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mokujin

All Characters

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CharCommandHit levelDamageStartupBlockHitCounter hitNotes
fengb+4,2m, h10, 19i12~13, i22-6+3+20cg
* Balcony Break on CH
* Combo from 1st hit with 7F delay
* Move can be delayed by 6F
* Input can be delayed by 7F
* Transition to CD with df on hit or block (-1/+8/+25cg)
** Transition to r1 FC with DF~db (-2/+7/+24cg)
fengSS.4l19i20~22-31c-3~-1+71a (+55)
* Has a clean hit effect (+71a (+55) on hit)
* -3~-1 on hit with no clean hit
* High crush 10~31
fengFC.df+1l19i21~22-13c-2+13g
-2c on crouching opponent
* High crush 1~53
hwoarangRFF.d+3+4L19i19-11+5+15g
* Remains in RFF
jindf+2,4m, m12, 19i16~17, i26~27-12+9
* Balcony Break
* Strong Aerial Tailspin
* Combo from 1st hit
* Chip damage on block
jinws1,2m, m7, 19i13~i14, i19~20-8+3c
* Spike
* Combo from 1st hit with 1f delay
* Combo from 1st CH with 10f delay
* Input can be delayed 13f
* Enter ZEN -9 +2c r27 with F
junb+1L19i29~30-10~-9+6~+7+0d
* Cancel to r39 FC with D on frame 25
* Transition to attack throw on CH, +22 damage, total 44
* Opponent recovers FDFA on CH
* High crush 6~
kingdf+1+3t19i32-2+1d
* Homing
* 1 throw break. Side Switch.
* Very slow crouch dash then grab.
* Opponent recovers in FUFA.
larsdb+4l19i20~21-26+5c+29a
* High crush 6~
larsFC.df+2m19i15~16-8+5+63a
larsSEN.4h19i17~18+4+31a
* Strong Aerial Tailspin
* Homing
* Balcony Break
* 7 chip damage on block
leedb+3+4L19i21-13+4+38a
lidiab+3,4,1+2m, h, m16, 16, 19i17~18, ,i20-15+21a (+11)
* Balcony Break
* Combo from 1st or 2nd hit
* Input qcf+1+2 to add 2 damage
* Power up based on Heaven and Earth level
**HAE lvl.0 19 damage
**HAE lvl.1 21 damage
**HAE lvl.2 23 damage
**HAE lvl.3 29 damage
liliFC.df+3L19i19-28-18~-9-2~+7+26a
* Can be done from Crouch Level 1
* High crush 10~47
liliDEW.3+4h,h6,19i12~14 i5~6+6+17g
* Strong Aerial Tailspin
* Balcony Break
* Jail from 1st attack
* Enter RAB +0 +11 r31 with b+3 or b+4
* Hit vs BT +24a (+15)
* Low crush 12~22
* Floating state 23~25
miary-zob+3,4,2m, h, h9, 13, 19i16~17, ,i28~29-13+7a (-2)
* Strong Aerial Tailspin
* Balcony Break
* Enter MOR -1 +19a (+10) r30 with F
* Chip damage on block
miary-zob+4m19i19-2+22a (+13)+39a
* Balcony Break
* Good right sidestep tracking
* Low crush 9~35
* Floating state 36~38
miary-zof,F+3m19i20~21-9+6
* Strong Aerial Tailspin
* Homing
* Balcony Break (airborne)
nina1+2m19i16~17-3+8
Homing
paulDPD.df+1h19i17-1+59a
* Strong Aerial Tailspin
* Homing
* Effective minimum startup 29f
ravendb+3L19i28~29-12~-11+5~+6+39d
Cannot be low parried
* Low crush 8~24
* Floating state 25~27
* High crush 28~
reinaws3,4m, h14, 19i15~16, i22~23-4+21a (+12)
* Strong Aerial Tailspin
* Balcony Break
* Combo from 1st hit with 8F delay
* Move can be delayed by 10F
* Input can be delayed by 12F
steve1,2,1,d+2h, h, h, l5, 10, 15, 19i10, ,i26-27-12+1c+14d
* Transition to r30 FC with d_db
* High crush 10~
stevePAB.2h19i14+5+14c
* Homing
* Transition to standing with B (+1/+10c)
* Punch parry
** +0d and 25 damage on a successful parry
* 5 chip damage on block
* Parry state 7?-13
xiaoyuWhile landing 3L19i15-18+27a
*
xiaoyuSS.4l19i18-13-2+29a
*
* High crush 6~
xiaoyuAOP.3L19i25-16+0+27a
*
* High crush
xiaoyuBT.d+4L19i20~22-26-1+27d
* Instant Tornado
* Clean hit damage: 20
* +27d on clean hit
* High crush 8~
yoshimitsu1,1h, m5, 19i10, i23-9+4c
* Floor Break
* Weapon
* Combo from 1st hit with 1f delay
* Move can be delayed 3f
* Interrupt with i4 from 1st block
* 3 chip damage on block
* Power up in NSS or Heat
yoshimitsudf+1,2,1m, h, M14, 16, 19i13, ,i26~27-12+17a (+10)
* Tornado
* Weapon
* Combo from 2nd CH +66a (+50)
yoshimitsudf+1,2,NSS.1m, h, M14, 16, 19i13, ,i26~27-12+17a (+10)
* Tornado
* Combo from 2nd CH
yoshimitsud+2,2,2M, m, M12, 15, 19i16~17, ,i25~27-13+16a (+9)
* Tornado
* Weapon
* Input can be delayed 10f
* Move can be delayed 9f
* Steel pedal
yoshimitsuKIN.b+2,1m, M15, 19i15~16, i23~24-12+30a (+20)
* Tornado
* Weapon
* Combo from 1st hit
yoshimitsuNSS.df+1+4m19i20~21-17+35a (+25)
* Enter KIN r37 with 1+2
* Can be buffered
* Can be performed in FC
* Power up input NSS.f,n,d,df+1
* Replaced by 1SS.df+1+4 when performed in BT
* Low crush 20~42
* Floating state 43~45
yoshimitsuNSS.f,n,d,df+1m19i17~18-17+35a (+25a)
* Weapon
* Can be buffered
* Enter KIN r30 with 1+2
* Can be performed from FC
* Low crush 17~39
* Floating state 40~42
zafina4h19i14~15-6-1+19a (+10)
Balcony break on airborne hit
zafinaub+3m19i22~23-17-6
* Balcony break on airborne hit
* Low crush 8~31
* Floating state 32~34
zafinauf+1h19i19+4+9
zafinauf+3m19i22~23-8+19a
* Strong Aerial Tailspin
* Balcony Break
* Transition to MNT -8 +19a with D
* No forward movement when using input ub+3
* Low crush 8~31
* Floating state 32~34
zafinaMNT.2m19i13~14-14-3+57a
zafinaMNT.d+4L19i20~27-22~-15+4c~+11c+19a~+26a
* Knee
* Evasive (can go under mids)
* High crush 1~
alisa1,2,2h, h, h5, 10, 20i10, ,i20~35-9~+6+21a (+6)
* Tornado
* Balcony Break (airborne)
* Weapon
* Combo from 2nd CH with 1f delay
* 6 chip damage on block
alisa2,3,4h, m, L10, 8, 20i12, ,i42~45-13+13d
* Low crush 24~39
* Floating state 40~42
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
alisa3,f+2m, m10, 20i13~14, i24~28 i1~4 i1~4 i1~4 i1-12+5
* Weapon
* Combo from 1st hit
* 2 chip damage on block
* 6 chip damage on block in Heat
alisaf+2,1m, m12, 20i17~18, i24~25-12+14g
* Heat Engager
* Heat Dash +5, +62a (+42)
* Balcony Break
* Weapon
* Combo from 1st hit
* 6 chip damage on block
* 10 chip damage on block in heat
* Opponent recovers crouching on hit
* Does not transition to DES when using Heat Dash
alisaf+3,2h, h10, 20i14~15, i24~26-4+39d (+31)
* Balcony Break
* Weapon
* Combo from 1st hit
* 6 chip damage on block
* 10 chip damage on block in Heat
alisadf+1,1m, h10, 20i13, i30~31+1+8
* Balcony Break (airborne)
* Combo from 1st CH with 2f delay
* Move cannot be delayed
alisad+2,4M, M8, 20i24~26, i18~21-9+28a (+13a)
* Combo from 1st hit
* Enter DES with 1+2
* Low crush 21~43
* Floating state 44~46
alisad+4,1+2L, h12, 20i17~18, i20~21+0+11a (+2)
* Balcony Break
* Head
* Jail from 1st attack
* Combo from 1st CH
alisad+3+4L20i27~i28-37+67a (+51)
* Homing
* Instant Tornado
* Stagger on block
* Enter DES with 1+2
* High crush 20~40
* Floating state 5~55
alisab+2,4m, h12, 20i18, i16~17-7+12g+36a
* Balcony Break
* Enter DES with 1+2
* Combo from 1st hit with 12f delay
alisab+4,3m, m17, 20i15~16, i29~30-11+6c+10a
* Spike
* Combo from 1st hit
* Enter DES with 1+2
* Low crush 17~24
* Floating state 25~27
alisaub+4,1,1,2,1,1,3+4,3,2m, m, m, h, h, m,M,M, L, m, M10, 12, 9, 5, 5, 3,3,3, 7, 15, 20i18, ,i17~22-30-38a (-45)
* Combo from 8th hit
* Available only as combo from previous hit
* Low crush 1~
alisaub+4,1,1,2,1,1,3+4,3,2,2m, m, m, h, h, m,M,M, L, m, M, M,M,h,h10, 12, 9, 5, 5, 3,3,3, 7, 15, 20, 2,2,2,20i18, ,i13~16 1~5 i1~6 i1~8-23+3a (-15)
* Weapon
* Combo from 9th hit
* Last chainsaw hit rarely connects because of its high hitbox, -17 if blocked
* 1 chip damage on block
* 3 chip damage on block in heat
* Low crush 16~
alisaub+3+4,1+2M, m25, 20i37~39, i26~27-14+32a (+22)
Head
* Low crush 48~67
* Floating state 68~70
alisauf+1m,m,m19,19,20i19~20 i25 i17-13+68a (+52)
* Tornado
* Transition to SBT on hit with 3_4
* Transition to DBT on hit with f+3_f+4
* 2nd and 3rd hit available only as combo from 1st hit
* Low crush 20~40
* Floating state 41~43
alisauf+3+4M20i38~40+0~+3+9
Spike
* Low crush 9~41
alisaf,f,F+3,4m, m15, 20i18~19, i20~22-7+31a (+5)
* Balcony Break
* Combo from 1st hit
* Jail from 1st block
* Low crush 3~50
* Floating state 51~53
alisaws1+2m20i20~21-8+21
* Homing
* Hold input to power up
alisaBT.4m20i16~17-3+19a (+2)
* Balcony Break
* High crush 5~12
alisaCLK.3m20i13~14-9+12g
* Strong Aerial Tailspin
* Balcony Break
* Combo from 1st hit
* Power up after 2 or more spins (i19?)
* Interrupt with i8 from 1st block
alisaCLK.d+3L20i30~31-12+73a (+57)
* 8 chip damage on block
* High crush 9~
alisaDBT.1+2m,m,M,M5,5,5,20i12~15 i1~4 i1~5 i1~6+0+21a (+0)
* Balcony Break
* Spike
* Weapon
* Jail from 1st attack
* 6 chip damage on block
* 9 chip damage on block in heat
* Low crush 17~66
* Floating state 67~69
alisaDES.2,1M,M,m, h!5,5,5, 20i20~21 i1~2 i1~2, i28~56+85a (+69)
* Tornado
* Weapon
* Available only as a combo from 1st hit
alisaDES.1+2h,h,h7,7,20i16~18 i5~7 i9~11+4+15g
* Homing
* Balcony Break
* Weapon
* 6 chip damage on block
* 12 chip damage on block in heat
* Jails
alisaDES.f+1+2,1+2m,m,m,m,m,m,m,m, m29, 20i23~27 i1~5 i1~4 i1~4 i1~5 i1~5 i1~4 i1~1, i20~26-53+41a
* Weapon
* 6 chip damage on block
* 10 chip damage on block in heat
alisaSBT.1+2h!20i27~28+8
* Balcony Break
* Weapon
* Low crush 26~53
anna1,2,2h, h, M5, 8, 20i10, ,i26~27-8+12+76a (+60)
* Transition to HAM on hit automatically
anna2,2h, M10, 20i10, i26~27-8+12+76a (+60)
* Combo from 1st CH
* High evasion
* Interrupt with i11 from 1st block
* Input can be delayed 5f
* Transition to HAM on hit automatically
anna3,2m, m17, 20i14~16, i20-11c+4c
* Spike
* Combo from 1st hit
annaf+2,3h, h14, 20i14, i19~20-7+12g
* Balcony Break
* Combo from 1st hit with 3f? delay
* Input can be delayed 12f
* Move can be delayed 7f
* Jails on block with 5f? delay
* jails on hit
annadf+1,2,3m, h, m10, 10, 20i13~14, ,i24~25-12+19a (+2)
* Tornado
* Balcony Break
* Combo from 2nd CH with 8F edlay
* Move can be delayed by 10F
* Cancel to CJM -17 -10 -3 r35 with B on frame 20
* Low crush 17~26
* Floating state 27~29
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
annadf+3,2,2m, h, M13, 9, 20i14, ,i26~27-8+12+76a (+60)
* Combo from 2nd CH
* Input can be delayed 10f
* Move can be delayed 5f
* Transition to HAM on hit automatically
annad+3,4,1L, h, m10, 14, 2016, ,i29~30-3+5c+21a
* Spike
* Combo from 2nd hit
* Combo from 1st CH
annad+4,1~4l, M6, 20i12, i27~31-14c+0d
* Spike
* Move cancel takes 6f
* Low crush 13~28
annad+1+2L20i24~25-18+6c
* Balcony Break (airborne)
* Weapon
* Chip damage on block
* High crush 16~53
annadb+1,2m, m16, 20i16~18, i25~26-13+5
* Balcony Break (airborne)
* Combo from 1st CH with 8f delay
* Input can be delayed 15f
annab+2,2h, h10, 20i13~14, i18~19-9+5
* Balcony Break (airborne)
* Combo from 1st hit
* Female characters can slap back with 2 on hit
* Jails from 1st attack
annaH.uf+3,1m, h22, 20i23~24, i40~89+4g~+53g+20a (-6)
* Strong Aerial Tailspin
* Balcony Break
* Weapon
* Combo from 1st hit
* Fragile debuff on hit or block, opponent receives chip damage from any attack, removed when land a hit on you
* 6 chip damage on block
* Consumes 300F of remaining Heat time
* Jails from 1st attack
annaf,F+3,2m, M14, 20i15, i28~29-7+20d
* Heat Engager
* Heat Dash +5, +67a (+50)
* Balcony Break
* Spike
* Weapon
* Combo from 1st hit with 5f delay
* 6 chip damage on block
annaf,F+4M20i31~34+5+19a
* Spike
* Enter CJM +6 +20a r28 with B
* Chip damage on block
* Low crush 16~31
annaqcf+1h20i13~17+1~+5+3~+7+47a (+37)
* Elbow
* Bufferable
* Chip damage on block
* Perfect input d,df,f#1, f and 1 must be pressed on the same frame, grants +3 damage and increased chip damage on block
annaws3m20i11~12-3+8+12
annaCJM.Pm20i15~16-14+29a (+19)
* Tornado
* Tornado launch on hit
* is1~
annaCJM.d+3,3L, h8, 20i15, i21-7+7
* Combo from 1st hit
* -31 from 1st block
annaHAM.1h20i13~14+6+30a (+20)
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Elbow
* 6 chip damage on block
* Recovers 5f faster on hit or block
annaTOM.1m20i8~57+4~+53+20a (-6)
* Balcony Break
* Weapon
* Fragile debuff on hit or block, opponent receives chip damage from any attack, removed when Anna is damaged
* 4 chip damage on block
* 6 chip damage on block in Heat
* Power up in Heat: 30dmg
* Consumes 90F of remaining Heat time
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-kingd+2,4,3m, m, m17, 13, 20i17~18, ,i35~40-11c+7d
* Combo from 2nd CH
* Opponent recovers FUFT
armor-kingdb+2,4m, h12, 20i14, i20~21-5+7
* Balcony Break on airborne hit
* Combo from 1st hit
armor-kingdb+4L20i29~31-17d-3d+27a
* Opponent recovers FDFA
* Armor King recovers in crouch on hit and FDFT on block
* High crush 6~14
* Low crush 16~
armor-kingdb+3+4h20i20~21-7+18g
* Tornado
* Balcony Break
* Chip damage on block
* Opponent recovers crouching
* Hit vs BT +13a (+4)
* High crush 6~19
armor-kingb+1,2h, m12, 20i12~13, i20~21-12+8+11
* Combo from 1st hit with 12F delay
* Transition to r30 BAD with F (-12/+8/+11)
* Move can be delayed by 10F
* Input can be delayed by 12F
armor-kingb+2,1,2m, m, h10, 8, 20i13, ,i25~26-7+19a (+10)
* Balcony Break
* Combo from 1st or 2nd CH with 5F delay
* Move can be delayed by 20F
armor-kingb+4,1+2m, t15, 20i15~18, +0d
* Throw only comes out on front hit
* Input 1+2 during frames 2-18 of b+4
armor-kingub+1+2m20i30~31-14+33d (+25)
* Balcony Break
armor-kinguf+1m20i23~24+4+11g+58a
* Balcony Break
* 6 chip damage on block
armor-king(2 steps or more) wr4l20i20~24-21+0d+30a
* Low crush
armor-kingf,F+2m20i16~17-6+6+44a
armor-kingf,f,n,2L20i19-13+5+10
* Transition to BAD on hit with F (+8/+13)
* High crush 8~37
armor-kingf,n,d,df+1h20i15~16+5+16a
* 6 chip damage on block
* Opponent left FDFA on hit
armor-kingf,n,d,df+2h20i11~12 (i14+)-10+36a (+26)
* Can also be performed with f,n,df#2 (i13+)
* t39? r27? on hit
armor-kinguf,n,4m20i23~25-13+32a (+22)
* Low crush
armor-kingws4m20i11~12-6+5
armor-kingBAD.2,4m, m,t12, 15,20i15~16, i18~19-12+0d
* Combo from 1st hit with 9F delay
* Interrupt with i2 from 1st block
* Input can be delayed by 9F
* Move can be delayed by 5F
* Transitions to attack throw on front hit only
* Opponent left FUFT
armor-kingBAD.3m20i20~21-13+11a(+2)+26d
* Balcony Break
* Has good right sidestep tracking
* Power up if an attack is absorbed
** Reversal Break
** 8 chip damage on block
** -9 on block
* Power crush 7~19
armor-kingBT.3m20i13~14-14+49a
* Tornado
* Unparryable by traditional kick parries (bug?)
armor-kingBT.4m20i18-10+11a (+2)
* Balcony Break
armor-kingBT.1+4m!20i41~47!+0d
* Armor King recovers FDFR on close hit, and FUFT on far hit or whiff
* Low crush
armor-kingOTG.d+4,4,3+4L, L, SM18, 8, 20i19~21, ,i30~32-17+0d
* Combos from 1st hit on grounded opponent
* +5 on hit when opponent is standing
* Low crush 13~32
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.2,2t, t10 (15), 20 (25)+4-3d
* 2 break
* Power up with input 3,4,1+2
* 50/60 total damage
* Opponent recovers FDFL?
* AK recovers FUFA on break
* Side switch on break
armor-kingDMD.1+2,1t, t10 (15), 20 (25)+4-3d
* 1 break
* Power up with input 4,3,4,1+2
* 50/60 total damage
* Opponent recovers FDFL?
* AK recovers FUFA on break
* Side switch on break
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
asuka2,3h, m9, 20i12, i22~23-17+11a (-6)
* Balcony Break
* Combo from 1st hit with 1f delay
* Low crush 18~41
* Floating state 42~44
asukaf+2M20i17~18-18+33a (+23)
* Cancel to r26 FC with D
* Gain NWG on hit with 1
* Hit advantage becomes +26a (+16) on NWG gain
asukad+2m20i18-4c+19a
* Heat Engager
* Heat Dash +5, +67a (+50)
* Spike
* Balcony Break
* Gain NWG on Heat activation
asukadb+1,2m, h13, 20i14, i26~27-9+22a (+13)
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Combo from 1st hit with 8f delay
* Gain NWG on Heat activation
asukadb+1+2m,m10,20i42 i3+10g+18a (+9)
* Balcony Break
* Sabaki, parries lows except weapons
** +62a on successful parry
* Gain NWG on hit with 1
* Parry state 8~20
asukab+2,1+2,4m, h, m12, 7, 20i15, ,i23~24-13+18a (+9)
* Balcony Break
* Combo from 1st CH
* Combo from 2nd CH
asukab+3,2m, M15, 20i16~17, i17~18-20+33a (+23)
* Cancel to r11 with D
* Gain NWG on hit with 1
* Interrupt with i23 on 1st block
asukau+1+2m20i31~32-13~-12+19a
* Spike
* 6 chip damage on block
* Power up when using NWG or in Heat
* Low crush 9~31
asukaf,F+1+2M20i19~20-6+29a (+14)+68a (+52)
* Tornado
* 4 chip damage on block
* Grounded hit can be inconsistent sometimes
asukaws1,4m, h12, 20i14~15, i20-4+37a (+29)
* Balcony Break
* Combo from 1st hit with 7f delay
* Move can be delayed 6f
asukaws3m20i18~19-16+35a (+25)
Tornado
* Floating state 18~40
asukaws1+2m20i21-2+13g +25w+14 +63a
* Wall Crush +25g on hit
* Elbow
* Cancel to r18 FC with D
asukaFC.df+3m20i17-9+34a (+26)
Balcony Break
asukaDST.2m20i19-3+8a
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
* Elbow
* Gain NWG on Heat Activation
* Chip damage on block
azucenaH.LIB.P (Low)m20i16~18-9+58a (+42)
* Tornado
* Restores 5 recoverable health on successful parry
* is1
* Floating state 2~48
azucena3,2m, m13, 20i14, i23~24-12+23g+13c
* Combo from 1st hit with 7f delay
* Move can be delayed 10f
* Opponent recovers crouching on hit
azucena4,3h, M15, 20i12~13, i26~27-11+37a
* Balcony Break
* Combo from 1st CH with 8f delay
* Move can be delayed 12f
azucenaf+3,2m, h15, 20i17, i22~23-4+22a
* Balcony Break
* Combo from 1st hit with 8f delay
azucenadf+1,4,1m, h, h11, 13, 20i13~14, ,i22~23-5+44d (-14)+56a
* Balcony Break
* Combo from 2nd CH with 7f delay
* Move can be delayed 8f delay
* Enter LIB -17 -6 r20 with F
azucenad+1m20i20~21+4+7c+44a
* Spike
* Elbow
azucenad+2,3m, h15, 20i17~18, i24~25+1+16g
* Strong Aerial Tailspin
* Balcony Break
* Combo from 1st hit with 7f delay
azucenad+4,1~2L, m13, 20i15~16, i17~18-8+20a (+11)+59a
* Strong Aerial Tailspin
* Balcony Break
azucenadb+3,4L, h14, 20i16~17, i24~25-13+66a (+50)
* Tornado
* Balcony Break
* Jails from first hit
* Combo from 1st CH
azucenab+1,1,2h, h, h10, 14, 20i14~15, ,i24~25-5+17a (+8)
* Balcony Break
* Combo from 1st CH
* Combo from 2nd CH with 6f delay
* Input can be delayed 9f
* Move can be delayed 7f
* 6 chip damage on block
* 7 chip damage on block during heat
* Cancel to BT -21 -10 r18 with B
azucenauf+2h20i17~18-5+14c
* Strong Aerial Tailspin
* Guaranteed 14f or faster follow-up mid on hit
* 70% scaling on combo
* Sidesteps to the right
azucenauf+3h20i21~22-16a+36a
* Low crush 10~30
* Floating state 31~65
azucenaf,F+3M20i15~17-14~-12+35a (+25)
Tornado
* Low crush 17~37
* Floating state 38~40
azucenaf,f,F+3,2m, h10, 20i15~16, i10~12+2+25a (-1)
* Balcony Break
* Elbow
* Jail from 1st attack
* 8 chip damage on block
* Available only as combo from 1st hit
* Enter LIB +3 +28a (+2) r35 with F on frame 22
* Low crush 1~24
* Floating state 25~27
azucenaLIB.1,2h, h14, 20i13, i24~25-5+17a (+8)
* Balcony Break
* Combo from 1st hit with 6f delay
* Input can be delayed 9f
* Move can be delayed 7f
* 6 chip damage on block
* Cancel to BT -15 -10 r18 with B
azucenaLIB.3,1L, m15, 20i16~17, i22~23-10+21d
* Spike
* Combo from 1st CH with 7f delay
* Move can be delayed 8f
* On block only regular i10 punishers are guaranteed, even though she is backturned
azucenaLIB.P (Low)m,m15,20i7~8 i19~20+8
* Restores recoverable health
* Will cause a juggle on lows with float properties
* is1~6
* Floating state 7
* Low crush 8~19
* Floating state 20~22
bryan3,3,2m, h, h14, 13, 20i16, ,i22~23-7+43a (+33)
* Tornado
* Combo from 2nd CH
bryan1+2,2m, m15, 20i17~18, i26~27-14+51d (+20)
* Combo from 1st hit with delay
bryan3+4m20i18-13+8+59a
Balcony Break (airborne)
bryanSNE.3+4,2m, m20, 20i18, i14~15-9+25a (+20)
* Balcony Break
* Combo from 1st hit
* Consumes SNE
* Chip damage on block (8)
* Interrupt with i5 from 1st block
* Unparryable by traditional parries, Asuka, Nina, etc
bryanf+2,1,4m, m, m10, 12, 20i15, ,i18~19-13+3a
* Balcony Break (airborne)
* Combo from 1st or 2nd hit
* Gain SNE on hit with 1+2
* SNE gain is r25
bryanSNE.f+2,1,2,3,2m, m, m, m, m10, 12, 5, 7, 20i15, ,i35~36-13+25a (-1)
* Balcony Break
* Combo from 1st hit
* Chip damage on block (8)
* Unparryable by traditional parries, Asuka, Nina, etc
* Consumes 210f of Heat
bryanDF+1,2m, m8, 20i15, i23-15+1+14a (+5)
* Balcony Break (airborne)
* Combo from 1st hit
* Alternate inputs:
** DF+1,1,2
** DF+1,1,1,2
** DF+1,1,1,1,2
* Interrupt with i3 from 1st block
bryandf+2,3m, m12, 20i13, i23-13+8+59a
Combo from 1st CH
bryandf+3L20i29~30-26+70a (+54)
* Homing
* High crush 6~
bryand+1+2,3m,m, l10,15, 20i17, i27~28-13+5+25a
bryanb+2,1,4h, h, m18, 16, 20i17, ,i25-26-10+37a
* Tornado
* Can hit grounded when off-axis
bryanb+3,4,1,2,1,4,2,1,4,2m, m, m, m, h, h, h, h, m, h12, 18, 5, 7, 3, 8, 5, 5, 10, 20
bryanuf+2,2,2,3m, m, m, m6, 4, 4, 20i13, ,i22~23-15+30a (+12)
* Knee
* Combo from 3rd hit with 5f delay
bryanuf+4m20i24~26-5+26a
Spike
* Low crush 9~32
* Floating state 33~35
bryanf,n,b+2h20i14~15-7+43a (+33)
* Tornado
* Can be buffered
bryanuf,n,4m20i23~25-13+32a (+22)
Jump takes 9 frames
* Low crush 9~30
* Floating state 31~33
bryanws1m20i15~16-14+35a (+25)
bryanws2m,t10,20i19-10+50a
* Transition to r90 attack throw on front/side standing hit
* +31a (+21) on BT hit
* Power up with f+2 or b+2 on frames 18~19, additional 5 damage
bryanSS.2,1M, h15, 20i17~18, i21~22-9+43d (-15)
* Heat Engager
* Heat Dash +5, +62a (+42)
* Balcony Break
* Elbow
* Combo from 1st hit with 8f delay
* Input can be delayed 11f
* Move can be delayed 10f
* Cancel to r35 with B (-15/-1)
bryanSLS.4,1,4m, h, M13, 13, 20i18, ,i25-10+37a
* Tornado
* Combo from 2nd hit
* Opponent recovers FUFA on hit
bryanSNE.f,F+1+2,Ph, m30, 20i13, i13~140+25a (+20)
* Balcony Break
* Chip damage on block (8)
* Consumes SNE
* Initial attack absorbing animating takes 9 frames (pc1~9), effective startup is i22~23
* Power crush 1~14
claudio1+2m20i17-14+2c
Floor Break
claudiof+2,2h, m9, 20i12, i14-26+18a (-13)
* Balcony break on airborne hit
* Combo from 1st hit
* Transition to r67 STB on hit without STB
* Tremendous backstep on block
claudiodb+1+2M20i17~18-12+8a (-9)+62a (+46)
* Tornado
* Balcony Break
* High crush 6~16
* Low crush 20~32
* Floating state 33~35
claudiob+4,2m, m10, 20i17, i20-11+29a (+3)
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
* Combo from 1st hit with no delay
* Combo from 1st CH with 10f delay
* Input can be delayed 12F
* Transition to r45 STB on hit without STB and Heat
claudiob+4,3,2m, h, M10, 14, 20i17, ,i31~32-13+16a
* Balcony Break
* Spike
* Combo from 2nd CH
* Interrupt with i5 from 2nd block
* Low crush 1~31
claudioub+2m20i17~18-7+20d
* Balcony Break
* Gain STB on hit
* Frame advantage +4d on STB gain
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
claudiof,F+2,1+2m, m14, 14,20i14~16, i14~16-13+10a (+1)
* Balcony Break
* Combo from 1st hit with 10f delay
* Input can be delayed 13f
* Move can be delayed 10f
* Transition to r57 STB on hit without STB
* Frame advantage -14a (-23) on STB gain
claudiof,F+3,2*m, m8, 4,20i15~16, i20~21,i39~400+14d
* Tornado
* Balcony Break
* 6 chip damage on block
* Gain STB on hit or block
claudiof,F+4m20i15~17-1~+1+6~+8+13~+15
* Knee
* i16 startup when buffering f,n. i18 fastest startup when unbuffered
* Low crush 11~28
* Floating state 29~31
claudiouf,n,4m20i23~i25-13+32a (+22a)
* Low crush 9~30
* Floating state 31~33
claudiows2m20i15~16-14+26a (+16)
* Transition to r39 STB on hit without STB
* Frame advantage +24a (+14) on STB gain
claudiows3m20i16-12+11a (+2)
Balcony Break
claudioSS.4L20i20~21-12+6c
* Side step takes 9f, effective startup i29
* Tracking and range notes:
* Assuming i29 startup with 9f left sidestep
* SSL4 range: 2.45
* SSR4 range: 2.39
* Pseudo homing low?
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
claudioFC.df+2,1+2m,m14,20i14~16-13+10a (+1)
* Balcony Break
* Combo from 1st hit with 10f delay
* Input can be delayed 13f
* Move can be delayed 10f
* Transition to r57 STB on hit without STB
claudioSTB.f,F+3,2m, m,m8, 4,20i15~16, i20,i16-9+22a (+17)
* Tornado
* Balcony Break on airborne hit only
* Can be charged
* Roughly 5 levels of charge
* 6 chip damage on block
* Consumes STB, but if in Heat, partially depletes the remaining Heat time instead
* Combo from 1st if uncharged
clive1,2h, M5, 20i10, i21~22-14+22a (+17)
* Floor Break
* Weapon
* Combo from 1st hit with 2f delay
* Increases ZAN gauge by 0.40 on hit
* Increases ZAN gauge by 0.14 on block
* Only deals recoverable damage
* +11d on BT hit
* +14c on side hit; forces tech backroll
clive2,1h, h11, 20i12, i17~18-13+8a (-1)
* Balcony Break
* Weapon
* Jail from 1st block
* Combo from 1st hit
* Input 1 during the 1st hit animation on frames 10~12 to add +3 damage
clive2,2,2h, m, M,m11, 9, 15,20 (24)i12, ,i27~28 i31~32-11+21a (+4)
* Tornado
* Balcony Break
* Weapon
* Power up in Heat (24 damage)
* Input can be delayed 6f
* Move cannot be delayed
* Transition to PHX on hit only
* Cancel PHX transition with B
clive3,3m, M16, 20i16, i30~32-18~-16+12a (-5)+36a (+26)
* Tornado
* Balcony Break
* Input can be delayed 1f
* Floating state 31~
clive3+4,PM20,i27~28+61a (+45)
* Tornado
* is1~27
* Floating state 28~70
clivef+2,2,2m, m, M10, 7, 20i15, ,i27~28-13+9a
* Heat Engager
* Heat Dash +5, +67a {+50)
* Balcony Break
* Spike
* Weapon
* Combo from 1st CH
* Combo from 2nd hit
* Interrupt with i8 from 2nd block
* Input can be delayed by 8F
* Move cannot be delayed
clivedf+1,4,3m, m, M10, 12, 20i14~15, ,i27~28-18~-16+12a (-5)+36a (+26)
* Tornado
* Balcony Break
* Move can be delayed by 9f
* Floating state 28~
clivedf+2,2m,m, m5,10, 20i15~16 i26~27, i18~19+5a (-2)
* Weapon
* Available only as combo from 2nd hit
* Available on standing hit only
* Low crush 9~
clivedf+3L20i29~30-26+3c
* Homing
* High crush 6~65
clivedf+3,1L, M,M20, 18,20i29~30, i27~29 i3~10+3c
* Available only as combo from 1st hit
* 38 damage in total for the full string with scaling
* Input 1 during the 1st hit animation on frames 25~28 to add +4 damage
clivedb+1,1h, m,m10, 7,20i17~18, i21~22 i18~19+31d (+10d)
* Tornado
* Homing
* Balcony Break
* Available only as combo from 1st hit
* Input 1 during the 2nd hit animation on frames 18~21 to add +5 damage
clivedb+4L20i19~20-18+4c+67a (+51a)
* Effectively homing?
clivedb+1+2,1M,m, M12,10, 20i17~18 i23, i22~i23-13+24a (+9a)
* Balcony Break (BT)
* Weapon
* Combo from 2nd CH
* Transition to +41a (+23) GAR on airborne hit
* Cancel GAR transition with B
* 6 Chip damage on block
cliveb+2h20i20~21-6+9
* Strong Aerial Tailspin
* Balcony Break
* Weapon
* Enter PHX +4 +23 r24 with F or 4 on block or hit
* Hit vs BT +15a (+6)
* Effectively homing?
cliveb+4M20i18~19-9+16g+25a (+19a)
* Balcony Break
* Steel pedal, opponent recovers in FUFT
* Opponent recovers crouching on standing hit
clivef,f,F+2m20i24~26-4+31d (+10)
* Balcony Break
* Weapon
* Enter PHX +8 +43d (+22) r26 with F or 4 on hit or block
* 4 Chip Damage on block
cliveGAR.2m20i18~19-15-13
* Weapon
* 24 damage with delayed input
* -16 on block, -14 on hit, 12 damage, 15 delayed input damage with ub+2
* Jump takes 17f, effective minimum startup i35~36
* js1~48 with u+2
* Low crush 1~49
clivePHX.3,2L, m,m8, 18,20(36)i21, i30 i29~34+39a (+29)
* Balcony Break
* Power up in Heat
* Available only as combo from 1st hit
* 30 (38 in heat) damage in total for the full string with scaling
clivePHX.3,1+2L, m,M8, 12,20i21, i27~28 i23~24+6d (-29)
* Spike
* Available only as combo from 1st hit
* Increases ZAN gauge by 0.70 on hit (0.30 + 0.40)
* Increases ZAN gauge by 0.24 on block (0.10 + 0.14)
* 30 damage in total for the full string with scaling
* Only deals recoverable damage
* Low crush 41~54
* Floating state 55~57
clivePHX.3+4m20i28~29+7+18a (+8)
* Homing
* Balcony Break
* 6 Chip Damage on block
* Low crush 18~39
* Floating state 40~42
cliveWOL.3M20i27~28-15~-14+61a (+45)
* Tornado
* Low crush 1~52
* Floating state 53~55
devil-jin2,2h, h9, 20i10, i17-13-2
* Jail from 1st attack with 2f delay
* Move cannot be delayed
devil-jin3,1,2m, h, M16, 11, 20i17~19, ,i25~28-11+72a (+56)
* Tornado
* Input can be delayed 12F
* Move can be delayed 4F
* Interrupt with i9 from 2nd block
devil-jin3,1,4m, h, m16, 11, 20i17~19, ,i23~24-9+15a (+6)+59a
* Balcony Break on normal hit
* Input can be delayed 12F
* Move can be delayed 4F
* Interrupt with i7 from 2nd block
devil-jin1+4,2SL,h, m5,5, 20i16~17,i14, i24~25-12+72a (+56)
* Tornado
* Combo from 2nd CH
* 6 chip damage on block
devil-jindf+1,2m, h11, 20i13, i17-9+26a (+16)
* Balcony Break
* Combo on 1st hit with 7F delay
* Combo on 1st CH with 10F delay
* Move can be delayed by 4F
* Input can be delayed by 10F
devil-jindf+3,2,4m, m, m12, 10, 20i16~17, ,i26-27-22+18a (+8)
* Tornado
* Combo from 2nd CH with 4f delay
* Input can be delayed 16f
* Jails for 3?F from 2nd hit
* Enter FLY +36a (+26) with ub_u_uf on hit
* Low crush 27~50
* Floating state 51~53
devil-jind+3+4m,m5,20i15-16 i15-16-15+30a (+20)
* Low crush 16~30
devil-jinb+1,2h, m10, 20i12, i23-14+23a (+13)
* Balcony Break
* Combo from 1st hit with 7f delay
* Input can be delayed by 15f
* Move can be delayed by 10f
* Cancel to r15 -18 -7 with B
devil-jinb+4M20i17~18-8+6+30a (+24)
Opponent recovers FDFA on grounded hit
devil-jinuf+3+4m,m8,20i16~17 i13~14-16+7c
* Balcony Break
* Forces backroll on hit
** Opponent recovers in FC
* Pseudo homing to SSL/SWL side
* Low crush 10~47
* Floating state 48~50
devil-jinH.uf+3+4,1+2m,m, t8,20, 20i16~17 i13~14, i25~50-15+0d
* Weapon
* Projectile (unparryable)
* 4 chip damage on block
* Available only on hit or block
* Unavailable on whiff
* Jail from 1st block
* Transition to attack throw on hit
* Combo from 1st hit with 15F delay
* Move cannot be delayed
* Input can be delayed by 15F
* Consumes 250F of remaining heat time
* Low crush
devil-jinb,f+2,1,df+2m, m, m12, 12, 20i15~17, ,i18~19-13+25a (+8)
* Tornado
* Balcony Break on grounded hit only
* Combo on 2nd CH with 11f delay
* Input can be delayed 20f
* Input can be delayed 14f
* Opponent recovers FDFA on hit
devil-jinf,n,d,df+2h20i11~12 (i15+)-10+39a (+29)
* Turns into EWGF (f,n,d,df#2) while in heat
* Consumes 70F of remaining heat time while in heat
* 4 chip damage on block while in heat
devil-jinws2m20i14~15-12~-11+72a (+56)
* Tornado
* First active frame range: 2.50
* 6 chip damage on block
* Slight jab evasion properties
devil-jinws4,4m, M10, 20i11~12, i27~28-16+7c
* Spike
* Combo from 1st hit with 1F delay
* Interrupt with i8 from 1st block
* Input can be delayed by 1F
* Move cannot be delayed
devil-jinFLY.1h20i18~19-3+67a (+47)
* Strong Aerial Tailspin
* Balcony Break
* Low crush 1~12
* Floating state 13~15
devil-jinFLY.2h!,t20,20i36+0d
* Floor Break
* Transition to attack throw on front standing or airborne hit
* +1a (-8) on BT hit
* Low crush 1~60
* Floating state 61~63
devil-jinFLY.4,1M, h10, 20i20~21, i40~41+1+71a (+51)
* Strong Aerial Tailspin
* Interrupt with i19 from 1st block
* +40a (+33) on neutral guard hit from 1st hit
* Low crush 1~
devil-jinFLY.4,2M, m10, 20 (14)i20~21, i22~23-27+15a (+5)/ +52a (+7)
* Airborne combo from 1st hit (+52a (+7))
* Interrupt with i1 from 1st block
devil-jinFLY.4,2,1M, m, m10, 20 (14), 20 (14/10)i20~21, ,i22~24-16+29a (+19a) / +16a (+9)
* Airborne combo from 1st hit with 24F delay (+16a (+9))
* Interrupt with i24 from 2nd block
* Move cannot be delayed
* Input is delayed by 24F
* Effective startup i45~47
* Low crush 22~43
* Floating state 44~46
devil-jinFLY.4,2,1+2M, m, m!,M!10, 20 (14), 14 (10/7), 20 (10/8)i20~21, ,i27~28 i22~60-6a
* Available only as airborne combo from 2nd hit
* Low crush 1~
devil-jinMCR.1m20i22+8+20d
* Spike
* Opponent recovers FDFA on hit
* 6 chip damage on block
* Low crush 1~38
* Floating state 39~41
devil-jinMCR.2,2m, M12, 20i15~16, i24-26-14c+2a
* Heat Engager
* Heat Dash +5, +43d (+35)
* Floor Break
* 6 chip damage on blocked Heat Dash
* Combo from 1st hit with 2F delay
* Opponent recovers FDFA on hit
* Input can be delayed by 2F
* Move cannot be delayed
* Low crush 1~17
* Floating state 18~20
devil-jinMCR.4,1M, h10, 20i20~21, i40~41+1+71a (+51)
* Strong Aerial Tailspin
* Interrupt with i19 from 1st block
* +40a (+33) on neutral guard hit from 1st hit
* Low crush 1~
devil-jinMCR.4,2M, m10, 20 (14)i20~21, i22~23-27+15a (+5)/ +52a (+7)
* Airborne combo from 1st hit (+52a (+7))
* Interrupt with i1 from 1st block
devil-jinMCR.4,2,1M, m, m10, 20 (14), 20 (14/10)i20~21, ,i22~24-16+29a (+19a) / +16a (+9)
* Airborne combo from 1st hit with 24F delay (+16a (+9))
* Interrupt with i24 from 2nd block
* Move cannot be delayed
* Input is delayed by 24F
* Effective startup i45~47
* Low crush 22~43
* Floating state 44~46
devil-jinMCR.4,2,1+2M, m, m!,M!10, 20 (14), 14 (10/7), 20 (10/8)i20~21, ,i27~28 i22~60-6a
* Available only as airborne combo from 2nd hit
* Low crush 1~
devil-jinH.f,n,d,df+1+2,1+2m, SM25, 20i26~27, i25~36+2+4c~+15c
* Tornado
* Weapon
* Projectile (unparryable)
* Forces backroll on hit
* +60a(+44) from previous hit
* 4 chip damage on block
* Consumes 220F of remaining heat time
* No pushback on 1st CH
dragunov1,2,1h, m, m5, 8, 20i10, ,i19~20-14+15g
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Combo from 1st or 2nd CH
* Opponent recovers Crouching
dragunov1,3,2h, h, m5, 14, 20i10, ,i22~23-13+41a
* Spike
* Combo from 2nd CH
dragunovdb+2,1,2m, m, m12, 10, 20i14~15, ,i25-14+29a (+23)
* Combo from 2nd CH with 6f delay
* Input can be delayed 14f
dragunovb+3+4:1+2h, t22, 20i28~29, i28~29+1d
* Removes Recoverable Health
* Unbreakable
* Transitions to throw when blocked from the front
* Just frame not required during Heat
* Partially consumes remaining Heat time
dragunovuf+1h20i14-9+12c
* Tornado
* Balcony Break
dragunovuf+2M20i30-31-5+42a
Floor Break
* Low crush 9~30
dragunovf,F+2m20i15~16-12+15a+30d (+22)
* Balcony Break
* Spike
dragunovuf,n,4m20i23~i25-13+32a (+22a)
* Low crush 9~30
* Floating state 31~33
dragunovSS.2,3m, h,t16, 20,20i20~21, i18-9+1d
* Throw when hit from the front
* Removes Recoverable Health
* Side switch on front hit
* +5 on side or BT hit
* Combo from 1st hit with 12F delay
* Move can be delayed by 15F
* Input can be delayed by 18F
dragunovBT.d+3l20i16-11+10d
dragunovSNK.1h20i15~16-8+51a
* Balcony Break (airborne)
dragunovSNK.3L,t17,20i17~18-16+0+1d/(+26a)
* Throw when CH from the front or on airborne hit in close range
** Called "Needle Hold" in-game
* +26a on CH from distance
* Floating state 10~42
* High crush 12~
dragunovSNK.3+4m20i17~18-13+27g
* Knee
* Absorb a hit to transition to Snap Knee Assault
** +1d 45dmg total
* -7 frame advantage and 8 chip damage on block after absorbing an attack in power crush state
* Power crush 8~16
dragunovWR.F+3L,t20,20i17~18-15+1d
* Transition to attack throw on front standing hit
* Must run for 32f to access this move
* +27a on BT hit
* Normally Side switches on hit
* High crush 12~44
* Floating state 10~42
eddyH.3+4m20i20~22+5+66a(+50)
* Tornado
* Transition to HSP
* 6 chip damage on block
* High crush 6~11?
* Floating state 11?~?
* Low crush 20~?
eddy1,2,4~3h, h, L5, 12, 20i10, ,i32~33-14c+18a
* High crush 32~
eddy2,3h, m10, 20i12, i20~21-8+8s
Combo from 1st hit
eddy4,4m, m10, 20i13~14, i30~31-7+12g
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Combo from 1st CH with 4f delay
* Input can be delayed 7f
* Low crush 22~33
* Floating state 34~36
eddyf+4,3,3+4m, m, M,M13, 8, 7,20i23~25, ,i24~26-12+8a
* Floor Break
* Combo from 2nd CH
* Floating state 21~39
eddyd+2,3m, M10, 20i17~18, i24~25-4c+5c
* Combos from 1st CH
* Transition to RLX
eddyd+4,3L, m10, 20i15~16, i21~22-13c+12c
eddydb+1+2m20i30-8+14c
Floor Break
eddyb+1,4,3,3+4m, m, m, M,M15, 10, 8, 7,20i14~15, ,i24~26-12+8a
Combos from 3rd CH
* Low crush 21~
eddyu+4~3L20i32~33-14c+18
* Balcony Break
* Transition to RLX
* Low crush 7?~
eddyu+1+2h20i16~17+0+18d
* Low crush 9~
eddyuf+3,3m, m15, 20i26~28, i21~24-18+31a(+21)
Tornado
eddyuf+4m20i22~24-9+12
* Strong Aerial Tailspin
* Homing
* Balcony Break
* Transition to RLX on hit
* Low crush 9~
eddyf,F+3L20i21~22-14c+6c+15c
* Transition to RLX on hit
* Transition to FC on block or whiff
* High crush 15~33
eddyf,F+3+4m,M10,20i23~24+5+17a
* Balcony Break
* Cancel to r18 HSP with n,f at frame 17
* 6 Chip damage on block
* Floating state 8~
eddyuf,n,4m20i23~25-13+32a(+22)
* Low crush 9~
eddyws2m20i15~16-18+51
* Elbow
eddyws3M20i19~21-13+72a(+56)
Tornado
eddyws3+4M20i25~27+5c+14d
* Floor Break
* Transition to RLX
* 6 chip damage on block
* Floating state 12~30
eddyFC.df+3m20i22~23+6+9c+41a
* Transition to RLX
* 6 Chip damage on block
eddyHSP.4,2~3m, M10, 20i12~13, i28~30+4c+14d
* Combo from 1st CH
* 6 chip damage on block
* Low crush
* Floating state
eddyHSP.1+2m20i22~23-12+14c
* Spike
* Head
* -9 frame advantage and 8 chip damage on block after absorbing an attack in power crush state
* Floating state 1~?
* Power crush 7~21
eddyHSP.b+3m20i36~37-12+13a+58a
Balcony Break
* Floating state 36?
fahkumram1,1h, m5, 20i10, i20~21-9+8c
* Floor Break
* Elbow
* Combo from 1st CH with 2F delay
* Input can be delayed by 2F
* Move cannot be delayed
* +10a on BT hit
* Interrupt with i3 from 1st block
fahkumram1,2,4,3~4h, h, h, m5, 8, 10, 20i10, ,i21~22-5+9+44a
* Knee
* Can be charged with held input
* Effective startup i36~37
* Interrupt with i17 from 3rd block
* Interrupt with i5 from 3rd hit
* Move can be delayed by 2F
* Recovers 2f slower on hit or block
fahkumram2,1h, h13, 20i12, i20-12+15a (+6)
*
Balcony Break
* Elbow
* Combo from 1st hit
* r29 on hit
fahkumram3,1,2m, h, h11, 12, 20i13, ,i21-0+38d (+30)
* Balcony Break
* Tornado
* Combos from 2nd hit CH
fahkumram3,4~3m, m11, 20i13, i18-7+9+37d (+29)
* Tornado
* Balcony Break on CH
* Effective startup i34
* Interrupt with i16 from 1st block
* Interrupt with i5 from 1st hit
* Combo from 1st CH with no delay
* Move cannot be delayed
* Input can be delayed by 15F
* Can be charged
fahkumram3,4~4m, h11, 20i13, i16+3+13g+30a
* Homing
* Balcony Break
* Strong Aerial Tailspin
* Effective startup i29
* Interrupt with i11 from 1st block
* 6 chip damage on block
* Combos from 1st hit CH
* Interrupt with i11 from 1st block
* Just frame input 3,4:4; effective startup i32
** 24 damage, 7 chip damage, slightly different juggle properties
** Input 4 during frames 14~16 of 3,4
** Interrupt with i14 from 1st block or i3? from 1st hit
fahkumram4,3~4h, m10, 20i12, i21-5+9+44a
* Knee
* Can be charged
* r25 on block
fahkumram3+4m20i18-9+18a (+9)+58cs
* Balcony Break
* Good right sidestep tracking
fahkumramGRF.f+2,1,2m, m, m14, 22, 20i15, ,i29+2+15d
* Floor Break
* Elbow
* Consumes GRF
* Partially consumes remaining Heat Time
* Combos from 1st hit
* 6 chip damage on block
* Low crush
fahkumramf+3,2,1m, m, h16, 13, 20i17, ,i19-5+24a (+15)
* Balcony Break
* Combos from 2nd hit CH
* Delayable
fahkumramf+3,2,4m, m, m16, 13, 20i17, ,i20-12+6+36d (+28)
* Knee
* Combos from 2nd hit CH
* Delayable
fahkumramf+3,2,4~3m, m, m16, 13, 20i17, ,i18-7+9+37d (+29)
* Tornado
* Wallbreak on CH
* Combos from 1st hit CH
* Can be charged
fahkumramf+3,2,4~4m, m, h16, 13, 20i17, ,i16+3+13g+30a
* Homing
* Balcony Break
* Strong Aerial Tailspin
* 6 chip damage on block
* Combos from 1st hit CH
* Just frame input 3,4:4
* 24 damage, 7 chip damage, slightly different juggle properties
fahkumramdf+1,2m, M12, 20i15, i27-13+12d
* Floor Break
* Elbow
* Combos from 1st hit
* Grants GRF on hit
* Interrupt with i7 from 1st block
* Low crush
fahkumramdf+1,4~3m, m12, 20i15, i18-7+9+37d (+29)
* Tornado
* Wallbreak on CH
* Combos from 1st CH
* Can be charged
* Interrupt with i18 from 1st block
* Interrupt with i9 from 1st hit
fahkumramdf+1,4~4m, h12, 20i15, i16+3+13g+30a
* Homing
* Balcony Break
* Strong Aerial Tailspin
* 6 chip damage on block
* Combos from 1st hit CH
* Just frame input 3,4:4
** 24 damage, 7 chip damage, slightly different juggle properties
** Interrupt with i16 from 1st block or i7 from 1st hit
* Interrupt with i13 from 1st block
* Interrupt with i4 from 1st hit
fahkumramdf+3~3m20i17+2+12d
* 6 chip damage on block
fahkumramdf+3~4M20i25-10+21a (+4)
* Balcony Break
* Knee
* Just frame input 4 on frames 1-2 for 6 more damage
fahkumramd+1M20i18-5+8c+13c
* Elbow
fahkumramd+3,4,3~4L, h, m11, 10, 20i16, ,i21-5+9+44a
* Knee
* Can be charged
fahkumramb+1m20i14-13+34d
fahkumramuf+1m20i28+6+24d
* Floor Break
* Elbow
* 4 chip damage on block
* Low crush
fahkumramuf+2h20i18-7+22a (+13)
* Balcony Break
* Elbow
* Power crush
fahkumramuf+3+4m,h10,20i18~19 i7~8-11+16a (-1)
* Tornado
* Balcony Break
* Knee
* Low crush 18~42
fahkumramf,F+3L20i21-14+4
fahkumramf,F+4~1m20i21-3c+8c+32d
* Spike (CH)
* Floor Break
fahkumramf,F+4~3,2L, m15, 20i19, i25+0+13d (-4)
* Elbow
* Powered up in GRF
* Combos from 1st hit CH
* 6 chip damage on block
fahkumramuf,n,4m20i23-13+32a (+22)
* Low crush 9~
fahkumramws2,4m, m13, 20i14, i22-13+34d
* Balcony Break
* Homing
* Combo from 1st hit with 6F delay
* Move cannot be delayed
* Input can be delayed by 6F
* Can cancel into the same options as f,F+4 (f,F+4~1 and f,F+4~3,2)
fahkumramws3m20i15-14+55cs
* Knee
fahkumramws4m20i11-6+5
fahkumramGRF.1+2,Psp, m20i21-9+13g
* Transitions to +13g RAM
* Only occurs when GRF.1+2 absorbs an attack
* r21? freeze for the opponent after absorbing an attack
* i36? effective startup
* 8 chip damage on block
fahkumramRAM.1m20i19+1+20a (+3)
* Balcony Break
* Elbow
* 6 chip damage on block
fahkumramRAM.3m20i21-11-6
fengH.b+1h20i10~11-8+36a (+28)
* Balcony Break
* Consumes 210F of remaining Heat time
feng1+2m20i21~22-13+8
* Wall Crush +20g on hit
* Elbow
* Punch sabaki
* +14 on successful parry
* Parry state 5~9
fengd+1+2,1M, m15, 20i20~21, i22~23-12+18a (+11)
* Tornado
* Combo from 1st hit with 12F delay
* Move can be delayed by 10F
* Input can be delayed by 12F
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
fengH.b+4,3+4m, M10, 20i12~13, i31~32+7cg+12d
* Balcony Break
* Spike
* Combo from 1st hit with 7F delay
* 4 chip damage on block
* Consumes 300F of remaining Heat time
* +38d on aerial hit
* Move can be delayed by 6F
* Input can be delayed by 7F
fengub+1m20i25~26-15+10a (+1)+30a (+22)
Balcony Break
fengub+2m,h8,20i16,15-10+10
Does not jail
fenguf,n,4m20i23~25-13+32a (+22)
* Low crush 9
fengws1,2,1m, m, m13, 16, 20i13, ,i17~18-14+12a (+3)+32a (+24)
* Balcony Break
* Jail from 1st block with 2F delay
* Combo from 2nd CH with 12F delay
* Move can be delayed by 15F
* Input can be delayed by 16F
fengws1,3m, h13, 20i13, i22~23-6+4c
* Heat Engager
* Heat Dash +5, +43d (+35)
* Combo from 1st hit with 3F delay
* Move can be delayed by 10F
* Input can be delayed by 12F
* Unparryable by traditional kick parries (bug?)
fengws1+2m20i23~24-9+3
* Punch parry
* +14 on successful parry
* Parry state 5~8
fengBT.2m20i19~21-9+13a
* Heat Engager
* Heat Dash +5, +67a (+50)
* Balcony Break
*
fengBT.1+2m20i16~17-3+8+41a (+33)
* Balcony Break (CH only)
* Elbow
fengBT.d+1l20i20~21-13c+4+16a
* High crush 15~52
fengBT.d+3L20i18~20-26c-4~-2+70a (+54)
* Has clean hit effect (+70a (+54))
* -4~-2 on normal hit
* High crush 6~52
fengFUFT.b+3+4m20i30~33-3~0+28d (+18)
*
Balcony Break
* Floating state 1~27
* Low crush 28~
fengKNP.1l20i20~21-13c+4+16a
* High crush 15~52
fengKNP.2h20i14-9+22a (+12)
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
fengKNP.3m20i22~23-14+77a (+55)
* Tornado
* Low crush 15~30
* Floating state 31~33
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
fengSTC.1m20i20~21-15+38a
* -9 frame advantage and 8 chip damage on block after absorbing an attack in power crush state
* Power crush 8~19
fengSTC.4l20i20-13+3+14
fengSTC.1+2m20i18-9c+17d
heihachiWAR.1,1,2h, h, m5, 6, 20i10, ,i18-17+28a (+2)
* Balcony Break
* Combo from 1st hit with 12f delay
* Chip damage on block
heihachi1,2,2~1h, h, m5, 8, 20i10, ,i13-11+6
* Combo from 2nd CH
* Cancel to SS -5 -16 with D_U
heihachi1,b+2,1h, m, m5, 17, 20i10, ,i35~39-15+30a (+20)
* Combo from 2nd CH
* Low crush 38~61
heihachif+2~1m20i13-11+6
* Cancel to SS with D_U
heihachif+4m20i19~20+4+7c+26d
* Spike
* Enter FUJ r27 with D
* +15c against a crouching opponent
heihachidf+1,2m, m10, 20i13~14, i21-13+3
* Combo from 1st hit
heihachidf+2,1m, m8, 20i13~14, i20~21-17+12a (+5)
* Combo from 1st hit
heihachiWAR.df+2,1m, m8, 20i13~14, i20~21-17+66a (+50)
* Tornado
* Combo from 1st hit
* Chip Damage on block
heihachib+2m20i22~23+2+7
* Balcony break on airborne hit
* Chip damage on block
heihachib+3,2h, h14, 20i14~15, i20-1+15g
* Combo from 1st hit with 4f delay
heihachib+1+2m20i42-11+23a (+13)
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Gain 1 Ultimate Count on Heat activation
* Parries all mid or high punches or kicks
* Attack is guaranteed after a successful parry
* Parry state 5~25
heihachiuf+2,1m, m16, 20i19, i27~28-11+21a (+11)
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
* Chip damage on block
* Combo from 1st hit with 10f delay
* Gain 1 Ultimate Count on Heat activation
heihachiuf+3,4m, m17, 20i28~29, i20~21+4+30a (+23)
* Strong Aerial Tailspin
* Balcony Break
* Chip damage on block
* Unavailable on whiff
* Low crush 1~
heihachiH.uf+4,1m, M17, 20i24~26, i25~30-3+5a
* Balcony Break
* Chip damage on block
* Consumes 300F of remaining Heat time
* Combo from 1st hit
* Jail from 1st block
heihachif,n,d,DF+4,4,4,1L, L, L, m15, 10, 8, 20i16~17, ,i23~24-15+25a (+18)
* Can be performed after any number of f,n,d,DF+4 lows
* Low crush ?~
heihachif,n,d,DF+4,4,4,n+4,4L, L, L, m, m15, 10, 8, 10, 20i16~17, ,i15-15+0c
* Spike
* Combo from 4th hit with 11?F delay
* Enter FUJ -9 +6c r31 with D
* Can be performed after any number of f,n,d,DF+4 lows
heihachif,n,d,df+2h20i11~12-10+39a (+29)
* Becomes Electric Wind God Fist (f,n,d,df#2) during Heat, partially uses remaining Heat Time
heihachif,f,F+1+2h20i15+3+6d
* Spike
* Transition to r32 +6 +9d RAI with F
* 4 Chip damage on block
* Low crush 3~23
heihachiws2m20i18-8+8+14c
* Balcony break on airborne hit
* 8F evasion?
* High crush 1~8
heihachiws3,1+2m, m10, 20i18~19, i22-9+13a (+4)
* Balcony Break
* Combo from 1st hit
* Interrupt with i2 from 1st block
heihachiSS.2m20i23~24-9+9+36a (+28)
* Enter RAI -5 +13 r24 with F
heihachiFUJ.1,1h, h13, 20i12~13, i17~18-2+34a (+9)
* Heat Engager
* Heat Dash +5, +34a (+27)
* Balcony Break
* Combo from 1st hit with 9f delay
* Move can be delayed 7f
* Gain 1 Ultimate Count on Heat activation
heihachiFUJ.2m20i15~16-10+75a (+59)
* Tornado
* Chip damage on block
* High crush 6~14
heihachiFUJ.3,4m, m17, 20i28~29, i20~21+4+30a (+23)
* Strong Aerial Tailspin
* Balcony Break
* Combo from 1st hit
* Chip damage on block
* Unavailable on whiff
* Low crush 1~
heihachiFUJ.4L20i18~19-14-4+12g
* Spike
heihachiWAR.f,f,F+1+2h20i15+6+6d
* Removes Recoverable Health
* Spike
* Transition to +9 +9d RAI with F
* 8 Chip damage on block
* Low crush
hwoarang1,2,f+4h, h, h5, 10, 20i10, ,i24~25-2+35d (+27)
* Balcony Break
* Combo from 2nd CH with 3F delay
* Move can be delayed by 4F
* Low crush 14~
hwoarang2,f+4h, h9, 20i10, i24~25-2+35d (+27)
* Balcony Break
* Combo from 1st CH with 3F delay
* Low crush 14~
hwoarang3,3,2h, m, M15, 12, 20i14, ,i21~22-11+1c
* Combo from 2nd CH with 8F delay
* Move can be delayed by 10F
hwoarang3,3,f+4h, m, h15, 12, 20i14, ,i21~27-1+40a (+14)
* Balcony Break
* -1 on block on average. Frame advantage may range from -4~+2 on block
* Combo from 2nd CH with 5F delay
* Move can be delayed by 10F
hwoarang4,4,3h, h, M14, 13, 20i11~12, ,i25~31-14c+14d
* Transition to RFF
* Combo from 2nd CH
hwoarang4,4,4,4h, h, h, h14, 13, 17, 20i11~12, ,i31~32+0+10c
* Balcony Break
* Tornado
* Combo from 3rd hit with 4F delay
* Input can be delayed by 4F
* Move cannot be delayed
* 6 chip damage on block
* Forces backroll on hit (opponent recovers crouching)
* Alternate input:(RFS.u+4),4
* Low crush 20~
hwoarangdf+3,4m, m12, 20i22~23, i24~25-14+4a
* Combo from 1st hit with 7F delay
* Move can be delayed by 5F
* Input can be delayed by 7F
* Power up if an attack is absorbed by previous hit
** Reversal Break?
** 4 chip damage on block
** -9 on block
hwoarangdf+4m20i16~17-8~-7+8~+9+18a (+9)
* Homing
* Balcony Break on CH
* Transition to RFF
* Wall splats
hwoarangu+3+4m20i25~26-7+24a
* Also possible during RFF
* Low crush 8~
hwoaranguf+3,4,3m, m, m11, 12, 20i28~29, ,i27~28-14+0c
* Combo from 1st hit
* Also possible during RFF
* Floating state 1~
hwoaranguf,n,4m20i23~25-13+32a (+22)
* Also possible during RFF
* Low crush
hwoarangws3+4,3m, M16, 20i20~21, i21~26-6+5c~+10c+29d
* Combo from 1st hit with 7F delay
* Input can be delayed by 7F
* Move cannot be delayed
hwoarangBT.3M20i14~16-13+38a (+28)
hwoarangBT.4M20i14~16-13+40a (+30)
* Transition to RFF
hwoarangBT.d+3L20i18~19-13-2+31a
* High crush 4~50
hwoarangLFS.3,2m, M10, 20i14, i21~22-11+1c
* Combo from 1st CH with 9?F delay
* Move can be delayed by 10F
hwoarangLFS.3,f+4m, h10, 20i14, i21~27-1+40a (+14)
* Balcony Break
* Combo from 1st CH with 6?F delay
* -1 on block on average. Frame advantage may range from -4~+2 on block
hwoarangLFS.b+4,3m, h15, 20i16~17, i16~19+0+20a (+11)
* Balcony Break
* Combo from 1st CH
* Jail from 1st block
* 6 chip damage on block
* Transition to RFF
* Low crush 5~
hwoarangLFS.df+3,4m, m12, 20i22~23, i24~25-14+7
* Combo from 1st hit with 7F delay
* Move can be delayed by 5F
* Input can be delayed by 7F
* Power up if an attack is absorbed by previous hit
** Reversal Break?
** 4 chip damage on block
** -9 on block
hwoarangLFS.uf+3,4,3m, m, m11, 12, 20i28~29, ,i27~28-14+0c
Combo from 1st hit
* Floating state 1~
hwoarangLFS.uf+4M20i19~20-14+32a (+22)
* Tornado
* Low crush 6~18
hwoarangRFF.2,4,3h, h, M6, 9, 20i10, ,i25~31-14c+14d
* Combo from 2nd CH with 2F delay
* Move can be delayed by 10F
* Remains in RFF
hwoarangRFF.4,3h, M9, 20i12, i25~31-14c+14d
* Remains in RFF
* Combo from 1st CH with 2F delay
* Move can be delayed by 10F
hwoarangRFF.df+2+3,4m, m12, 20i22~23, i24~25-14+7
* Power up if an attack is absorbed by previous hit
** Reversal Break?
** 4 chip damage on block
** -9 on block
* Combo from 1st hit with 7F delay
* Move can be delayed by 5F
* Input can be delayed by 7F
hwoarangRFF.f+4~4M20i18~20-13+41a (+31)
* Tornado
* Remains in RFF
hwoarangRFS.d+4,3,4L, h, h15, 12 (8), 20 (10)i20~21, ,i27~28-9+28a (+2) / +10a (+9)
* Balcony Break
* Power up in Heat: 30dmg and increased chip damage on block
* Combo from 2nd CH
* Airborne combo from 1st CH
** +10a (+9) on hit
** 10 dmg, 36 total dmg from 1st CH
* Low crush 22~
hwoarangRFS.uf+4m20i17~18-13+30a (+20)
* Tornado
* Transition to RFF
* Increased chip damage scaling on block during heat
** 6 chip damage on block in heat
* Low crush 11~33
jack-82,1,2h, m, m10, 12, 20i11, ,i33-12+29a (+19)
jack-82,1,1+2h, m, h,h,h,h,h10, 12, 10,6,6,6,20i11, ,i33~36, i8~14, i3~6, i7~13, i5~6-4+13d
* Jails from 3rd block
* Chip damage on block (10)
jack-82,1,uf+1+2h, m, m10, 12, 20i11, ,i21~22+5 GMH+17c GMH
* Strong Aerial Tailspin?
* Transition to GMH on hit or block
* Interrupt with i13 from 2nd block
* Interrupt with i8 from 2nd hit
* Input can be delayed by 14F
* Move cannot be delayed
* 4 chip damage on block
* Low crush 12
jack-83,2m, h18, 20i15, i23-9+44d (-14)
* Balcony Break
* Combos from 1st hit
* Alternate input f+3,2 or ws3,2
jack-83,1+2m, m18, 20i15, i25-11c+2d+48a
* Combos from 1st hit CH
* Alternate input f+3,1+2 or ws3,1+2
jack-8f+1,2,1m, h, m13, 12, 20i14, ,i26-12+65a (+49)
* Tornado
* Instant Tornado
jack-8f+4h20i17-4+7+32a (+22)
* Balcony Break on CH
jack-8f+1+2m,m12,20i27 pc7-12+32d (+6)
* Balcony Break
* Chip damage on block when absorbing an attack (12)
*
* Power crush 7
jack-8df+1,1m, m12, 20i14, i29-11+21cg+72a (+56)
* Tornado
* Balcony Break
* Combos from 1st hit CH
* Delayable
jack-8df+1,2,1,2m, h, h, h12, 10, 2, 20i14, ,i9-18+35d (-23)
* Balcony Break
* On air hit +12 (+5)
* Combos from 2nd hit
* Combos from 1st hit CH
jack-8df+1+3SM20i30~49-18c~+1c+0a~+19a
* Transition to 25dmg +3d high attack throw on close range standing hit
* -12c~-10c on block on average
* Low crush 15~?
jack-8df+3,2m, h16, 20i16, i20-7+25d
* Balcony Break
* Elbow
jack-8b+3,2,2m, h, h14, 13, 20i16, ,i25-9+44d (-14)
* Balcony Break
* Interrupt with i5 from 2nd block
* Can be charged to power up
jack-8f,F+1+2m20i15-15+22cs
*
Homing
jack-8ws4m20i11-6+5
*
jack-8ss2h20i17+9+35d (+27)
* Balcony Break
* Transition to GMH with D
** (+9 oB, +35d (+27) oH)
* Chip damage on block (6)
jack-8FC.df+3+4*,uf+1+2m, m32, 20i30~35, i21~22+5 GMH+17c GMH
* Transition to GMH on hit or block
* Combo from 1st hit
* Interrupt from 1st block with i10?
* Input can be delayed by 14F
* Move cannot be delayed
* 4 chip damage on block
* Low crush 15
jack-8FC.df+3+4,uf+1+2m, m28, 20i21, i21~22+5 GMH+17c GMH
* Transition to GMH on hit or block
* Interrupt with i15 from 1st block
* Input can be delayed by 14F
* Move cannot be delayed
* 4 chip damage on block
* Low crush 15
jack-8GMH.1m20i22-9+25d
* Homing
* Balcony Break
<Showing 2801-3200 of 6424 moves>