Command | Hit level | Damage | Startup | Block | Hit | Counter hit | Notes |
---|---|---|---|---|---|---|---|
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.RFS.d+4 | L | 15 | i20~21 | -23 | +7c | * Transition to RFF
* Partially uses remaining Heat time
** RFS.d+4,3,4 airborne combo guaranteed on normal hit
* Increased chip damage scaling on block during heat
** 4 chip damage on block in heat | |
H.RFS.d+4,3 | L, h | 15, 12 (8) | i20~21, i25 | -9 | -1 / +20a (+13) | * Combo from 1st hit
* Airborne combo from 1st hit in heat
** 8 dmg, +20a (+13) on hit
** 23 total dmg from 1st hit
* Increased chip damage scaling on block during heat
** 3 chip damage on block in heat | |
H.RFS.d+4,3,4 | L, h, h | 15, 12 (8), 30 (15) | i20~21, ,i27~28 | -9 | +28a (+2) / +10a (+9) | * Balcony Break
* Combo from 2nd hit
* Airborne combo from 1st hit
** +10a (+9) on hit
** 15 dmg, 38 total dmg from 1st hit
* Increased chip damage scaling on block during heat
** 9 chip damage on block in heat
* Low crush 22~ | |
H.RFS.f+4 | h,h | 8,10 | i8, i10 | +0 | +5 | * Jail from 1st block
* Remains in RFS
* 2 chip damage on block | |
H.RFS.f+4,4 | h,h, h | 8,10, 9 | i8, i10, i23 | -6 | +75a (+59) | * Tornado
* Combo from 1st or 2nd hit
* Transition to RFF
* Partially uses remaining Heat time
* Increased chip damage scaling on block during heat
** 2 chip damage on block | |
H.2+3 | m,(t),m,h | 13,(14,24), 12,25 | i17~18, i18~19, i29 | +11 | +13d / +35d (+14) | * Heat Smash
* Balcony Break
* Jails
* Transition to +13d attack throw on hit
* 5 chip damage on block
* Also possible during RFF and LFS
* Transition to RFS
* Low crush 55 | |
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
* Possible during RFF, LFS and RFS
* Power crush 8~ | |
1 | h | 5 | i10 | +1 | +8 | Recovers 2f faster on hit or block (t27 r17) | |
1,1 | h, h | 5, 8 | i10, i12 | -3 | +8 | * Jail from 1st block
* Combo from 1st hit | |
1,1,3 | h, h, L | 5, 8, 10 | i10, ,i21 | -12 | -1 | * Combo from 2nd CH | |
1,1,3,3 | h, h, L, h | 5, 8, 10, 14 | i10, ,i20 | -14 | +4 | * Combo from 3rd hit with 1F delay
* Move can be delayed by 10F | |
1,2 | h, h | 5, 10 | i10, i10 | -3 | +6 | * Jail from 1st block with 4F delay
* Combo from 1st hit with 4F delay
* Transition to LFS with 3 (+3/+12g?/+12)
* Transition to RFS with 4 (+3/+12g?/+12) | |
1,2,f+3 | h, h, m | 5, 10, 14 | i10, ,i21 | -8 | +9 | * Wall Crush +21g on hit
* Combo from 2nd CH with 4F delay | |
1,2,f+4 | h, h, h | 5, 10, 20 | i10, ,i24~25 | -2 | +35d (+27) | * Balcony Break
* Combo from 2nd CH with 3F delay
* Move can be delayed by 4F
* Low crush 14~ | |
2 | h | 9 | i10 | +0 | +8 | +9 | * Transition to LFS with 3 (+3/+11g/+12)
* Transition to RFS with 4 (+3/+11g/+12)
* +19, +27, +28 in framedata display (bug?)
* 70% scaling on next hit |
2,f+3 | h, m | 9, 14 | i10, i21 | -8 | +9 | * Wall Crush +21g on hit
* Combo from 1st hit with 1F delay
* Combo from 1st CH with 4F delay | |
2,f+4 | h, h | 9, 20 | i10, i24~25 | -2 | +35d (+27) | * Balcony Break
* Combo from 1st CH with 3F delay
* Low crush 14~ | |
3 | h | 15 | i14 | -7 | +4 | ||
3,3 | h, m | 15, 12 | i14, i18 | -13 | -7 | -2 | * Jail from 1st block
* Combo from 1st CH
* -7c on crouching hit
* Transition to r17 LFS with F (+2/+8/+13) |
3,3,2 | h, m, M | 15, 12, 20 | i14, ,i21~22 | -11 | +1c | * Combo from 2nd CH with 8F delay
* Move can be delayed by 10F | |
3,3,3 | h, m, m | 15, 12, 15 | i14, ,i21 | -14 | +32d (+24) | * Balcony Break
* Combo from 2nd CH with 8F delay
* Move can be delayed by 10F | |
3,3,4 | h, m, h | 15, 12, 15 | i14, ,i21~23 | +8 | +19g | +19 | * Transition to RFS
* Combo from 2nd CH with 8F delay
* Move can be delayed by 10F |
3,3,f+4 | h, m, h | 15, 12, 20 | i14, ,i21~27 | -1 | +40a (+14) | * Balcony Break
* -1 on block on average. Frame advantage may range from -4~+2 on block
* Combo from 2nd CH with 5F delay
* Move can be delayed by 10F | |
3~4 | m,m | 11,21 | i22,i7 | -3 | +26a (+16) | * Balcony Break
* Input 4 the following frame after 3 to power up
** 37dmg, +1 oB, +42a (+16) oH
* Low crush 16~ | |
4 | h | 14 | i11~12 | -6 | +5 | ||
4,3 | h, m | 14, 16 | i11~12, i22 | -6 | +5 | +20a (+11) | * Balcony Break on CH
* Combo from 1st hit
* +5c on crouching hit
* Cancel the second hit and transition to r8 LFS with F (-6/+5) |
4,4 | h, h | 14, 13 | i11~12, i16 | -1 | +10g | +10 | * Jail from 1st block
* Combo from 1st hit
* Transition to RFS |
4,4,3 | h, h, M | 14, 13, 20 | i11~12, ,i25~31 | -14c | +14d | * Transition to RFF
* Combo from 2nd CH | |
4,4,4 | h, h, h | 14, 13, 17 | i11~12, ,i25~26 | -2 | +8 | * Transition to RFF
* Combo from 2nd CH with 1F delay
* Cancel and transition to r15 RFS with F (-17/-6)
* Input can be delayed by 1F
* Move cannot be delayed
* Low crush 19~ | |
4,4,4,4 | h, h, h, h | 14, 13, 17, 20 | i11~12, ,i31~32 | +0 | +10c | * Balcony Break
* Tornado
* Combo from 3rd hit with 4F delay
* Input can be delayed by 4F
* Move cannot be delayed
* 6 chip damage on block
* Forces backroll on hit (opponent recovers crouching)
* Alternate input:(RFS.u+4),4
* Low crush 20~ | |
1+2 | * Transition to BT | ||||||
3+4 | * Transition to RFF
* Hold B to block and recover in r13? standing | ||||||
f+2 | m | 15 | i16 | -2 | +9 | * Transition to RFF | |
f+3 | * Transition to LFS
* Sidesteps to the right
* Can move forwards and backwards with F and B
* Can sidestep with U and D
* Cannot block or crouch in stance | ||||||
f+3~3 | m | 25 | i20 | -16 | +7a (-2) | * Balcony Break
* Sidesteps to the right | |
f+4 | h | 21 | i17~23 | +7~+13 | +18g~+24g | +18~+24 | * +10~+16 guaranteed on CH depending on frame advantage
* Transition to RFS |
f+1+2 | m | 17 | i15 | -9 | +2 | +14 | * Also possible during RFF |
df+1 | m | 10 | i13~14 | -1 | +6 | * Also possible during RFF | |
df+1,3 | m, m | 10, 15 | i13~14, i22~23 | -2 | +6 | * Combo from 1st hit
* Transition to LFS | |
df+2 | m | 13 | i15~16 | -7 | +34a (+24) | * +4s on crouching normal hit
* Also possible during RFF | |
df+3 | m | 12 | i22~23 | -14~-13 | -4~-3 | * Cancel and transition to r1 LFS with F_U_D at frame 20 of move startup
* Power up if an attack is absorbed
** Reversal Break
** 2 chip damage on block
** -9 on block
* Power crush 7~21 | |
df+3,4 | m, m | 12, 20 | i22~23, i24~25 | -14 | +4a | * Combo from 1st hit with 7F delay
* Move can be delayed by 5F
* Input can be delayed by 7F
* Power up if an attack is absorbed by previous hit
** Reversal Break?
** 4 chip damage on block
** -9 on block | |
df+4 | m | 20 | i16~17 | -8~-7 | +8~+9 | +18a (+9) | * Homing
* Balcony Break on CH
* Transition to RFF
* Wall splats |
df+3+4 | m,h,m | 7,4,17 | i13,i14,i24~25 | -14 | +4c | * Heat Engager
* Heat Dash +5, +43d (+35)
* Jails
* 5 chip damage on block
* Also possible during RFF | |
d+1 | sl | 5 | i10 | -5 | +6 | * Transition to Standing with f
* +6c on crouching hit
* High crush 4~ | |
d+2 | sl | 8 | i11 | -4 | +7 | * +7c on crouching hit
* High crush 4~ | |
d+3 | l | 7 | i17 | -13 | -2 | -2c on crouching hit | |
d+3,4 | l, h | 7, 13 | i17, i21~23 | +8g~+10g | +14g~+16g | +19~+21 | * Transition to RFS
* Combo from 1st hit |
d+4 | l | 7 | i19 | -17 | -6 | +4s | * Also possible during RFF
* High crush 6~55 |
d+4,4 | l, h | 7, 22 | i19, i20 | -13 | +69a (+53) | * Tornado
* Jail from 1st normal hit
* Combo from 1st CH
* Also possible during RFF | |
d+3+4 | L | 18 | i21~22 | -14 | +6 LFS | * Homing
* Transition to LFS on hit
* High crush 6~54 | |
db+3 | L | 12 | i19 | -13 | -1 | +17g | * Also possible during RFF
* High crush 6~51 |
db+4 | L | 14 | i16 | -12 | -8 | -1 | * Transition to r20 RFS with F (-1/+3/+10)
* Also possible during RFF |
db+4,4 | L, h | 14, 21 | i16, i17~19 | -1~+1 | +24a~+26a | * Combo from 1st CH | |
db+3+4 | m! | 40 | i61~62 | +17a | * Also possible during RFF
* Cancel and transition to r24? LFS at frame 25? with b,b | ||
b+1 | m | 15 | i15 | -14 | -1 | * Sidesteps to the right | |
b+1+3 | +9 | * Parries high and mid punches. Pressing 4 on successful parry gives Shotgun Shuffle
* Parry state 5~12? | |||||
b+1+3,P.4 | m,h,h | 10,8,10 | i15,i8,i9 | +17a | * Pressing 4 after successful parry | ||
b+2 | h | 18 | i14 | -4 | +6 | +14c | * Elbow
* Good right sidestep tracking |
b+3 | M | 17 | i16~17 | -19 | +35a (+25) | * Tornado | |
b+4 | h | 17 | i13~14 | -10 | +1 | +50a | * Transition to RFF |
ub+4 | m | 18 | i17~20 | -8 | +10 | * Opponent recovers non-guarding on hit (situational guaranteed follow-up)
* Also possible during RFF
* Low crush 5~17 | |
u+2 | h | 18 | i13~15 | -9 | +15 | * Balcony Break
* Homing
* Also possible during RFF
* Sidesteps to the left
* Wall splats | |
u+3 | h | 25 | i20 | +5 | +44a (+38) | * Also possible during RFF
* Transition to LFS
* Low crush 9~ | |
u+4 | m | 18 | i16~18 | +3 | +11g | +11 | * Also possible during RFF
* Transition to RFS
* Low crush 9~ |
u+3+4 | m | 20 | i25~26 | -7 | +24a | * Also possible during RFF
* Low crush 8~ | |
uf+2 | m | 22 | i26 | +5c | +6c | +28d | * Also possible during RFF
* Low crush 13~ |
uf+3 | m | 11 | i28~29 | -6 | -7 | * Also possible during RFF
* Low crush 9~ | |
uf+3,4 | m, m | 11, 12 | i28~29, i20~21 | +2 | +13 | * Available on hit or block only
* Jail from 1st block
* Combo from 1st hit
* Also possible during RFF
* Transition to RFS
* Floating state 1~ | |
uf+3,4,3 | m, m, m | 11, 12, 20 | i28~29, ,i27~28 | -14 | +0c | * Combo from 1st hit
* Also possible during RFF
* Floating state 1~ | |
uf+4 | h | 12 | i22~23 | -2 | +4 | * Also possible during RFF
* Transition to RFS
* Low crush 10~ | |
uf+4,4 | h, m | 12, 12 | i22~23, i11~12 | +0 | +6 | * Combo from 1st hit
* Also possible during RFF
* Transition to RFS
* Low crush 2?~ | |
uf+4,4,4 | h, m, L | 12, 12, 12 | i22~23, ,i9~10 | +1 | +7 | * Combo from 2nd CH
* Also possible during RFF
* Transition to RFS
* Third hit is not low parryable if the first two hits connect. Parryable if the first two hits whiff. | |
uf+3+4 | m,h | 10,8 | i14,i9 | -10 | +1 | * Jail from 1st block
* Also possible during RFF
* Transition to LFS with F (-2/+9)
* Low crush 9~ | |
uf+3+4,4 | m,h, m | 10,8, 13 | i14,i9, i14~15 | -10 | +7 | * Combo from 1st hit
* Also possible during RFF
* Transition to RFF
* Low crush 1~ | |
1+2+3+4 | |||||||
f,F+3 | M | 24 | i20~24 | +6 | +6c | * Transition to RFF | |
f,F+4 | m | 22 | i17~18 | -7 | +19a (+10) | * Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
* Also possible during RFF
* Transition to RFF (does not transition on Heat activation or when using Heat Dash) | |
f,n,4 | * Transition to RFS
* Sidesteps to the left
* Can move forwards and backwards with F and B
* Can sidestep with U and D
* Cannot block or crouch in stance | ||||||
f,n,d,df | * Cannot be buffered
* Stance moves can be buffered out of heat dash
* Recovers in FC at frame 20
* Cancel to sidestep with u
* Cancel to block with b | ||||||
f,n,df:4 | m | 18 | i16 | -8 | +59a (+49) | * Tornado
* 3 chip damage on block
* Also possible during RFF.
* The 4 input can be delayed up to 10 frames after df input during RFF. | |
uf,n,4 | m | 20 | i23~25 | -13 | +32a (+22) | * Also possible during RFF
* Low crush | |
f,f,F+3 | m | 30 | i22~24 | +6 | +23a | * Balcony Break
* 9 chip damage on block
* Also possible during RFF
* Low crush 3~ | |
f,f,F+4 | h | 28 | i18~19 | +5 | +8 | * 11 chip damage on block
* Also possible during RFF
* Sideswaps and leaves opponent backturned on hit
* Transition to BT on block
* Low crush 15~ | |
ws1 | m | 12 | i12~13 | -3 | +8 | ||
ws1,4 | m, m | 12, 18 | i12~13, i22~23 | +0 | +8 | * Combo from 1st hit
* Transition to RFS | |
ws2 | m | 8 | i15~16 | -7 | +4s | ||
ws2,3 | m, h | 8, 10 (15) | i15~16, i23~25 | +3 | +72a (+56) / +10 | * Tornado
* Combo from 1st hit
** +72a (+56) from 1st hit
** Balcony Break from 1st hit
* Transition to LFS
* Low crush 17~ | |
ws3 | m | 22 | i14~16 | -12 | +14c | ||
ws4 | m | 12 | i11~12 | -3 | +8 | ||
ws4,4 | m, M | 12, 13 | i11~12, i15~19 | -9 | +4c | * Jail from 1st block
* Combo from 1st hit
* Recovers 3 frames faster on hit (r21 t52)
* Transition to RFF | |
ws3+4 | m | 16 | i20~21 | -9 | +2 | * Alternate input: f,n,d,df+3+4 (CD.3+4)
* Transition to BT | |
ws3+4,3 | m, M | 16, 20 | i20~21, i21~26 | -6 | +5c~+10c | +29d | * Combo from 1st hit with 7F delay
* Input can be delayed by 7F
* Move cannot be delayed |
SS.3 | m | 13 | i18~19 | -12 | -1 | +5s | |
SS.3,3 | m, h | 13, 16 | i18~19, i9~10 | +3 | +14 | * Jail from 1st block
* Combo from 1st hit
* +34a (+27) on 1st CH
* Shifts to Left Flamingo | |
SS.4 | l | 18 | i19~20 | -13 | +5c | +31a | * Shifts to Right Stance |
BT.3 | M | 20 | i14~16 | -13 | +38a (+28) | ||
BT.4 | M | 20 | i14~16 | -13 | +40a (+30) | * Transition to RFF | |
BT.d+3 | L | 20 | i18~19 | -13 | -2 | +31a | * High crush 4~50 |
CD.3 | m | 27 | i18~19 | +4 | +25a (+16) | +57a (+10) | * Tornado
* Balcony Break
* 8 chip damage on block
* Also possible during RFF
* Transition to LFS |
CD.4 | m | 18 | i16 | -18 | +53a (+43) | * Tornado
* Also possible during RFF | |
LFS.1 | h | 6 | i13 | +5 | +7 | ||
LFS.2 | m | 15 | i16 | -2 | +9 | * Transition to RFF
* Links to 10-hit string | |
LFS.2,2 | m, h | 15, 7 | i16, i20 | +0 | +4 | +9 | Combo from 1st hit |
LFS.2,2,3 | m, h, h | 15, 7, 10 | i16, ,i14~17 | -6~-3 | -3~+0 | * Combo from 2nd hit (1st active frame only)
* Combo from 2nd CH | |
LFS.2,2,3,4 | m, h, h, L | 15, 7, 10, 7 | i16, ,i22 | -14 | -3 | ||
LFS.2,2,3,4,3 | m, h, h, L, m | 15, 7, 10, 7, 7 | i16, ,i31 | -9 | -9 | ||
LFS.2,2,3,4,3,4 | m, h, h, L, m, m | 15, 7, 10, 7, 7, 8 | i16, ,i22~24 | -21 | -10 | * Combo from 5th hit | |
LFS.2,2,3,4,3,4,4 | m, h, h, L, m, m, l | 15, 7, 10, 7, 7, 8, 7 | i16, ,i19 | -27 | -16 | ||
LFS.2,2,3,4,3,4,4,4 | m, h, h, L, m, m, l, h | 15, 7, 10, 7, 7, 8, 7, 10 | i16, ,i23 | -28 | +23a (+13) | ||
LFS.2,2,3,4,3,4,4,4,4 | m, h, h, L, m, m, l, h, m | 15, 7, 10, 7, 7, 8, 7, 10, 21 (14) | i16, ,i22 | -18 | -16 | * Airborne combo from 8th hit | |
LFS.2,2,3,4,3,4,4,4,4,3 | m, h, h, L, m, m, l, h, m, h | 15, 7, 10, 7, 7, 8, 7, 10, 21 (14), 42 (21) | i16, ,i16~19 | +3 | +4a (-6) | * Balcony Break
* Airborne combo from 8th hit
* Combo from 9th hit
* Jail from 9th block
* Low crush 5~ | |
LFS.3 | m | 10 | i14 | -13 | -7 | -2 | * Transition to r17 LFS with F (+2/+8/+13)
* -7c on crouching hit |
LFS.3,2 | m, M | 10, 20 | i14, i21~22 | -11 | +1c | * Combo from 1st CH with 9?F delay
* Move can be delayed by 10F | |
LFS.3,3 | m, m | 10, 15 | i14, i21 | -14 | +32d (+24) | * Balcony Break
* Combo from 1st CH with 9?F delay
* Move can be delayed by 10F | |
LFS.3,4 | m, h | 10, 15 | i14, i21~23 | +8 | +19g | +19 | * Transition to RFS
* Combo from 1st CH with 9?F delay
* Move can be delayed by 10F |
LFS.3,f+4 | m, h | 10, 20 | i14, i21~27 | -1 | +40a (+14) | * Balcony Break
* Combo from 1st CH with 6?F delay
* -1 on block on average. Frame advantage may range from -4~+2 on block | |
LFS.4 | h | 24 | i14~16 | +4 | +27a (+18) | * Balcony Break
* Transition to RFS
* Low crush 8~27
* Floating state 28~30 | |
LFS.4~3 | h,h | 17,26 | i15~16, i8~9 | +6 | +24a (+14) | * Balcony Break
* 7 chip damage on block
* Jail from 1st block
* Input 4 the following frame after 3 to power up
** 45dmg on hit, 8 chip damage on block
* Low crush 12~ | |
LFS.1+4 | m! | 80 | i66~69 | -2a~+1a | * Cancel with b,b
* Low crush 55~ | ||
LFS.3+4 | * Transition to RFS | ||||||
LFS.b+1 | m | 15 | i15 | -14 | -1 | * Sidesteps to the right | |
LFS.b+3 | m | 23 | i20~22 | -12 | +14 | * Balcony Break
* Power up if an attack is absorbed
** Reversal Break
** 9 chip damage on block
** -8 on block
* Transition to RFF
* Power crush 8~19 | |
LFS.b+4 | m | 15 | i16~17 | -8 | +0 | * Transition to RFF | |
LFS.b+4,3 | m, h | 15, 20 | i16~17, i16~19 | +0 | +20a (+11) | * Balcony Break
* Combo from 1st CH
* Jail from 1st block
* 6 chip damage on block
* Transition to RFF
* Low crush 5~ | |
LFS.df+3 | m | 12 | i22~23 | -14 | -4 | * Cancel and transition to r1 LFS with F_U_D at frame 20 of move startup
* Power up if an attack is absorbed
** Reversal Break
** 2 chip damage on block
** -9 on block
* Power crush 7~21 | |
LFS.df+3,4 | m, m | 12, 20 | i22~23, i24~25 | -14 | +7 | * Combo from 1st hit with 7F delay
* Move can be delayed by 5F
* Input can be delayed by 7F
* Power up if an attack is absorbed by previous hit
** Reversal Break?
** 4 chip damage on block
** -9 on block | |
LFS.d+3 | L | 7 | i16 | -17 | -6 | * -6c on crouching hit | |
LFS.d+3,4 | L, h | 7, 13 | i16, i21~23 | +8g~+10g | +14g~+16g | +19~+21 | * Combo from 1st hit with 1F delay
* Move cannot be delayed
* Input can be delayed by 1F
* Transition to RFS |
LFS.d+4 | L | 17 | i20~21 | -12 | +4 | +14d | * Transition to RFF |
LFS.f+3 | m | 23 | i19~20 | +4 | +26a | * Balcony Break
* Heat Engager
* Heat Dash +5, +36a (+26)
* Remains in LFS (does not transition on Heat activation or when using Heat Dash) | |
LFS.f+4 | m | 18 | i17~18 | -10 | +6 | +16a (+7) | * Homing
* Balcony Break on CH |
LFS.uf+3 | m | 11 | i28~29 | -6 | -7 | * Low crush 9~ | |
LFS.uf+3,4 | m, m | 11, 12 | i28~29, i20~21 | +2 | +13 | * Available on hit or block only
* Jail from 1st block
* Combo from 1st hit
* Transition to RFS
* Floating state 1~ | |
LFS.uf+3,4,3 | m, m, m | 11, 12, 20 | i28~29, ,i27~28 | -14 | +0c | Combo from 1st hit
* Floating state 1~ | |
LFS.uf+4 | M | 20 | i19~20 | -14 | +32a (+22) | * Tornado
* Low crush 6~18 | |
LFS.uf+3+4 | m,h | 10,8 | i14, i9 | -10 | +1 | * Jails from 1st block
* Transition to LFS with F (-2/+9)
* Low crush 9~ | |
LFS.uf+3+4,4 | m,h, m | 10,8, 13 | i14, i9, i14~15 | -10 | +7 | * Combo from 1st hit
* Transition to RFF
* Low crush 1~ | |
RFF.1 | h | 10 | i10 | +0 | +6 | * Remains in RFF | |
RFF.1,1 | h, m | 10, 12 | i10, i19 | -8 | +3 | * Combo from 1st hit with 4F delay
* Input can be delayed by 4F
* Move can be delayed by 3F | |
RFF.2 | h | 6 | i10 | +2 | +8 | * Remains in RFF | |
RFF.2,1 | h, h | 6, 10 | i10, i10 | +0 | +6 | * Jail from 1st block with 2F delay
* Combo from 1st hit with 2F delay
* Remains in RFF | |
RFF.2,1,1 | h, h, m | 6, 10, 12 | i10, ,i19 | -8 | +3 | * Combo from 1st hit with 4F delay
* Input can be delayed by 4F
* Move can be delayed by 3F | |
RFF.2,3 | h, h | 6, 24 | i10, i19~20 | -9 | +20g | * Balcony Break
* Tornado
* Forces crouch on hit
* Combo from 1st hit with 2F delay
* Input can be delayed by 2F
* Move cannot be delayed
* Low crush 13~ | |
RFF.2,4 | h, h | 6, 9 | i10, i12 | -8 | +3g | +3 | * Jail from 1st block with 2F delay
* Combo from 1st hit with 2F delay
* Input can be delayed by 2F
* Move cannot be delayed
* Remains in RFF
* Transition to RFS with F_B_D_U (+4/+16g/+16)
** i14 RFS? guaranteed on CH |
RFF.2,4,3 | h, h, M | 6, 9, 20 | i10, ,i25~31 | -14c | +14d | * Combo from 2nd CH with 2F delay
* Move can be delayed by 10F
* Remains in RFF | |
RFF.2,4,4 | h, h, h | 6, 9, 23 | i10, ,i18~19 | -5 | +41a | * Balcony Break
* Jail from 2nd block with no delay
** Does not jail from 2nd hit
* Combo from 2nd CH with 9F delay
* Move can be delayed by 10F | |
RFF.3 | m | 13 | i16 | -4 | +7 | ||
RFF.3,4 | m, h | 13, 16 | i16, i27~28 | +10g~+11g | +21g~+22g | +11~+12 | * Combo from 1st hit
* Transition to RFS
* Cancel and transition to r8? RFS with F (-12/-1) |
RFF.3~4 | h | 27 | i27~30 | +4~+7 | +46a~+49 | * Strong Aerial Tailspin
* Homing
* Balcony Break
* Clean hit, 35dmg
* 10 chip damage on block
* Power crush 8~26 | |
RFF.4 | h | 9 | i12 | -8 | +3 | * Remains in RFF
* Transition to RFS with F_B_D_U (+4/+16g/+16)
** i13 RFS followups guaranteed on CH? | |
RFF.4,3 | h, M | 9, 20 | i12, i25~31 | -14c | +14d | * Remains in RFF
* Combo from 1st CH with 2F delay
* Move can be delayed by 10F | |
RFF.4,4 | h, h | 9, 23 | i12, i18~19 | -5 | +41a | * Balcony Break
* Jail from 1st block with no delay
* Combo from 1st CH with 9F delay
* Move can be delayed by 10F | |
RFF.3+4 | * Transition to LFF | ||||||
RFF.b+1 | h | 18 | i14 | -4 | +6 | +14c | * Elbow
* Has good left sidestep tracking |
RFF.b+2 | m | 17 | i16~17 | +4~+5 | +6c~+7c | +25d~+26d | * 5 chip damage on block
* Remains in RFF |
RFF.b+3 | h | 17 | i13~14 | -10 | +1 | +50a | * Sidesteps to the right |
RFF.b+4 | h | 21 | i18~19 | -9 | +12g | +13c | * Balcony Break
* High crush 6~17 |
RFF.df+3 | m | 21 | i22~24 | +1 | +6 | * Homing
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
* Remains in RFF (transitions to LFF on Heat activation or when using Heat Dash)
* Low crush 9~ | |
RFF.df+4 | m | 12 | i13 | -7 | +1g | +1 | * Remains in RFF
* Transition to RFS with F_B_D_U (+4/+13g/+13) |
RFF.df+2+3 | m | 12 | i22~23 | -14 | -4 | * Power up if an attack is absorbed
** Reversal Break
** 2 chip damage on block
** -9 on block
* Cancel and transition to r1 LFS with F_U_D at frame 20 of move startup
* Power crush 7~ | |
RFF.df+2+3,4 | m, m | 12, 20 | i22~23, i24~25 | -14 | +7 | * Power up if an attack is absorbed by previous hit
** Reversal Break?
** 4 chip damage on block
** -9 on block
* Combo from 1st hit with 7F delay
* Move can be delayed by 5F
* Input can be delayed by 7F | |
RFF.d+3 | L | 10 | i18 | -11 | +0 | * Transition to BT
* +0c on crouching hit | |
RFF.d+3,4 | L, h | 10, 13 | i18, i21~23 | +8g~+10g | +14g~+16g | +19~+21 | * Combo from 1st hit
* Transition to RFS |
RFF.d+3+4 | L | 19 | i19 | -11 | +5 | +15g | * Remains in RFF |
RFF.f,F+3 | M | 22 | i22~25 | -7 | +19d | * Low crush 3~ | |
RFF.f+1 | h | 5 | i10 | +1 | +8 | ||
RFF.f+1,2 | h, h | 5, 10 | i10, i10 | -3 | +6 | * Jail from 1st block with 4F delay
* Combo from 1st hit with 4F delay | |
RFF.f+3 | h | 21 | i14~17 | +12~+15 | +23~+26 | * Transition to LFS
* Transition to r44? BT with B (-11~-8/+0~+3) | |
RFF.f+4 | * Transition to RFS | ||||||
RFF.f+4~4 | M | 20 | i18~20 | -13 | +41a (+31) | * Tornado
* Remains in RFF | |
RFS.1 | m | 15 | i16 | -2 | +9 | * Links to 10-hit string | |
RFS.2 | h | 6 | i13 | +5 | +7 | * Transition to RFF
* Links to RFF.2 extensions | |
RFS.3 | h | 24 | i14~16 | +4 | +27a (+18) | * Balcony Break
* Transition to LFS
* Sidesteps to the left
* Increased chip damage scaling on block during heat
** 7 chip damage on block in heat
* Low crush 8~ | |
RFS.3~4 | m,m | 11,21 | i16,i7 | -3 | +26 (+16) | * Balcony Break
* Jail from 1st block
* Increased chip damage scaling on block during heat
** 9 chip damage on block in heat
* Input 4 the following frame after 3 to power up
** 37dmg on hit, +1 on block
** 14 chip damage on block in heat
* Low crush 16~ | |
RFS.4 | m | 17 | i14 | -9 | +3 | * Transition to RFF
* Increased chip damage scaling on block during heat
** 5 chip damage on block in heat | |
RFS.4,3 | m, m | 17, 21 | i14, i23~24 | +4 | +25a (+16) | * Tornado
* Balcony Break
* Transition to LFS
* Combo from 1st CH
* Combo from 1st hit during heat
* Increased chip damage scaling on block during heat
** 4 chip damage on block in heat | |
RFS.3+4 | * Transition to LFS | ||||||
RFS.b+3 | m | 21 | i16~17 | -9 | +7 | * Heat Engager
* Heat Dash +5, +42a (+27)
* Increased chip damage scaling on block during heat
** 6 chip damage on block in heat | |
RFS.b+4 | m | 23 | i20~22 | -12 | +14g | * Balcony Break
* Power up if an attack is absorbed
** Reversal Break
** 9 chip damage on block
** -8 on block
* Increased chip damage scaling on block during heat
** 6 chip damage on block in heat
** 9 chip damage on block after absorbing an attack
* Power crush 8~19 | |
RFS.df+4 | m | 17 | i17~19 | +1 | +8c | +26a | * Increased chip damage scaling on block during heat
** 4 chip damage on block in heat |
RFS.d+3 | L | 13 | i15 | -13 | -5 | +2 | * Transition to RFF
* Increased chip damage scaling on block during heat
** 3 chip damage on block in heat
* cs10~19 crush state when canceled into followup
* High crush 10~25 |
RFS.d+3,3 | L, h | 13, 28 | i15, i25~27 | -2 | +34a (+8) | * Balcony Break
* Combo from 1st CH with 4F delay
* Move cannot be delayed
* Input can be delayed by 4F
* 11 chip damage on block
* Increased chip damage scaling on block during heat
** 14 chip damage on block in heat | |
RFS.d+4 | L | 15 | i20~21 | -23 | +7c | * Transition to RFF | |
RFS.d+4,3 | L, h | 15, 12 (8) | i20~21, i25 | -9 | -1 / +20a (+13) | * Combo from 1st hit
* Airborne combo from 1st CH
** 8 dmg, +20a (+13) on hit
** 26 total dmg from 1st CH | |
RFS.d+4,3,4 | L, h, h | 15, 12 (8), 20 (10) | i20~21, ,i27~28 | -9 | +28a (+2) / +10a (+9) | * Balcony Break
* Power up in Heat: 30dmg and increased chip damage on block
* Combo from 2nd CH
* Airborne combo from 1st CH
** +10a (+9) on hit
** 10 dmg, 36 total dmg from 1st CH
* Low crush 22~ | |
RFS.f+3 | m | 18 | i20~21 | -10 | +5 | +15a (+6) | * Homing
* Increased chip damage scaling on block during heat
** 5 chip damage on block in heat |
RFS.f+4 | h,h | 8,8 | i8, i10 | +0 | +2 | +5 | * Jail from 1st block
* +6 on 2nd CH
* Remains in RFS
* Power up during Heat |
RFS.f+4,4 | h,h, h | 8,8, 9 | i8, i10, i23 | -6 | +75a (+59) | * Tornado
* Combo from 1st or 2nd CH
* Transition to RFF | |
RFS.uf+3 | M | 22 | i24~27 | -7 | +19d | * Increased chip damage scaling on block during heat
** 6 chip damage on block in heat
* Low crush 9~ | |
RFS.uf+4 | m | 20 | i17~18 | -13 | +30a (+20) | * Tornado
* Transition to RFF
* Increased chip damage scaling on block during heat
** 6 chip damage on block in heat
* Low crush 11~33 | |
RFS.u+4 | h | 17 | i25~26 | -2 | +8 | * Homing
* Transition to RFF
* Link to LFF.(4,4,4),4 extension
** Combo from 1st hit with 4F input delay
** Extension cannot be delayed
* Increased chip damage scaling on block during heat
** 5 chip damage on block in heat
* Low crush 19~ | |
hFC.3 | L | 10 | i16 | -17 | -6 | * -6c on crouching hit
* High crush 1~ | |
hFC.4 | l | 6 | i12 | -15 | -4 | * -4c on crouching hit
* High crush 1~ | |
1+3 | th(h) | 35 | i12~14 | * Break: 1 or 2
* Opponent recovery on hit: FDFT
* Sideswap on break | |||
2+4 | th(h) | 25 | i12~14 | * Spike
* Break: 1 or 2
* Opponent recovery on hit: FDFT off-axis to the left, sideswap | |||
2+4,B | th(h) | 40 | i12~14 | -2 | * Break: 2
* Opponent recovery on hit: FUFA, sideswap
* Transition to BT | ||
AIR.ub+3+4 | th(m) | 26 | i15~16 | * Break: none
* Opponent recovery on hit: FUFA, sideswap
* Also possible during RFF | |||
Back throw | th(h) | 60 | i12~14 | * Break: none
* Opponent recovery on hit: FUFA
* Also possible during RFF | |||
Left throw | th(h) | 45 | i12~14 | * Break: 1
* Opponent recovery on hit: FUFT off-axis to the left
* Also possible during RFF | |||
RFF.1+3 | th(h) | 45 | i12 | * Break: 1+2
* Opponent recovery on hit: FUFA, sideswap | |||
Right throw | th(h) | 44 | i12~14 | * Break: 2
* Opponent recovery on hit: FDFT off-axis to the right
* Also possible during RFF | |||
f+2+3 | th(h) | 35 | i12 | * Break: 1+2
* Opponent recovery on hit: FUFA, sideswap
* Possible in RFF, LFS and RFS | |||
qcb+3 | th(h) | 45 | i11 | * Spike
* Break: 1
* Opponent recovery on hit: FUFA, sideswap | |||
uf+1+2 | th(h) | 40 | i12 | * Break: 1+2
* Opponent recovery on hit: FUFA
* Also possible during RFF |