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mokujin

All Characters

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CharCommandHit levelDamageStartupBlockHitCounter hitNotes
miary-zoR.df+1+2m,t55+i20-18+0d
* Rage Art
* Removes Recoverable Health
* Reversal Break
* Damage increases with lower health, maximum 82
* Freezes match timer on activation and on hit
* Restores recoverable health on hit
* Transition to attack throw on hit
* Consumes Rage
* Power crush 8~
miary-zoub+1m,t13,8,29i17-15-5d
* Floor Break
* Transitions to attack throw on front hit only
* Hit vs BT +16a (+9)
* Side switch on hit
miary-zouf+1m,t13,8,29i17-15-5d
* Floor Break
* Transitions to attack throw on front hit only
* Hit vs BT +16a (+9)
ninaR.df+1+2m,t55+i20-18+0d
* Rage Art
* Removes Recoverable Health
* Reversal Break
* Damage increases with lower health, maximum 82
* Freezes match timer on activation and on hit
* Restores recoverable health on hit
* Transition to attack throw on hit
* Consumes Rage
* Power crush 8~
ninauf+3+4m,t20,13i23~30-23a~-16a+2d
* Balcony break on meaty hit
* +9a (-1) on meaty hit
* Transition to Heel Hold (HHD) chain throw on hit if the move connects on i23, otherwise knockdown
* Throw is unbreakable, rest of the chain throw is breakable
* Low crush 3~34
* Floating state 35~
ninaws3m,t15i13-13+0d
* Knee
* Transition to Triple Slaps chain throw automatically on standing front hit
* Throw is unbreakable, rest of the chain throw is breakable
pandaR.df+1+2m,t55+i20-18+0d
* Rage Art
* Removes Recoverable Health
* Reversal Break
* Damage increases with lower health, maximum 82
* Freezes match timer on activation and on hit
* Restores recoverable health on hit
* Transition to attack throw on hit
* Consumes Rage
* Power crush 8~
paulR.df+1+2m,t55+i20-18+0d
* Rage Art
* Removes Recoverable Health
* Reversal Break
* Damage increases with lower health, maximum 82
* Restores recoverable health on hit
* Transition to attack throw on hit
* Consumes Rage
* 114f cinematic freeze on frame 8
* t193 r56 on block
* t134 on whiff
* Power crush 8~
paulf,f,F+2m,t19,29i18~19-9+0d FDFA+35a
* Spike on 2nd hit
* Elbow
* Transition to throw on airborne hit
* +17d FDFA without throw transition
ravenH.2+3m,t20,35i18~20+14g+3a
* Heat Smash
* Balcony Break
* Transition to r20 SZN on block
* 9 chip damage on block
ravenR.df+1+2m,t55+i20-18+0d
* Rage Art
* Removes Recoverable Health
* Reversal Break
* Damage increases with lower health, maximum 82
* Freezes match timer on activation and on hit
* Restores recoverable health on hit
* Transition to attack throw on hit
* Consumes Rage
* Power crush 8~
reinaR.df+1+2m,t55+i20-18+0d
* Rage Art
* Removes Recoverable Health
* Reversal Break
* Damage increases with lower health, maximum 82
* Freezes match timer on activation and on hit
* Restores recoverable health on hit
* Transition to attack throw on hit
* Consumes Rage
* Power crush 8~
reinaCH.df+3+4m,t6,35i16+0
Spike
shaheenR.df+1+2m,t55+i20-18+0d
* Rage Art
* Removes Recoverable Health
* Reversal Break
* Damage increases with lower health, maximum 82
* Freezes match timer on activation and on hit
* Restores recoverable health on hit
* Transition to attack throw on hit
* Consumes Rage
* Power crush 8~
steveH.LNH.Pm,t15
* Parries high and mid punches and kicks?
* Active after LNH is actionable
* Transition to TFA after successful parry
* Throws received are unbreakable
* Parry state 25~95?
steveR.df+1+2m,t55+i20-18+0d
* Rage Art
* Removes Recoverable Health
* Reversal Break
* Damage increases with lower health, maximum 82
* Freezes match timer on activation and on hit
* Restores recoverable health on hit
* Transition to attack throw on hit
* Consumes Rage
* Power crush 8~
victorR.df+1+2m,t55+i20-18+0d
* Rage Art
* Removes Recoverable Health
* Reversal Break
* Damage increases with lower health, maximum 82
* Freezes match timer on activation and on hit
* Restores recoverable health on hit
* Transition to attack throw on hit
* Consumes Rage
* Power crush 8~
xiaoyuR.df+1+2m,t55+i20-18+0d
* Rage Art
* Removes Recoverable Health
* Reversal Break
* Damage increases with lower health, maximum 82
* Freezes match timer on activation and on hit
* Restores recoverable health on hit
* Transition to attack throw on hit
* Consumes Rage
* Power crush 8~
yoshimitsuR.df+1+2m,t55+i20-18+0d
* Rage Art
* Removes Recoverable Health
* Reversal Break
* Damage increases with lower health, maximum 82
* Freezes match timer on activation and on hit
* Restores recoverable health on hit
* Transition to attack throw on hit
* Consumes Rage
* Power crush 8~
zafinaR.df+1+2m,t55+i20-18+0d
* Rage Art
* Removes Recoverable Health
* Reversal Break
* Damage increases with lower health, maximum 82
* Freezes match timer on activation and on hit
* Restores recoverable health on hit
* Transition to attack throw on hit
* Consumes Rage
* Power crush 8~
cliveH.2+3m,t,m,m,m,m,m,m55i18+5-10
* Heat Smash
* Balcony Break
* Transition to attack throw on 1st hit
* 45 damage Balcony Break on 1st whiff
* Recover 27-45 recoverable health on hit:
* Regain 18?-19? additional recoverable health on hit
* Recover 19 recoverable health on 1st whiff and 2nd hit:
* Regain 12? additional recoverable health on 1st whiff and 2nd hit
* 10 chip damage on block
* Low crush 23~117
* Floating state 118~120
kazuyaDVK.f,F+2m,th20,20i16-9+0d
* Transition to throw on hit
* Consumes 150F? of remaining Heat time on throw hit
* Increased tracking to left sidesteps during Heat
* Throw can be canceled with B
* 6 chip damage on block
kazuyaDVK.f,n,d,df+1m,th23,15i20~22-16-5d
* Floor Break
* Consumes 120F of remaining Heat time on throw hit
* Throw can be canceled with B
* Opponent recovers FDFA
* Low crush 20~41
* Floating state 42~44
kazuyaDVK.f,n,d,DF+4,1,1L, m, m,th15, 24 (16), 17,15i16, ,i24~26-19-5d
* Floor Break
* Consumes 600F of remaining Heat time on throw hit
* Combo from 1st hit with 9F delay
* Move can be delayed by 7F
* Input can be delayed by 9F
* Low crush 24~
leroyb+3+4M,th21,25i18~19-8+7
* Balcony Break
* Shifts to throw on airborne hit (+0d)
miary-zoH.2+3m,th52i17~18+6-5d
* Heat Smash
* Floor Break
* Transition to BAO +6 r24 automatically on block only
Cancel BAO transition -13 -6 +23a (+13) r36 with B
* 6 chip damage on block
* Low crush
steveH.2+3m,th10,4,2,3,3,3,25i16+8 LNH+0
* Heat Smash
* Floor Break
* Spike
* Can cancel transition to LNH on block with B at -9
* 7 chip damage on block
* Alternate input: H.FLK.2+3 or H.PAB.2+3
victorIAI.3m,th(m)13 (25)i17-13+25 (+10)
* Knee
* Power crush 8~16
alisab+1+3,Pm!25i20~21-5a (-14)
* Balcony Break
* Interrupt with i11 after parry
* High crush 1~39
alisab,B+2+3m!50i75~76+44
* Balcony Break
* Head
annaub+1+2m!50i60+46a (+15)
armor-kingu+1+2*m!45i67!+11a
* Low crush
armor-kingBT.1+4m!20i41~47!+0d
* Armor King recovers FDFR on close hit, and FUFT on far hit or whiff
* Low crush
asukaf+3**m!28i70~71+28a (+19)
* Balcony Break
* Cancel to r58? with B
azucena1+2+3+4,3+4m!54i75-8a
Base damage is 45
bryan1+3+4m!0i28~31+16
* Cancellable with any input on frames 1~31
* Gain SNE
* -34 if not cancelled
bryanb+1+4*m!45i53+7a
Spike
claudiob,B+2+3m!60i72+15a (-11)
Balcony Break
cliveb,B+1+4m!40i80~81+56a
* Hitstop on frame 80 for 20f
devil-jinb+1+4m!60i63~64+20a (+10)
* Floating state 64~85
devil-jinFLY.1+2M!30i50~100-72c~-22c
* Balcony Break
* -72c~-56c on average
* Forces backroll on hit
* Low crush 1~111
* Floating state 112~114
devil-jinFLY.f+1+2M!30i32~75-65c~-22c
* Balcony Break
* -52c~-50c on average?
* Forces backroll on hit
* Recovers front-facing when done from BT FLY
* Low crush 1~
dragunovub+1+2m!60i63~64+26d (-32)
Balcony Break
* Unblockable
eddyb,B+2+3m!25,30i77~79-37a(-46)
* Balcony Break
* Can cancel with input b,B+2+3,b,b
fahkumramb+1+4m!50i60!+9d
* Unblockable
fahkumramRAM.2m!43i40!+18a (+8)
* Balcony Break
* Unblockable
fengub+1+2m!70i79~82+50a (+19)
heihachid+1+4m!50i60+18a
hwoarangb,B+2+3m!40i61~62+17a
* Also possible during RFF
* Cancel and transition to r24? LFS at frame 25? with b,b
hwoarangLFS.1+4m!80i66~69-2a~+1a
* Cancel with b,b
* Low crush 55~
jinub+1+2m!50i75~i76+9a (+0)
* Balcony Break
* Cancel to r50 with b,b
junub+1+2m!50i57~58+6a
Balcony Break
kazuyab+1+4m!60i63+20a(+10)
kazuyaDVK.3+4M!30i60~90-49c~-19c
* Balcony Break
* -45c~-41c on average
* Consumes 150F? of remaining Heat time
* Forces backroll on hit
* Low crush 20~134
* Floating state 135~137
kingu+1+2*m!40i67+11d
* Unblockable mid.
* Auto switch side if fly over opponent.
* Low crush 9?~
kingBT.1+4M!30i41~47+6d
* Unblockable mid attack.
* Low crush 8~
kumab+1+4m!25i60~62+16a/+21a HBS
* Transition to HBS with input D or 3+4
kunimitsub+1+3m!25i19~20+3a
* Spike
* Parry mid and high punches and kicks
* Parry state 5~12
kunimitsuub+2m!21i51+10a
* Floor Break
* Weapon
* Hitstop 20f on hit
* Low crush 27~50
kunimitsuBT.3+4m!25i19~20+3a
* Spike
* Parry mid and high punches and kicks
* Parry state 5~18
larsub+1+2m!45i84~85+61a
lawb,B+2+3m!60i78+0d
Can cancel and transition to DSS with b,b
leoub+1+2m!60i70~71+26a (-21)
leroyd,df,f+3+4,Fm!80i56~57-1~0d
* Reversal
* Follow-up upon successful reversal with input 1 or 2 to Chain Punch: Branch
* Parry state 20~60
lidiab+1+4m!35i60~61+9a
Balcony Break
lilib+1+4m!50i63~65+9a (-17)
* Balcony Break
* Low crush 56~76
* Floating state 77~79
liliu+1+2**m!50i18~19+16a (+7)
* Strong Aerial Tailspin
* Homing
* Balcony Break
* Move is delayed 56f, effective startup i74~75
miary-zob,B+2+3m!30i62~63-6d
* Balcony Break
ninab,B+2+3m!50i65+25a
Cancel to r25 with b,b
paulH.1+2**m!50i71+30d (-6) FDFA
* Balcony Break
* Reversal Break
* Consumes Heat
* Charge begins on frame 1
* Requires 56f charge
* H.1+2 from 1~27f charge
* H.1+2* from 28~55f charge
paul1+2**m!40i71+20d (+10)
* Balcony Break
* H.1+2** with Heat
* Charge begins on frame 1
* Requires 56f charge
* 1+2 from 1~27f charge
* 1+2* from 28~55f charge
raven1+2+3+4,b,f,1+2m!60,i59~61+21a (+11)
Balcony Break Cannot be blocked
* High crush 12~42
xiaoyuHYP.2+3m!40i61+10d
* Unblockable
* Cancel to BT with BB
yoshimitsu4,4,2,2,1h, h, m, h, m!16, 16, 5, 6, 30i12~13, ,i67-18
* Weapon
yoshimitsu4,4,2,2,1~1h, h, m, h, m!, m!16, 16, 5, 6, 30, 22i12~13, ,i28~113-58
* Weapon
* Cancel early to r26 with B (earliest cancel -12a)
* Possible to double-hit
yoshimitsud+1*(1),nM!20i55~56+4c+6a
* Floor Break
* Weapon
* Slowly realigns while charging
* Can be canceled with b*
yoshimitsud+1*(2),nM!25i99~100+4c+6a
* Floor Break
* Weapon
* Slowly realigns while charging
* Can be canceled with b*
yoshimitsud+1*(3),nM!30i130~131+4c+6a
* Floor Break
* Weapon
* Slowly realigns while charging
* Can be canceled with b*
yoshimitsud+1*(4),nM!40i179~180+16a+52a
* Floor Break
* Weapon
* Slowly realigns while charging
* Can be canceled with b*
yoshimitsud+1*(5),nM!60i214~215+16a+52a
* Floor Break
* Weapon
* Slowly realigns while charging
* Can be canceled with b*
yoshimitsud+1*(6),nM!200i249~250+16a+52a
* Floor Break
* Weapon
* Slowly realigns while charging
* Can be canceled with b*
yoshimitsud+1+4m!60i29~30-32a
* Weapon
* 60 self damage during 1st recovery frame
* Can connect from the front if the opponent attacks into it
yoshimitsud+1+4,B+1m!, m!60, 18i29~30, i1~39-29a
* Weapon
* 6 self damage
yoshimitsud+1+4,B+1,1m!, m!, m!60, 18, 20i29~30, ,i1~18-29a
* Weapon
* 6 self damage
yoshimitsud+1+4,B+1,1,1m!, m!, m!, m!60, 18, 20, 21i29~30, ,i1~18-29a
* Weapon
* 10 self damage
yoshimitsud+1+4,B+1,1,1,1m!, m!, m!, m!, m!60, 18, 20, 21, 28i29~30, ,i1~18-29a
* Weapon
* 12 self damage
yoshimitsud+1+4,B+1,1,1,1,1m!, m!, m!, m!, m!, m!60, 18, 20, 21, 28, 30i29~30, ,i1~35-30a
* Weapon
* 17 self-damage
* The entire string deals 111 self damage
yoshimitsuub+1+3m!40i50~52-24
* Weapon
* Punishable on close hit with FUFT.3
yoshimitsuub+1+3,n,1m!, m!40, 22i50~52, i28~113 i2~4-57a
* Weapon
* Cancel early to r25 with B on frame 64
* Possible to double-hit during cancel
yoshimitsuuf+1+3M!40i113~114+30a
* Floor Break
* Weapon
* Cancel to r64 DGF with 1+2 on frame 34
* Cancel to r60 DGF with 1+2 on frame 35, delayable up to frame 92
* Becomes a different move in NSS
* Low crush 9~110
* Floating state 111~113
yoshimitsuuf+1+3,bM!35i93~94+24a
* Floor Break
* Weapon
* Cancel to r106 DGF with 1+2 on frame 79
* Input during frames 1-31 of uf+1+2
* Yoshimitsu will transition to BT if the opponent is far
* Low crush 9~90
* Floating state 91~93
yoshimitsub,B+1+4m!50i59~61+2a
* Weapon
* Cannot be buffered
* Poor hitbox, will go over crouching opponents sometimes
yoshimitsuf,F+1+4m!60i45-65a
* Weapon
* Cannot be buffered
* 60 self-damage during 1st recovery frame
* NSS.f,F+1+4 will always cancel into f,F+1+4,n
* Dealing lethal damage will award the victory to Yoshimitsu
* Holding any direction will trigger the attack, not just forward
yoshimitsuf,F+1+4,Fm!, m!60, 185i45, i35~37-60a
* Weapon
* 200 self-damage during 1st recovery frame
* Dealing lethal damage will award the victory to Yoshimitsu
yoshimitsuf,F+1+4,nm!60i45,
yoshimitsuIND.1M!15i53~55+0c~+2c
* Floor Break
* Weapon
* Same animation as the ending of qcf+1
* Low crush 30~52
* Floating state 53~55
yoshimitsuKIN.b+1+2m!25i46+6a
* Weapon
* Backswing blow
* Unavailable in NSS
* Move is delayed by 5f
yoshimitsuMED.1+2m!10i30~34-1a
Recovers 12 base health
yoshimitsuNSS.b,B+1+4m!40i65~70-3a (-12)+29a (-18)
Balcony Break
yoshimitsuNSS.ub+1+3m!50i51~65-23
* Punishable on close hit with FUFT.3
zafinaub+1+2m!40i64+41a (+10)
* +45a on side/BT hit
devil-jinSS.2,Um, m!,M!25, 35 (24), 40 (20)i17~18, i37~38 i22~60-5a
* Only available as combo from 1st hit
* 44 damage with scaling
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.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~
ravenUB,b,3+4m!,m!,M!20,20,20,i38~40 i46~49 i51~54-19a
Spike
* Low crush 21~56
dragunovPGR.1+2m(t)i26-5+3d
* Throw break: 1+2
* Transition to BT on throw break
* Shift to tackle on hit
* Unbreakable and -2d on hit in heat (Consumes 300F of remaining Heat time)
* High crush 1~26
shaheenb+2m(th)12,16i14~15-9-2d
* Removes Recoverable Health
* Transition to attack throw on standing front hit
pandadb+1+2mm4,4i14~15-9+2~3
pandadb+1+2,1+2mm, mm4,4, 4,4i14~15, i15~16-110
* Combos from 1st hit
+10 CH but only on the last hit
reinauf+3+4mm10,10i20,i4-10-1
* Low crush 9~
kingDFr(l)0+51a(+35)
* Generic low parry.
* Tornado affect on success.
kingb+1+3r(m)25i10+2d
Floor Break
* Parry opponent's right punch.
* Side Switch. Opponent recovers in FUFR.
* Parry state 5~15?
kingb+2+4r(m)25i10+24d
* Parry opponent's left kick.
* Side switches randomly. Opponent recovers in FUFL.
* Parry state 5~12
kingb+2+4:3+4r(m)25(,28)i10+27d(+1d)
* 2 Throw Break
* Parry opponent's right kick.
* Just frame input right before camera returns to normal position to deal extra damage.
* Opponent recovers in FUFT.
* Parry state 5~12
kingd+1s.l5i10-5+6
* High crush 4~
kingd+2s.l8i11-4+7
kingd+1,2s.l,m5,13i10,i15~17-11+5s
* Jail from 1st block
* Combo from 1st CH
* Forces standing on hit.
alisaFC.d+1sl5i10-5+6
Transition to standing with f
* High crush 1~
alisaFC.d+2sl8i11-4+7
* High crush 1~
annad+1sl5i10-5+6
* Can recover standing with F
annaf,f,F+3,2L, SL12, 24i16~20, i28~77-16~+33g+19a (+9)
* Weapon
* Combo from 1st CH
* Chip damage on block
* Power up in Heat
armor-kingd+1sl5i10-5+6
* High crush 4~
armor-kingFC.1sl5i10-5+6
* High crush 4~
armor-kingFC.2sl8i11-4+7
* High crush
armor-kingFC.4sl6i14-15-4
* High crush
asukahFC.1sl5i10-5+6
* Transition to Standing with f
* +6c on crouching hit
* High crush 1~
asukahFC.2sl8i11-4+7
* High crush 1~
azucenadb+1sl5i10-5+6
Can recover standing with F
* High crush 4~
azucenadb+2sl8i11-4+7
* High crush 4~
azucenaFC.d+1sl5i10-5+6
Can recover standing with F
* High crush 1~
azucenaFC.d+2sl8i11-4+7
* High crush 1~
claudiodb+1sl5i10-5+6
* Transition to Standing with f
* +6c on crouching hit
* High crush 4~
claudiodb+2sl8i11-4+7
* +7c on crouching hit
* High crush 4~
clived+2sl8i11-6+5
+5c on crouching hit
* High crush 4~
cliveFC.1sl5i10-5+6
* Transition to Standing with f
* +6c on crouching hit
* High crush 4~
devil-jind+2sl8i11-4+7
* +7c on crouching hit
* High crush 4~
devil-jindb+1sl5i10-5+6
* Transition to Standing with f
* +6c on crouching hit
* High crush 4~
fahkumramd+2sl13i12-9+2
* Elbow
* High crush
fahkumramdb+1sl5i10-5+6
fahkumramFC.1sl5i10-5+6
* High crush
fahkumramFC.2sl13i12-9+2
* Elbow
* High crush
fengd+1sl5i10-5+6
* Transition to Standing with f
* +6c on crouching hit
* High crush 4~34
heihachi1+4SL[10;10]i17+2+21g
* Reversal Break
* Balcony Break
* Can only be used once per match
* Ultimate Count 3 required to use
* Can be used while in FUJ
* Opponent recovers crouching on hit
* Cannot cause a K.O
hwoarangd+1sl5i10-5+6
* Transition to Standing with f
* +6c on crouching hit
* High crush 4~
hwoarangd+2sl8i11-4+7
* +7c on crouching hit
* High crush 4~
jack-8d+1sl5i10-5+6
*
* High crush 4
jack-8d+2sl8i11-4+7
* Alternate input FC.2
* High crush 4
jack-8hFC.2sl8i11-4+7
* Alternate input d+2
* High crush 1
jindb+1sl5i10-5+6
* Transition to Standing with f
* +6c on crouching hit
* High crush 4~
kazuyad+1sl5i10-5+6
* Returns to standing when input F
* High crush 4~
kazuyad+2sl8i11-4+7
* High crush 4~
kazuyaBT.d+1sl15i10-5+6
* High crush 1~
kazuyahFC.1sl5i10-5+6
* Transition to Standing with f
* +6c on crouching hit
* High crush 1~
kazuyahFC.2sl8i11-4+7
* +7c on crouching hit
* High crush 1~
kumad+1sl5i10-5+6
* Transition to Standing with f
* +6c on crouching hit
* High crush 4~
kumad+2sl8i11-4+7
* +7c on crouching hit
* High crush 4~
lawd+2sl8i11-4+7
Alternate input hFC.d+2
* High crush 4~
lawdb+1sl5i10-5+6
* High crush 4~
lawhFC.1sl5i10-5+6
* High crush 4~
lawhFC.2sl8i11-4+7
Alternate input d+2
* High crush 4~
leedb+1sl5i10-5+6
* Transition to Standing with f
* +6c on crouching hit
* High crush 4~
leedb+2sl8i11-4+7
Alternate input FC.2
* High crush
leeFC.1sl5i10-5+6
* Alternate input d+1, db+1
* High crush
leeFC.2sl5i11-4+7
* Alternate input db+2
* High crush
leodb+1sl6i10-5+6
* High crush 4~
leohFC.1sl5i10-5+6
* Transition to Standing with f
* +6c on crouching hit
* High crush 1~
leohFC.2sl8i11-4+7
leroyd+1sl5i10-5+6
* High crush
lidiadb+1sl5i10-5+6
Transition to r24? with f
lidiahFC.1sl5i10-5+6
* Transition to r25? with f
* Transition input can be delayed 16f
* High crush 1~
lidiahFC.2sl8i11-4+7
* High crush 1~
lilidb+1sl5i10-5+6
Transition to r24 with f
* High crush 4~
lilidb+2sl8i11-4+7
* High crush 4~
liliFC.1sl5i10-5+6
* Transition to r24 with f
* High crush 1~
liliFC.2sl8i11-4+7
* High crush 1~
ninad+1sl5i10-5+5
* Transition to r24? with f
* High crush 4~
ninahFC.1sl5i10-5+6
* Transition to Standing with f
* +6c on crouching hit
* High crush 1~
ninahFC.2sl8i11-4+7
* +7c on crouching hit
* High crush 1~
pandad+1sl5i10-5+6
* Transition to Standing with f
* +6c on crouching hit
* High crush 4~
pandad+2sl8i11-4+7
* +7c on crouching hit
* High crush 4~
pauld+2sl8i11-4+7
* cs1~ from 6f d/db/df input hold
* OTG.d+2 when opponent is downed
* High crush
pauldb+1sl5i10-5+6
* Transition to r24 standing with f
* High crush
ravend+1sl5i10-5+6
* Can recover standing with f
* High crush 4~
ravend+2sl8i11-4+7
* High crush 4~
ravenFC.1sl5i10-5+6
Can recover standing with f
* High crush 1~
ravenFC.2sl8i11-4+7
* High crush 1~
ravenBT.d+1sl5i10-5+6
* High crush 1~
reinad+1sl5i10-5+6
* Transition to Standing with f
* +6c on crouching hit
* High crush 4~
stevedb+1sl5i10-5+6
* Transition to standing with f
* High crush 4~
victordb+2sl8i11-4+7
* High crush 4
xiaoyud+2sl8i11-4+7
* Alternate input FC.2
* High crush 4~
xiaoyuhFC.1sl5i10-5+6
* High crush 1~34
xiaoyuhFC.2sl8i11-4+7
* High crush 1~34
yoshimitsuNSS.db+1sl5i10-5+6
* Transition to Standing with f
* +6c on crouching hit
* High crush 4~
yoshimitsuhFC.1sl5i10-5+6
* Transition to r24 with f
* Transition input can be delayed 16f
* High crush 1~
yoshimitsuhFC.2sl8i11-4+5
* High crush 1~
zafinaFC.d+1sl5i10-5+6
* Transition to r24 with f
* Transition input can be delayed 16f
* High crush 1~
zafinaFC.d+2sl8i11-4+5
* High crush 1~
asuka1+4sl,h5,8i14 i17-3-3+4
* Jail from 1st attack
asukadb+4,1+4L, sl,h14, 5,8i22~24, i22 i17--3+9
* Jail from 2nd attack
* Links to 1+4 string extensions
* -19 if entire string is ducked
devil-jin1+4SL,h5,5i16~17,i14-3+4
Jails
jun1+4SL,h5,8i14 i17-3-3+4
* Jail from 1st attack
* CH advantage listed is for the 2nd hit
jundb+4,1+4L, sl,h14, 5,8i22~24, i22 i17-3-3+4
* Combo from 1st hit
* Links to 1+4 extensions
* Alternate inputs:
** db+4,4,1+2
** db+4,4,4,1+2
* CH advantage listed is for the last hit
alisab+1,1+2m, SL,m15, 1,30i15~16, i25~40 i26~28-16+71a
* Tornado
* Head
* Input can be delayed 13f
* 2nd hit combos into 3rd on CH only
junFC.df+1sl,m6,30i10 i25~26-19+26a (+11)
* Deals 18 damage to self (12 recoverable)
* 2nd hit available only on hit or block
* Recovery listed is for the 1st hit, t74 both hits
* Gain 10 Kazama Essence on normal hit and 7 on block or airborne hit
* High crush 1~
annaH.f,f,F+3,2L, SL,SL,SL12, 5,5,24i16~20, i28~77 i41~90 i60~109-5~+44g+21a (-5)
* Weapon
* Combo from 1st CH
* Jails from 2nd hit
* Chip damage on block
* Consumes 300F of remaining Heat time
asukaws2,1,1,1,2,1+4m, h, m, h, m, sll,h18, 10, 8, 8, 6, 7,5i13~14, ,-33-7
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
asukaws2,1,1,1,2,1m, h, m, h, m, sm18, 10, 8, 8, 6, 5i13~14, ,-10+1
claudioSTB.4,2h, sm13, 32i12, i28-36-19~-11+27a (+1)
* Tornado
* Balcony Break
* Weapon
* Combo from 1st hit with 1f delay
* 6 chip damage on block
* 12 chip damage on block in heat
* Consumes STB, but if in Heat, partially depletes the remaining Heat time instead
cliveWOL.1sm23i18~27-20~-11+8~+17
* Weapon
* Transition to r22? PHX on hit
devil-jinH.4~3,1+2M, SM21, 15i29-32, i24~35+2+4c~+15c
* Tornado
* Weapon
* Projectile (unparryable)
* Forces backroll on hit
* +58a (+42) from previous hit
* Jail from 1st block
* 3 chip damage on block
* Consumes 220F of remaining heat time
devil-jinf,n,d,DF+4,1+2L, SM7, 14 (9)i16, i29~40+58a (+42)
* Tornado
* Available only on hit
* Opponent recovers FUFA on hit
* 9 damage with scaling from previous hit
devil-jinMCR.3SM26i23-7+70a (+54)
* Tornado
* Balcony Break
* 7 chip damage on block
* Projectile (unparryable)
* Low crush 1~19
* Floating state 20~22
devil-jinH.b,f+2,1,4,1+2m, m, M, SM12, 12, 21, 15i15~17, ,i24~35+2+4c~+15c
* Balcony Break
* Tornado
* Weapon
* Projectile (unparryable)
* Forces backroll on hit
* +59a(+43) from previous hit
* Jail from 3rd block
* 3 chip damage on block
* Consumes 220F of remaining heat time
devil-jinH.f,n,d,DF+4,3L, SM7, 26 (18)i16, i31+72a (+56a)
* Tornado
* Available only on hit
* 18 damage with combo scaling from 1st
* Consumes 300F of remaining Heat timer on hit or block or whiff
* Low crush 15~27
* Floating state 28~30
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
heihachiH.db+1+2SM25i30+0+0a (-17)
* Tornado
* Reversal Break
* Balcony Break
* 11 chip damage on block
* 12 chip damage on block after absorbing an attack in power crush state
* Consumes 300F of remaining Heat time
* Power crush 7~29
heihachiH.d+3,2M, SM25, 25i22~23, i30+0-10a (-20)
* Tornado
* Reversal Break
* Combo from 1st hit
* 12 Chip damage on block
* Consumes 300f of remaining Heat time
heihachiH.b+3,3,2h, M, SM14, 25, 25i14~15, ,i30+0+0a (-17)
* Tornado
* Reversal Break
* Combo from 1st hit
* Jails from 2nd hit
* 11 Chip damage on block
* Consumes 300f of remaining heat tiem
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-8GMC.3+4sm24i20 pc6-9+14c
* Heat Engager
* Heat Dash +5, +36a(+26)
* Balcony Break
* Partially uses remaining Heat time
* Consumes GMC upon use
* 7 chip damage on block
* Gain GMC on Heat activation
* Forces backroll on hit
* Power crush 6
jack-8GMH.3+4SM20i20 pc6-13+14c
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* 6 chip damage on block when absorbing an attack
* Gain GMC on Heat activation
* Forces tech backroll on hit
* Power crush 6
jinDVS.2sm23i11~12+4+38a (+28)
* 8 chip damage on block
junMIA.2sm28i16-20+26a (+0)
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* DA: Range increases to 4.0
* Deals 8 (DA:11) chip damage on block
* Deals 6 damage to self (4 recoverable)
* Unparryable
* Gain 16 Kazama Essence on Heat activation
* Gain 6 Kazama Essence on normal hit and 5 on block or airborne hit
kumaH.df+2+3sm20i15~160+39 (+29)
* Uses 180F of remaining heat time
* H.f,n,d,df+2 to power up (23dmg)
* High crush 6~12
kumaH.df+2+3*sm26i25~26+5+45 (+35)
* Reversal Break
* Uses 180F of remaining heat time
* 10 chip damage on block
* H.f,n,d,df+2* to power up (30dmg; 12 chip damage on block)
* High crush 6~22
kumab+1+4,f,fSM40i55~i130-20~+55+42a~+117a
* Projectile
* Hold F to extend attack
* Recovers in FUFT on hit or block
* If attack is extended to where you roll past the opponent, recovers in FUFA
* Floating state 55~147?
kumaROL.1+2SM22i10~40-30+45a
* Recovers in FUFT on hit
* Recovers in off axis FUFT on block
larsH.f+3+4sm5i18~24+5+10
* Transition to SEN
* Uses 300F of remaining heat time
* Only deals recoverable damage
pandab+1+4,f,fsm40i55~i130-20~+55+42a~+117a
* Hold F to extend attack
* Recovers in FUFT on hit or block
* If attack is extended to where you roll past the opponent, recovers in FUFA
pandaROL.1+2sm22i10~40-30+45a
* Recovers in FUFT on hit
* Recovers in off axis FUFT on block
ravendf+1,4m, sm13, 25i14~15, i18~27-13+6c
* Balcony Break
* Spike
* Combo from 1st hit
* Available only on hit or block
* Forces tech backroll on hit
ravendb+2,1,1m, h, sm13, 15, 24i13~14, ,i18~19-13+2a (-7)
* Balcony Break
* Combo from 2nd CH
* Available only on hit or block
ravenb+2,4,2h, h, sm12, 13, 21i15~17, ,i19~20-13+24a (+9)
* Tornado
* Combo from 2nd CH
* Available only on hit or block
ravenqcf+1,2m, sm15, 21i16, i19~20-13+24a (+9)
* Tornado
* Combo from 1st hit
* Available only on hit or block
ravenH.f,f,F+3,4m, sm20, 20i22~24, i43~44+7~+8+72a (+56)
* Tornado
* Partially uses remaining Heat time
* Available only on hit or block
* 6 chip damage on block
ravenws3,2m, sm18, 21 (14)i16~17, i19~20-13+65a (+49)
* Tornado
* Combo from 1st hit
* 14 damage with scaling from 1st
* Available only on hit or block
ravenBT.2,2,1h, m, sm9, 12, 24i10, ,i18~19-13+2a (-7)
* Balcony Break
* Available only on hit or block
* Combo from 2nd hit
* Combo from 1st CH
ravenBT.f+2,4,2m, h, sm13, 17, 21i17~18, ,i19~20-13+24a (+9)
* Tornado
* Combo from 2nd CH
* Available only on hit or block
ravenSZN.1,4h, sm12, 25i14~15, i18~27-13+6c
* Spike
* Balcony Break
* Combo from 1st hit
* Available only on hit or block
* Forces tech backroll on hit
ravenSZN.3,2m, sm16, 21i16~17, i19~20-13+24a (+9)
* Tornado
* Combo from 1st hit
* Available only on hit or block
* Power up during Heat
victordf+3,4,2m, m, sm10, 14, 23i16, ,i32~34-9+17a (+10)+35a
* Tornado
* Weapon
* Projectile
* Deals 6 chip damage on block
victord+1+2sm21i19~21-9+17 (+10)+35a
* Tornado
* Weapon
* Projectile
* Deals 6 chip damage on block
victorws3,2h, sm16, 23i14~15, i30~32-9+17a (+10a)+35a
* Tornado
* Weapon
* Projectile
* Combo from 1st hit
* 6 chip damage on block
zafinadf+1,2,1+2m, m, sm10, 16, 10,10 (7),20 (10)i13~14, ,i37-9+17a (+16)
* Balcony Break
* Weapon
* Combo from 2nd hit CH with 2F delay
* Deal 10 recoverable damage to self without Heat
* Interrupt with i13 from 2nd block
* 27 damage with aerial combo scaling
* Gain ORB on hit
* Azazel's Power
* 16 chip damage on block
* Available on 2nd hit or block only
zafinadb+2,1+2m, sm17, 10,10 (7),20 (10)i13~14, i37-9+17a (+16)
* Balcony Break
* Weapon
* Combo from 1st CH with 2F delay
* Deal 10 recoverable damage to self without Heat
* Interrupt with i13 from 1st block
* 27 damage with aerial combo scaling
* Gain ORB on hit
* 16 chip damage on block
* Azazel's Power
* Available on 1st hit or block only
ninaf+3+4,2m, sm,sm12, 12,12i14, i30, i5-9+8c
* Balcony Break
* Combo from 1st CH with 5F delay
* Available only as combo from 1st hit
* 4 chip damage on block
* Forces tech backroll on hit
* Move can be delayed by 4F
* Input can be delayed by 5F
* Interrupt with i7 from 1st block
ninaSS.1+2,1+2m, sm,sm22, 8,8i19, i30,i5-9+16a (+16)
* Balcony Break
* Weapon
* Only occurs on 1st hit hit or block
* Combos from 1st hit
* Jails from 1st hit
* 6 Chip damage on block
ravenH.df+1,4m, sm,sm13, 25,30i14~15, i18~27, i44~45-3~-2+6c
* Balcony Break
* Spike
* Combo from 1st hit
* Available only on hit or block
* Forces tech backroll on hit
ravenH.db+2,1,1m, h, sm,sm13, 15, 24,30i13~14, ,i18~19, i39~47-3~+5+2a (-7)
* Balcony Break
* Combo from 2nd CH
* Available only on hit or block
ravenH.b+2,4,2h, h, sm,sm12, 13, 21,30i15~17, ,i19~20, i39~-41-3~-1+24a (+9)
* Tornado
* Combo from 2nd CH
* Available only on hit or block
ravenH.ws3,2m, sm,sm18, 21 (14),30i16~17, i19~20, i39~41-3~-1+65a (+49)
* Tornado
* Combo from 1st hit
* Available only on hit or block
ravenH.BT.2,2,1h, m, sm,sm9, 12, 24,30i10, ,i18~19, i39~47-3+2a (-7)
* Balcony Break
* Combo from 1st hit
* Available only on hit or block
ravenH.BT.f+2,4,2m, h, sm,sm13, 17, 21,30i17~18, ,i19~20 i39~41-3~-1+24a (+9)
* Tornado
* Combo from 2nd CH
* Available only on hit or block
ravenH.SZN.1,4h, sm,sm12, 25,30i14~15, i18~27, i44~45-3~-2+6c
* Balcony Break
* Spike
* Combo from 1st hit
* Available only on hit or block
* Forces tech backroll on hit
ravenH.SZN.3,2m, sm,sm16, 21,30i16~17, i19~20 i39~-41-3~-1+24a (+9)
* Tornado
* Combo from 1st hit
* Available only on hit or block
ravenH.qcf+1,2m, sm,sm15, 21,30i16, 19~20, 39~41-3~-1+24a (+9)
* Tornado
* Combo from 1st hit
* Available only on hit or block
ninaH.f+3+4,2m, sm,sm,sm,sm12, 12,12,5,5i14, i30, i5, i6, i6-6+19a (+9)
* Balcony Break
* Combo from 1st CH with 5F delay
* Available only from 1st hit or block
* 12 chip damage on block
* Consumes 180F of remaining Heat time
* Move can be delayed by 4F
* Input can be delayed by 5F
ninaH.SS.1+2,1+2m, sm,sm,sm,sm22, 8,8,[5],[5]i19, i30,i5,i6,i6-2+29a (+3)
* Balcony Break
* Weapon
* Combo from 1st hit
* Jails from 1st block
* 10 chip damage on block
* Consumes 180F of remaining Heat time
armor-kingdf+3+4SM,t15,30i28~35-12~-18?+17d/-7~0
* Throw only when opponent standing close.
* Cannot throw break.
* Recovers in BT/FUFT on throw success/failed.
* Low crush 13~
cliveWOL.2sm,t30,70i25~40-38~-23-12c~+3c
* Weapon
* Transition to attack throw on airborne hit
* 56 damage in total with attack throw and scaling
* Forces tech backroll on hit
kunimitsud+3,4,1L, h, sm,t11, 12, 10,28i16~17, ,i26~37-13-4d
* Weapon
* Combo from 2nd hit with 1f delay
* Combo from 1st CH
* Input can be delayed 1f
* Move cannot be delayed
* Recovers 12f faster on block
* Transitions to attack throw automatically on hit
* 15 scaled damage on attack throw
kunimitsud+3,4,1,FL, h, sm,t, sm,t11, 12, 10,28, 10,28i16~17, ,i26~37-13-4d
* Weapon
* Combo from 2nd hit with 1f delay
* Combo from 1st CH
* Input can be delayed 1f
* Move cannot be delayed
* Recovers 12f faster on block
* Transitions to attack throw automatically on hit
* 15 scaled damage on attack throw
* Side switch on hit
kunimitsud,df,f+1sm,t10,28i15~26-13-4d
* Weapon
* Bufferable
* Block advantage is always -13
* Transitions to attack throw on hit
* 25 total scaled damage
kunimitsud,df,f+1,Fsm,t10,28i15~26-13-4d
* Weapon
* Bufferable
* Block advantage is always -13
* Transitions to attack throw on hit
* 25 total scaled damage
* Available on hit only
* Side switch on hit
armor-kingf+3+4sp
* Parries mid and high punches
* Cannot block in stance
* Transition to BAD
* Parry state 5-12?
eddyu+4sp
* Transition to FC
* Low crush 7~
fahkumramGRF.1+2sp
* Consumes GRF
* Partially consumes remaining Heat time
* Power crush 5~19
kazuyad+1+2,BL, sp20, 0i23,
* High crush 6~
kazuya1+2+3+4sp-
* Shift to charging
kazuyaf,n,DFsp
* Cannot be buffered
* Connect to Wind God Step
* Cost: 2F
kazuyaf,n,d,DFsp
* Cannot be buffered
* Stance moves can be buffered out of heat engager or heat dash
* Recovers in FC at frame 20
* Cancel to sidestep with u
* Cancel to block with b from frames 1 to 6
* Cancel to t1~t3 hFC with b from frames 7 to 9
kazuyaf,(even numbers frames).nsp
Sidesteps right
kazuyaf,(odd numbers frames).nsp
Sidesteps left
kuma1+3+4sp
kuma3+4sp
* Alternate input: FDFA.3+4
* Can low parry in HBS with F
* Transition to HBS
* Transition to r10 FC with input ub_u_uf
* Transition to r15 FC with DB
* Remains in stance indefinitely
* Can move in stance with F or B
kuma3+4sp
* Alternate input: FDFA.3+4
* Transition to HBS
* High crush 4~
kumad+3+4sp
* Transition to SIT
* Transition to ROL with input f
kumad+3+4sp
* Alternative input: db+3+4
* Transition to ROL with input SIT.F
* Transition to California Roll with input SIT.B
* Low crush 6~12
* Floating state 13~15
* High crush 16~67
kumaHBS.3sp
* Transition to FUFA
* Alternative input: HBS.4 (HBS.3 is into background, HBS.4 is into foreground)
* Floating state 1~36
kumaHBS.b,bsp
* Alternate input: SIT.B
* Transition to r12 HBS with input D or 3+4 at frame 35
kumaHBS.d+3+4sp
* Transition to FDFA
kumaHBS.f,fspi26~i31+14~+19+20~+25
* Transition to ROL
** Can transition to r20? HBS with D or 3+4
** Can transition to r13? FC
* Becomes SM projectile 5dmg attack during Heat (Consumes 120F of remaining Heat time)
** +14~+19 or -6~-1 HBS or +1~+6 FC on block
** +20~+25 or +0~+5 HBS or +7~+12 FC on hit
kumaSIT.fspN/A / i26~i31 Heat+1~+6 / -6~-1 HBS+7~+12 / 0~+5 HBS
* Alternative input: FC.3+4 or FDFA.f
* Transition to ROL
* Transition to HBS with input ROL.D or ROL.3+4
* Transition to FC with no input
* Becomes special mid attack during Heat (Uses 120F of remaining Heat time)
kumahFC.1+2spi26~i31+1~+6+7~+12
* Transition to ROL
* Becomes SM projectile 5dmg attack during Heat (Consumes 120F of remaining Heat time)
** +14~+19 or -6~-1 HBS or +1~+6 FC on block
** +20~+25 or +0~+5 HBS or +7~+12 FC on hit
* Can be done from Crouch Level 1
* Floating state 1~31
larsf+3sp
* Transition to DEN
* Stance moves can be delayed by 19F
larsuf+3+4sp
* Low crush 11~
lars1+2+3+4sp
larsDEN.Bsp
* Transition to DEN
* Can only performed on first DEN transition starting with frame 17
* Stance moves can be delayed by 19F
larsDEN.n,Fsp
* Transition to SEN
* Stance moves can be delayed by 20F
* High crush 12~39
larsSEN.Bsp
* Transition to DEN
larsSEN.Dsp
* Transition to LEN
* Transition to r1 FC with no input
* High crush 24~27?
leroy1+3+4sp
* Reversal
* Follow-up upon successful reversal with input 1 or 2 to Chain Punch: Branch
* Parry state 20~100
leroy3+4sp
* Auto low parry starting of frame 3
* Transition to n with HRM.3+4
* Parry state 3
leroy3+4sp
* Auto low parry
* Stays indefinitely in stance
* Transition to r16 standing with HRM.3+4
** Recovers in standing guard after 6F?
* Parry state 3~
leroyb+2sp
* Parry
* Becomes Superior Twin Dragon Gate upon perfect parry (ps5~6 or ps3~4 from HRM)
* Is ps3~15 from HRM.b+2
* Shift to r7 t34 on successful parry
** Can perform Twin Dragon Thunderclap and Chain Punch: Branch
** Recover to r16 standing with any input
** Can automatically parry successive hits (ps1~34) and return to r7 t34 on each hit
** Successive hits recover 15F of remaining Heat time
* Parry state 5~15
leroy1+2+3+4sp
leroyP:b+2sp
* Alternate input: P:HRM.b+2
* Parry
* Performed when opponent attack connects on ps5~6 (ps3~4 from HRM)
* Shift to r7 t34 on successful parry
** Can perform Twin Dragon Thunderclap and Superior Chain Punch: Branch
** Recover to r16 standing with any input
** Can automatically parry successive hits (ps1~34) and return to r7 t34 on each hit
** Successive hits recover 15F of remaining Heat time
leroyHRM.Psp15+16
Low parry
leroyHRM.SSsp
Can access sidestep moves
panda1+3+4sp
panda3+4sp
* Alternate input: FDFA.3+4
* Transition to HBS
* High crush 4~
panda3+4sp
* Alternate input: FDFA.3+4
* Can low parry in HBS with HBS.F
* Transition to HBS
* Transition to standing with input ub or u or uf
pandad+3+4sp
* Alternative input: db+3+4
* Transition to ROL with input SIT.F
* Transition to California Roll with input SIT.B
* Low crush 6~12
* Floating state 13~15
* High crush 16~67
pandad+3+4sp
* Transition to SIT
* Transition to ROL with input f
pandaHBS.3sp
* Transition to FUFA
* Alternative input: HBS.4 (HBS.3 is into background, HBS.4 is into foreground)
pandaHBS.b,bsp
* Alternate input: SIT.B
* Transition to HBS with input D or 3+4
pandaHBS.d+3+4sp
* Transition to FDFA
pandaHBS.f,fspN/A / i26~i31 Heat+1~+6 / -6~-1 HBS+7~+12 / 0~+5 HBS
* Transition to ROL
* Becomes Special Mid attack during Heat (partially uses remaining Heat time)
pandaSIT.fspN/A / i26~i31 Heat+1~+6 / -6~-1 HBS+7~+12 / 0~+5 HBS
* Alternative input: FC.3+4 or FDFA.f
* Transition to ROL
* Transition to HBS with input ROL.D or ROL.3+4
* Becomes special mid attack during Heat (partially uses remaining Heat time)
pandahFC.1+2spi26~i31+1~+6+7~+12
* Transition to ROL
* Becomes SM projectile 5dmg attack during Heat (Consumes 120F of remaining Heat time)
** +14~+19 or -6~-1 HBS or +1~+6 FC on block
** +20~+25 or +0~+5 HBS or +7~+12 FC on hit
* Can be done from Crouch Level 1
* Floating state 1~31
paulf+3+4sp
* Transitions to CS
pauldf+3+4sp
* Transitions to DPD
paulb+3+4sp
* Transitions to SWA
* SWA.1+2 can be performed immediately (i17~18 effective startup)
reina2+3+4sp
Input d+2+3+4 to get Heihachi's secret taunt
reinadf+3sp
* Transition to SEN with f+3
reinad+3sp
* Transition to UNS (Kou, d)
* Transition to UNS (Gou) r20 with b+3
* Transition to UNS (Kou) r18 with u+3
* Transition to SEN r14 with f+3
* Transition to WGS r1 with DF
** Execute EWGF or EWGK by inputting 2 or 3 respectively exactly one frame after DF
* Punch parry, transitions to WGS on successful parry with +13
* Parry state 5~12
reinaub+1+2sp
* Transition to WGS r50 with DF
** Execute EWGF or EWGK by inputting 2 or 3 respectively exactly one frame after transition
* Low crush 10~24
* Floating state 25~27
reinau+3sp
* Transition to UNS (Kou, u)
* Transition to UNS (Gou) r20 with b+3
* Transition to UNS (Kou) r18 with d+3
* Transition to SEN r14 with f+3
* Transition to WGS r1 with DF
** Execute EWGF or EWGK by inputting 2 or 3 respectively exactly one frame after DF
* Punch parry, transitions to WGS on successful parry with +13
* Parry state 5~12
reinau+1+2sp
* Transition to Wind God Step r36 with input DF
** Execute EWGF or EWGK by inputting 2/3 exactly one frame after transition
* Low crush 10~24
* Floating state 25~27
reina1+2+3+4sp
reinaSSH.ufsp
* Floating state 1~13
* Low crush 14~30
* Floating state 31~33
shaheendf+3+4sp
* Transitions to SNK
* Transition to r1? FC with SNK.DB
shaheenb+1+3sp15 (15)
* Removes Recoverable Health
* Alternate input: b+2+4
* Punch parry
* Hit throw on successful parry
* Side switch on parry
* Parry state 5~12
shaheen1+2+3+4sp
shaheenFC.df,d,DFsp
* High crush
steveH.df+3+4sp
* Transition to r13 EXD
* r25? EXD FC cancel?
* Partially uses remaining heat time
* Auto low parry effect
* High crush 1~
* Parry state 1~
steve3sp
* Actionable for 21F
* Transition to r15 SWY with b+3_4 after 7F with 14F delay
* Transition to r1 DCK with f+3_4 after 7F with 14F delay
* Transition to r8 RWV with d+3_4 (steps right) after 20F
* Can cancel into r1 block when transitioning from attacks that transition to LWV
* SWY transition notes:
* Transition is t45? r15 cs1~36? and actionable for 21F.
* Can transition from SWY into LWV/RWV after 10F with 10F delay?
* Can transition from SWY into DCK after 25F
* DCK transition notes:
* Transition is t60? r15 cs1~35? and actionable for 35F.
* Can transition from DCK into LWV/RWV after 25?F
* Can transition from DCK into SWY after 35?F
steve4sp
* Actionable for 21F
* Transition to r15 SWY with b+3_4 after 7F with 14F delay
* Transition to r1 DCK with f+3_4 after 7F with 14F delay
* Transition to r8 LWV with u+3_4 (steps left) after 20F
* Can cancel into r1 block when transitioning from attacks that transition to RWV
* SWY transition notes:
* Transition is t45? r15 cs1~36? and actionable for 21F.
* Can transition from SWY into LWV/RWV after 10F with 10F delay?
* Can transition from SWY into DCK after 25F
* DCK transition notes:
* Transition is t60? r15 cs1~35? and actionable for 35F.
* Can transition from DCK into LWV/RWV after 25?F
* Can transition from DCK into SWY after 35?F
steve3+4sp
* Transition into ALB
* Transition to r10 PAB with F after 20F
* Transition into i13 ALB.d_u with d_u after 24F
stevef+3sp
* Transition to DCK
* Actionable for 19F
* Input u+3_4 to r25 cs1~25 LWV after 9F with 10F delay
* Input d+3_4 to r25 cs1~25 RWV after 9F with 10F delay
* Input b+3_4 to r10 SWY after 14F with 5F delay
* Input f+3_4 to r6 EXD after 19F
* Transition to r15 FC with db after 9F with 10F delay
* WV transition notes:
* Transition is t45 r25 cs1~25 and actionable for 14F.
* Can immediately transition into r15 SWY with 14F delay?
* Can immediately transition into r1 DCK with 14F delay?
* High crush 1~25
stevef+3+4sp
* Transition to PAB
* i21? auto high/mid block
* Can move forward with f after 20F
* Can transition to r1 FC with db after 20F
* Can transition to r1 standing with f+3+4 after 20F
* Stance moves and the following transitions can be performed instantly after inputting f+3+4:
* Transition to r7? LWV with 3 (laterally evasive)
* Transition to r7? RWV with 4 (laterally evasive)
* Transition to r1? ALB with 3+4
* Transition to r6 DCK with f+3_4
* Transition to r10 SWY with b+3_4
steveb+1+3sp
* Parry h and m punches
* +7? on successful parry
* Press 1 on successful parry for follow-up
** i14,30dmg (-12/+24a (+18)/+26a (+16))
* Parry state 5~12
steveb+3sp
* Transition to SWY
* Actionable for 15F
* Transition to r25 cs1?~25? LWV with u+3_4 after 5F with 10F delay
* Transition to r25 cs1?~25? RWV with d+3_4 after 5F with 10F delay
* Transition to r6 DCK with f+3_4 after 20F in SWY
* WV transition notes:
* Transition is t45 r25 cs1~25 and actionable for 14F.
* Can immediately transition into r15 SWY with 14F delay?
* Can immediately transition into r1 DCK with 14F delay?
* High crush 1~25
steveb+3+4sp
* Transition to FLK
* Actionable for 64F
* Auto i5? high and mid neutral block high and mid?
* Can cancel immediately into FC with db after b+3+4 input (3F iWS)
* Can cancel immediately into r6 DCK with f+3_4
* Can cancel immediately into r10 SWY with b+3_4
* Transition to r8 LWV with 3 (steps left)
* Transition to r8 RWV with 4 (steps right)
steveub+3sp
* Transition to LNH
* Actionable for 120F
* Transition to LWV with 3 (steps left)
* Transition to RWV with 4 (steps right)
* Transition to DCK with f+3_4
* Transition to SWY b+3_4
steveALB.dspi13
* Transition to r10 PAB with F after 20F
steveDCK.f+3sp
* Transition to EXD
* Actionable for 19F
* Input u+3_4 to r18 cs1~25 LWV after 9F with 10F delay
* Input d+3_4 to r18 cs1~25 RWV after 9F with 10F delay
* Input b+3_4 to r10 SWY after 14F with 5F delay
* Input db to r15 FC with db after 9F with 10F delay
* WV transition notes:
* Transition is t38 r18 cs1~18 and actionable for 14F.
* Can immediately transition into r15 SWY with 14F delay?
* Can immediately transition into r1 DCK with 14F delay?
victor2+3+4sp
victor3+4spi30
* Cancel stance with db
victor3+4spi30
* Cancel to FC with db
victorf+3spi20
* Cancel to r20 cs5~ FC with df
* Punch parry only
* +15~+20 PRF on successful parry
* Can perform Heat Burst and Heat Smash from stance
* Parry state 5-10
victor1+2+3+4sp
victorub,bsp
victorIAI.bsp
victorIAI.dsp
* High crush 1~30
victorIAI.fsp
* Parries low attacks
* Parry state 3?~11?
* High crush 4~17
victorIAI.usp
* is1-4
victorPRF.3+4sp
* 10?f of intangibility on transition
victorPRF.dfspi21
* Recovers crouched
* High crush 5~20
xiaoyud+3+4special
* Alternate input u+3+4
alisa1+3t35i12~14-7+0d
* Homing
* Throw break: 1 or 2
* Opponent recovery on hit: FDFT
* Side switch on break
alisa2+4t35i12~14-5+0d
* Homing
* Floor Break
* Throw break: 1 or 2
* Opponent recovery on hit: FDFT
* Side switch
* Transition to DES with 1+2
alisaBack throwt55+0d
* Floor Break
* Throw break: none
* Opponent recovery on hit: FDFA
* Side switch
alisaFC.db+1+2t45i11-4-4
* Throw break: 1+2
* Opponent recovery on hit: FUFA
* Side switch
alisaLeft throwt40-3-5d
* Throw break: 1
* Opponent recovery on hit: FDFA
* Can side switch on hit
alisaRight throwt40-3+0d
* Floor Break
* Throw break: 2
* Opponent recovery on hit: FUFA perpendicular to Alisa
alisauf+1+2t40i12~13-4+3
* Throw break: 1+2
* Opponent recovery on hit: FUFT
anna1+3t35i12~14-6+0d
* Homing
* Throw break 1 or 2
anna2+4t21i12~14-3+0d
* Homing
* Throw break 1 or 2
* Side switch on hit
annaBack throwt50+0d
* Unbreakable
* Side switch on hit
annaHAM.1+3t15i11-2+0
* Throw break 1+2
annaHAM.1+3,1t, t15, 35i11, -3+0d
* Throw break 1
* 15 damage to Anna on break
annaHAM.1+3,2t, t15, 30i11, -3+3d
* Throw break 2
* 15 damage to Anna on break
annaLeft throwt40-3+0d
* Throw break 1
* Can side switch on hit
annaRight throwt38-3+0d
* Throw break 2
* Side switch on hit
annadb+1+2t40i12-6+0d
* Throw break 1+2
annauf+1+2t30,10i12+0+29d (-32)
* Throw break 1+2
* Opponent can tech roll to reduce damage to 30
* 45 damage on wall splat
* Side switch on break, Anna recovers side turned
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-kingBM.2,1,2,1t5,5,5,15+0-6d
* Could be any 1/2 combination (e.g. 1,1,1,1 / 1,2,2,1)
* Throw break the 1st/4th hit by input the opposite to King's 1st/4th button.
* Opponent recovers FDFT
armor-kingDMD.1t20 (25)-3+0d
* 1 break
* Power up with input 2+4,1+2
* 40/45 total damage
* Opponent recovers FDFA
* Side switch on hit or break
armor-kingDMD.2t10 (15)-3-3d
* 2 break
* Power up with input 3+4,1+2
* 30/35 total damage
* Opponent recovers FDFR?
* Side switch on break
armor-kingDMD.2,1t, t10 (15), 15 (20)+4-3d
* 1 break
* Power up with input 1,1,1+2
* 45/55 total damage
* Opponent recovers FDFR?
* AK recovers FUFA on break
* Side switch on break
armor-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+2t10 (15)+0-3d
* 1+2 break
* Power up with input 2,1,1+2
* 30/35 total damage
* Opponent recovers FDFA
* 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-kingDMD.1+2,2t, t10 (15), 25 (30)+4-3d
* 2 break
* Power up with input 2,1,1,1+2
* 55/65 total damage
* Opponent recovers FDFR?
* AK recovers FUFA on break
* Side switch on break
armor-kingUT.2,1,2,1t5,5,5,15+0+0d
* Could be any 1/2 combination (e.g. 1,1,1,1 / 1,2,2,1)
* Throw break the 1st/4th hit by input the opposite to King's 1st/4th button.
armor-kingUT.1+2t25-9+1d
* 1+2 throw break.
* Can also input at 3rd hit of Ultimate Punch.
* Opponent recovers in FUFR.
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
asukaws2,1+2m, t18, 12i13~14, i24~25-5+17
* Combo from 1st hit with 3f delay
* Move can be delayed 2f
* Links to Destabilizer (f+1+3_f+2+4) extensions on hit
* +9 on BT hit
asuka1+3t35i12~14-2+0d
* Homing
* Floor Break
* Throw break 1 or 2
asuka2+4t35i12~14-2+0d
* Homing
* Throw break 1 or 2
* Side switch on hit
* Opponent recovers FDFA on hit
asukaBack throwt50+7d
* Unbreakable
* Side switch on hit
* Opponent recovers FDFA on hit
asukaFC.db+1+2t15,15,15i14-6+56a (+28)
* Throw break 1+2
* Side switch on hit
* 2nd damage on landing
* 3rd damage without tech roll
asukaLeft throwt40-3-3d
* Throw break 1
* Opponent recovers FDFT on hit
asukaRight throwt40-3+0d
* Throw break 2
* Side switch on hit
* Opponent recovers FUFA on hit
asukadf+2+3t40i12-6-6d
* Floor Break
* Throw break 2
* Opponent recovers off-axis FUFT on hit
* Can side switch on hit
asukaf+1+3t0i19~20+17
asukauf+1+2t40i12-3+0d
* Throw break 1+2
* Opponent recovers FUFA on hit
azucenauf+1,Ph, t18, 25i18~19, -4d
Opponent recovers FUFA
azucenaBT.2:2m, t15, 23i17~18, +0d
Transition to attack throw on front standing hit by inputting 2 on frames 10~16
azucena1+3t35i12~14-3+0d
* Throw break 1 or 2
azucena2+4t35i12~14-3+0d
* Throw break 1 or 2
* Side switch on hit and break
azucenaBack throwt50+0d
* Unbreakable
* Side switch
azucenaLeft throwt40-3+0d
* Throw break 1
azucenaRight throwt40-3-3d
* Throw break 2
azucenaTackle.2,1,2,1t5,5,5,15+0d
* Throw break 1 for right punches
* Throw break 2 for left punches
* Only 1st and 4th hits can be blocked
* Inputs are reversed for tackle from behind
* Can cancel the last punch to Arm Breaker with 1+2
azucenaTackle.1+2t25-9+1d
* Throw break 1+2
<Showing 5201-5600 of 6424 moves>