mokujin

All Characters

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CharCommandHit levelDamageStartupBlockHitCounter hitNotes
xiaoyuAOP.uf+3,1m, m14, 22i15, i24-4+8c
* Alternate input AOP.ub+3,1 AOP.u+3,1
* Floor Break on airborne opponent
xiaoyuHYP.2m25i18-4+22 (-13)
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
* Powered UpBased on the number of steps taken in HYP:HYP.2 damage increases and becomes plus on block. See the charts in th HYP section for more details. up when in Heat or based on the number of steps taken.
* Consumes 240?F of heat timer during heat
* 9 chip damage on block (2 steps)
* 14 chip damage on block (3 steps)
yoshimitsu4,4h, h16, 16i12~13, i24~25-4+4
* Combo from 1st hit with 4f delay
* Move cannot be delayed
yoshimitsu4,4,4h, h, h16, 16, 20i12~13, ,i24~25-4+18a (+9)
* Balcony Break
* Combo from 2nd CH with 4f delay
* Move cannot be delayed
yoshimitsuf+2h18i17~18-4+14g+39a
Balcony Break
yoshimitsudf+1m14i13-4+5
yoshimitsudf+1,2m, h14, 16i13, i25~26-4+14g+39a
* Balcony Break
* Combo from 1st CH with 2f delay
* Move cannot be delayed
yoshimitsudf+3m10i17~18-4+4
yoshimitsuu+1m20i24~25-4+5c+50a
* Floor Break
* Weapon
* Low crush 9~27
* Floating state 28~30
yoshimitsuuf+3+4,3M, M,M20, 10,10i31~35, i39~42 i3~6-4c~-1c+27a
* Floor Break
* Floor break occurs on 3rd hit
* Evades mid attacks from frames ?-?
* Low crush 16~47
* Floating state 48~50
yoshimitsuf,F+3m20i23~24-4+5
* Enter KIN r25 +3 +12 with 1+2
* Cannot be buffered
yoshimitsuws1,2m, h12, 18i13~14, i25~26-4+14g+39a
* Balcony Break
* Combos from 1st hit with 4f delay
* Combos from 1st CH with 9f delay
* Input can be delayed 15f
* Move can be delayed 13f
yoshimitsuws2m13i15~16-4+7
Balcony Break (airborne)
yoshimitsuFC.d+2sl8i11-4+5
* High crush 1~
yoshimitsuBT.2h18i16~17-4+14g+39a
* Balcony Break
* Leads to f+2 extensions
yoshimitsuDGF.4m24i18~20-4+14g
* Heat Engager
* Heat Dash +5g, +62a (+42)
* Balcony Break
* Low crush 1~19
yoshimitsuNSS.u+1m24i25~26-4+5c+15a
Floor Break
* Low crush 9~27
* Floating state 28~30
zafinaFC.d+2sl8i11-4+5
* High crush 1~
zafina1+3t35i12~14-4+0d
* Homing
* Throw break 1 or 2
zafina2+4t35i12~14-4+0d
* Homing
* Throw break 1 or 2
* Transition to MNT on hit
* Side switch on hit
alisa1,1h, h5, 18i10, i21-3+5+14d
* Combo from 1st hit with 4f delay
* Input can be delayed 8f
* Enter DES with 1+2
alisa1,2h, h5, 10i10, i12-3+8
Jail from 1st attack with 4f delay
alisaf,f,F+1+2M24i18~36-3-17a (-26)
* Balcony Break
* Low crush 5~36
* Floating state 37~67
alisaBT.4m20i16~17-3+19a (+2)
* Balcony Break
* High crush 5~12
alisaDES.b+2,1m, m,SL,SL,SL,SL17, 8,5,5,5,5i18~20, i20~21 i1~6 i1~5 i1~5 i1~3-3c+5
* Spike
* Weapon
* Combo from 1st hit with 17F delay
* Move can be delayed by 10F
* Input can be delayed by 23F
* 3 chip damage on block
* 7 chip damage on block in heat
alisaLeft throwt40-3-5d
* Throw break: 1
* Opponent recovery on hit: FDFA
* Can side switch on hit
alisaRight throwt40-3+0d
* Floor Break
* Throw break: 2
* Opponent recovery on hit: FUFA perpendicular to Alisa
anna1,2h, h5, 8i10, i10-3+8
* Jail from 1st attack with 4f delay
* Enter HAM +0 +11 r19 with F
anna2h10i10-3+3
* Enter HAM +1 +7 with F
anna2,3h, m10, 14i10, i19~20-3+8+12
* Jail from 1st attack
* Combo from 1st hit with ?f delay
* Input can be delayed 2f
annadf+3,1m, h13, 10i14, i30-3+7
* Combo from 1st CH
* Move can be delayed by 10F
* Interrupt with i11 from 1st block
* Cancel to CJM -15 -4 -3 r33 with B on frame 14
* Cancel to SS -10 +1 +2 r37 with U_D on frame 28
** r43 when blocking after SS
annadf+3,1,4m, h, h13, 10, 20i14, ,i15~16-3+4
* Combo from 1st CH
* Combo from 2nd hit with 10f delay
* Input can be delayed 10f
* Move can be delayed 8f
* Jail from 2nd attack
annad+3,4,1L, h, m10, 14, 2016, ,i29~30-3+5c+21a
* Spike
* Combo from 2nd hit
* Combo from 1st CH
annauf+3+4M,M4,18i25~28-3c+5c
* Spike
* Low crush 9~26
annaws3m20i11~12-3+8+12
annaHAM.2,1m, h12, 23i15~16, i25~26-3+17a (+8)
* Strong Aerial Tailspin
* Balcony Break
* Weapon
* Combo from 1st hit
* 4 chip damage on block
anna2+4t21i12~14-3+0d
* Homing
* Throw break 1 or 2
* Side switch on hit
annaHAM.1+3,1t, t15, 35i11, -3+0d
* Throw break 1
* 15 damage to Anna on break
annaHAM.1+3,2t, t15, 30i11, -3+3d
* Throw break 2
* 15 damage to Anna on break
annaLeft throwt40-3+0d
* Throw break 1
* Can side switch on hit
annaRight throwt38-3+0d
* Throw break 2
* Side switch on hit
armor-king1,2h, h5, 10i10, i10-3+6
* Combo from 1st hit with 2F delay
* Jail from 1st block with 2F delay
armor-king2,1h, m10, 15i10, i23-3+7
* Combo from 1st hit
* Interrupt with i3 from 1st block
* t43 r19? on hit
armor-king1+2,2m, h10, 20i17~19, i18-3+16a
* Combo from 1st hit with 13F delay
* Move cannot be delayed
* Input can be delayed by 13F
armor-kingdf+1m12i13~14-3+7
armor-kingBT.1h15i8-3+8
armor-kingBT.2h15i8-3+8
armor-king(Left Side Throw)th(h)40i12~14-3+0d
* Balcony Break
* Throw break 1
* Opponent left FDFA
armor-king(Right Side Throw)th(h)i12~14-3+0d
* Throw break 2
* Opponent left FDFA
armor-king2+4th(h)35i12~14-3+0d
* Homing
* Throw break 1 or 2
* Opponent left FUFA
armor-kingDMD.1t20 (25)-3+0d
* 1 break
* Power up with input 2+4,1+2
* 40/45 total damage
* Opponent recovers FDFA
* Side switch on hit or break
armor-kingDMD.2t10 (15)-3-3d
* 2 break
* Power up with input 3+4,1+2
* 30/35 total damage
* Opponent recovers FDFR?
* Side switch on break
armor-kingdf+2+3th(h)40i12-3+0d
* Floor Break
* Throw break 2
* Opponent left FUFT
armor-kingf,n,d,df+1+3t20i12-3+0
* 1 or 2 break depending on Armor King's input
** 1 for CD1+3/1+4, 2 for CD2+4/2+3
* Transition to DMD
* Opponent recovers FDFT
* Side switch on hit or break
armor-kingqcb+1+2th(h)40(45)i11-3+0d
* Balcony Break
* Opponent takes 5 additional damage when they hit the ground
* Opponent takes 4 additional damage when they hit a wall
* Throw break 1+2
* Opponent left FUFA
* becomes Homing in heat
* Partially restores remaining Heat Time
asuka1+4sl,h5,8i14 i17-3-3+4
* Jail from 1st attack
asukadf+1m10i13~14-3+8
asukadf+1,2m, h,t10, 13,25i13~14, i22-3+0d
* Floor Break
* Combo from 1st CH with 2f delay
* Combo from 1st hit when off-axis to the left or right
* Input can be delayed 7f
* +18a on off-axis hit, +16a on BT hit
* Transition to attack throw on standing front hit
* Won't transition to throw if opponent is too far (Jack-8 range 3.3~), gives +13 on hit instead
asukadb+4,3L, h14, 21i22~24, i17-3+39a (+29)
Combo from 1st CH with 1f delay
asukaub+1+2m23i25-3+9d
* Spike
* Cancel to r35 with B
* Transition to FC -3 +6d with D
asukauf+3m17i20~21-3+8+33a
* Low crush 11~27
* Floating state 28~30
asukaf,F+4h23i20~21-3+66a (+46)
* Strong Aerial Tailspin
* Balcony Break
* Low crush 6~21
* Floating state 22~24
asukaws4m15i11~12-3+8
Can hit grounded while up-close and off-axis
asukaDST.2m20i19-3+8a
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
* Elbow
* Gain NWG on Heat Activation
* Chip damage on block
asukaLeft throwt40-3-3d
* Throw break 1
* Opponent recovers FDFT on hit
asukaRight throwt40-3+0d
* Throw break 2
* Side switch on hit
* Opponent recovers FUFA on hit
asukauf+1+2t40i12-3+0d
* Throw break 1+2
* Opponent recovers FUFA on hit
azucenadf+1m11i13~14-3+8
azucenab+1h10i14~15-3+3
azucenaBT.4m15i15~16-3+6
azucenaLIB.4m14i15~16-3+10+10a
azucena1+3t35i12~14-3+0d
* Throw break 1 or 2
azucena2+4t35i12~14-3+0d
* Throw break 1 or 2
* Side switch on hit and break
azucenaLeft throwt40-3+0d
* Throw break 1
azucenaRight throwt40-3-3d
* Throw break 2
bryan1,2h, h5, 8i10, i12-3+8+9
Jail from 1st attack
bryan1+3t35i12~14-3-2d
* Floor Break
* Throw break 1 or 2
bryanLeft throwt40-3+1d
* Floor Break
* Throw break 1
* Side switch on hit
bryanRight throwt40-3+6d
* Throw break 2
claudio1,2h, h5, 12i10, i13~14-3+8
* Jail from 1st attack with 5f delay
* Input can be delayed 5f
* Move can be delayed 4f
claudio2h10i12-3+3
claudio1+3t35i12~14-3+1d
* Homing
* Throw Break 1 or 2
claudioLeft throwt40-3+1d
* Break: 1
* Opponent recovers in off-axis FUFT
claudioRight throwt40-3+1d
* Throw break 2
* Can side switch on hit
* Opponent recovers in FUFT
clive1,1h, h5, 13i10, i18~19-3+6
* Jail from 1st block
* Combo from 1st hit
* Enter PHX -3 +6 r23 with F or 4 on hit or block
clivedf+1m10i14~15-3+4
clivedb+2,1*m, M10, 27i17~18, i40~41-3+27a (+12a)
* Tornado
* Weapon
* 10 Chip damage on block
cliveGAR.3h12i12-3+21a (-4a)
* Balcony Break
* 15 damage with delayed input
* +6 on hit with ub+3
* Jump takes 17f, effective minimum startup i29
* Low crush 1~29
* Floating state 30~32
cliveLeft throwt40i12~14-3+0d
* Throw break 1
* Opponent recovers in FUFA
cliveRight throwt40i12~14-3+0d
* Throw break 2
* Side switch on hit
* Opponent recovers in FUFT
devil-jin1,2h, h5, 8i10, i10-3+8
* Jail from 1st hit with 4F delay
* Combo from 1st hit with 4F delay
devil-jin1+4SL,h5,5i16~17,i14-3+4
Jails
devil-jinws4m10i11~12-3+8
devil-jinFLY.1h20i18~19-3+67a (+47)
* Strong Aerial Tailspin
* Balcony Break
* Low crush 1~12
* Floating state 13~15
devil-jin2+4t35i12~14-3+0d
* Homing
* Throw break 1 or 2
* Side switch on hit
* Opponent recovers FUFA on hit
* Can be done from FC
devil-jinLeft Throwt43-3+1d
* Throw break 1
* Opponent recovers FUFA on hit
devil-jinRight Throwt40-3+0d
* Throw break 2
* Side switch on hit
* Opponent recovers FDFA on hit
dragunov1,3,1h, h, h5, 14, 10i10, ,i27~28-3+8
* Combo from 2nd CH
* Links to 10-hit strings
dragunov2,1h, h10, 10i10, i12-3+8
* Jail from 1st attack
* Combo from 1st hit
* Enter SNK -1 +10 r20 with DF
* Enter -3, -14 PGR with 3+4 (or d+3+4)
dragunovf+3,1+2m, m11, 27i20, i30~31-3+22a
* Heat Engager
* Heat Dash +5, +67a (+50)
* Balcony Break
* Spike
* Combo from 1st hit
* Chip damage on block
* Interruptable by i10 from 1st block
dragunovb+2m14i15-3+8
dragunovws1m11i12~13-3+4
Enter SNK -5 +2 r22 with DF
dragunovLeft throwt40-3+1d
* Throw break 1
dragunovRight throwt40-3+1d
* Throw break 2
eddy1,2h, h5, 12i10, i10-3+8
* Jail from 1st attack with 4f delay
* Enter HSP -5 +6 r24 with F
eddy3,3m, m12, 22i14~15, i23~25-3+8s
* Combo from 1st CH
* Transition to HSP
eddydf+1m10i13-3+6
eddydf+3+4m,M10,16i18~19 i8~11-3~+0+1a
* Floor Break
* +23a if only the 2nd hit connects
* Floating state 9~26
eddyHSP.3,3m, h10, 10i17~18, i27~28-3+8
Combos from 1st hit
eddyLeft throwth(h)40i12~14-3+0
Throw break: 1
eddyRight throwth(h)40i12~14-3-6
Throw break: 2
fahkumram1,2h, h5, 8i10, i10-3+5
* Jail from 1st attack with 2f delay
fahkumram3,1m, h11, 12i13, i18-3+7
* Combos from 1st hit
fahkumramdf+1m12i15-3+6
fahkumramf,F+4~1m20i21-3c+8c+32d
* Spike (CH)
* Floor Break
fahkumram1+3t35i12-3+0d
* Homing
* Throw break 1 or 2
fahkumramLeft Throwt40i12-3+0d
* Homing
* Throw break 1
fahkumramRight Throwt40i12-3+0d
* Homing
* Throw break 2
* Sideswaps on hit
fahkumramuf+1+2t40i12-3+0d
* Balcony Break
* Throw break 1+2
feng1,2h, h5, 9i10, i10-3+8
* Jail from 1st block with 4F delay
* Combo from 1st hit with 4F delay
* Move can be delayed with 4F delay
feng2h8i10-3+5
feng4~3M25i28~i34-3+1c+16a~+22a
7 chip damage on block
* Low crush 15~32
* Floating state 33~35
fengf+3m10i21-3+7
fengf+3,2m, h10, 17i21, i21~22-3+8+43a (+35)
* Combo from 1st hit with 7F delay
fengdb+1,2,4,3+4m, m, M, m15, 18, 30, 20i16, ,i39~42-3~0+31a (+21)
* Balcony Break
* Same attack as Spring Up (FUFT.b+3+4)
* Move can be delayed by 12F
* Low crush 38~45
* Floating state 46~48
fengws1m13i13-3+3
fengBT.1h12i12-3+14
fengBT.1+2m20i16~17-3+8+41a (+33)
* Balcony Break (CH only)
* Elbow
fengFUFT.b+3+4m20i30~33-3~0+28d (+18)
*
Balcony Break
* Floating state 1~27
* Low crush 28~
fengKNP.3+4,3+4M, m30, 20i31~34, i39~42-3~0+31a (+21)
* Balcony Break
* Same attack as Spring Up (FUFT.b+3+4)
* Move can be delayed by 12F
* Low crush 38
feng2+4t35i12~14-3+0d
* Throw break 1 or 2
fengLeft Throwt40-3-6d
* Throw break 1
fengRight Throwt40-3-4d
* Throw break 2
heihachi1,2h, h5, 8i10, i10-3+8
* Combo from 1st hit with 4f delay
* Move can be delayed 3f
heihachif,F+3m21i20~22-3c+56a
* Spike
heihachif,n,d,DF+4,4,4,n+4L, L, L, m15, 10, 8, 10i16~17, ,i24~25-3+8
* Can be performed after any number of f,n,d,DF+4 lows
heihachiws4m13i11~12-3+8
heihachiWAR.FUJ.2m24i15~16-3+75a (+59)
* Tornado
* Reversal Break
* Chip damage on block
heihachi1+3t35i12~14-3-1d
* Homing
* Throw break 1 or 2
hwoarang1,1h, h5, 8i10, i12-3+8
* Jail from 1st block
* Combo from 1st hit
hwoarang1,2h, h5, 10i10, i10-3+6
* Jail from 1st block with 4F delay
* Combo from 1st hit with 4F delay
* Transition to LFS with 3 (+3/+12g?/+12)
* Transition to RFS with 4 (+3/+12g?/+12)
hwoarang3~4m,m11,21i22,i7-3+26a (+16)
* Balcony Break
* Input 4 the following frame after 3 to power up
** 37dmg, +1 oB, +42a (+16) oH
* Low crush 16~
hwoarangws1m12i12~13-3+8
hwoarangws4m12i11~12-3+8
hwoarangRFF.f+1,2h, h5, 10i10, i10-3+6
* Jail from 1st block with 4F delay
* Combo from 1st hit with 4F delay
hwoarangRFS.3~4m,m11,21i16,i7-3+26 (+16)
* Balcony Break
* Jail from 1st block
* Increased chip damage scaling on block during heat
** 9 chip damage on block in heat
* Input 4 the following frame after 3 to power up
** 37dmg on hit, +1 on block
** 14 chip damage on block in heat
* Low crush 16~
hwoarang1+3th(h)35i12~14-3-5d
* Break: 1 or 2
* Opponent recovery on hit: FDFT
* Sideswap on break
hwoarangLeft throwth(h)45i12~14-3-1d
* Break: 1
* Opponent recovery on hit: FUFT off-axis to the left
* Also possible during RFF
hwoarangRight throwth(h)44i12~14-3+8d
* Break: 2
* Opponent recovery on hit: FDFT off-axis to the right
* Also possible during RFF
jack-82,1h, m10, 12i11, i16-3+2
* Elbow
* Combo from 1st hit
* Jail from 1st block
jack-8Left Throwt40i12-3+1d
* Throw Break 1
* Balcony Break
jack-8Right Throwt40i12-3+0d
* Throw Break 2
* Side Swap
jin1,2h, h5, 12i10, i10-3+6
Jail from 1st attack with 4f delay
jin2,1h, m9, 9i10, i16~17-3+6
* Jail from 1st attack with 2f delay
* Same animation as df+1
jindf+1m10i13~14-3+4+6
jinws4m13i11~12-3+8
jinZEN.1m14i16~i17-3+8
jin2+4t35i12~i14-3+0d
* Homing
* Throw break 1 or 2
* Side switch on hit
jinLeft throwt43-3+0
Throw break 1
jinRight throwt40-3+0d
* Throw break 2
* Side switch on hit
jun1,2h, h5, 8i10, i16-3+6
* Jail from 1st attack with 2f delay
* Combo from 1st hit with 2f delay
* Transition to r16 SS with u_d (+1/-13, +10g/-4?)
** r16 when attacking in SS stance
** r30? when exiting SS stance
jun1+4SL,h5,8i14 i17-3-3+4
* Jail from 1st attack
* CH advantage listed is for the 2nd hit
jundf+1m10i13~14-3+8
jundb+4,1+4L, sl,h14, 5,8i22~24, i22 i17-3-3+4
* Combo from 1st hit
* Links to 1+4 extensions
* Alternate inputs:
** db+4,4,1+2
** db+4,4,4,1+2
* CH advantage listed is for the last hit
junu+4m21i22~23-3~-2+22a
* Balcony Break (airborne)
* Low crush 8~28
* Floating state 29~31
junLeft throwt40-3+0d
* Throw break 1
junRight throwt40-3+0d
* Throw break 2
* Side switch on hit
kazuya1,2h, h5, 8i10, i10-3+8
* Jail from 1st attack with 4f delay
* Move can be delayed 4f
kazuya2h12i12-3+8
kazuyab+2,4m, h12, 12i14, i22-3+8
* Combo from 1st hit
* Can be delayed 10F
* Combo can be delayed 5F from hit
kazuyaf,F+3m21i20-3c+46a
* Spike
kazuyaws4m13i11~12-3+8
kazuyaBT.1h15i8-3+8
kazuyaLeft throwth(h)40i12~14-3+0d
* Throw break: 1
* Floor Break
kazuyaRight throwth(h)40i12~14-3-4d
Throw break: 2
king1,2h, h5, 15i10, i10~12-3+8
* Combo from 1st hit with 6F delay
* Jail from 1st block with 5F delay
king2,1h, m10, 15i10, i23~24-3+8
* Forces standing on hit.
* Combo from 1st hit.
king1+2,3m, h17, 25i18, i24~25-3+12a(+3)
* Balcony Break
* Tornado
* Combo from 1st hit with 3F delay
* Combo from 1st CH with 5F delay
* Move can be delayed by 4F
* Input can be delayed by 5F
kinguf+1h21i20~23-3+36a(+27)
Homing
Balcony Break
kingws1m12i10~11-3+4s
* Acts like 11 frame attack.
* Forces Standing on hit.
king(Left side throw)t40(depends)-3+36d
* 1 throw break.
* Any throw on standing opponent's left side.
* Side switch. Opponent recovers in FUFR.
king(Right side throw)t42(depends)-3+21d
* 2 throw break.
* Any throw on standing opponent's right side.
* Opponent recovers in FUFT.
king2+4t35i12~15 / i15~17-3+0d
* Homing
* 1 or 2 throw break.
* Input f+2+4 to increase throw range, but its startup is 3 frames slower.
* Side switch. Opponent recovers in FUFA.
kingAB1.1,1+2t12,18-3+2d
* 1 throw break.
* Opponent recovers in FUFT. Max damage 50.
kingAB1.2,1,1+3t20-3+0d
* 1+2 throw break.
* Opponent recovers in FDFT.
kingAB1.2,4,2+4t20-3+1d
* 2 throw break.
* Opponent recovers in FUFL.
kingAB2c.1,3,4,2,1+2t60-3+1d
* 2 throw break.
* Opponent recovers in FUFL. Max damage 100.
kingAB2c.2,1,3,1+2t25-3+1d
* 1 throw break.
* Opponent recovers in FUFA. Max damage 65.
kingJGS.1+3t20i12-3+0d
* Homing
* 1 or 2 throw break, depending on King's input.
* Opponent recovers in FDFT.
* Becomes f,hcf+1 / 2+4 on air grab / wall splat.
kingMMD5.1+2,3,1+3/ MMD5.1+2,4,2+4t18-3+0d
* 1 or 2 throw break, depending on King's input.
* Opponent recovers in FDFA.
kingMMD5.1+2,4,2,1+2t11,15-3+0d
* 1+2 throw break.
* Opponent recovers in FDFL. Max Damage 93.
kingRAS4.1t15/20/31-3+1d
* 1 throw break. Side Switch.
* Input with 2,1,3,4 for more damage.
* On wall splat damage is 31.
* Opponent recovers in FUFT. Max damage 97.
kingRSSB2.1t7/15-3+0d
* 1 or 2 throw break, depending on King's input.
* Input with 3+4,1 or 3+4,2 for more damage.
* Opponent recovers in FDFA.
kingb+1+2t0i12~17-3+14g
* Homing
* 1+2 throw break. Side switch.
* Damage becomes 15 on wall splat.
* Transition to JGR
** Can range from +22 to +47 (?) on wall hit depending on angle and distance to the wall
* Cancel to standing with f,F or b,B (-2)
** Can range from +6? to +31 (?) on wall hit depending on angle and distance to the wall
kingss2+4t15 / 20i13-3+0d / +1d
* Homing
* 2 throw break (except from behind).
* RSSB2 from side/behind, RSSB1 from front, doesn't change to left/right/behind throw.
* Opponent recovers in FUFT.
* Throw can be canceled by input b/db.
kuma2,1h, m10, 11i10, i16-3+2
* Combo from 1st hit with 2F delay
* +2c on crouching hit
* Panda: Reduced vertical hitbox (does not hit as high)
kumab+2,1m, h12, 14i15, i23-3+8
* Transition to HBS with input D or 3+4 (-4/+7)
* Transition to ROL with input F (-14/-3)
** Adds i28~31 SM projectile 5dmg attack during Heat (Consumes 120F of remaining Heat time)
*** +14~+17 or -6~-3 HBS or +1~+4 FC on block
*** +20~+23 or +0~+3 HBS or +7~+10 FC on hit
kumaSS.1+2m23i22~23-3+6c
* 9 chip damage
* Transition to +12 +3 HBS with D
kumaHBS.d+1+2m22i16~20-3+4+76a (+60)
* Tornado
* Transition to HBS
* Tornado on CH only
* t44? r24? on hit
* Panda: Increased vertical attack hitbox height. Decreased attack range and height hitbox on frames 18-20 (does not hit as deep or high)
kuma1+3th(h)35i12~14-3+1
* Throw break: 1 or 2
* Opponent status on hit: FUFT
kumaLeft throwth(h)50i12~14-3+1
* Throw break: 1
* Spike
* Opponent status on hit: FUFT
kumaRight throwth(h)40i12~14-3+1
* Throw break: 2
* Opponent status on hit: FUFT off axis
lars1,2h, h5, 9i10, i10-3+8
* Combo from 1st hit with 4F delay
* Jail from 1st block with 4F delay
larsdf+1m12i13-3+5
larsdf+2m15i14-3+9+13c
* Elbow
* Transition to SEN
* Recover 30F heat on transition
* Transition to standing with B (-11/+1/+5c)
lars1+3t35i12~14-3+1
* Spike
* Throw break: 1 or 2
* Opponent status on hit: FUFA
lars2+4t35i12~14-30
* Throw break: 1 or 2
* Opponent status on hit: FDFT perpendicular
* Side switch on hit
larsLeft throwt40i12~14-30
* Throw break: 1
* Opponent status on hit: FUFT
larsRight throwt40i12~14-3+1
* Throw break: 2
* Opponent status on hit: FUFA
larsf,f,F+2+4t40i11-30
* Throw break: 1+2
* Opponent status on hit: FDFA
larsuf+1+2t35i12~14-30
* Throw break: 1+2
* Opponent status on hit: FUFT
law1,2h, h5, 8i10, i12-3+6+6
* Jails from 1st attack
* Combos from 1st hit
law2,b+2,1h, h, h8, 8, 8i10, ,i23-3+3
* Combos from 2nd hit CH
* Delay-able
law2,b+2,1,2h, h, h, m8, 8, 8, 21i10, ,i20-3+20a+55a
* Combos from 3rd hit CH
* Delay-able
* Transition to FC with D
law1+3t35i12~14-3+0d
Throw break 1 or 2
lawLeft Throwt40i12~14-3+0d
Throw break 1
lawRight Throwt42i12~14-3+0d
Throw break 2
lawf,F+3+4t10i14-3+55a (+28)
Throw break 1+2
lee1,2h, h5, 9i10, i12-3+7
* Transition to r30 -2 +8 MS with F
* Jail from 1st attack with 4F delay
* Combo from 1st hit with 4F delay
lee1,2,2,3h, h, m, h5, 9, 14, 23i10, ,i21-3+17a (+8)
* Balcony Break
* Combo from 3rd hit with 9F delay
* Transition to r25 -9, +11a (+2a) HMS with 4
* Move can be delayed 13F
* Input can be delayed 18F
lee2,2,3h, m, h10, 14, 23i10, ,i21-3+17a (+8)
* Balcony Break
* Transition to -9, +11a (+2) HMS with 4
* Combos from 1st hit CH
leeb+4m20i20-3+7c+64a
* Floor Break
* Spike
* Transition to -2, +8c, +65a HMS with 3
* +18d on crouching opponent
leeuf+3,4m, h12, 23i25, i25-3+25a
Combos from 1st hit
leeHMS.3h,t21,20i18-3+0d
* Strong Aerial Tailspin
* Homing
* Shifts to throw on hit from the front
* 6 chip damage
* Power crush 8~
lee1+3t35i12~14-3-2d
Throw break 1 or 2
leeLeft Throwt40i12~14-3-3d
Throw break 1
leeRight Throwt40i12~14-3+0d
Floor Break Throw break 2
leeuf+1+2t20i12~14-3+23d
* Throw break 1+2
* Alternate input HMS.uf+1+2
leo1,2h, h5, 10i10, i12-3+8
* Jail from 1st attack
* Enter KNK -9 +2 with b
leo1+3t35i12~14-3+0d
Throw break 1 or 2
leoLeft throwt40i12~14-3+0d
* Throw break 1
* Side switch on hit
* Deals 4 more damage at the wall
leoRight throwt40i12~14-3+1d
* Throw break 2
* Side switch on hit
leroy1,2h, h5, 9i10, i12-3+7
Jails
leroyd+3,2L, h8, 11i16, i24~25-3~-2+8~+9
* Transition to HRM
* Combos from 1st hit
leroyHRM.1,2m, h17, 17i24~25, i20~21-3+28g+59a
* Elbow
* Jail from 1st block with no delay
* Duckable
* Combo from 1st hit with 12F delay
* Combo from 1st hit on successful parry
* Move can be delayed by 10F
* Input can be delayed by 12F
lidia1,2h, h5, 8i10, i10-3+4
Jail from 1st attack with 4f delay
lidiad+3,1l, h9, 8i15, i18-3+4
* Combo from 1st CH with 1f delay
* Jail from 1st hit
lidiadb+3+4m21i22-3+5
* Has low parry effect
* Does not parry weapon lows
* Parry state 5~13
lidiab+4h21i16-3+6+31a
* Homing
* Balcony break on airborne or CH
lidiaws1m12i13~14-3+4
lidia1+3t35i12~14-3+4
* Homing
* Throw break: 1 or 2
* Opponent on break: standing
lidiaLeft throwt40-3+4
* Throw break: 1
* Opponent on break: standing
lidiaRight throwt40-3+0d
* Floor Break
* Throw break: 2
* Opponent on hit: FUFA
* Side switch on hit
lili1,2h, h5, 12i10, i12-3+8
* Jail from 1st attack with 6f delay
lilif+3m26i20~22-3+17a (+8)+34d
* Homing
* Balcony Break
* Knee
lilid+2,2,3m, h, h16, 10, 24i16~17, ,i25~27-3+23a (+14)
* Balcony Break
* Combo from 2nd CH with 1f delay
* Move can be delayed 12f
liliws1,2m, h10, 16i13~14, i22~23-3+8
* Combo from 1st hit with 1f delay
* Move cannot be delayed
* Enter DEW -1 +10g~+11g +10~11 r19 with F
lili1+3t35i12~14-3+0d
* Homing
* Floor Break
* Throw break 1 or 2
* Becomes a wall throw on a wall-splatted opponent
lili2+4t35i12~14-3+0d
* Throw break 1 or 2
* Side switch on hit
* Becomes a wall throw on a wall-splatted opponent
liliLeft Throwt42-3+0d
* Throw break 1
* Can side switch on hit
liliRight Throwt43-3+1d
* Throw break 2
* Side switch on hit
liliuf+1+2t40i12-3+1d
* Throw break 1+2
* Becomes a wall throw on a wall-splatted opponent
miary-zo1,2h, h5, 6i10, i13-3+8
* Jail from 1st attack with 4f delay
* Move can be delayed 4f
miary-zodf+1,1m, h10, 17i13, i19-3+5
* Combo from 1st hit with 2f delay
* Input can be delayed 2f
* Move cannot be delayed
* Enter MOR +0 +8 r22 with F
miary-zoMOR.1,2m, h,h,h14, 5,8,12i13, i21~23 i4~5 i5~6-3+24d
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
* Weapon
* Combo from 1st hit with 10f delay
* Input can be delayed 10f
* Move can be delayed 7f
* Jail from 2nd attack
* Chip damage on block
miary-zoLeft Throwt40i12~14-3-6d
* Floor Break
* Homing
* Throw break 1
miary-zoRight Throwt40i12~14-3-3d
* Floor Break
* Homing
* Throw break 2
* Side switch on hit
miary-zouf+1+2t40i12-3+0d
* Balcony Break
* Throw break 1+2
nina1,2h, h5, 10i10, i10-3+8
* Jail from 1st attack with 8f delay
* Enter SS +0 +11 t15 r9 with D_U
nina1,2,1h, h, h5, 10, 17i10, ,i26~27-3+2
* Combo from 2nd CH with 4f delay
* Input can be delayed 6f
nina1+2m19i16~17-3+8
Homing
ninaf+2h12i13-3+8
ninaf+2,1,4h, m, h12, 12, 22i13, ,i25~27-3~-1+23a (+14)+40a
* Balcony Break
* Aerial combo from 1st CH with 4f delay (+24a (+17))
* Input can be delayed 19f
* Move can be delayed 18f
ninadf+3,2,1m, h, h13, 12, 6i14, ,i16-3+4
* Combo from 2nd CH with 9f delay
* Jail from 2nd block with 3f delay
ninaws1,4m, m17, 20i13~14, i34~35-3c+21d
* Spike
* Move can be delayed 3f
* Cancel to SS with D_U (-13/-2)
ninaSS.1,2m, m15, 15i14~15, i16~18-3+3
ninaABK.1t15-3+0d
*
Removes Recoverable Health
* Throw break 1
* Powered up input: ABK.3,1,1+2
ninaABK.1t15-3+0d
* Removes Recoverable Health
* Throw break 1
* Powered up input: ABK.3,1,1+2
ninaABK.2t15-3+3d
* Removes Recoverable Health
* Throw break 2
* Powered up input: ABK.2,1,3,4,1+2
ninaABK.2t15-3+3d
* Removes Recoverable Health
* Throw break 2
* Powered up input: ABK.1,2,3,4,1+2
ninaBHS.1t8-3+3d
* Throw break 1
* Powered up input: BHS.1,3,1
* Alternate input: BTR.1
ninaBHS.2t9,6-3+0d
* Throw break 2
* Powered up input: BHS.2,3,4,2
* Listed in previous games as Triple Slaps
ninaBHS.1+2t10,10-3+3d
* Removes Recoverable Health
* Throw break 1+2
* Can side switch on hit
* Powered up input: BHS.3,4,3,1+2
ninaBTR.1t13-3+4d
* Throw break 1
* Powered up input: BTR.1,3,1
ninaBTR.2t10-3+3d
* Throw break 2
* Powered up input: BTR.2,1,1+2
ninaLeft throwt40-3+1d
* Removes Recoverable Health
* Throw break 1
* Can side switch on hit
ninaNTM.1t15-3+3d
* Removes Recoverable Health
* Throw break 1
* Powered up input: NTM.1,1,2,1+2
ninaNTM.2t25-3+3d
* Removes Recoverable Health
* Throw break 2
* Powered up input: NTM.1,2,4,3,1+3
ninaRight throwt38-3+1d
Throw break 2
ninaTSS.1t15-3+0d
* Removes Recoverable Health
* Throw break 1
* Powered up input: TSS.1,1,2,1+2
panda2,1h, m10, 11i10, i16-3+2
* Combo from 1st hit with 2F delay
* +2c on crouching hit
* Panda: Reduced vertical hitbox (does not hit as high)
pandab+2,1m, h12, 14i15, i23-3 / - 4 HBS / -14 ROL+8 / +7 HBS / -3 ROL
* Combos from 1st hit
* Transition to HBS with input D or 3+4
* Transition to ROL with input F
pandaSS.1+2m23i22~23-3+6c
* 9 chip damage
* Transition to +12 +3 HBS with D
pandaHBS.d+1+2m22i16~20-3+4+76a (+60)
* Tornado
* Transition to HBS
* Tornado on CH only
* t44? r24? on hit
* Panda: Increased vertical attack hitbox height. Decreased attack range and height hitbox on frames 18-20 (does not hit as deep or high)
panda1+3th(h)35i12~14-3+1
* Throw break: 1 or 2
* Opponent status on hit: FUFT
pandaLeft throwth(h)50i12~14-3+1
* Throw break: 1
* Spike
* Opponent status on hit: FUFT
pandaRight throwth(h)40i12~14-3+1
* Throw break: 2
* Opponent status on hit: FUFT off axis
paul1,2h, h5, 12i10, i10-3+8
* Move can be delayed 3f
* Input can be delayed 3f
* Combo from 1st hit with 3f delay
* Jail from 1st hit with 3f delay
paul3,2m, h14, 17i15~16, i23-3+7+50a
* Move can be delayed 4f
* Input can be delayed 6f
* Combo from 1st hit with 6f delay
* Transition to t60 r19 SWA +4 +14g +57a at 43f with b
paul2+4t35i12~14-3+1d FUFA
* Homing
* Throw break 1 or 2
* Side switch
* Transition to FUFT on hit
paulRight Throwt40i12~14-3-2d FUFA
* Throw break 2
* Side switch
raven1,2h, h5, 12i10, i12-3+7
* Jail from 1st attack with 2f delay
* Can shift to r22 SZN -4/+6 with 3+4 or D
raven4,1h, h16, 13i12~13, i19~20-3~-2+7~+8
* Combo from 1st hit
* Jail from 1st block
raven4~3,3m,m, h8,10, 18i16 i29~30, i24~27-3~+0+14a
* Balcony Break
* Can be delayed
ravenH.df+1,4m, sm,sm13, 25,30i14~15, i18~27, i44~45-3~-2+6c
* Balcony Break
* Spike
* Combo from 1st hit
* Available only on hit or block
* Recover 30f of Heat on hit
* Forces tech backroll on hit
ravenH.db+2,1,1m, h, sm,sm13, 15, 24,30i13~14, ,i18~19, i39~47-3~+5+2a (-7)
* Balcony Break
* Combo from 2nd CH
* Available only on hit or block
* Recovers 30f of Heat on hit
ravenb+2,2h, m12, 17i15~17, i22-3+6+8
* Elbow
* Combo from 1st hit with 7F delay
* Input can be delayed 13f
ravenH.b+2,4,2h, h, sm,sm12, 13, 21,30i15~17, ,i19~20, i39~-41-3~-1+24a (+9)
* Tornado
* Combo from 2nd CH
* Available only on hit or block
* Recover 30f of Heat on hit
ravenH.ws3,2m, sm,sm18, 21 (14),30i16~17, i19~20, i39~41-3~-1+65a (+49)
* Tornado
* Combo from 1st hit
* Available only on hit or block
* Recover 30f of Heat on hit
ravenH.BT.2,2,1h, m, sm,sm9, 12, 24,30i10, ,i18~19, i39~47-3+2a (-7)
* Balcony Break
* Combo from 1st hit
* Available only on hit or block
* Recover 30f of Heat on hit
ravenH.BT.f+2,4,2m, h, sm,sm13, 17, 21,30i17~18, ,i19~20 i39~41-3~-1+24a (+9)
* Tornado
* Combo from 2nd CH
* Available only on hit or block
* Recover 30f of Heat on hit
ravenH.SZN.1,4h, sm,sm12, 25,30i14~15, i18~27, i44~45-3~-2+6c
* Balcony Break
* Spike
* Combo from 1st hit
* Available only on hit or block
* Recover 30f of Heat on hit
* Forces tech backroll on hit
ravenH.SZN.3,2m, sm,sm16, 21,30i16~17, i19~20 i39~-41-3~-1+24a (+9)
* Tornado
* Combo from 1st hit
* Available only on hit or block
* Recover 30f of Heat on hit
ravenH.qcf+1,2m, sm,sm15, 21,30i16, 19~20, 39~41-3~-1+24a (+9)
* Tornado
* Combo from 1st hit
* Available only on hit or block
* Recover 30f of Heat on hit
raven2+4t35i12~14-3+0d
* Throw break 1 or 2
* Side switch
ravenLeft throwt40-3-3d
* Floor Break
* Throw break 1
* Side switch on hit
ravenRight throwt40-3-4d
* Floor Break
* Throw break 2
reina1,2h, h5, 6i10, i10-3+8
* Jail from 1st block with 4F delay
* Combo from 1st hit with 4F delay
reinadf+1m8i13~14-3+4
* Can transition to r18 SEN (-3/+4/+4) with input F
* Cannot block up to i15 on empty transition on block
reinaf,F+3m20i20~22-3+20a
* Balcony Break
* Heat Engager
* Heat Dash +5, +67a (+50)
* Spike
reinaUNS.2h15i13-3+8+14c
* Homing
reina1+3th(h)35i12~14-3+0
* Throw break 1 or 2
* Spike
* Opponent recovery on hit: FUFA off-axis to the left
reinaLeft throwth(h)40i12~14-3+0
* Throw break: 1
* Opponent recovery on hit: FUFA off-axis to the left
reinaRight throwth(h)40i12~14-3+0
* Throw break 2
* Opponent recovery on hit: FUFA
reinad,db,b,f+2th(h)40i12-3+0
* Balcony Break
* Throw break: 2
* Opponent recovery on hit: FUFT
shaheen1,2h, h5, 9i10, i12-3+8
shaheenBT.2m20i14~15-3+42a
shaheen1+3th(h)35i12~14-3+0d
* Homing
* Throw escape: 1 or 2
* Opponent status on hit: FUFA
shaheenLeft throwth(h)40i12~14-3+0d
* Throw escape: 1
* Opponent status on hit: FUFT
* Side switch on hit
shaheenRight throwth(h)40i12~14-3+0d
Removes Recoverable Health
* Throw escape: 2
* Opponent status on hit: FUFA
shaheenuf+1+2th(h)40i12~14-3+0d
* Floor Break
* Throw escape: 1+2
* Opponent status on hit: FUFA
* Side switch on hit
steve1,1h, h5, 7i10, i15-3+3
* Combo from 1st hit with 4F delay
* Jails from 1st block with 2F delay
* Move can be delayed by 4F
* Transition to LWV with 3 (-6/+0)
* Transition to RWV with 4 (-6/+0)
* Transition to SWY with b+3_4 (-6/+0)
* Transition to r20? DCK with f+3_4 (-2/+4)
** r22? DCK FC cancel?
steve1,2h, h5, 10i10, i10-3+8
* Combo from 1st hit
* Jail from 1st block
* Transition to LWV with 3 (-4/+7)
* Transition to RWV with 4 (-4/+7)
* Transition to SWY with b+3_4 (-4/+7)
* Transition to r20? DCK with f+3_4 (-2/+9)
** r22? DCK FC cancel?
steve1,2,1h, h, h5, 10, 15i10, ,i14-3+3
* Combo from 1st CH or 2nd CH
* Jail from 1st block
* Transition to r19? PAB with f (-2/+4)
* Transition to r18? FLK with b (-1/+5)
** r18? PAB/FLK FC cancel?
stevedf+1,2~f+1+2m, h,h12, 8,12i13, i34, i9-3+0+3
* Transition to r22? LWV with 3 (-4/-1/+2)
* Transition to r22? RWV with 4 (-4/-1/+2)
* Transition to r22? SWY with b+3_4 (-4/-1/+2)
* Transition to r20? DCK with f+3_4 (-2/+1/+4)
** r22? DCK FC cancel?
steveWS.1m12i11~12-3+3+8
steveWS.1,1m, h12, 7i11~12, i15-3+3
* Combo from 1st hit
* Combo from 1st CH with 11F delay
* Move can be delayed by 11F
* Transition to r22? LWV with 3 (-6/+0)
* Transition to r22? RWV with 4 (-6/+0)
* Transition to r22? SWY with b+3_4 (-6/+0)
* Transition to r20? DCK with f+3_4 (-2/+4)
* r22? DCK FC cancel?
steveALB.2m22i23-3+16a (+7)
Heat Engager
Heat Dash (+5/+36a (+26)/-)
* Balcony Break
steveALB.d,1sp, m34i13, i12-3+16a (+7)
* Balcony Break
* ALB.d_u takes 37 frames, effective startup time is i49
steveLWV.1,f+1m, m14, 9i14, i17-3+3
* Combo from 1st hit with 10F delay
* Jail from 1st block with 1F delay
* Move can be delayed by 10F
steve2+4t35i12~14-3+0d
*
Homing
* Floor Break
* Throw break 1 or 2
* Sideswitch
* Opponent left FDFT
steveLeft throwt40-3+0d
* Throw break 1
* Opponent left FUFR?
steveRight throwt40-3+0d
* Throw break 2
* Opponent left FUFL?
victor1,1h, h5, 5i10, i16-3+8
* Weapon
* Combo from 1st hit with 2F delay
* Jail from 1st block with 2F delay
victor1,2h, h5, 12i10, i10-3+8
* Weapon
* Combo from 1st hit with 2F delay
* Jail from 1st block with 2F delay
victor2,2,2h, m,m, h10, 5,5, 12i12~13, ,i22-3+4
* Strong Aerial Tailspin
* Wall Crush +12g on hit
* Weapon
* Projectile (unparryable)
* Combo from 1st hit
* 4 chip damage on blocked gunshot
* Transitions to IAI on hit or block
victordf+4,2m, h15, 16i13~14, i22-3+4
* Strong Aerial Tailspin
* Wall Crush +12g on hit
* Weapon
* Projectile
* Combo from 1st hit
* Deals 6 chip damage on blocked gunshot
* Transitions to IAI (cannot cancel)
victorqcf+2h16i22-3+4
* Strong Aerial Tailspin
* Wall Crush +12g on hit
* Transition to IAI
* Deals 6 chip damage on block
victor1+3t35i12~14-3-2
* Throw break: 1 or 2
* Opponent recovery on hit: FDFT
victor2+4t35i12~14-3-4
* Throw break: 1 or 2
* Opponent recovery on hit: opp. side FDFT off-axis to the right
victorLeft throwt40i12~14-3-2
* Throw break: 1
* Opponent recovery on hit: FDFT
victorRight throwt40i12~14-3-4
* Throw break: 2
* Opponent recovery on hit: opp. side FDFT off-axis to the right
victoruf+1+2t40i12~14-3-4
* Floor Break
* Throw break: 1+2
* Opponent recovery on hit: FUFA
xiaoyu1,2h, h5, 8i10, i11-3+7
* Combo from 1st hit with 4F delay
* Jail from 1st block with 4F delay
xiaoyu1,d+2h, m5, 10i10, i20~23-3+8+10
* Combo from 1st hit with 5F delay
* Move can be delayed by 10F
* Transition to standing with 1,D+2 or 1,d+2,F (-4, +7, +9)
* Transition to HYP with 1,d+2~B (-2, +9, +11)
xiaoyuf+3,1M, m14, 8i16~18, i22~23-3+8
* Combo from 1st hit
xiaoyuf,F+3+4M23i37~45-3+39a
* Spike
* Chip on block [9]
* Low crush 9~
xiaoyuws2m17i13~14-3+7+38a (+28)
* Transition to r22 standing by holding down any direction (-4, +6, +37a (+27))
xiaoyuws2*m20i22~23-3+38a (+28)
* Transition to r22 standing by holding down any direction (-4, +37a (+27))
xiaoyuAOP.1,2m, h11, 15i18, i21-3+30g
* Combo from 1st hit with 8F delay
* Move can be delayed by 11F
* Input can be delayed by 12F
xiaoyuAOP.4m14i12-3+8
*
xiaoyu2+4t35i12-3+0d
* Homing
* Throw break 1 or 2
* Side swap
xiaoyuLeft Throwt45i12-3+0d
* Throw break 1
xiaoyuRight Throwt45i12-3+0d
* Throw break 2
yoshimitsuuf+1+3,dM25i55~56-3+34a
* Floor Break
* Weapon
* 10 chip damage on block
* Input during frames 1-31 of uf+1+2
* Low crush 9~52
* Floating state 53~55
yoshimitsuws2,1m, m13, 14i15~16, i27~28-3a+36a (+26)
* Weapon
* Combo from 1st hit with 1f delay
yoshimitsuBT.1h16i15-3+8
Elbow
yoshimitsuBT.3m20i24~26-3~-1+11a
Floor Break
* Low crush 6~29
* Floating state 30~32
yoshimitsuKIN.2,NSS.1+2m, M15, 30i21~22, i32~34-3+15a
* Balcony Break
* Floor Break
* Weapon
* 9 chip damage on block
* Recovers 5 base health or 10? additional recoverable health on hit
* Recovers 1 base health on hit when remaining recoverable health is 7 to 12
* Recovers 5 additional total health on hit when remaining recoverable health is 6 or less (recoverable + base -> 5)
* +15d on backturned hit
yoshimitsu1+3t35i12~14-3+1d
* Homing
* Throw break 1 or 2
yoshimitsuLeft throwt45-3+0d
* Throw break 1
* Side switch on hit
yoshimitsuRight throwt40-3-3d
Throw break 2
zafina1,2h, h5, 9i10, i12-3+8
Jail from 1st attack
zafinaLeft Throwt40-3+7d
* Throw break 1
* Side switch on hit
zafinaRight Throwt40-3+0d
* Throw break 2
* Side switch on hit
alisa3,2m, h10, 20i13~14, i26~27-2+20a (+11)
* Heat Engager
* Heat Dash +5, +43d (+35)
* Homing
* Balcony Break
* Weapon
* Combo from 1st hit
* 6 chip damage on block
* 10 chip damage on block in Heat
* Does not transition to DES when using Heat Dash
alisauf+2h22i16~17-2+20a (+11)
* Heat Engager
* Heat Dash +5, +62a (+42)
* Homing
* Balcony Break
* Weapon
* 6 chip damage on block
* 11 chip damage on block in heat
annaH.1,2,1,2h, h, h, m,m,m5, 8, 4i10, ,i23~72 i36~85 i54~103-2~+47g+23a (-3)
* Weapon
* Combo from 3rd CH
* Jails from 4th hit
* Partially uses remaining Heat time
annaf+2h14i14-2+4
* Elbow
annadf+3,2m, h13, 9i14, i19-2+4+10
* Combo from 1st hit with 10f delay
* Input can be delayed 10f
* Enter HAM -2 +4 +10 r21 with F
annab+1m14i16~17-2+1
annaH.CJM.3,2m, m,m,m12, 9,9,32i12~14, i28~77 i41~90 i59~108-2~+47g+26a (+0)
* Weapon
* Combo from 1st hit
* Jails from 2nd hit
* Chip damage on block
* Partially uses remaining Heat time
annaHAM.1+3t15i11-2+0
* Throw break 1+2
armor-kingdb,n,f+2+4th(h)53i11-2-3d
* Floor Break
* Throw break 2
* Opponent left FUFA
asuka1h5i10-2+9
asuka1,2,3h, m, m5, 9, 24i10, ,i31~33-2+29a (+20)
* Balcony Break
* Strong Aerial Tailspin
* Chip damage on block
* Cancel to r18 with B
* Interrupt with i15 from 2nd block
* Last input can be held to power up
asuka1+4,2sl,h, h5,8, 10i14 i17, i19-2+9
* Combo from 2nd CH
asuka1+4,3sl,h, m5,8, 25i14 i17, i31~33-2+29a (+20)
* Balcony Break
* Strong Aerial Tailspin
* Chip on block
* Cancel to r18 with B
* Interrupt with i18 from 2nd block
* Last input can be held to power up
* Link to attack from Spinning Heel Drop (f+3)
asukaf+3m24i31~i33-2~+0+29a (+20)
* Balcony Break
* Chip damage on block
* Cancel to r33 with B
asukaws2,1m, h18, 10i13~14, i22-2+9
* Combo from 1st hit with 3f delay
* Continues into 10 strings
asukaws1+2m20i21-2+13g +25w+14 +63a
* Wall Crush +25g on hit
* Elbow
* Cancel to r18 FC with D
asuka1+3t35i12~14-2+0d
* Homing
* Floor Break
* Throw break 1 or 2
asuka2+4t35i12~14-2+0d
* Homing
* Throw break 1 or 2
* Side switch on hit
* Opponent recovers FDFA on hit
azucena4,1h, h15, 14i12~13, i21~22-2+4+6~+7
* Combo from 1st hit
* Unparryable by traditional punch parries (bug?)
azucenaws4,1m, h13, 10i11~12, i21~22-2+6
* Combo from 1st hit with 6f delay
* Enter LIB +0 +8 r21 with F
azucenaLIB.3+4h25i16~17-2+32a
* Strong Aerial Tailspin
* Homing
* Balcony Break
* 7 chip damage on block
* +3 frame advantage and 10 chip damage on block after absorbing an attack in power crush state
* Power crush 7~15
bryand+2m17i14~15-2+8c
* Spike
* Elbow
* Transition to FC with D (-2/+8c)
bryanuf+3m15i27~28-2+15
* Low crush 9~28
* Floating state 29~31
claudiof,F+2,2m, h14, 20i14~16, i14~15-2c+6c
* Spike
* Combo from 1st hit with 13f delay
* Input can be delayed 13f
* Move can be delayed 6f
claudioFC.df+2,2m, h14, 20i14~16, i14~15-2c+6c
* Spike
* Combo from 1st hit with 13f delay
* Input can be delayed 13f
* Move can be delayed 6f
devil-jin3,1,f,Fm, h16, 11i17~19, ,-2+4
devil-jindf+2+3t40i12-2-6d
* Floor Break
* Throw break 2
* Can be done from FC
devil-jinqcb+1+3t40i12-2+0d
* Throw break 1
* Opponent recovers FUFA on hit
* Can be done from FC
dragunov3,1m, h10, 8i15~16, i21~22-2+7
* Combo from 1st hit
* Enter SNK -3 +6 r23 with DF
dragunovdf+1m13i13-2+7
Enter -2, -11 PGR with 3+4 (or d+3+4)
dragunovd+3,2,1+2L, h, m13, 18, 24i17~18, ,i35~36-2c+20a
* Balcony Break
* Spike
* Chip damage on block
* Interruptable by i14 from 2nd block
dragunovb+3+4h22i28~29-2+1d
* Balcony Break (airborne)
* Transitions to throw on block front hit
* +26a on side or back hit
* Punch parry
* Parry state 7~15
dragunov1+3t35i12~14-2+1d
* Throw break 1 or 2
* Homing
dragunov2+4t35i12~14-2+1d
* Throw break 1 or 2
* Homing
* Side switch on hit or break
dragunovf+1+4t40i11-2+0d
* Throw break 1
* Side switch on hit
<Showing 4001-4400 of 6256 moves>