Command | Hit level | Damage | Startup | Block | Hit | Counter hit | Notes |
---|---|---|---|---|---|---|---|
FC.df+2 | L | 18 | i19~20 | -12 | +3c | * Weapon High crush 1~20 | |
GAR.1 | m | 18 | i15~17 | -12~-10 | +17a | * Balcony Break * Spike * 21 damage with delayed input * Jump takes 17f, effective minimum startup i32~34 * 3 (4) Chip damage on block * 6 (7) Chip damage on block in heat * -11 on block, +3c on hit, 15 damage, 18 delayed input damage, 3 chip damage with ub+1 Low crush 1~23 fs24~26 | |
GAR.2 | m | 20 | i18~19 | -15 | -13 | * Weapon * 24 damage with delayed input * -16 on block, -14 on hit, 12 damage, 15 delayed input damage with ub+2 * Jump takes 17f, effective minimum startup i35~36 * js1~48 with u+2 Low crush 1~49 | |
GAR.2,2 | m, m,M | 20, 6,25 | i26~27 i3~4 | -17 | +13d (-4d) | * Tornado * Weapon * Combo from 1st hit Low crush 1~26 fs27~29 | |
GAR.3 | h | 12 | i12 | -3 | +21a (-4a) | * Balcony Break * 15 damage with delayed input * +6 on hit with ub+3 * Jump takes 17f, effective minimum startup i29 Low crush 1~29 fs30~32 | |
GAR.4 | h | 10 | i10 | -4 | +2 | * Balcony Break * 13 damage with delayed input * 8 damage, 11 delayed input damage with ub+4 * Jump takes 17f, effective minimum startup i27 * js1~27 fs28~30 with ub+4 and u+4 Low crush 1~31 fs32~34 | |
WOL.3 | M | 20 | i27~28 | -15~-14 | +61a (+45) | * Tornado ,Low crush 1~52 fs53~55 | |
d+2 | sl | 8 | i11 | -4 | +7 | High crush 4~ | |
d+3 | L | 10 | i16 | -17 | -6 | High crush 4~ | |
d+4 | l | 6 | i12 | -15 | -4 | High crush 4~ | |
df+3 | L | 20 | i29~30 | -26 | +3c | * Homing High crush 6~65 | |
d+1 | L | 14 | i18~19 | -13 | +2 | High crush 6~ | |
PHX.4 | L | 15 | i15~16 | -13 | -1 | +13 | High crush 6~ |
2+3 | m | [12;12] | i16 | +1 | +2c | * Heat Burst * Cancel to r45 with b,b * 3 chip damage on block * 12 chip damage on hit * Only deals recoverable damage * Cannot cause a K.O. Power crush 7~16 | |
b+1+2 | m | 25 | i24~25 | -14~-13 | +20a (+10a) | * Balcony Break * Reversal Break (after attack absorb) * 39 in total damage after absorbing an attack in power crush state * Damage taken during power crush state is recoverable * -7 on block if an attack is absorbed * 14 Chip Damage on block after absorbing an attack in power crush state * 17 Chip Damage on block while in heat after absorbing an attack in power crush state Power crush 7~23 | |
PHX.1 | M,m,t | 16,15,10 | i21 | -14 | +0d | * Transition to attack throw on front standing hit * -9 on block if after absorbing an attack in power crush state * 6 Chip Damage on block after absorbing an attack in power crush state * 7 Chip Damage on block while in heat after absorbing an attack in power crush state * On hit regain recoverable health * +4d on side or BT hit Power crush 7~20 | |
R.df+1+2 | m,t | 55+ | i20 | -15 | +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 | M | 15 | i20~21 | -14 | +37a | * Spike * 3 Chip Damage on block * 5 Chip Damage on block in heat <div class="plainlist"> * Low crush 9~24 * fs25~27</div> | |
df+2,2 | m,m, m | 5,10, 20 | ,i18~19 | +5a (-2) | * Weapon * Available only as combo from 2nd hit * Available on standing hit only ,Low crush 9~ | ||
uf | Low crush 9~43 | ||||||
PHX.3+4 | m | 20 | i28~29 | +7 | +18a (+8) | * Homing * Balcony Break * 6 Chip Damage on block * 8 Chip Damage on block in Heat Low crush 18~39 fs40~42 | |
H.2+3 | m,t,m,m,m,m,m,m | 55 | i18 | +8 | -10 | * Heat Smash * Balcony Break * Wall Crush +10g on block * Transition to attack throw on 1st hit * Regain recoverable health on hit * 45 damage Balcony Break on 1st whiff * 19 Chip Damage on block <div class="plainlist"> * Low crush 23? * fs?</div> | |
2,2,1+2 | h, m, m,M | 11, 9, 10,18 | ,i27~28 i23~24 | -13c | +1a | * Balcony Break * Spike * Weapon * Increases ZAN gauge by 0.70 on hit (0.30 + 0.40) * Increases ZAN gauge by 0.24 on block (0.10 + 0.14) * Increases ZAN gauge by 0.40 on hit if only the final hit connects * Increases ZAN gauge by 0.14 on block if only the final hit connects * Only deals recoverable damage * -4d on BT hit <div class="plainlist"> * ,Low crush 41~54 * fs55~57</div> | |
PHX.3,1+2 | L, m,M | 8, 10,18 | ,i27~28 i23~24 | +6d (-29) | * Spike * Available only as combo from 1st hit * Increases ZAN gauge by 0.70 on hit (0.30 + 0.40) * Increases ZAN gauge by 0.24?? on block (? + ?) * 30 damage in total for the full string with scaling * Only deals recoverable damage ,Low crush 41~54 fs55~57 | ||
H.u+1+2 | m,m | 18,21 | i19~20,i20~21 | -12 | +3c | * Consumes heat * Enter PHX -1 +14 with F or 4 on hit or block * 13 Chip damage on block | |
H.u+1+2,1 | m,m, m,m | 18,21, 17,22 | ,i25~26,i20~21 | -8 | +14a(+4a) | * Balcony Break * 14 Chip Damage on block * Same move as (df+1,H.1),1? | |
H.u+1+2,2 | m,m, h,h | 18,21, 10,12 | ,i23~24,i12~13 | -9 | +8 | * 7 Chip Damage on block * Same move as (df+1,H.1),2? | |
H.u+1+2,2,1 | m,m, h,h, m,m | 18,21, 10,12, 10,16 | ,i20~21,i11~12 | -8 | +15a(-2a) | * Tornado * Balcony Break * Combo from 3rd hit * 9 Chip Damage on block * Same move as (df+1,H.1,2),1? | |
1 | h | 5 | i10 | +1 | +8 | Recovers 2f faster on hit or block (t27 r17) | |
1,1 | h, h | 5, 13 | ,i18~19 | -3 | +6 | * Jail from 1st attack * Combo from 1st hit * Enter PHX -3 +6 r23 with F or 4 on hit or block | |
1,2 | h, M | 5, 20 | ,i21~22 | -14 | +22a (+17) | * Spike * Weapon * Combo from 1st hit with 2f delay * Increases ZAN gauge by 0.30 on hit * Increases ZAN gauge by 0.14 on block * Only deals recoverable damage * +11d on BT hit | |
1,f+2 | h, h | 5, 22 | ,i25~26 | +1 | +13g | * Balcony Break * Weapon * Combo from 1st CH * Input can be delayed 2f * 6 Chip damage on block * 9 Chip damage on block in heat * +20a (+11) on BT hit | |
2 | h | 11 | i12 | +0 | +7 | Weapon | |
2,1 | h, h | 11, 20 | ,i17~18 | -13 | +8a (-1) | * Balcony Break * Weapon * Jail from 1st attack * Combo from 1st hit * Input 1 during the 1st hit animation on frames 10~12 to add +3 damage | |
2,2 | h, m | 11, 9 | ,i23 | -8 | -1 | * Balcony Break (airborne) * Weapon * Combo from 1st hit * Enter PHX -1 +6 r25 with F or 4 on hit or block | |
2,2,1 | h, m, m | 11, 9, 18 | ,i17~18 | -13 | +8a (-1) | +28d(+20d) | * Balcony Break * Weapon * Combo from 1st CH * Combo from 2nd CH with 10f? delay * Input 1 during the 2nd hit animation on frames 21~23 to add +3 damage |
2,2,2 | h, m, M,m | 11, 9, 15,20 (24) | ,i27~28 i31~32 | -9 | +21a (+4) | * Tornado * Balcony Break * Weapon * Power up in Heat (24 damage) * Input can be delayed 6f? * Transition to PHX on hit only * Cancel PHX transition with B | |
3 | m | 16 | i16 | -13 | -2 | ||
3,2 | m, m,m | 16, 15,15 | ,i23~24 i29~41 | -12~+0 | +22a (+12) | * Balcony Break * Weapon * Combo from 1st CH * Jail from 2nd block * 3rd hit never combos on standing hit * 3rd hit available only on hit or block * Interrupt with i4 from 1st block * +23a (+13) on BT hit * Power up in Heat | |
3,3 | m, M | 16, 20 | ,i30~32 | -18~-16 | +12a (-5) | +36a (+26) | * Tornado * Balcony Break * Input can be delayed 1f ,fs31~ |
4 | m | 8 | i12 | -10 | +1 | ||
4,2 | m, M | 8, 17 | ,i20~21 | -11 | +3 | * Weapon * Combo from 1st hit * Input can be delayed 3f | |
4,4 | m, h | 8, 13 | ,i25 | -8 | +0 | * Combo from 1st hit * Input can be delayed 3f * Enter PHX +6 +14 r21 with F or 4 on hit or block | |
1+2 | m | 24 | i13 | -9 | +2 | * Heat Engager * Heat Dash +5, +43d (+35d) * Balcony Break (airborne) * Weapon * On hit regain recoverable health | |
1+4 | m | 10-80 | i22 | -15 | +9a (ZAN1) | * Removes Recoverable Health (ZAN5 only) * Weapon * Increases ZAN gauge by 0.20 on ZAN1 hit * Increases ZAN gauge by 0.10 on ZAN1 block * Transitions to attack throw on hit with ZAN2-5 * Resets ZAN gauge on hit with ZAN2-5 * Damage increases with ZAN gauge level: * ZAN1: 10 * ZAN2: 45 * ZAN3: 55 * ZAN4: 65 * ZAN5: 80 | |
3+4 | * Strong low parry effect (active while moving) * Move backward/forward with b_f * Cancel to r53 with db_d_df <div class="plainlist"> * fs5~ * Parry state 9~</div> | ||||||
3+4,P | M | 20 | ,i27~28 | +61a (+45) | * Tornado <div class="plainlist"> * ,is1~27 * fs28~70</div> | ||
f+2 | m | 10 | i15 | -12 | -4 | * Weapon | |
f+2,1 | m, h | 10, 13 | ,i21~22 | +1 | +20g | * Balcony Break * Combo from 1st hit | |
f+2,2 | m, m | 10, 7 | ,i17~18 | -8 | +3 | * Weapon * Combo from 1st CH * Jail from 1st block * Enter PHX -5 +6 r30 with F or 4 on hit or block | |
f+2,2,2 | m, m, M | 10, 7, 20 | ,i27~228 | -13 | +9a | * Heat Engager * Heat Dash +5, +67a {+50) * Balcony Break * Spike * Weapon * Combo from 1st CH * Interrupt with i8 from 2nd block | |
f+2,2,H.1 | m, m, m | 10, 7, 25 | i26~27 | +2 | +40d(-18d) | * Balcony Break * Combo from 1st hit * Consumes heat * 7 Chip damage on block | |
f+2,2,H.1* | m, m, m | 10, 7, 30 | i42~43 | +13 | +52a | * Guard Break * Consumes heat | |
f+4 | Actionable after 15f | ||||||
f+1+2 | m,m | 10,18 | i16~17 i19 | -8 | +20a (+10) | * Heat Engager * Heat Dash +5, +45a (+35) * Balcony Break * Weapon * 5 Chip Damage on block * 7 Chip Damage on block in heat | |
df+1 | m | 10 | i14~15 | -3 | +4 | ||
df+1,2 | m, h | 10, 13 | ,i23 | -16 | -8 | * Strong Aerial Tailspin * Weapon * Combo from 1st hit * Enter PHX +6 +14 r21 with F or 4 on hit or block | |
df+1,2,1 | m, h, m | 10, 13, 15 | ,i26~27 | -15 | +32a (+11) | * Balcony Break * Weapon * Combo from 1st hit * Input 1 during the 2nd hit animation on frames 21~23 to add +3 damage | |
df+1,4 | m, m | 10, 12 | ,i20~21 | -10 | +1 | * Knee * Combo from 1st hit | |
df+1,4,3 | m, m, M | 10, 12, 20 | ,i27~28 | -18~-16 | +12a (-5) | +36a (+26) | * Tornado * Balcony Break * Move can be delayed by 9f ,fs28~ |
df+1,H.1 | m, m,m | 10, 13,15 | i22~23,i20~21 | -12 | +3c | * Combo from 1st hit * Consumes heat * Enter PHX -1 +14 with F or 4 on hit or block * 9 Chip damage on block | |
df+1,H.1,1 | m, m,m, m,m | 10, 13,15, 17,22 | ,i25~26,i20~21 | -8 | +14a(+4a) | * Balcony Break * Combo from 3rd CH * 14 Chip Damage on block | |
df+1,H.1,2 | m, m,m, h,h | 10, 13,15, 10,12 | ,i23~24,i12~13 | -9 | +8 | * 7 Chip Damage on block | |
df+1,H.1,2,1 | m, m,m, h,h, m,m | 10, 13,15, 10,12, 10,16 | ,i20~21,i11~12 | -8 | +15a(-2a) | * Tornado * Balcony Break * Combo from 5th hit * 9 Chip Damage on block | |
df+2 | m,m | 5,10 | i15~16 i26~27 | -13 | +30a (+20) | * Weapon * 2nd hit available only on hit or block | |
df+2,2,2 | m,m, m, m,M | 5,10, 20, 6,25 | ,i26~27 i3~4 | +60a (+44) | * Tornado * Weapon * Available only as combo from 3rd hit * Available on standing hit only | ||
df+3,1 | L, M,M | 20, 18,20 | ,i27~29 i3~10 | +3c | * Available only as combo from 1st hit * 38 damage in total for the full string with scaling * Input 1 during the 1st hit animation on frames 25~28 to add +4 damage | ||
df+4 | m | 13 | i14 | -9 | +5 | ||
d+1+2 | M | 23 | i22~23 | -6 | +9a (-8) | +63a (+47) | * Tornado * Balcony Break * Weapon * 6 Chip Damage on block * 9 Chip Damage on block in heat |
db+1 | h | 10 | i17~18 | -8 | +4 | +12a | * Homing |
db+1,1 | h, m,m | 10, 7,20 | i21~22 i18~19 | +31d (+10d) | * Tornado * Homing * Balcony Break * Available only as combo from 1st hit * Input 1 during the 2nd hit animation on frames 18~21 to add +5 damage | ||
db+2 | m | 10 | i17~18 | -12 | -1 | * Weapon | |
db+2,1 | m, M | 10, 23 | ,i25~26 | -13 | +27a (+12a) | * Tornado * Weapon * Combo from 1st hit | |
db+2,1* | m, M | 10, 27 | ,i40~41 | -3 | +27a (+12a) | * Tornado * Weapon * 10 Chip damage on block * 12 Chip damage on block in heat | |
db+4 | L | 20 | i19~20 | -18 | +4c | +67a (+51a) | * Homing |
db+1+2 | M,m | 12,10 | i17~18 i23 | -11 | -2c | * Weapon * 3,3 Chip damage on block * 5,4 Chip damage on block in heat | |
db+1+2,1 | M,m, M | 12,10, 20 | ,i22~i23 | -13 | +24a (+9a) | * Balcony Break (BT) * Weapon * Combo from 2nd CH * Transition to +41a (+23) GAR on airborne hit * Cancel GAR transition with B * 6 Chip damage on block * 8 Chip damage on block in heat | |
b+1 | m | 18 | i17~18 | -13 | +10g | +57a | * Homing * Balcony Break * Weapon |
b+2 | h | 20 | i20~21 | -4 | +9 | * Strong Aerial Tailspin * Balcony Break * Weapon * Enter PHX +6 +23 r24 with F or 4 on block or hit * +15a (+6) on BT hit | |
b+3 | * Strong parry effect: parries all highs or mids Parry state 5~Parry state 13 | ||||||
b+3,P | Earliest cancel r23 ,is1~16 | ||||||
b+3,P,2 | m | 35 | i20~21 | +3 | +16a (+6a) | * Reversal Break * Balcony Break * Weapon ,is1~9 fs10~20 | |
b+3,P,1+2 | m,t | 35 | i20~21 | -13 | +5d | * Reversal Break * Weapon * Increases ZAN gauge by 0.72 on hit * Increases ZAN gauge by 0.10 on block * Transition to attack throw on hit * Side switch on hit ,is1~20 | |
b+4 | M | 20 | i18~19 | -9 | +16g | +25a (+19a) | * Balcony Break * Steel pedal, opponent recovers in FUFT * Opponent recovers crouching on standing hit |
1+2+3+4 | * Can't block for 5 seconds * CH state for 5 seconds | ||||||
b,B+1+4 | m! | 40 | i80~81 | +56a | * Hitstop on frame 80 for 20f? | ||
f,F+2 | M | 21 | i21~22 | -7 | +6c | +38a | * Spike * Weapon * Increases ZAN gauge by 0.40 on hit * Increases ZAN gauge by 0.14 on block * Only deals recoverable damage |
f,f,F+2 | m | 20 | i24~26 | +2 | +31d (+10) | * Balcony Break * Weapon * Enter PHX +14 +43d (+22) r26 with F or 4 on hit or block * 4 Chip Damage on block * 7 Chip Damage on block in heat | |
ws1 | m | 11 | i13~14 | -4 | +3 | +8 | * Elbow * Enter PHX -1 +6 +11 r23 with F or 4 on hit or block |
ws1,2 | m, m | 11, 19 | ,i26~27 | -13 | +9 | +21a | * Balcony Break * Weapon * Combo from 1st hit with 3f delay * Combo from 1st CH with 8f delay * Input can be delayed 8f * Increases ZAN gauge by 0.40 on hit * Increases ZAN gauge by 0.14 on block |
ws2 | m | 15 | i15~16 | -14~-13 | +53a | * Weapon | |
ws3 | m,m | 20,15(20) | i20~21 i28~41 | -8 | +21a (+11a) | * Homing * Balcony Break * Power up in Heat: 20 damage and +20a(+10a) on hit * Jail from 1st attack | |
ws4 | m | 14 | i11~12 | -5 | +6 | * Enter PHX r23 with F or 4 on hit or block | |
SS.2 | M | 12 | i17~18 | -9 | -2 | * Weapon * Side step takes 9f, effective startup i26 | |
SS.2,1 | M, m | 12, 23 | ,i22~23 | -15 | +35d (-23d) | * Heat Engager * Heat Dash +5, +45a (+35a) * Balcony Break * Weapon * Input 1 during the 1st hit animation on frames 16~18 to add +3 damage * Combo from 1st hit with 11f delay * Input can be delayed 11f * Move can be delayed 10f | |
SS.1+2 | m | 21 | i25~26 | +2 | +49a | * Spike * Weapon * 6 Chip Damage on block * 8 Chip Damage on block in heat * Side step takes 9f, effective startup i34~35 | |
PHX.2 | m | 12 | i15 | -7 | +4 | +35d (+27) | * Balcony Break * Weapon * 7 Chip Damage on block * 5 Chip Damage on block in heat |
PHX.2,1 | m, M | 12, 23 | ,i25~26 | -12 | +24a (+9) | * Tornado * Weapon * On hit regain recoverable health * Combo from 1st hit with 4f delay * Input can be delayed 16f * Move can be delayed 10f | |
PHX.2,2 | m, m,t | 12, 8,18 | ,i20 | -13 | +5d / +5a (-4) | * Balcony Break * Weapon * Combo from 1st hit * Transition to attack throw on hit * Cancel throw transition with B * Increases ZAN gauge by 0.72 on hit * Increases ZAN gauge by 0.40 on hit without throw * Increases ZAN gauge by 0.10 on block without throw * Side switch on hit | |
PHX.2,H.1+2 | m, m | 12, 32 | ,i23~24 | +4 | +25a(-1a) | * Combo from 1st hit * 9 Chip Damage on block | |
PHX.3 | L | 8 | i21 | -26 | -3c | * Stagger on block | |
PHX.3,2 | L, m,m | 8, 18,20(36) | ,i30 i29~34 | +39a (+29) | * Balcony Break * Power up in Heat * Available only as combo from 1st hit * 30 (38 in heat) damage in total for the full string with scaling | ||
PHX.1+2 | m,m | 10,23 | i23~24 i19~20 | -7 | +9a (+0) | * Heat Engager * Heat Dash +5, +43d (+35) * Balcony Break * Weapon * 6 Chip Damage on block * 12 Chip Damage on block in heat * On hit regain recoverable health | |
PHX.H.2+3 | m | 42 | i15~16 | +8 | +0 | * Floor Break * Increases ZAN gauge by 1.12? on hit * Increases ZAN gauge by 0.62? on block * Transition to throw on hit * Opponent recovers in FDFA state * Only deals recoverable damage * 9 Chip Damage on block | |
WOL.1 | sm | 23 | i18~27 | -20~-11 | +8~+17 | * Weapon * Transition to r22? PHX on hit | |
WOL.2 | sm,t | 30,70 | i25~40 | -38~-23 | +14d (-44) / +0d | * Weapon * Transition to attack throw on airborne hit * 56 damage in total with attack throw and scaling | |
WOL.4 | Actionable after 15f | ||||||
1+3 | t | 35 | i12~14 | -5 | +0d | * Homing * Throw break 1 or 2 * Can be done from FC * Opponent recovers in FUFA state | |
2+4 | t | 35 | i12~14 | -5 | +0d | * Homing * Throw break 1 or 2 * Can be done from FC * Side switch on hit and on throw break * Opponent recovers in FUFT | |
Back Throw | t | 50 | +0d | * Unbreakable * Opponent recovers in FUFA | |||
Left Throw | t | 40 | i12~14 | -3 | +0d | * Throw break 1 * Opponent recovers in FUFA | |
Right Throw | t | 40 | i12~14 | -3 | +0d | * Throw break 2 * Side switch on hit * Opponent recovers in FUFT | |
uf+1+2 | t | 40 | i12~14 | -5 | +0d | * Throw break 1+2 * Can be done from FC * Opponent recovers in FDFA |