
lee
lee Tekken 8 Frame Data
| 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.df+3+4 | m | 30 | i16~17 | +2 | +9a (+0) | * Balcony Break * 6 chip damage on block * Consumes 300F of remaining Heat Time * Has good left sidestep tracking * Transition to MS r39 with F (+2/+9a (+0)) * 20f timestop on hit | |
| H.d+1+2 | m | 25 | i18 | +4 | +21a (+11) | * Balcony Break * 5 chip damage on block * Consumes 240F of remaining Heat Time * Has good right sidestep tracking * Transition to HMS r32 with 3+4 (+6/+23a (+13)) ** Cancel to r1 standing or r1 FC with b_db_d_df * 20f timestop on hit | |
| H.2+3 | l(t),M,m | 15, 7, 20 (40) | i20, i27~28, i25 | -14 | +0d | * Heat Smash * Balcony Break * Shift to attack throw on 1st hit (40 (17) damage) * +18a (+8) on 2nd hit * 20f timestop on 2nd hit | |
| 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 * Power crush 8~ | |
| 1 | h | 5 | i10 | +1 | +8 | Recovers 2f faster on hit or block (t27 r17) | |
| 1,2 | h, h | 5, 9 | i10, i12 | -3 | +7 | * Transition to MS r21 with F (-2/+8) * Jail from 1st block with 4F delay * Combo from 1st hit with 4F delay | |
| 1,2,2 | h, h, m | 5, 9, 14 | i10, ,i20~21 | -13 | -2 | * Combo from 2nd CH with 7F delay * Interrupt with i2 from 1st block * Move can be delayed 5F * Input can be delayed 7F | |
| 1,2,2,3 | h, h, m, h | 5, 9, 14, 23 | i10, ,i21~23 | -3 | +17a (+8) | * Balcony Break * Combo from 2nd CH or 3rd hit with 8F delay * Transition to HMS r37 with 4 (-9/+11a (+2a)) ** Cancel to r14 standing or FC with b_db_d_df (Cannot block i23) ** Cancel to r1 standing or r7 FC with u_d~d_db_d_df (Cannot block i10) * Interrupt with i6 from 3rd block * Whiffs vs SSR from 3rd block * Move can be delayed 13F * Input can be delayed 17F | |
| 1,2,4 | h, h, m | 5, 9, 10 | i10, ,i18 | -12 | -1 | +58a | * Jail from 1st block * Combo from 2nd hit * Transition to HMS r33 with 3 (-14/-3/+57a) ** Cancel to r11 standing or FC with b_db_d_df (Cannot block i25) ** Cancel to r1 standing or r7 FC with u_d~d_db_d_df (Cannot block i15) * Consumes 60F of remaining Heat time without perfect input |
| 1,2:4 | h, h, m | 5, 9, 12 | i10, ,i18 | -12 | +5 | +58a | * Jail from 1st block * Combo from 2nd hit with 1f delay * Input 4 during frames 10-13 of 1,2 * Consumes 60F of remaining Heat time without perfect input * 4 chip damage on block * Move cannot be delayed * Transition to HMS r33 with 3 (-14/+3/+57a) ** Cancel to r11 standing or FC with b_db_d_df (Cannot block i25) ** Cancel to r1 standing or r7 FC with u_d~d_db_d_df (Cannot block i15) |
| 1,3 | h, h | 5, 5 | i10, i16 | -11 | +0 | * Jail from 1st block with 2F delay * Combo from 1st hit with 4F delay * Move can be delayed by 4F | |
| 1,3:3 | h, h, m | 5, 5, 4 | i10, ,i9 | -11 | +0 | * Jail from 1st block * Combo from 1st hit * Input 3 during frames 13-16 of previous hit * Bufferable during Heat | |
| 1,3:3:3 | h, h, m, h | 5, 5, 4, 14 | i10, ,i21 | -17 | +14a | * Combo from 1st hit * Input 3 during frames 8-9? of previous hit * Interrupt from i1 from 1st block * 20f timestop on hit * Consumes 240F of remaining Heat time without perfect input * 5 chip damage on block * Low crush 10~17 * Floating state 18~20 | |
| 2 | h | 10 | i10 | +1 | +7 | ||
| 2,1 | h, h | 10, 8 | i10, i15~17 | -5 | +6 | * Jail from 1st block with 4F delay * Combo from 1st hit with 5F delay * Combo from 1st CH with 7F delay * Transition to HMS r22 with 3+4 (-5/+6) ** Cancel to r9 standing or FC with b_db_d_df (Cannot block i14) ** Cancel to r1 standing or r7 FC with u_d~d_db_d_df * Move can be delayed by 5F * Input can be delayed by 7F | |
| 2,1,1 | h, h, m | 10, 8, 18 | i10, ,i20~21 | -12 | +3 | +26a | * Combo from 2nd CH with 4F delay * Interrupt with i6 from 1st block * Recovers 2F faster on hit (t82 r28) * Move cannot be delayed * Input can be delayed by 4F |
| 2,1,3 | h, h, h | 10, 8, 20 | i10, ,i24~26 | -4 | +20a (+11) | +65a (+45) | * Balcony Break * Combo from 2nd CH with 2F delay * Interrupt with i8 from 1st block * Move cannot be delayed * Input can be delayed by 2F |
| 2,1,4 | h, h, L | 10, 8, 18 | i10, ,i25~26 | -15 | +1 | +11 | * Combo from 2nd CH with 3F delay * Interrupt with i10 from 1st block * Move can be delayed by 8F * Input can be delayed by 11F * High crush 15~56 |
| 2,2 | h, m | 10, 14 | i10, i20~21 | -13 | -2 | * Combo from 1st CH with 5F delay * Interrupt with i2 from 1st block * Move can be delayed 5F * Input can be delayed 7F | |
| 2,2,3 | h, m, h | 10, 14, 23 | i10, ,i21~23 | -3 | +17a (+8) | * Balcony Break * Combo from 1st CH or 2nd hit with 8F delay * Transition to HMS r37 with 4 (-9/+11a (+2a)) ** Cancel to r14 standing or FC with b_db_d_df (Cannot block i23) ** Cancel to r1 standing or r7 FC with u_d~d_db_d_df (Cannot block i10) * Interrupt with i6 from 2nd block * Whiffs vs SSR from 2nd block * Move can be delayed 13F * Input can be delayed 17F | |
| 3 | m | 16 | i14 | -8 | +7 | * Transition to HMS r27 with 4 (-8/+7) ** Cancel to r10 standing or FC with b_db_d_df (Cannot block i18) ** Cancel to r1 standing or r7 FC with u_d~d_db_d_df | |
| 3,3 | m, h | 16, 18 | i14, i17 | -10 | +1 | * Jail from 1st block with 2F delay * Combo from 1st hit with 13F delay | |
| 3~3 | h | 18 | i17 (i30) | -9 | +2 | * i30 effective startup (cancel takes 13F) * Input 3 by frame 13 of 1st hit | |
| 3~3:4 | h, t | 18, 15,5 | i17 (i30), | +0d | * Unbreakable * Input 4 on frame 31 from previous hit * Perfect Input not required during Heat * Consumes 240F of remaining Heat Time without perfect input | ||
| 4 | h | 14 | i11 | -9 | +2 | +2s | |
| 4,3 | h, h | 14, 14 (9) | i11, i18 | -14 | -3 | +2 | * Combo from 1st hit * Airborne combo from 1st CH (+19a (+12)) * Move cannot be interrupted |
| 4,3,3 | h, h, m | 14, 14 (9), 20 (10) | i11, ,i19~21 | -13 | +8d | * Spike * Combo from 2nd CH with 11F delay * Airborne combo from 1st CH (+23a (-12)) * Move cannot be interrupted * Move can be delayed by 10F * Input can be delayed by 11F | |
| 4,3,4 | h, h, m | 14, 14 (9), 25 (12) | i11, ,i30~32 | -9 | +42a | * Tornado * Combo from 2nd CH with 5F delay * Airborne combo from 1st CH (+80a (+64)) * Interrupt with i10 from 2nd block * Whiffs vs SSR, SW from 2nd block (SSL inconsistent on big bodies) * Recovers 5F faster on hit (t85 r24) * Move can be delayed by 7F * Low crush 22~40 * Floating state 41~43 | |
| 4,4 | h, h | 14, 5 (3) | i11, i10 | -13 | -2 | * Jail from 1st block * Combo from 1st hit * Airborne combo from 1st CH +20a (+13) | |
| 4,4,4 | h, h, h | 14, 5 (3), 5 (2) | i11, ,i10 | -13 | -2 | * Jail from 1st block with 1F delay * Combo from 2nd hit with 1F delay * Airborne combo from 1st CH (+25a (+18)) * Consumes 60F of remaining Heat time * Move cannot be delayed * Input can be delayed by 1F | |
| 4,4:4 | h, h, h | 14, 5 (3), 12 (6) | i11, ,i20~21 | -9 | +15a (+6) | * Heat Engager * Heat Dash +43d (+35) * Strong Aerial Tailspin * Balcony Break * Combo from 2nd hit with 1f-5f delay only * Airborne combo from 1st CH (+29a (+22)) * Input 4 during frames 12~16 of previous hit * Interrupt with i2 from 2nd block * Consumes 60F of remaining Heat time without perfect input * 4 chip damage on block | |
| 4,u+3 | h, m | 14, 23 | i11, i33~35 | -1 | +48a | * Transition to MS r26 with F (-9/+40) * Interrupt with i14 from 2nd block * Whiffs vs SSR, SW from 2nd block * Low crush 25~46 * Floating state 47~49 | |
| 1+2 | m | 20 | i21~22 | -1 | +3 | +26a | * Homing * Spike * Transition to HMS r25 with 3+4 (+2/+6/+29a) * Cancel to r1 standing or r1 FC with d_db_d_df |
| 2+3+4 | * Has a hidden Perfect Input by inputting 2 on the 51~53 frames. * Perfect Input is a Just Frame even in Heat | ||||||
| 3+4 | * Transition to HMS * Stays in stance indefinitely * Cancel to r16 standing or FC with b_db (i16 block) * Cancel to r1 standing or r7 FC with u_d~b_db_d_df (i1 block) * Shift to HMS sidestep r1 t25 with u_d ** Cancel to r7? FC with db (i7? block) * Transition to r7 MS with f,n * Transition to r7 FC with d_db_df | ||||||
| f+2 | m | 12 | i14~15 | -9 | +2 | ||
| f+2,1 | m, h | 12, 22 | i14~15, i19~20 | -10 | +16cg | * Balcony Break * Combo from 1st hit with 10F delay * Interrupt with i1 from 1st block * 20f timestop on hit * Forces tech back roll on hit * Move can be delayed by 11F * Input can be delayed by 12F | |
| f+3 | m | 6 | i15 | -18 | -7 | ||
| f+3,3 | m, m | 6, 3 | i15, i8 | -18 | -7 | * Jail from 1st block * Combo from 1st hit | |
| f+3,3,3 | m, m, h | 6, 3, 3 | i15, ,i8 | -18 | -7 | * Jail from 1st block with 1F delay * Combo from 1st hit with 1F delay * Move cannot be delayed * Input can be delayed by 1F | |
| f+3,3,3,3 | m, m, h, h | 6, 3, 3, 3 | i15, ,i8~9 | -18 | -7 | * Jail from 1st block with 1F delay * Combo from 1st hit with 1F delay * Move cannot be delayed * Input can be delayed by 1F | |
| f+3,3,3,3,3 | m, m, h, h, h | 6, 3, 3, 3, 3 | i15, ,i8~9 | -18 | +13a (+3) | * Balcony Break * Jail from 1st block * Combo from 1st hit | |
| f+3,3,3,3,3,4 | m, m, h, h, h, h | 6, 3, 3, 3, 3, 25 (17) | i15, ,i23~24 | -9 | +27a (+12) | * Tornado * Combo from 2nd or 3rd hit with 7F delay * Combo from 4th hit with 6F delay * Airborne combo from 5th hit with 11F delay (+70a (+54)) * 4 can be input after the 2nd hit on-wards * Interrupt with i4 from 1st block * Perfect Input not required during Heat * Consumes 60F of remaining Heat Time without perfect input * Move can be delayed by 16F ** Input can be delayed by 17F from 2nd or 3rd * f+3,3,4: t86 * f+3,3,3,4: t95 * f+3,3,3,3,4: t104 * Low crush 20~42 * Floating state 43~45 | |
| f+3,3,3,3,3:4 | m, m, h, h, h, h | 6, 3, 3, 3, 3, 26 (18) | i15, ,i23~24 | -9 | +27a (+12) | * Tornado * Combo from 2nd to 4th hit * Airborne combo from 5th hit (+70a (+54)) * 4 must be input during frames 7-9 of previous hit * Interrupt with i4 from 1st block * 4 can be input after the 2nd hit on-wards * 10 chip damage on block * Perfect Input not required during Heat * Consumes 60F of remaining Heat Time without perfect input * Move cannot be delayed * Low crush 20~42 * Floating state 43~45 | |
| f+4 | h | 13 | i11 | -7 | +4 | ||
| f+4,1 | h, h | 13, 24 | i11, i24~25 | -5 | +20a (+3) | * Tornado * Balcony Break * Combo from 1st CH with 6F delay * Interrupt with i9 from 1st block * Consumes 60F of remaining Heat time without perfect input * Move can be delayed by 8F * Input can be delayed by 16F | |
| f+4,3 | h, m | 13, 18 | i11, i21~23 | -8 | +6c | +63a | * Combo from 1st CH with 9F delay * Interrupt with i6 from 1st block * Transition to HMS r21 with 4 (-4/+6c/+63a) ** Cancel to r10 standing or FC with b_db_d_df (Cannot block i14) ** Cancel to r1 standing or r7 FC with u_d~d_db_d_df * Recovers 4F faster on hit (t60 r21) * Move can be delayed 11F * Input can be delayed by 16F |
| f+4:1 | h, h | 13, 27 | i11, i24~25 | +5 | +20a (+3) | * Tornado * Balcony Break * Combo from 1st CH with 1F delay * Input 1 on frames 9~12 * Interrupt with i9 from 1st block * 10 chip damage on block * Move cannot be delayed * Input can be delayed by 1F | |
| f+1+2 | h,h | 12,20 | i13, i14~15 | -13 | +18a (+9) | * Balcony Break * Jails from 1st block * Combo from 1st hit | |
| f+3+4 | M,M | 10,20 | i30~32, i2~4 | +4c | +8c | * Spike * 9 chip damage on block * Low crush 14~30 * Floating state 31~33 | |
| df+1 | m | 10 | i13~14 | -1 | +5 | Links to 10-hit combo | |
| df+1,2 | m, h | 10, 5 | i13~14, i20 | -10 | +1 | * Combo from 1st hit with 2F delay * Move cannot be delayed | |
| df+1,2,2 | m, h, h | 10, 5, 6 | i13~14, ,i22 | -18 | -7 | * Combo from 1st hit | |
| df+1,2,2,1 | m, h, h, h | 10, 5, 6, 5 | i13~14, ,i13 | -10 | +1 | * Combo from 3rd CH | |
| df+1,2,2,1,3 | m, h, h, h, h | 10, 5, 6, 5, 7 | i13~14, ,i22~23 | -26~-25 | -15~-14 | * Combo from 4th hit | |
| df+1,2,2,1,3,3 | m, h, h, h, h, L | 10, 5, 6, 5, 7, 6 | i13~14, ,i24 | -25 | -14 | * Combo from 5th CH | |
| df+2 | m | 12 | i15~16 | -7 | +34a (+24) | * +4s on crouching normal hit * Very slight jab evasion when performed from certain low-profile animations | |
| df+3 | m | 13 | i14~15 | -8 | +3 | ||
| df+3,2 | m, h | 13, 13 | i14~15, i19~20 | -10 | +5 | * Jail from 1st block with no delay * Combo from 1st hit with 4F delay * Recovers 4F faster on hit (t59 r24) | |
| df+3,2,3 | m, h, m | 13, 13, 20 | i14~15, ,i22~23 | -14 | +13cg | * Heat Engager * Heat Dash +43d (+35) * Balcony Break * Combo from 1st or 2nd CH with 7F delay * Interrupt with i3 from 1st block * Move can be delayed by 10F | |
| df+4 | m | 13 | i13~14 | -9 | +5 | * Transition to HMS r27 with 3 (-9/+5) ** Cancel to r16 standing or FC with b_db_d_df (Cannot block i25) ** Cancel to r1 standing or r7 FC with u_d~d_db_d_df (Cannot block i10) | |
| df+4,4 | m, h | 13, 20 | i13~14, i22~23 | -9 | +10g | * Heat Engager * Heat Dash +43d (+35) * Balcony Break * Combo from 1st hit with 7F delay * Interrupt with i3 from 1st block | |
| d+2 | m | 17 | i18~19 | -6 | +8 | +13 | * Jab evasion (frames 6 to 14?) * 6f timestop on CH |
| d+3 | L | 17 | i16 | -15 | -1 | +17a | * Transition to HMS r31 cs1~15 with 4 (-15/-1/+17a) ** Cancel to r1 standing or FC with b_db_d_df (Can block i16 moves) * -1c on crouching opponents * High crush 6~47 |
| d+4 | l | 7 | i12 | -13 | -14 | -2 | -14c/-2c on crouching hit/CH |
| d+4,4 | l, l | 7, 8 | i12, i20 | -15 | -16 | -4 | * Combo from 1st CH with 10F delay * Move cannot be interrupted from 1st block * Interrupt with i1 from 1st hit * Must hold D to input (d+4,d+4) * -16c/-4c on crouching hit or CH * Low parryable on hit or block * Move can be delayed by 13F |
| d+4,4,4 | l, l, l | 7, 8, 5 | i12, ,i20 | -15 | -16 | -4 | * Combo from 2nd CH with 10F delay * Move cannot be interrupted from 2nd block * Interrupt with i1 from 2nd hit * -4c on crouching CH * Low parryable on hit or block |
| d+4,4,4,4 | l, l, l, m | 7, 8, 5, 21 | i12, ,i24~25 | -20 | +11a (+2) | * Balcony Break * Transition to -11, +20a (+11) HMS with 3 * Combos from 3rd hit CH | |
| d+4,n,4 | l, h | 7, 16 | i12, i23 | -9 | +2 | +27a (+17) | * Combo from 1st CH with 7f delay * Interrupt with i3 from 1st block * Interrupt with i4 from 1st hit * Whiffs vs SSR from 1st hit (cannot SSR on block) * Links to attacks from 4 (4,4:4, 4,3,4, etc.) * d+4,n,4,4,4: Airborne combo from 2nd CH, 3rd hit whiffs (4th 8dmg +29a (+22)) * Move can be delayed by 11F |
| db+1 | sl | 5 | i10 | -5 | +6 | * Transition to standing r24 with f at frame 25 * +6c on crouching hit * High crush 4~ | |
| db+2 | sl | 8 | i11 | -4 | +7 | Alternate input FC.2 * High crush | |
| db+3 | L | 12 | i20 | -12 | -1 | ||
| db+4 | l | 6 | i12 | -15 | -4 | Alternate input FC.4 * High crush | |
| db+3+4 | L | 19 | i21~23 | -13 | +4 | +38a | |
| b+1 | h | 9 | i14 | -0 | +6 | ||
| b+1,1 | h, m | 9, 6 | i14, i20 | -5 | +6 | * Transition to -1, +10g HMS with 3+4 * Cancel and transition to -5, +1 MS with F * +6c on crouching hit | |
| b+1,1,2 | h, m, h | 9, 6, 18 | i14, ,i20 | -11 | +1 | * Combos from 1st hit | |
| b+1:1 | h,m | 12,6 | i14,i20 | -5 | +6 | * Transition to -1, +10g HMS with 3+4 * Cancel and transition to -5, +1 MS with F * +6c on crouching hit * Perfect Input not required during Heat * Does not partially consume remaining Heat Time * Heat Time is only consumed after the 2 followup | |
| b+1:1,2 | h,m, h | 12,6, 23 | i14,i20, i20~21 | -6 | +39d (-19) | * Balcony Break * Combos from 1st hit * Perfect Input not required during Heat * Partially consumes remaining Heat Time | |
| b+1:1+2 | h,h | 12,25 | i14,i21 | -6 | +39d (-19) | * Balcony Break * Combos from 1st hit * 10 chip damage * Perfect Input not required during Heat * Partially consumes remaining 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 | i14, i27 | -9 | +6 | * Balcony Break * Automatically transitions to HMS on hit or block | |
| b+2,4,3 | h, h, h | 9, 16, 21 | i14, ,i27 | -0 | +22a (+13) | +51a | * Strong Aerial Tailspin * Balcony Break * Transition to -5, +17a MS with F * Low crush |
| b+3 | l | 9 | i15 | -14 | -3 | ||
| b+3,3 | l, h | 9, 12 | i15, 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 | -9 | +15a (+6) | * Balcony Break * Power crush 7 | |
| ub+3 | M | 20 | i18~22 | -13 | +20a (+13) | +74a (+58) | * Tornado * Instant tornado on CH * Recovers 2F faster on hit (t48 r26) * Floating state 17~34 |
| ub+3+4 | h! | 60 | i60 | +9a (+0) | * Balcony Break * Unblockable * Cancel and transition to HMS with 3+4 | ||
| 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+3,1 | m, m | 12, 18 | i25, i21 | -12 | +3 | +26a | Combos from 1st hit |
| uf+3,4 | m, h | 12, 23 | i25, 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 | |
| 1+2+3+4 | |||||||
| b,B+4 | h | 23 | i19 | +2 | +25a | * Strong Aerial Tailspin * Homing * Transition to +5, +28a HMS with 3 * 6 chip damage | |
| f,F+2 | h | 23 | i15 | +2 | +18gc | +69a (+53) | * Tornado * Balcony Break * Transition to +5, +21gc, +72a (+56) MS with F * 6 chip damage |
| f,F+3 | m | 23 | i14~15 | -9 | +21d (+11) | * Heat Engager * Heat Dash +36a (+26) * 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 * Can perform standing actions except for 3 and 3+4? * High crush | ||||||
| f:F+2 | h | 26 | i15 | +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 |
| qcf+4 | M | 24 | i22 | -17 | +50a (+40) | * Tornado | |
| 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 | i14, 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 | i13~14 | -2 | +7 | * Transition to HMS | |
| ws1,2 | m, h | 12, 17 | i13~14, i20 | -7 | +2 | +7 | * Combo from 1st hit with 7F delay * Transition to MS r22 cs10~23 with F (-3/+6/+11) * Move can be delayed by 10F |
| ws1,4 | m, h | 12, 20 | i13~14, i20 | -5 | +4 | * Combo from 1st hit * Transition to HMS with 3 (-8/+1) * Move cannot be delayed * Consumes 60F of remaining Heat time | |
| ws1:4 | m, h | 12, 23 | i13~14, i20 | -5 | +15g | * Balcony Break * Combo from 1st hit * Transition to -8, +12g HMS with 3 * Input 4 during frames 12-14 * Move cannot be delayed * 9 chip damage on block | |
| ws2 | m | 12 | i14 | -8 | +3 | * | |
| ws2,3 | m, m | 12, 24 | i14, i20 | -13 | +32a (+22) | * Tornado * Combos from 1st hit | |
| ws2,4 | m, h | 12, 23 | i14, i27 | -2 | +13g | +37a | * Strong Aerial Tailspin * Balcony Break * Combos from 1st hit |
| ws3 | M | 16 | i10 | -21 | -10 | * | |
| ws3,3 | M, m | 16, 11 | i10, i15 | -15 | -4c | * Transition to -15, -4 HMS with 4 * Combos from 1st hit | |
| ws3,3,DF+3 | M, m, m | 16, 11, 10 | i10, ,i26 | -19 | -8 | * Combos from 2nd hit CH | |
| ws3,3,DF+3,3 ... | M, m, m, h | 16, 11, 10, 10 | i10, ,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 | i10, ,i26 | -19 | -8 | * Combos from 2nd hit CH | |
| ws3,3,D+3,3 ... | M, m, l, h | 16, 11, 8, 10 | i10, ,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 | sl | 5 | i10 | -5 | +6 | * Alternate input d+1, db+1 * High crush | |
| FC.2 | sl | 5 | i11 | -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 -17, +28a (+18) HMS with 3 * Alternate input FC.UB+4, FC.U+4 * Low crush | |
| FC.UF+3+4 | m,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 | 26 | i18~24 | -15~-9 | +5c | +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 * Is not bufferable from full crouch (regular version gets buffered instead) * Transition to HMS -15 +5c with 4 * High crush * Low crush |
| FC.df,d,DF+3 | l | 20 | i18~24 | -15~-9 | +5c | +5d | * * Frame advantage on block depends on spacing: Ranges from -15 up close, to -9 at tip range. * Bufferable from full crouch * Transition to HMS -15 +5c with 4 * High crush * Low crush |
| FC.df+4 | l | 17 | i16~17 | -14 | +3c | +25d | * Transition to HMS with 3 (-14/+3c/+25d) * High crush |
| (back to wall).b,b,UB | m | 21 | i35~38 | +1 | +34d | * Floating state 5~7 * is8~24 * Floating state 25~33 * Low crush 34~37 * Floating state 38~40 | |
| HMS.1 | h | 7 | i12 | +2 | +9 | * Cancel to MS r18 with F at frame 10 * Cancel to Scatter Kick (HMS.3) with 3 at frames 1 to 10 (i19 to i28) | |
| HMS.1,1 | h, h | 7, 7 | i12, i14~15 | -2 | +8 | * Combo from 1st hit * Jail from 1st block * Cancel to MS r20 with F (+1/+8) at frame 12 | |
| HMS.1,1,1 | h, h, h | 7, 7, 20 | i12, ,i20 | -7 | +18cg | * Heat Engager * Heat Dash +43d (+35) * Balcony Break * Combo from 1st hit * Interrupt with i1 from 1st block | |
| HMS.1,4 | h, m | 7, 17 | i12, i15 | -8 | +4 | +57a | * Combo from 1st hit with 10F delay * Jail from 1st block with 6F * Transition to HMS r32 with 3 (-8/+4/+58a) |
| HMS.2 | m | 23 | i19~20 | -13 | +39a (+29) | * Tornado * High evasion * Backsway motion * Hits grounded from certain angles | |
| HMS.3 | h,t | 21,20 | i18~19 | -3 | +0d | * Strong Aerial Tailspin * Homing * Shifts to throw on hit from the front * 6 chip damage on block * +1 and 8 chip damage on block after attack absorption * Power crush 8~17 | |
| HMS.4 | L | 20 | i22~24 | -13 | +4c | +72a (+56) | * Instant Tornado on CH * High crush 6~54 |
| HMS.1+2 | m,m | 10,15 | i15~16, i9~10 | -5 | +6 | * Combo from 1st hit * Transition to HMS r23 with 3+4 (-3/+8) * 1st forces crouching against crouching opponents (opponents recover standing after 2nd hit) | |
| HMS.u+3 | m | 32 | i20~22 | -9 | +23d (+13) | * Balcony Break * Transition to FC r30 with D * 20f timestop on hit * 9 chip damage on block * Low crush 9~29 * Floating state 30~32 | |
| HMS.u+4 | M | 20 | i26~27 | +5c | +8c | +13c | * 6 chip damage on block * 4f timestop on CH * Low crush 16~27 * Floating state 28~30 |
| MS.3 | m | 10 | i15 | -12 | -1 | * * Low crush | |
| MS.3,4 | m, m | 10, 10 | i15, i15 | -13 | +32a (+22) | * | |
| MS.3+4 | l | 20 | i25~31 | -15~-9 | +5c | +5d | * High crush * Low crush |
| MS.b,n | * | ||||||
| MS.b,n,4 | l | 20 | i21 | -13 | +3 | +12 | * * High crush |
| 1+3 | t | 35 | i12~14 | -3 | -2d | * Homing * Throw break 1 or 2 | |
| 2+4 | t | 35 | i12~14 | -6 | -2d | * Homing * 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 |
Showing 156 moves