Command | Hit level | Damage | Startup | Block | Hit | Counter hit | Notes |
---|---|---|---|---|---|---|---|
H.2+3 | m,t | 12,11,27 | i16 | +10g | -6 | * Heat Smash * Floor Break * 17 chip damage on block * Transition to attack throw on hit * +15a if only the last hit connects * +11d (-24) if only the last two hits connect * 2nd hit damage 11 > 18 if 1st hit whiffs * 3rd hit damage 27 > 30 if 1st hit whiffs * Hit level becomes m,m,m on block/whiff Low crush 5~ | |
R.df+1+2 | m,t | 55+ | i20 | -15 | +0d | * Rage Art * Damage increases with lower health * Removes recoverable health on hit * Input can be held Power crush 8~ | |
1 | h | 6 | i10 | -2 | +9 | ||
1,1 | h,m | 6,15 | ,i24 | -7 | +4 | * Combo from 1st CH with 3f delay * Links to f+1 extensions * Interrupt with i4 from 1st block | |
1,1,3 | h,m,m | 6,15,17 | ,i21~22 | -5 | +6 | +14c | * Combo from 2nd CH with 9f delay * Input can be delayed 10f |
1,2 | h,m | 6,9 | ,i22~23 | -8 | +6 | * Combo from 1st hit * Combo from 1st CH with 3f delay | |
1,2,3 | h,m,m | 6,9,24 | ,i31~33 | -2 | +29a (+20) | * Balcony Break * Chip damage on block * Cancel to r18 with B * Interrupt with i15 from 2nd block * Last input can be held to power up | |
1,2,3* | h,m,m | 6,9,26 | ,i52~53 | +6 | +28a (+19) | * Balcony Break * Chip damage on block * Cancel to r15 with B * Interrupt with i36 from 2nd block | |
1,2,4 | h,m,m | 6,9,20 | ,i18~19 | -12 | +12s | * Combo from 1st CH * Combo from 2nd CH with 1f delay | |
1,3 | h,l | 6,10 | ,i21 | -11 | +0 | * Combo from 1st hit with 2f delay * Combo from 1st CH with 3f delay | |
2 | h | 9 | i12 | -7 | +2 | ||
2,1 | h,h | 9,10 | ,i18~19 | -6 | +6 | * Elbow * Jail from 1st attack with 1f delay | |
2,1,2 | h,h,m | 9,10,16 | ,i26~27 | -10 | +16a (-1) | * Tornado * Balcony Break * Combo from 2nd CH with 1f delay * Interrupt with i8 from 2nd block | |
2,1,d+1+2 | h,h,m | 9,10,23 | ,i28~30 | -9 | +3c | +38a | * Spike * Combo from 2nd CH with 1f delay * Cancel to r20 with B * Cancel to FC with D * Interrupt with i10 from 2nd block |
2,3 | h,m | 9,16 | ,i22~23 | -17 | +14g | * Balcony Break * Combo from 1st hit with 1f delay * Opponent recovers crouching on hit <div class="plainlist"> * ,Low crush 18~41 * ,fs42~44</div> | |
3 | m | 17 | i14 | -7 | +9 | ||
3,1 | m,m | 17,17 | ,i18~19 | -11 | +8 | +35a (+27) | * Combo from 1st hit with 14f delay * Input can be delayed 14f * Move can be delayed 10f * Balcony break on CH |
4 | h | 18 | i11 | -9 | +7 | +32a | Balcony break on CH |
1+2 | m | 21 | i16 | -9 | +27a | ||
1+4 | sl,h | 5,8 | i14 i17 | -3 | -3 | +4 | * Jail from 1st attack |
1+4,2 | sl,h,h | 5,8,10 | ,i19 | -2 | +9 | * Combo from 2nd CH | |
1+4,2,4 | sl,h,h,m | 5,8,10,26 | ,i24 | -9 | +4 | +17a (+8) | * Combo from 3rd CH * Balcony break on CH |
1+4,2,d+4 | sl,h,h,L | 5,8,10,15 | ,i24~25 | -23 | +27d | * Combo from 3rd CH ,High crush 10~38 | |
1+4,3 | sl,h,m | 5,8,25 | ,i31~33 | -2 | +29a (+20) | * Balcony Break * Chip on block * Cancel to r18 with B * Interrupt with i18 from 2nd block * Last input can be held to power up * Link to attack from Spinning Heel Drop (f+3) | |
3+4 | m,M | 10,21 | i23~24 i6~8 | -6 | +25a | * Spike * Cancel to FC with D * r44 on grounded hit <div class="plainlist"> * Low crush 5~33 * fs34~36</div> | |
f+1 | m | 17 | i20 | -7 | +4 | ||
f+1,3 | m,m | 17,17 | ,i21~22 | -5 | +6 | +14c | * Combo from 1st CH with 9f delay * Input can be delayed 10f |
f+1,4 | m,L | 17,26 | ,i25~27 | -26 | +24a | * Homing * Combo from 1st CH * Input can be delayed 15f * Interrupt with i11 from 1st block * Cancel to FC -24 -13 r43? with DB ,High crush 6~ | |
f+2 | M | 20 | i17~18 | -18 | +33a (+23) | * Cancel to r11 FC with D * Gain NWG on hit with 1 * hit advantage becomes +26a (+16) on NWG gain | |
f+3 | m | 24 | i31~i33 | -2~+0 | +29a (+20) | * Balcony Break * Chip damage on block * Cancel to r33 with B | |
f+3* | m | 26 | i52~i53 | +6~+7 | +28a (+19) | * Balcony Break * Chip damage on block * Cancel to r55? with B | |
f+3** | m! | 28 | i70~71 | +28a (+19) | +28a (+19) | * Balcony Break * Cancel to r58? with B | |
f+4 | h | 21 | i19~21 | +3 | +28a | * Homing * Balcony break on CH | |
f+1+2 | h | 26 | i15~16 | -9 | +19a (+9) | * Heat Engager * Heat Dash +43a (+35) on hit, +5 on block * Balcony Break * +0 on block after absorbing an attack * Chip damage on block after attack absorption * Gain Naniwa Gusto on Heat activation Power crush 7~14 | |
f+2+3 | h | 21 | i23~24 | +0 | +25a | * Balcony Break * Sabaki, parries high or mid punches * +51a on a successful parry Parry state 4~15 | |
f+3+4 | M | 27 | i29~30 | -1 | +18a (+9) | * Balcony Break * Chip damage on block * Gain NWG on hit * -2a (-11) on hit after NWG gain | |
df+1 | m | 10 | i13~14 | -3 | +8 | ||
df+1,2 | m,h,t | 10,13,25 | ,i22 | -3 | +0d | * Floor Break * Combo from 1st CH with 2f delay * Combo from 1st hit when off-axis to the left or right * Input can be delayed 7f * +18a on off-axis hit, +16a on BT hit * Transition to attack throw on standing front hit * Won't transition to throw if opponent is too far (Jack-8 range 3.3~), gives +13 on hit instead | |
df+1,4 | m,m | 10,22 | ,i23~24 | -12 | +22a (+17) | +59a | * Balcony Break * Combo from 1st CH with 1f delay * Input can be delayed 7f |
df+2 | m | 14 | i15~16 | -6 | +35a (+25) | +5s on crouch hit | |
df+3 | M | 23 | i20~21 | -8 | +12a | Balcony Break | |
df+4 | m | 16 | i12 | -9 | +2 | ||
df+3+4 | L | 22 | i28~30 | -26 | +70a (+54) | * Homing * Alternate input: 3~4 * Cancel to r47? FC with DB High crush 6~ | |
d+2 | m | 18 | i18 | -4c | +9c | * Heat Engager * Heat Dash +67a (+50), +5 on block * Spike * Gain NWG on Heat activation | |
d+1+2 | L | 20 | i20 | -18 | +11a | Spike High crush 10~39 | |
d+3+4 | l,h | 5,20 | i14 i9~12 | -8 | +30a (+20) | * Combo from 1st CH * -25 if 1st hit is blocked <div class="plainlist"> * Low crush 5~42 * fs43~45</div> | |
db+1 | m | 13 | i14 | -10 | +6 | High crush 6~13 | |
db+1,2 | m,h | 13,20 | ,i26~27 | -9 | +22a (+13) | * Heat Engager * Heat Dash +34a (+27) on hit, +5 on black * Balcony Break * Combo from 1st hit with 8f delay * Gain NWG on Heat activation | |
db+1,4 | m,m | 13,25 | ,i28~29 | -15 | +16a (+9) | * Tornado * Combo from 1st hit <div class="plainlist"> * ,Low crush 29~46 * ,fs47~49</div> | |
db+2 | m | 22 | i20~21 | -11 | +32a (+22) | Tornado High crush 3~17 | |
db+3 | L | 17 | i20 | -12 | +4c | +14g | |
db+4 | L | 14 | i22~24 | -11 | +0 | +3 | Transition to r22 FC with D High crush 6~41 |
db+4,3 | L,h | 14,21 | ,i17 | -3 | +39a (+29) | Combo from 1st CH with 1f delay | |
db+4,4 | L,L | 14,15 | ,i31~33 | -7 | +4 | +35a | Transition to r22 FC with D High crush 1~49 |
db+4,4,4 | L,L,L | 14,15,16 | ,i31~33 | -7 | +4 | +35a | Transition to r22 FC with D High crush 1~49 |
db+4,1+4 | L,sl,h | 14,5,8 | ,i22 i17 | --3 | +9 | * Jail from 2nd attack * Links to 1+4 string extensions * -19 if entire string is ducked | |
db+1+2 | m,m | 10,20 | i42 i3 | +10g +25w | +18a (+9) | * Balcony Break * Wall Crush +25g on block * Sabaki, parries lows except weapons Parry state 8~20 | |
b+1 | L | 17 | i29~30 | -10 | +6 | +0d | * Transition to attack throw on CH, +22 damage * Cancel to r14 FC with D High crush 6~ |
b+1+3 | 25 | * Opponent recovers FUFT * Reverses high or mid attacks Parry state 5~12 | |||||
b+1+3* | 25 | * Opponent recovers FUFT * Reverses high or mid attacks Parry state 5~54 | |||||
b+2 | m | 12 | i15 | -4c | +1c | ||
b+2,1 | m,m | 12,14 | ,i28 | -7 | +4 | * Combo from 1st CH * Links to f+1 extensions | |
b+2,4 | m,L | 12,14 | ,i33~35 | -11 | +0 | +3 | * Links to db+4 extensions * Transition to r22 FC with D High crush 15~ |
b+2,1+2 | m,h | 12,7 | ,i21 | -9 | +2 | * Elbow * Jail from 1st attack with 5f delay * Combo from 1st CH with 9f delay * Input can be delayed 12F * Cancel to r15 FC with D | |
b+2,1+2,4 | m,h,m | 12,7,20 | ,i23~24 | -13 | +18a (+9) | * Balcony Break * Combo from 1st CH * Combo from 2nd CH | |
b+3 | m | 15 | i16~17 | -19 | +22a (+12) | <div class="plainlist"> * Low crush 10~37 * fs38~40</div> | |
b+3,2 | m,M | 15,20 | ,i17~18 | -20 | +33a (+23) | * Cancel to r11 with D * Gain NWG on hit with 1 * Interrupt with i23 on 1st block | |
b+3,4 | m,L | 15,14 | ,i20~22 | -11 | +0 | +3 | * Links to db+4 extensions * Transition to r22 FC with D ,High crush 1~ |
b+4 | m | 17 | i15~16 | -7 | +8 | +56a | Knee |
b+4,2 | m,m | 17,12 | ,i18~19 | -12 | +4c | * Spike * Knee * Input can be delayed 14f | |
b+4,2,3 | m,m,M | 17,12,21 | ,i20~23 | -16 | +15a (-2) | * Balcony Break * Combo from 2nd hit with 6f delay * Move can be delayed 3f * Gain NWG on hit with 1 | |
b+1+4 | h,L | 15,8 | i12 i17~18 | -8 | +5 | +7 | Combo from 1st hit |
b+1+4,3 | h,L,L | 15,8,18 | ,i32~33 | -13 | -2 | +16a | Combo from 2nd CH |
b+1+4,4 | h,L,m | 15,8,23 | ,i25~26 | -14 | +5b | * Combo from 2nd CH * Balcony break on airborne hit | |
b+2+3 | m | 23 | i24~25 | -9 | +6 | * Kick Sabaki, +59a on successful parry * Balcony break on airborne hit Parry state 4~15 | |
u+1+2 | m | 20 | i31~32 | -13~-12 | +19a | * Spike * Chip damage when guarded * Power up when using NWG or in Heat Low crush 9~31 | |
uf+2 | h,t | 20,25 | i14 | -1 | +0d | * Floor Break * Balcony break on airborne hit * +12a on off-axis hit, +10a on BT hit * Transition to attack throw on standing front hit * Won't transition to throw if opponent is too far (Jack-8 range 2.7~), gives +7 on hit instead | |
uf+3 | m | 17 | i20~21 | -3 | +8 | +33a | <div class="plainlist"> * Low crush 11~27 * fs28~30</div> |
uf+4 | m | 25 | i20~21 | -13 | +31a (+21) | <div class="plainlist"> * Low crush 9~30 * fs31~33</div> | |
1+2+3+4 | * Transition to Ultimate Tackle throw with 1+2 * Cannot block for 5 seconds * CH state for 5 seconds | ||||||
1+2+3+4,1+2 | ,m,t | ,0,0 | i16 | -6 | +3 | * Throw break 1+2 * Works on standing or crouching opponent * Tackle is reversed on the player on break * Opponent recovers FUFT on hit | |
f,F+1 | m | 30 | i23 | +5 | +14c | * Spike * Chip damage on block | |
f,F+2 | m | 16 | i15~16 | -9 | +1 | * Elbow | |
f,F+2,1 | m,h | 16,21 | ,i21~22 | -5 | +45a (-13) | * Balcony Break * Elbow * Combo from 1st hit with 6f delay * Combo from 1st CH with 10f delay * Input can be delayed 12f * Move can be delayed 10f | |
f,F+2,3 | m,M | 16,22 | ,i27~28 | -8 | +15a | * Balcony Break * Combo from 1st CH with 4f delay * Input can be delayed 12f * Move can be delayed 10f | |
f,F+2,1+2 | m,m | 16,25 | ,i25~26 | -13 | +23a (+13) | * Balcony Break * Combo from 1st hit * Combo from 1st CH with 6f delay * Input can be delayed 12f * Move can be delayed 10f * Gain Naniwa Gusto on hit, advantage becomes +0 (-10) | |
f,F+3 | m | 23 | i20~21 | -9 | +11g | +35a | * Homing * Balcony Break |
f,F+4 | h | 23 | i20~21 | -3 | +66a (+46) | * Strong Aerial Tailspin * Balcony Break <div class="plainlist"> * Low crush 6~21 * fs22~24</div> | |
f,F+1+2 | M | 20 | i19~20 | -6 | +29a (+14) | +68a (+52) | * Tornado * Chip damage when on block * Grounded hit can be inconsistent sometimes |
f,f,F+3 | m | 32 | i24~28 | +3~+7 | +16a (+7) | +48a (+1) | * Balcony Break * Chip damage on block <div class="plainlist"> * Low crush 3~30 * fs31~33</div> |
f,f,F+1+2 | h | 30 | i17~18 | +4 | +32a (+6) | +67a (+51) | * Tornado * Homing * Balcony Break * Chip damage on block * Unparryable by traditional parries, Asuka, Nina, etc |
ws1 | m | 12 | i14~15 | -7 | +4 | ||
ws1,4 | m,h | 12,20 | ,i20 | -4 | +37a (+29) | * Balcony Break * Combo from 1st hit with 7f delay * Move can be delayed 6f | |
ws2 | m | 18 | i13~14 | -8 | +8 | Elbow | |
ws2,1 | mh | 18,10 | ,i22 | -2 | +9 | * Combo from 1st hit with 3f delay * Continues into 10 strings | |
ws2,1+2 | m,t | 18,8 | ,i24~25 | -5 | +17 | * Combo from 1st hit with 3f delay * Move can be delayed 2f * Links to Destabilizer (f+1+3_f+2+4) extensions on hit * +9 on BT hit | |
ws3 | m | 20 | i18~19 | -16 | +35a (+25) | Tornado fs18~40 | |
ws4 | m | 15 | i11~12 | -3 | +8 | Can hit grounded while up-close and off-axis | |
ws1+2 | m | 20 | i21 | -2 | +13g +25w | +14 +63a | * Wall Crush +25g on hit * Elbow * Cancel to r18 FC with D |
SS.2 | m | 23 | i13~14 | -13 | +13a (+4) | * Heat Engager * Heat Dash +36a (+26) on hit, +5 on block * Gain NWG on Heat activation * Balcony break on airborne hit | |
SS.4 | h | 18 | i17~21 | -6~-2 | +7~+11 | +30a | |
FC.3+4 | m,m | 10,10 | i21~22 i9~10 | -6 | +5c | Transition to r22 FC with D <div class="plainlist"> * Low crush 5~19 * fs20~22</div> | |
FC.df+2 | L | 10 | i16~17 | -11 | +0 | +25g | * Only i17 or faster guaranteed on CH High crush 1~ |
FC.df+3 | m | 20 | i17 | -9 | +34a (+26) | Balcony Break | |
(Back to wall).b,b,UB | m | 21 | i39~41 | +4c~+6c | +22a | <div class="plainlist"> * fs5~13 * Low crush 14~33 * fs34~36</div> | |
DST.2 | m | 20 | i19 | -3 | +8a | * Heat Engager * Heat Dash +36a (+26) on hit, +5 on block * Balcony Break * Elbow * Gain NWG on Heat Activation * Chip damage on block | |
DST.4 | l | 19 | i19 | -14 | +11a | ||
NWG.f,F+1+2 | M | 24 | i19~20 | +2 | +67a (+51) | * Tornado * Chip damage on block * Consumes NWG * During Heat, remaining Heat is consumed * Grounded hit can be inconsistent sometimes * Unparryable by traditional parries, Asuka, Nina, etc | |
NWG.f,f,F+1+2 | h | 36 | i17~18 | +11g | +66a (+50) | * Tornado * Homing * Balcony Break * Chip damage on block * Consumes NWG * During Heat, remaining Heat is consumed * Unparryable by traditional parries, Asuka, Nina, etc | |
NWG.u+1+2 | M | 24 | i31~32 | +8~+9 | +18a | * Spike * Chip damage when guarded * Consumes Naniwa Gusto * During Heat, remaining Heat is consumed Low crush 9~31 | |
Tackle.2,1,2,1 | 5,5,5,10 | +3c | +0d | * Unbreakable unless reversed * only 1st and 4th hits can be blocked * 1 to defend left side (against right punch) * 2 to defend right side (against left punch) * 1, 2 or 1+2 to defend tackle from behind * Does not consume CH state on hit | |||
hFC.1 | sl | 5 | i10 | -5 | +6 | * Transition to Standing with f High crush 1~ | |
hFC.2 | sl | 8 | i11 | -4 | +7 | High crush 1~ | |
hFC.3 | L | 10 | i16 | -17 | -6 | High crush 1~ | |
hFC.4 | l | 6 | i12 | -15 | -4 | High crush 1~ | |
1+3 | t | 35 | i12~14 | -2 | +0d | * Homing * Floor Break * Throw break 1 or 2 | |
2+4 | t | 35 | i12~14 | -2 | +0d | * Homing * Throw break 1 or 2 * Side switch on hit * Opponent recovers FDFA on hit | |
Back throw | t | 50 | +7d | * Unbreakable * Side switch on hit * Opponent recovers FDFA on hit | |||
FC.db+1+2 | t | 15,15,15 | i11 | -6 | +56a (+28) | * Throw break 1+2 * Side switch on hit * 2nd damage on landing * 3rd damage without tech roll | |
Left throw | t | 40 | -3 | -3d | * Throw break 1 * Opponent recovers FDFT on hit | ||
Right throw | t | 40 | -3 | +0d | * Throw break 2 * Side switch on hit * Opponent recovers FUFA on hit | ||
df+2+3 | t | 40 | i12 | -6 | -6d | * Floor Break * Throw break 2 * Opponent recovers off-axis FUFT on hit * Can side switch on hit | |
f+1+3 | t | 0 | i19~20 | +17 | |||
uf+1+2 | t | 40 | i12 | -3 | +0d | * Throw break 1+2 * Opponent recovers FUFA on hit |