hwoarang

hwoarang

Edit
CommandHit levelDamageStartupBlockHitCounter hitNotes
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
H.RFS.d+4L15i20~21-23+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+4,3L, h15, 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+4,3,4L, h, h15, 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+4h,h8,10i8, i10+0+5
* Jail from 1st block
* Remains in RFS
* 2 chip damage on block
H.RFS.f+4,4h,h, h8,10, 9i8, 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+3m,(t),m,h13,(14,24), 12,25i17~18, 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+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
* Possible during RFF, LFS and RFS
* Power crush 8~
1h5i10+1+8
Recovers 2f faster on hit or block (t27 r17)
1,1h, h5, 8i10, i12-3+8
* Jail from 1st block
* Combo from 1st hit
1,1,3h, h, L5, 8, 10i10, ,i21-12-1
* Combo from 2nd CH
1,1,3,3h, h, L, h5, 8, 10, 14i10, ,i20-14+4
* Combo from 3rd hit with 1F delay
* Move can be delayed by 10F
1,2h, h5, 10i10, 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+3h, h, m5, 10, 14i10, ,i21-8+9
* Wall Crush +21g on hit
* Combo from 2nd CH with 4F delay
1,2,f+4h, h, h5, 10, 20i10, ,i24~25-2+35d (+27)
* Balcony Break
* Combo from 2nd CH with 3F delay
* Move can be delayed by 4F
* Low crush 14~
2h9i10+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+3h, m9, 14i10, i21-8+9
* Wall Crush +21g on hit
* Combo from 1st hit with 1F delay
* Combo from 1st CH with 4F delay
2,f+4h, h9, 20i10, i24~25-2+35d (+27)
* Balcony Break
* Combo from 1st CH with 3F delay
* Low crush 14~
3h15i14-7+4
3,3h, m15, 12i14, 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)
3,3,2h, m, M15, 12, 20i14, ,i21~22-11+1c
* Combo from 2nd CH with 8F delay
* Move can be delayed by 10F
3,3,3h, m, m15, 12, 15i14, ,i21-14+32d (+24)
* Balcony Break
* Combo from 2nd CH with 8F delay
* Move can be delayed by 10F
3,3,4h, m, h15, 12, 15i14, ,i21~23+8+19g+19
* Transition to RFS
* Combo from 2nd CH with 8F delay
* Move can be delayed by 10F
3,3,f+4h, m, h15, 12, 20i14, ,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
3~4m,m11,21i22,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~
4h14i11~12-6+5
4,3h, m14, 16i11~12, 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)
4,4h, h14, 13i11~12, i16-1+10g+10
* Jail from 1st block
* Combo from 1st hit
* Transition to RFS
4,4,3h, h, M14, 13, 20i11~12, ,i25~31-14c+14d
* Transition to RFF
* Combo from 2nd CH
4,4,4h, h, h14, 13, 17i11~12, ,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~
4,4,4,4h, h, h, h14, 13, 17, 20i11~12, ,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+2m15i16-2+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+3~3m25i20-16+7a (-2)
* Balcony Break
* Sidesteps to the right
f+4h21i17~23+7~+13+18g~+24g+18~+24
* +10~+16 guaranteed on CH depending on frame advantage
* Transition to RFS
f+1+2m17i15-9+2+14
* Also possible during RFF
df+1m10i13~14-1+6
* Also possible during RFF
df+1,3m, m10, 15i13~14, i22~23-2+6
* Combo from 1st hit
* Transition to LFS
df+2m13i15~16-7+34a (+24)
* +4s on crouching normal hit
* Also possible during RFF
df+3m12i22~23-14~-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+3,4m, m12, 20i22~23, 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+4m20i16~17-8~-7+8~+9+18a (+9)
* Homing
* Balcony Break on CH
* Transition to RFF
* Wall splats
df+3+4m,h,m7,4,17i13,i14,i24~25-14+4c
* Heat Engager
* Heat Dash +5, +43d (+35)
* Jails
* 5 chip damage on block
* Also possible during RFF
d+1sl5i10-5+6
* Transition to Standing with f
* +6c on crouching hit
* High crush 4~
d+2sl8i11-4+7
* +7c on crouching hit
* High crush 4~
d+3l7i17-13-2
-2c on crouching hit
d+3,4l, h7, 13i17, i21~23+8g~+10g+14g~+16g+19~+21
* Transition to RFS
* Combo from 1st hit
d+4l7i19-17-6+4s
* Also possible during RFF
* High crush 6~55
d+4,4l, h7, 22i19, i20-13+69a (+53)
* Tornado
* Jail from 1st normal hit
* Combo from 1st CH
* Also possible during RFF
d+3+4L18i21~22-14+6 LFS
* Homing
* Transition to LFS on hit
* High crush 6~54
db+3L12i19-13-1+17g
* Also possible during RFF
* High crush 6~51
db+4L14i16-12-8-1
* Transition to r20 RFS with F (-1/+3/+10)
* Also possible during RFF
db+4,4L, h14, 21i16, i17~19-1~+1+24a~+26a
* Combo from 1st CH
db+3+4m!40i61~62+17a
* Also possible during RFF
* Cancel and transition to r24? LFS at frame 25? with b,b
b+1m15i15-14-1
* 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.4m,h,h10,8,10i15,i8,i9+17a
* Pressing 4 after successful parry
b+2h18i14-4+6+14c
* Elbow
* Good right sidestep tracking
b+3M17i16~17-19+35a (+25)
* Tornado
b+4h17i13~14-10+1+50a
* Transition to RFF
ub+4m18i17~20-8+10
* Opponent recovers non-guarding on hit (situational guaranteed follow-up)
* Also possible during RFF
* Low crush 5~17
u+2h18i13~15-9+15
* Balcony Break
* Homing
* Also possible during RFF
* Sidesteps to the left
* Wall splats
u+3h25i20+5+44a (+38)
* Also possible during RFF
* Transition to LFS
* Low crush 9~
u+4m18i16~18+3+11g+11
* Also possible during RFF
* Transition to RFS
* Low crush 9~
u+3+4m20i25~26-7+24a
* Also possible during RFF
* Low crush 8~
uf+2m22i26+5c+6c+28d
* Also possible during RFF
* Low crush 13~
uf+3m11i28~29-6-7
* Also possible during RFF
* Low crush 9~
uf+3,4m, m11, 12i28~29, 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+3,4,3m, m, m11, 12, 20i28~29, ,i27~28-14+0c
* Combo from 1st hit
* Also possible during RFF
* Floating state 1~
uf+4h12i22~23-2+4
* Also possible during RFF
* Transition to RFS
* Low crush 10~
uf+4,4h, m12, 12i22~23, i11~12+0+6
* Combo from 1st hit
* Also possible during RFF
* Transition to RFS
* Low crush 2?~
uf+4,4,4h, m, L12, 12, 12i22~23, ,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+4m,h10,8i14,i9-10+1
* Jail from 1st block
* Also possible during RFF
* Transition to LFS with F (-2/+9)
* Low crush 9~
uf+3+4,4m,h, m10,8, 13i14,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+3M24i20~24+6+6c
* Transition to RFF
f,F+4m22i17~18-7+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:4m18i16-8+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,4m20i23~25-13+32a (+22)
* Also possible during RFF
* Low crush
f,f,F+3m30i22~24+6+23a
* Balcony Break
* 9 chip damage on block
* Also possible during RFF
* Low crush 3~
f,f,F+4h28i18~19+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~
ws1m12i12~13-3+8
ws1,4m, m12, 18i12~13, i22~23+0+8
* Combo from 1st hit
* Transition to RFS
ws2m8i15~16-7+4s
ws2,3m, h8, 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~
ws3m22i14~16-12+14c
ws4m12i11~12-3+8
ws4,4m, M12, 13i11~12, i15~19-9+4c
* Jail from 1st block
* Combo from 1st hit
* Recovers 3 frames faster on hit (r21 t52)
* Transition to RFF
ws3+4m16i20~21-9+2
* Alternate input: f,n,d,df+3+4 (CD.3+4)
* Transition to BT
ws3+4,3m, M16, 20i20~21, i21~26-6+5c~+10c+29d
* Combo from 1st hit with 7F delay
* Input can be delayed by 7F
* Move cannot be delayed
SS.3m13i18~19-12-1+5s
SS.3,3m, h13, 16i18~19, i9~10+3+14
* Jail from 1st block
* Combo from 1st hit
* +34a (+27) on 1st CH
* Shifts to Left Flamingo
SS.4l18i19~20-13+5c+31a
* Shifts to Right Stance
BT.3M20i14~16-13+38a (+28)
BT.4M20i14~16-13+40a (+30)
* Transition to RFF
BT.d+3L20i18~19-13-2+31a
* High crush 4~50
CD.3m27i18~19+4+25a (+16)+57a (+10)
* Tornado
* Balcony Break
* 8 chip damage on block
* Also possible during RFF
* Transition to LFS
CD.4m18i16-18+53a (+43)
* Tornado
* Also possible during RFF
LFS.1h6i13+5+7
LFS.2m15i16-2+9
* Transition to RFF
* Links to 10-hit string
LFS.2,2m, h15, 7i16, i20+0+4+9
Combo from 1st hit
LFS.2,2,3m, h, h15, 7, 10i16, ,i14~17-6~-3-3~+0
* Combo from 2nd hit (1st active frame only)
* Combo from 2nd CH
LFS.2,2,3,4m, h, h, L15, 7, 10, 7i16, ,i22-14-3
LFS.2,2,3,4,3m, h, h, L, m15, 7, 10, 7, 7i16, ,i31-9-9
LFS.2,2,3,4,3,4m, h, h, L, m, m15, 7, 10, 7, 7, 8i16, ,i22~24-21-10
* Combo from 5th hit
LFS.2,2,3,4,3,4,4m, h, h, L, m, m, l15, 7, 10, 7, 7, 8, 7i16, ,i19-27-16
LFS.2,2,3,4,3,4,4,4m, h, h, L, m, m, l, h15, 7, 10, 7, 7, 8, 7, 10i16, ,i23-28+23a (+13)
LFS.2,2,3,4,3,4,4,4,4m, h, h, L, m, m, l, h, m15, 7, 10, 7, 7, 8, 7, 10, 21 (14)i16, ,i22-18-16
* Airborne combo from 8th hit
LFS.2,2,3,4,3,4,4,4,4,3m, h, h, L, m, m, l, h, m, h15, 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.3m10i14-13-7-2
* Transition to r17 LFS with F (+2/+8/+13)
* -7c on crouching hit
LFS.3,2m, M10, 20i14, i21~22-11+1c
* Combo from 1st CH with 9?F delay
* Move can be delayed by 10F
LFS.3,3m, m10, 15i14, i21-14+32d (+24)
* Balcony Break
* Combo from 1st CH with 9?F delay
* Move can be delayed by 10F
LFS.3,4m, h10, 15i14, 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+4m, h10, 20i14, 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.4h24i14~16+4+27a (+18)
* Balcony Break
* Transition to RFS
* Low crush 8~27
* Floating state 28~30
LFS.4~3h,h17,26i15~16, 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+4m!80i66~69-2a~+1a
* Cancel with b,b
* Low crush 55~
LFS.3+4
* Transition to RFS
LFS.b+1m15i15-14-1
* Sidesteps to the right
LFS.b+3m23i20~22-12+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+4m15i16~17-8+0
* Transition to RFF
LFS.b+4,3m, h15, 20i16~17, 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+3m12i22~23-14-4
* 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+3,4m, m12, 20i22~23, 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+3L7i16-17-6
* -6c on crouching hit
LFS.d+3,4L, h7, 13i16, 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+4L17i20~21-12+4+14d
* Transition to RFF
LFS.f+3m23i19~20+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+4m18i17~18-10+6+16a (+7)
* Homing
* Balcony Break on CH
LFS.uf+3m11i28~29-6-7
* Low crush 9~
LFS.uf+3,4m, m11, 12i28~29, 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+3,4,3m, m, m11, 12, 20i28~29, ,i27~28-14+0c
Combo from 1st hit
* Floating state 1~
LFS.uf+4M20i19~20-14+32a (+22)
* Tornado
* Low crush 6~18
LFS.uf+3+4m,h10,8i14, i9-10+1
* Jails from 1st block
* Transition to LFS with F (-2/+9)
* Low crush 9~
LFS.uf+3+4,4m,h, m10,8, 13i14, i9, i14~15-10+7
* Combo from 1st hit
* Transition to RFF
* Low crush 1~
RFF.1h10i10+0+6
* Remains in RFF
RFF.1,1h, m10, 12i10, i19-8+3
* Combo from 1st hit with 4F delay
* Input can be delayed by 4F
* Move can be delayed by 3F
RFF.2h6i10+2+8
* Remains in RFF
RFF.2,1h, h6, 10i10, i10+0+6
* Jail from 1st block with 2F delay
* Combo from 1st hit with 2F delay
* Remains in RFF
RFF.2,1,1h, h, m6, 10, 12i10, ,i19-8+3
* Combo from 1st hit with 4F delay
* Input can be delayed by 4F
* Move can be delayed by 3F
RFF.2,3h, h6, 24i10, 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.2,4h, h6, 9i10, 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.2,4,3h, h, M6, 9, 20i10, ,i25~31-14c+14d
* Combo from 2nd CH with 2F delay
* Move can be delayed by 10F
* Remains in RFF
RFF.2,4,4h, h, h6, 9, 23i10, ,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.3m13i16-4+7
RFF.3,4m, h13, 16i16, 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.3~4h27i27~30+4~+7+46a~+49
* Strong Aerial Tailspin
* Homing
* Balcony Break
* Clean hit, 35dmg
* 10 chip damage on block
* Power crush 8~26
RFF.4h9i12-8+3
* Remains in RFF
* Transition to RFS with F_B_D_U (+4/+16g/+16)
** i13 RFS followups guaranteed on CH?
RFF.4,3h, M9, 20i12, i25~31-14c+14d
* Remains in RFF
* Combo from 1st CH with 2F delay
* Move can be delayed by 10F
RFF.4,4h, h9, 23i12, 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+1h18i14-4+6+14c
* Elbow
* Has good left sidestep tracking
RFF.b+2m17i16~17+4~+5+6c~+7c+25d~+26d
* 5 chip damage on block
* Remains in RFF
RFF.b+3h17i13~14-10+1+50a
* Sidesteps to the right
RFF.b+4h21i18~19-9+12g+13c
* Balcony Break
* High crush 6~17
RFF.df+3m21i22~24+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+4m12i13-7+1g+1
* Remains in RFF
* Transition to RFS with F_B_D_U (+4/+13g/+13)
RFF.df+2+3m12i22~23-14-4
* 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+3,4m, m12, 20i22~23, 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+3L10i18-11+0
* Transition to BT
* +0c on crouching hit
RFF.d+3,4L, h10, 13i18, i21~23+8g~+10g+14g~+16g+19~+21
* Combo from 1st hit
* Transition to RFS
RFF.d+3+4L19i19-11+5+15g
* Remains in RFF
RFF.f,F+3M22i22~25-7+19d
* Low crush 3~
RFF.f+1h5i10+1+8
RFF.f+1,2h, h5, 10i10, i10-3+6
* Jail from 1st block with 4F delay
* Combo from 1st hit with 4F delay
RFF.f+3h21i14~17+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+4~4M20i18~20-13+41a (+31)
* Tornado
* Remains in RFF
RFS.1m15i16-2+9
* Links to 10-hit string
RFS.2h6i13+5+7
* Transition to RFF
* Links to RFF.2 extensions
RFS.3h24i14~16+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.3~4m,m11,21i16,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.4m17i14-9+3
* Transition to RFF
* Increased chip damage scaling on block during heat
** 5 chip damage on block in heat
RFS.4,3m, m17, 21i14, 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+3m21i16~17-9+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+4m23i20~22-12+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+4m17i17~19+1+8c+26a
* Increased chip damage scaling on block during heat
** 4 chip damage on block in heat
RFS.d+3L13i15-13-5+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+3,3L, h13, 28i15, 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+4L15i20~21-23+7c
* Transition to RFF
RFS.d+4,3L, h15, 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+4,3,4L, h, h15, 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+3m18i20~21-10+5+15a (+6)
* Homing
* Increased chip damage scaling on block during heat
** 5 chip damage on block in heat
RFS.f+4h,h8,8i8, i10+0+2+5
* Jail from 1st block
* +6 on 2nd CH
* Remains in RFS
* Power up during Heat
RFS.f+4,4h,h, h8,8, 9i8, i10, i23-6+75a (+59)
* Tornado
* Combo from 1st or 2nd CH
* Transition to RFF
RFS.uf+3M22i24~27-7+19d
* Increased chip damage scaling on block during heat
** 6 chip damage on block in heat
* Low crush 9~
RFS.uf+4m20i17~18-13+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+4h17i25~26-2+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.3L10i16-17-6
* -6c on crouching hit
* High crush 1~
hFC.4l6i12-15-4
* -4c on crouching hit
* High crush 1~
1+3th(h)35i12~14
* Break: 1 or 2
* Opponent recovery on hit: FDFT
* Sideswap on break
2+4th(h)25i12~14
* Spike
* Break: 1 or 2
* Opponent recovery on hit: FDFT off-axis to the left, sideswap
2+4,Bth(h)40i12~14-2
* Break: 2
* Opponent recovery on hit: FUFA, sideswap
* Transition to BT
AIR.ub+3+4th(m)26i15~16
* Break: none
* Opponent recovery on hit: FUFA, sideswap
* Also possible during RFF
Back throwth(h)60i12~14
* Break: none
* Opponent recovery on hit: FUFA
* Also possible during RFF
Left throwth(h)45i12~14
* Break: 1
* Opponent recovery on hit: FUFT off-axis to the left
* Also possible during RFF
RFF.1+3th(h)45i12
* Break: 1+2
* Opponent recovery on hit: FUFA, sideswap
Right throwth(h)44i12~14
* Break: 2
* Opponent recovery on hit: FDFT off-axis to the right
* Also possible during RFF
f+2+3th(h)35i12
* Break: 1+2
* Opponent recovery on hit: FUFA, sideswap
* Possible in RFF, LFS and RFS
qcb+3th(h)45i11
* Spike
* Break: 1
* Opponent recovery on hit: FUFA, sideswap
uf+1+2th(h)40i12
* Break: 1+2
* Opponent recovery on hit: FUFA
* Also possible during RFF