Command | Hit level | Damage | Startup | Block | Hit | Counter hit | Notes |
---|---|---|---|---|---|---|---|
2+3 | m | 12 | i16 | +1 | +2c | Heat Burst Power crush | |
H.2+3 | l,t | 37 | i20 | -14 | +0d | * Heat Smash * Balcony Break | |
R.df+1+2 | m,t | 55+ | i20 | -15 | +0 | * Rage Art * Removes Recoverable Health * Damage increases with lower health Power crush 8~ | |
1 | h | 5 | i10 | +1 | +8 | ||
1,2 | h, h | 5, 9 | ,i12 | -3 | +7 | * Transition to r30 -2 +8 MS with F * Jail from 1st attack with max (4F) delay * Combo from 1st hit with 4F delay * Move can be delayed 4F | |
1,2,2 | h, h, m | 5, 9, 14 | ,i20~21 | -13 | -2 | * Move can be delayed 5F * Input can be delayed 7F * Combo from 2nd CH with 7F delay | |
1,2,2,3 | h, h, m, h | 5, 9, 14, 23 | ,i21 | -3 | +17a (+8) | * Balcony Break * Combo from 3rd hit CH with 9F delay * Transition to r25 -9, +11a (+2a) HMS with 4 * Move can be delayed 13F * Input can be delayed 18F | |
1,2,4 | h, h, m | 5, 9, 10 | ,i18 | -12 | -1 | +58a | * Jail from 1st attack * Combo from 2nd hit * Transition to -14 -2 HMS with 3 * Move can be input by pressing 4 during frames 1-9 of 1,2 |
1,2:4 | h, h, m | 5, 9, 12 | ,i18 | -12 | +5 | +58a | * Jail from 1st attack * Combo from 2nd hit with 1f delay * Move can be input by pressing 4 during frames 10-13 of 1,2 * Transition to r44 -14 +3 HMS with 3 |
1,3 | h, h | 5, 5 | i16 | -11 | +0 | Can be delayed (2F?) | |
1,3:3 | h, h, m | 5, 5, 4 | ,i9 | -11 | +0 | * Input 3 during frames 13?-15? of previous hit * Jail from 1st attack | |
1,3:3:3 | h, h, m, h | 5, 5, 4, 14 | ,i21 | -17 | +14 | * Combo from 1st hit * Input 3 during frame 8? of previous hit * Timestop on hit * 5 chip damage | |
2 | h | 10 | i10 | +1 | +7 | ||
2,1 | h, h | 10, 8 | i15 | -5 | +6 | * Transition to -5, +6 HMS with 3+4 * Combos from 1st hit | |
2,1,1 | h, h, m | 10, 8, 18 | i20 | -12 | +3 | +26a | * |
2,1,3 | h, h, h | 10, 8, 20 | i24 | -4 | +20a (+11) | +65a (+45) | * Balcony Break |
2,1,4 | h, h, l | 10, 8, 18 | i25 | -15 | +1 | +11 | * |
2,2 | h, m | 10, 14 | i20 | -13 | -2 | * Combos from 1st hit CH | |
2,2,3 | h, m, h | 10, 14, 23 | i21 | -3 | +17a (+8) | * Balcony Break * Transition to -9, +11a (+2) HMS with 4 * Combos from 1st hit CH | |
3 | m | 16 | i14 | -8 | +7 | * Transition to -8, +7 HMS with 4 | |
3,3 | m, h | 16, 18 | i17 | -10 | +1 | * Combos from 1st hit | |
3~3 | h | 18 | i34 | -9 | +2 | * | |
3~3:4 | h, t | 18, 20 | i34 | ! | +0d | * Unbreakable * Perfect Input not required during Heat * Partially consumes remaining Heat Time, while Perfect input restores Heat Time | |
4 | h | 14 | i11 | -9 | +2 | +2s | |
4,3 | h, h | 14, 14 | i18 | -14 | -3 | +2 | Combos from 1st hit |
4,3,3 | h, h, m | 14, 14, | i19 | -13 | +8d | * Floor Break * Combos from 2nd hit CH | |
4,3,4 | h, h, m | 14, 14, | i30 | -9 | +42d | * Tornado Low crush | |
4,4 | h, h | 14, 5 | ,i10 | -13 | -2 | * Jail from 1st attack * Combo from 1st CH [[Lee combos#Mini-combos|+20a (+13)]] | |
4,4,4 | h, h, h | 14, 5, 5 | ,i10 | -13 | -2 | * Jail from 1st attack * Combo from 2nd hit with no delay * Frame advantage on 1st CH: +25a (+18) | |
4,4:4 | h, h, h | 14, 5, 12 | ,i20~21 | -9 | +15a (+6) | * Heat Engager * Heat Dash +5g +34d * Combo from 2nd hit with 1f-5f delay only * Frame advantage on 1st CH: [[Lee combos#Staples|+29a (+22)]] * 4 Chip Damage on block * 5 Chip Damage on block in heat | |
4,u+3 | h, m | 14, 23 | i33 | -1 | +48d | js | * Transition to -9, +40 MS with F |
1+2 | m | 20 | i21 | -1 | +3 | +26a | * Homing * Floor Break * Transition to +2, +6, +29a HMS with 3+4 |
3+4 | Transitions to HMS | ||||||
f+2 | m | 12 | i14 | -9 | +2 | ||
f+2,1 | m, h | 12, 22 | i19 | -10 | +42d (-16) | * Balcony Break * Combos from 1st hit * Delayable | |
f+3 | m | 6 | i15 | -18 | -7 | ||
f+3,3 | m, m | 6, 3 | i8 | -18 | -7 | Combos from 1st hit | |
f+3,3,3 | m, m, m | 6, 3, 3 | i8 | -18 | -7 | Combos from 1st hit | |
f+3,3,3,3 | m, m, m, m | 6, 3, 3, 3 | i8 | -18 | -7 | Combos from 1st hit | |
f+3,3,3,3,3 | m, m, m, m, h | 6, 3, 3, 3, 3 | i8 | -18 | +13a (+3) | Combos from 1st hit | |
f+3,3,3,3,3,4 | m, m, m, m, h, h | 6, 3, 3, 3, 3, 25 | i23 | -9 | +69a (+53) | * Tornado * If only last hit connects +28a (+13) * Combos from 1st hit * 4 can be input after the 2nd hit on-wards Low crush | |
f+3,3,3,3,3:4 | m, m, m, m, h, h | 6, 3, 3, 3, 3, 26 | i23 | -9 | +69a (+53) | * Tornado * Perfect Input not required during Heat * 4 must be input during frames 7?-9? of previous hit * Partially consumes remaining Heat Time, while Perfect input restores Heat Time * Combos from 1st hit Low crush | |
f+4 | h | 13 | i11 | -7 | +4 | ||
f+4,1 | h, h | 13, 20 | i24 | -5 | +20a (+3) | * Tornado * Balcony Break * Combos on 1st hit CH | |
f+4,3 | h, m | 13, 18 | i21 | -8 | +6c | +63a | * Transition to -4, +7c, +64a HMS with 4 * Combos on 1st hit CH * Delayable |
f+4:1 | h, h | 13, 25 | i24 | +5 | +20a (+3) | * Tornado * Balcony Break * 10 chip damage * Combos on 1st hit CH | |
f+1+2 | h,h | 12,20 | i13 | -13 | +18a (+9) | Balcony Break | |
f+3+4 | m,m | 10,20 | i30 | +4c | +8c | Floor Break 9 chip damage Low crush | |
df+1 | m | 10 | i13 | -1 | +5 | ||
df+2 | m | 12 | i15 | -7 | +34a (+24) | ||
df+3 | m | 13 | i15 | -8 | +3 | ||
df+3,2 | m, h | 13, 13 | i19 | -6 | +5 | * Combos from 1st hit * Delayable | |
df+3,2,3 | m, h, m | 13, 13, 20 | i22 | -16 | +13c g | * Balcony Break * Combos from 2nd hit | |
df+4 | m | 14 | i13-14 | -9 | +5 | Transition to -9, +5 HMS with 3 | |
df+4,4 | m, h | 14, 22 | i22-23 | -9 | +10g | * Heat Engager * Heat Dash +5, +34d * Combos from 1st hit | |
D+4 | l | 7 | i12 | -13 | -14 | -2 | |
D+4,4 | l, l | 7, 8 | i20 | -15 | -16 | -4 | Combos from 1st hit CH |
D+4,4,4 | l, l, l | 7, 8, 5 | i20 | -15 | -16 | -4 | Combos from 2nd hit CH |
D+4,4,4,4 | l, l, l, m | 7, 8, 5, 21 | i24 | -20 | +11a (+2) | * Balcony Break * Transition to -11, +20a (+11) HMS with 3 * Combos from 3rd hit CH | |
d+1 | s | 5 | i10 | -5 | +6 | Alternate input db+1, FC.1 High crush | |
d+2 | m | 17 | i18 | -6 | +8 | +13 | High crush |
d+3 | l | 17 | i16 | -15 | -1 | +17a | Transition to -15, -1, +17a HMS with 4 High crush 6~ |
d+4 | l | 7 | i12 | -13 | -14 | -2 | |
d+4,n,4 | l, h | 7, 16 | i23 | -9 | +2 | +27a (+17) | * Links to attacks from 4 (4,4:4, 4,3,4, etc.) * Combos from 1st hit CH |
d+3+4 | ! | 60 | i60 | ! | +9a | * Balcony Break * Unblockable * Cancel and transition to HMS with 3+4 | |
db+2 | s | 8 | i11 | -4 | +7 | Alternate input FC.2 High crush | |
db+3 | l | 12 | i20 | -12 | -1 | ||
db+4 | l | 6 | i12 | -4 | -15 | Alternate input FC.4 High crush | |
db+3+4 | l | 21 | i21 | -13 | +4 | +38a | |
b+1 | h | 9 | i14 | -0 | +6 | ||
b+1,1 | h, m | 9, 6 | i20 | -5 | +6 | * Transition to -1, +10g HMS with 3+4 * Cancel and transition to -5, +1 MS with F | |
b+1,1,2 | h, m, h | 9, 6, 18 | i20 | -11 | +1 | * Combos from 1st hit | |
b+1,1:2 | h, m, h | 9, 6, 23 | i20 | -6 | +39d (-19) | * Balcony Break * Combos from 1st hit * Perfect Input not required during Heat * Partially consumes remaining Heat Time, while Perfect input restores Heat Time | |
b+1:1+2 | h, h | 9, 25 | i21 | -6 | +39d (-19) | * Balcony Break * Combos from 1st hit * 10 chip damage * Perfect Input not required during Heat * Partially consumes remaining Heat Time, while Perfect input restores Heat Time | |
b+1+3 | +14BT | * High and Mid parry * Puts you behind opponent * Alternate input b+2+4, HMS.b+1+3, HMS.b+2+4 Parry state 5? | |||||
b+1+3,4 | m | 35 | i20 | +22a (+13) | * Balcony Break * Only available upon successful parry * Guaranteed hit | ||
b+2 | h | 9 | i14 | -5 | +1 | * Transition to -1, +5 MS with F | |
b+2,4 | h, h | 9, 16 | i27 | -9 | +6 | * Balcony Break * Automatically transitions to HMS on hit or block | |
b+2,4,3 | h, h, h | 9, 16, 21 | i27 | -0 | +22a (+13) | +51a | * Balcony Break Low crush |
b+3 | l | 9 | i15 | -14 | -3 | ||
b+3,3 | l, h | 9, 12 | i19 | -12 | -1 | * Transition to -7, +4 MS with F * Combos from 1st hit | |
b+4 | m | 20 | i20 | -3 | +7c | +64a | * Floor Break * Spike * Transition to -2, +8c, +65a HMS with 3 * +18d on crouching opponent |
b+3+4 | h | 23 | i20 | -7 | +15a (+6) | * Heat Engager * Heat Dash +5, +34d * Balcony Break Power crush | |
ub+3 | m | 20 | i18 | -13 | +20a (+13) | +74a (+58) | * Tornado Low crush |
u+3 | * Transition to FC with D * Transition to HMS with 3+4 Low crush | ||||||
uf+3 | m | 12 | i25 | -9 | +2 | Low crush | |
uf+3,2 | m, m | 12, 18 | i21 | -12 | +3 | +26a | Combos from 1st hit |
uf+3,4 | m, h | 12, 23 | i25 | -3 | +25a | Combos from 1st hit | |
uf+4 | m | 14 | i15 | -13 | +31a (+21) | * Knee * Alternate input ub+4, u+4 Low crush | |
uf+3+4 | h | 30 | i22 | +5 | +28d (+20) | * Balcony Break * Transition to +8, +31d (+23) HMS with 3+4 * 9 chip damage Low crush | |
b,B+4 | h | 23 | i19 | +2 | +25a | * Homing * Transition to +5, +28a HMS with 3 * 6 chip damage * Causes Strong Aerial Tailspin | |
b,n | * | ||||||
b,n,4 | l | 18 | i21 | -13 | +3 | +12 | * High crush |
d,DB+4 | m | 24 | i22 | -17 | +50a (+40) | * Tornado | |
f,F+2 | h | 26 | i18 | +2 | +18gc | +69a (+53) | * Tornado * Balcony Break * Transition to +5, +21gc, +72a (+56) MS with F * 6 chip damage |
f,F+3 | m | 26 | i14~15 | -9 | +21d (+11) | * Heat Engager * Heat Dash +5, +36d * Balcony Break *Slight low profile | |
f,F+4 | h | 22 | i16 | -5 | +29a | * High crush 5~ | |
f,n | * Transitions to MS * Alternate input HMS.f,n High crush | ||||||
f:F+2 | h | 26 | i18 | +2 | +18gc | +69a (+53) | * Tornado * Balcony Break * Transition to +5, +21gc, +72a (+56) MS with F * 11 chip damage Perfect Input not required during Heat Partially consumes remaining Heat Time, while Perfect input restores Heat Time |
ub,b | * Automatically transitions to HMS Low crush | ||||||
uf,n,4 | m | 20 | i23 | -13 | +32a (+22) | Low crush | |
f,f,F+3 | m | 14 | i14 | -9 | +16a (+9) | * Knee * Alternate input wr3 Low crush | |
f,f,F+3,4 | m, m | 14, 26 | i20 | +3 | +19d | * Floor Break * Transition to +6, +29d (-6) HMS with 3 * Combos from 1st hit * 7 chip damage * Balcony break on 2nd hit only Low crush | |
ws1 | m | 12 | i13 | -2 | +8 | * Automatically transitions to HMS on hit or block | |
ws1,2 | m, h | 12, 17 | i20 | -7 | +2 | +7 | *Transition to -3, +6, +12 MS with F |
ws1,4 | m, h | 12, 20 | i20 | -5 | +4 | *Transition to -8, +1 HMS with 3 | |
ws2 | m | 12 | i14 | -8 | +3 | * | |
ws2,3 | m, m | 12, 24 | i20 | -13 | +32a (+22) | * Tornado * Combos from 1st hit | |
ws2,4 | m, h | 12, 23 | i27 | -2 | +13g | +37a | * Balcony Break * Combos from 1st hit |
ws3 | m | 16 | i10 | -21 | -10 | * | |
ws3,3 | m, m | 16, 11 | i15 | -15 | -4c | * Transition to -15, -4 HMS with 4 * Combos from 1st hit | |
ws3,3,DF+3 | m, m, m | 16, 11, 10 | i26 | -19 | -8 | * Combos from 2nd hit CH | |
ws3,3,DF+3,3 ... | m, m, m, h | 16, 11, 10, 10 | i26 | -16 | -8 | * DF+3,3 can be repeated infinately * Can shift to Infinite Kick Chain: Low with D+3 after the 4th, 6th, and 8th high attacks * Combos from 3rd hit | |
ws3,3,D+3 | m, m, l | 16, 11, 8 | i26 | -19 | -8 | * Combos from 2nd hit CH | |
ws3,3,D+3,3 ... | m, m, l, h | 16, 11, 8, 10 | i24 | -16 | -5 | * D+3,3 can be repeated infinitely * Can shift to Infinite Kick Chain: Middle with n,3 after the 4th, 6th, and 8th high attacks * Combos from 3rd hit | |
ws4 | m | 16 | i11 | -6 | +5 | * Transition to -9, +2 HMS with 3 | |
FC.1 | s | 5 | i10 | -5 | +6 | * Alternate input d+1, db+1 High crush | |
FC.2 | s | 5 | i16 | -4 | +7 | * Alternate input db+2 High crush | |
FC.3 | l | 10 | i13 | -17 | -6 | * High crush | |
FC.4 | l | 6 | i12 | -15 | -4 | * Alternate input db+4 High crush | |
FC.UF+4 | m | 25 | i18~28 | -17 | +28a (+18) | * Transition to -, +28a (+18) HMS with 3 * Alternate input FC.UB+4, FC.U+4 Low crush | |
FC.UF+3+4 | m | 30 | i46~49 | -4 | +18a (+8) | * Balcony Break * Can hit cross-up * Alternate input FC.UB+3+4, FC.U+3+4 Low crush | |
FC.df,d,DF | * High crush | ||||||
FC.df,d,DF:3 | l | 25 | i18~24 | -15* | +3 | +5d | * Frame advantage on block depends on spacing.: Ranges from -15 up close, to -9 at tip range. * Perfect Input not required during Heat * Perfect input when DF and 3 are input during the same frame? * Partially consumes remaining Heat Time, while Perfect input restores Heat Time High crush Low crush |
FC.df,d,DF+3 | l | 20 | i18~24 | -15* | +3 | +5d | * * Frame advantage on block depends on spacing.: Ranges from -15 up close, to -9 at tip range. High crush Low crush |
FC.df+4 | l | 17 | i16 | -14 | -3 | +25d | * Transition to 14, -3, +25d HMS with 3 FC |
HMS.1 | h | 7 | i12 | +2 | +9 | * Cancel and transition MS with F * Cancel into Scatter Kick (HMS.3) with input HMS.1~3 | |
HMS.1,1 | h, h | 7, 7 | i14 | -2 | +8 | * Cancel and transition to +1, +8 MS with F * Combos from 1st hit | |
HMS.1,1,1 | h, h, h | 7, 7, 20 | i20 | -7 | +44d (-14) | * Balcony Break * Combos from 1st hit | |
HMS.1,4 | h, m | 7, 17 | i15 | -8 | +4 | +57a | * Transition to -8, +4, +58a HMS with 3 |
HMS.2 | m | 23 | i19 | -13 | +39a (+29) | * Tornado | |
HMS.3 | h,t | 21,20 | i18 | -3 | +0d | * Homing * Shifts to throw on hit from the front * 6 chip damage Power crush 8~ | |
HMS.4 | l | 20 | i22 | -13 | +4c | +72a (+56) | * Instant Tornado on CH High crush 6~ |
HMS.1+2 | m,m | 10,15 | i15 | -5 | +6 | +19a (+10) | * On CH: Balcony Break |
HMS.u+3 | m | 26 | i20~22 | -9 | +23d (+13) | * Heat Engager * Heat Dash +5g +36d * Balcony Break * Transition to -9, +23d (+13) FC with D * 7 chip damage Low crush 9~ | |
HMS.u+4 | m | 20 | i26~29 | -5c | +13c | * Low crush 16~ | |
MS.3 | m | 10 | i15 | -12 | -1 | * Low crush | |
MS.3,4 | m, m | 10, 10 | i15 | -13 | +32a (+22) | * | |
MS.3+4 | l | 17 | i25~31 | -15~-9 | +3 | +5d | High crush Low crush |
1+3 | t | 35 | i12~14 | -3 | -2d | Throw break 1 or 2 | |
2+4 | t | 35 | i12~14 | -6 | -2d | * Throw break 1 or 2 * Side swap | |
Back Throw | t | 50 | i12~14 | ! | -5d | Unbreakable | |
Left Throw | t | 40 | i12~14 | -3 | -3d | Throw break 1 | |
Right Throw | t | 40 | i12~14 | -3 | +0d | Floor Break Throw break 2 | |
uf+1+2 | t | 20 | i12~14 | -3 | +23d | * Throw break 1+2 * Alternate input HMS.uf+1+2 |