Command | Hit level | Damage | Startup | Block | Hit | Counter hit | Notes |
---|---|---|---|---|---|---|---|
FC.df+4 | l | 14 | i15~16 | -13~-12 | -2~-1 | +3~+4 | High crush |
SS.4 | l | 17 | i18~19 | -12 | +4 | +12 | * Can be delayed |
db+3 | l | 12 | i20~21 | -8~-7 | +5~+6 | +14c | Transition to HRM
High crush |
3,3 | m, l | 14, 13 | i15, i18 | -14 | +2 | +15d | * Delayable
* Combo from 1st hit |
HRM.b+4 | l | 17 | i20~21 | -13 | +4c | +28a | Homing
High crush |
2,1,2,1 | h, m, h, m | 10, 12, 17, 21 | i12, ,i21~23 | -13~-11 | +16a(-1)~+18a(+3) | +30a(+20) | * Balcony Break
* Tornado
* Elbow
* Combo from 3rd hit |
db+1,3 | m, h | 12, 17 | i16~17, i18~19 | 0~+1 | +8~+9 | +31a | Combo from 1st hit |
df+1,1+2,2 | m, h | 10, 9, 17 | i13~14, i24 | -10 | +3 | +33d (-25) | * Partially restores remaining Heat time when successful during Heat
* Combos from 1st hit CH
Parry state |
ub+2 | m | 17 | i20 | -10 | +3 | +33d (+25) | Has punch parry effect (partially restores remaining Heat time when successful during Heat)
Parry state |
db+4 | l | 13 | i17 | -15 | -4c | +36d | High crush |
df+4,3 | m, m | 14, 14 | i13, i20~21 | -9 | +7 | +37d (+29) | * Knee
* Combo from 1st hit CH
* Delayable |
f+2,3,4 | h, m, m | 15, 15, 20 | i14~16, ,i21~22 | -9 | +8 | +38d (+30) | * Knee
* Transition to HRM
* Combo from 2nd hit CH |
d+2,4 | l, l | 11, 11 | i15~16, i24~25 | -13~-12 | -2c | +38d | High crush |
db+1,1+2 | m, m | 12, 25 | i16~17, i21~22 | -10~-9 | +23a (+18) | +41a | * Balcony Break
* Combo from 1st hit CH |
f,F+4,2 | m, m | 16, 21 | i16~17, i27~28 | -14~-13 | +34a (+19) | +43a (-33) | * Tornado
* Combos from 1st hit |
HRM.b+1 | m | 21 | i20~22 | +4 | +7c | +52a | chip damage on block |
b+1+2 | m | 17 | i12 | -10 | +2 | +60 | |
2+3 | m | 12 (12) | i16 | +1 | +2c | * Heat Burst
Power crush | |
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 | |
R.df+1+2 | m,t | 55+ | i20 | -15 | +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 | ||
1,1 | h, m | 5, 7 | i10, i18~19 | -9~-8 | +2~+3 | Combo from 1st hit CH | |
1,1,1+2 | h, m, h | 5, 7, 12 | i10, ,i19~20 | -9~-8 | -2~-1 | * Power up during Heat (partially uses remaining Heat time)
* Combo from 2nd hit | |
1,1,1+2,1 | h, m, h, m | 5, 7, 12, 15 | i10, ,i23~24 | -16~-15 | +20a(+15)~+21a(+17) | Combo from 3rd hit | |
1,2 | h, h | 5, 9 | i10, i12 | -3 | +7 | ||
1,2,1 | h, h, h | 5, 9, 17 | i10, ,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
* Combo from 2nd hit CH
Parry state | |
1,2,3 | h, h, h | 5, 9, 21 | i10, ,i23~24 | -6~-5 | +20a(+11)~+21a(+13) | * Balcony Break
* Combo from 2nd hit CH | |
1,2,4 | h, h, m | 5, 9, 11 | i10, ,i16 | -9 | +3 | * Transition to HRM
* Combo from 1st hit | |
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 | |||||
2 | h | 10 | i12 | 0 | +9 | ||
2,1 | h, m | 10, 12 | i12, i12~13 | -7~-6 | +4~+5 | Elbow | |
2,1,2 | h, m, h | 10, 12, 17 | i12, ,i20~21 | -7~-6 | +4~+5 | Elbow
* Follow-up after successful parry with input 1 or 2
* Partially restores remaining Heat time when successful during Heat
* Delayable
* Combo from 2nd hit CH | |
2,2 | h, h | 10, 20 | i12, i25~26 | -7~-6 | +7~+8 | * Elbow
* chip damage on block | |
3 | m | 14 | i15 | -8 | +3 | ||
4 | h | 15 | i12 | -11 | 0 | ||
4,4 | h, m | 15, 13 | i12, i15~16 | -13~-12 | +3~+4 | Combo from 1st hit | |
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 | i14, i9 | -2 | 7 | * Power up during Heat (partially uses remaining Heat time)
* Combo from 1st hit | |
1+2,1+2,1 | h,h,h, h,h,h, m | 9, 9, 20 | i14, ,i17~18 | -17~-16 | +7a(-2) / HE | * Heat Engager
* Balcony Break
* Elbow
* Combo from 1st hit
* Delayable | |
1+4 | l | 16 | i100~279 | -26 | +24 | Power up during Heat (partially uses remaining Heat time) | |
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 | |||||
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 | |||||
f+2 | h | 15 | i14~16 | -9 | +2 | Elbow | |
f+2,3 | h, m | 15, 15 | i14~16, i18 | -10 | +2 | Combo from 1st hit | |
f+3 | m | 14 | i14~15 | -7~-6 | +7 | * Knee
Alternative input: ws3 | |
f+3,1+2 | m, h | 14, 15 | i14~15, | -8 | -6 | * jail from 1st hit
* power up during Heat (partially uses remaining Heat time)
* Combo from 1st hit CH | |
f+3,1+2,4 | m, h, m | 14, 15, 20 | i14~15, i20~21 | -16~-15 | +13a (+6) | * Tornado
* Natural combo from 2nd hit | |
f+4 | m | 14 | i16~17 | -9~-8 | +4 | ||
f+4,4 | m, h | 14, 24 | i16~17, i28~30 | -6 | +20a (+11) / HE | * Heat Engager
* Balcony Break
* Combo from 1st hit
Low crush | |
f+1+2 | m | 20 | i17~18 | -13 | +20a (+15) | * Balcony Break
* Elbow
Power crush | |
f+2+3 | m | 35 | i22~23 | -7 | +73a | * Weapon
* Only once per match
* chip damage on block | |
df+1 | m | 10 | i13~14 | -6 | +5 | ||
df+1,4 | m, m | 10, 16 | i13~14, i18 | -9 | +3 | * Transition to HRM
* Combo from 1st hit | |
df+1,1+2 | m, h | 10, 9 | i13~14, | -2 | +4 | * Power up during Heat (partially uses remaining Heat time)
* Combo from 1st hit | |
df+2 | m | 7 | i15~16 | -6 | +6 | ||
df+2,1+2 | m, hm | 7, 5,10 | i15~16, | -18 | +33 (+23) | Combo from 1st hit | |
df+3 | m | 14 | i16 | -11 | 0 | ||
df+3,1 | m, h | 14, 12 | i16, i16~17 | 0 | +6 | Combo from 1st hit | |
df+3,1,1+2 | m, h, m | 14, 12, 25 | i16, ,i20~21 | -13 | +34 (+13) | * Balcony Break
* Combo from 2nd hit CH
* Delayable | |
df+4 | m | 14 | i13 | -6 | +6 | Transition to HRM | |
df+3+4 | h | 23 | i18~19 | -9 | +70a(+54)~+71a(+55) | * Tornado
* chip damage on block
High crush , Low crush | |
d+1 | sl | 5 | i10 | -5 | +6 | High crush | |
d+1,2 | sl, m | 5, 8 | i10, i15~16 | -10~-9 | -1~0 | Combos from 1st hit CH | |
d+1,2,4 | sl, m, m | 5, 8, 11 | i10, ,i15 | -9 | +3 | * Transition to HRM
* Combos from 2nd hit | |
d+2 | l | 11 | i15~16 | -13~-12 | -2~-1 | High crush | |
d+3 | l | 8 | i16 | -13 | -2 | ||
d+3,2 | l, h | 8, 8 | i16, i24~25 | -3~-2 | +8~+9 | * Transition to HRM
* Combos from 1st hit | |
d+4 | l | 9 | i14~15 | -12~-11 | -1~0 | ||
d+4,4 | l, m | 9, 16 | i14~15, i18~19 | -11~-10 | +1~+2 | * Transition to HRM
* Combos from 1st hit CH | |
d+1+2 | m | 21 | i17~18 | -4~-3 | +6c / HE | * Heat Engager | |
db+1 | m | 12 | i16~17 | -9~-8 | +1~+2 | ||
db+1,2 | m, m | 12, 20 | i16~17, i21~22 | -12~-11 | +17a(+0) | * Tornado
* Balcony Break
* Combo from 1st hit | |
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 4? | |
db+2+3 | lm | 10,14 (9) | i20~21 | -14 | +67a (+51) | * Weapon
* Tornado
* Only once per match
* chip damage on block | |
b+1 | h | 17 | i13 | -6 | +5 | Shifts to throw "Knee Snap" on front grounded CH | |
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~ | |||||
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 | |
b+4 | m | 16 | i17~18 | -9 | +4 | Homing | |
b+3+4 | m,th | 21,25 | i18~19 | -14 | +0d | * Balcony Break
* Shifts to throw on hit from the front | |
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 | |
uf+2 | m | 25 | i24~25 | +1 | +10a (+1) | * Balcony Break
* Alternate input: u+2
* chip damage on block
Low crush | |
uf+3 | m | 25 | i20~24 | -8 | +14a (+5) | * Balcony Break
* Alternate input: ub+3 or u+3
Low crush | |
uf+4 | m | 22 | i23~25 | -8~-6 | +21a | Alternate input: ub+4 or u+4
Low crush 9 | |
uf+3+4 | m,m | 8,10 | i14~15,i10~11 | -14 | +16a | Balcony Break | |
uf+3+4,1+2 | m,m, m | 8,10, 17 (11) | i14~15,i10~11, i30~31 | -13 | +23a (+13) | * Balcony Break
* Combos from 1st hit | |
1+2+3+4 | sp | ||||||
CH b+1 | h,th | 20,25 | i13 | +0d | |||
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 | +29a | * Alternate input: P:b+2,2
* power up during Heat (partially uses remaining Heat time) | ||
d,df,f+2 | h | 20 | i16~17 | -6~-5 | +29a (+22) | chip damage on block | |
d,df,f+3+4,F | ub(m) | 80 | i56~57 | -1~0d | * 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 | ||
f,F+2 | m | 8 | i14~15 | -11~-10 | 0~+1 | ||
f,F+2,2 | m, m | 8, 13 | i14~15, i17~18 | -15~-14 | +55~+56 | Combos from 1st hit | |
f,F+3 | h | 23 | i18~23 | -2~+3 | +33d(+25)~+38d(+30) | * Balcony Break
* chip damage on block
Low crush | |
f,F+4 | m | 16 | i16~17 | -4~-3 | +9~+10g | Transition to HRM | |
uf,n,4 | m | 20 | i23~25 | -13 | +32a (+22) | Low crush | |
f,f,F+3 | m | 30 | i24~27 | +6~+9 | +41d(-17)~+44(-11) | * Balcony Break
* chip damage on block
Low crush | |
ws1 | m | 14 | i13~14 | -7 | +3 | Elbow | |
ws1,4 | m, m | 14, 16 | i13~14, i21 | -9 | +3 | * Transition to HRM
* Combos from 1st hit | |
ws2 | m | 21 | i15~16 | -14 | +51a | ||
ws4 | m | 16 | i11~12 | -6 | +5 | ||
SS.1+2 | h | 26 | i14 | +7 | +30g | * chip damage on block
* power up during Heat (partially uses remaining Heat time)
* Can be delayed | |
FC.df+4,1 | l, m | 14, 15 | i15~16, i20~21 | -13~-12 | +31a (+21) | Combos from 1st hit | |
HRM.1 | m | 17 | i24~25 | -10~-9 | 0~+1 | * Parry
* Partially restores remaining Heat time upon successful parry during Heat
Parry state 3~ | |
HRM.2 | h | 14 | i12~13 | -6~-5 | +5~+6 | ||
HRM.2,3 | h, h | 14, 23 | i12~13, i24~25 | -9~-8 | +16a (+9) | * Tornado
* chip damage on block
* Combos from 1st hit
* Delayable
Low crush | |
HRM.3 | l | 8 | i16 | -13 | -2 | ||
HRM.3,4 | l, m | 8, 16 | i16, i22~23 | -15~-14 | +1~+2 | Combo from 1st hit | |
HRM.4 | m | 13 | i11~12 | -7~-6 | +7~+8 | Transition to HRM | |
HRM.4,1+2 | m, m | 13, 25 | i11~12, i24~25 | -14~-13 | +27a (+12) | Tornado | |
HRM.1+2 | m,h,h,h,h | 12,x,x,x | i14 | -2 | +5 | Power up during Heat (partially uses remaining Heat time) | |
HRM.1+2,1 | m,h,h,h,h, m | 12,x,x,x, 20 | i14, i17~18 | -17 | +7a(-2)/HE | * Heat Engager
* Heat Dash +5g +36a(+26)
* Balcony Break
* Elbow
* Jailing
* Delayable | |
HRM.SS | sp | ||||||
HRM.SS.1+2 | h | 26 | i14 | +7 | +30g | * chip damage on block
* power up during Heat (partially uses remaining Heat time)
* Delayable | |
HRM.b+3 | l | 12 | i20~21 | -31 | -9 | ||
HRM.b+3,1+2 | l, m | 12, 27 | i20~21, i31~32 | -16 | +0a (-1) | * Balcony Break
* Combo from 1st hit
* Combo deals [30; 12] damage | |
HRM.f+1 | h | 17 | i14~15 | +0 | +15g | Balcony Break | |
HRM.f+4 | m | 21 | i26~29 | +0 | +40a | chip damage on block
Low crush | |
OTG.db+2 | l | i17~18 | -16 | -5 | Power up during Heat (partially uses remaining Heat time) | ||
OTG.db+2,1+2 | l, l | i17~18, | -13 | -2 | |||
P.b+2,1 | m | 35 | i13 | +21g | * Balcony Break
* Alternate input: P.b+2,2
* power up during Heat (partially uses remaining Heat time) | ||
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 |