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mokujin

All Characters

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CharCommandHit levelDamageStartupBlockHitCounter hitNotes
fengdf+3M17i18~19-9+76a (+60)
* Tornado
* Can be accessed from a manual CD input with input qcf,df+3
fengb+1h17i10~11-12+1+36a (+28)
* Balcony Break on CH
fengws2m17i15~16-7+29g+78a (+62)
* Tornado (CH Only)
heihachi1,b+2h, m5, 17i10, i22-2+8
* Combo from 1st CH with 3f delay
* Input can be delayed 10f
* Move can be delayed 7f
* Enter FUJ r30 with D
heihachi1,b+2,2h, m, m5, 17, 17i10, ,i25~26-13c+6c
* Spike
* Head
* Combo from 2nd hit
heihachiub+1+2m17i15-8+7c+28d
* Spike
* Can be charged to power up
heihachiuf+3m17i28~29-10-10a (-20)
* Balcony Break
* 2nd hit available only on hit or block
* Low crush 9~
heihachiuf+4m17i24~26-9+43a
* Homing
* Balcony Break
* Low crush 9~29
* Floating state 31~32
heihachiws1m17i13~14-14+35d (+27)
* Balcony Break
heihachiFC.df+2m17i15-14+37a (+27)
* Tornado
heihachiFUJ.3m17i28~29-10-10a (-20)
* Balcony Break
* 2nd hit available only on hit or block
* Low crush 8~
hwoarang4,4,4h, h, h14, 13, 17i11~12, ,i25~26-2+8
* Transition to RFF
* Combo from 2nd CH with 1F delay
* Cancel and transition to r15 RFS with F (-17/-6)
* Input can be delayed by 1F
* Move cannot be delayed
* Low crush 19~
hwoarangf+1+2m17i15-9+2+14
* Also possible during RFF
hwoarangdf+3+4m,h,m7,4,17i13,i14,i24~25-14+4c
* Heat Engager
* Heat Dash +5, +43d (+35)
* Jails
* 5 chip damage on block
* Also possible during RFF
hwoarangb+3M17i16~17-19+35a (+25)
* Tornado
hwoarangb+4h17i13~14-10+1+50a
* Transition to RFF
hwoarangLFS.d+4L17i20~21-12+4+14d
* Transition to RFF
hwoarangRFF.b+2m17i16~17+4~+5+6c~+7c+25d~+26d
* 5 chip damage on block
* Remains in RFF
hwoarangRFF.b+3h17i13~14-10+1+50a
* Sidesteps to the right
hwoarangRFS.4m17i14-9+3
* Transition to RFF
* Increased chip damage scaling on block during heat
** 5 chip damage on block in heat
hwoarangRFS.df+4m17i17~19+1+8c+26a
* Increased chip damage scaling on block during heat
** 4 chip damage on block in heat
hwoarangRFS.u+4h17i25~26-2+8
* Homing
* Transition to RFF
* Link to LFF.(4,4,4),4 extension
** Combo from 1st hit with 4F input delay
** Extension cannot be delayed
* Increased chip damage scaling on block during heat
** 5 chip damage on block in heat
* Low crush 19~
jack-8df+4m17i15-9+5+14c
jack-8b+1m17i20-11+8
*
jack-8b+1,2m, m17, 17i20, i26-14c+15d+47a
* Elbow
* Combo from 1st hit with 5F delay
* Combo from 1st CH with 11F delay
* Interrupt with i8 from 1st block
* Move can be delayed by 7F
* Input can be delayed by 11F
jack-8ws2,1m, m10, 17i14, i15-14c+3d+49a
* Combos from 1st hit
jack-8FC.df+4,2m, M10, 17i12, i20-14+4c+19d
* Elbow
jin1,3,4h, L, l5, 9, 17i10, ,i23-13+3+29a
* Combo from 2nd CH with 7f delay
* Input can be delayed 12f
jin3h17i14-7+4
jinf+3,1m, m12, 17i14, i22-12+4
* Heat Engager
* Heat Dash +5, +43d (+35)
* Combo from 1st hit with 8F delay
* Move can be delayed by 7F
* Input can be delayed by 8F
* Balcony break on airborne hit
jinb+3m17i16-6+5
* Knee
* Enter ZEN -2 +9 r20 with F
jinuf+3m17i22~23-9+6+59a
* Low crush 9~23
* Floating state 24~26
jinb,f+2,3m, m15, 17i15~i16, i25-9+6+59a
* Combo from 1st hit with 4f delay
* Input can be delayed 9f
* Enter ZEN +2 +17g +71a r20 with F
jun4h17i12-9+7+32d
jun1+4,3,4SL,h, m, L5,8, 15, 17i14 i17, ,i25~26-13~-12+4c~+5c+26a
Combo from 3rd CH
junf+3,2m, h13, 17i16, i20~21+4+11+20c
* Homing
* Combo from 1st hit with 10F delay
* Move can be delayed by 5F
* Input can be delayed by 10F
* Restores 2 health on hit
* Gain 6 Kazama Essence on normal hit and 5 on airborne hit
jundf+1,1m, m10, 17i13~14, i24~25-11+5+13g
* Combo from 1st hit
* Interrupt with i5 from 1st block
jundf+3+4m17i24~25-11+1
jundf+3+4,4m, L17, 17i24~25, i25~26-13+4c+26a
Combo from 1st CH
jundb+2L17i23~24-12+2+14g
* High crush 15~
junb+4,2m, M14, 17i13~14, i22~23-13+12g+28a (+18)
Combo from 1st hit with 8f delay
junu+2h17i23~24+4+11+20c
* Homing
* Restores 2 health and 2 recoverable on hit
* Gain 6 Kazama Essence on normal hit and 5 on airborne hit
junuf+3m17i20~21-6+5+30a
Balcony Break (airborne)
* Low crush 11~27
* Floating state 28~30
junws1,4,2h, m, L14, 16, 17i12~13, ,i23~24-16+0c+13a
* Spike
* Combo from 2nd CH
* High crush 17~
junMIA.1+2m17i20~21+4+11g
* Homing
* Strong Aerial Tailspin
* Balcony Break on airborne hit
* Transitions to IZU on hit or block
* Gain 6 Kazama Essence on normal hit and 5 on block or airborne hit
* High crush
kazuyaH.2+3L,m,th9,14 (20),17 (34)i18, i27-14+0d
* Heat Smash
* Balcony Break
* 8 chip damage
kazuya3,1,4h, h, m12, 10, 17i14, ,i21~22-6+8+40d (+32)
* Knee
* Combo from 2nd CH with 6f delay
* Move can be delayed 14f
kazuya4~3m,M18,17i31~33 i2~4-11a-1a
* Floor Break
* +21a on hit if the 1st hit whiffs
* Low crush 10~37
* Floating state 38~40
kazuyadf+3,1m, h13, 17i18, -7+15g+13c
* Elbow
* Combo from 1st hit with 8F delay
kazuyauf+2h17i15-12+9
* Balcony Break on air hit
kazuyaDVK.f,n,d,DF+4,1,1,BL, m, m15, 24 (16), 17i16, ,i24~26-19+26a (+16)
* Low crush 24~
king3h17i15~16-9+2
king1+2m17i18-11-2s+0s
* Elbow
* Forces standing on hit.
* Transition to BT.
kingdf+3m17i14-9+6s
* Forces standing on hit.
* Tracks left side.
kingdb+3L17i23-14+4c+25a
* Tracks left side.
* Flip over on grounded hit
* High crush 6~
kunimitsu3h17i16~17-7+7
* Homing
* Balcony Break (airborne)
kunimitsud+1+2L17i20-14+0+15g
Weapon
* High crush 6~
kunimitsub+2m17i17~18-9+5+57
* Balcony Break (airborne)
* Weapon
kunimitsuSET.2m17i12-9+8+55a (+48)
* Balcony Break (airborne)
* Weapon
* Shifts to Attack Throw "Souenzan" on CH from the front on standing opponent
* Instant Tornado on CH
kunimitsuSET.3L17i18~23-16~-11+0c~+5c+25a
* High crush 6~
larsd+2m17i18~19+0c+8c+30d
* Spike
* Elbow
* Transition to FC with input D
larsb+1m17i15~17-9+4+14a (+5)
* Homing
* Balcony Break on CH
larsb+2,1m, m12, 17i15, i15-10+4+32a
* Combo from 1st hit with 15F delay
* Move can be delayed by 10F
* Input can be delayed by 15F
larsws2,1m, m13, 17i13~14, i23~24-12+2c+4d
* Combo from 1st hit
larsDEN.2M17i17~19-7+7+62a
* Transition to Avalanche Flip on hit or CH with input UF (+9/+64a)
* Jab evasion
law3,3h, m12, 17i12, i27-14-3+53a (+22)
* Combos from 1st hit CH
* Delay-able
lawd+3,3l, h8, 17i16, i16-7+20a+46CS
* Combos from 1st hit CH
* -30 on block from 1st block
* Delay-able
lawub+2h17i15-12+9
lawf,F+4M17i20~21-9+19cg
Balcony Break
* Low crush 23~36
* Floating state 37~39
lawss3l17i18-13+7+16c
* Transition to DSS on hit
lawFC.df,d,df+3l17i16~20-23+13
* Alternate input df+3 in Slide Step
lawBT.2m17i15-14-1+52a
* Elbow
lawBT.d+4l17i23-13+6c+26d
leed+2m17i18-6+8+13
* Jab evasion
leed+3l17i16-15-1+17a
Transition to -15, -1, +17a HMS with 4
* High crush 6~
leews1,2m, h12, 17i13, i20-7+2+7
*Transition to -3, +6, +12 MS with F
leeFC.df+4l17i16~17-14+3c+25d
* Transition to HMS with 3 (-14/+3c/+25d)
* High crush
leeHMS.1,4h, m7, 17i12, i15-8+4+57a
* Transition to -8, +4, +58a HMS with 3
leo1,4h, h5, 17i10, i16-2+11
* Knee
* Jail from 1st attack
leo4h17i12-7+6+31a
leodb+1+2m17i21~23-9~-7+7
* Enter BOK -12 +4 with d
leob+1m17i18~19-12+1
* Elbow
leoLTG.b+3,1,2m, m, m12, 13, 17 (25)i14~15, ,i17-12+25a (+15)
* Balcony Break
* Combo from 1st hit
* +10a on 2nd whiff and 3rd hit
* 42 damage from 1st hit with scaling
* 10 chip damage on block
* Consumes 210F of heat timer during heat
leou+1m17i19~20-6~-5+2+22a (+5)
* Tornado
* Balcony Break
** CH only
** Doesn't Balcony Break on airborne
leouf+1,1h, m8, 17i13, i19~20-6~-5+2+22a (+5)
* Tornado
* Balcony Break
** CH only
** Doesn't Balcony Break on airborne
leouf+2,1m, m15, 17i18~21, i25~26-8~-7+4+32d
* Combo from 1st hit
** +23a (+16)
* Low crush 0~12
leof,F+4,3,4m, h, L12, 23, 17i19, ,i29~31-12~-10-1+30a
* Low crush 0~7
* Floating state 8~10
* High crush 20~
leows2m17i15~16-13~-12+28a (+18)
leoqcf+1L17i18~19-13~-12-1+11
* High crush 6~
leoqcf+2,1m, m14, 17i17, i18~19-6~-5+10+30d
* Wall Crush on hit +22g
* Elbow
* Combo from 1st hit with 8F delay
* Move can be delayed by 4F
* Input can be delayed by 8F
leoKNK.1,2h, m12, 17i18, i18-10+17
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
* Combo from 1st hit with 11F delay
* Move can be delayed by 10F
* Input can be delayed by 12F
leroy1,2,1h, h, h5, 9, 17i10, ,i27~28-6~-5+8~+9
* Follow-up after successful parry with input 1 or 2
* Delayable
* Combo from 2nd hit CH
* Parry state 10~24
leroy2,1,2h, m, h10, 12, 17i12, ,i20~21-7~-6+4~+5
Elbow
* Follow-up after successful parry with input 1 or 2
* Delayable
* Combo from 2nd hit CH
* Parry state 2~16
leroydf+1,1+2,2m, h,h,h, m10, 3,3,3, 17i13~14, ,i24-10+3+33a (+25)
* Combo from 1st or 4th CH with 1F delay
* Move cannot be delayed
* Input can be delayed with 1F
* Parry state 4~12
leroydb+1,3m, h12, 17i16~17, i18~19+0~+1+8~+9+31a
* delayable
* Combo from 1st hit
leroyb+1h17i13-6+5
Shifts to throw "Knee Snap" on front grounded CH
leroyb+1+2m17i12-10+2+60a
* Crumple stun +14F after CH
leroyub+2m17i20-10+3+33d (+25)
* Has punch parry effect
* +33d (+25) on successful parry
* Parry state 4~12
leroyuf+1h17i16~17-9+5
* Reversal
* Follow-up upon successful reversal with input 1 or 2
* Parry state 6~13
leroyuf+3+4,1+2m,m, m8,10, 17 (11)i14~15,i10~11, i30~31-13+23a (+13)
* Balcony Break
* Combos from 1st hit
leroySS.4L17i18~19-12+4+14
* Can be delayed
leroyHRM.1m17i24~25-10~-9+0~+1
* Sabaki: parries high or mid punches or kicks
** Shift to HRM.1,2 on successful parry
* Parry state 3~12
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
leroyHRM.b+4L17i20~21-13+4c+28a
Homing
* High crush
leroyHRM.f+1h17i14~15+0+15g
Balcony Break
lidia1,4h, h5, 17i10, i19-8+1
* Combo from 1st hit with 4f delay
* Balcony break on airborne hit
lidiadf+1,3m, m13, 17i13, i23-13+10a (+1)+55a
* Balcony Break
* Combo from 1st CH with 3f delay
* Input can be delayed 6f
* Move can be delayed 5f
lidiadf+2m17i15+0+11+14 (+24g)
* Strong Aerial Tailspin
* Elbow
* Transition to CAT on hit or block only
lidiadb+3L17i16~17-11+7
* Homing
* Clean hit adds 3 damage
* Transition to HRS on hit or block only
* Transition to attack throw on CH
* HRS transition is -19
lidiaqcf+2,2m, m12, 17i16, i20-14-1
Combo from 1st CH
lidiaHRS.1+2L17i20~21-18-1c+67a (+51)
* Powered up based on Heaven and Earth Level
** HAE lvl.1 19 damage
** HAE lvl.2 21 damage
** HAE lvl.3 23 damage +21a on hit, and decreases HAE level by 1
* High crush 8~
lidiaCH.db+3t20/24,17/19/21/27i16~17-2
* Power up based on Heaven and Earth level:
** Level 0: 17 damage
** Level 1: 19 damage
** Level 2: 21 damage
** Level 3: 27 damag
* Restores recoverable health
lili1,1,3h, h, M5, 16, 17i10, ,i20~21-15+6d+25a
* Combo from 1st CH
* Combo from 2nd CH with 6f delay
* Input can be delayed 6f
* Move can be delayed 5f
* Recovers 4f faster on hit
* Steel pedal
lilif+1+2m17i14~15-7+4c+12c
* Floor Break
* Transition to BT -3 +8cg +8 with B
liliuf+1m17i16~18-9+24d
Floor Break
liliws2m17i16~18-12+39a (+29)
* Enter BT with B
* Recovers 1f faster on hit
liliBT.d+2L17i16-12+5c+14d
* High crush 4~
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-zodf+1,4m, m10, 17i13, i18~19-13+6+35a (+25)
* Knee
* Combo from 1st hit with 7f delay
* Input can be delayed 9f
* Move can be delayed 5f
* Transition to BAO +6 r24 automatically on hit only
* Cancel BAO transition -13 -6 +23a (+13) r36 with B
* Low crush 11~34
* Floating state 35~37
miary-zodf+4m17i16-4+5+57a
* Knee
* Enter MOR -1 +8 +60a r26 with F
miary-zodf+3+4L17i21-15-4+6a
* High crush 6~45
miary-zodb+2,4m, m10, 17i15, i22~23-13+6+35a (+25)
* Knee
* Combo from 1st hit with 9f delay
* Move can be delayed by 8F
* Transition to BAO +6 r24 automatically on hit only
* Cancel BAO transition -13 -6 +23a (+13) r36 with B
* Low crush 15~38
* Floating state 39~41
miary-zou+3m17i17~18-9+27g+40a
* Weapon
* Opponent recovers crouching on hit
* Low crush 9~28
* Floating state 29~31
miary-zou+4m17i16~17-13+6+35a (+25)
* Knee
* Transition to BAO +6 r24 automatically on hit only
* Cancel BAO transition -13 -6 +23a (+13) r36 with B
* Low crush 9~32
* Floating state 33~35
nina1,2,1h, h, h5, 10, 17i10, ,i26~27-3+2
* Combo from 2nd CH with 4f delay
* Input can be delayed 6f
nina1,4h, h5, 17i10, i17~18-4+1+50a
* Combo from 1st hit
* Move can be delayed 2f
ninadf+1,2,1m, h, h10, 10, 17i13~14, ,i26~27-3+2
* Move cannot be delayed
* Interrupt with i7 from 2nd block
ninadb+3L17i20-13+4c+13a
ninab+3,4m, h10, 17i18, i20~21-8+14c+45a
* Combo from 1st hit with 16f delay
* Move can be delayed by 10F
* Input can be delayed by 17F
ninaws1m17i13~14-6+5
ninaqcf+3L17i19~28-20~-11+0c~+9c+21a
* High crush 10~49
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
paul3,2~bm, h14, 17i15~16, ,+4+14g+57a
* Sidestep u can be buffered from 45f
* SWA attacks can be buffered from 54f
* Transition to cs1~ r9 -13 +4 +47a DPD from 61f with df
paul4h17i12-7+7+32d
* Balcony Break (CH only)
pauldf+3,4m, m14, 17i16, i21~22-10+6+59a
* Move can be delayed 14f
* Input can be delayed 14f
* Combo from 1st hit with 10f delay
pauldf+4m17i17~18-2+8+14
* Knee
paulf,F+3m17i15~16-17+24a (+14)
* Low crush 10~31
* Floating state 32~34
paulws1,2m, m16, 17i15~16, i20-11+2+3
* Move can be delayed 10f
* Input can be delayed 10f
* Combo from 1st CH with 10f delay
* Transition to t59 r19 SWA +1 +14g +15 from 39~44f with b
paulws1,2~bm, m16, 17i15~16, ,+1+14g+15
* Sidestep u can be buffered from 44f
* SWA attacks can be buffered from 51f
* Transition to cs1~ r9 -10 +4 +5 DPD from 60f with df
paulSS.3L17i19-12c+4+12c
* Effective minimum startup 28f
paulDPD.df+4L17i17-13+3+24d
* Effective minimum startup 27f
* Clean Hit range 1
* Damage without clean hit 20
paulqcb+4h17i15~16+1+23d (+14)+59a
* Homing
* Chip damage (6)
ravenf+4h17i15~16-12+67a (+51)
* Tornado
* Balcony Break
* Instant Tornado on hit
ravendf+2,3m, h15, 17i16~18, i12~13-8~-7+28a (+19)
Balcony Break
ravendf+3h17i16~17-9~-8+12a+46a (+36)
* High crush 6~17
ravenb+2,2h, m12, 17i15~17, i22-3+6+8
* Elbow
* Combo from 1st hit with 7F delay
* Input can be delayed 13f
ravenuf+3+4m17i23~25-13+17a
* Spike
* Can be performed during CD (Shadow Sprint)
* Low crush 8~26
ravenws2m17i13~14-8~-7+8~+9+37a (+27)
Elbow
ravenFC.df+3L17i20~22-9~-7+2~+4+30d
Alternate input: d,DF+3
* High crush 1~35
ravenBT.3,4h, m10, 17i10, i28~30+0~+2+1~+3+11g~+13g
* Combo from 1st hit with 2f delay
* Input can be delayed 6f
* Move can be delayed 5f
* Forces crouch on CH
ravenBT.f,F+3+4L17i23~30-18~-11+24a
* Floating state 13~21
* High crush 18~49
ravenBT.f+2,4m, h13, 17i17~18, i20~21-7~-6+4~+5
* Combo from 1st hit with 1f delay
* Input can be delayed 12f
ravenBT.f+3m17i13~14-5~-4+6+14
* Knee
* Can transition to r45 BT at -8/+3/+11 with input B
reinad+2m17i15+0c+3c+33d
* Spike
* Elbow
* Does not knockdown on counter hit after inputting d+2,H.1+2
reinauf+2h17i15-i16-12+9
* Normal hit offsets opponent slightly to the left of the axis and rotates them.
* Counter hit pushes the opponent on axis like most moves and does not rotate the opponent.
reinaSS.4l17i18~19-13+0+13g
reinaOTG.d+4,1L, L14 (11), 17 (20)i19, i20~21-26-10 / -15a (-23)
* Blue spark with input OTG.d+4:1 on frames 15-18 for 20 (16) dmg
* Jails from 1st block
* Combo from 1st hit
reinaSEN.1+2m,m13,17i14~15,i12~13-6 WRA+31a (+23)
* Tornado
* Balcony Break
* Transitions to r32? WRA after recovery
reinaWDS.3m17i16~17-6+4+58a
- WDS.3: Unbufferable. i18 effective startup
reinaWGS.df+3M17/21i15~17-13+13a (-4)+23a (+17)
* Becomes 22dmg Electric War God Kick during Heat (partially uses remaining Heat Time)
** 4 chip damage on block
* 21dmg when performing f,n,d,DF+3/f,n,DF+3 without Heat
reinaWRA.3m17i28-6+22a (+12)
* Balcony Break
* 3 chip damage on block
* Low crush 9~36
* Floating state 37~39
shaheen1,2,2h, h, m5, 9, 17i10, ,i20~21-11+3+58a
* Combo from 1st CH with 10F delay
* Combo from 2nd CH with 10F delay
* Move can be delayed by 10F
* Input can be delayed by 12F
* Cancel to SNK (-13/-2) with DF
shaheenf+3m17i20-5+6+13c
* Good right sidestep tracking
* Transition to SNK (-3/+8/+15c) with DF
* Low crush 13~
shaheenb+3m17i19+1c+3c+14c
* 5 chip damage on block
shaheenws1m17i14-2+4+14
shaheenFC.df,d,DF+3L17i16~20-23a+7a
* Transitions to SNK on hit
* Low crush
shaheenSNK.2M17i15~16-9+8+23a (+6)
Balcony BreakOn counterhit
steve2,2h, m12, 17i12, i22-24-14+6
* Tornado
* Combo from 1st hit
steved+2,1,2l, m, h11, 8, 17i17, ,i24~25-2+27a (+18)+56a
* Balcony Break
* Combo from 2nd CH
steveb+1,2h, h10, 17i13, i17~18+3+8
* Homing
* Strong Aerial Tailspin
* Combo from 1st hit
* Transition to LNH
* Transition to r34? standing with b (-1/+4)
steveb+1,2~1h, m10, 17i13, i30~31-8+4+63a
steveub+2h17i17+5+14c
* Strong Aerial Tailspin
* Homing
* 5 chip damage on block
* Transition into LNH
* Transition to r30 standing with b (+1/+10c)
steveub+2~1m17i30~31-8+4+63a
steveWS.1,2m, m12, 17i11~12, i13~14-13+3c+23d
* Spike
* Combo from 1st hit with 1F delay
* Combo from 1st CH with 11F delay
* Jail from 1st block with 3F delay
* Move can be delayed by 11F
steveWS.2m17i13~15-7+4
* Transition to r22? LWV with 3 (-7/+4)
* Transition to r22? RWV with 4 (-7/+4)
* Transition to r22? SWY with b+3_4 (-7/+4)
* Transition to r20? DCK with f+3_4 (-5/+6)
* r22? DCK FC cancel?
steveALB.d+2l17i34-12+1c+14d
* High crush 6~
steveDCK.1m17i19-7+58a (+27)+34a (+24)
steveDCK.f+2~1m17i28~29-8+4+63a
steveEXD.f+2~1m17i28~29-8+4+63a
steveFLK.1,1,f+1h, h, m14, 8, 17i12, ,i15-5+0c+10d
* Spike
* Combo from 2nd CH with 9F delay
* Jail from 2nd block with no delay
* Move can be delayed by 11F
* Same hit as (FLK.1),f+1
steveFLK.1,f+1h, m14, 17i12, i15-5+0c+10d
* Spike
* Combo from 1st CH with 14F delay
* Jail from 1st block with 3F delay
* Move can be delayed by 14F
steveLWV.1,2~1m, m14, 17i14, i30~31-8+4+63a
* Input 1 at frame 17 of LWV.1,2
stevePAB.2~1m17i27~28-8+4+63a
stevePAB.df+1,2~1m, m12, 17i15~16, i30~31-8+4+63a
steveRWV.1,2m, h13, 17i14~16, i22~23+3+8
* Strong Aerial Tailspin
* Homing
* Combo from 1st hit with 2F delay
* Move can be delayed by 11F
* Transition into LNH
* Input b to cancel LNH at r34? (-1/+4/+4)
steveRWV.1,2~1m, m13, 17i14~16, i30~31-8+4+63a
* Input 1 at frame 17 of RWV.1,2
victor4,3h, m15, 17i13~14, i23~24-10+5
* Combo from 1st hit with 7F delay
* Move can be delayed by 7F
* Input can be delayed by 8F
victor1+2m17i15-9+4+46a
* Weapon
victordb+4l17i20~21-26+4c+49a
* High crush 6
victorub+2m17i17~18-5+8+32a
* Weapon
* Balcony Break
* Can be charged
* Transition to PRF -4 +9 with F
victoruf+3m17i18~19-9+3+36d
* Low crush 7-15
victorIAI.4L17i18~19-12+4+9
xiaoyu3h17i14~15-11+22a
*
xiaoyuws2m17i13~14-3+7+38a (+28)
* Transition to r22 standing by holding down any direction (-4, +6, +37a (+27))
xiaoyuAOP.uf+3,4m, M14, 17i15, i15-14-3+22g
* Alternate input AOP.ub+3,4 AOP.u+3,4
xiaoyuBT.1m17i16~18-5+4+64a
* Elbow
xiaoyuHYP.3L17i20-13+7c
* Homing
* Powered UpBased on the number of steps taken in HYP:HYP.3 damage increases and becomes more plus on hit. See the charts in th HYP section for more details. up when in Heat or based on the number of steps taken.
* Consumes 600F of heat timer during heat
* High crush 6~30
yoshimitsudf+1,4m, m14, 17i13, i17-12+4
* Jail from 1st attack with 2f delay
* Input can be delayed 2f
* Move cannot be delayed
* 2nd hit can whiff at certain ranges, -20 on whiff
yoshimitsud+2,2,NSS.d+1M, m, m12, 15, 17i16~17, ,i29~30-12+2c+42a
* Floor Break
* Input can be delayed 10f
* Move can be delayed 9f
yoshimitsud+2,2,d+1M, m, m12, 15, 17i16~17, ,i29~30-12+2c+42a
* Floor Break
* Weapon
* Input can be delayed 10f
* Move can be delayed 9f
* Last hit has shorter range and no Weapon property in NSS
yoshimitsub+2,NSS.1m, m12, 17i14~15, i27~28-17+28a (+18)
* Enter KIN r30 with 1+2
* Combo from 1st CH with 2f delay
* Input can be delayed 14f
* Low crush 28~49
* Floating state 50~52
yoshimitsuub+1m17i24~25-5+4c
* Floor Break
* Weapon
* Performs u+1 with a vertical jump
* Low crush 9~27
* Floating state 28~30
yoshimitsuub+4m17i20~22-19+12a (+2)
* Balcony Break
* Floor Break
* Low crush 9~32
* Floating state 33~35
yoshimitsuuf+1,1m, M10, 17i17, i29~30-10+9c
* Floor Break
* Weapon
* Combo from 1st hit with 4f delay
* Input can be delayed 4f
* Move can be delayed 3f
* Interrupt with i6 from 1st block
* Transition to FLE on hit only
* Power up in NSS or Heat
yoshimitsuKIN.3L17i25~32-16~-9+13a+25a
* Low crush 10~20
* Floating state 21~23
* High crush 24~
yoshimitsuNSS.KIN.d+1L17i23~24-13+3+38a
Cancel to r34 FC with DB on frame 16
* High crush 22~
zafina1,4h, m5, 17i10, i19-5+8+42a
* Tornado
* Combo from 1st hit with 3f delay
* Move can be delayed 1f
zafina3h17i13+0+9
* Cancel SCR transition -8 +1 t40 r27 with B
zafina1+2m17i16~17-12+4+25a
Spike
zafinaf+2m17i19-18-6+52a
zafinadf+3,4m, h15, 17i15~16, i23~24-6+22a+55a
* Balcony break on airborne hit
* Combo from 1st hit
zafinad+1,1m, m11, 17i12, i17~18-12+19a (+12)+29a (+23)
* Combo from 1st hit CH with 18f delay
* Input can be delayed 18f
* Move can be delayed 10f
zafinad+2m17i19~20-16c-3c+17a
* Spike
zafinadb+2m17i13~14-13+3
zafinadb+4,2L, m14, 17i21~22, i29~32-13+68a (+52)
* Combo from 1st hit CH
* Instant tornado launch on standing hit only
zafinaSCR.2m17i14-7+7
zafinaSCR.2,2m, m17, 17i14, i22-10+8c+8a
* Spike
* Combo from 1st hit with 6f delay
* Delay does not change the timing of the attack
zafinaSCR.df+4L17i19~20-14+7c+37a
* High crush 6~
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
alisaf,F+2m18i16~17-18+5a
* Balcony Break
alisaws3m18i19~20+4+15
* Cancel with B
* Actionable after 15 frames
alisaCLK.Bm18i19~20-12-1
* Cancel with B
anna1,2,1,4h, h, h, h5, 8, 4, 18i10, ,i20~21+4+32a (+22)
* Tornado
* Chip damage on block
* Floating state 20~39
annad+3,2L, m10, 1816, i25~27-11+14~+16
* Combo from 1st CH
annadb+3+4L18i24-26-6
* Clean hit -4 on hit, +3 damage
* High crush 6~
annauf+2M18i20~21-8+12s+72a (+56)
* Transition to r27 HAM on hit automatically
* Instant Tornado on CH
annauf+3+4M,M4,18i25~28-3c+5c
* Spike
* Low crush 9~26
annaH.FC.df+2,1L, L12, 18i20, i27~28-21+64a (+48)
* Balcony Break (airborne)
* Weapon
* Jail from 1st attack
* Instant Tornado on hit
* 24 damage total from 1st hit
* Chip damage on block
* Consumes 210F of remaining Heat time
armor-king4,3h, h17, 18i13, i25~26+0+9+27d
* Balcony Break on 2nd CH
* Combo from 1st hit with 5F delay
* Combo from 1st CH with 5F delay (+23a (+16))
* i18 r17 cancel with B (-16/-5)
* Move can be delayed by 6F
armor-kingOTG.d+4L18i19~21-16-5d (-13)
* -5 on hit when opponent is standing
asuka1,2,4h, m, m5, 9, 18i10, ,i18~19-12+18a (-1)
* Balcony Break
* Combo from 1st CH
* Combo from 2nd CH with 1f delay
asuka4h18i11-9+7+32a
Balcony Break (CH)
asukab+1+4,3h,L, L15,8, 18i12 i17~18, i32~33-13-2+16a
Combo from 2nd CH
asukaws2m18i13~14-8+8
Elbow
asukaSS.4h18i17~21-6~-2+7~+11+30a
azucenauf+1h18i18~19-9+7 +15w
* Wall Crush +15g on hit
* Balcony break on airborne hit
* Punch Sabaki, parries high or mid punches
* Parry state 3~10
azucenauf+3+4m,M10,18i21~22 i10~12+4~+6+8c
* Spike
* Enter BT with B
* 8 chip damage on block
* 9 chip damage on block during heat
* Low crush 16~36
* Floating state 37~39
azucenaSS.4L18i20-13+0+13g
Sidestep adds 9f, effective startup i29
* High crush 6~
bryan1,2,1h, h, m5, 8, 18i10, ,i19-6+6+65a
* Combo from 2nd CH with 10F delay
* Move can be delayed by 10F
bryan1,4,2h, h, h5, 14, 18i10, ,i24-7+4+53a
* Combo from 2nd CH with 10f delay
* Input can be delayed 18f
* Move can be delayed 16f
* Cancel into 1,4,2,1 with f+1
* Cancel into 1,4,2,4 with f+4
* Interrupt with i8 from 3rd block
bryan1,4,3,3h, h, m, h5, 14, 15, 18i10, ,i23-7+7+14a
Combo from 3rd CH
bryan4,3,f+4h, m, h15, 12, 18i12, ,i24~25-5+6+31a (+21)
Combo from 2nd CH
bryanf+3m18i16~18+0~+2+4~+6+50a
Knee
bryanb+2h18i17-7+4+53a
* Cancel into b+2,1 with f+1
* Cancel into b+2,4 with f+4
bryanb+3,4m, m12, 18
bryanb+4m18i16-10+15
* Knee
* Hit vs BT +9a
claudio1+2,1+2,2m, t, t20, 10, 18i17, ,i17-5d or +0d
* Combo from 1st hit
* Gain STB on hit
* -5d vs FUFT when gaining STB
* +0d vs FUFA if already STB
* Deals 20 damage with input b,f+2
* Not a timed input
claudiof+3h18i18+1+15g+14
* Homing
* Balcony Break
* +22a (+13) on BT hit
* Low crush 9~24
claudiof+3+4h18i17~18-4+19a
* Balcony Break (airborne)
* 3 chip damage on block
claudiodf+3,1m, m12, 18i14, i17~19-14+29a (+14)
* Tornado
* Combo from 1st hit with 14f delay
* Input can be delayed 14f
* Move can be delayed 8f
claudiob+4,1m, h10, 18i17, i20~21+1+4
* Tornado
* Balcony break on airborne hit
* Combo from 1st hit with no delay
* Combo from 1st CH with 10f delay
* Input can be delayed 12F
* 5 chip damage on block
* 7 chip damage on block in heat
claudiows4m18i11~12-6+5
clive2,2,1h, m, m11, 9, 18i12, ,i17~18-13+8a (-1)+28d(+20d)
* Balcony Break
* Weapon
* Combo from 1st CH
* Combo from 2nd CH with 10f? delay
* Jail from 1st block with 1F delay
* Input 1 during the 2nd hit animation on frames 21~23 to add +3 damage
clive2,2,1+2h, m, m,M11, 9, 10,18i12, ,i27 i23~24-9c+1a
* Balcony Break
* Spike
* Weapon
* Increases ZAN gauge by 0.70 on hit (0.30 + 0.40)
* Increases ZAN gauge by 0.24 on block (0.10 + 0.14)
* Increases ZAN gauge by 0.40 on hit if only the final hit connects
* Increases ZAN gauge by 0.14 on block if only the final hit connects
* Only deals recoverable damage
* Hit vs BT -4d
* Input can be delayed 8f
* Move cannot be delayed
* Low crush 41~54
* Floating state 55~57
clivef+2,2,1+2m, m, M10, 7, 18i15, ,i27~28-13c+9a
* Balcony Break
* Spike
* Weapon
* Combo from 1st CH
* Combo from 2nd hit
* Interrupt with i8 from 2nd block
* Increases ZAN gauge by 0.70 on hit
* Increases ZAN gauge by 0.30 on block
* Only deals recoverable damage
* Input can be delayed by 8F
* Move cannot be delayed
clivef+1+2m,m10,18i16~17 i19-12+20a (+10)
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Weapon
* 5 chip damage on block
* 7 chip damage on block in heat
cliveb+1m18i17~18-13+10g+57a
* Homing
* Balcony Break
* Weapon
cliveFC.df+2L18i19~20-13+3c
* Weapon
* High crush 1~20
cliveGAR.1m18i15~17-5~-3+17a
* Balcony Break
* Spike
* 21 damage with delayed input
* Jump takes 17f, effective minimum startup i32~34
* 3 (4) chip damage on block
* -12 on block, +3c on hit, 15 damage, 18 delayed input damage, 3 chip damage with ub+1
* Low crush 1~23
* Floating state 24~26
clivePHX.2,2m, m,t12, 8,18i15, i20-13+5d / +5a (-4)
* Balcony Break
* Weapon
* Combo from 1st hit
* Transition to attack throw on hit
* Cancel throw transition with B
* Increases ZAN gauge by 0.72 on hit
* Increases ZAN gauge by 0.40 on hit without throw
* Increases ZAN gauge by 0.10 on block without throw
* Side switch on hit
dragunov4,3h, m10, 18i12, i23~24-12+14c
* Spike
* Combo from 1st CH
dragunovd+1m18i18~19+1c+8c+13d
* Floor Break
* Elbow
dragunovd+3,2L, h13, 18i17~18, i24~25-8+6
Combo from 1st CH
dragunovd+3,4L, m13, 18i17~18, i28-11+5+23g
* Floor Break
* Combo from 1st CH
dragunovb+1,2m, m14, 18i17, i25~26-12+18g
* Tornado
* Balcony Break
* Combo from 1st hit with 1f delay
* Opponent recovers crouching
dragunovub+2h18i20-5+9+53a
Sidesteps left
eddyMD1.HSP.3+4L,m,m6,6,18i21~22-14+4c
* Low crush 28?~
fahkumram3,4m, m11, 18i13, i19-12+24g+34d (+26)
* Knee
* Wallbreak on CH
* Combo from 1st hit CH with 7F delay
* Move can be delayed by 5F
* Input can be delayed by 7F
fahkumramd+4L18i14-15-4+0d
* Shift to attack throw Murderous Sweep and gain GRF on CH
fengdb+1,2m, m15, 18i16, i23~24-11+3
* Combo from 1st hit with 8F delay
* Move can be delayed by 10F
fenguf+2m18i18-10+3+52a (+21)
fengws4m18i11~12-7+7+29g
fengSS.2h18i15+3+9+31g
* Homing
* Transition to BT
fengCD.1L18i18~19-14+0+12g
* Head
* Transition to FC with D
* High crush 6~19
fengSTC.2h18i14~15+0+25g
* Transition to BT with B (+3/+28g)
* Transition to CD on hit or block with DF (+1/+29g)
** Transition to r1 FC with DF~db (+0/+28g)
hwoarangd+3+4L18i21~22-14+6 LFS
* Homing
* Transition to LFS on hit
* High crush 6~54
hwoarangb+2h18i14-4+6+14c
* Elbow
* Good right sidestep tracking
hwoarangub+4m18i17~20-8+10
* Opponent recovers non-guarding on hit (situational guaranteed follow-up)
* Also possible during RFF
* Low crush 5~17
hwoarangu+2h18i13~15-9+15
* Balcony Break
* Homing
* Also possible during RFF
* Sidesteps to the left
* Wall splats
hwoarangu+4m18i16~18+3+11g+11
* Also possible during RFF
* Transition to RFS
* Low crush 9~
hwoarangf,n,df:4m18i16-8+59a (+49)
* Tornado
* 3 chip damage on block
* Also possible during RFF.
* The 4 input can be delayed up to 10 frames after df input during RFF.
hwoarangws1,4m, m12, 18i12~13, i22~23+0+8
* Combo from 1st hit
* Transition to RFS
hwoarangSS.4l18i19~20-13+5c+31a
* Transition to RFF
hwoarangCD.4m18i16-18+53a (+43)
* Tornado
* Also possible during RFF
hwoarangLFS.f+4m18i17~18-10+6+16a (+7)
* Homing
* Balcony Break on CH
hwoarangRFF.b+1h18i14-4+6+14c
* Elbow
* Has good left sidestep tracking
hwoarangRFS.f+3m18i20~21-10+5+15a (+6)
* Homing
* Increased chip damage scaling on block during heat
** 5 chip damage on block in heat
jack-82,3h, m10, 18i11, i19-13+5+30d (+22)
* Knee
* Balcony Break on airborne hit or CH
* Combo from 1st hit
* 2nd hit Balcony Break on CH
jack-83m18i15-9+5
* Knee
* Transition to GMH with D
** (+2 oB, +16g oH, +16 ch)
* Alternate input f+3 or ws3
jack-84h18i16-4+7+32a (+22)
Balcony Break on CH
jack-8FUFT.d+1+2m18i28+18g+39d
* Recovers in SIT, then stands up
jin2,1,4h, m, m9, 9, 18i10, ,i18~20-10+3+16a (+7)
* Balcony Break on CH
* Combo from 2nd CH with 8f delay
* Input can be delayed 10f
* Forces tech backroll on CH
jin3,1,4h, h, l17, 7, 18i14, ,i18-13+3+29a
* Combo from 2nd CH with 9f delay
* Input can be delayed 14f
* Move can be delayed 12f
jindf+1,4m, h10, 18i13~14, i18~21-9+10g+17a (+8)
* Balcony Break
* Combo from 1st hit with 6f delay
* Input can be delayed 10f
* Move can be delayed 9f
jindb+4l18i20~21-13+3+13g
jinuf+2m18i15~i16-10~-9+6~+7+19a (+10)
* Balcony break on CH
* Evasive, can avoid some attacks due to built-in sidestep
jund+2m18i20~21-4c+9c+18a
Spike
junSS.1+2h,h,m7,9,18i16 i17 i15~16-4+7c
* Homing
* Spike
* Jail from 1st attack
* Combo from 1st or 2nd hit
kazuya1,2,4h, h, L5, 8, 18i10, ,i23~24-14c-3+0c
* Combo from 2nd CH with 7f delay
* Move can be delayed 7f
kazuya4h18i12-9+2+27d
Balcony Break (CH)
kazuyadb+4L18i20-12+4+17g
Flips over on grounded hit
kazuyaBT.3h18i10-8+8
kazuyaBT.u+3m18i9-12+19a (+9)
* Low crush 9~24
* Floating state 25~27
king3,2h, m17, 18i15~16, i20~21-9+5c
* Elbow
* Move can be delayed by 10F
* Input can be delayed by 11F
kingf+3m18i15~16-8+1+9s
* Only forces standing on CH.
* +1c on crouching hit
kingBT.3M18i13~14-13+9s+50d
* Tornado
* Hits OTG. Forces standing on normal hit.
* Crumple on CH for full combo.
kingAB1.1,1+2t12,18-3+2d
* 1 throw break.
* Opponent recovers in FUFT. Max damage 50.
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.
kumadb+1+2,1+2,2m,m, m,m, m4,4, 4,4, 18i14~15, ,i20~21-15+22a (+12)
kumaSIT.2m18i19~21-12+73a (+57)
* Tornado
kunimitsu1,1,1h, m, M5, 12, 18i10, ,i21~22-11+15a (-2)
* Tornado
* Balcony Break
* Weapon
* Combo from 2nd CH with 9f delay
* Input can be delayed 9f
* Move cannot be delayed
* Available on hit or block only
* Interrupt with i10 from 2nd block
* Low crush 5~15
* Floating state 16~18
kunimitsu2,2,2,2,2h, m, h, h, M12, 14, 16, 16, 18i12, ,i19~20-12+19a (+2)+33a (+23)
* Tornado
* Weapon
* Input can be delayed 7f
* Move cannot be delayed
* Low crush 21~35
* Floating state 36~38
kunimitsu3+4h18i21~22-1+21a (+12)
* Strong Aerial Tailspin
* Balcony Break
* Low crush 11~30
* Floating state 31~33
kunimitsuf,F+2M18i19~20-12+19a (+2)+33a (+22)
* Tornado
* Balcony Break
* Weapon
* Low crush 21~35
* Floating state 36~38
kunimitsuBT.1,2,1h, m, M10, 14, 18i11, ,i21~22-11+15a (-2)
* Tornado
* Balcony Break
* Weapon
* Available on hit or block only
* Combo from 2nd hit CH with 10f delay
* Input can be delayed 10f
* Move cannot be delayed
* Low crush 5~15
* Floating state 16~18
kunimitsuBT.d+4L,L10,18i20~21 i26~27-14+5c
* Jail from 1st attack
* High crush 4~
kunimitsuSET.1,2,1h, h, M8, 13, 18i10~11, ,i21~22-11+15a (-2)
* Tornado
* Balcony Break
* Weapon
* Combo from 2nd CH with 10f delay
* Input can be delayed 10f
* Move cannot be delayed
* Available on hit or block only
* Interrupt with i10 from 2nd block
* Low crush 5~15
* Floating state 16~18
kunimitsuSET.1+2m,m8,18i15 i18-5+22a (+12)
* Heat Engager
* Heat Dash +5, +45a (+35)
* Balcony Break
* Weapon
lawBT.3h18i10-8+8
lee2,1,1h, h, m10, 8, 18i10, ,i20-12+3+26a
*
lee2,1,4h, h, l10, 8, 18i10, ,i25-15+1+11
*
lee3,3m, h16, 18i14, i17-10+1
* Combos from 1st hit
lee3~3h18i30?-9+2
*
leef+4,3h, m13, 18i11, i21-8+6c+63a
* Transition to -4, +7c, +64a HMS with 4
* Combos on 1st hit CH
* Delayable
leeb+1,1,2h, m, h9, 6, 18i14, ,i20-11+1
* Combos from 1st hit
leeuf+3,1m, m12, 18i25, i21-12+3+26a
Combos from 1st hit
leod+1m18i18~19-2~-1+5+13
* Spike
* Enter FC with d
leob+1,1+2m, m17, 18i18~19, i22~23-12~-11+9
* Shoulder
* Combo from 1st hit with 2F delay
* Combo from 1st CH with 10F delay
* Transition to BOK r28? with d (-10/+11)
* Move can be delayed by 16F
* Input can be delayed by 18F
leows4,1+2m, m8, 18i11~12, i25~27-12~-10+4d
* Heat Engager
* Heat Dash +5, +43d (+35)
* Shoulder
* Combo from 1st hit
* Alternate input CD.4,1+2
leoKNK.3,4m, m13, 18i20, i15-12+80a
Tornado
* Low crush 1~
leoKNK.4L18i20-12+4c+17d
* Spike
* Enter CD -10 +6c +19d with df
lidiauf+1m18i23-6+3
* Elbow
* Parries high punches or kicks
* Hitstop on successful parry
* Forced 2nd hit on successful parry
* Parry state 5~17
lidiaqcf+1+2m18i16~17-12+2+2
Alternate input: db+1+2 but does 3 less damage
lidiaws1,2m, h12, 18i13~14, i21~22+0+11
* Combo from 1st hit with 1f delay
* Transition to CAT on hit or block only
lidiaSS.2m18i18-1c+10c+17c
* Floor Break
* Elbow
* Transition to HRS
lidiaCAT.2,2h, m12, 18i14~15, i26~27-10+19a (+12)+73a (+57)
* Tornado
* Combo from 1st CH
* Just frame input within a 3f window (13~15) adds 2 damage
liliu+3+4M18i36~39-8~-5+6d
* Floor Break
* Transitions to attack throw on standing hit when at range 1.65 or closer (+10 damage, +39a)
* Low crush 5~37
* Floating state 38~40
liliuf+4M18i25~29-12~-8+1c~+5c
* Enter BT -7~-3 +6c~+10c r28 with B
* Low crush 9~29
* Floating state 30~32
liliuf+3+4,3m, h15, 18i15~18, i13-4+14g (+18w)+20a (+10)
* Balcony Break (CH)
* Wall Crush +18g on hit
* Combo from 1st hit with 12f delay
* Input can be delayed 12f
* Move cannot be delayed
liliws4m18i11-9+20a (+13)
Does not wall-splat
liliSS.4m18i20~21-4+4+64
* Enter RAB -15 -7 +53a r36 with b+3 or b+4
* Sidestep takes 9f, effective startup i29~30
* High crush 6~12
liliFC.df+4m18i20~21-4+4+64
* Can be done from Crouch Level 1
* Enter RAB -15 -7 +53a r36 with b+3 or b+4
* High crush 6~12
miary-zodb+1+2h18i18+3+13c
* Balcony Break (airborne)
miary-zouf+3+4m18i25~16-5+20a
* Spike
* Cancel to r50 with UB
* Low crush 9~30
* Floating state 31~33
ninad+3,2L, m10, 18i16, i25~27-11~-9+12~+14
* Combo from 1st CH
ninauf,n,D+3,2L, m15, 18i43, i25~27-11~-9+12~+14
* Combo from 1st CH
ninauf+3+4t18i23-23a~-16a+9a (-1)
* Transitions to throw on front hit
* Throw break 2
* Low crush 3~
pandadb+1+2,1+2,2mm, mm, m4,4, 4,4, 18i14~15, ,i20~21-15+22a (+12)
pandaSIT.2m18i19~21-12+73a (+57)
* Tornado
paulf,F+3,4,f+4m, m, m17, 10, 18i15~16, ,i27~29-14+12d (+3)
* Balcony Break
* Low crush 10~24
* Floating state 25~27
paulws4m18i11~12-6+5
paulqcf+3L18i18~19-14c+0+20a
* Clean hit range 2.0
* 17 damage on hit without Clean Hit
* +7 on CH without Clean Hit
* High crush 7~40
raven4~3,3m,m, h8,10, 18i16 i29~30, i24~27-3~+0+14a
* Balcony Break
* Can be delayed
ravenf+3m18i17-9+3
*
Homing
* Can transition to r30 BT at -6/+6 with B
ravend+4L18i21-13-2+13g
* High crush 6~
ravenu+3,3h, L23, 18i27~28, i31~32-16~-15+16a
* Transitions to r76 Ki Charge on hit only
* Alternate input: ub+3,3
* Can be performed during CD (Shadow Sprint)
* High crush 14~39
ravenqcf+2L18i22~23-12~-11+5~+6+14~+15
Cancel to r41? BT with qcf+2~B
* High crush 10~45
ravenws3m18i16~17-8~-7+0s
ravenws4m18i11~12-7~-6+7~+8
ravenBT.f+1m18I16-8+6
* Balcony Break
* Transitions to throw on hit only
* Opponent recovers BT on hit
reina2~1m,m4,18i11(~14)-14+31d (+23)
* Balcony Break
* Spike
* Just frame if 2 is held for exactly one frame and then 1 on the next frame. Hits for 26 damage.
* 5f input window
* tracks to the left
reinaSSH.CH.3L33,18i22+0d
* Floor Break
shaheen1,2,3h, h, h5, 9, 18i10, ,i20-8+3
* Transition to -1, +10 SNK with DF
* Combo from 1st CH with 7F delay
* Move can be delayed by 5F
* Input can be delayed by 7F
shaheen3h18i14-8+3
* Transition to -1, +10 SNK with DF
steveuf+1m18i19~21-6+5
* Spike
* Low crush 9~
steveqcf+2l18i19-18+2c
* Transition to r36? PAB with F (-18/+2c)
** r36? FC cancel?
* High crush 10~
stevePAB.f+2m18i18~19-13+31a (+16)
victorCH.d+4l,t12,18i16+0
yoshimitsu2,2h, h10, 18i11, i24-1+15g
* Tornado
* Balcony Break (airborne)
* Combo from 1st hit with 1f delay
* Move cannot be delayed
* Enter KIN r25 with 1+2
* Transitions to NSS on hit or block only
* Recovers 2f faster on hit or block
* Interrupt with i5 from 1st block
* Hit vs BT +20a (+11)
yoshimitsuf+2h18i17~18-4+14g+39a
Balcony Break
yoshimitsudf+2+3m18i17~18-13+6g+58a (+38)
* Balcony Break
* Weapon
* Can be performed in FC
* Faster startup and 20 damage with input f,n,d,df+2
* High crush 9~17
yoshimitsud+2,NSS.1M, h12, 18i16~17, i27~28-9+10g
* Balcony Break
* Combo from 1st hit with 8f delay
* Input can be delayed 16f
* Move can be delayed 10f
yoshimitsud+1+4,B+1m!, m!60, 18i29~30, i1~39-29a
* Weapon
* 6 self damage
yoshimitsub+2,NSS.2m, h12, 18i14~15, i22~23-9+0
* Heat Engager
* Heat Dash +5, +43d (+35)
* Combo from 1st with 1f delay
* Combo from 1st CH with 7f delay
* Input can be delayed 14f
yoshimitsuub+1+3,1+2m!, h!40, 18i50~52, i18~19+1~+2+45a
* Floor Break
* Weapon
yoshimitsuf,F+2:2m, t15, 18i15, +8d
* Transitions to attack throw only on front hit (air hit OK)
* 3f perfect input window on frames 13~15, +2 damage
* After hit, enter IND r20 with d+3+4
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
yoshimitsuBT.1,2h, m16, 18i15, i25-5+5+63a
* Balcony Break (airborne)
* Elbow
* Combo from 1st CH
yoshimitsuBT.2h18i16~17-4+14g+39a
* Balcony Break
* Leads to f+2 extensions
yoshimitsuDGF.3L18i22~23-13+6c+28a
Airborne attack, can't be low parried
* Low crush 1~18
yoshimitsuDGF.3+4h!,t17,18i20~21+0
* Floor Break
* Transitions to attack throw on front hit (air hit OK)
* Attack throw recovers standing
* Low crush 1~
yoshimitsuDGF.f+1+2h,h,h9,9,18i16~17 i11~12 i11~12-2+18a (+9)
* Homing
* Balcony Break
* Weapon
* Jail from 1st block
* Combo from 1st hit
* 9 chip damage on block
* Power up in Heat
* Low crush 1~65
yoshimitsuIND.4L18i47~48-26+4c+31a
* Homing
* Enter IND -26 +8 +35a r24 with d+3+4
* High crush 1~
yoshimitsuNSS.u+1+2L18i27~29+5+21g
* Floor Break
* Can't be low parried
* Opponent recovers crouching
* Low crush 9~24
* Floating state 25~
yoshimitsuhFC.df+4L18i18~19-26+4c+31a
* Homing
* Enter IND -26 +8c +35a r24 with d+3+4
* Can be done from Crouch Level 1
* High crush 1~
zafinadf+1,4m, h10, 18i13~14, i19~20-6+7
* Balcony Break on airborne hit
* Combo from 1st hit
zafinaub+4m18i17~18-13+19a (+9)+29a (+19)
* Balcony Break
* Recovers 2f faster on hit (t48 r30)
* Low crush 9~30
* Floating state 31~33
zafinauf+4m18i17~18-13+29a (+19)
* Recovers 2 frames faster on hit (t48 r30)
* Low crush 9~30
* Floating state 31~33
zafinaMNT.df+4m18i17~18-5+13g
* Homing
* Balcony Break
* High crush 1~40
* gs41~56
zafinaSCR.1,4h, m12, 18i10~11, i22-6+7+32a
* Spike
* Combo from 1st hit
* Unparryable with traditional kick parries
armor-kingf+3,2,1m, m, m9, 12, 19i15~16, ,i24~26-13+16g+34d
* Tornado
* Combo from 2nd CH
* Opponent recovers crouching on hit
* Recovers 1F faster on hit (t98 r32)
armor-kingdf+1,2m, h12, 19i13~14, i18~19-6+8+12c
* Tornado
* Combo on 1st CH
asukauf+1,2h, m12, 19i13, i26~27-11+13g
* Balcony Break
* Strong Aerial Tailspin
* Combo from 1st hit
* Cancel to -3 -15 FC with D
asukaDST.4l19i19-14+11a
claudiodf+2m19i14-13+5+57a
* Gain STB on counterhit
* Completely homing to SSL/SWL?
clivews1,2m, m11, 19i13~14, i26~27-12+9+21a
* Balcony Break
* Weapon
* Combo from 1st hit with 3f delay
* Combo from 1st CH with 8f delay
* Input can be delayed 8f
* Increases ZAN gauge by 0.50 on hit
* Increases ZAN gauge by 0.14 on block
dragunovdf+3+4m19i22~24-7+12g+24d
* Strong Aerial Tailspin
* Homing
* Balcony Break
eddydf+2m19i14~15-5+6+21a (+4)
* Balcony Break
** on CH
* Elbow
feng1,3h, h5, 19i10, i16~17-5+8~+9
* Combo from 1st hit with 4F delay
* Move can be delayed by 1F
* Input can be delayed by 4F
fengf+4h19i18~19-9+52a
* Good left sidestep tracking
* Transition to r22 BT with B (-5/+56a)
<Showing 2401-2800 of 6424 moves>