Command | Hit level | Damage | Startup | Block | Hit | Counter hit | Notes |
---|---|---|---|---|---|---|---|
b+3 | h | 27 | i22~23 | +9 | +16c | * Balcony Break * Homing * Transition to HRM * Cancel into HRM with input b+3,3+4 * chip damage on block | |
SS.1+2 | h | 26 | i14 | +7 | +30g | * chip damage on block * power up during Heat (partially uses remaining Heat time) * Can be delayed | |
HRM.SS.1+2 | h | 26 | i14 | +7 | +30g | * chip damage on block * power up during Heat (partially uses remaining Heat time) * Delayable | |
H.2+3 | m | 50 (25) | i15 | +6 | +0 | * Heat Smash * Balcony Break * Alternate input: H.HRM.2+3 * Also possible after Twin Dragon Gate is successful * Transition to HRM on block | |
f,f,F+3 | m | 30 | i24~27 | +6~+9 | +41(-17)~+44(-11) | * Balcony Break * chip damage on block | |
HRM.b+1 | m | 21 | i20~22 | +4 | +7c | +52a | chip damage on block |
2+3 | m | 12 (12) | i16 | +1 | +2c | * Heat Burst Power crush | |
1 | h | 5 | i10 | +1 | +8 | ||
uf+2 | m | 25 | i24~25 | +1 | +10 (+1) | * Balcony Break * Alternate input: u+2 * chip damage on block | |
2 | h | 10 | i12 | 0 | +9 | ||
df+3,1 | m, h | 14, 12 | ,i16~17 | 0 | +6 | ||
db+1,3 | m, h | 12, 17 | i18~19 | 0~+1 | +8~+9 | +31d | |
HRM.f+1 | h | 17 | i14~15 | +0 | +15g | Balcony Break | |
HRM.f+4 | m | 21 | i26~29 | +0 | +40a | chip damage on block | |
1+2 | h,h,h | 9 | i14 | -2 | 4 | * Power up during Heat (partially uses remaining Heat time) | |
1+2,1+2 | h,h,h, h,h,h | 9, 9 | i9 | -2 | 7 | * Power up during Heat (partially uses remaining Heat time) * Combo from 3rd hit | |
df+1,1+2 | m, h | 10, 9 | -2 | +4 | power up during Heat (partially uses remaining Heat time) | ||
f,F+3 | h | 23 | i18~23 | -2~+3 | +33(+25)~+38(+30) | * Balcony Break * chip damage on block | |
HRM.1+2 | m,h,h,h,h | 12,x,x,x | i14 | -2 | +5 | Power up during Heat (partially uses remaining Heat time) | |
1,2 | h, h | 5, 9 | ,i12 | -3 | +7 | ||
d+3,2 | l, h | 8, 8 | ,i24~25 | -3~-2 | +8~+9 | Transition to HRM | |
d+1+2 | m | 21 | i17~18 | -4~-3 | +6c / HE | * Heat Engager | |
f,F+4 | m | 16 | i16~17 | -4~-3 | +9~+10 | Transition to HRM | |
d+1 | sl | 5 | i10 | -5 | +6 | ||
1,2,1 | h, h, h | 5, 9, 17 | ,i27~28 | -6~-5 | +8~+9 | * Follow-up after successful parry with input 1 or 2 * Partially restores remaining Heat time when successful during Heat * Delayable Parry state | |
1,2,3 | h, h, h | 5, 9, 21 | ,i23~24 | -6~-5 | +20(+11)~+21(+13) | * Balcony Break | |
f+4,4 | m, h | 14, 24 | ,i28~30 | -6 | +20a (+11) / HE | * Heat Engager * Balcony Break | |
df+1 | m | 10 | i13~14 | -6 | +5 | ||
df+2 | m | 7 | i15~16 | -6 | +6 | ||
df+4 | m | 14 | i13 | -6 | +6 | Transition to HRM | |
b+1 | h | 17 | i13 | -6 | +5 | ||
d,df,f+2 | h | 20 | i16~17 | -6~-5 | +29 (+22) | chip damage on block | |
ws4 | m | 16 | i11~12 | -6 | +5 | ||
HRM.2 | h | 14 | i12~13 | -6~-5 | +5~+6 | ||
2,1 | h, m | 10, 12 | ,i12~13 | -7~-6 | +4~+5 | ||
2,1,2 | h, m, h | 10, 12, 17 | ,i20~21 | -7~-6 | +4~+5 | * Follow-up after successful parry with input 1 or 2 * Partially restores remaining Heat time when successful during Heat * Delayable | |
2,2 | h, h | 10, 20 | ,i25~26 | -7~-6 | +7~+8 | * chip damage on block | |
f+3 | m | 14 | i14~15 | -7~-6 | +7 | Alternative input: ws3 | |
f+2+3 | m | 35 | i22~23 | -7 | +73a | * Only once per match * chip damage on block | |
ws1 | m | 14 | i13~14 | -7 | +3 | ||
HRM.4 | m | 13 | i11~12 | -7~-6 | +7~+8 | Transition to HRM | |
3 | m | 14 | i15 | -8 | +3 | ||
f+3,1+2 | m, h | 14, 15 | -8 | -6 | * jail from 1st hit * power up during Heat (partially uses remaining Heat time) | ||
db+3 | l | 12 | i20~21 | -8~-7 | +5~+6 | +14 | Transition to HRM |
uf+3 | m | 25 | i20~24 | -8 | +14 (+5) | * Balcony Break * Alternate input: ub+3 or u+3 | |
uf+4 | m | 22 | i23~25 | -8~-6 | +21 | Alternate input: ub+4 or u+4 Low crush 9 | |
1,1 | h, m | 5, 7 | i18~19 | -9~-8 | +2~+3 | Combo from 1st CH | |
1,1,1+2 | h, m, h | 5, 7, 12 | i19~20 | -9~-8 | -2~-1 | * Power up during Heat (partially uses remaining Heat time) * Combo from 2nd hit. | |
1,2,4 | h, h, m | 5, 9, 11 | ,i16 | -9 | +3 | * Transition to HRM | |
f+2 | h | 15 | i14~16 | -9 | +2 | ||
f+2,3,4 | h, m, m | 15, 15, 20 | ,i21~22 | -9 | +8 | +38d (+30) | * Transition to HRM |
f+4 | m | 14 | i16~17 | -9~-8 | +4 | ||
df+1,4 | m, m | 10, 16 | ,i18 | -9 | +3 | Transition to HRM | |
df+4,3 | m, m | 14, 14 | ,i20~21 | -9 | +7 | +37(+29) | Delayable |
df+3+4 | h | 23 | i18~19 | -9 | +70(+54)~+71(+55) | * Tornado * chip damage on block | |
d+1,2,4 | sl, m, m | 5, 8, 11 | ,i15 | -9 | +3 | Transition to HRM | |
db+1 | m | 12 | i16~17 | -9~-8 | +1~+2 | ||
b+4 | m | 16 | i17~18 | -9 | +4 | Homing | |
uf+1 | h | 17 | i16~17 | -9 | +5 | * Reversal (partially restores remaining Heat time when successful during Heat) * Follow-up upon successful reversal with input 1 or 2 Parry state | |
ws1,4 | m, m | 14, 16 | ,i21 | -9 | +3 | Transition to HRM | |
HRM.2,3 | h, h | 14, 23 | i24~25 | -9~-8 | +16a (+9) | * Tornado * chip damage on block * Delayable | |
f+2,3 | h, m | 15, 15 | ,i18 | -10 | +2 | ||
df+1,1+2,2 | m, h | 10, 9, 17 | ,i24 | -10 | +3 | * Partially restores remaining Heat time when successful during Heat Parry state | |
d+1,2 | sl, m | 5, 8 | ,i15~16 | -10~-9 | -1~0 | ||
db+1,1+2 | m, m | 12, 25 | i21~22 | -10~-9 | +23 (+18) | +41 | Balcony Break |
b+1+2 | m | 17 | i12 | -10 | +2 | +60 | |
ub+2 | m | 17 | i20 | -10 | +3 | +33(+25) | Has punch parry effect (partially restores remaining Heat time when successful during Heat) Parry state |
HRM.1 | m | 17 | i24~25 | -10~-9 | 0~+1 | * Parry * Partially restores remaining Heat time upon successful parry during Heat Parry state 3~ | |
4 | h | 15 | i12 | -11 | 0 | ||
df+3 | m | 14 | i16 | -11 | 0 | ||
d+4,4 | l, m | 9, 16 | ,i18~19 | -11~-10 | +1~+2 | Transition to HRM | |
db+1+2 | m | 25 | i32~33 | -11~-10 | +36d (+15) | * Heat Engager * Balcony Break * Sabaki (partially restores remaining Heat time when successful during Heat) * chip damage on block Parry state | |
f,F+2 | m | 8 | i14~15 | -11~-10 | 0~+1 | ||
d+4 | l | 9 | i14~15 | -12~-11 | -1~0 | ||
db+1,2 | m, m | 12, 20 | i21~22 | -12~-11 | +17(+0) | * Balcony Break * Tornado | |
SS.4 | l | 17 | i18~19 | -12 | +4 | +12 | * Can be delayed |
2,1,2,1 | h, m, h, m | 10, 12, 17, 21 | ,i21~23 | -13~-11 | +16(-1)~+18(+3) | * Balcony Break * Tornado | |
4,4 | h, m | 15, 13 | ,i15~16 | -13~-12 | +3~+4 | ||
f+1+2 | m | 20 | i17~18 | -13 | +20a (+15) | Power crush | |
df+3,1,1+2 | m, h, m | 14, 12, 25 | ,i20~21 | -13 | +34 (+13) | Balcony Break | |
d+2 | l | 11 | i15~16 | -13~-12 | -2~-1 | ||
d+2,4 | l, l | 11, 11 | ,i24~25 | -13~-12 | -2c | ||
d+3 | l | 8 | i16 | -13 | -2 | ||
uf+3+4,1+2 | mm, m | 8,10, 17 (11) | ,i30~31 | -13 | +23 (+13) | Balcony Break | |
uf,n,4 | m | 20 | i23~25 | -13 | +32 (+22) | ||
FC.df+4 | l | 14 | i15~16 | -13~-12 | -2~-1 | +3~+4 | |
FC.df+4,1 | l, m | 14, 15 | ,i20~21 | -13~-12 | +31a (+21) | ||
HRM.3 | l | 8 | i16 | -13 | -2 | ||
HRM.b+4 | l | 17 | i20~21 | -13 | +4c | +28a | Homing |
OTG.db+2,1+2 | l, l | -13 | -2 | ||||
3,3 | m, l | 14, 13 | ,i18 | -14 | +2 | +15 | * Delayable |
db+2+3 | lm | 10,14 (9) | i20~21 | -14 | +67a (+51) | * Only once per match * Tornado * chip damage on block | |
b+3+4 | m,th | 21,25 | i18~19 | -14 | +0 | * Balcony Break * Attack throw on hit | |
uf+3+4 | mm | 8,10 | i14~15,i10~11 | -14 | +16 | Balcony Break | |
f,F+4,2 | m, m | 16, 21 | ,i27~28 | -14~-13 | +34 (+19) | Tornado | |
ws2 | m | 21 | i15~16 | -14 | +51a | ||
HRM.4,1+2 | m, m | 13, 25 | i24~25 | -14~-13 | +27a (+12) | Tornado | |
db+4 | l | 13 | i17 | -15 | -4c | +36d | |
f,F+2,2 | m, m | 8, 13 | ,i17~18 | -15~-14 | +55~+56 | ||
HRM.3,4 | l, m | 8, 16 | i22~23 | -15~-14 | +1~+2 | Combo from 1st hit | |
1,1,1+2,1 | h, m, h, m | 5, 7, 12, 15 | ,i23~24 | -16~-15 | +20(+15)~+21(+17) | Combo from 3rd hit. | |
f+3,1+2,4 | m, h, m | 14, 15, 20 | ,i20~21 | -16~-15 | +13a (+6) | * Tornado * Natural combo on f+3 CH | |
HRM.b+3,1+2 | l, m | 12, 27 | i31~32 | -16 | +0a (-1) | * Balcony Break * Combo from 1st hit * Combo deals [30; 12] damage | |
OTG.db+2 | l | i17~18 | -16 | -5 | Power up during Heat (partially uses remaining Heat time) | ||
1+2,1+2,1 | h,h,h, h,h,h, m | 9, 9, 20 | ,i17~18 | -17~-16 | +7a (-2) / HE | * Heat Engager * Balcony Break * Combo from 6th hit * Delayable | |
HRM.1+2,1 | m,h,h,h,h, m | 12,x,x,x, 20 | i17~18 | -17 | +7a(-2)/HE | * Heat Engager * Heat Dash +5g +36a(+26) * Balcony Break * True Blockstring * Delayable | |
df+2,1+2 | m, hm | 7, 5,10 | -18 | +33 (+23) | |||
1+4 | l | 16 | i100~279 | -26 | +24 | Power up during Heat (partially uses remaining Heat time) | |
HRM.b+3 | l | 12 | i20~21 | -31 | -9 | ||
R.df+1+2 | m | 55 | i20 | * Rage Art * Removes Recoverable Health | |||
1+3+4 | sp | * Reversal (partially restores remaining Heat time when successful during Heat) * Follow-up upon successful reversal with input 1 or 2 to Chain Punch: Branch Parry state | |||||
3+4 | sp | * Auto low parry * Partially restores remaining Heat time upon successful parry during Heat * Transition to n with HRM.3+4 Parry state | |||||
b+2 | sp | * Parry (partially restores remaining Heat time when successful during Heat) * Becomes Superior Twin Dragon Gate upon perfect parry * Is ps3~ from HRM.b+2 Parry state 5~ | |||||
1+2+3+4 | sp | ||||||
CH b+1 | h,th | 20,25 | i13 | +0 | |||
P:b+2 | sp | * Alternate input: P:HRM.b+2 * Parry (partially restores remaining Heat time when successful during Heat) | |||||
P:b+2,1 | m | 40 | i13 | +2a | * Alternate input: P:b+2,2 * power up during Heat (partially uses remaining Heat time) | ||
d,df,f+3+4,F | ub(m) | 80 | i56~57 | -1~0 | * Reversal (partially restores remaining Heat time when successful during Heat) * Follow-up upon successful reversal with input 1 or 2 to Chain Punch: Branch Parry state | ||
HRM.SS | sp | ||||||
P.b+2,1 | m | 35 | i13 | +21g | * Alternate input: P.b+2,2 * power up during Heat (partially uses remaining Heat time) * Wall Crush on hit | ||
1+3 | th(h) | 35 | i12~14 | * Spike * Throw break: 1 or 2 * Opponent status on hit: FUFT perpendicular | |||
2+4 | th(h) | 35 | i12~14 | * Throw break: 1 or 2 * Opponent status on hit: FUFA * Side switch on hit | |||
Back throw | th(h) | 50 | i12~14 | * Spike * Throw break: none * Opponent status on hit: FDFA | |||
Left throw | th(h) | 40 | i12~14 | * Spike * Throw break: 1 * Opponent status on hit: FUFT perpendicular | |||
Right throw | th(h) | 40 | i12~14 | * Throw break: 2 * Opponent status on hit: FUFA * Side switch on hit | |||
uf+1+2 | th(h) | 35 | i12~14 | * Throw break: 1+2 * Opponent status on hit: FUFA off-axis to the left |