25 | i16~17 | +0c | +7c | +13 | Head |
| STC.3 | h | 25 | i22~23 | +6 | +23d | * Homing * Balcony Break * 7 chip damage on block | |
| 3~4 | m | 27 | i34~36 | -7c | +19a | * Transition to BT with B (-2c/+24a) * Low crush 20~34 * Floating state 35~37 | |
| f+2,1,2 | m, m, m | 10, 10, 28 | i15, ,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 | |
| H.f,F+1+2* | m | 30 | i39~40 | +11 | +22a (+12) | * Balcony Break * Guard Break * Consumes 270F of remaining Heat time * 12 chip damage on block | |
| 3,1+2 | m, m | 15, 30 | i16, 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 | |
| f+4,3 | h, M | 19, 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 | |
| db+1,2,4 | m, m, M | 15, 18, 30 | i16, ,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 | |
| f,F+1+2* | m | 30 | i39~40 | +6 | +22a (+12) | * Balcony Break * 12 chip damage on block * Becomes Essence of Nian Zhang Mie Ba in Heat | |
| f,f,F+3 | m | 30 | i20~25 | +6~+11g | +13d (+3) | * Balcony Break * 9 chip damage on block * Low crush 5~33 * Floating state 34~36 | |
| KNP.3+4 | M | 30 | i31~34 | -7 | -3d | * Low crush 15 | |
| b+1+2 | m | 31 | i13~14 | -19 | +18a (+13) | * Heat Engager * Heat Dash +5, +43d (+35) * Balcony Break * Shoulder | |
| f,F+3 | M | 33 | i32~33 | +8c | +8c | * 9 chip damage on block * Transition to r28 STC with f (+8c/+8c) | |
| BT.3 | M | 33 | i32~33 | +8c | +8c | * 9 chip damage on block * Transition to STC with f (+8c/+8c) | |
| H.2+3 | m,t | 20,35 | i20~21, 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) | |
| 3,1+2* | m, m | 15, 35 | i16, i44~45 | +7 | +23a (+13) | * Balcony Break * 14 chip damage on block | |
| KNP.4,1+2 | l, h | 10, 35 (24) | i18, i28 | -6 | +15a (+6) | * Balcony Break * Shoulder * Aerial combo from 1st hit (+30a (+20)) | |
| 1+3 | t | 35 | i12~14 | -6 | -4d | * Throw break 1 or 2 | |
| 2+4 | t | 35 | i12~14 | -3 | +0d | * Throw break 1 or 2 | |
| Left Throw | t | 40 | -3 | -6d | * Throw break 1 | ||
| Right Throw | t | 40 | -3 | -4d | * Throw break 2 | ||
| uf+1+2 | t | 40 | -6 | +0d | * Floor Break * Throw break 1+2 | ||
| BT.1+4 | t | 45 | i12~14 | -6 | -5d | * Throw break 1+2 | |
| Back Throw | t | 50 | -4d | * Cannot break throw | |||
| R.df+1+2 | m,t | 55+ | 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~ | |
| ub+1+2 | m! | 70 | i79~82 | +50a (+19) | |||
| 2+3 | m | [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 | |
| 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+3~4 | * Transition to BT | ||||||
| b+3+4 | * i20 high/mid block * Transition to r39 STC with f (ps25~39) | ||||||
| ub+3 | -11~-10 | +15a~+16a | * Strong Aerial Tailspin * Backwards momentum | ||||
| 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 |