
| Char | Command | Hit level | Damage | Startup | Block | Hit | Counter hit | Notes |
|---|---|---|---|---|---|---|---|---|
| feng | b+4,2 | m, h | 10, 19 | i12~13, 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) |
| feng | SS.4 | l | 19 | i20~22 | -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 |
| feng | FC.df+1 | l | 19 | i21~22 | -13c | -2 | +13g | -2c on crouching opponent * High crush 1~53 |
| hwoarang | RFF.d+3+4 | L | 19 | i19 | -11 | +5 | +15g | * Remains in RFF |
| jin | df+2,4 | m, m | 12, 19 | i16~17, i26~27 | -12 | +9 | * Balcony Break * Strong Aerial Tailspin * Combo from 1st hit * Chip damage on block | |
| jin | ws1,2 | m, m | 7, 19 | i13~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 | |
| jun | b+1 | L | 19 | i29~30 | -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~ |
| king | df+1+3 | t | 19 | i32 | -2 | +1d | * Homing * 1 throw break. Side Switch. * Very slow crouch dash then grab. * Opponent recovers in FUFA. | |
| lars | db+4 | l | 19 | i20~21 | -26 | +5c | +29a | * High crush 6~ |
| lars | FC.df+2 | m | 19 | i15~16 | -8 | +5 | +63a | |
| lars | SEN.4 | h | 19 | i17~18 | +4 | +31a | * Strong Aerial Tailspin * Homing * Balcony Break * 7 chip damage on block | |
| lee | db+3+4 | L | 19 | i21 | -13 | +4 | +38a | |
| lidia | b+3,4,1+2 | m, h, m | 16, 16, 19 | i17~18, ,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 | |
| lili | FC.df+3 | L | 19 | i19-28 | -18~-9 | -2~+7 | +26a | * Can be done from Crouch Level 1 * High crush 10~47 |
| lili | DEW.3+4 | h,h | 6,19 | i12~14 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-zo | b+3,4,2 | m, h, h | 9, 13, 19 | i16~17, ,i28~29 | -13 | +7a (-2) | * Strong Aerial Tailspin * Balcony Break * Enter MOR -1 +19a (+10) r30 with F * Chip damage on block | |
| miary-zo | b+4 | m | 19 | i19 | -2 | +22a (+13) | +39a | * Balcony Break * Good right sidestep tracking * Low crush 9~35 * Floating state 36~38 |
| miary-zo | f,F+3 | m | 19 | i20~21 | -9 | +6 | * Strong Aerial Tailspin * Homing * Balcony Break (airborne) | |
| nina | 1+2 | m | 19 | i16~17 | -3 | +8 | Homing | |
| paul | DPD.df+1 | h | 19 | i17 | -1 | +59a | * Strong Aerial Tailspin * Homing * Effective minimum startup 29f | |
| raven | db+3 | L | 19 | i28~29 | -12~-11 | +5~+6 | +39d | Cannot be low parried * Low crush 8~24 * Floating state 25~27 * High crush 28~ |
| reina | ws3,4 | m, h | 14, 19 | i15~16, 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 | |
| steve | 1,2,1,d+2 | h, h, h, l | 5, 10, 15, 19 | i10, ,i26-27 | -12 | +1c | +14d | * Transition to r30 FC with d_db * High crush 10~ |
| steve | PAB.2 | h | 19 | i14 | +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 | |
| xiaoyu | While landing 3 | L | 19 | i15 | -18 | +27a | * | |
| xiaoyu | SS.4 | l | 19 | i18 | -13 | -2 | +29a | * * High crush 6~ |
| xiaoyu | AOP.3 | L | 19 | i25 | -16 | +0 | +27a | * * High crush |
| xiaoyu | BT.d+4 | L | 19 | i20~22 | -26 | -1 | +27d | * Instant Tornado * Clean hit damage: 20 * +27d on clean hit * High crush 8~ |
| yoshimitsu | 1,1 | h, m | 5, 19 | i10, 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 | |
| yoshimitsu | df+1,2,1 | m, h, M | 14, 16, 19 | i13, ,i26~27 | -12 | +17a (+10) | * Tornado * Weapon * Combo from 2nd CH +66a (+50) | |
| yoshimitsu | df+1,2,NSS.1 | m, h, M | 14, 16, 19 | i13, ,i26~27 | -12 | +17a (+10) | * Tornado * Combo from 2nd CH | |
| yoshimitsu | d+2,2,2 | M, m, M | 12, 15, 19 | i16~17, ,i25~27 | -13 | +16a (+9) | * Tornado * Weapon * Input can be delayed 10f * Move can be delayed 9f * Steel pedal | |
| yoshimitsu | KIN.b+2,1 | m, M | 15, 19 | i15~16, i23~24 | -12 | +30a (+20) | * Tornado * Weapon * Combo from 1st hit | |
| yoshimitsu | NSS.df+1+4 | m | 19 | i20~21 | -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 | |
| yoshimitsu | NSS.f,n,d,df+1 | m | 19 | i17~18 | -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 | |
| zafina | 4 | h | 19 | i14~15 | -6 | -1 | +19a (+10) | Balcony break on airborne hit |
| zafina | ub+3 | m | 19 | i22~23 | -17 | -6 | * Balcony break on airborne hit * Low crush 8~31 * Floating state 32~34 | |
| zafina | uf+1 | h | 19 | i19 | +4 | +9 | ||
| zafina | uf+3 | m | 19 | i22~23 | -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 | |
| zafina | MNT.2 | m | 19 | i13~14 | -14 | -3 | +57a | |
| zafina | MNT.d+4 | L | 19 | i20~27 | -22~-15 | +4c~+11c | +19a~+26a | * Knee * Evasive (can go under mids) * High crush 1~ |
| alisa | 1,2,2 | h, h, h | 5, 10, 20 | i10, ,i20~35 | -9~+6 | +21a (+6) | * Tornado * Balcony Break (airborne) * Weapon * Combo from 2nd CH with 1f delay * 6 chip damage on block | |
| alisa | 2,3,4 | h, m, L | 10, 8, 20 | i12, ,i42~45 | -13 | +13d | * Low crush 24~39 * Floating state 40~42 | |
| alisa | 3,2 | m, h | 10, 20 | i13~14, 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 | |
| alisa | 3,f+2 | m, m | 10, 20 | i13~14, 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 | |
| alisa | f+2,1 | m, m | 12, 20 | i17~18, 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 | |
| alisa | f+3,2 | h, h | 10, 20 | i14~15, i24~26 | -4 | +39d (+31) | * Balcony Break * Weapon * Combo from 1st hit * 6 chip damage on block * 10 chip damage on block in Heat | |
| alisa | df+1,1 | m, h | 10, 20 | i13, i30~31 | +1 | +8 | * Balcony Break (airborne) * Combo from 1st CH with 2f delay * Move cannot be delayed | |
| alisa | d+2,4 | M, M | 8, 20 | i24~26, i18~21 | -9 | +28a (+13a) | * Combo from 1st hit * Enter DES with 1+2 * Low crush 21~43 * Floating state 44~46 | |
| alisa | d+4,1+2 | L, h | 12, 20 | i17~18, i20~21 | +0 | +11a (+2) | * Balcony Break * Head * Jail from 1st attack * Combo from 1st CH | |
| alisa | d+3+4 | L | 20 | i27~i28 | -37 | +67a (+51) | * Homing * Instant Tornado * Stagger on block * Enter DES with 1+2 * High crush 20~40 * Floating state 5~55 | |
| alisa | b+2,4 | m, h | 12, 20 | i18, i16~17 | -7 | +12g | +36a | * Balcony Break * Enter DES with 1+2 * Combo from 1st hit with 12f delay |
| alisa | b+4,3 | m, m | 17, 20 | i15~16, i29~30 | -11 | +6c | +10a | * Spike * Combo from 1st hit * Enter DES with 1+2 * Low crush 17~24 * Floating state 25~27 |
| alisa | ub+4,1,1,2,1,1,3+4,3,2 | m, m, m, h, h, m,M,M, L, m, M | 10, 12, 9, 5, 5, 3,3,3, 7, 15, 20 | i18, ,i17~22 | -30 | -38a (-45) | * Combo from 8th hit * Available only as combo from previous hit * Low crush 1~ | |
| alisa | ub+4,1,1,2,1,1,3+4,3,2,2 | m, m, m, h, h, m,M,M, L, m, M, M,M,h,h | 10, 12, 9, 5, 5, 3,3,3, 7, 15, 20, 2,2,2,20 | i18, ,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~ | |
| alisa | ub+3+4,1+2 | M, m | 25, 20 | i37~39, i26~27 | -14 | +32a (+22) | Head * Low crush 48~67 * Floating state 68~70 | |
| alisa | uf+1 | m,m,m | 19,19,20 | i19~20 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 | |
| alisa | uf+3+4 | M | 20 | i38~40 | +0~+3 | +9 | Spike * Low crush 9~41 | |
| alisa | f,f,F+3,4 | m, m | 15, 20 | i18~19, i20~22 | -7 | +31a (+5) | * Balcony Break * Combo from 1st hit * Jail from 1st block * Low crush 3~50 * Floating state 51~53 | |
| alisa | ws1+2 | m | 20 | i20~21 | -8 | +21 | * Homing * Hold input to power up | |
| alisa | BT.4 | m | 20 | i16~17 | -3 | +19a (+2) | * Balcony Break * High crush 5~12 | |
| alisa | CLK.3 | m | 20 | i13~14 | -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 | |
| alisa | CLK.d+3 | L | 20 | i30~31 | -12 | +73a (+57) | * 8 chip damage on block * High crush 9~ | |
| alisa | DBT.1+2 | m,m,M,M | 5,5,5,20 | i12~15 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 | |
| alisa | DES.2,1 | M,M,m, h! | 5,5,5, 20 | i20~21 i1~2 i1~2, i28~56 | +85a (+69) | * Tornado * Weapon * Available only as a combo from 1st hit | ||
| alisa | DES.1+2 | h,h,h | 7,7,20 | i16~18 i5~7 i9~11 | +4 | +15g | * Homing * Balcony Break * Weapon * 6 chip damage on block * 12 chip damage on block in heat * Jails | |
| alisa | DES.f+1+2,1+2 | m,m,m,m,m,m,m,m, m | 29, 20 | i23~27 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 | |
| alisa | SBT.1+2 | h! | 20 | i27~28 | +8 | * Balcony Break * Weapon * Low crush 26~53 | ||
| anna | 1,2,2 | h, h, M | 5, 8, 20 | i10, ,i26~27 | -8 | +12 | +76a (+60) | * Transition to HAM on hit automatically |
| anna | 2,2 | h, M | 10, 20 | i10, 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 |
| anna | 3,2 | m, m | 17, 20 | i14~16, i20 | -11c | +4c | * Spike * Combo from 1st hit | |
| anna | f+2,3 | h, h | 14, 20 | i14, 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 | |
| anna | df+1,2,3 | m, h, m | 10, 10, 20 | i13~14, ,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 | |
| anna | df+3,1,4 | m, h, h | 13, 10, 20 | i14, ,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 | |
| anna | df+3,2,2 | m, h, M | 13, 9, 20 | i14, ,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 |
| anna | d+3,4,1 | L, h, m | 10, 14, 20 | 16, ,i29~30 | -3 | +5c | +21a | * Spike * Combo from 2nd hit * Combo from 1st CH |
| anna | d+4,1~4 | l, M | 6, 20 | i12, i27~31 | -14c | +0d | * Spike * Move cancel takes 6f * Low crush 13~28 | |
| anna | d+1+2 | L | 20 | i24~25 | -18 | +6c | * Balcony Break (airborne) * Weapon * Chip damage on block * High crush 16~53 | |
| anna | db+1,2 | m, m | 16, 20 | i16~18, i25~26 | -13 | +5 | * Balcony Break (airborne) * Combo from 1st CH with 8f delay * Input can be delayed 15f | |
| anna | b+2,2 | h, h | 10, 20 | i13~14, i18~19 | -9 | +5 | * Balcony Break (airborne) * Combo from 1st hit * Female characters can slap back with 2 on hit * Jails from 1st attack | |
| anna | H.uf+3,1 | m, h | 22, 20 | i23~24, 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 | |
| anna | f,F+3,2 | m, M | 14, 20 | i15, 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 | |
| anna | f,F+4 | M | 20 | i31~34 | +5 | +19a | * Spike * Enter CJM +6 +20a r28 with B * Chip damage on block * Low crush 16~31 | |
| anna | qcf+1 | h | 20 | i13~17 | +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 |
| anna | ws3 | m | 20 | i11~12 | -3 | +8 | +12 | |
| anna | CJM.P | m | 20 | i15~16 | -14 | +29a (+19) | * Tornado * Tornado launch on hit * is1~ | |
| anna | CJM.d+3,3 | L, h | 8, 20 | i15, i21 | -7 | +7 | * Combo from 1st hit * -31 from 1st block | |
| anna | HAM.1 | h | 20 | i13~14 | +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 | |
| anna | TOM.1 | m | 20 | i8~57 | +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-king | 1+2,2 | m, h | 10, 20 | i17~19, i18 | -3 | +16a | * Combo from 1st hit with 13F delay * Move cannot be delayed * Input can be delayed by 13F | |
| armor-king | d+2,4,3 | m, m, m | 17, 13, 20 | i17~18, ,i35~40 | -11c | +7d | * Combo from 2nd CH * Opponent recovers FUFT | |
| armor-king | db+2,4 | m, h | 12, 20 | i14, i20~21 | -5 | +7 | * Balcony Break on airborne hit * Combo from 1st hit | |
| armor-king | db+4 | L | 20 | i29~31 | -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-king | db+3+4 | h | 20 | i20~21 | -7 | +18g | * Tornado * Balcony Break * Chip damage on block * Opponent recovers crouching * Hit vs BT +13a (+4) * High crush 6~19 | |
| armor-king | b+1,2 | h, m | 12, 20 | i12~13, 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-king | b+2,1,2 | m, m, h | 10, 8, 20 | i13, ,i25~26 | -7 | +19a (+10) | * Balcony Break * Combo from 1st or 2nd CH with 5F delay * Move can be delayed by 20F | |
| armor-king | b+4,1+2 | m, t | 15, 20 | i15~18, | +0d | * Throw only comes out on front hit * Input 1+2 during frames 2-18 of b+4 | ||
| armor-king | ub+1+2 | m | 20 | i30~31 | -14 | +33d (+25) | * Balcony Break | |
| armor-king | uf+1 | m | 20 | i23~24 | +4 | +11g | +58a | * Balcony Break * 6 chip damage on block |
| armor-king | (2 steps or more) wr4 | l | 20 | i20~24 | -21 | +0d | +30a | * Low crush |
| armor-king | f,F+2 | m | 20 | i16~17 | -6 | +6 | +44a | |
| armor-king | f,f,n,2 | L | 20 | i19 | -13 | +5 | +10 | * Transition to BAD on hit with F (+8/+13) * High crush 8~37 |
| armor-king | f,n,d,df+1 | h | 20 | i15~16 | +5 | +16a | * 6 chip damage on block * Opponent left FDFA on hit | |
| armor-king | f,n,d,df+2 | h | 20 | i11~12 (i14+) | -10 | +36a (+26) | * Can also be performed with f,n,df#2 (i13+) * t39? r27? on hit | |
| armor-king | uf,n,4 | m | 20 | i23~25 | -13 | +32a (+22) | * Low crush | |
| armor-king | ws4 | m | 20 | i11~12 | -6 | +5 | ||
| armor-king | BAD.2,4 | m, m,t | 12, 15,20 | i15~16, 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-king | BAD.3 | m | 20 | i20~21 | -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-king | BT.3 | m | 20 | i13~14 | -14 | +49a | * Tornado * Unparryable by traditional kick parries (bug?) | |
| armor-king | BT.4 | m | 20 | i18 | -10 | +11a (+2) | * Balcony Break | |
| armor-king | BT.1+4 | m! | 20 | i41~47 | ! | +0d | * Armor King recovers FDFR on close hit, and FUFT on far hit or whiff * Low crush | |
| armor-king | OTG.d+4,4,3+4 | L, L, SM | 18, 8, 20 | i19~21, ,i30~32 | -17 | +0d | * Combos from 1st hit on grounded opponent * +5 on hit when opponent is standing * Low crush 13~32 | |
| armor-king | DMD.1 | t | 20 (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-king | DMD.2,2 | t, t | 10 (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-king | DMD.1+2,1 | t, t | 10 (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-king | f,n,d,df+1+3 | t | 20 | i12 | -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 | |
| asuka | 2,3 | h, m | 9, 20 | i12, i22~23 | -17 | +11a (-6) | * Balcony Break * Combo from 1st hit with 1f delay * Low crush 18~41 * Floating state 42~44 | |
| asuka | f+2 | M | 20 | i17~18 | -18 | +33a (+23) | * Cancel to r26 FC with D * Gain NWG on hit with 1 * Hit advantage becomes +26a (+16) on NWG gain | |
| asuka | d+2 | m | 20 | i18 | -4c | +19a | * Heat Engager * Heat Dash +5, +67a (+50) * Spike * Balcony Break * Gain NWG on Heat activation | |
| asuka | db+1,2 | m, h | 13, 20 | i14, 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 | |
| asuka | db+1+2 | m,m | 10,20 | i42 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 | |
| asuka | b+2,1+2,4 | m, h, m | 12, 7, 20 | i15, ,i23~24 | -13 | +18a (+9) | * Balcony Break * Combo from 1st CH * Combo from 2nd CH | |
| asuka | b+3,2 | m, M | 15, 20 | i16~17, i17~18 | -20 | +33a (+23) | * Cancel to r11 with D * Gain NWG on hit with 1 * Interrupt with i23 on 1st block | |
| asuka | u+1+2 | m | 20 | i31~32 | -13~-12 | +19a | * Spike * 6 chip damage on block * Power up when using NWG or in Heat * Low crush 9~31 | |
| asuka | f,F+1+2 | M | 20 | i19~20 | -6 | +29a (+14) | +68a (+52) | * Tornado * 4 chip damage on block * Grounded hit can be inconsistent sometimes |
| asuka | ws1,4 | m, h | 12, 20 | i14~15, i20 | -4 | +37a (+29) | * Balcony Break * Combo from 1st hit with 7f delay * Move can be delayed 6f | |
| asuka | ws3 | m | 20 | i18~19 | -16 | +35a (+25) | Tornado * Floating state 18~40 | |
| asuka | ws1+2 | m | 20 | i21 | -2 | +13g +25w | +14 +63a | * Wall Crush +25g on hit * Elbow * Cancel to r18 FC with D |
| asuka | FC.df+3 | m | 20 | i17 | -9 | +34a (+26) | Balcony Break | |
| asuka | DST.2 | m | 20 | i19 | -3 | +8a | * Heat Engager * Heat Dash +5, +36a (+26) * Balcony Break * Elbow * Gain NWG on Heat Activation * Chip damage on block | |
| azucena | H.LIB.P (Low) | m | 20 | i16~18 | -9 | +58a (+42) | * Tornado * Restores 5 recoverable health on successful parry * is1 * Floating state 2~48 | |
| azucena | 3,2 | m, m | 13, 20 | i14, i23~24 | -12 | +23g | +13c | * Combo from 1st hit with 7f delay * Move can be delayed 10f * Opponent recovers crouching on hit |
| azucena | 4,3 | h, M | 15, 20 | i12~13, i26~27 | -11 | +37a | * Balcony Break * Combo from 1st CH with 8f delay * Move can be delayed 12f | |
| azucena | f+3,2 | m, h | 15, 20 | i17, i22~23 | -4 | +22a | * Balcony Break * Combo from 1st hit with 8f delay | |
| azucena | df+1,4,1 | m, h, h | 11, 13, 20 | i13~14, ,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 |
| azucena | d+1 | m | 20 | i20~21 | +4 | +7c | +44a | * Spike * Elbow |
| azucena | d+2,3 | m, h | 15, 20 | i17~18, i24~25 | +1 | +16g | * Strong Aerial Tailspin * Balcony Break * Combo from 1st hit with 7f delay | |
| azucena | d+4,1~2 | L, m | 13, 20 | i15~16, i17~18 | -8 | +20a (+11) | +59a | * Strong Aerial Tailspin * Balcony Break |
| azucena | db+3,4 | L, h | 14, 20 | i16~17, i24~25 | -13 | +66a (+50) | * Tornado * Balcony Break * Jails from first hit * Combo from 1st CH | |
| azucena | b+1,1,2 | h, h, h | 10, 14, 20 | i14~15, ,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 | |
| azucena | uf+2 | h | 20 | i17~18 | -5 | +14c | * Strong Aerial Tailspin * Guaranteed 14f or faster follow-up mid on hit * 70% scaling on combo * Sidesteps to the right | |
| azucena | uf+3 | h | 20 | i21~22 | -16a | +36a | * Low crush 10~30 * Floating state 31~65 | |
| azucena | f,F+3 | M | 20 | i15~17 | -14~-12 | +35a (+25) | Tornado * Low crush 17~37 * Floating state 38~40 | |
| azucena | f,f,F+3,2 | m, h | 10, 20 | i15~16, 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 | |
| azucena | LIB.1,2 | h, h | 14, 20 | i13, 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 | |
| azucena | LIB.3,1 | L, m | 15, 20 | i16~17, 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 | |
| azucena | LIB.P (Low) | m,m | 15,20 | i7~8 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 | ||
| bryan | 3,3,2 | m, h, h | 14, 13, 20 | i16, ,i22~23 | -7 | +43a (+33) | * Tornado * Combo from 2nd CH | |
| bryan | 1+2,2 | m, m | 15, 20 | i17~18, i26~27 | -14 | +51d (+20) | * Combo from 1st hit with delay | |
| bryan | 3+4 | m | 20 | i18 | -13 | +8 | +59a | Balcony Break (airborne) |
| bryan | SNE.3+4,2 | m, m | 20, 20 | i18, 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 | |
| bryan | f+2,1,4 | m, m, m | 10, 12, 20 | i15, ,i18~19 | -13 | +3a | * Balcony Break (airborne) * Combo from 1st or 2nd hit * Gain SNE on hit with 1+2 * SNE gain is r25 | |
| bryan | SNE.f+2,1,2,3,2 | m, m, m, m, m | 10, 12, 5, 7, 20 | i15, ,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 | |
| bryan | DF+1,2 | m, m | 8, 20 | i15, 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 |
| bryan | df+2,3 | m, m | 12, 20 | i13, i23 | -13 | +8 | +59a | Combo from 1st CH |
| bryan | df+3 | L | 20 | i29~30 | -26 | +70a (+54) | * Homing * High crush 6~ | |
| bryan | d+1+2,3 | m,m, l | 10,15, 20 | i17, i27~28 | -13 | +5 | +25a | |
| bryan | b+2,1,4 | h, h, m | 18, 16, 20 | i17, ,i25-26 | -10 | +37a | * Tornado * Can hit grounded when off-axis | |
| bryan | b+3,4,1,2,1,4,2,1,4,2 | m, m, m, m, h, h, h, h, m, h | 12, 18, 5, 7, 3, 8, 5, 5, 10, 20 | |||||
| bryan | uf+2,2,2,3 | m, m, m, m | 6, 4, 4, 20 | i13, ,i22~23 | -15 | +30a (+12) | * Knee * Combo from 3rd hit with 5f delay | |
| bryan | uf+4 | m | 20 | i24~26 | -5 | +26a | Spike * Low crush 9~32 * Floating state 33~35 | |
| bryan | f,n,b+2 | h | 20 | i14~15 | -7 | +43a (+33) | * Tornado * Can be buffered | |
| bryan | uf,n,4 | m | 20 | i23~25 | -13 | +32a (+22) | Jump takes 9 frames * Low crush 9~30 * Floating state 31~33 | |
| bryan | ws1 | m | 20 | i15~16 | -14 | +35a (+25) | ||
| bryan | ws2 | m,t | 10,20 | i19 | -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 | |
| bryan | SS.2,1 | M, h | 15, 20 | i17~18, 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) | |
| bryan | SLS.4,1,4 | m, h, M | 13, 13, 20 | i18, ,i25 | -10 | +37a | * Tornado * Combo from 2nd hit * Opponent recovers FUFA on hit | |
| bryan | SNE.f,F+1+2,P | h, m | 30, 20 | i13, i13~14 | 0 | +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 | |
| claudio | 1+2 | m | 20 | i17 | -14 | +2c | Floor Break | |
| claudio | f+2,2 | h, m | 9, 20 | i12, 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 | |
| claudio | db+1+2 | M | 20 | i17~18 | -12 | +8a (-9) | +62a (+46) | * Tornado * Balcony Break * High crush 6~16 * Low crush 20~32 * Floating state 33~35 |
| claudio | b+4,2 | m, m | 10, 20 | i17, 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 | |
| claudio | b+4,3,2 | m, h, M | 10, 14, 20 | i17, ,i31~32 | -13 | +16a | * Balcony Break * Spike * Combo from 2nd CH * Interrupt with i5 from 2nd block * Low crush 1~31 | |
| claudio | ub+2 | m | 20 | i17~18 | -7 | +20d | * Balcony Break * Gain STB on hit * Frame advantage +4d on STB gain | |
| claudio | f,F+2,2 | m, h | 14, 20 | i14~16, i14~15 | -2c | +6c | * Spike * Combo from 1st hit with 13f delay * Input can be delayed 13f * Move can be delayed 6f | |
| claudio | f,F+2,1+2 | m, m | 14, 14,20 | i14~16, 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 | |
| claudio | f,F+3,2* | m, m | 8, 4,20 | i15~16, i20~21,i39~40 | 0 | +14d | * Tornado * Balcony Break * 6 chip damage on block * Gain STB on hit or block | |
| claudio | f,F+4 | m | 20 | i15~17 | -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 |
| claudio | uf,n,4 | m | 20 | i23~i25 | -13 | +32a (+22a) | * Low crush 9~30 * Floating state 31~33 | |
| claudio | ws2 | m | 20 | i15~16 | -14 | +26a (+16) | * Transition to r39 STB on hit without STB * Frame advantage +24a (+14) on STB gain | |
| claudio | ws3 | m | 20 | i16 | -12 | +11a (+2) | Balcony Break | |
| claudio | SS.4 | L | 20 | i20~21 | -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? | |
| claudio | FC.df+2,2 | m, h | 14, 20 | i14~16, i14~15 | -2c | +6c | * Spike * Combo from 1st hit with 13f delay * Input can be delayed 13f * Move can be delayed 6f | |
| claudio | FC.df+2,1+2 | m,m | 14,20 | 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 | |
| claudio | STB.f,F+3,2 | m, m,m | 8, 4,20 | i15~16, 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 | |
| clive | 1,2 | h, M | 5, 20 | i10, 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 | |
| clive | 2,1 | h, h | 11, 20 | i12, 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 | |
| clive | 2,2,2 | h, m, M,m | 11, 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 | |
| clive | 3,3 | m, M | 16, 20 | i16, i30~32 | -18~-16 | +12a (-5) | +36a (+26) | * Tornado * Balcony Break * Input can be delayed 1f * Floating state 31~ |
| clive | 3+4,P | M | 20 | ,i27~28 | +61a (+45) | * Tornado * is1~27 * Floating state 28~70 | ||
| clive | f+2,2,2 | m, m, M | 10, 7, 20 | i15, ,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 | |
| clive | df+1,4,3 | m, m, M | 10, 12, 20 | i14~15, ,i27~28 | -18~-16 | +12a (-5) | +36a (+26) | * Tornado * Balcony Break * Move can be delayed by 9f * Floating state 28~ |
| clive | df+2,2 | m,m, m | 5,10, 20 | i15~16 i26~27, i18~19 | +5a (-2) | * Weapon * Available only as combo from 2nd hit * Available on standing hit only * Low crush 9~ | ||
| clive | df+3 | L | 20 | i29~30 | -26 | +3c | * Homing * High crush 6~65 | |
| clive | df+3,1 | L, M,M | 20, 18,20 | i29~30, 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 | ||
| clive | db+1,1 | h, m,m | 10, 7,20 | i17~18, 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 | ||
| clive | db+4 | L | 20 | i19~20 | -18 | +4c | +67a (+51a) | * Effectively homing? |
| clive | db+1+2,1 | M,m, M | 12,10, 20 | i17~18 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 | |
| clive | b+2 | h | 20 | i20~21 | -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? | |
| clive | b+4 | M | 20 | i18~19 | -9 | +16g | +25a (+19a) | * Balcony Break * Steel pedal, opponent recovers in FUFT * Opponent recovers crouching on standing hit |
| clive | f,f,F+2 | m | 20 | i24~26 | -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 | |
| clive | GAR.2 | m | 20 | i18~19 | -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 | |
| clive | PHX.3,2 | L, m,m | 8, 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 | ||
| clive | PHX.3,1+2 | L, m,M | 8, 12,20 | i21, 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 | ||
| clive | PHX.3+4 | m | 20 | i28~29 | +7 | +18a (+8) | * Homing * Balcony Break * 6 Chip Damage on block * Low crush 18~39 * Floating state 40~42 | |
| clive | WOL.3 | M | 20 | i27~28 | -15~-14 | +61a (+45) | * Tornado * Low crush 1~52 * Floating state 53~55 | |
| devil-jin | 2,2 | h, h | 9, 20 | i10, i17 | -13 | -2 | * Jail from 1st attack with 2f delay * Move cannot be delayed | |
| devil-jin | 3,1,2 | m, h, M | 16, 11, 20 | i17~19, ,i25~28 | -11 | +72a (+56) | * Tornado * Input can be delayed 12F * Move can be delayed 4F * Interrupt with i9 from 2nd block | |
| devil-jin | 3,1,4 | m, h, m | 16, 11, 20 | i17~19, ,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-jin | 1+4,2 | SL,h, m | 5,5, 20 | i16~17,i14, i24~25 | -12 | +72a (+56) | * Tornado * Combo from 2nd CH * 6 chip damage on block | |
| devil-jin | df+1,2 | m, h | 11, 20 | i13, 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-jin | df+3,2,4 | m, m, m | 12, 10, 20 | i16~17, ,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-jin | d+3+4 | m,m | 5,20 | i15-16 i15-16 | -15 | +30a (+20) | * Low crush 16~30 | |
| devil-jin | b+1,2 | h, m | 10, 20 | i12, 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-jin | b+4 | M | 20 | i17~18 | -8 | +6 | +30a (+24) | Opponent recovers FDFA on grounded hit |
| devil-jin | uf+3+4 | m,m | 8,20 | i16~17 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-jin | H.uf+3+4,1+2 | m,m, t | 8,20, 20 | i16~17 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-jin | b,f+2,1,df+2 | m, m, m | 12, 12, 20 | i15~17, ,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-jin | f,n,d,df+2 | h | 20 | i11~12 (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-jin | ws2 | m | 20 | i14~15 | -12~-11 | +72a (+56) | * Tornado * First active frame range: 2.50 * 6 chip damage on block * Slight jab evasion properties | |
| devil-jin | ws4,4 | m, M | 10, 20 | i11~12, 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-jin | FLY.1 | h | 20 | i18~19 | -3 | +67a (+47) | * Strong Aerial Tailspin * Balcony Break * Low crush 1~12 * Floating state 13~15 | |
| devil-jin | FLY.2 | h!,t | 20,20 | i36 | +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-jin | FLY.4,1 | M, h | 10, 20 | i20~21, 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-jin | FLY.4,2 | M, m | 10, 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-jin | FLY.4,2,1 | M, m, m | 10, 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-jin | FLY.4,2,1+2 | M, 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-jin | MCR.1 | m | 20 | i22 | +8 | +20d | * Spike * Opponent recovers FDFA on hit * 6 chip damage on block * Low crush 1~38 * Floating state 39~41 | |
| devil-jin | MCR.2,2 | m, M | 12, 20 | i15~16, 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-jin | MCR.4,1 | M, h | 10, 20 | i20~21, 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-jin | MCR.4,2 | M, m | 10, 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-jin | MCR.4,2,1 | M, m, m | 10, 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-jin | MCR.4,2,1+2 | M, 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-jin | H.f,n,d,df+1+2,1+2 | m, SM | 25, 20 | i26~27, 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 | |
| dragunov | 1,2,1 | h, m, m | 5, 8, 20 | i10, ,i19~20 | -14 | +15g | * Heat Engager * Heat Dash +5, +43d (+35) * Balcony Break * Combo from 1st or 2nd CH * Opponent recovers Crouching | |
| dragunov | 1,3,2 | h, h, m | 5, 14, 20 | i10, ,i22~23 | -13 | +41a | * Spike * Combo from 2nd CH | |
| dragunov | db+2,1,2 | m, m, m | 12, 10, 20 | i14~15, ,i25 | -14 | +29a (+23) | * Combo from 2nd CH with 6f delay * Input can be delayed 14f | |
| dragunov | b+3+4:1+2 | h, t | 22, 20 | i28~29, 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 | ||
| dragunov | uf+1 | h | 20 | i14 | -9 | +12c | * Tornado * Balcony Break | |
| dragunov | uf+2 | M | 20 | i30-31 | -5 | +42a | Floor Break * Low crush 9~30 | |
| dragunov | f,F+2 | m | 20 | i15~16 | -12 | +15a | +30d (+22) | * Balcony Break * Spike |
| dragunov | uf,n,4 | m | 20 | i23~i25 | -13 | +32a (+22a) | * Low crush 9~30 * Floating state 31~33 | |
| dragunov | SS.2,3 | m, h,t | 16, 20,20 | i20~21, 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 | |
| dragunov | BT.d+3 | l | 20 | i16 | -11 | +10d | ||
| dragunov | SNK.1 | h | 20 | i15~16 | -8 | +51a | * Balcony Break (airborne) | |
| dragunov | SNK.3 | L,t | 17,20 | i17~18 | -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~ |
| dragunov | SNK.3+4 | m | 20 | i17~18 | -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 | |
| dragunov | WR.F+3 | L,t | 20,20 | i17~18 | -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 | |
| eddy | H.3+4 | m | 20 | i20~22 | +5 | +66a(+50) | * Tornado * Transition to HSP * 6 chip damage on block * High crush 6~11? * Floating state 11?~? * Low crush 20~? | |
| eddy | 1,2,4~3 | h, h, L | 5, 12, 20 | i10, ,i32~33 | -14c | +18a | * High crush 32~ | |
| eddy | 2,3 | h, m | 10, 20 | i12, i20~21 | -8 | +8s | Combo from 1st hit | |
| eddy | 4,4 | m, m | 10, 20 | i13~14, 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 | |
| eddy | f+4,3,3+4 | m, m, M,M | 13, 8, 7,20 | i23~25, ,i24~26 | -12 | +8a | * Floor Break * Combo from 2nd CH * Floating state 21~39 | |
| eddy | d+2,3 | m, M | 10, 20 | i17~18, i24~25 | -4c | +5c | * Combos from 1st CH * Transition to RLX | |
| eddy | d+4,3 | L, m | 10, 20 | i15~16, i21~22 | -13c | +12c | ||
| eddy | db+1+2 | m | 20 | i30 | -8 | +14c | Floor Break | |
| eddy | b+1,4,3,3+4 | m, m, m, M,M | 15, 10, 8, 7,20 | i14~15, ,i24~26 | -12 | +8a | Combos from 3rd CH * Low crush 21~ | |
| eddy | u+4~3 | L | 20 | i32~33 | -14c | +18 | * Balcony Break * Transition to RLX * Low crush 7?~ | |
| eddy | u+1+2 | h | 20 | i16~17 | +0 | +18d | * Low crush 9~ | |
| eddy | uf+3,3 | m, m | 15, 20 | i26~28, i21~24 | -18 | +31a(+21) | Tornado | |
| eddy | uf+4 | m | 20 | i22~24 | -9 | +12 | * Strong Aerial Tailspin * Homing * Balcony Break * Transition to RLX on hit * Low crush 9~ | |
| eddy | f,F+3 | L | 20 | i21~22 | -14c | +6c | +15c | * Transition to RLX on hit * Transition to FC on block or whiff * High crush 15~33 |
| eddy | f,F+3+4 | m,M | 10,20 | i23~24 | +5 | +17a | * Balcony Break * Cancel to r18 HSP with n,f at frame 17 * 6 Chip damage on block * Floating state 8~ | |
| eddy | uf,n,4 | m | 20 | i23~25 | -13 | +32a(+22) | * Low crush 9~ | |
| eddy | ws2 | m | 20 | i15~16 | -18 | +51 | * Elbow | |
| eddy | ws3 | M | 20 | i19~21 | -13 | +72a(+56) | Tornado | |
| eddy | ws3+4 | M | 20 | i25~27 | +5c | +14d | * Floor Break * Transition to RLX * 6 chip damage on block * Floating state 12~30 | |
| eddy | FC.df+3 | m | 20 | i22~23 | +6 | +9c | +41a | * Transition to RLX * 6 Chip damage on block |
| eddy | HSP.4,2~3 | m, M | 10, 20 | i12~13, i28~30 | +4c | +14d | * Combo from 1st CH * 6 chip damage on block * Low crush * Floating state | |
| eddy | HSP.1+2 | m | 20 | i22~23 | -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 | |
| eddy | HSP.b+3 | m | 20 | i36~37 | -12 | +13a | +58a | Balcony Break * Floating state 36? |
| fahkumram | 1,1 | h, m | 5, 20 | i10, 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 | |
| fahkumram | 1,2,4,3~4 | h, h, h, m | 5, 8, 10, 20 | i10, ,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 |
| fahkumram | 2,1 | h, h | 13, 20 | i12, i20 | -12 | +15a (+6) | * Balcony Break * Elbow * Combo from 1st hit * r29 on hit | |
| fahkumram | 3,1,2 | m, h, h | 11, 12, 20 | i13, ,i21 | -0 | +38d (+30) | * Balcony Break * Tornado * Combos from 2nd hit CH | |
| fahkumram | 3,4~3 | m, m | 11, 20 | i13, 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 |
| fahkumram | 3,4~4 | m, h | 11, 20 | i13, 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 |
| fahkumram | 4,3~4 | h, m | 10, 20 | i12, i21 | -5 | +9 | +44a | * Knee * Can be charged * r25 on block |
| fahkumram | 3+4 | m | 20 | i18 | -9 | +18a (+9) | +58cs | * Balcony Break * Good right sidestep tracking |
| fahkumram | GRF.f+2,1,2 | m, m, m | 14, 22, 20 | i15, ,i29 | +2 | +15d | * Floor Break * Elbow * Consumes GRF * Partially consumes remaining Heat Time * Combos from 1st hit * 6 chip damage on block * Low crush | |
| fahkumram | f+3,2,1 | m, m, h | 16, 13, 20 | i17, ,i19 | -5 | +24a (+15) | * Balcony Break * Combos from 2nd hit CH * Delayable | |
| fahkumram | f+3,2,4 | m, m, m | 16, 13, 20 | i17, ,i20 | -12 | +6 | +36d (+28) | * Knee * Combos from 2nd hit CH * Delayable |
| fahkumram | f+3,2,4~3 | m, m, m | 16, 13, 20 | i17, ,i18 | -7 | +9 | +37d (+29) | * Tornado * Wallbreak on CH * Combos from 1st hit CH * Can be charged |
| fahkumram | f+3,2,4~4 | m, m, h | 16, 13, 20 | i17, ,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 |
| fahkumram | df+1,2 | m, M | 12, 20 | i15, i27 | -13 | +12d | * Floor Break * Elbow * Combos from 1st hit * Grants GRF on hit * Interrupt with i7 from 1st block * Low crush | |
| fahkumram | df+1,4~3 | m, m | 12, 20 | i15, 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 |
| fahkumram | df+1,4~4 | m, h | 12, 20 | i15, 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 |
| fahkumram | df+3~3 | m | 20 | i17 | +2 | +12d | * 6 chip damage on block | |
| fahkumram | df+3~4 | M | 20 | i25 | -10 | +21a (+4) | * Balcony Break * Knee * Just frame input 4 on frames 1-2 for 6 more damage | |
| fahkumram | d+1 | M | 20 | i18 | -5 | +8c | +13c | * Elbow |
| fahkumram | d+3,4,3~4 | L, h, m | 11, 10, 20 | i16, ,i21 | -5 | +9 | +44a | * Knee * Can be charged |
| fahkumram | b+1 | m | 20 | i14 | -13 | +34d | ||
| fahkumram | uf+1 | m | 20 | i28 | +6 | +24d | * Floor Break * Elbow * 4 chip damage on block * Low crush | |
| fahkumram | uf+2 | h | 20 | i18 | -7 | +22a (+13) | * Balcony Break * Elbow * Power crush | |
| fahkumram | uf+3+4 | m,h | 10,20 | i18~19 i7~8 | -11 | +16a (-1) | * Tornado * Balcony Break * Knee * Low crush 18~42 | |
| fahkumram | f,F+3 | L | 20 | i21 | -14 | +4 | ||
| fahkumram | f,F+4~1 | m | 20 | i21 | -3c | +8c | +32d | * Spike (CH) * Floor Break |
| fahkumram | f,F+4~3,2 | L, m | 15, 20 | i19, i25 | +0 | +13d (-4) | * Elbow * Powered up in GRF * Combos from 1st hit CH * 6 chip damage on block | |
| fahkumram | uf,n,4 | m | 20 | i23 | -13 | +32a (+22) | * Low crush 9~ | |
| fahkumram | ws2,4 | m, m | 13, 20 | i14, 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) | |
| fahkumram | ws3 | m | 20 | i15 | -14 | +55cs | * Knee | |
| fahkumram | ws4 | m | 20 | i11 | -6 | +5 | ||
| fahkumram | GRF.1+2,P | sp, m | 20 | i21 | -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 | |
| fahkumram | RAM.1 | m | 20 | i19 | +1 | +20a (+3) | * Balcony Break * Elbow * 6 chip damage on block | |
| fahkumram | RAM.3 | m | 20 | i21 | -11 | -6 | ||
| feng | H.b+1 | h | 20 | i10~11 | -8 | +36a (+28) | * Balcony Break * Consumes 210F of remaining Heat time | |
| feng | 1+2 | m | 20 | i21~22 | -13 | +8 | * Wall Crush +20g on hit * Elbow * Punch sabaki * +14 on successful parry * Parry state 5~9 | |
| feng | d+1+2,1 | M, m | 15, 20 | i20~21, 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 | |
| feng | db+1,2,4,3+4 | m, m, M, m | 15, 18, 30, 20 | i16, ,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 | |
| feng | H.b+4,3+4 | m, M | 10, 20 | i12~13, 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 | |
| feng | ub+1 | m | 20 | i25~26 | -15 | +10a (+1) | +30a (+22) | Balcony Break |
| feng | ub+2 | m,h | 8,20 | i16,15 | -10 | +10 | Does not jail | |
| feng | uf,n,4 | m | 20 | i23~25 | -13 | +32a (+22) | * Low crush 9 | |
| feng | ws1,2,1 | m, m, m | 13, 16, 20 | i13, ,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 |
| feng | ws1,3 | m, h | 13, 20 | i13, 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?) | |
| feng | ws1+2 | m | 20 | i23~24 | -9 | +3 | * Punch parry * +14 on successful parry * Parry state 5~8 | |
| feng | BT.2 | m | 20 | i19~21 | -9 | +13a | * Heat Engager * Heat Dash +5, +67a (+50) * Balcony Break * | |
| feng | BT.1+2 | m | 20 | i16~17 | -3 | +8 | +41a (+33) | * Balcony Break (CH only) * Elbow |
| feng | BT.d+1 | l | 20 | i20~21 | -13c | +4 | +16a | * High crush 15~52 |
| feng | BT.d+3 | L | 20 | i18~20 | -26c | -4~-2 | +70a (+54) | * Has clean hit effect (+70a (+54)) * -4~-2 on normal hit * High crush 6~52 |
| feng | FUFT.b+3+4 | m | 20 | i30~33 | -3~0 | +28d (+18) | * Balcony Break * Floating state 1~27 * Low crush 28~ | |
| feng | KNP.1 | l | 20 | i20~21 | -13c | +4 | +16a | * High crush 15~52 |
| feng | KNP.2 | h | 20 | i14 | -9 | +22a (+12) | * Heat Engager * Heat Dash +5, +43d (+35) * Balcony Break | |
| feng | KNP.3 | m | 20 | i22~23 | -14 | +77a (+55) | * Tornado * Low crush 15~30 * Floating state 31~33 | |
| feng | KNP.3+4,3+4 | M, m | 30, 20 | i31~34, 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 | |
| feng | STC.1 | m | 20 | i20~21 | -15 | +38a | * -9 frame advantage and 8 chip damage on block after absorbing an attack in power crush state * Power crush 8~19 | |
| feng | STC.4 | l | 20 | i20 | -13 | +3 | +14 | |
| feng | STC.1+2 | m | 20 | i18 | -9c | +17d | ||
| heihachi | WAR.1,1,2 | h, h, m | 5, 6, 20 | i10, ,i18 | -17 | +28a (+2) | * Balcony Break * Combo from 1st hit with 12f delay * Chip damage on block | |
| heihachi | 1,2,2~1 | h, h, m | 5, 8, 20 | i10, ,i13 | -11 | +6 | * Combo from 2nd CH * Cancel to SS -5 -16 with D_U | |
| heihachi | 1,b+2,1 | h, m, m | 5, 17, 20 | i10, ,i35~39 | -15 | +30a (+20) | * Combo from 2nd CH * Low crush 38~61 | |
| heihachi | f+2~1 | m | 20 | i13 | -11 | +6 | * Cancel to SS with D_U | |
| heihachi | f+4 | m | 20 | i19~20 | +4 | +7c | +26d | * Spike * Enter FUJ r27 with D * +15c against a crouching opponent |
| heihachi | df+1,2 | m, m | 10, 20 | i13~14, i21 | -13 | +3 | * Combo from 1st hit | |
| heihachi | df+2,1 | m, m | 8, 20 | i13~14, i20~21 | -17 | +12a (+5) | * Combo from 1st hit | |
| heihachi | WAR.df+2,1 | m, m | 8, 20 | i13~14, i20~21 | -17 | +66a (+50) | * Tornado * Combo from 1st hit * Chip Damage on block | |
| heihachi | b+2 | m | 20 | i22~23 | +2 | +7 | * Balcony break on airborne hit * Chip damage on block | |
| heihachi | b+3,2 | h, h | 14, 20 | i14~15, i20 | -1 | +15g | * Combo from 1st hit with 4f delay | |
| heihachi | b+1+2 | m | 20 | i42 | -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 | |
| heihachi | uf+2,1 | m, m | 16, 20 | i19, 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 | |
| heihachi | uf+3,4 | m, m | 17, 20 | i28~29, i20~21 | +4 | +30a (+23) | * Strong Aerial Tailspin * Balcony Break * Chip damage on block * Unavailable on whiff * Low crush 1~ | |
| heihachi | H.uf+4,1 | m, M | 17, 20 | i24~26, i25~30 | -3 | +5a | * Balcony Break * Chip damage on block * Consumes 300F of remaining Heat time * Combo from 1st hit * Jail from 1st block | |
| heihachi | f,n,d,DF+4,4,4,1 | L, L, L, m | 15, 10, 8, 20 | i16~17, ,i23~24 | -15 | +25a (+18) | * Can be performed after any number of f,n,d,DF+4 lows * Low crush ?~ | |
| heihachi | f,n,d,DF+4,4,4,n+4,4 | L, L, L, m, m | 15, 10, 8, 10, 20 | i16~17, ,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 | |
| heihachi | f,n,d,df+2 | h | 20 | i11~12 | -10 | +39a (+29) | * Becomes Electric Wind God Fist (f,n,d,df#2) during Heat, partially uses remaining Heat Time | |
| heihachi | f,f,F+1+2 | h | 20 | i15 | +3 | +6d | * Spike * Transition to r32 +6 +9d RAI with F * 4 Chip damage on block * Low crush 3~23 | |
| heihachi | ws2 | m | 20 | i18 | -8 | +8 | +14c | * Balcony break on airborne hit * 8F evasion? * High crush 1~8 |
| heihachi | ws3,1+2 | m, m | 10, 20 | i18~19, i22 | -9 | +13a (+4) | * Balcony Break * Combo from 1st hit * Interrupt with i2 from 1st block | |
| heihachi | SS.2 | m | 20 | i23~24 | -9 | +9 | +36a (+28) | * Enter RAI -5 +13 r24 with F |
| heihachi | FUJ.1,1 | h, h | 13, 20 | i12~13, 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 | |
| heihachi | FUJ.2 | m | 20 | i15~16 | -10 | +75a (+59) | * Tornado * Chip damage on block * High crush 6~14 | |
| heihachi | FUJ.3,4 | m, m | 17, 20 | i28~29, i20~21 | +4 | +30a (+23) | * Strong Aerial Tailspin * Balcony Break * Combo from 1st hit * Chip damage on block * Unavailable on whiff * Low crush 1~ | |
| heihachi | FUJ.4 | L | 20 | i18~19 | -14 | -4 | +12g | * Spike |
| heihachi | WAR.f,f,F+1+2 | h | 20 | i15 | +6 | +6d | * Removes Recoverable Health * Spike * Transition to +9 +9d RAI with F * 8 Chip damage on block * Low crush | |
| hwoarang | 1,2,f+4 | h, h, h | 5, 10, 20 | i10, ,i24~25 | -2 | +35d (+27) | * Balcony Break * Combo from 2nd CH with 3F delay * Move can be delayed by 4F * Low crush 14~ | |
| hwoarang | 2,f+4 | h, h | 9, 20 | i10, i24~25 | -2 | +35d (+27) | * Balcony Break * Combo from 1st CH with 3F delay * Low crush 14~ | |
| hwoarang | 3,3,2 | h, m, M | 15, 12, 20 | i14, ,i21~22 | -11 | +1c | * Combo from 2nd CH with 8F delay * Move can be delayed by 10F | |
| hwoarang | 3,3,f+4 | h, m, h | 15, 12, 20 | i14, ,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 | |
| hwoarang | 4,4,3 | h, h, M | 14, 13, 20 | i11~12, ,i25~31 | -14c | +14d | * Transition to RFF * Combo from 2nd CH | |
| hwoarang | 4,4,4,4 | h, h, h, h | 14, 13, 17, 20 | i11~12, ,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~ | |
| hwoarang | df+3,4 | m, m | 12, 20 | i22~23, 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 | |
| hwoarang | df+4 | m | 20 | i16~17 | -8~-7 | +8~+9 | +18a (+9) | * Homing * Balcony Break on CH * Transition to RFF * Wall splats |
| hwoarang | u+3+4 | m | 20 | i25~26 | -7 | +24a | * Also possible during RFF * Low crush 8~ | |
| hwoarang | uf+3,4,3 | m, m, m | 11, 12, 20 | i28~29, ,i27~28 | -14 | +0c | * Combo from 1st hit * Also possible during RFF * Floating state 1~ | |
| hwoarang | uf,n,4 | m | 20 | i23~25 | -13 | +32a (+22) | * Also possible during RFF * Low crush | |
| hwoarang | ws3+4,3 | m, M | 16, 20 | i20~21, i21~26 | -6 | +5c~+10c | +29d | * Combo from 1st hit with 7F delay * Input can be delayed by 7F * Move cannot be delayed |
| hwoarang | BT.3 | M | 20 | i14~16 | -13 | +38a (+28) | ||
| hwoarang | BT.4 | M | 20 | i14~16 | -13 | +40a (+30) | * Transition to RFF | |
| hwoarang | BT.d+3 | L | 20 | i18~19 | -13 | -2 | +31a | * High crush 4~50 |
| hwoarang | LFS.3,2 | m, M | 10, 20 | i14, i21~22 | -11 | +1c | * Combo from 1st CH with 9?F delay * Move can be delayed by 10F | |
| hwoarang | LFS.3,f+4 | m, h | 10, 20 | i14, 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 | |
| hwoarang | LFS.b+4,3 | m, h | 15, 20 | i16~17, 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~ | |
| hwoarang | LFS.df+3,4 | m, m | 12, 20 | i22~23, 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 | |
| hwoarang | LFS.uf+3,4,3 | m, m, m | 11, 12, 20 | i28~29, ,i27~28 | -14 | +0c | Combo from 1st hit * Floating state 1~ | |
| hwoarang | LFS.uf+4 | M | 20 | i19~20 | -14 | +32a (+22) | * Tornado * Low crush 6~18 | |
| hwoarang | RFF.2,4,3 | h, h, M | 6, 9, 20 | i10, ,i25~31 | -14c | +14d | * Combo from 2nd CH with 2F delay * Move can be delayed by 10F * Remains in RFF | |
| hwoarang | RFF.4,3 | h, M | 9, 20 | i12, i25~31 | -14c | +14d | * Remains in RFF * Combo from 1st CH with 2F delay * Move can be delayed by 10F | |
| hwoarang | RFF.df+2+3,4 | m, m | 12, 20 | i22~23, 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 | |
| hwoarang | RFF.f+4~4 | M | 20 | i18~20 | -13 | +41a (+31) | * Tornado * Remains in RFF | |
| hwoarang | RFS.d+4,3,4 | L, h, h | 15, 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~ | |
| hwoarang | RFS.uf+4 | m | 20 | i17~18 | -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-8 | 2,1,2 | h, m, m | 10, 12, 20 | i11, ,i33 | -12 | +29a (+19) | ||
| jack-8 | 2,1,1+2 | h, m, h,h,h,h,h | 10, 12, 10,6,6,6,20 | i11, ,i33~36, i8~14, i3~6, i7~13, i5~6 | -4 | +13d | * Jails from 3rd block * Chip damage on block (10) | |
| jack-8 | 2,1,uf+1+2 | h, m, m | 10, 12, 20 | i11, ,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-8 | 3,2 | m, h | 18, 20 | i15, i23 | -9 | +44d (-14) | * Balcony Break * Combos from 1st hit * Alternate input f+3,2 or ws3,2 | |
| jack-8 | 3,1+2 | m, m | 18, 20 | i15, i25 | -11c | +2d | +48a | * Combos from 1st hit CH * Alternate input f+3,1+2 or ws3,1+2 |
| jack-8 | f+1,2,1 | m, h, m | 13, 12, 20 | i14, ,i26 | -12 | +65a (+49) | * Tornado * Instant Tornado | |
| jack-8 | f+4 | h | 20 | i17 | -4 | +7 | +32a (+22) | * Balcony Break on CH |
| jack-8 | f+1+2 | m,m | 12,20 | i27 pc7 | -12 | +32d (+6) | * Balcony Break * Chip damage on block when absorbing an attack (12) * * Power crush 7 | |
| jack-8 | df+1,1 | m, m | 12, 20 | i14, i29 | -11 | +21cg | +72a (+56) | * Tornado * Balcony Break * Combos from 1st hit CH * Delayable |
| jack-8 | df+1,2,1,2 | m, h, h, h | 12, 10, 2, 20 | i14, ,i9 | -18 | +35d (-23) | * Balcony Break * On air hit +12 (+5) * Combos from 2nd hit * Combos from 1st hit CH | |
| jack-8 | df+1+3 | SM | 20 | i30~49 | -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-8 | df+3,2 | m, h | 16, 20 | i16, i20 | -7 | +25d | * Balcony Break * Elbow | |
| jack-8 | b+3,2,2 | m, h, h | 14, 13, 20 | i16, ,i25 | -9 | +44d (-14) | * Balcony Break * Interrupt with i5 from 2nd block * Can be charged to power up | |
| jack-8 | f,F+1+2 | m | 20 | i15 | -15 | +22cs | * Homing | |
| jack-8 | ws4 | m | 20 | i11 | -6 | +5 | * | |
| jack-8 | ss2 | h | 20 | i17 | +9 | +35d (+27) | * Balcony Break * Transition to GMH with D ** (+9 oB, +35d (+27) oH) * Chip damage on block (6) | |
| jack-8 | FC.df+3+4*,uf+1+2 | m, m | 32, 20 | i30~35, 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-8 | FC.df+3+4,uf+1+2 | m, m | 28, 20 | i21, 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-8 | GMH.1 | m | 20 | i22 | -9 | +25d | * Homing * Balcony Break |