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lee Tekken 8 Frame Data

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.df+3+4m30i16~17+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+2m25i18+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+3l(t),M,m15, 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+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~
1h5i10+1+8
Recovers 2f faster on hit or block (t27 r17)
1,2h, h5, 9i10, 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
1,2,2h, h, m5, 9, 14i10, ,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
1,2,2,3h, h, m, h5, 9, 14, 23i10, ,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
1,2,4h, h, m5, 9, 10i10, ,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
1,2:4h, h, m5, 9, 12i10, ,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)
1,3h, h5, 5i10, i16-11+0
* Jail from 1st block with 2F delay
* Combo from 1st hit with 4F delay
* Move can be delayed by 4F
1,3:3h, h, m5, 5, 4i10, ,i9-11+0
* Jail from 1st block
* Combo from 1st hit
* Input 3 during frames 13-16 of previous hit
* Bufferable during Heat
1,3:3:3h, h, m, h5, 5, 4, 14i10, ,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
2h10i10+1+7
2,1h, h10, 8i10, 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
2,1,1h, h, m10, 8, 18i10, ,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
2,1,3h, h, h10, 8, 20i10, ,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
2,1,4h, h, L10, 8, 18i10, ,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
2,2h, m10, 14i10, 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
2,2,3h, m, h10, 14, 23i10, ,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
3m16i14-8+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
3,3m, h16, 18i14, i17-10+1
* Jail from 1st block with 2F delay
* Combo from 1st hit with 13F delay
3~3h18i17 (i30)-9+2
* i30 effective startup (cancel takes 13F)
* Input 3 by frame 13 of 1st hit
3~3:4h, t18, 15,5i17 (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
4h14i11-9+2+2s
4,3h, h14, 14 (9)i11, i18-14-3+2
* Combo from 1st hit
* Airborne combo from 1st CH (+19a (+12))
* Move cannot be interrupted
4,3,3h, h, m14, 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
4,3,4h, h, m14, 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
4,4h, h14, 5 (3)i11, i10-13-2
* Jail from 1st block
* Combo from 1st hit
* Airborne combo from 1st CH +20a (+13)
4,4,4h, h, h14, 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
4,4:4h, h, h14, 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+3h, m14, 23i11, 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+2m20i21~22-1+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+2m12i14~15-9+2
f+2,1m, h12, 22i14~15, 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+3m6i15-18-7
f+3,3m, m6, 3i15, i8-18-7
* Jail from 1st block
* Combo from 1st hit
f+3,3,3m, m, h6, 3, 3i15, ,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+3,3,3,3m, m, h, h6, 3, 3, 3i15, ,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+3,3,3,3,3m, m, h, h, h6, 3, 3, 3, 3i15, ,i8~9-18+13a (+3)
* Balcony Break
* Jail from 1st block
* Combo from 1st hit
f+3,3,3,3,3,4m, m, h, h, h, h6, 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+3,3,3,3,3:4m, m, h, h, h, h6, 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+4h13i11-7+4
f+4,1h, h13, 24i11, 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+4,3h, m13, 18i11, 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+4:1h, h13, 27i11, 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+2h,h12,20i13, i14~15-13+18a (+9)
* Balcony Break
* Jails from 1st block
* Combo from 1st hit
f+3+4M,M10,20i30~32, i2~4+4c+8c
* Spike
* 9 chip damage on block
* Low crush 14~30
* Floating state 31~33
df+1m10i13~14-1+5
Links to 10-hit combo
df+1,2m, h10, 5i13~14, i20-10+1
* Combo from 1st hit with 2F delay
* Move cannot be delayed
df+1,2,2m, h, h10, 5, 6i13~14, ,i22-18-7
* Combo from 1st hit
df+1,2,2,1m, h, h, h10, 5, 6, 5i13~14, ,i13-10+1
* Combo from 3rd CH
df+1,2,2,1,3m, h, h, h, h10, 5, 6, 5, 7i13~14, ,i22~23-26~-25-15~-14
* Combo from 4th hit
df+1,2,2,1,3,3m, h, h, h, h, L10, 5, 6, 5, 7, 6i13~14, ,i24-25-14
* Combo from 5th CH
df+2m12i15~16-7+34a (+24)
* +4s on crouching normal hit
* Very slight jab evasion when performed from certain low-profile animations
df+3m13i14~15-8+3
df+3,2m, h13, 13i14~15, 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+3,2,3m, h, m13, 13, 20i14~15, ,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+4m13i13~14-9+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+4,4m, h13, 20i13~14, 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+2m17i18~19-6+8+13
* Jab evasion (frames 6 to 14?)
* 6f timestop on CH
d+3L17i16-15-1+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+4l7i12-13-14-2
-14c/-2c on crouching hit/CH
d+4,4l, l7, 8i12, 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+4,4,4l, l, l7, 8, 5i12, ,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+4,4,4,4l, l, l, m7, 8, 5, 21i12, ,i24~25-20+11a (+2)
* Balcony Break
* Transition to -11, +20a (+11) HMS with 3
* Combos from 3rd hit CH
d+4,n,4l, h7, 16i12, 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+1sl5i10-5+6
* Transition to standing r24 with f at frame 25
* +6c on crouching hit
* High crush 4~
db+2sl8i11-4+7
Alternate input FC.2
* High crush
db+3L12i20-12-1
db+4l6i12-15-4
Alternate input FC.4
* High crush
db+3+4L19i21~23-13+4+38a
b+1h9i14-0+6
b+1,1h, m9, 6i14, 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+1,1,2h, m, h9, 6, 18i14, ,i20-11+1
* Combos from 1st hit
b+1:1h,m12,6i14,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+1:1,2h,m, h12,6, 23i14,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+2h,h12,25i14,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+3,4m35i20+22a (+13)
* Balcony Break
* Only available upon successful parry
* Guaranteed hit
b+2h9i14-5+1
* Transition to -1, +5 MS with F
b+2,4h, h9, 16i14, i27-9+6
* Balcony Break
* Automatically transitions to HMS on hit or block
b+2,4,3h, h, h9, 16, 21i14, ,i27-0+22a (+13)+51a
* Strong Aerial Tailspin
* Balcony Break
* Transition to -5, +17a MS with F
* Low crush
b+3l9i15-14-3
b+3,3l, h9, 12i15, i19-12-1
* Transition to -7, +4 MS with F
* Combos from 1st hit
b+4m20i20-3+7c+64a
* Floor Break
* Spike
* Transition to -2, +8c, +65a HMS with 3
* +18d on crouching opponent
b+3+4h23i20-9+15a (+6)
* Balcony Break
* Power crush 7
ub+3M20i18~22-13+20a (+13)+74a (+58)
* Tornado
* Instant tornado on CH
* Recovers 2F faster on hit (t48 r26)
* Floating state 17~34
ub+3+4h!60i60+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+3m12i25-9+2
* Low crush
uf+3,1m, m12, 18i25, i21-12+3+26a
Combos from 1st hit
uf+3,4m, h12, 23i25, i25-3+25a
Combos from 1st hit
uf+4m14i15-13+31a (+21)
* Knee
* Alternate input ub+4, u+4
* Low crush
uf+3+4h30i22+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+4h23i19+2+25a
* Strong Aerial Tailspin
* Homing
* Transition to +5, +28a HMS with 3
* 6 chip damage
f,F+2h23i15+2+18gc+69a (+53)
* Tornado
* Balcony Break
* Transition to +5, +21gc, +72a (+56) MS with F
* 6 chip damage
f,F+3m23i14~15-9+21d (+11)
* Heat Engager
* Heat Dash +36a (+26)
* Balcony Break
* Slight low profile
f,F+4h22i16-5+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+2h26i15+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+4M24i22-17+50a (+40)
* Tornado
ub,b
* Automatically transitions to HMS
* Low crush
uf,n,4m20i23-13+32a (+22)
* Low crush
f,f,F+3m14i14-9+16a (+9)
* Knee
* Alternate input wr3
* Low crush
f,f,F+3,4m, m14, 26i14, 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
ws1m12i13~14-2+7
* Transition to HMS
ws1,2m, h12, 17i13~14, 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
ws1,4m, h12, 20i13~14, i20-5+4
* Combo from 1st hit
* Transition to HMS with 3 (-8/+1)
* Move cannot be delayed
* Consumes 60F of remaining Heat time
ws1:4m, h12, 23i13~14, 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
ws2m12i14-8+3
*
ws2,3m, m12, 24i14, i20-13+32a (+22)
* Tornado
* Combos from 1st hit
ws2,4m, h12, 23i14, i27-2+13g+37a
* Strong Aerial Tailspin
* Balcony Break
* Combos from 1st hit
ws3M16i10-21-10
*
ws3,3M, m16, 11i10, i15-15-4c
* Transition to -15, -4 HMS with 4
* Combos from 1st hit
ws3,3,DF+3M, m, m16, 11, 10i10, ,i26-19-8
* Combos from 2nd hit CH
ws3,3,DF+3,3 ...M, m, m, h16, 11, 10, 10i10, ,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+3M, m, l16, 11, 8i10, ,i26-19-8
* Combos from 2nd hit CH
ws3,3,D+3,3 ...M, m, l, h16, 11, 8, 10i10, ,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
ws4m16i11-6+5
* Transition to -9, +2 HMS with 3
FC.1sl5i10-5+6
* Alternate input d+1, db+1
* High crush
FC.2sl5i11-4+7
* Alternate input db+2
* High crush
FC.3l10i13-17-6
*
* High crush
FC.4l6i12-15-4
* Alternate input db+4
* High crush
FC.UF+4m25i18~28-17+28a (+18)
* Transition to -17, +28a (+18) HMS with 3
* Alternate input FC.UB+4, FC.U+4
* Low crush
FC.UF+3+4m,M30i46~49-4+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:3l26i18~24-15~-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+3l20i18~24-15~-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+4l17i16~17-14+3c+25d
* Transition to HMS with 3 (-14/+3c/+25d)
* High crush
(back to wall).b,b,UBm21i35~38+1+34d
* Floating state 5~7
* is8~24
* Floating state 25~33
* Low crush 34~37
* Floating state 38~40
HMS.1h7i12+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.1,1h, h7, 7i12, i14~15-2+8
* Combo from 1st hit
* Jail from 1st block
* Cancel to MS r20 with F (+1/+8) at frame 12
HMS.1,1,1h, h, h7, 7, 20i12, ,i20-7+18cg
* Heat Engager
* Heat Dash +43d (+35)
* Balcony Break
* Combo from 1st hit
* Interrupt with i1 from 1st block
HMS.1,4h, m7, 17i12, 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.2m23i19~20-13+39a (+29)
* Tornado
* High evasion
* Backsway motion
* Hits grounded from certain angles
HMS.3h,t21,20i18~19-3+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.4L20i22~24-13+4c+72a (+56)
* Instant Tornado on CH
* High crush 6~54
HMS.1+2m,m10,15i15~16, 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+3m32i20~22-9+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+4M20i26~27+5c+8c+13c
* 6 chip damage on block
* 4f timestop on CH
* Low crush 16~27
* Floating state 28~30
MS.3m10i15-12-1
*
* Low crush
MS.3,4m, m10, 10i15, i15-13+32a (+22)
*
MS.3+4l20i25~31-15~-9+5c+5d
* High crush
* Low crush
MS.b,n
*
MS.b,n,4l20i21-13+3+12
*
* High crush
1+3t35i12~14-3-2d
* Homing
* Throw break 1 or 2
2+4t35i12~14-6-2d
* Homing
* Throw break 1 or 2
* Side swap
Back Throwt50i12~14!-5d
Unbreakable
Left Throwt40i12~14-3-3d
Throw break 1
Right Throwt40i12~14-3+0d
Floor Break Throw break 2
uf+1+2t20i12~14-3+23d
* Throw break 1+2
* Alternate input HMS.uf+1+2
Showing 156 moves