
| Char | Command | Hit level | Damage | Startup | Block | Hit | Counter hit | Notes |
|---|---|---|---|---|---|---|---|---|
| bryan | d+3+4 | l | 16 | i19 | -12 | -1 | +4 | Can hit grounded on certain ranges |
| bryan | db+1+2 | m,h | 8,16 | i15 i12 | -9 | +4 | * Heat Engager * Heat Dash +5, +43a (+35) * Balcony Break (airborne) * Jail from 1st attack | |
| bryan | b+2,1 | h, h | 18, 16 | i17, i19 | +0 | +55 | * Enter SLS +7 +62a r13 with f * Cancel to r9 SS with u_d * Inpput can be delayed 17f * Move can be delayed 16f | |
| bryan | ws4 | m | 16 | i11~12 | -6 | +5 | ||
| bryan | SLS.2 | h | 16 | i15~16 | -6 | +2 | ||
| bryan | qcb+2 | m | 16 | i15~16 | -9 | +6 | ||
| claudio | f+1+2,1+2 | m, m | 8, 16 | i16, i18 | -14 | +4a | * Combo from 1st hit with 11f delay * Jail from 1st block with no delay * Input can be delayed 11f * Move can be delayed 10f | |
| claudio | STB.f+1+2,1+2 | m, m | 8, 16 | i16, i18 | -9 | +64a | * Balcony Break * Jail from 1st attack with 1f delay * Combo from 1st hit with 11f delay * Input can be delayed 11f * Move can be delayed 10f * 3 chip damage on block * 6 chip damage on block in heat * Consumes STB, but if in Heat, partially depletes the remaining Heat time instead | |
| claudio | b+4,4 | m, m | 10, 16 | i17, i28~29 | -13 | +30a (+20) | * Tornado * Combo from 1st CH with 2f delay * Input can be delayed 12F * Interrupt with i8 from 1st block * Low crush 22~37 * Floating state 38~40 | |
| clive | H.u+1+2,2,1 | M,m, h,h, M,M | 18,21, 10,12, 10,16 | i19~20,i20~21, ,i20~21,i11~12 | -12 | +15a(-2a) | * Tornado * Balcony Break * Weapon 2nd hit * Combo from 4th hit with 17F delay * Move cannot be delayed * Input can be delayed by 17F * 5 chip damage on block * Same move as (df+1,H.1,2),1 * Tornado launching steel pedal | |
| clive | 3 | m | 16 | i16 | -13 | -2 | ||
| clive | H.df+1,1,2,1 | m, M,m, h,h, M,M | 10, 13,15, 10,12, 10,16 | i14~15, ,i20~21,i11~12 | -12 | +15a(-2a) | * Tornado * Balcony Break * Weapon 2nd hit * Combo from 5th hit with 17F delay * Move cannot be delayed * Input can be delayed by 17F * 5 chip damage on block * Tornado launching steel pedal | |
| devil-jin | 3 | m | 16 | i17~19 | -12 | -6 | ||
| devil-jin | df+4,4 | m, m | 10, 16 | i13~14, i13~14 | -15 | -4c | * Floor Break * Combo from 1st hit with 11F delay * Move can be delayed 10F | |
| devil-jin | ws3 | m | 16 | i14 | -11 | +9 | +14 | * Knee * Transition to MCR with F on hit or CH (+14/+23) ** -12/-3 on an empty MCR transition * Can be performed by holding 3 then inputtting f,n,d,df+4 or f,n,d,df+3+4 |
| dragunov | f+2 | h | 16 | i19~20 | -8 | +3 | +8 | Elbow |
| dragunov | f+4 | h | 16 | i14~15 | -7 | +8 | Knee | |
| dragunov | df+3 | m | 16 | i17~20 | -6~-3 | +5c~+8c | * Floor Break * +20 damage throw when hit from the front in close range * Removes Recoverable Health | |
| dragunov | b+4,3 | m, h | 15, 16 | i14, i17~18 | -9 | +21a (+12) | * Heat Engager * Heat Dash +5, +43d (+35) * Balcony Break * Combo from 1st hit with 1f delay | |
| dragunov | ub+3 | m | 16 | i17~21 | -17 | -6 | * Low crush 9~27 * Floating state 28~30 | |
| dragunov | u+3 | m | 16 | i17~21 | -13 | +14a (+4) | Balcony Break * Low crush 9~27 * Floating state 28~30 | |
| dragunov | uf+3 | m | 16 | i17~21 | -7 | +20a (+10) | Balcony Break * Low crush 9~27 * Floating state 28~30 | |
| dragunov | SS.2 | m | 16 | i20~21 | -10 | +1 | Floor Break | |
| eddy | 1,3 | h, m | 5, 16 | i10, i23~24 | -14 | +7c | * Floor Break * Combo from 1st hit with 2f delay | |
| eddy | f+3 | h | 16 | i16~18 | -5 | +7 | Homing | |
| eddy | df+3+4 | m,M | 10,16 | i18~19 i8~11 | -3~+0 | +1a | * Floor Break * +23a if only the 2nd hit connects * Floating state 9~26 | |
| eddy | RLX.2 | m | 16 | i18~19 | -2 | +8 | ||
| fahkumram | f+3 | m | 16 | i17 | -8 | +3 | * Knee | |
| fahkumram | df+3+4 | m,m | 8,16 | i13 | -10 | +8 | * Good right sidestep tracking | |
| fahkumram | db+2 | m | 16 | i16 | -10 | +1 | * High evasion | |
| fahkumram | db+2,2 | m, m | 16, 16 | i16, i25 | -13 | +1 | * Elbow * Combos from 1st hit | |
| feng | 3~4,3 | m, l | 27, 16 (11) | i34~36, i18~20 | -26 | +24a | * Aerial combo from 1st hit (+19d (+12)) with 9F delay * Move cannot be delayed * Input can be delayed by 9F * High crush 6~52 | |
| feng | f+4,4 | h, l | 19, 16 (11) | i18~19, i33~33 | -31 | +27a | * Aerial combo from 1st hit (+19a (+12)) with 5F delay * Move cannot be delayed * Input can be delayed by 5F * High crush 10~42 | |
| feng | d+2 | L | 16 | i20~21 | -12 | -1 | -1c on crouching hit * High crush 6~51 | |
| feng | uf+3 | m | 16 | i22~23 | -7 | +22a | * Strong Aerial Tailspin * No forward momentum with input u+3 * Low crush 9~32 * Floating state 33~35 | |
| feng | ws1,2 | m, m | 13, 16 | i13, i9 | -12 | -1 | * Jail from 1st block with 6F delay * Combo from 1st hit with 6F delay * Move can be delayed by 4F * Input can be delayed by 6F | |
| heihachi | 1,1,2 | h, h, m | 5, 6, 16 | i10, ,i18 | -17 | +19a (+9) | * Balcony Break * Combo from 1st hit with 12f delay * Clean wall splat when near the wall * Applies additional combo scaling on wall splat | |
| heihachi | uf+2 | m | 16 | i19 | -9 | +4 | ||
| heihachi | ws4,4 | m, m | 13, 16 | i11~12, i15 | -15 | +0c | * Spike * Combo from 1st hit with 9F delay * Jail from 1st block with 4F delay * Transition to FUJ r31 with D (-9/+6c) * Move can be delayed by 8F * Input can be delayed by 9F | |
| heihachi | FC.df+4 | L | 16 | i19~21 | -23 | +4c | * Clean hit +17a and 20 damage * High crush 1~ | |
| hwoarang | 4,3 | h, m | 14, 16 | i11~12, i22 | -6 | +5 | +20a (+11) | * Balcony Break on CH * Combo from 1st hit * +5c on crouching hit * Cancel the second hit and transition to r8 LFS with F (-6/+5) |
| hwoarang | ws3+4 | m | 16 | i20~21 | -9 | +2 | * Alternate input: f,n,d,df+3+4 (CD.3+4) * Transition to BT | |
| hwoarang | SS.3,3 | m, h | 13, 16 | i18~19, i9~10 | +3 | +14 | * Jail from 1st block * Combo from 1st hit * +34a (+27) on 1st CH * Transition to LFS | |
| hwoarang | LFS.1+2,4 | m, m | 13, 16 | i15~16, i23~27 | -13 | +5c | +28d | * Spike * Combos from 1st hit |
| hwoarang | RFF.3,4 | m, h | 13, 16 | i16, i27~28 | +10g~+11g | +21g~+22g | +11~+12 | * Combo from 1st hit * Transition to RFS * Cancel and transition to r8? RFS with F (-12/-1) |
| jack-8 | df+2,1 | m, h | 13, 16 (24) | i15, i21 | -32 | +40a (+22) | * Transition to GMH with D ** (+45a (+27) oH) * 16 damage with scaling from 1st hit * Can be charged to power up | |
| jack-8 | df+3 | m | 16 | i16 | -9 | +2 | ||
| jack-8 | b+4 | m | 16 | i13 | -13 | -2 | -2s | * Knee |
| jin | 1+2 | m,m,m | 4,4,16 | i13 i8 i12 | -14 | +12a (+3) | * Balcony Break * Heat Engager * Heat Dash +5, +43d (+35) | |
| jin | df+3 | m | 16 | i12 | -8 | +3 | ||
| jun | 1,2,4 | h, h, m | 5, 8, 16 | i10, ,i27~28 | -12 | +5 | +15a (+6) | * Balcony Break (airborne) * Combo from 2nd CH with 3f delay * Input can be delayed 9f |
| jun | db+4,4,4 | L, L, L | 14, 15, 16 | i22~24, ,i31~33 | -7~-5 | +4~+6 | +35a | * Transition to r28 FC with D * High crush 1~49 |
| jun | f,F+2 | m | 16 | i16~17 | -12 | +3 | * Enter GEN +1 +16g r18 wiith F * Enter MIA +1 +16g r18 wiith B * Stance transitions can be delayed by up to 10F (+1~-9/+16g~+6g) | |
| jun | ws1,4 | h, m | 14, 16 | i12~13, i22~23 | -11 | +0c | * Spike * Combo from 1st hit with 5f delay * Input can be delayed 10f * Move can be delayed 8f | |
| jun | ws3 | M | 16 | i14~15 | -13 | +25a (+5) | * Low crush 17~33 * Floating state 34~36 | |
| jun | GEN.3,2 | M, M | 14, 16 | i17~20, i24 | -9 | +33a (+18) | * Combo from 1st hit with 8f delay * Input can be delayed 10f * Deals 12 damage to self (8 recoverable) * Unparryable * Gain 8 Kazama Essence on normal hit and 6 on block or airborne hit | |
| jun | IZU.3 | m,h | 10,16 | i16~15 i14~15 | -6 | +12a (+3) | * Heat Engager * Heat Dash +5, +36a (+26) * Balcony Break * Jail from 1st attack * Gain 10 Kazama Essence on Heat activation * Low crush 20~53 * Floating state 54~56 | |
| kazuya | df+4,4 | m, m | 10, 16 | i13~14, i15~16 | -15 | +0c | * Spike * Combo from 1st hit with 11?f delay * Move can be delayed 10?f | |
| kazuya | uf+1 | m | 16 | i20 | -7 | +3 | +3 | |
| kazuya | uf+4 | m | 16 | i25 | -12 | -1 | * Balcony Break on air hit * Low crush 9~ | |
| kazuya | ws4,4 | m, m | 13, 16 | i11~12, i15~16 | -15 | +0c | * Combo from 1st hit | |
| king | f+2,d+1,2 | m, m, m | 12, 15, 16 | i15~16, ,i22~23 | -15 | +27a(+17) | * Combo from 2nd hit with 13F delay * Move can be delayed by 10F * Input can be delayed by 13F * Jail from 2nd block with no delay | |
| king | b+2 | h | 16 | i14 | -5 | +1 | ||
| kuma | f+1+2 | m | 16 | i18 | -15 | +18a | ||
| kuma | HBS.2 | L | 16 | i21~24 | -15 | +21g | * Transition to HBS * High crush 1~ | |
| kuma | HBS.b+1+2 | L | 16 | i26~29 | -20c | +3 | +7 | * Head * Transition to r40 HBS with input D or 3+4 * Panda: Reduced attack range and vertical hitbox (does not hit as high) * High crush 1~67 |
| kunimitsu | 2,2,2 | h, m, h | 12, 14, 16 | i12, ,i18~19 | -9 | +2 | * Weapon * Combo from 2nd CH with 4f delay * Input can be delayed 4f * Move is delayed 7f * Enter SET -4 +7 r27 with F | |
| kunimitsu | 2,2,2,2 | h, m, h, h | 12, 14, 16, 16 | i12, ,i15~16 | -6 | +3 | * Balcony Break (airborne) * Weapon * Combo from 3rd hit with 5f delay * Combo from 2nd CH * Input can be delayed 5f * Move cannot be delayed | |
| kunimitsu | b+1,1,1,1,1,1 | h, h, h, h, h, h | 8, 9, 10, 12, 14, 16 | i17, ,i12 | -72 | -71 | -66 | * Combo from 4th hit * Combo from 3rd CH |
| kunimitsu | ws3 | m | 16 | i15~16 | -13 | +32a (+22) | * Low crush 9~25 * Floating state 26~28 | |
| kunimitsu | SS.4 | l | 16 | i20~22 | -37 | +4c | * Clean Hit +13d * Clean Hit damage 20 * Sidestep adds 9f, effective startup i29~31 * Stagger on block * High crush 6~ | |
| kunimitsu | KAT.4 | L | 16 | i22~28 | -16~-10 | -2~+4 | * Floating state 1~4 * Low crush 5~18 * Floating state 19~21 | |
| kunimitsu | SET.uf+4 | m,t | 8,16 | i13~14 | -14 | +0d | * Floor Break * Shift to Attack Throw when hit from the front * Hit vs BT/Side +8a (+1) * Low crush 11~32 * Floating state 33~35 | |
| lars | 3 | h | 16 | i15 | -17 | +0 | * Transition to LEN with input D (-11/+6) | |
| lars | df+4 | m | 16 | i15~16 | -8 | +2 | ||
| lars | ws1 | m | 16 | i15~16 | -12 | +38a | * Tornado * Transition to SEN with F on hit (+36a) ** Switches sides | |
| lars | ws4 | m | 16 | i11~12 | -6 | +5 | ||
| law | b+2,1 | m, m | 12, 16 | i16, i26 | -15 | +11a | * Tornado * Balcony Break * Combos from 1st hit CH | |
| law | UF+4,3 | m, m | 23, 16 | i18, i19 | -14 | +78a (+62) | * Combos from 1st hit * Tornado * 2nd hit Instant Tornado ** (+68a (+52) oH) * Alternate input ** UB+4,3 U+4,3 ** FC.ub+4,3 FC.u+4,3 FC.uf+4,3 * Low crush | |
| law | ws3 | h | 16 | i16 | +16g | +18 | * Transition to DSS | |
| lee | 3 | m | 16 | i14 | -8 | +7 | * Transition to -8, +7 HMS with 4 | |
| lee | d+4,n,4 | l, h | 7, 16 | i12, i23 | -9 | +2 | +27a (+17) | * Links to attacks from 4 (4,4:4, 4,3,4, etc.) * Combos from 1st hit CH |
| lee | b+2,4 | h, h | 9, 16 | i14, i27 | -9 | +6 | * Balcony Break * Automatically transitions to HMS on hit or block | |
| lee | ws3 | M | 16 | i10 | -21 | -10 | * | |
| lee | ws4 | m | 16 | i11 | -6 | +5 | * Transition to -9, +2 HMS with 3 | |
| leo | 1,2,1 | h, h, h | 5, 10, 16 | i10, ,i20~21 | -5~-4 | +6 | +9 | Combo from 2nd CH |
| leo | f+2,4 | h, h | 14, 16 | i14~16, i22~23 | -1~0 | +7 | * Combo from 1st hit with 7F delay * Jail from 1st block with no delay * Enter r20 CD -1 +7 with df * Move can be delayed by 10F * Input can be delayed by 12F | |
| leo | db+2 | m | 16 | i16~17 | -9~-8 | +5 | ||
| leroy | 1+4 | L | 16 | i100~279 | -26 | +24 | Power up during Heat (partially uses remaining Heat time) | |
| leroy | df+1,4 | m, m | 10, 16 | i13~14, i18 | -9 | +3 | * Transition to HRM * Combo from 1st hit with 3F delay * Move can be delayed by 1F * Input can be delayed by 3F | |
| leroy | d+4,4 | L, m | 9, 16 | i14~15, i18~19 | -11~-10 | +1~+2 | * Transition to HRM * Combos from 1st hit CH | |
| leroy | b+4 | m | 16 | i17~18 | -9 | +4 | Homing | |
| leroy | f,F+4 | m | 16 | i16~17 | -4~-3 | +9~+10g | Transition to HRM | |
| leroy | ws1,4 | m, m | 14, 16 | i13~14, i21 | -9 | +3 | * Transition to HRM * Combos from 1st hit | |
| leroy | ws4 | m | 16 | i11~12 | -6 | +5 | ||
| leroy | HRM.3,4 | L, m | 8, 16 | i16, i22~23 | -15~-14 | +1~+2 | Combo from 1st hit | |
| lidia | b+3 | m | 16 | i17~18 | -7 | +4 | ||
| lidia | b+3,4 | m, h | 16, 16 | i17~18, i20 | -11 | +0s | Combo from 1st hit | |
| lidia | uf+4 | m,h | 10,16 | i15~16,i13 | -5 | +69a (+53) | * Balcony Break * Tornado * Transition to CAT on hit or block only * 2nd hit available only as combo from 1st hit * CAT transition is -13 * Low crush 9~30 * Floating state 31~33 | |
| lidia | f,F+4,3 | m, m | 12, 16 | i18, i24~25 | -27 | +17a (+2) | * Combo from 1st hit * Transition to attack throw on airborne hit for additional damage that increases based on Heaven and Earth level * HAE lvl.3: *** Removes Recoverable Health *** Decreases HAE lvl by 1 on hit * Low crush 27~46 * Floating state 47~49 | |
| lidia | FC.df+3 | L | 16 | i20 | -26 | +2c | * +12a on clean hit, 4 extra damage * High crush 1~ | |
| lili | 1,1 | h, h | 5, 16 | i10, i20~21 | -6 | +4 | * Elbow * Jail from 1st attack with no delay * Combo from 1st hit with 5f delay * Move can be delayed 6f | |
| lili | 4 | h | 16 | i12 | -4 | +7 | ||
| lili | d+2 | m | 16 | i16~17 | -7 | +1 | ||
| lili | b+1 | m | 16 | i17 | -8 | +2 | +8 | * Enter DEW -2 +8 +14 r22 with F |
| lili | f,f,F+1+2 | h,h | 9,16 | i13~14 i7~8 | +4 | +33d | * Strong Aerial Tailspin * Balcony Break * Chip damage on block [4] | |
| lili | ws1,2 | m, h | 10, 16 | i13~14, 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 | |
| miary-zo | 1+2 | m,h | 8,16 | i15 i11~12 | -9 | +4 | * Heat Engager * Heat Dash +5, +36a (+26) * Balcony Break (airborne) * Wall Crush +16g on hit * Jail from 1st attack * Good right sidestep tracking * Hit vs BT +18a (+9) | |
| miary-zo | b+2,3 | h, h | 10, 16 | i13, i18~19 | -9 | +2 | * Combos from 1st hit * Jails from 1st hit * Enter MOR -6 +5 r28 with F | |
| miary-zo | FC.df+4 | L | 16 | i18~19 | -26 | +4c | * Clean hit +9a, 4 extra damage * Stagger on block * High crush 1~44 | |
| miary-zo | MOR.u+1+2 | m | 16 | i16~17 | -2 | +4 | * Low crush 13~29 * Floating state 30~32 | |
| nina | b+3+4 | h | 16 | i14~15 | -5 | +6 | * Has good left sidestep tracking | |
| panda | f+1+2 | m | 16 | i18 | -15 | +18a | ||
| panda | HBS.2 | L | 16 | i21~24 | -15 | +21g | * Transition to HBS * High crush 1~ | |
| panda | HBS.b+1+2 | l | 16 | i26~29 | -25c | +14a | * Transition to HBS with input D or 3+4 | |
| paul | d+1 | m | 16 | i14~15 | -9 | +2 | +3c | * Spike * Transition to r27 FC with d |
| paul | b+3 | h | 16 | i14~15 | -6 | +31a (+25) | * Knee | |
| paul | ws1 | m | 16 | i15~16 | -10 | -7 | +1 | |
| paul | ws3 | M | 16 | i13~14 | -8 | +6 | * Knee | |
| paul | OTG.d+2 | L | 16 | i18 | -12c | -1d (-9) | * Spike * +4 on hit against standing opponent | |
| raven | 2,4 | h, h | 9, 16 | i10, i18~19 | -8~-7 | +8 | * Wall Crush +16g on hit, +18g on hit when transitioning into CD * Transition to +8 BT on hit with B * Transition to +8 FC on hit with D * Transition to +10 CD on hit with F | |
| raven | 3,3 | m, h | 10, 16 | ,i14~15, i17~18 | -8~-7 | +5~+6 | * Combo from 1st hit * Jail from 1st block | |
| raven | 3~4 | m,M | 10,16 | i25~26 i31~36 | -9~-4 | +19a | Spike | |
| raven | 3~4,F | m,M | 10,16 | i25~26 i31~36, | -39~-36 | -8 | Will phase through opponent up-close * Low crush 13~41 * Floating state 42~44 | |
| raven | 4 | h | 16 | i12~13 | -7~-6 | +3~+4 | ||
| raven | df+4,4 | m, M | 15, 16 | i15~16, i22~25 | -14~-13 | +6a | * Balcony Break * Combo from 1st hit with 7f delay * Input can be delayed 9f * Move can be delayed 8f | |
| raven | BT.3+4 | m,m | 5,16 | i15 i34~35 | -14 | +34a (+24) | * Low crush 13~31 * Floating state 32~34 | |
| raven | BT.b+2,3 | m, m,m | 14, 5,16 | i16~17, i20 i39~40 | -14 | +34a (+24) | * Combo from 1st CH * Low crush 18~36 * Floating state 37~39 | |
| raven | BT.d+3 | L | 16 | i25~27 | -26~-24 | +0~+2 | * Tornado * on Clean hit only * Clean hit +74a (+58), 20 damage * High crush 4~48 | |
| raven | SZN.3 | m | 16 | i16~17 | -1 | +5~+6 | * Transition to BT (-1/+5) with B * Transition to FC (-1/+5) with D * Low crush 9~17 | |
| reina | 3,2 | h, h | 12, 16 | i18~19, i20 | -9 | +8 | +66a (+50) | * Tornado * Combo from 1st hit |
| reina | f+2,3 | h, m | 8, 16 | i13, i18~19 | -9 | +2 | +6 | * Jails from 1st hit without delay * Combo from 1st hit with 6F delay * Transition to SEN (-2/+9/+13) with input F * Cannot block up to i12 on empty transition on block * Can be delayed |
| reina | WGS.DF+4,4 | L, L | 6/8, 16 | i16, i17~18 | -23 | +2 | +23a | * Combo from 1st hit * High crush 10~55 |
| shaheen | 4 | h | 16 | i13 | -10 | +1 | +1s | |
| shaheen | f+2,4 | h, L | 10, 16 | i12, i22~23 | -13 | +2 | +29a | * Combo from 1st hit with 3F delay * Transition to -11, +4, +31a SNK with DF * Move can be delayed by 10F * Input can be delayed by 11F |
| shaheen | d+1 | L | 16 | i20~21 | -13 | +4 | +28g | * High crush 6~52 |
| shaheen | b+2 | m(th) | 12,16 | i14~15 | -9 | -2d | * Removes Recoverable Health * Transition to attack throw on standing front hit | |
| shaheen | ws4 | m | 16 | i11~12 | -6 | +5 | ||
| shaheen | FC.df+4 | L | 16 | i16~17 | -14 | +1 | * Transition to -11, +4 SNK with DF | |
| steve | OTG.d+1+2 | L | 16 | i17 | -11c | +2 | * Recovers in crouch * +0d (-8) on grounded hit | |
| steve | PAB.df+2 | m | 16 | i16~17 | -10 | +31a (+21) | * Elbow | |
| victor | df+4,2 | m, h | 15, 16 | i13~14, 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) | |
| victor | b+1,2 | m, h,th | 11, 16(15) | i14, i20 | -8 | +0 | * Side switch after attack throw connects * Hit Confirmable on counter hit * Combo from 1st CH | |
| victor | uf+4 | m,sm | 12,16 | i15~17, i28~30 | -19 | +73a (+57a) | * Tornado * Followup available only on 1st hit * Low crush 9 | |
| victor | qcf+2 | h | 16 | i22 | -3 | +4 | * Strong Aerial Tailspin * Wall Crush +12g on hit * Weapon * Projectile * Transition to IAI * Deals 6 chip damage on block | |
| victor | ws3 | h | 16 | i14~15 | -14 | +6 | ||
| victor | ws4 | m | 16 | i11~12 | -6 | +5 | ||
| victor | IAI.1,2,2 | m, m, m | 9, 15, 16 | i13~14, ,i23~24 | -18c | +8a (-27) | +8a (-27) | * Spike * Weapon * Combo from 1st hit * 9 chip damage on block * is? * Low crush ? |
| xiaoyu | ws1,4 | m, m | 8, 16 | i12~13, i22~23 | -10 | +12g | * Balcony Break * Combo from 1st hit with 8F delay * Move can be delayed by 7F * Input can be delayed by 9F | |
| yoshimitsu | 4 | h | 16 | i12~13 | -11 | +0 | +20a (+10) | Balcony Break (airborne) |
| yoshimitsu | 4,4 | h, h | 16, 16 | i12~13, i24~25 | -4 | +4 | * Combo from 1st hit with 4f delay * Move cannot be delayed | |
| yoshimitsu | df+1,2 | m, h | 14, 16 | i13, i25~26 | -4 | +14g | +39a | * Balcony Break * Combo from 1st CH with 2f delay * Move cannot be delayed |
| yoshimitsu | b+1,1,1,1,1,1 | h, h, h, h, h, h | 8, 9, 10, 12, 14, 16 | i17, ,i11~12 | -73 | -71 | -67 | * Combo from 4th hit * Combo from 3rd CH |
| yoshimitsu | ws2,NSS.1 | m, h | 13, 16 | i15~16, i23 | -6 | +5 | * Elbow * Combo from 1st hit | |
| yoshimitsu | ws2,NSS.1,2 | m, h | 13, 16 | i15~16, , | * Balcony Break (airborne) * Elbow * Combo from 2nd CH | |||
| yoshimitsu | ws2,NSS.1,3 | m, h | 13, 16 | i15~16, , | * Balcony Break * Combo from 2nd CH | |||
| yoshimitsu | BT.1 | h | 16 | i15 | -3 | +8 | Elbow | |
| yoshimitsu | FLE.1+2 | m | 16 | i18~19 | -9 | +4 | +31a (+21) | * Tornado * Head * High crush 6~17 |
| zafina | df+1,2 | m, m | 10, 16 | i13~14, i15~16 | -13 | +3 | * Combo from 1st hit with 3f delay | |
| zafina | df+1,2,1 | m, m, m | 10, 16, 16 | i13~14, ,i25 | -12 | +7 | * Combo from 2nd hit CH with 12f delay * Transition to standing with B (-12/+4) | |
| zafina | db+2,1 | m, m | 17, 16 | i13~14, i25 | -12 | +7 | * Combo from 1st CH with 12f delay * Transition to standing with B (-12/+4) | |
| zafina | b+1:ORB.1+2 | m, t | 14, 19,10,16 | i18, | +0d | * Consumes ORB * Consumes 180F of remaining Heat time * Azazel's Power * Deals (5) 8 recoverable damage to Zafina without Heat * Deals 5 additional damage when Zafina's remaining health is below 48 * Available only from 1st front hit | ||
| zafina | f,F+4 | m | 16 | i17~19 | -8 | +6 | * Homing * | |
| zafina | ws3 | m | 16 | i12 | +0 | +9 | * Cancel SCR transition -8 +1 t39 r27 with B | |
| zafina | MNT.3,1 | L, m | 12, 16 | i15~16, i24 | -9 | +22a (+15) | * Combo from 1st CH | |
| zafina | TRT.3 | m | 16 | i14~i15 | -7 | +5c | +19c | * Spike * Floating state 1~49? |
| alisa | b+1 | m | 15 | i15~16 | -5 | +8 | * High crush 12~ | |
| alisa | ub+4,1,1,2,1,1,3+4,3 | m, m, m, h, h, m,M,M, L, m | 10, 12, 9, 5, 5, 3,3,3, 7, 15 | i18, ,i20~21 | -65 | -40 | * Combo from 7th hit * Low crush 9~ | |
| alisa | uf+3 | m | 15 | i17~18 | -52 | -25 | * Transition to SBT with input 3_4 * Transition to DBT with input f+3_f+4 * on * whiff: * Low crush 9~31 * Floating state 32~34 * oh * hit/block: * Low crush 9~61 * Floating state 62~64 | |
| alisa | f,F+3,4 | m, h | 12, 15 | i18~19, i19~20 | -10 | +20a (+11) | * Balcony Break * Combo from 1st hit * Jail from 1st block * Enter DES with 1+2 * Low crush 15~48 * Floating state 49~51 | |
| alisa | f,f,F+3 | m | 15 | i18~19 | -4 | +6 | * Balcony Break (airborne) * Low crush 3~30 * Floating state 31~33 | |
| alisa | ws4 | m | 15 | i11~12 | -5 | +6 | ||
| anna | 4 | h | 15 | i11 | -9 | +7 | +7s | |
| anna | BT.1 | h | 15 | i8 | -8 | +3 | * Links to 1 jab extensions * Combo into extensions on CH | |
| anna | HAM.1+3 | t | 15 | i11 | -2 | +0 | * Throw break 1+2 | |
| armor-king | 2,1 | h, m | 10, 15 | i10, i23 | -3 | +7 | * Combo from 1st hit * Interrupt with i3 from 1st block * t43 r19? on hit | |
| armor-king | 3,4 | h, m | 17, 15 | i15~16, i27~29 | -9 | +3 | * Combo from 1st hit with 6F delay * Move can be delayed by 7F * Input can be delayed by 9F | |
| armor-king | df+4 | m | 15 | i12 | -4 | +7 | ||
| armor-king | d+3+4 | l | 15 | i17 | -16c | -2 | +0 | * Can be done from Crouch Level 1 * High crush 6~ |
| armor-king | b+4 | m | 15 | i15~18 | -9 | +2 | ||
| armor-king | BAD.db+1+2 | m,t | 18,15 | i14~17 | -18c | +0d | * Transition into hit grab on grounded, airborne, and backturn hit * AK is left FDFA on whiff/block * Opponent is left FUFT on hit * Low crush 14~34 | |
| armor-king | BT.1 | h | 15 | i8 | -3 | +8 | ||
| armor-king | BT.2 | h | 15 | i8 | -3 | +8 | ||
| armor-king | BM.2,1,2,1 | t | 5,5,5,15 | +0 | -6d | * Could be any 1/2 combination (e.g. 1,1,1,1 / 1,2,2,1) * Throw break the 1st/4th hit by input the opposite to King's 1st/4th button. * Opponent recovers FDFT | ||
| armor-king | DMD.2,1 | t, t | 10 (15), 15 (20) | +4 | -3d | * 1 break * Power up with input 1,1,1+2 * 45/55 total damage * Opponent recovers FDFR? * AK recovers FUFA on break * Side switch on break | ||
| armor-king | UT.2,1,2,1 | t | 5,5,5,15 | +0 | +0d | * Could be any 1/2 combination (e.g. 1,1,1,1 / 1,2,2,1) * Throw break the 1st/4th hit by input the opposite to King's 1st/4th button. | ||
| asuka | 1,1 | h, m | 5, 15 | i10, i24 | -7 | +4 | * Combo from 1st CH with 3f delay * Links to f+1 extensions * Interrupt with i4 from 1st block | |
| asuka | 1+4,2,d+4 | sl,h, h, L | 5,8, 10, 15 | i14 i17, ,i24~25 | -23 | +27d | * Combo from 3rd CH * Cancel to FC -7 -18 r37 with DB * High crush 10~38 | |
| asuka | f+2,NWG.1+2 | M, m | 20, 15 | i17~18, i31~32 | -8 | +67a (+51a) | * Tornado * Jail from 1st attack * 4 chip damage on block * Consumes NWG * Consumes 600F of remaining Heat time * Available only on hit or block | |
| asuka | d+3+4 | l,h | 5,15 | i14 i9~12 | -8 | +30a (+20) | * Combo from 1st CH * -25 if 1st hit is blocked * Low crush 5~42 * Floating state 43~45 | |
| asuka | db+4,4 | L, L | 14, 15 | i22~24, i31~33 | -7 | +4 | +35a | Transition to r22 FC with D * High crush 1~49 |
| asuka | b+3 | m | 15 | i16~17 | -19 | +22a (+12) | * Low crush 10~37 * Floating state 38~40 | |
| asuka | ws4 | m | 15 | i11~12 | -3 | +8 | Can hit grounded while up-close and off-axis | |
| asuka | FC.db+1+2 | t | 15,15,15 | i14 | -6 | +56a (+28) | * Throw break 1+2 * Side switch on hit * 2nd damage on landing * 3rd damage without tech roll | |
| azucena | 1,1 | h, m | 5, 15 | i10, i24~25 | -10 | +8 | +18a | * Combo from 1st hit with 1f delay * Transition to LIB on standing hit only * Move can be delayed 8f |
| azucena | 4 | h | 15 | i12~13 | -8 | +3 | +8 | * Has good left sidestep tracking |
| azucena | f+3 | m | 15 | i17 | -4 | +5 | * Has good right sidestep tracking | |
| azucena | df+4 | m | 15 | i16~17 | -7 | +2 | ||
| azucena | d+2 | m | 15 | i17~18 | -9 | +5 | ||
| azucena | BT.2 | m | 15 | i17~18 | -8 | +3 | Transition to attack throw on front standing hit by inputting 2 on frames 10~16 | |
| azucena | BT.4 | m | 15 | i15~16 | -3 | +6 | ||
| azucena | LIB.3 | L | 15 | i16~17 | -9 | +2 | ||
| azucena | Tackle.2,1,2,1 | t | 5,5,5,15 | +0d | * Throw break 1 for right punches * Throw break 2 for left punches * Only 1st and 4th hits can be blocked * Inputs are reversed for tackle from behind * Can cancel the last punch to Arm Breaker with 1+2 | |||
| bryan | 1,2,3 | h, h, L | 5, 8, 15 | i10, ,i24 | -12 | +2 | +14a | * Combo from 1st CH or 2nd CH with 3F delay * Move cannot be delayed * Input can be delayed by 3F |
| bryan | 1,4,3 | h, h, m | 5, 14, 15 | i10, ,i21 | -10 | +1 | Combo from 2nd CH with 5f delay | |
| bryan | 4 | h | 15 | i12 | -7 | +6 | ||
| bryan | 4,1 | h, h | 15, 15 | i12, i23~24 | -1 | +7 | * Combo from 1st hit * Transition to +8 +0 r15 SWA with B | |
| bryan | 1+2 | m | 15 | i17~18 | -7 | +6 | Homing | |
| bryan | 1+2,1 | m, h | 15, 15 | i17~18, i23~24 | -1 | +6 | * Combo from 1st hit * Enter SWA +0 +7 r15 with b | |
| bryan | d+1+2 | m,m | 10,15 | i17 | -10 | +3 | * Combo from 1st hit * Can be canceled into stances after 24 frames * Enter SLS -3 +10g r13 with f * Enter SWA -5 +8 r15 with b * Opponent is further away on CH * Can be done from Crouch Level 1 | |
| bryan | uf+3 | m | 15 | i27~28 | -2 | +15 | * Low crush 9~28 * Floating state 29~31 | |
| bryan | SS.2 | M | 15 | i17~18 | -9 | +5 | ||
| bryan | SNE.b+1+2 | m,m | 9,15 | i20 i14 | +4 | +33d (+25) | * Balcony Break * Elbow * Consumes SNE * Chip damage on block (6) | |
| claudio | df+1,2 | m, m | 10, 15 | i15, i23~24 | -15 | +31a (+21) | * Combo from 1st hit with 1f delay | |
| claudio | ws1,1 | m, h | 12, 15 | i12~13, i20 | -7 | +19g c | * Balcony Break * Transition to STB on hit without STB Frame advantage +44g on STB gain * Combo from 1st hit with 1f delay | |
| clive | 3,2 | m, m,m | 16, 15,15 (20) | i16, i23~24 i29~41 | -12~+0 | +22a (+12) | * Balcony Break * Weapon * Combo from 1st CH * Jail from 2nd block * 3rd hit never combos on standing hit * 3rd hit available only on hit or block * Interrupt with i4 from 1st block * +23a (+13) on BT hit * Power up in Heat (15,20dmg) | |
| clive | f+3 | M | 15 | i20~21 | -14 | +37a | * Spike * 3 Chip Damage on block * Low crush 9~24 * Floating state 25~27 | |
| clive | df+1,2,1 | m, h, m | 10, 13, 15 | i14~15, ,i26~27 | -15 | +32a (+11) | * Balcony Break * Weapon * Combo from 1st hit * Input 1 during the 2nd hit animation on frames 21~23 to add +3 damage | |
| clive | H.df+1,1 | m, M,m | 10, 13,15 | i14~15, i22~23,i20~21 | -12 | +3c | * Weapon 2nd hit * Combo from 1st hit with 1F delay * Input can be delayed by 1F * Move cannot be delayed by 2F * Move is delayed by 2F * Consumes 150F of remaining Heat time * Transition to r15 PHX with F or 4 on hit or block (-1/+14c) * 5 chip damage on block | |
| clive | ws2 | m | 15 | i15~16 | -14~-13 | +53a | * Weapon | |
| clive | ws3 | m,m | 20,15(20) | i20~21 i28~41 | -8 | +21a (+11a) | * Homing * Balcony Break * Power up in Heat: 20 damage and +20a(+10a) on hit * Jail from 1st attack | |
| clive | PHX.4 | L | 15 | i15~16 | -13 | -1c | +13c | * High crush 6~ |
| devil-jin | H.4~3,1+2 | M, SM | 21, 15 | i29-32, i24~35 | +2 | +4c~+15c | * Tornado * Weapon * Projectile (unparryable) * Forces backroll on hit * +58a (+42) from previous hit * Jail from 1st block * 3 chip damage on block * Consumes 220F of remaining heat time | |
| devil-jin | f+4,3 | m, m | 10, 15 | i15~16, i26~27 | -22 | +18a (+8) | * Tornado * Combo on 1st CH with 4F delay * Move can be delayed by 15F * Input can be delayed 16F * Enter FLY +36a (+26) with ub_u_uf on hit * Low crush 27~51 * Floating state 52~54 | |
| devil-jin | db+2 | L | 15 | i21~22 | -13 | +3c | +26a | * 4 chip damage on block * High crush 6~ |
| devil-jin | db+1+2 | m | 15 | i23~38 | -9 | +4 | * Cancel to r27 MCR with F (js27~) * Balcony Break on air hit | |
| devil-jin | ws1,2 | m, m | 12, 15 | i13~14, i22 | -11 | +6 | +10 | * Transition to MCR with F on hit or CH (+14/+17) ** -11/-8 on an empty MCR transition * Combos from 1st hit with 8F delay * Combos from 1st CH with 11F delay * Interrupt with i4 from 1st block (trade with i5) * Input can be delayed 11F * Move can be delayed 9F |
| devil-jin | H.b,f+2,1,4,1+2 | m, m, M, SM | 12, 12, 21, 15 | i15~17, ,i24~35 | +2 | +4c~+15c | * Balcony Break * Tornado * Weapon * Projectile (unparryable) * Forces backroll on hit * +59a(+43) from previous hit * Jail from 3rd block * 3 chip damage on block * Consumes 220F of remaining heat time | |
| dragunov | b+4 | m | 15 | i14 | -7 | +4 | ||
| dragunov | ws2 | m | 15 | i15~16 | -12 | +28a (+18) | ||
| dragunov | ws4 | m | 15 | i11~12 | -5 | +6 | ||
| eddy | f+2 | m | 15 | i18 | -9 | +6 | ||
| eddy | b+1 | m | 15 | i14~15 | -7 | +8 | * Transition to FC | |
| eddy | uf+3 | m | 15 | i26~28 | -10c | -8c | +12a | * Transition to HSP with input F (-14/-12/+8a) * Low crush 13~ |
| eddy | HSP.2 | m | 15 | i17~18 | -8 | +8 | * Floating state 1~9 | |
| fahkumram | 1,2,1 | h, h, m | 5, 8, 15 | i10, ,i17~18 | -10 | +3 | * Input can be delayed 12f | |
| fahkumram | 1,2,4,4 | h, h, h, L | 5, 8, 10, 15 | i10, ,i25 | -15 | -4 | +0d | * Combos from 3rd hit * Shift to attack throw Murderous Sweep and gain GRF on CH |
| fahkumram | 3,1,d+4 | m, h, L | 11, 12, 15 | i13, ,i20 | -15 | -4 | +0d | * Shift to attack throw Murderous Sweep and gain GRF on CH * Combos from 2nd hit CH |
| fahkumram | 4,4 | h, L | 10, 15 | i12, i25 | -15 | -4 | +0d | * Combos from 3rd hit * Shift to attack throw Murderous Sweep and gain GRF on CH |
| fahkumram | df+3 | l | 15 | i20 | -13 | -1c | +28g | |
| fahkumram | df+4 | m | 15 | i16 | -6 | +3 | ||
| fahkumram | d+3,4,4 | L, h, L | 11, 10, 15 | i16, ,i25 | -15 | -4 | +0d | * Combos from 3rd hit * Shift to attack throw Murderous Sweep and gain GRF on CH |
| fahkumram | f,F+4~3 | L | 15 | i19 | -23 | -1c | ||
| feng | 2,4 | h, m | 8, 15 | i10, i17 | -12 | -1 | * Jail from 1st attack with 2F delay * Combo from 1st hit with 8F delay | |
| feng | 3 | m | 15 | i16 | -11 | +0 | ||
| feng | f+3,4 | m, m | 10, 15 | i21, i23~24 | -16 | +33a (+23) | * Tornado * Combo from 1st hit * Low crush 21~43 * Floating state 44~46 | |
| feng | df+2 | m | 15 | i20~21 | -8 | +4 | ||
| feng | d+1+2 | M | 15 | i20~21 | -9 | +8c | ||
| feng | db+1 | m | 15 | i16 | -12 | +4 | * Transition to r28 KNP with B (-9/+7) ** Cannot block i15 when going to KNP on block * Transition to r35 STC with F (-16/+0) | |
| feng | ub+4 | 15 | +19a (+9) | +33a (+23) | * Balcony Break * No forward momentum | |||
| feng | f,F+4 | m | 15 | i19~20 | -15 | +30a (+20) | ||
| feng | ws3 | m | 15 | i15~16 | -12 | +33a (+23) | ||
| heihachi | f+1+2 | h | 15 | i12 | -14 | +14c | * Spike * Head | |
| heihachi | f,n,d,DF+4 | L | 15 | i16~17 | -23 | +8c | +28a | |
| heihachi | RAI.4 | L | 15 | i19~20 | -23 | +8c | +28a | * Links to f,n,d,DF+4 extensions |
| heihachi | WAR.f,n,d,DF+4 | L | 15 | i16~17 | -14 | +8c | +28a | * No stagger on block * Links to f,n,d,DF+4 extensions |
| heihachi | FUJ.1+3 | t | 15 | i18 | +7 | * Homing * Unbreakable | ||
| heihachi | H.FUJ.1+3 | t | 15 | i18 | +8 | * Homing * Cancel RAI transition with B (+7) * Consumes 300f of remaining Heat time * Throw is unbreakable | ||
| hwoarang | H.RFS.d+4 | L | 15 | i20~21 | -23 | +7c | * Transition to RFF * Partially uses remaining Heat time ** RFS.d+4,3,4 airborne combo guaranteed on normal hit * Increased chip damage scaling on block during heat ** 4 chip damage on block in heat | |
| hwoarang | 3 | h | 15 | i14 | -7 | +4 | ||
| hwoarang | 3,3,3 | h, m, m | 15, 12, 15 | i14, ,i21 | -14 | +32d (+24) | * Balcony Break * Combo from 2nd CH with 8F delay * Move can be delayed by 10F | |
| hwoarang | 3,3,4 | h, m, h | 15, 12, 15 | i14, ,i21~23 | +8 | +19g | +19 | * Transition to RFS * Combo from 2nd CH with 8F delay * Move can be delayed by 10F |
| hwoarang | f+2 | m | 15 | i16 | -2 | +9 | * Transition to RFF | |
| hwoarang | df+1,3 | m, m | 10, 15 | i13~14, i22~23 | -2 | +6 | * Combo from 1st hit * Transition to LFS | |
| hwoarang | b+1 | m | 15 | i15 | -15 | -1 | * Sidesteps to the right | |
| hwoarang | LFS.2 | m | 15 | i16 | -2 | +9 | * Transition to RFF * Links to 10-hit string | |
| hwoarang | LFS.3,3 | m, m | 10, 15 | i14, i21 | -14 | +32d (+24) | * Balcony Break * Combo from 1st CH with 9?F delay * Move can be delayed by 10F | |
| hwoarang | LFS.3,4 | m, h | 10, 15 | i14, i21~23 | +8 | +19g | +19 | * Transition to RFS * Combo from 1st CH with 9?F delay * Move can be delayed by 10F |
| hwoarang | LFS.b+1 | m | 15 | i15 | -14 | -1 | * Sidesteps to the right | |
| hwoarang | LFS.b+4 | m | 15 | i16~17 | -8 | +0 | * Transition to RFF | |
| hwoarang | RFS.1 | m | 15 | i16 | -2 | +9 | * Links to 10-hit string | |
| hwoarang | RFS.d+4 | L | 15 | i20~21 | -23 | +7c | * Transition to RFF | |
| jack-8 | db+3 | l | 15 | i21 | -20 | -9 | * | |
| jin | 4 | h | 15 | i13~14 | -9 | +10g | +13c | * Homing * Balcony Break |
| jin | d+3+4 | m,m | 5,15 | i15 i10~12 | -19 | +32a (+22) | * Low crush 16~31 * Floating state 32~34 | |
| jin | ub+4 | m | 15 | i15~17 | -13 | +19a (+9) | +33a (+23a) | Balcony Break * Low crush 9~20 * Floating state 21~23 |
| jin | b,f+2 | m | 15 | i15~i16 | -7 | +4 | * Has good left sidestep tracking | |
| jin | ws4,4 | m, h | 13, 15 | i11~12, i19~20 | -7 | +4 | * Combo from 1st hit with 1f delay | |
| jun | 1,1 | h, m | 5, 15 | i10, i25 | -1 | +8 | +13 | * Combo from 1st hit with 1f delay * Restores 2 health and 2 recoverable on hit * Gain 6 Kazama Essence on normal hit and 5 on airborne hit |
| jun | 1+4,2,d+4 | SL,h, h, L | 5,8, 10, 15 | i14 i17, ,i24~25 | -23~-22 | +27a | Combo from 3rd CH * High crush 10~38 | |
| jun | 1+4,3 | SL,h, m | 5,8, 15 | i14 i17, i24~25 | -11~-10 | +1~+2 | Combo from 2nd CH | |
| jun | f+1 | m | 15 | i20 | +0 | +9 | +14 | * Restores 2 health and 2 recoverable on hit * Gain 6 Kazama Essence on normal hit and 5 on airborne hit |
| jun | d+3+4 | l,h | 5,15 | i14 i24~27 | -25 | +30a (+20) | * Combo from 1st CH * Jail from 1st attack * -6 only if 2nd hit is blocked * Low crush 5~27 * Floating state 28~30 | |
| jun | db+4,4 | L, L | 14, 15 | i22~24, i31~33 | -7~-5 | +4~+6 | +35a | * Combo from 1st CH * Transition to r28 FC with D * High crush 1~49 |
| jun | f,F+3,3+4 | m, m,m | 23, 12,15 | i18~19, i35~36 i41~42 | +3 | +14a | * Spike * 7 chip damage on block * Interrupt with i11 from 1st block * +14d on BT hit * Floating state 25~39 | |
| jun | FC.db+1+2 | t | 15,15,15 | i14~15 | -6 | +56a (+28) | * Throw break 1+2 * Opponent can tech roll to reduce the landing damage | |
| kazuya | df+3,2 | m, m | 13, 15 | i18, | -11 | +5 | * Combo from 1st hit with 10F delay | |
| kazuya | df+3+4,1 | m,h, m | 7,9, 15 | i18, i11 | -11 | +1 | ||
| kazuya | db+1,2 | m, M,M | 7, 8,15 | i13, i20 | -19 | +9a (-8) | * Heat Engager * Heat Dash +5, +43d (+35) * Balcony Break * 4 chip damage on block * Combo from 1st hit with 2F delay * Move cannot be delayed * Input can be delayed by 2F | |
| kazuya | b+3 | h | 15 | i18 | -8 | +3 | ||
| kazuya | b+3,1,4,1 | h, h, l, m | 15, 10, 10, 15 | i18, ,i15 | -14 | +15a (+6) | Balcony Break | |
| kazuya | f,n,d,DF+4 | L | 15 | i16 | -23 | -3c | +20a | |
| kazuya | BT.1 | h | 15 | i8 | -3 | +8 | ||
| kazuya | BT.d+1 | sl | 15 | i10 | -5 | +6 | * High crush 1~ | |
| kazuya | DVK.f,n,d,df+1 | m,th | 23,15 | i20~22 | -16 | -5d | * Floor Break * Consumes 120F of remaining Heat time on throw hit * Throw can be canceled with B * Opponent recovers FDFA * Low crush 20~41 * Floating state 42~44 | |
| kazuya | DVK.f,n,d,DF+4,1,1 | L, m, m,th | 15, 24 (16), 17,15 | i16, ,i24~26 | -19 | -5d | * Floor Break * Consumes 600F of remaining Heat time on throw hit * Combo from 1st hit with 9F delay * Move can be delayed by 7F * Input can be delayed by 9F * Low crush 24~ | |
| king | 1,2 | h, h | 5, 15 | i10, i10~12 | -3 | +8 | * Combo from 1st hit with 6F delay * Jail from 1st block with 5F delay | |
| king | 2,1 | h, m | 10, 15 | i10, i23~24 | -3 | +8 | * Forces standing on hit. * Combo from 1st hit. | |
| king | f+2,d+1 | m, m | 12, 15 | i15~16, i22 | -13c | +2c | * Floor Break * Move can be delayed by 10F * Input can be delayed by 12F | |
| king | df+1 | m | 15 | i14~15 | -1 | +3s | * Elbow * Forces standing on hit. | |
| king | df+1,2 | m, m | 15, 15 | i14~15, i20~21 | -10 | +5s | * Combo from 1st hit with 5F delay * Combo from 1st CH with 10F delay * Jail from 1st block with 5F delay * Move can be delayed by 11F * Input can be delayed by 13F | |
| king | df+2,1 | m, h | 12, 15 | i13, i20~21 | -4 | +24a | * Combo from 1st CH with 13F delay * Move can be delayed by 13F | |
| king | db+1+2,2 | m,t | 20,15 | i15 | -9 | +35g | * Heat Engager * Heat Dash +5, +43d (+35) * Reversal Break after absorbing attack with muscle armor * Elbow * Effective startup is i32 * +35g on heat engager hit * Shifts to throw on front grounded hit. * +8g on normal hit without throw * -5 on block after absorbing an attack with muscle armor. * 6 chip damage on block after absorbing an attack with muscle armor. * Transition into +12? JGR with input 3+4 on throw hit | |
| king | b+3:1+2 | h, t | 23, 15 | i16~18, | -7d | * Shifts to throw on front grounded hit. * Input 1+2 during frames 2-17 of b+3 | ||
| king | ub+4 | m | 15 | i15 | -13 | +19a(+9) | +33a(+23) | * Knee * Jump straight up knee, very short range. * Low crush 9~ |
| king | f,F+2+3 | M,t | 20,15 | i21~43 | -16c~+2c | -19c~+3c/-5d | * Forces crouching on block and hit. * Throw when hit standing in front close range. * Low crush 12~ | |
| king | JGR.1+2 | M,t | 20,15 | i21~43 | -16c~+2c | -19c~+3c/-5d | * Throw when hit standing in front close range. * King recovers off axis * Power up into JGR.1+2* after 30F? or during Heat ** 24,15dmg and i51~73? effective startup (without Heat) ** Partially uses remaining Heat time during Heat | |
| king | JGS.2 | m | 15/18/22 | i11~12 | -9/-2/0c | +12c | * Forces Crouching on hit. * Forces Crouching on block from 3rd spin on. * Damage increase up to 3rd spin. | |
| king | JGS.3,2+3 | m, M,t | 23/27/34, 20,15 | i22~23, i21~43 | -16c~+2c | -19c~+3c/-5d | * Throw when hit standing in front close range. * Doesn't combo from JGS.3, but trades with 10 frame jab. * Properties not changed with extra spins. | |
| king | AIR.d+1+3 | t(a) | 15 | i12~13 | -5d | * Cannot throw break. * Opponent recovers in FDFL. | ||
| king | DHH.1+2,1+2 | t | 15 | -6 | -3d | * 1 throw break. * Opponent recovers in FDFT. | ||
| king | MMD5.1+2,4,2,1+2 | t | 11,15 | -3 | +0d | * 1+2 throw break. * Opponent recovers in FDFL. Max Damage 93. | ||
| king | RAS4.1 | t | 15/20/31 | -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. | ||
| king | RSSB4.1 | t | 15/20/31 | +1d | * 1 throw break. Side Switch. * Input with 2,1,3,4 for more damage. * Opponent recovers in FUFT. Max damage 94. | |||
| king | UT,2,1,2,1 | t | 5,5,5,15 | +0 | +0d | * Could be any 1/2 combination (e.g. 1,1,1,1 / 1,2,2,1) * Throw break the 1st/4th hit by input the opposite to King's 1st/4th button. | ||
| king | ss2+4 | t | 15 / 20 | i13 | -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. | |
| kuma | df+4 | m | 15 | i12 | -4 | +7 | ||
| kuma | b+2,2 | m, m | 12, 15 | i15, i25 | -10 | +6 | * Combo from 1st CH with 5F delay * Move can be delayed by 13F | |
| kuma | qcf+2 | m | 15 | i17~18 | -8 | +3 | ||
| kuma | FUFA.1+2 | M | 15 | i17~19 | -2 | +6 | * Transition to HBS (Cannot cancel) * Reverse direction when performed in FUFT | |
| kuma | SIT.1 | l | 15 | i21~22 | -12 | +4 | +9 | |
| kunimitsu | H.db+1+2 | M,M | 10,15 | i18~19,i18 | -9 | +59a (+43) | * Weapon * Tornado * Instant Tornado on normal hit * Consumes 600F? of remaining Heat Time * 5 chip damage on block * Low crush | |
| kunimitsu | 4 | h | 15 | i12~13 | -9 | -3 | ||
| kunimitsu | db+2,4 | M, m | 10, 15 | i16~17, i24~25 | -9 | +2 | * Balcony Break (airborne) * Combo from 1st hit with 7f delay * Input can be delayed 7f * Move can be delayed 6f * Interrupt with i3 from 1st block | |
| kunimitsu | db+3,3,3,3,3,4 | l, l, l, l, l, m | 8, 7, 7, 5, 5, 15 | i18, ,i12~13 | -8 | +23a (+13) | * Balcony Break * Same animation as ws4 * Can be performed following any number of db+3 lows except the first and last | |
| kunimitsu | b+4 | M | 15 | i18~19 | -8 | +6 | * Low crush 17~30 * Floating state 31~33 | |
| kunimitsu | ws1,1 | m, m | 11, 15 | i12, i15 | -12 | +8c | +13d | * Floor Break * Combo from 1st hit with 9f delay * Input can be delayed 15f * Move can be delayed 8f |
| kunimitsu | ws4 | m | 15 | i11~12 | -6 | +5 | ||
| kunimitsu | (Airborne).ub+3+4 | m,t | 15,15 | i19 | -17 | -5d | * Balcony Break * Transitions to attack throw on front airborne hit * Does not transition on BT hit * Hit vs BT +36a (+26) * 17 total scaled damage * Low crush 9~40 * Floating state 41~43 | |
| kunimitsu | BT.1+2 | m,m | 10,15 | i14 i10~11 | -2 | +7 | * Balcony Break (airborne) * Weapon | |
| kunimitsu | hFC.1+2 | l,sm | 8,15 | i18 i15 | -12 | +5 | * Weapon * Can hit grounded when off-axis * Recovers in BT on hit only * High crush 1~24 | |
| lars | H.LEN.1 | L,t | 20,15 | i16~17 | -12c | +5d | * Consumes 300F of remaining Heat time * 6 chip damage on block * Side switch on hit throw * Opponent is left FUFA * High crush 1~50 | |
| lars | f+2,1 | h, h | 10, 15 | i12, i13 | -5 | +6 | * Combo from 1st hit * Jails * Transition to SEN * Cancel SEN and transition to standing with input B (-6/+5) | |
| lars | df+2 | m | 15 | i14 | -3 | +9 | +13c | * Elbow * Transition to SEN * Transition to standing with B (-11/+1/+5c) |
| lars | df+3 | m | 15 | i16 | -11 | +8 | * Transition to DEN with input D (-4/+15) | |
| lars | db+2,3 | m, m | 12, 15 | i15, i19 | -13 | +8 | * Tornado * Wall Crush +20g on hit * Input can be held to power up and deal more chip damage on block * Input can be delayed by 5F? from 1st? | |
| lars | b+4,1+2 | m, th | 23, 15 | i15, | 0 | * Available on b+4 frontal standing hit | ||
| lars | f,F+4,2 | l, h | 12, 15 | i21, i24 | -7 | +11 | Cannot cancel DEN transition (cannot block i36 moves?) | |
| lars | hFC.1+2 | l,l | 9,15 | i18,i14~i15 | -12 | +1c | * Transition to LEN on hit with input n,D (+3c) * Can be done from Crouch Level 1 * High crush 1~ | |
| law | 1,2,2,2 | h, h, m, h | 5, 8, 10, 15 | i10, ,i13 | -9 | +4 | +9d | * Combos from 1st or 3rd hit CH * Delay-able * Transition to DSS with F ** (-4 oB, +9g oH, +14d CH) |
| law | 4 | h | 15 | i13 | -9 | +7 | +7s | |
| law | f+3,1 | m, m | 12, 15 | i18, i20 | -2 | +8 | * Transition to DSS with F ** (+3 oB, +13g) | |
| law | df+4 | m | 15 | i13 | -8 | +3 | ||
| law | d+1 | l | 15 | i19~20 | -12 | -1 | Transition to Slide Step with DF * High crush 6~ | |
| law | db+2 | m | 15 | i14 | -4 | +7 | * Elbow | |
| law | db+3 | l | 15 | i17 | -13 | +3c | +13g | |
| law | b+2,2 | m, h | 12, 15 | i16, i13 | -9 | +4 | +9d | * Combos from 1st hit * Delay-able * Transition to DSS with F ** (-4 oB, +9 oH, +14d CH) |
| lee | HMS.1+2 | m,m | 10,15 | i15 | -5 | +6 | * Transition to HMS -3 +8 with 3+4 | |
| leo | 1,2,4 | h, h, L | 5, 10, 15 | i10, ,i24 | -13 | +3 | +8d | Combo from 2nd CH |
| leo | 3 | h | 15 | i14 | -8 | +4 | ||
| leo | df+2 | m | 15 | i15~16 | -13~-12 | +28a (+18) | ||
| leo | b+1+2 | m | 15 | i17~18 | -24~-23 | -11 | Elbow | |
| leo | ub+4 | m | 15 | i15~16 | -13~-12 | +19a (+9) | +33a (+23) | * Balcony Break * Same move as uf+4 * Low crush 9~ |
| leo | uf+2 | m | 15 | i18~21 | -14~-11 | +18a (+11) | * Enter BOK -11 +21a (+14) with d * Low crush 20~ | |
| leo | uf+4 | m | 15 | i15~16 | -13~-12 | +33a (+23) | * Can input with u+4 ** Less forward movement * Low crush 9~ | |
| leroy | 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 | |
| leroy | 4 | h | 15 | i12 | -11 | 0 | ||
| leroy | f+2 | h | 15 | i14~16 | -9~-7 | +2~+4 | Elbow | |
| leroy | f+2,3 | h, m | 15, 15 | i14~16, i18 | -10 | +2 | Combo from 1st hit | |
| leroy | f+3,1+2 | m, h | 14, 15 | i14~15, | -8 | -6 | * jail from 1st hit * Power up during Heat * Consumes 120F of remaining Heat Time * Combo from 1st hit CH | |
| leroy | f+2+3 | m,m,m | 10,10,15 | i16~17 i24 i26~27 | -7 | +73a | * Weapon * Only once per match * chip damage on block | |
| leroy | FC.df+4,1 | L, m | 14, 15 | i15~16, i20~21 | -13~-12 | +31a (+21) | Combos from 1st hit CH | |
| leroy | HRM.P | sp | 15 | +16 | Low parry | |||
| lidia | 1,2,4 | h, h, l | 5, 8, 15 | i10, ,i26 | -13 | +3 | +26a | * Input can be delayed 8f * Interrupt with i7 from 2nd block * Can be low parried on hit * Can hit grounded while off-axis |
| lidia | 2,1,4 | h, h, h | 8, 10, 15 | i11, ,i22 | +2 | |||
| lidia | df+3 | m | 15 | i14~15 | -8 | +5 | Knee | |
| lidia | db+4 | l | 15 | i22 | -13 | +0 | Can hit grounded off-axis | |
| lidia | ws2 | m | 15 | i15~16 | -12 | +29a (+19) | Tornado | |
| lili | df+2 | m | 15 | i16~17 | -11 | +31a (+21) | * Enter BT with b * Recovers 2f faster on hit * Launches crouching opponent | |
| lili | b+2 | h | 15 | i13 | -11 | +0 | ||
| lili | u+3,3 | m, m | 20, 15 | i22~23, i28 | -12 | +5c | * Combo from 1st hit * Input can be delayed 13f * Move cannot be delayed * Enter DEW -3 +14c r21 with F * Low crush 22~48 * Floating state 49~51 | |
| lili | u+4 | m | 15 | i15~17 | -13 | +19a (+9) | +33a (+23) | * Balcony Break * Low crush 9~27 * Floating state 28~30 |
| lili | uf+3+4 | m | 15 | i15~18 | -9~-6 | +2~+5 | * Knee * Low crush 9~29 * Floating state 30~32 | |
| lili | f,F+3 | m | 15 | i22 | -12 | +5c | * Enter DEW -3 +14c r21 with F * Low crush 7~27 * Floating state 28~30 | |
| miary-zo | f+4,4 | m, h | 12, 15 | i18, i26 | -5 | +9 | * Combo from 1st hit with 1f delay * Input can be delayed 1f * Move cannot be delayed * Low crush 21~22 * Floating state 23~25 | |
| miary-zo | df+3 | m | 15 | i20~21 | -9 | +4 | * Homing * Weapon | |
| miary-zo | ws2 | m | 15 | i15~16 | -13 | +32a (+22) | * Jab evasion? | |
| miary-zo | ws4 | m | 15 | i11~12 | -4 | +7 | ||
| nina | 2,3 | h, m | 10, 15 | i10, i18 | -13 | +0d | * Knee * Combo from 1st CH with 7f delay * Input can be delayed 12f * Transition to Triple Slaps throw automatically on standing front hit * Throw is unbreakable, rest of the chain throw is breakable | |
| nina | 4 | h | 15 | i11 | -9 | +7 | +7s | |
| nina | f+4 | m | 15 | i21~22 | -5 | +5 | * Enter SS +2 +12 with D_U * Low crush 12~21 * Floating state 22~24 | |
| nina | df+4 | m | 15 | i12 | -4 | +7 | ||
| nina | b+4 | h | 15 | i14 | -9 | +9 | +15 | |
| nina | ub+1 | m | 15 | i20~21 | -16 | +20a | * Sidesteps to the left | |
| nina | ub+3 | m | 15 | i14 | -15 | -4 | * Low crush 6~26 * Floating state 27~29 | |
| nina | BT+1 | h | 15 | i8 | -8 | +3 | Links to 1 jab extensions | |
| nina | uf,n,D+3 | L | 15 | i43 | -17 | -6 | * Low crush 9~30 * Floating state 31~33 * High crush 34~53 | |
| nina | ws2 | m | 15 | i15~16 | -13 | +28a (+18) | ||
| nina | ws3 | m,t | 15 | i13 | -13 | +0d | * Knee * Transition to Triple Slaps chain throw automatically on standing front hit * Throw is unbreakable, rest of the chain throw is breakable | |
| nina | ws4 | m | 15 | i11~12 | -4 | +7 | ||
| nina | SS.1 | m | 15 | i14~15 | -10 | +3 | * Enter CD +10g +23g with F * Enter SWA +10g +23g with B | |
| nina | SS.1,2 | m, m | 15, 15 | i14~15, i16~18 | -3 | +3 | ||
| nina | SS.2 | m | 15 | i13~14 | -14 | +33a (+23) | ||
| nina | qcf+4 | m | 15 | i14 | -8 | +6s | Knee | |
| nina | ABK.1 | t | 15 | -3 | +0d | * Removes Recoverable Health * Throw break 1 * Powered up input: ABK.3,1,1+2 | ||
| nina | ABK.1 | t | 15 | -3 | +0d | * Removes Recoverable Health * Throw break 1 * Powered up input: ABK.3,1,1+2 | ||
| nina | ABK.2 | t | 15 | -3 | +3d | * Removes Recoverable Health * Throw break 2 * Powered up input: ABK.1,2,3,4,1+2 | ||
| nina | ABK.2 | t | 15 | -3 | +3d | * Removes Recoverable Health * Throw break 2 * Powered up input: ABK.2,1,3,4,1+2 | ||
| nina | NTM.1 | t | 15 | -3 | +3d | * Removes Recoverable Health * Throw break 1 * Powered up input: NTM.1,1,2,1+2 | ||
| nina | TSS.1 | t | 15 | -3 | +0d | * Removes Recoverable Health * Throw break 1 * Powered up input: TSS.1,1,2,1+2 |