
| Command | Hit level | Damage | Startup | Block | Hit | Counter hit | Notes |
|---|---|---|---|---|---|---|---|
| ub+4,1,1,2,1,1 | m, m, m, h, h, m,M,M | 10, 12, 9, 5, 5, 3,3,3 | i18, ,i32~33 i1~2 i1~2 | -14 | -3 | * Spike
* Weapon
* Combo from 5th hit
* 1 chip damage on block
* 3 chip damage on block in heat | |
| BKP.1+2 | h! | 20,3 | i34~71 | +58 | * Weapon | ||
| DES.BT.1 | m,m,m,m,m,m | 4,4,4,4,4,4 | i19~22 i1~3 i1~3 i1~3 i1~3 i1~3 | -9 | +25a | * Weapon
* Combo from any hit
* 1 chip damage on block
* 11 chip damage on block in heat | |
| 1 | h | 5 | i10 | +1 | +8 | Recovers 2f faster on hit or block (t27 r17) | |
| ub+4,1,1,2 | m, m, m, h | 10, 12, 9, 5 | i18, ,i24~25 | -10 | +1 | * Combo from 3rd hit
* Combo from 1st CH | |
| ub+4,1,1,2,1 | m, m, m, h, h | 10, 12, 9, 5, 5 | i18, ,i35~36 | -9 | +7 | * Balcony Break
** on airborne hit | |
| SS.4,1+2 | L, h,h,h,m | 16, 5,5,5,5 | i24~25, i18~19 i3~5 i5~7 i4~5 | -10 | +8 | * Spike
* Combo from 1st CH
* Low crush 15~34
* Floating state 35~37 | |
| FC.d+1 | sl | 5 | i10 | -5 | +6 | Transition to standing with f
* High crush 1~ | |
| DBT.4 | M | 22,5 | i17~19 | -27 | +68a | Steel pedal
* Low crush 17~62
* Floating state 63~65 | |
| DES.2 | M,M,m | 5,5,5 | i20~21 i1~2 i1~2 | -8 | +37a (+27) | * Weapon
* Jab evasion
* 2 chip damage on block
* 8 chip damage on block in heat | |
| DES.b+2,1 | m, m,SL,SL,SL,SL | 17, 8,5,5,5,5 | i18~20, i20~21 i1~6 i1~5 i1~5 i1~3 | -3c | +5 | * Spike
* Weapon
* Combo from 1st hit with 17F delay
* Move can be delayed by 10F
* Input can be delayed by 23F
* 3 chip damage on block
* 7 chip damage on block in heat | |
| DES.uf+2 | h,h,h,h,h | 5,5,5,5,5 | i10~14 i1~5 i1~5 i1~5 i1~1 | +35a (+28) | * Weapon
* Only hits airborne opponents | ||
| SBT.4 | M | 22,5 | i17~19 | -27 | +68a | Steel pedal
* Low crush 26~71
* Floating state 72~74 | |
| FC.d+4 | l | 6 | i12 | -15 | -4 | * High crush 1~ | |
| ub+4,1,1,2,1,1,3+4 | m, m, m, h, h, m,M,M, L | 10, 12, 9, 5, 5, 3,3,3, 7 | i18, ,i27~28 | -29 | +15a | *
* Floating state 5~50 | |
| SBT.1,2,1 | m, m, m | 12, 13, 7 | i13~14, ,i20~21 | -12 | -20 | -12 | * Combo from 2nd CH
* Less safe on hit than on block without CH
* Low crush 26~102
* Floating state 103~105 |
| 2,3 | h, m | 10, 8 | i12, i22~23 | -10 | +1 | * Knee
* Combo from 1st CH with 2f delay | |
| f+2,3 | m, h | 12, 8 | i17~18, i22 | -8 | +4 | * Balcony Break
** on airborne hit
* Combo from 1st CH with 1f delay
* Transition to r40 DES with 1+2
* Low crush 17~38
* Floating state 39~41 | |
| d+2 | M | 8 | i24~26 | -14 | +2c | Spike | |
| uf+4 | m | 8 | i15~16 | -15 | -4 | * Low crush 9~37
* Floating state 38~40 | |
| uf+4,4 | m, M | 8, 8 | i15~16, i24~26 | -13 | +45a (+37) | * Spike
* Combo from 1st hit with 2f delay
* Low crush 9~41
* Floating state 42~44 | |
| FC.d+2 | sl | 8 | i11 | -4 | +7 | * High crush 1~ | |
| ub+4,1,1 | m, m, m | 10, 12, 9 | i18, ,i21 | -20 | -9 | * Elbow
* Combo from 2nd hit
* Combo from 1st CH | |
| DES.f+2 | m,m | 9 | i15 i1~1 | -9 | +0c | * Weapon
* Timestop on hit?
* 2 chip damage on block
* 3 chip damage on block in heat | |
| DES.f+2,1 | m,m, m,m | 9, 9 | i15 i1~1, i23 i1~1 | -12 | -3c | * Weapon
* Combo from 1st hit with 1?F delay
* Move cannot be delayed
* Timestop on hit?
* 2 chip damage on block
* 3 chip damage on block in heat
* During heat: Transition to r20 DBT at -6/+3 with 3_4; partially uses remaining heat time | |
| 1,2 | h, h | 5, 10 | i10, i12 | -3 | +8 | Jail from 1st attack with 4f delay | |
| 2 | h | 10 | i12 | -6 | +5 | ||
| 3 | m | 10 | i13~14 | -12~-11 | -1~+0 | ||
| f+3 | h | 10 | i14~15 | -14 | -3 | ||
| df+1 | m | 10 | i13 | -6 | +5 | +8 | * +5c on hit against crouching opponents |
| db+2 | m | 10 | i18~19 | -18 | -5 | ||
| db+2,2 | m, m | 10, 10 | i18~19, i19~20 | -9 | +5 | * Combo from 1st hit with 12f delay
* Input can be delayed 15f
* Move can be delayed 14f
* Enter DES with 1+2 | |
| ub+4 | m | 10 | i18 | -9 | +7 | * Low crush 9~31
* Floating state 32~34 | |
| f,F+1+2 | m,m | 5,10 | i17~18 i12~13 | -9 | +4 | +13 | 13 extra damage on CH, 28 in total |
| FC.d+3 | L | 10 | i16 | -17 | -6 | * High crush 1~ | |
| db+3 | L | 11 | i16 | -13 | -2 | +3 | * High crush 4~ |
| f+2 | m | 12 | i17~18 | -4 | +7 | * Enter DES with 1+2 | |
| d+4 | L | 12 | i17~18 | -12 | -1 | +8g | |
| b+2 | m | 12 | i18 | -9 | +1 | ||
| ub+4,1 | m, m | 10, 12 | i18, i25~27 | -21 | -8 | Combo from 1st CH
* High crush 24~ | |
| f,F+3 | m | 12 | i18~19 | -14 | -6 | * Low crush 15~41
* Floating state 42~44 | |
| ws1 | M | 12 | i13~14 | -12 | -1 | * Elbow | |
| ws1,2 | M, h | 12, 12 | i13~14, i24~25 | -5 | +6 | * Combo from 1st hit
* Enter DES with 1+2 | |
| SBT.1 | m | 12 | i13~14 | -15 | +0 | * Low crush 26~46
* Floating state 47~49 | |
| df+4 | m | 13 | i12 | -7 | +4 | ||
| DBT.f+2 | L | 13 | i19~20 | -12 | +6 | * Weapon
* 3 chip damage on block
* 5 chip damage on block in heat | |
| SBT.1,2 | m, m | 12, 13 | i13~14, i18~19 | -9 | +2 | +7c | * Spike
* Combo from 1st hit with 1f delay
* Rest of the string is natural on CH
* Low crush 26~64
* Floating state 65~67 |
| f+4 | m | 14 | i16 | -9 | +1 | * Homing
* Enter DES with 1+2 | |
| f+4,1 | m, h | 14, 14 | i16, i25~26 | -9 | +15d (+7) | * Balcony Break
* Head
* Combo from 1st hit | |
| df+3 | m | 14 | i16 | -9 | +1 | ||
| b+1 | m | 15 | i15~16 | -5 | +8 | * High crush 12~ | |
| ub+4,1,1,2,1,1,3+4,3 | m, m, m, h, h, m,M,M, L, m | 10, 12, 9, 5, 5, 3,3,3, 7, 15 | i18, ,i20~21 | -65 | -40 | * Combo from 7th hit
* Low crush 9~ | |
| uf+3 | m | 15 | i17~18 | -52 | -25 | * Transition to SBT with input 3_4
* Transition to DBT with input f+3_f+4
* on
* whiff:
* Low crush 9~31
* Floating state 32~34
* oh
* hit/block:
* Low crush 9~61
* Floating state 62~64 | |
| f,F+3,4 | m, h | 12, 15 | i18~19, i19~20 | -10 | +20a (+11) | * Balcony Break
* Combo from 1st hit
* Jail from 1st block
* Enter DES with 1+2
* Low crush 15~48
* Floating state 49~51 | |
| f,f,F+3 | m | 15 | i18~19 | -4 | +6 | * Balcony Break
** on airborne hit
* Low crush 3~30
* Floating state 31~33 | |
| ws4 | m | 15 | i11~12 | -5 | +6 | ||
| df+2 | m | 16 | i16~17 | -9 | +32a (+22) | * +7 on hit against crouching opponent
* Does not launch crouching opponent except on CH | |
| SS.4 | L | 16 | i24~25 | -12 | +2 | * High crush 6~35 | |
| FC.1+2 | L,L | 10,16 | i21~23 i6~8 | -11c | +5c | * Enter DES with n,1+2
* High crush 1~55 | |
| 1,2,d+2 | h, h, l | 5, 10, 17 | i10, ,i27~28 | -11 | +2 | +33a | * Combo from 2nd CH
* Input can be delayed 8f
* Move can be delayed 7f |
| df+1,4 | m, m | 10, 17 | i13, i26~27 | -11 | +3c | +13c | * Spike
* Combo from 1st CH
* Transition to DES with 1+2 |
| df+3,3 | m, L | 14, 17 | i16, i23~24 | -12 | +1 | +14a | * Spike
* Combo from 1st hit with 9f delay
* Input can be delayed 16f
* Move can be delayed 12f |
| d+3 | L | 17 | i23~32 | -10~-1 | +8c~+17c | +32a | BKP transition is -18~-10
* Low crush 9~23
* Floating state 24~26 |
| db+4 | L | 17 | i20~21 | -14 | +2c | +12g | * High crush 6~ |
| b+2,1 | m, m | 12, 17 | i18, i25~26 | -13 | +3c | +17a | * Spike
* Combo from 1st hit with 7f delay
* Move can be delayed 12f |
| b+4 | m | 17 | i15~16 | -13 | -4 | +54a | Knee |
| b+4,4 | m, M | 17, 17 | i15~16, i25~27 | -37 | +9a (-1) | * Tornado
* Combo from 1st hit
* Transition to SBT -19 +27a (+17) with input 3_4
* Transition to DBT -19 +27a (+17) with input f+3_f+4
* Low crush 25~62
* Floating state 63~65 | |
| DBT.3 | L | 17 | i16~20, i1~5 | -14 | +4c~+8c | +28a | * Frame advantage +8c~+12c on shallow hit, +32 on CH
* Listed states are on hit only
* Low crush 26~34
* High crush 35~
* Floating state 34~38 |
| DES.b+2 | m | 17 | i18~20 | -12 | +0 | +18a | * Weapon
* 5 chip damage on block
* 6 chip damage on block in heat |
| DES.d+1 | L,L,L,L,L | 17 | i20~24 i1~5 i1~5 i1~5 i1~3 | -13 | +4 | * Weapon
* Combo from any hit
* 1 chip damage on block
* 6 chip damage on block in heat
* High crush 4~48 | |
| DES.d+2 | L,L,L | 3,3,17 | i22~23 | -14 | +0c | * Homing
* Weapon
* Combo from any hit
* Transition to DBT (-22/+4) with 3_4
* 5 chip damage on block
* 7 chip damage on block in heat
* High crush 22~91 | |
| SBT.3 | L | 17 | i16~20, i1~5 | -14 | +4c~+8c | +28a | * Frame advantage +8c~+12c on shallow hit, +32 on CH
* Listed states are on hit only
* Low crush 26~34
* High crush 35~
* Floating state 34~38 |
| 1,1 | h, h | 5, 18 | i10, i21 | -3 | +5 | +14a | * Combo from 1st hit with 4f delay
* Input can be delayed 8f
* Enter DES with 1+2 |
| f,F+2 | m | 18 | i16~17 | -18 | +5a | * Balcony Break | |
| ws3 | m | 18 | i19~20 | +4 | +15 | * Cancel with B
* Actionable after 15 frames | |
| CLK.B | m | 18 | i19~20 | -12 | -1 | * Cancel with B | |
| 1,2,2 | h, h, h | 5, 10, 20 | i10, ,i20~35 | -9~+6 | +21a (+6) | * Tornado
* Balcony Break
** on airborne hit
* Weapon
* Combo from 2nd CH with 1f delay
* 6 chip damage on block | |
| 2,3,4 | h, m, L | 10, 8, 20 | i12, ,i42~45 | -13 | +13a | * Low crush 24~39
* Floating state 40~42 | |
| 3,2 | m, h | 10, 20 | i13~14, i26~27 | -2 | +20a (+11) | * Heat Engager
* Heat Dash +5, +34a (+27)
* Homing
* Balcony Break
* Weapon
* Combo from 1st hit
* 6 chip damage on block
* 10 chip damage on block in heat
* Does not transition to DES when using Heat Dash | |
| 3,f+2 | m, m | 10, 20 | i13~14, i24~28 i1~4 i1~4 i1~4 i1 | -12 | +5 | * Weapon
* Combo from 1st hit
* 2 chip damage on block
* 6 chip damage on block in heat | |
| f+2,1 | m, m | 12, 20 | i17~18, i24~25 | -12 | +14c | * Heat Engager
* Heat Dash +5, +62a (+42)
* Balcony Break
* Weapon
* Combo from 1st hit
* 6 chip damage on block
* 10 chip damage on block in heat
* Does not transition to DES when using Heat Dash | |
| f+3,2 | h, h | 10, 20 | i14~15, i25 | -4 | +38d (+30) | * Balcony Break
* Weapon
* Combo from 1st hit
* 6 chip damage on block
* 10 chip damage on block in heat | |
| df+1,1 | m, h | 10, 20 | i13, i30~31 | +1 | +8 | * Balcony Break
** on airborne hit
* Combo from 1st CH with 2f delay | |
| d+2,4 | M, M | 8, 20 | i24~26, i18~21 | -9 | +28a (+13a) | * Combo from 1st hit
* Enter DES with 1+2
* Low crush 21~43
* Floating state 44~46 | |
| d+4,1+2 | L, h | 12, 20 | i17~18, i20~21 | +0 | +11a (+2) | * Balcony Break
* Head
* Jail from 1st normal hit
* Combo from 1st CH | |
| d+3+4 | L | 20 | i27~i28 | -37 | +67a (+51) | * Homing
* Enter DES with 1+2
* High crush 20~40
* Floating state 5~55 | |
| b+2,4 | m, h | 12, 20 | i18, i16~17 | -7 | +12g | +36a | * Balcony Break
* Combo from 1st hit with 12f delay |
| b+4,3 | m, m | 17, 20 | i15~16, i29~30 | -11 | +6c | +10a | * Spike
* Combo from 1st hit
* Enter DES with 1+2
* Low crush 17~24
* Floating state 25~27 |
| ub+4,1,1,2,1,1,3+4,3,2 | m, m, m, h, h, m,M,M, L, m, M | 10, 12, 9, 5, 5, 3,3,3, 7, 15, 20 | i18, ,i17~22 | -30 | -38a (-45) | * Combo from 8th hit
* Available only as combo from previous hit
* Low crush 1~ | |
| ub+4,1,1,2,1,1,3+4,3,2,2 | m, m, m, h, h, m,M,M, L, m, M, M,M,h,h | 10, 12, 9, 5, 5, 3,3,3, 7, 15, 20, 2,2,2,20 | i18, ,i13~16 1~5 i1~6 i1~8 | -23 | +3a (-15) | * Weapon
* Combo from 9th hit
* Last chainsaw hit rarely connects because of its high hitbox, -17 if blocked
* 1 chip damage on block
* 3 chip damage on block in heat
* Low crush 16~ | |
| ub+3+4,1+2 | M, m | 25, 20 | i37~39, i26~27 | -14 | +32a (+22) | Head
* Low crush 48~67
* Floating state 68~70 | |
| uf+1 | m,m,m | 19,19,20 | i19~20 i25 i17 | -13 | +68a (+52) | * Tornado
* Transition to SBT on hit with 3_4
* Transition to DBT on hit with f+3_f+4
* 2nd and 3rd hit available only as combo from 1st hit
* Low crush 20~40
* Floating state 41~43 | |
| uf+3+4 | M | 20 | i38~40 | +0~+3 | +9 | Spike
* Low crush 9~41 | |
| f,f,F+3,4 | m, m | 15, 20 | i18~19, i20~22 | -7 | +31a (+5) | * Balcony Break
* Combo from 1st hit
* Jail from 1st block
* Low crush 3~50
* Floating state 51~53 | |
| ws1+2 | m | 20 | i20~21 | -8 | +21 | * Homing
* Hold input to power up | |
| BT.4 | m | 20 | i16~17 | -3 | +19a (+2) | * Balcony Break
* High crush 5~12 | |
| CLK.3 | m | 20 | i13~14 | -9 | +12g | * Strong Aerial Tailspin
* Balcony Break
* Combo from 1st hit
* Power up after 2 or more spins (i19?)
* Interrupt with i8 from 1st block | |
| CLK.d+3 | L | 20 | i30~31 | -12 | +73a (+57) | * 8 chip damage on block
* High crush 9~ | |
| DBT.1+2 | m,m,M,M | 5,5,5,20 | i12~15 i1~4 i1~5 i1~6 | +0 | +21a (+0) | * Balcony Break
* Spike
* Weapon
* Jail from 1st attack
* 6 chip damage on block
* 9 chip damage on block in heat
* Low crush 17~66
* Floating state 67~69 | |
| DES.2,1 | M,M,m, h! | 5,5,5, 20 | i20~21 i1~2 i1~2, i28~56 | +85a (+69) | * Tornado
* Weapon
* Available only as a combo from 1st hit | ||
| DES.1+2 | h,h,h | 7,7,20 | i16~18 i5~7 i9~11 | +4 | +15g | * Homing
* Balcony Break
* Weapon
* 6 chip damage on block
* 12 chip damage on block in heat
* Jails | |
| DES.f+1+2,1+2 | m,m,m,m,m,m,m,m, m | 29, 20 | i23~27 i1~5 i1~4 i1~4 i1~5 i1~5 i1~4 i1~1, i20~26 | -53 | +41a | * Weapon
* 6 chip damage on block
* 10 chip damage on block in heat | |
| SBT.1+2 | h! | 20 | i27~28 | +8 | * Balcony Break
* Weapon
* Low crush 26~53 | ||
| u+1+2 | m | 21 | i33~34 | -5 | +56a | * Spike
* Low crush 7~33
* Floating state 34~36 | |
| u+1+2 | m | 21 | i33~34 | -5 | +56a | * Spike
* Low crush 7~33
* Floating state 34~36 | |
| BKP.1 | h | 21 | i11~13 | +4~+6 | +27a (+1) | * Strong Aerial Tailspin
* Balcony Break
* 9 chip damage on block
* Transition to SBT at +6/+29 (+3) with 3 or 4
* Transition to DBT at +6/+29 (+3) with f+3 or f+4 | |
| DES.f+1 | h | 21 | i11~13 i1~3 i1~3 i1~3 i1~3 i1~3 i1~1 | +3 | +9 | * Weapon
* 1 chip damage on block
* 7 chip damage on block in heat | |
| 1,2,d+2* | h, h, l | 5, 10, 22 | i10, ,i36~37 | -10 | +34a | * Input can be delayed 8f
* Move can be delayed 7f | |
| 2,2 | h, h | 10, 22 | i12, i20~35 | -13~+2 | +15a (+5) | * Balcony Break
* Combo from 1st hit
* 2nd hit available on hit or block only | |
| 1+2 | m | 22 | i19~20 | -4 | +15a | * Heat Engager
* Heat Dash +5, +67a (+50)
* Balcony Break
* Spike
* Head
* 6 chip damage on block | |
| 1+2 | m | 22 | i19~20 | -4 | +15a | * Heat Engager
* Heat Dash +67a (+50) on hit, +5 on block
* Balcony Break
* Spike
* Head
* 6 chip damage on block | |
| f+2,3,3 | m, h, m | 12, 8, 22 | i17~18, ,i35~36 | -10 | +12a (-3) | * Balcony Break
* Combo from 2nd hit | |
| b+2,3 | m, m | 12, 22 | i18, i23~24 | -15 | +9a (-8) | * Tornado
* Balcony Break
* Combo from 1st hit with 9f delay
* Move can be delayed 12f
* Low crush 21~60
* Floating state 61~63 | |
| b+3 | m | 22 | i20~22 | -8 | +5a (-4) | * Homing
* Balcony Break | |
| b+3+4 | m | 22 | i18~19 | -17 | +32a (+22) | * Tornado
* Actually a js5 low crush (framedata display bug?)
* Low crush 6~35
* Floating state 36~53 | |
| uf+2 | h | 22 | i16~17 | -2 | +20a (+11) | * Heat Engager
* Heat Dash +5, +62a (+42)
* Homing
* Balcony Break
* Weapon
* 6 chip damage on block
* 11 chip damage on block in heat | |
| f,F+4 | m,m | 14,22 | i22~29 i34~39 | -9~-2 | +9a (+0) | * Balcony Break
* Knee
* Transition to attack throw on front hit only
* +8a (-1) on BT hit
* Just frame input: Input 1 during frames 16-19? to add 5 more dmg | |
| CLK(Two spins).3 | m | 22 | i13~14 | +0 | +63a (+43) | * Balcony Break
* Effective startup time is i32~33?
* 8 chip damage on block | |
| ub+2 | h | 23 | i16~20 | -9 | +38a (-20) | * Balcony Break
* 9 chip damage on block, +0 block advantage on attack absorption
* Power crush 7~15
* Floating state 20~30 | |
| ub+2 | h | 23 | i16~20 | -9 | +38a (-20) | * Balcony Break
* 9 chip damage on block, +0 block advantage on attack absorption
* Power crush 7~15
* Floating state 20~30 | |
| ws1,2,3 | M, h, m | 12, 12, 23 | i13~14, ,i25~26 | -10 | +33a (+23) | * Combo from 2nd CH with 5f delay
* Input can be delayed 10f
* Enter DES with 1+2 | |
| DES.f+2,1,2 | m,m, m,m, m,m | 9, 9, 23 | i15 i1~1, ,i23~24 i4~5 | -13 | +30d | * Heat Engager
* Heat Dash +5, +62a (+42)
* Weapon
* Combo from 1st or 2nd CH with 3?F delay
* Move cannot be delayed
* 6 chip damage on block
* 7 chip damage on block in heat | |
| 4 | h | 24 | i13~14 | -5 | +14g | +38a | * Homing
* Balcony Break |
| f+4,1,4 | m, h, m | 14, 14, 24 (19) | i16, ,i27~65 | -12~+26g | +1a | * Aerial combo from 2nd hit
* i25-26 bounce, i25-26 travel,
(---)/i35(27-65) travel then explosion ,
-3(-11) and -1(-9) for explosion then hit, respectively | |
| f,f,F+1+2 | M | 24 | i18~36 | -3 | -17a (-26) | * Balcony Break
* Low crush 5~36
* Floating state 37~67 | |
| ws2 | m | 24 | i17~18 | -13 | +33a (+23) | * Tornado
* Transition to SBT 3_4
* Transition to DBT f+3_f+4 | |
| ws1+2* | m | 24 | i28~29 | -4 | +21 | * Homing
* Hold input to power up | |
| 2,3,3 | h, m, m | 10, 8, 25 | i12, ,i20~22 | -11 | +16a (-7) | +61a (+41) | * Strong Aerial Tailspin
* Balcony Break
* Combo from 2nd hit with 9f delay
* Input can be delayed 12f
* Move can be delayed 11f
* Low crush 13~41
* Floating state 42~44 |
| f+3,1+2 | h, m | 10, 25 | i14~15, i24~25 | -13 | +8 | * Balcony Break
* Weapon
* Combo from 1st hit
* 7 chip damage on block
* 12 chip damage on block in heat | |
| f+1+2 | m | 25 | i14~15 | -12 | +14g | * Balcony Break
* Enter SBT -16 +10g r25 with 3_4
* Enter DBT -16 +10g r25 with f+3_f+4
* Opponent recovers crouching | |
| b+1+3,P | m! | 25 | i20~21 | -5a (-14) | * Balcony Break
* Interrupt with i11 after parry
* High crush 1~39 | ||
| b+1+2 | m | 25 | i19~20 | -13 | +8 | * Balcony Break
* Weapon
* 7 chip damage on block
* 12 chip damage on block in heat
* 10 chip damage and -9 block advantage on attack absorption
** 12 chip damage in heat
* Power crush 7~18 | |
| ub+3+4 | M | 25 | i37~39 | +2c~+4c | +25a | Spike
* Low crush 5~39 | |
| f,F+2,3 | m, m | 18, 25 | i16~17, i22~24 | -13 | +28a (+2) | * Balcony Break
* Combo from 1st hit with ~7~8?F delay (character-dependent)
* Input can be delayed 14F
* Move can be delayed 8F | |
| f,F+3,4,4 | m, h, m | 12, 15, 25 | i18~19, ,i27~29 | -10 | +20a | * Balcony Break
* Combo from 2nd hit
* Enter DES with 1+2 | |
| DBT.2 | M,M,h,h,h | 25 | i16~18 i1~5 i1~5 i1~5 i1~1 | -14 | +32a (+14) | * Weapon
* Jail from 1st attack
* 2 chip damage on block
* 4 chip damage on block in heat
* Low crush 17~66
* Floating state 67~69 | |
| DBT.f+2,2 | L, m | 13, 25 (17) | i19~20, i35~37 | -33 | -6a (-13) | * Balcony Break
* Weapon
* Combo from 1st hit
* 7 chip damage on block
* 10 chip damage on block in heat
* Low crush 35~67
* Floating state 68~70 | |
| DES.d+3,1 | m | 25 | ,i20~21 | -13 | +14c | * Balcony Break
* Weapon
* 7 chip damage on block
* 12 chip damage on block in heat | |
| OTG.db+1+2 | L | 25 | i25~27 | -14 | +4a | * Spike
* Weapon | |
| SBT.2 | m | 25 | i16~27 | -8 | +6a (-4) | * Balcony Break
* Elbow
* Transition to DES with SBT.1+2
* Hitstop 20f on hit
* Low crush 26~63
* Floating state 64~66 | |
| DES.uf+1+2 | m,M,M | 27 | i29~31 i1~3 i1~2 | -9c | +23a | * Spike
* Weapon
* 2 chip damage on block
* 6 chip damage on block in heat
* Cancel to standing with DES.1+2
* Low crush 5~25
* Floating state 26~28 | |
| df+1,1,2 | m, h, h | 10, 20, 28 | i13, ,i22~25 | +6 | +8 | * Weapon
* Combo from 2nd hit
* 2 chip damage on block
* 8 chip damage on block in heat | |
| ws1+2** | m | 28 | i39~40 | +0 | +33a | * Homing
* 11 chip damage on block | |
| DBT.f+1+2 | m,m,m,m,m | 28 | i17-18, i8~9, i8~9, i8~9, i8~9 | +4 | +25a (-1) | * Balcony Break
* Weapon
* 8 chip damage on block
* Low crush 1 | |
| H.f,F+2,1+2 | m, m,m,m,m,m | 18, 28 | i16~17, i22-23 | +3 | +25a (-1) | * Balcony Break
* Weapon
* Combo from 1st hit
* 7 chip damage on block
* Partially uses remaining heat time
* Low crush 15~ | |
| DES.f+1+2 | m,m,m,m,m,m,m,m | 29 | i23~27 i1~5 i1~4 i1~4 i1~5 i1~5 i1~4 i1~1 | +1 | +33a | * Weapon
* Combo from any hit
* Transition to DBT (+4/+36a) with 3_4
* 5 chip damage on block
* 8 chip damage on block in heat | |
| b+1,1+2 | m, SL,m | 15, 1,30 | i15~16, i25~40 i26~28 | -16 | +71a | * Tornado
* Head
* Input can be delayed 13f
* 2nd hit combos into 3rd on CH only | |
| uf+3,2 | m, m | 15, 30 | i17~18, i17~22 | -14 | +32a (-26) | * Balcony Break
* Spike
* Combo from 1st hit
* Available only as a combo from 1st hit
* Low crush 9~58
* Floating state 59~75
* High crush 76~85 | |
| f,f,F+2 | h | 30 | i13~15 | +5~+7 | +28a (+20) | * Balcony Break
* 9 chip damage on block
* Enter DES with 1+2
* Low crush 3~27
* Floating state 28~30 | |
| BKP.3 | m | 30 | i24~27 | -9 | +72a | Balcony Break
* Low crush 15~40
* Floating state 41~43 | |
| BKP.4 | m | 30 | i18~23 | -9~-4 | +31a (+21) | * Tornado
* Knee
* Low crush 17~52
* Floating state 53~55 | |
| DBT.1 | h,h,h,h,h,h | 30 | i24~28 i1~6 i1~6 i1~6 i1~6 i1~2 | +9 | +11g | * Weapon
* Jail from 1st attack
* 3 chip damage on block
* 12 chip damage on block in heat
* Low crush 17~34
* Floating state 35~37 | |
| SBT.1,2,1,3+4 | m, m, m, m,m | 12, 13, 7, 33 | i13~14, ,i18 | -18 | +4 (-13) | * Balcony Break
* Combo from 3rd hit
* Combo from 2nd CH
* Transition to DES with input SBT.1,2,1,3+4,1+2
* Low crush 26~150
* Floating state 151~153 | |
| BKP.2 | h | 34 | i11~33 | -9~+13 | +21 (+6) | * Tornado
* 6 chip damage on block | |
| DES.1 | m,m,h,h,h,m | 35 | i13~18 i1~5 i1~7 i1~5 i1~4 i16~17 | -9 | +17a | * Weapon
* 3 chip damage on block
* 7 chip damage on block in heat
* Final hit available only on hit | |
| FUFT.1+2,3 | m | 35 | i22~23 | -10 | +60a | * Balcony Break
* Floating state 1~5
* Low crush 6~54
* Floating state 55~57 | |
| 1+3 | t | 35 | i12~14 | -7 | +0d | * Homing
* Throw break: 1 or 2
* Opponent recovery on hit: FDFT
* Side switch on break | |
| 2+4 | t | 35 | i12~14 | -5 | +0d | * Homing
* Floor Break
* Throw break: 1 or 2
* Opponent recovery on hit: FDFT
* Side switch
* Transition to DES with 1+2 | |
| b+3+4,3+4 | m, M | 22, 37 (25) | i18~19, i56~61 | +5c~+10c | +59a | * Spike
* Aerial combo from 1st hit
* Low crush 6~78
* Floating state 79~81 | |
| Left throw | t | 40 | -3 | -5d | * Throw break: 1
* Opponent recovery on hit: FDFA
* Can side switch on hit | ||
| Right throw | t | 40 | -3 | +0d | * Floor Break
* Throw break: 2
* Opponent recovery on hit: FUFA perpendicular to Alisa | ||
| uf+1+2 | t | 40 | i12~13 | -4 | +3 | * Throw break: 1+2
* Opponent recovery on hit: FUFT | |
| DBT.2,1 | M,M,h,h,h, h | 25, 45 | i16~18 i1~5 i1~5 i1~5 i1~1, i26~28 | -11c | +14a | -28 on whiff.
* Balcony Break
* Spike
* 13 chip damage on block
* 18 chip damage on block in heat
* Low crush 17~100
* Floating state 101~103 | |
| FC.db+1+2 | t | 45 | i11 | -4 | -4 | * Throw break: 1+2
* Opponent recovery on hit: FUFA
* Side switch | |
| DBT.f+1 | M,t | 49 | i19~21 | -9 | +0d | * Weapon
* Transition to attack throw on front standing or airborne hit
* 14 damage +3c vs BT opponent
* 4 chip damage on block
* 7 chip damage on block in heat
* Low crush 17~32
* Floating state 33~35 | |
| H.2+3 | m | 50 (28) | i20~21 | +8 | -15d | * Heat Smash
* Transition to DES with 1+2 (+8)
* Transition to SBT with 3_4 (+10)
* Transition to DBT with f+3_f+4 (+10)
* 8 chip damage on block | |
| b,B+1+4 | h! | 50 | i63~84 | +37a (-18) | * Balcony Break
* Weapon
* Low crush 12~79
* Floating state 80~82 | ||
| b,B+2+3 | m! | 50 | i75~76 | +44 | * Balcony Break
* Head | ||
| 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~ | |
| Back throw | t | 55 | +0d | * Floor Break
* Throw break: none
* Opponent recovery on hit: FDFA
* Side switch | |||
| 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 | |
| H.d+1+2 | * Cancel to r30 with db
* Consumes 60F of remaining Heat time
* 75% damage reduction when absorbing attacks
* Damage absorbed is recoverable
* No hitstop during attack absorption
* Automatic standing guard from frames 1 to 5
* Can standing or crouching guard starting at frame 31
* Power crush 6~30? | ||||||
| H.f+1+4 | * Consumes 150F of remaining Heat time
* Low crush 18~40
* Floating state 41~43 | ||||||
| 1+2+3 | Can transition to DES with held input 1+2 | ||||||
| 1+2+4 | |||||||
| f+3+4 | * Low crush 26~54
* Floating state 55~57 | ||||||
| d+1+2 | * Transition to r30 with db or d+1+2
* Transition to DBT with DES.f+3_f+4 | ||||||
| db+1 | * Transition to FC with D
* Can perform WS moves after 24 frames
* High crush 4~15 | ||||||
| db+1 | * Transition to r9? FC with D or after d+3 BKP transition
* Can perform WS moves after 24 frames
* High crush 4~15 | ||||||
| b+1+3 | * Parries all highs
* Parry state 3~15 | ||||||
| 1+2+3+4 | * Cannot block for 5 seconds
* CH state for 5 seconds
* Transition to DES with 1+2
* Low crush 11~49
* Floating state 50~52 | ||||||
| (Back to wall).b,b,UB | * is8~13
* Low crush 14~57
* Floating state 58~60 | ||||||
| DES.3 | |||||||
| DES.b,b | |||||||
| DES.b+3 | * Low crush 7~33
* Floating state 34~36 | ||||||
| DES.d+3 | * DES.d+3_4 goes to foreground, DES.u+3_4 goes to background
* Transition to r20 DBT with 3_4
* Low crush 5~22
* Floating state 23~25 | ||||||
| DES.f,f | |||||||
| DES.f+3 | * Cancel to r33 with DBT.b
* Transition to r50 SS with DBT.u_d
* Low crush 18~40
* Floating state 41~43 | ||||||
| DES.f+3 | * Cancel to r33 standing block with DBT.B
* Transition to Evasive Action with input DBT.U_D
* Low crush 18~40
* Floating state 41~43 | ||||||
| FUFT.1+2 | * Floating state 1~5
* Low crush 6~40
* Floating state 41~43 | ||||||
| SBT.D | * Transition to r32 BKP with B (Backswing)
* High crush 34~ |