feng

feng

Edit
CommandHit levelDamageStartupBlockHitCounter hitNotes
ws4m18i11~12-7+7+29g
ws3m15i15~16-12+33a (+23)
ws2m17i15~16-7+29g+78a (+62)
* Tornado (CH Only)
ws1+2m20i23~24-9+3
* Punch parry
* +14 on successful parry
* Parry state 5~8
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?)
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
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
ws1m13i13-3+3
uf+4m13i15~17-13+33a (+23)
* Recovers 2F faster on hit (t46 r29)
* Low crush 9~28
* Floating state 29~31
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
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
uf+3m16i22~23-7+22a
* Strong Aerial Tailspin
* No forward momentum with input u+3
* Low crush 9~32
* Floating state 33~35
uf+2m18i18-10+3+52a (+21)
uf+1+2t40-6+0d
* Floor Break
* Throw break 1+2
uf+1m12i18~19-5+4
* +12c on crouching opponent
* No forward momentum with input u+1
* Low crush 6~31
* Floating state 32~34
uf,n,4m20i23~25-13+32a (+22)
* Low crush 9
ub+415+19a (+9)+33a (+23)
* Balcony Break
* No forward momentum
ub+3-11~-10+15a~+16a
* Strong Aerial Tailspin
* Backwards momentum
ub+2m,h8,20i16,15-10+10
Does not jail
ub+1+2m!70i79~82+50a (+19)
ub+1m20i25~26-15+10a (+1)+30a (+22)
Balcony Break
u+2M25i38~40+2c+10
7 chip damage on block
* Low crush 9~35
* Floating state 36~38
STC.Pm21i18~19-17+53a
* Only occurs during STC after absorbing 2 hits
STC.4l20i20-13+3+14
STC.3h25i22~23+6+23d
* Homing
* Balcony Break
* 7 chip damage on block
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)
STC.1+2m20i18-9c+17d
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
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
SS.2h18i15+3+9+31g
* Homing
* Transition to BT
SS.1+2m24i22~23+1~+2+21a (+12)
* Balcony Break
* 7 chip damage on block
Right Throwt40-3-4d
* Throw break 2
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~
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
OTG.d+3+4L24 (19)i24~25-13-2
-2d (-10) on grounded hit
Left Throwt40-3-6d
* Throw break 1
KNP.4,1+2l, h10, 35 (24)i18, i28-6+15a (+6)
* Balcony Break
* Shoulder
* Aerial combo from 1st hit (+30a (+20))
KNP.4l10i18-31c-4
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
KNP.3+4M30i31~34-7-3d
* Low crush 15
KNP.3m20i22~23-14+77a (+55)
* Tornado
* Low crush 15~30
* Floating state 31~33
KNP.2h20i14-9+22a (+12)
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
KNP.1l20i20~21-13c+4+16a
* High crush 15~52
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.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
H.b+1h20i10~11-8+36a (+28)
* Balcony Break
* Consumes 210F of remaining Heat time
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)
FUFT.b+3+4m20i30~33-3~0+28d (+18)
*
Balcony Break
* Floating state 1~27
* Low crush 28~
FC.df+4,1l, h13, 10i19~20, i20~21-2+6
* Combo from 1st hit
* -20 from 1st block
FC.df+4l13i19~20-8c+3
* Can be input with D,df+4 (i27? effective startup)
* Transition to BT
* +3c on crouching opponent
FC.df+2m21i18-14+55a
* High crush 18~40
FC.df+1l19i21~22-13c-2+13g
-2c on crouching opponent
* High crush 1~53
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
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
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
f+4h19i18~19-9+52a
* Good left sidestep tracking
* Transition to r22 BT with B (-5/+56a)
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
f+3,4m, m10, 15i21, i23~24-16+33a (+23)
* Tornado
* Combo from 1st hit
* Low crush 21~43
* Floating state 44~46
f+3,2m, h10, 17i21, i21~22-3+8+43a (+35)
* Combo from 1st hit with 7F delay
f+3m10i21-3+7
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
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
f+2m10i15-8+3+10g
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
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
f,F+4m15i19~20-15+30a (+20)
f,F+3M33i32~33+8c+8c
* 9 chip damage on block
* Transition to r28 STC with f (+8c/+8c)
f,F+2m25i18~19-9+16a (+7)
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
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+1+2m25i23~24-9+16a
* Balcony Break
* Hold 1+2 to power up and deal chip damage on block
f,f,F+3m30i20~25+6~+11g+13d (+3)
* Balcony Break
* 9 chip damage on block
* Low crush 5~33
* Floating state 34~36
df+4,3m, h13, 23i15, i23~24-4+15g+27a
* Balcony Break
* Combo from 1st hit with 7F delay
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
df+4,2m, m13, 13i15, i20~21-11+1+8
* Combo from 1st hit with 8F delay
df+4m13i15-6+5
df+3+4m23i23~27-7+21a
* Homing
df+3M17i18~19-9+76a (+60)
* Tornado
* Can be accessed from a manual CD input with input qcf,df+3
df+2,2m, m15, 21i20~21, i13~14-6+14a (+4)
* Balcony Break
* Combo from 1st hit
df+2m15i20~21-8+4
df+1m11i14+0+6+36g
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
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
db+2,2,2l, l, M10, 10, 25i20~21, ,i28~29-8+13a
* Spike
* Aerial combo from 2nd hit (+28a (-7))
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
db+2l10i20~21-11+0
+0c on crouching hit
* High crush 6~30
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
db+1+2m13i21~22-4+4
Floor Break
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
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
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
db+1,2m, m15, 18i16, i23~24-11+3
* Combo from 1st hit with 8F delay
* Move can be delayed by 10F
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)
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
d+4L7i14~15-11+0
+0c on crouching hit
d+3+4l6i12-15-4
* -4c on crouching hit
* High crush 4~46
d+3L10i16-17-6
* -6c on crouching hit
* High crush 4~52
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
d+1+2M15i20~21-9+8c
d+1sl5i10-5+6
* Transition to Standing with f
* +6c on crouching hit
* High crush 4~34
CD.2m25i18~19-14+67a (+51)
* Tornado
CD.1+2m25i16~17+0c+7c+13
Head
CD.1L18i18~19-14+0+12g
* Head
* Transition to FC with D
* High crush 6~19
BT.d+3L20i18~20-26c-4~-2+70a (+54)
* Has clean hit effect (+70a (+54))
* -4~-2 on normal hit
* High crush 6~52
BT.d+1l20i20~21-13c+4+16a
* High crush 15~52
BT.3M33i32~33+8c+8c
* 9 chip damage on block
* Transition to STC with f (+8c/+8c)
BT.2m20i19~21-9+13a
* Heat Engager
* Heat Dash +5, +67a (+50)
* Balcony Break
*
BT.1+4t45i12~14-6-5d
* Throw break 1+2
BT.1+2m20i16~17-3+8+41a (+33)
* Balcony Break (CH only)
* Elbow
BT.1h12i12-3+14
Back Throwt50-4d
* Cannot break throw
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)
b+4m10i12~13-10+2
b+3~4
* Transition to BT
b+3+4
* i20 high/mid block
* Transition to r39 STC with f (ps25~39)
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)
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+2,3,4m, l, m13, 6, 13i17, ,i24~25-12+19a (+12)
* Combo from 2nd CH
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
b+2m13i17-11+0c
Floor Break
b+1+325-3d
* Timed with opponent punch
* Sideswitch on parry
* Parry state 5~12
b+1+2m31i13~14-19+18a (+13)
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Shoulder
b+1h17i10~11-12+1+36a (+28)
* Balcony Break on CH
4~3M25i28~i34-7+1c+16a~+22a
7 chip damage on block
* Low crush 15~32
* Floating state 33~35
4h17i11-9+2+27g
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
3~4m27i34~36-7c+19a
* Transition to BT with B (-2c/+24a)
* Low crush 20~34
* Floating state 35~37
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
3,3m, h15, 10i16, i17-9+2
* Jail from 1st block with 2F delay
* Combo from 1st hit with 10F delay
3,1+2*m, m15, 35i16, i44~45+7+23a (+13)
* Balcony Break
* 14 chip damage on block
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
3m15i16-11+0
2+4t35i12~14-3+0d
* Throw break 1 or 2
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
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
2,4h, m8, 15i10, i17-12-1
* Jail from 1st attack with 2F delay
* Combo from 1st hit with 8F delay
2h8i10-3+5
1+3+4
1+3t35i12~14-6-4d
* Throw break 1 or 2
1+2+3+4
1+2m20i21~22-13+8
* Wall Crush +20g on hit
* Elbow
* Punch sabaki
* +14 on successful parry
* Parry state 5~9
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
1,2,2h, h, h5, 9, 12i10, ,i17-13+3
* Combo from 1st hit with 3F delay
* Transition to BT with B (-11/+5)
1,2h, 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
1,1h, m5, 21i10, i25~26-11+2+61a
* Move can be delayed by 3F
* Input can be delayed by 4F
1h5i10+1+8
Recovers 2f faster on hit or block (t27 r17)
(Back to wall).b,b,UBm21i39~41+4c~+6c+22a
* Floating state 5~13
* Low crush 14~33
* Floating state 34~36
Showing 148 moves