mokujin

All Characters

Edit
CharCommandHit levelDamageStartupBlockHitCounter hitNotes
bryanub+1+2,1,2,1,2,1,2,1,2,1m,m, m, m, m, m, m, m, m, m, m5,2, 2, 2, 2, 2, 2, 2, 2, 2, 2i15 i12, ,i5-26-15
* Combo from 1st hit
* 4f input window
bryanub+1+2,1,2,1,2,1,2,1,2,1,4m,m, m, m, m, m, m, m, m, m, m, m5,2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 14i15 i12, ,i10-35-15a (-24)
* Knee
* Balcony Break
* Combo from 1st hit
bryanuf+1m22i20~21-13+15a
* Balcony Break
* Floor Break
* Gain SNE on hit (+3a on hit)
* -9 frame advantage and 8 chip damage on block after absorbing an attack in power crush state
* Power crush 7~19
bryanuf+2m6i13-10+1
bryanuf+2,2m, m6, 4i13, i10-10+1
* Combo from 1st hit with 7f delay
* Move can be delayed 5f
bryanuf+2,2,2m, m, m6, 4, 4i13, ,i10-10+1s
Combo from 1st hit with 5f delay
bryanuf+2,2,2,3m, m, m, m6, 4, 4, 20i13, ,i22~23-15+30a (+12)
* Knee
* Combo from 3rd hit with 5f delay
bryanSNE.uf+2,2,2,2m, m, m, m6, 4, 4, 9i13, ,i10-12-1s
* Combo from 1st hit
* Consumes SNE
* Chip damage on block (2)
bryanSNE.uf+2,2,2,2,2m, m, m, m, m6, 4, 4, 9, 9i13, ,i10-12-2s
* Combo from 1st hit
* Chip damage 2 (22%) on block
bryanSNE.uf+2,2,2,2,2,3m, m, m, m, m, m6, 4, 4, 9, 9, 23i13, ,i22~23-15+3a
* Knee
* Combo from 3rd or 4th or 5th hit
** +35a (+17) from 3rd hit
** +31a (+13) from 4th hit
** +30a (+12) from 5th hit
* 9 chip damage (39%) on block
bryanuf+3m15i27~28-2+15
* Low crush 9~28
* Floating state 29~31
bryanuf+4m20i24~26-5+26a
Spike
* Low crush 9~32
* Floating state 33~35
bryanuf+3+4m22i16~17-7+8a
* Tornado
* Knee
* Gain SNE on hit
* Low crush 9~26
* Floating state 27~29
bryanb,B+4M24i21~33-19~-7-7a~+5a
Spike
* Low crush 18~32
* Floating state 33~
bryanf,F+3m25i24~25-13+28a (-8)+39a (-8)
* Balcony Break
* Gain SNE on hit with 1+2
* SNE gain is r25
* Chip damage on block (7)
* Hitstop 20f on hit
bryanf,F+3*m33i34~35+8+71a
* Balcony Break
* Gain SNE on hit with 1+2
* Chip damage on block (9)
* Hitstop 20f on hit
bryanuf,n,4m20i23~25-13+32a (+22)
Jump takes 9 frames
* Low crush 9~30
* Floating state 31~33
bryanf,f,F+3m30i22~25+6~+9+13a (+3)
* Balcony Break
* Chip damage on block (9)
* Low crush 3~25
* Floating state 26~28
bryanws1m20i15~16-14+35a (+25)
bryanws3m17i12-10+4+33a (+27)
* Knee
bryanws3,4m, m17, 21i12, i28-10+4+29g
* Knee
* Input can be delayed 10f
* Interrupt with i8 from 1st block
bryanws4m16i11~12-6+5
bryanSS.2M15i17~18-9+5
bryanFC.df+2m12i13-9+4
Elbow
bryanFC.df+4m21i15~16-10+13g+25d
Balcony Break
* High crush 1~14
bryan(Back to wall).b,b,UBm25i29~30-1+45d (-13)
Balcony Break
* Floating state 5~13
* Low crush 14~33
* Floating state 34~36
bryanSLS.2,1h, m16, 23i15~16, i15~16-11+33a (+18)
Combo from 1st hit with 4f delay
bryanSLS.2,2h, m16, 25i15~16, i25-7+14a
* Balcony Break
* Spike
* Combo from 1st hit with 4f delay
* +9a on BT hit
bryanSLS.2,4h, m16, 22i15~16, i16~17-10+5a
* Tornado
* Knee
* Combo from 1st hit with 4f delay
* Gain SNE on hit, -12a
* Low crush 9~26
* Floating state 27~29
bryanSLS.4m13i18-5+1+3
bryanSLS.4,1,4m, h, M13, 13, 20i18, ,i25-10+37a
* Tornado
* Combo from 2nd hit
* Opponent recovers FUFA on hit
bryanSLS.1+2m23i15~16-9+23a (+13)
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
* Elbow
bryanSNE.f,F+1+2,Ph, m36, 20i13, i13~14+15g+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
bryanqcb+2m16i15~16-9+6
bryanqcb+4M23i17~18-12+31a (+21)
claudio2+3m[12;12]i16+1+2c
* Heat Burst
* Cancel to r45 with b,b on frame 42
* 2 chip damage on block
* 12 chip damage on hit
* Only deals recoverable damage
* Cannot cause a K.O.
* Power crush 7~16
claudio2,1h, m10, 13i12, i20-6+5
Combo from 1st hit with 2f delay
claudio2,1,2h, m, m10, 13, 25i12, ,i16~18-13+12a (+3)
* Heat Engager
* Heat Dash +5, +62a (+42)
* Strong Aerial Tailspin
* Balcony Break
* Combo from 2nd CH with 14f delay
* Input can be delayed 15f
* Move can be delayed 10f
* Transition to r65 STB on hit without STB
* -10a (-1) upon STB gain on an airborne hit
* Interrupt with i1 from 1st block
claudio3m14i14-10+1
* Tracks sidestep right and sidewalk right completely?
claudio1+2m20i17-14+2c
Floor Break
claudio3+4M28i24~26-11c+4a
* Floor Break
* Low crush 13~22
* Floating state 23~25
claudiof+2,1h, m9, 12i12, i15~16-10+6c
* Floor Break
* Combo from 1st hit
claudiof+2,1,1+2h, m, m9, 12, 25i12, ,i21~22-18+7a (-2)
* Balcony Break
* Shoulder
* Combo from 1st CH with 16F delay
* Input can be delayed 16F
* Move can be delayed 12F
claudiof+2,2h, m9, 20i12, i14-26+18a (-13)
* Balcony break on airborne hit
* Combo from 1st hit
* Transition to r67 STB on hit without STB
* Tremendous backstep on block
claudiof+4m23i22~23+4c+4c+28d
claudiof+1+2m8i16-18-7
claudiof+1+2,1+2m, m8, 16i16, i18-14+4a
* Combo from 1st hit with 11f delay
* Jail from 1st block with no delay
* Input can be delayed 11f
* Move can be delayed 10f
claudioSTB.f+1+2,1+2m, m8, 16i16, i18-9+64a
* Balcony Break
* Jail from 1st attack with 1f delay
* Combo from 1st hit with 11f delay
* Input can be delayed 11f
* Move can be delayed 10f
* 3 chip damage on block
* 6 chip damage on block in heat
* Consumes STB, but if in Heat, partially depletes the remaining Heat time instead
claudiodf+1m10i15-4+7
* Cannot be sidestepped or sidewalked right?
claudiodf+1,2m, m10, 15i15, i23~24-15+31a (+21)
* Combo from 1st hit with 1f delay
claudiodf+2m19i14-13+5+57a
* Gain STB on counterhit
* Completely homing to SSL/SWL?
claudiodf+3m12i14-7+6
* Completely homing to SSR/SWR?
claudiodf+3,1m, m12, 18i14, i17~19-14+29a (+14)
* Tornado
* Combo from 1st hit with 14f delay
* Input can be delayed 14f
* Move can be delayed 8f
claudiodf+4m14i13-8+3
claudiod+1m14i17~18-8+2
claudioSTB.d+1,2m, M14, 23i17~18, i28+6+28a (+13)
* Tornado
* Combo from 1st hit
* 4 chip damage on block
* 8 chip damage on block in heat
* Interrupt with i8 from 1st block
* Consumes STB, but if in Heat, partially depletes the remaining Heat time instead
claudiod+1+2m28i13~14-18+7a (-2)
* Balcony Break
* Shoulder
claudiodb+2,1sl, m8, 12i11, i18-9+3
* Combo from 1st CH
* Jail from 1st block
* High crush 1~
claudiodb+1+2M20i17~18-12+8a (-9)+62a (+46)
* Tornado
* Balcony Break
* High crush 6~16
* Low crush 20~32
* Floating state 33~35
claudiob+1m17i18~19-8+9a
* Homing
* Balcony Break
claudiob+3m14i13-4+7
* Knee
* Completely homing to SSL/SSR/SWR?
claudiob+3,n,3m, m14, 21i13, i24~25-12+9c+14
* Spike
* Combo from 1st CH with 6f delay
* Input can be delayed 9f
* Move can be delayed 8f
claudiob+4m10i17-14-3
* Increased tracking when b4,1 is input?
claudiob+4,2m, m10, 20i17, i20-11+29a (+3)
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
* Combo from 1st hit with no delay
* Combo from 1st CH with 10f delay
* Input can be delayed 12F
* Transition to r45 STB on hit without STB and Heat
claudiob+4,3,2m, h, M10, 14, 20i17, ,i31~32-13+16a
* Balcony Break
* Spike
* Combo from 2nd CH
* Interrupt with i5 from 2nd block
* Low crush 1~31
claudioSTB.b+4,3,2m, h, M10, 14, 38i17, ,i31~32-1c43a (+33)
* Balcony Break
* Spike
* Combo from 2nd CH
* Interrupt with i5 from 2nd block
* 7 chip damage on block
* 14 chip damage on block in heat
* Consumes STB, but if in Heat, partially depletes the remaining Heat time instead
* Low crush 1~31
claudiob+4,4m, m10, 16i17, i28~29-13+30a (+20)
* Tornado
* Combo from 1st CH with 2f delay
* Input can be delayed 12F
* Interrupt with i8 from 1st block
* Low crush 22~37
* Floating state 38~40
claudiob+1+2m25i22-13+15a
* Balcony Break
* Spike
* -9 frame advantage and 10 chip damage on block after absorbing an attack in power crush state
* Power crush 7~21
claudiob+3+4m24i29~30-15+9a (+0)
* Homing
* Balcony Break
* Backswing blow
* Max distance from opponent when performed from tip range: 3.07-3.09 (frames 10-13?)
claudioub+2m20i17~18-7+20d
* Balcony Break
* Gain STB on hit
* Frame advantage +4d on STB gain
claudiouf+2m21i21+4c+20a
* Heat Engager
* Heat Dash +5, +67a (+50)
* Balcony Break
* Spike
* Transition to r49 STB on hit without STB and Heat
* Transition to FC r30 with D
* 4 chip damage on block
* Low crush 9~22
claudiouf+3m22i23~25-6+23d
* Floor Break
* 20 damage with input ub+3
* 21 damage with input u+3
* Linear move?
* No tracking to SSL/SWL side?
* Low crush 9~26
* Floating state 27~29
claudiouf+4m13i15~17-13+33a (+23)
* Low crush 9~30
* Floating state 31~33
claudiouf+3+4,2m,m, m10,12, 14i17,i13~14, i20-12+30a (+4)
* Balcony Break
* Gain STB on hit
* Combos from 1st hit
claudiof,F+2m14i14~16-18-7
* Elbow
* i15 fastest startup when buffered during blockstun. i17 fastest startup when unbuffered
claudiof,F+2,1+2m, m14, 14,20i14~16, i14~16-13+10a (+1)
* Balcony Break
* Combo from 1st hit with 10f delay
* Input can be delayed 13f
* Move can be delayed 10f
* Transition to r57 STB on hit without STB
* Frame advantage -14a (-23) on STB gain
claudiof,F+3m8i15~16-8-1
claudiof,F+3,2m, m8, 4,13i15~16, i20~21,i16~17-13+22a (+17)
* Tornado
* 2 chip damage on block
* Can be charged
* Has roughly 5 levels of charge
* Combos from 1st hit if uncharged
claudiof,F+3,2*m, m8, 4,20i15~16, i20~21,i39~400+14d
* Tornado
* Balcony Break
* 6 chip damage on block
* Gain STB on hit or block
claudiof,F+4m20i15~17-1~+1+6~+8+13~+15
* Knee
* i16 startup when buffering f,n. i18 fastest startup when unbuffered
* Low crush 11~28
* Floating state 29~31
claudiouf,n,4m20i23~i25-13+32a (+22a)
* Low crush 9~30
* Floating state 31~33
claudiows1m12i12~13-4+7
claudiows1,2m, M12, 12i12~13, i28~29-9+4
* Tornado
* Combo from 1st hit with 1f delay
* Interrupt with i10 from 1st block
claudioSTB.ws1,2m, M12, 23i12~13, i28~29+6+28a (+13)
* Tornado
* Combo from 1st hit with 1f delay
* Interrupt with i10 from 1st block
* 4 chip damage on block
* 8 chip damage on block in heat
* Consumes STB, but if in Heat, partially depletes the remaining Heat time instead
claudiows2m20i15~16-14+26a (+16)
* Transition to r39 STB on hit without STB
* Frame advantage +24a (+14) on STB gain
claudiows3m20i16-12+11a (+2)
Balcony Break
claudiows4m18i11~12-6+5
claudioFC.df+2m14i14~16-18-7
* Elbow
claudio(back to wall).b,b,ubm21i36~38+0c+8a
* Floating state 5~13
* Low crush 14~32
* Floating state 33~35
claudioSTB.db+1+2M25i17~18-9+62a (+46)
* Tornado
* 5 chip damage on block
* 9 chip damage on block in heat
* Consumes STB, but if in Heat, partially depletes the remaining Heat time instead
* High crush 6~16
* Low crush 20~32
* Floating state 33~35
clive2+3m[12;12]i16+1+2c
* Heat Burst
* Cancel to r45 with b,b on frame 42
* 2 chip damage on block
* 12 chip damage on hit
* Only deals recoverable damage
* Cannot cause a K.O.
* Power crush 7~16
cliveH.PHX.2+3m42i15~16+8+0
* Heat Smash
* Floor Break
* Weapon
* Increases ZAN gauge by 1.16 on hit
* Increases ZAN gauge by 0.66 on block
* Transition to throw on hit
* Opponent recovers in FDFA state
* Only deals recoverable damage
* (32) damage balcony break on 1st whiff
* 6 chip damage on block
clive1,2h, M5, 20i10, i21~22-14+22a (+17)
* Floor Break
* Weapon
* Combo from 1st hit with 2f delay
* Increases ZAN gauge by 0.40 on hit
* Increases ZAN gauge by 0.14 on block
* Only deals recoverable damage
* +11d on BT hit
* +14c on side hit; forces tech backroll
clive2,2h, m11, 9i12, i23-8-1
* Balcony Break (airborne)
* Weapon
* Combo from 1st hit
* Jail from 1st block
* Enter PHX -1 +6 r25 with F or 4 on hit or block
clive2,2,1h, m, m11, 9, 18i12, ,i17~18-13+8a (-1)+28d(+20d)
* Balcony Break
* Weapon
* Combo from 1st CH
* Combo from 2nd CH with 10f? delay
* Jail from 1st block with 1F delay
* Input 1 during the 2nd hit animation on frames 21~23 to add +3 damage
clive3m16i16-13-2
clive3,3m, M16, 20i16, i30~32-18~-16+12a (-5)+36a (+26)
* Tornado
* Balcony Break
* Input can be delayed 1f
* Floating state 31~
clive4m8i12-10+1
clive4,2m, M8, 17i12, i20~21-11+3
* Weapon
* Combo from 1st hit
* Input can be delayed 3f
clive1+2m21i13-9+2
* Heat Engager
* Heat Dash +5, +43d (+35d)
* Balcony Break (airborne)
* Weapon
* On hit regain 5 additional recoverable health
clive1+4m10-80i22-15+9a (ZAN1)
* Removes Recoverable Health (ZAN5 only)
* Weapon
* Increases ZAN gauge by 0.20 on ZAN1 hit
* Increases ZAN gauge by 0.10 on ZAN1 block
* Transitions to attack throw on hit with ZAN2-5
* Resets ZAN gauge on hit with ZAN2-5
* Damage increases with ZAN gauge level:
* ZAN1: 10
* ZAN2: 45
* ZAN3: 48
* ZAN4: 58
* ZAN5: 75
clive3+4,PM20,i27~28+61a (+45)
* Tornado
* is1~27
* Floating state 28~70
clivef+2m10i15-12-4
* Weapon
clivef+2,2m, m10, 7i15, i17~18-8+3
* Weapon
* Combo from 1st CH
* Jail from 1st block
* Enter PHX -5 +6 r30 with F or 4 on hit or block
clivef+2,2,2m, m, M10, 7, 20i15, ,i27~28-13+9a
* Heat Engager
* Heat Dash +5, +67a {+50)
* Balcony Break
* Spike
* Weapon
* Combo from 1st CH
* Combo from 2nd hit
* Interrupt with i8 from 2nd block
* Input can be delayed by 8F
* Move cannot be delayed
clivef+2,2,1+2m, m, M10, 7, 18i15, ,i27~28-13c+9a
* Balcony Break
* Spike
* Weapon
* Combo from 1st CH
* Combo from 2nd hit
* Interrupt with i8 from 2nd block
* Increases ZAN gauge by 0.70 on hit
* Increases ZAN gauge by 0.30 on block
* Only deals recoverable damage
* Input can be delayed by 8F
* Move cannot be delayed
cliveH.f+2,2,1m, m, m10, 7, 25i15, ,i26~27-9+14c
* Balcony Break
* Combo from 1st hit with 8F delay
* Move cannot be delayed
* Input can be delayed by 8F
* Consumes 150F of remaining Heat time
* Forces tech backroll on hit
* 5 chip damage on block
cliveH.f+2,2,1*m, m, m10, 7, 30i15, ,i42~43+11+52a
* Guard Break
* Consumes 150F of remaining Heat time
* Interrupt with i24? from 2nd block
* Interrupt with i12 from 2nd hit
* 12 chip damage on block
clivef+3M15i20~21-14+37a
* Spike
* 3 Chip Damage on block
* Low crush 9~24
* Floating state 25~27
clivedf+1m10i14~15-3+4
clivedf+1,2,1m, h, m10, 13, 15i14~15, ,i26~27-15+32a (+11)
* Balcony Break
* Weapon
* Combo from 1st hit
* Input 1 during the 2nd hit animation on frames 21~23 to add +3 damage
clivedf+1,4m, m10, 12i14~15, i20~21-10+1
* Knee
* Combo from 1st hit
clivedf+1,4,3m, m, M10, 12, 20i14~15, ,i27~28-18~-16+12a (-5)+36a (+26)
* Tornado
* Balcony Break
* Move can be delayed by 9f
* Floating state 28~
clivedf+2,2m,m, m5,10, 20i15~16 i26~27, i18~19+5a (-2)
* Weapon
* Available only as combo from 2nd hit
* Available on standing hit only
* Low crush 9~
clivedf+4m13i14-9+5
clived+1+2M23i22~23-6+9a (-8)+63a (+47)
* Tornado
* Balcony Break
* Weapon
* 6 Chip Damage on block
clivedb+2m10i17~18-12-1
* Weapon
clivedb+2,1m, M10, 23i17~18, i25~26-13+27a (+12a)
* Tornado
* Weapon
* Combo from 1st hit
clivedb+2,1*m, M10, 27i17~18, i40~41-3+27a (+12a)
* Tornado
* Weapon
* 10 Chip damage on block
clivedb+1+2,1M,m, M12,10, 20i17~18 i23, i22~i23-13+24a (+9a)
* Balcony Break (BT)
* Weapon
* Combo from 2nd CH
* Transition to +41a (+23) GAR on airborne hit
* Cancel GAR transition with B
* 6 Chip damage on block
cliveb+1m18i17~18-13+10g+57a
* Homing
* Balcony Break
* Weapon
cliveb+3,P,2m35i20~21+3+16a (+6a)
* Reversal Break
* Balcony Break
* Weapon
* is1~9
* Floating state 10~20
cliveb+4M20i18~19-9+16g+25a (+19a)
* Balcony Break
* Steel pedal, opponent recovers in FUFT
* Opponent recovers crouching on standing hit
cliveb+1+2m25i24~25-14+14a (+4a)
* Balcony Break
* Weapon
* Reversal Break (after attack absorb)
* 34 in total damage after absorbing an attack in power crush state
* Damage taken during power crush state is recoverable
* -7 frame advantage and 12 chip damage on block after absorbing an attack in power crush state
* Power crush 7~23
clivef,F+2m21i19~20-7+13a+38a
* Balcony Break
* Spike
* Weapon
* Increases ZAN gauge by 0.50 on hit
* Increases ZAN gauge by 0.14 on block
* Only deals recoverable damage
clivef,F+1+2m22i20+3+9c
* Spike
* Weapon
* 2 chip damage on block
clivef,f,F+2m20i24~26-4+31d (+10)
* Balcony Break
* Weapon
* Enter PHX +8 +43d (+22) r26 with F or 4 on hit or block
* 4 Chip Damage on block
clivews1m11i13~14-4+3+8
* Elbow
* Enter PHX -1 +6 +11 r23 with F or 4 on hit or block
clivews1,2m, m11, 19i13~14, i26~27-12+9+21a
* Balcony Break
* Weapon
* Combo from 1st hit with 3f delay
* Combo from 1st CH with 8f delay
* Input can be delayed 8f
* Increases ZAN gauge by 0.50 on hit
* Increases ZAN gauge by 0.14 on block
clivews2m15i15~16-14~-13+53a
* Weapon
clivews4m14i11~12-5+6
* Enter PHX -5 +6 r23 with F or 4 on hit or block
cliveSS.2M12i17~18-9-2
* Weapon
* Side step takes 9f, effective startup i26
cliveSS.2,1M, m12, 23i17~18, i22~23-15+9c
* Heat Engager
* Heat Dash +5, +45a (+35a)
* Balcony Break
* Weapon
* Input 1 during the 1st hit animation on frames 16~18 to add +3 damage
* Combo from 1st hit with 11f delay
* Input can be delayed 11f
* Move can be delayed 10f
* Force tech backroll on hit
cliveSS.1+2M21i25~26+2+49a
* Spike
* Weapon
* 6 Chip Damage on block
* Transition to FC with D
* Side step takes 9f, effective startup i34~35
cliveCH.f,F+1+2m50i20+0d
* Weapon
* Throw from front hit
* Opponent recovers FUFA
cliveGAR.1m18i15~17-5~-3+17a
* Balcony Break
* Spike
* 21 damage with delayed input
* Jump takes 17f, effective minimum startup i32~34
* 3 (4) chip damage on block
* -12 on block, +3c on hit, 15 damage, 18 delayed input damage, 3 chip damage with ub+1
* Low crush 1~23
* Floating state 24~26
cliveGAR.2m20i18~19-15-13
* Weapon
* 24 damage with delayed input
* -16 on block, -14 on hit, 12 damage, 15 delayed input damage with ub+2
* Jump takes 17f, effective minimum startup i35~36
* js1~48 with u+2
* Low crush 1~49
clivePHX.2m12i15-9+4+35d (+27)
* Balcony Break
* Weapon
* 3 chip damage on block
clivePHX.2,1m, M12, 23i15, i25~26-12+24a (+9)
* Tornado
* Weapon
* On hit regain 5 additional recoverable health
* Combo from 1st hit with 4f delay
* Airborne combo from 1st CH with 12F delay
* Input can be delayed 16f
* Move can be delayed 10f
cliveH.PHX.2,1+2m, m12, 32i15, i23~24+4+25a(-1a)
* Balcony Break
* Weapon
* Combo from 1st hit
* Interrupt with i5 from 1st block
* 6 chip damage on block
* Consumes 150F of remaining Heat time
clivePHX.3+4m20i28~29+7+18a (+8)
* Homing
* Balcony Break
* 6 Chip Damage on block
* Low crush 18~39
* Floating state 40~42
cliveWOL.3M20i27~28-15~-14+61a (+45)
* Tornado
* Low crush 1~52
* Floating state 53~55
devil-jin2+3m[12;12]i16+1+2c
* Heat Burst
* Cancel to r45 with b,b on frame 42
* 2 chip damage on block
* 12 chip damage on hit
* Only deals recoverable damage
* Cannot cause a K.O.
* Power crush 7~16
devil-jin1,1,2h, h, m5, 6, 14i10, ,i13~14-17+18a (+13)
* Balcony Break on airborne hit
* Combo from 2nd hit with 11F delay
devil-jin1,2,3h, h, m5, 8, 25i10, ,i29~31+4+24a
* Floor Break
* Input can be delayed 1f
* Move cannot be delayed
* Interrupt with i10 from 2nd block
devil-jin1,2,3,4h, h, m, m5, 8, 25, 30i10, ,i36~38+0~+2+11c~+13c
* Floor Break
* Interrupt with i7 from 3rd block
devil-jin1,2,4h, h, m5, 8, 10i10, ,i11-10+4
* Knee
* Jail from 1st hit
* Combo from 1st hit
devil-jin3m16i17~19-12-6
devil-jin3,1,2m, h, M16, 11, 20i17~19, ,i25~28-11+72a (+56)
* Tornado
* Input can be delayed 12F
* Move can be delayed 4F
* Interrupt with i9 from 2nd block
devil-jin3,1,4m, h, m16, 11, 20i17~19, ,i23~24-9+15a (+6)+59a
* Balcony Break on normal hit
* Input can be delayed 12F
* Move can be delayed 4F
* Interrupt with i7 from 2nd block
devil-jin4~3M21i29-32-7c+14a
* Floor Break
* Parryable by traditional kick parries
* Low crush 14~23
* Floating state 24~26
devil-jin1+4,2SL,h, m5,5, 20i16~17,i14, i24~25-12+72a (+56)
* Tornado
* Combo from 2nd CH
* 6 chip damage on block
devil-jinf+2m14i17~18-8+3
Floor Break
devil-jinf+2,4m, m14, 17i17~18, i15-11+0+29a (+23)
* Knee
* Combo from 1st hit with 15F delay
* Move can be delayed 13F
* Input can be delayed by 15F
devil-jinf+4m10i15~16-12-1
devil-jinf+4,3m, m10, 15i15~16, i26~27-22+18a (+8)
* Tornado
* Combo on 1st CH with 4F delay
* Move can be delayed by 15F
* Input can be delayed 16F
* Enter FLY +36a (+26) with ub_u_uf on hit
* Low crush 27~51
* Floating state 52~54
devil-jindf+1m11i13-6+5+9
devil-jindf+1,4m, m11, 23i13, i20~21-13+16g+31d (+23d)
* Balcony Break
* Opponent recovers crouching on normal hit
* Transition to MCR with F on hit or CH (+16g/+31d (+23d))
** -9 on an empty MCR transition on hit
* Combo on 1st CH with 10f delay
* Move can be delayed 5f
devil-jindf+2m17i15-9+6+9
* Transition to MCR with F on hit or CH (+14/+17)
** -11/-8 on an empty MCR transition
* Has good right sidestep tracking
devil-jindf+3m12i16~17-9+2
+2c on hit against crouching opponents
devil-jindf+3,2m, m12, 10i16~17, i19-13-7
Combo from 1st hit
devil-jindf+3,2,4m, m, m12, 10, 20i16~17, ,i26-27-22+18a (+8)
* Tornado
* Combo from 2nd CH with 4f delay
* Input can be delayed 16f
* Jails for 3?F from 2nd hit
* Enter FLY +36a (+26) with ub_u_uf on hit
* Low crush 27~50
* Floating state 51~53
devil-jindf+4m10i13~14-9+2
devil-jindf+4,4m, m10, 16i13~14, i13~14-15-4c
* Floor Break
* Combo from 1st hit with 11F delay
* Move can be delayed 10F
devil-jind+1m25i18~19-14+20a (+10)
* Balcony Break
* Damage taken during power crush state is recoverable.
* Reversal Break and -9 on block if an attack is absorbed
* 10 chip damage on block after absorbing an attack in power crush state
* Power crush 7~17
devil-jindb+1+2m15i23~38-9+4
* Cancel to r27 MCR with F (js27~)
* Balcony Break on air hit
devil-jindb+1+2*m25i39~60+5g+7+37d (+29)
* Balcony Break on CH or air hit
* Cancel to r27 MCR with F (js27~)
* 10 chip damage on block
devil-jindb+1+2**m42i61~63+10+37d
* Balcony Break
* Guard Break
* Cancel to r27 MCR with F (js27~)
* 16 chip damage on block
devil-jinb+1,2h, m10, 20i12, i23-14+23a (+13)
* Balcony Break
* Combo from 1st hit with 7f delay
* Input can be delayed by 15f
* Move can be delayed by 10f
* Cancel to r15 -18 -7 with B
devil-jinb+1+3m30i15-8+16a (+6)
* Balcony Break
* 50% damage reduction when absorbing attacks
* Damage taken during power crush is recoverable
* Reversal Break, -8 on block and 12 chip damage on block after absorbing an attack in power crush state
* r34 on hit
* Power crush 4~14
devil-jinb+2,1h, m11, 21i14~16, i30-31-16+29a (+19)
* Tornado
* Interrupt with i13 from 1st block
* Can evade some jabs
* Low crush 30~51
* Floating state 52~54
devil-jinb+2,3h, m11, 23i14~16, i25~27-14+8a (-1)
* Heat Engager
* Heat Dash +5, +62a (+42)
* Balcony Break
* 6 chip damage on heat dash
* Combo from 1st hit with 5f delay
* Move can be delayed 3f
* Low crush 25~47
* Floating state 48~50
devil-jinb+3M24i29~32-15~-18+10a~+13a
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* 6 chip damage on heat dash
* Backsway
* Max distance from opponent when performed at tip range: ~3.82-3.83 (frames 16-19?)
* Low crush 8~33
* Floating state 34~36
devil-jinb+4M20i17~18-8+6+30a (+24)
Opponent recovers FDFA on grounded hit
devil-jinb+1+2m21i20~21+3c+7c+24d
* Spike
* Opponent recovers FDFA on CH
* 4 chip damage on block
devil-jinu+4m22i20~21-25+15a (+5)
* Tornado
* May evade some highs during frames 5-9
* Might evade some mids during frames 7-9
* Increased evasion when performed from crouching state
* Enter FLY +35a (+25) with ub_u_uf on hit
* Low crush 9~44
* Floating state 45~47
devil-jinuf+3m21i28~29+3c+13
* Floor Break
* Low crush 9~25
* Floating state 26~28
devil-jinuf+4m21i18-8+11
* Heat Engager
* Heat Dash +5, +62a (+42)
* Balcony Break
* 6 chip damage on heat dash
* Low crush 8~18
devil-jinb,f+2m12i15~17-9-1
* Input bufferable
* -1c on hit against crouching opponents
* Pseudo-homing
devil-jinb,f+2,1m, m12, 12i15~17, i14~15-10+1
* Elbow
* Combo from 1st hit with 15f delay
* Jail from 1st attack with no delay
* Move can be delayed 7f
devil-jinb,f+2,1,2m, m, m12, 12, 24i15~17, ,i22~23-8+15a (+6)+45a (+0)
* Balcony Break
* Combo on 2nd CH with 8f delay
* Input can be delayed 20f
* Move can be delayed 15f
* 7 chip damage on block
devil-jinb,f+2,1,4m, m, M12, 12, 21i15~17, ,i26~29-8c+14a
Floor Break
* Low crush 12~20
* Floating state 21~23
devil-jinb,f+2,1,df+2m, m, m12, 12, 20i15~17, ,i18~19-13+25a (+8)
* Tornado
* Balcony Break on grounded hit only
* Combo on 2nd CH with 11f delay
* Input can be delayed 20f
* Input can be delayed 14f
* Opponent recovers FDFA on hit
devil-jinb,f+1+2m6,6,6,6,6,6i25 i6 i6 i6 i6 i6-17+31a (-2)
* Weapon
* Projectile (unparryable)
* 17 damage on hit with scaling
* 6 chip damage on block
* Low crush 24~80
* Floating state 81~83
devil-jinb,f+1+2,2m, M6,6,6,6,6,6, 30 (9)i25 i6 i6 i6 i6 i6, i28~31-31-14a (-23)
* Balcony break on standing hit only
* Combo from 1st hit
* 9 damage with scaling from 1st
* Low crush 28~69
* Floating state 70~72
devil-jinf,F+2m24i15~16-8+15a (+6)
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
* i18 startup when unbuffered, and i16 startup when buffered
* 7 chip damage on block
* 9 chip damage on heat dash
* Active frame 1 range: 2.73
devil-jinf,F+4m22i20~21-6+16g+55a
* Balcony Break on normal hit
* i23 startup when unbuffered, and i21 startup when buffered
* Opponent recovers crouching on hit
* Active frame 1 range: 3.70
* Low crush 10~30
* Floating state 31~33
devil-jinf,n,d,DF+4,4L, m7, 28i16, i25~26-16+7c+14a
* Spike
* Combo from 1st hit
devil-jinf,n,d,df+1m30i22~24-16~-14+29a (+19)
* Active frame 1 range: 2.36
* Active frame 2 range: 2.52
* Low crush 22~43
* Floating state 44~46
devil-jinf,n,d,df+3M25i26~28-8c+16a
* Floor Break
* 7 chip damage on block
* Active frame 1 range: 3.62
* Active frame 2 range: 3.63?
* Low crush 5~28
devil-jinf,n,d,df+1+2m25i26~27-5+32d (+24d)
* Homing
* Balcony Break
* 7 chip damage on block
* Opponent recovers FUFA on CH
devil-jinf,f,F+3m30i22~25+6~+9+13a (+3)
* Balcony Break
* 9 chip damage on block
* Active frame 1 range: 2.90
* Active frame 2 range: 3.53
* Active frame 3 range: 3.62
* Low crush 3~25
* Floating state 26~28
devil-jinws1m12i13~14-6+5+9
devil-jinws1,2m, m12, 15i13~14, i22-11+6+10
* Transition to MCR with F on hit or CH (+14/+17)
** -11/-8 on an empty MCR transition
* Combos from 1st hit with 8F delay
* Combos from 1st CH with 11F delay
* Interrupt with i4 from 1st block (trade with i5)
* Input can be delayed 11F
* Move can be delayed 9F
devil-jinws2m20i14~15-12~-11+72a (+56)
* Tornado
* First active frame range: 2.50
* 6 chip damage on block
* Slight jab evasion properties
devil-jinws3m16i14-11+9+14
* Knee
* Transition to MCR with F on hit or CH (+14/+23)
** -12/-3 on an empty MCR transition
devil-jinws4m10i11~12-3+8
devil-jinws4,4m, M10, 20i11~12, i27~28-16+7c
* Spike
* Combo from 1st hit with 1F delay
* Interrupt with i8 from 1st block
* Input can be delayed by 1F
* Move cannot be delayed
devil-jinSS.2m25i17~18-22+72a
* Transition to Hell's Gate on hit with U
* Sidestep adds 9f, effective move startup: i26
devil-jin(back to wall).b,b,ubm21i36~38+0c+8d
* Low crush 14~45
devil-jinFLY.3M30i15~22-15~-8+8c~+15c
* Balcony Break
* Spike
* Forces backroll on hit
** Opponent recovers in FC?
devil-jinFLY.4M10i20~21-29-20s
* Low crush 1~50
* Floating state 51~53
devil-jinFLY.4,2M, m10, 20i20~21, i22~23-27+52a (+7)
* 14 damage with combo scaling from 1st hit
* 24 damage total from 1st hit
* Interrupt with i1 from 1st block
devil-jinFLY.4,2,1M, m, m10, 20, 20i20~21, ,i22~24-16+29a(+19a)
* Interrupt with i24 from 2nd block
* Attack is delayed 23f, effective startup i45~47
* Low crush 22~43
* Floating state 44~46
devil-jinMCR.1m20i22+8+20d
* Spike
* Opponent recovers FDFA on hit
* 6 chip damage on block
* Low crush 1~38
* Floating state 39~41
devil-jinMCR.2m12i15~16-9-1
Homing
* Low crush 1~37
* Floating state 38~40
devil-jinMCR.2,2m, M12, 20i15~16, i24-26-14c+2a
* Heat Engager
* Heat Dash +5, +67a (+50)
* Floor Break
* 6 chip damage on blocked Heat Dash
* Combo from 1st hit with 2F delay
* Opponent recovers FDFA on hit
* Input can be delayed by 2F
* Move cannot be delayed
* Low crush 1~17
* Floating state 18~20
devil-jinMCR.4M10i20~21-29-20s
* Low crush 1~50
* Floating state 51~53
devil-jinMCR.4,2M, m10, 20i20~21, i22~23-27+52a (+7)
* 14 damage with combo scaling from 1st hit
* 24 damage total from 1st hit
* Interrupt with i1 from 1st block
devil-jinMCR.4,2,1M, m, m10, 20, 20i20~21, ,i22~24-16+29a(+19a)
* Interrupt with i24 from 2nd block
* Attack is delayed 23f, effective startup i45~47
* Low crush 22~43
* Floating state 44~46
dragunov2+3m[12;12]i16+1+2c
* Heat Burst
* Cancel to r45 with b,b on frame 42
* 2 chip damage on block
* 12 chip damage on hit
* Only deals recoverable damage
* Cannot cause a K.O.
* Power crush 7~16
dragunov1,1,3h, h, m5, 8, 22i10, ,i25~26-9+15a (+6)+36a (+0)
* Balcony Break
* Combo from 2nd CH with 5f delay
* Input can be 10f delayed
dragunov1,2h, m5, 8i10, i18-9+2
* Jail from 1st attack
* Combo from 1st hit
dragunov1,2,1h, m, m5, 8, 20i10, ,i19~20-14+15g
* Heat Engager
* Heat Dash +5, +43a (+35)
* Balcony Break
* Combo from 1st or 2nd CH
* Opponent recovers Crouching
dragunov1,3,2h, h, m5, 14, 20i10, ,i22~23-13+41a
* Spike
* Combo from 2nd CH
dragunov3m10i15~16-9+2
dragunov3,1,2m, h, m10, 8, 24i15~16, ,i19~21-12+12a (+3)
* Balcony Break
* Combo from 2nd CH with 10f delay
* Input can be delayed 11f
* Move can be delayed 10f
dragunov4,3h, m10, 18i12, i23~24-12+14c
* Spike
* Combo from 1st CH
dragunov4,4h, m10, 23i12, i35~36+5+29a (+20)+46a
* Balcony Break
* Chip damage on block
* Interrupt with i16 from 1st block
* Low crush 22~42
* Floating state 43~45
dragunov1+2m25i21~22-14+19a
* Balcony Break
* Spike
* -9 frame advantage and 10 chip damage on block after absorbing an attack in power crush state
* Power crush 7~20
dragunovf+2,4h, m16, 24i19~20, i19~20-7+28a (+23)+31a (+25)
* Balcony Break
* Knee
* Combo from 1st CH with 10f delay
* Input can be delayed 10f
dragunovf+3m11i20-6+5
Enter SNK +0 +11 r19 with DF
dragunovf+3,3m, m11, 14i20, i17~20-10+1d / +1c
* Floor Break
* Combo from 1st CH
* Side switch on hit
* +20 damage throw when hit from the front in close range
** Removes Recoverable Health
* +1c on normal hit at long range
dragunovf+3,1+2m, m11, 27i20, i30~31-3+22a
* Heat Engager
* Heat Dash +5, +67a (+50)
* Balcony Break
* Spike
* Combo from 1st hit
* Chip damage on block
* Interruptable by i10 from 1st block
dragunovdf+1m13i13-2+7
Enter -2, -11 PGR with 3+4 (or d+3+4)
dragunovdf+2m14i15~16-12+28a (+18)
Launches crouching opponent
dragunovdf+3m16i17~20-6~-3+5c~+8c
* Floor Break
* +20 damage throw when hit from the front in close range
* Removes Recoverable Health
dragunovdf+4m14i12-9+2
dragunovdf+3+4m19i22~24-7+12g+24d
* Strong Aerial Tailspin
* Homing
* Balcony Break
dragunovd+1m18i18~19+1c+8c+13d
* Floor Break
* Elbow
dragunovd+3,2,1+2L, h, m13, 18, 24i17~18, ,i35~36-2c+20a
* Balcony Break
* Spike
* Chip damage on block
* Interruptable by i14 from 2nd block
dragunovd+3,4L, m13, 18i17~18, i28-11+5+23g
* Floor Break
* Combo from 1st CH
dragunovdb+2m12i14~15-7+4
dragunovdb+2,1m, m12, 10i14~15, i20~21-10+1+3
* Combo from 1st hit with 9f delay
* Input can be delayed 11f
dragunovdb+2,1,2m, m, m12, 10, 20i14~15, ,i25-14+29a (+23)
* Combo from 2nd CH with 6f delay
* Input can be delayed 14f
dragunovb+1m14i17-10+1
dragunovb+1,2m, m14, 18i17, i25~26-12+18g
* Tornado
* Balcony Break
* Combo from 1st hit with 1f delay
* Opponent recovers crouching
dragunovb+2m14i15-3+8
dragunovb+4m15i14-7+4
dragunovb+4,2m, m15, 10i14, i21-7+4
* Floor Break
* Combo from 1st CH with 5f delay
* Enter FC r26 with D or DB
* Enter SNK -6 +5 r25 with DF
dragunovb+1+2m26i22~23+6+13c
Floor Break
dragunovub+3m16i17~21-17-6
* Low crush 9~27
* Floating state 28~30
dragunovub+4m21i22~23-16~17+11a
* Balcony Break (airborne)
* Low crush 9~27
* Floating state 28~30
dragunovu+3m16i17~21-13+14a (+4)
Balcony Break
* Low crush 9~27
* Floating state 28~30
dragunovu+4m21i22~23-12~13+15a
* Balcony Break (airborne)
* Low crush 9~27
* Floating state 28~30
dragunovuf+2M20i30-31-5+42a
Floor Break
* Low crush 9~30
dragunovuf+3m16i17~21-7+20a (+10)
Balcony Break
* Low crush 9~27
* Floating state 28~30
dragunovuf+4m21i22~23-9+19a
* Balcony Break (airborne)
* Low crush 9~27
* Floating state 28~30
dragunovf,F+2m20i15~16-12+15a+30d (+22)
* Balcony Break
* Spike
dragunovf,F+4M21i26~28-1+13c
Floor Break
* Floating state 10~30
dragunovqcb+2m23i26~27-15+32a
* Tornado
* Elbow
dragunovuf,n,4m20i23~i25-13+32a (+22a)
* Low crush 9~30
* Floating state 31~33
dragunovf,f,F+2m22i15~17+4+32d (-26)+44a
* Balcony Break
* Spike
* 20% (4) Chip damage on block - 30% (7) when powered up
* Do f,n,f+2 within 8 total frames (first forward and neutral doesn't matter) for the powered up (bluespark) version - 26 damage
dragunovws1m11i12~13-3+4
Enter SNK -5 +2 r22 with DF
dragunovws1,3m, m11, 17i12~13, i17~18-13+15a (+6)+36a (+0)
* Balcony Break
* Combo from 1st hit
dragunovws2m15i15~16-12+28a (+18)
dragunovws3m21i16~17-9+15a (+6)+36a (+0)
Balcony Break
dragunovws4m15i11~12-5+6
dragunovws1+2m28i12~13-14+19a (+9)
* Heat Engager
* Heat Dash +36a (+26)
* Balcony Break
* Shoulder
dragunovSS.2m16i20~21-10+1
Floor Break
dragunovFC.df+1,4L, m8, 10i16~17, i16~17+7
* Knee
* Combo from 1st hit
* Available only as combo from 1st hit
* Input 4 on frames 16~19 to power up - 14 damage
dragunovPGR.2M24i16~17-9+19a (+2)
* Strong Aerial Tailspin
* Balcony Break
dragunovSNK.2m25i18~19-14+36a (+26)
* Tornado
* Elbow
dragunovSNK.4m22i19~20+7+8c
* Heat Engager
* Heat Dash +5, +67a (+50)
* Balcony Break
* Spike
* 4 chip damage on block
dragunovSNK.3+4m20i17~18-13+27g
* Knee
* Absorb a hit to transition to Snap Knee Assault
** +1d 45dmg total
* -7 frame advantage and 8 chip damage on block after absorbing an attack in power crush state
* Power crush 8~16
eddy2+3m[12;12]i16+1+2c
* Heat Burst
* Cancel to r45 with b,b on frame 42
* 2 chip damage on block
* 12 chip damage on hit
* Only deals recoverable damage
* Cannot cause a K.O.
* Power crush 7~16
eddyH.3+4m20i20~22+5+66a(+50)
* Tornado
* Transition to HSP
* 6 chip damage on block
* High crush 6~11?
* Floating state 11?~?
* Low crush 20~?
eddyH.2+3m55i18~19+6+0
* Heat Smash
* Balcony Break
* Transition to RLX on block
* Low crush 34~
eddy1,3h, m5, 16i10, i23~24-14+7c
* Floor Break
* Combo from 1st hit with 2f delay
eddy2,1,4h, h, m10, 13, 21i12, ,i20~22-12~-10+17a (+8)+56a
* Balcony Break
* Combo from 2nd Ch with 10f delay
* Input can be delayed 14f
eddy2,3h, m10, 20i12, i20~21-8+8s
Combo from 1st hit
eddy3m12i14~15-9+2
eddy3,3m, m12, 22i14~15, i23~25-3+8s
* Combo from 1st CH
* Transition to HSP
eddy4m10i13~14-9+7
eddy4,4m, m10, 20i13~14, i30~31-7+12g
* Heat Engager
* Heat Dash +5, +62a (+42)
* Balcony Break
* Combo from 1st CH with 4f delay
* Input can be delayed 7f
* Low crush 22~33
* Floating state 34~36
eddy1+2m17i20+3c+5c+14c
* Spike
* Elbow
eddyf+2m15i18-9+6
eddyf+3,4h, m16, 25i16~18, i29~31-11~-9+15a (+6)+32a
* Balcony Break
* Combo from 1st hit
* Cancel to HSP -14 -2 r40 with F on frame 20
* Floating state 25~46
eddyf+4m13i23~25-8+8c
Floor Break
* Floating state 16~
eddyf+4,3m, m13, 8i23~25, i23~24-13-2c
* Floor Break
* Combo from 1st hit with 10f delay
* Move can be delayed 7f
eddyf+3+4m25i19~21-9+18a (+8)
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
* 5 chip damage on block
* Floating state 9~18
* Low crush 19~32
* Floating state 33~35
eddydf+1m10i13-3+6
eddydf+2m19i14~15-5+6+21a (+4)
* Balcony Break
** on CH
* Elbow
eddydf+3m17i15~18-18~-16+31a (+21)
Tornado
* Floating state 19~33
eddyd+2m10i17~18-9+0
* Elbow
eddyd+2,3m, M10, 20i17~18, i24~25-4c+5c
* Combos from 1st CH
* Transition to RLX
eddyd+4,3L, m10, 20i15~16, i21~22-13c+12c
eddydb+2,3L, m10, 23i18~19, i27~28-18+64(+49)
* Tornado
* Combos from 1st CH
eddydb+4m14i17~18-8+2
eddydb+1+2m20i30-8+14c
Floor Break
eddydb+3+4,4m,M, m12,12, 10i20~22, i21~22-8+5
eddydb+3+4,4,3m,M, m, m12,12, 10, 26i20~22, ,i22~23-14+15a(+6)
Combos from 2nd CH
eddyb+1m15i14~15-7+8
* Transition to FC
eddyb+1,4m, m15, 10i14~15, i25~27-8+8c
* Transition to HSP
* Combos from 1st CH
* Low crush 19~
eddyb+1,4,3m, m, m15, 10, 8i14~15, ,i23~24-13-1c
* Combos from 1st CH
* Combos from 2nd hit
* Low crush 1~?
eddyb+2m12i15~16-8+3
* Elbow
eddyb+2,3m, m12, 13i15~16, i22~23-11+4
Combos from 1st hit
eddyb+2,3,3m, m, M12, 13, 25i15~16, ,i33~35-14+13a(-4)
* Balcony Break
* Combo from 2nd CH
eddyb+3m10i13~14-9+8
* Knee
eddyb+3,3m, M10, 21i13~14, i26~28-15+33a(+23)
* Transition to RLX
* Combos on 1st CH
eddyb+4,4,3h, M,M, M14, 6,6, 10i21~22, ,i28~30+4c+14a
* Combo from 3rd hit
* 3 Chip damage on block
* Low crush 8~27
* Floating state 28~30
eddyub+3M25i31~33+4c+13a
7 Chip damage on block
eddyub+4m12i19~21-17-6
* Floating state 20~?
eddyu+3M30i38~42+0+5a(-5)
*
Balcony Break
* 9 chip damage on block
* Low crush 10~42?
eddyuf+1m12i14~15-5+5
eddyuf+1,3m, m12, 23i14~15, i29~30-13+10a (+1)
* Balcony Break
* Combo from 1st hit
* Mandinga level increases by 1 on hit
* becomes -2a (-11) on hit when Mandinga level increases
* Cancel and transition to -12, -22 HSP with F
eddyuf+2m21i22~23-13+32a(+24)
Balcony Break
eddyuf+3m15i26~28-10c-8c+12a
* Transition to HSP with input F (-14/-12/+8a)
* Low crush 13~
eddyuf+3,3m, m15, 20i26~28, i21~24-18+31a(+21)
Tornado
eddyuf+4m20i22~24-9+12
* Strong Aerial Tailspin
* Homing
* Balcony Break
* Transition to RLX on hit
* Low crush 9~
eddyf,F+4M25i19~20-12+37a(+27)
* Tornado
* Transition to HSP
* Low crush 12~26?
eddyuf,n,4m20i23~25-13+32a(+22)
* Low crush 9~
eddyf,f,F+3m30i25~27+8+14a
* Transition to HSP on block
* 9 Chip damage on block
* Low crush 9~
eddyws1,3h, M6, 14i13~14, i19~21-15+38a(+20)
* Transition to RLX
* Combo from 1st hit
eddyws2m20i15~16-18+51
* Elbow
eddyws3M20i19~21-13+72a(+56)
Tornado
eddyws4m13i11~13-4+7
eddyws4,4,4,3m, h, M,M, M13, 10, 6,6, 10i11~13, ,i28~30+4c+14a
* Combos from 3rd hit
* 3 Chip damage on block
eddyws3+4M20i25~27+5c+14d
* Floor Break
* Transition to RLX
* 6 chip damage on block
* Floating state 12~30
eddySS.3m17i25~26+0+8+15c
* Transition to RLX
* Cancel to RLX with D
* High crush 6~54
eddyFC.df+3m20i22~23+6+9c+41a
* Transition to RLX
* 6 Chip damage on block
eddy(back to wall).b,b,UBm21i35~38+1+34d
* Floating state 5~7
* is8~24
* Floating state 25~33
* Low crush 34~37
* Floating state 38~40
eddyFUFT.b+3+4m25i16-28-15~-27+2a(-10~)+18a(+6)
* Floating state 1~11
* Low crush 12~
eddyHSP.1M21i23~25+6+8c+19d
* Elbow
* Transition to RLX
* 6 Chip damage on block
* Floating state 1~12
eddyHSP.2m15i17~18-8+8
* Floating state 1~9
eddyHSP.2,3m, m15, 23i17~18, i26~27-13+10a (+1)
* Balcony Break
* Combo from 1st hit with 10F delay
* Mandinga level increases by 1 on hit
* Becomes -2(-11) on hit when gaining Mandinga
* Cancel to r25 HSP with F at frame 18 (-24/-8)
* Move can be delayed by 9F
eddyHSP.3m10i17~18-8+7
* Floating state 1~5
* High crush 6~18
eddyHSP.4m10i12~13-1+10+31a
* Transition to HSP
* Floating state 1~36?
eddyHSP.4,2m, m10, 21i12~13, i23~24-13+12a(+3)
* Tornado
* Balcony Break
* Combo from 1st hit
* Floating state 1~9?
eddyHSP.4,2~3m, M10, 20i12~13, i28~30+4c+14d
* Combo from 1st CH
* 6 chip damage on block
* Low crush
* Floating state
eddyHSP.1+2m20i22~23-12+14c
* Spike
* Head
* -9 frame advantage and 8 chip damage on block after absorbing an attack in power crush state
* Floating state 1~?
* Power crush 7~21
eddyHSP.b+3m20i36~37-12+13a+58a
Balcony Break
* Floating state 36?
eddyMD1.HSP.b+4m23i23~25+5+15d
* Floor Break
* Transition to RLX with D
* 7 chip damage on block
* Low crush 9~
eddyMD2.HSP.b+4m23i23~25+5+36a
* Floor Break
* Transition to RLX with D
* 7 chip damage on block
* Low crush 9~
eddyRLX.1,3L, m11, 17i14, i25~26-14+5c+42a
* Transition to RLX
* Combo from 1st CH with 5F delay
* Move can be delayed by 9F
* Input can be delayed by 10F
eddyRLX.2m16i18~19-2+8
eddyRLX.2,4,4m, h, m16, 17, 25i18~19, ,i32~33-14+15a(+6)
Balcony Break
eddyRLX.4m14i15~16-8+8
* Transition to FC
eddyRLX.4,3m, m14, 25i15~16, i28~30-13+16a
* Heat Engager
* Heat Dash +5, +67a (+50)
* Balcony Break
* Combo from 1st hit with 9F delay
* Move can be delayed by 8F
* Low crush 16~34
* Floating state 35~37
eddyRLX.4,3+4m, m14, 27i15~16, i34~36-13+22a (+12)
* Balcony Break
* Combo from 1st hit with 5f delay
* Move can be delayed by 8f
* Cancel to HSP -21 -5 r23 with F
* Floating state 1~20
* Low crush 21~40
* Floating state 41~43
eddyRLX.1+2m25i18~19-8+25a(+20)
* Balcony Break
* Head
* 7 chip damage on block
* High crush 1~17
eddyRLX.3+4M24i17~18-18+29a(+19)
Tornado
* Floating state 1~56
fahkumram1,1h, m5, 20i10, i20~21-9+8c
* Floor Break
* Elbow
* Combo from 1st CH with 2F delay
* Input can be delayed by 2F
* Move cannot be delayed
* +10a on BT hit
fahkumram1,2,1h, h, m5, 8, 15i10, ,i17~18-10+3
* Input can be delayed 12f
fahkumram1,2,1,4h, h, m, m5, 8, 15, 23i10, ,i21~22-14+13a (+4)
* Balcony Break
* Knee
* Combo from 3rd hit with 10f delay
* Input can be delayed 12f
* Move can be delayed 10f
fahkumram1,2,4,3~4h, h, h, m5, 8, 10, 20i10, ,i21~22-5+9+44a
* Knee
* Can be charged with held input
* Effective startup i36~37
* Interrupt with i17 from 3rd block
* Interrupt with i5 from 3rd hit
* Move can be delayed by 2F
* Recovers 2f slower on hit or block
fahkumram1,2,4,3~4*h, h, h, m5, 8, 10, 25i10, ,i36~37+9+73a (+57)
* Knee
* Unparryable
* Instant Tornado on hit
* Chip damage on block
* Effective startup i51~52
* Interrupt with i32 from 3rd block
* Interrupt with i20 from 3rd hit
* Cancel to r20 FC with F at frames 16-24 (frames 31-39 from 3rd attack)
** Interrupt with i33? mid/low from 3rd block
** Interrupt with i21? mid/low from 3rd hit
* Move can be delayed by 2F
* Power up in Heat or GRF
fahkumram1,2,4,3~4*~Bh, h, h, m5, 8, 10, 25i10, ,i22-7+9
* Homing
* Balcony Break
* Effective startup i53
* Interrupt with i34 from 3rd block
* Interrupt with i22 from 3rd hit
* Input B during frames 16-24 of Eruption Maw (charged)
* Move can be delayed by 8F from Eruption Maw (charged)
fahkumram2,3h, m13, 22i12, i31-4+27a (+17)
*
Balcony Break
* Combos from 1st hit CH
fahkumram3m11i13-9+2+9
fahkumram3,1,4m, h, m11, 12, 23i13, ,i21-14+8d (-1)
* Balcony Break
* Combos from 2nd hit CH
fahkumram3,4m, m11, 18i13, i19-12+24g+34d (+26)
* Knee
* Wallbreak on CH
* Combos from 1st hit CH
* Input can be delayed by 2F
fahkumram3,4~3m, m11, 20i13, i18-7+9+37d (+29)
* Tornado
* Balcony Break on CH
* Effective startup i34
* Interrupt with i16 from 1st block
* Interrupt with i5 from 1st hit
* Combo from 1st hit CH
* Can be charged
fahkumram3,4~3*m, m11, 23i13, i36+9+70a (+54)
* Tornado
* Balcony Break
* Effective startup i52
* Interrupt with i34 from 1st block
* Interrupt with i23 from 1st hit
* Cancel to r20 FC with F at frames 20-24 (frames 36-40 from 1st attack)
** Interrupt with i39? from 1st block
** Interrupt with i28? from 1st attack
* 9 chip damage on block
* Powered up with GRF
fahkumram3,4~3*~Bm, m11, 25i13, i22-7+9
* Homing
* Balcony Break
* Effective startup i54
* Interrupt with i36 from 3rd block
* Interrupt with i25 from 3rd hit
* Input B during frames 16-24 of Tornado Maw (charged)
* Move can be delayed by 8F from Tornado Maw (charged)
fahkumram4,3~4h, m10, 20i12, i21-5+9+44a
* Knee
* Can be charged
* r25 on block
fahkumram4,3~4*h, m10, 25i12, i36+9+73a (+57)
* Tornado
* Knee
* Powered up with GRF
* Cancel to FC with F
fahkumram4,3~4*~Bh, m10, 25i12, i22-7+9
*
Homing
* Balcony Break
fahkumram3+4m20i18-9+18a (+9)+58cs
* Balcony Break
* Good right sidestep tracking
fahkumramf+2m14i15-9+0
fahkumramf+2,1m, m14, 22i15, i20-14+33a (+18)
* Combos from 1st hit
fahkumramGRF.f+2,1,2m, m, m14, 22, 20i15, ,i29+2+15d
* Floor Break
* Elbow
* Consumes GRF
* Partially consumes remaining Heat Time
* Combos from 1st hit
* 6 chip damage on block
* Low crush
fahkumramf+3m16i17-8+3
* Knee
fahkumramf+3,2m, m16, 13i17, i20-12-1
fahkumramf+3,2,4m, m, m16, 13, 20i17, ,i20-12+6+36d (+28)
* Knee
* Combos from 2nd hit CH
* Delayable
fahkumramf+3,2,4~3m, m, m16, 13, 20i17, ,i18-7+9+37d (+29)
* Tornado
* Wallbreak on CH
* Combos from 1st hit CH
* Can be charged
fahkumramf+3,2,4~3*m, m, m16, 13, 23i17, ,i36+9+70a (+54)
* Tornado
* Balcony Break
* 9 chip damage on block
* Powered up with GRF
* Cancel to FC with F
fahkumramf+3,2,4~3*~Bm, m, m16, 13, 25i17, ,i22-7+9
*
Homing
* Balcony Break
fahkumramf+4m26i25+3c+8c+14c
* Floor Break
fahkumramf+1+2m25i21-4+24a (+14)
* Heat Engager
* Heat Dash +36a (+26)
* Balcony Break
* 7 chip damage on block
fahkumramf+3+4m22i22-14+19a (+14)
* Knee
* -9 frame advantage and 8 chip damage on block after absorbing an attack in power crush state
* Grants GRF on hit
* Power crush 7~21
fahkumramdf+1m12i15-3+6
fahkumramdf+1,2m, M12, 20i15, i27-13+12d
* Floor Break
* Elbow
* Combos from 1st hit
* Grants GRF on hit
* Low crush
fahkumramdf+1,4~3m, m12, 20i15, i18-7+9+37d (+29)
* Tornado
* Wallbreak on CH
* Combos from 1st hit CH
* Can be charged
fahkumramdf+1,4~3*m, m12, 23i15, i36+9+70a (+54)
* Tornado
* Balcony Break
* 9 chip damage on block
* Powered up with GRF
* Cancel to FC with F
fahkumramdf+1,4~3*~Bm, m12, 25i15, i22-7+9
*
Homing
* Balcony Break
fahkumramdf+2m10i15-7+4
fahkumramdf+2,1m, m10, 22i15, i24-13+13d
* Balcony Break
* Floor Break
* Elbow
* Combos from 1st hit
fahkumramdf+3~3m20i17+2+12d
* 6 chip damage on block
fahkumramdf+3~4M20i25-10+21a (+4)
* Balcony Break
* Knee
* Just frame input 4 on frames 1-2 for 6 more damage
fahkumramdf+4m15i16-6+3
fahkumramdf+4,3m, m15, 23i16, i25-12+9d
* Tornado
* Knee
* Combos from 1st hit
* Low crush
fahkumramGRF.df+3+4,3m,m, m8,16, 23i13, i26-9+13g
* Consumes GRF
* Partially consumes remaining Heat Time
* Transition to +13g RAM on hit
* Combos from 1st hit
* 9 chip damage on block
fahkumramd+1M20i18-5+8c+13c
* Elbow
fahkumramd+3,4,3~4L, h, m11, 10, 20i16, ,i21-5+9+44a
* Knee
* Can be charged
fahkumramd+3,4,3~4*L, h, m11, 10, 25i16, ,i36+9+73a (+57)
* Tornado
* Knee
* Powered up with GRF
* Cancel to FC with F
fahkumramd+3,4,3~4*~BL, h, m11, 10, 25i16, ,i22-7+9
*
Homing
* Balcony Break
fahkumramdb+2m16i16-10+1
* High evasion
fahkumramdb+2,2m, m16, 16i16, i25-13+1
* Elbow
* Combos from 1st hit
fahkumramdb+3+4m25i30-9+15a
* Balcony Break
fahkumramb+1m20i14-13+34d
fahkumramb+4m14i14-5+6
* Knee
fahkumramb+4,3m, m14, 14i14, i24-10-1
* Knee
* Combos from 1st hit
fahkumramb+4,3,2m, m, m14, 14, 21i14, ,i31-12+16d
* Knee
* Elbow
* Grants GRF on hit
fahkumramb+3+4m22i17-13+3+33d (+25)
* Balcony Break
fahkumramuf+1m20i28+6+24d
* Floor Break
* Elbow
* 4 chip damage on block
* Low crush
fahkumramuf+3m23i14-14+9a (+0)
* Heat Engager
* Heat Dash +43d (+35)
* Knee
* Low crush
fahkumramuf+4m22i20-16+66a (+55)
* Tornado
* Balcony Break
* Low crush
fahkumramf,F+4m25i22-13+33a
* Homing
* Balcony Break
fahkumramf,F+4~1m20i21-3c+8c+32d
* Spike (CH)
* Floor Break
<Showing 2401-2800 of 6256 moves>