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mokujin

All Characters

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CharCommandHit levelDamageStartupBlockHitCounter hitNotes
jack-8FUFT.d+1+2m18i28+18g+39d
* Recovers in SIT, then stands up
jack-8GMC.1m22i22-6+73a (+57)
* Strong Aerial Tailspin
* Homing
* Partially uses remaining Heat time
* Chip damage on block (4)
jack-8GMH.1m20i22-9+25d
* Homing
* Balcony Break
jack-8GMH.3M28i24+4+9c+22a
* Floor Break
* Transition to FC with D
** (+7 oH, +2 oB)
jack-8GMH.f+1M26i20-17+66a (+50)
* Tornado
* Instant Tornado
jack-8GMH.f+2m34i17-13+30a (+4)
* Balcony Break
jack-8GMH.uf+1+2m20i21~22+5 GMH+17c GMH
* Transition to GMH on hit or block
* Input can be delayed by 14F
* 4 chip damage on block
* Low crush 15
jack-8SIT.1+2m21i24-44-12d
*
* Floating state
jack-8SIT.3+4M35i54+13cg+20d
* Can access other SIT moves on recovery.
* Cannot access SIT3+4 on recovery.
* Low crush
jack-8hFC.1,2l, m10, 24i19, i32-11+11a (+2)+43a (-4)
* Balcony Break
jack-8hFC.1+2,1+2l, m21, 23i24, i40-18+42a (+32)
* Combos from 1st hit
jack-8hFC.db+1,1l, m14, 10i14, i24-6+5
* Spike
* High crush
jack-8hFC.db+1,1,1l, m, m14, 10, 20i14, ,i20-14+9a
* Balcony Break
* Can be charged to power up
jack-8hFC.db+1,1,1*l, m, m14, 10, 30i14, ,i34~35-6+15a (+7)
* Balcony Break
* Gain GMC on hit or block
* 12 chip damage on block
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
jinH.db+1+2M0i19~34+4+23g~+38g
* Strong Aerial Tailspin
* Balcony Break
* Transition to DVS r10 on hit or block
* Unparryable by traditional parries, Asuka, Nina, etc
* Partially uses remaining Heat time
* Causes wall splat on hit
* Opponent recovers crouching
* Power crush 6~18
jinH.f,F+1+2m20i21~23+5+24g
* Balcony Break
* Strong Aerial Tailspin
* Transitions to DVS on hit or block
* Consumes 240f of Heat time
* Cancel transition and recover Standing +18g, -1 with B
* 6 chip damage on block
* Low crush
jin1,2,1h, h, m5, 12, 20i10, ,i20~22-16+31a (+21)
* Tornado
* Combo from 2nd CH with 7f delay
* Input can be delayed 9f
* Move can be delayed 4f
* Chip damage on block
* Low crush 20~49
* Floating state 50~52
jin1,2,3h, h, m5, 12, 20i10, ,i24~26+0+31d
* Spike
* Interrupt with i10 from 2nd block
* Input can be delayed 9f
* Move can be delayed 4f
jin2,1h, m9, 9i10, i16~17-3+6
* Jail from 1st attack with 2f delay
* Same animation as df+1
jin2,1,4h, m, m9, 9, 18i10, ,i18~20-10+3+16a (+7)
* Balcony Break on CH
* Combo from 2nd CH with 8f delay
* Input can be delayed 10f
* Forces tech backroll on CH
jin4~3M27i24~34-11~-2+2a~+12a
* Spike
* Low crush 12~31
* Floating state 32~
jinf+3m12i14-16-5
jinf+3,1m, m12, 17i14, i22-12+4
* Heat Engager
* Heat Dash +5, +43d (+35)
* Combo from 1st hit with 8F delay
* Move can be delayed by 7F
* Input can be delayed by 8F
* Balcony break on airborne hit
jinf+4m21i16-17-8+4+42a
* Enter ZEN -1 +11 +49a r26 with F
* Balcony break on airborne hit
jindf+1m10i13~14-3+4+6
jindf+1,4~4m, m10, 24i13~14, i20-12+10a (+1)
* Balcony Break
jindf+2m12i16~17-9+6
* Balcony Break
* Enter Breaking Step -2 +13g r23 with df
* Chip damage on block
jindf+2,4m, m12, 19i16~17, i26~27-12+9
* Balcony Break
* Strong Aerial Tailspin
* Combo from 1st hit
* Chip damage on block
jinH.df+2,1+2m, m12, 25i16~17, i24~25+2+30a (+4)
* Balcony Break
* Combos from 1st hit
* Partially consumes remaining Heat time
* 5 Chip damage on block
jindf+3m16i12-8+3
jindf+3~3m20i23~i24+6c+13c
* Spike
* Enter Breaking Step +2c +9c r27 with df
jindf+4m22i20~i21+0+8c
* Spike
* Heat Engager
* Heat Dash +67a (+50), +5
jind+3,4,3l, h, m7, 10, 21i15~16, ,i24~25-12+31d (+23)
* Tornado
* Balcony Break
* Combo from 2nd CH with 2f delay
* Input can be delayed 10f
jind+3,4~4l, m7, 24i15~16, i20-12+10a (+1)
* Balcony Break
jindb+2m12i16-10-4
jindb+2,2,3m, h, m12, 11, 21i16, ,i35~i36-9+20a
* Balcony break on airborne hit
jindb+2,3m, M12, 23i16, i27~i29-8+7a
* Spike
jindb+1+2M0i19~34-11~+4+17g~+32g
* Balcony Break
* +4a (-5) on BT hit
* Unparryable by traditional parries, Asuka, Nina, etc
* Opponent recovers crouching
* Power up in Heat
jinb+2m12i15~16-11+0
jinb+2,1m, m12, 10i15~16, i14~15-9+2
* Jail from 1st block with 5F delay
* Combo from 1st hit with 1F delay
* Combo from 1st CH with 13f delay
jinb+3m17i16-6+5
* Knee
* Enter ZEN -2 +9 r20 with F
jinb+3,2m, m17, 20i16, i19~20-9+9g +21w
* Wall Crush +21g on hit
* Combo from 1st CH with 9F delay
* Balcony break on airborne hit
jinb+4m21i17~18-7+15a
Balcony Break
jinb+1+2m20i23~24-12+6
Punch sabaki: balcony break and +34d (+26) on hit
* Parry state 3~10
jinub+4m15i15~17-13+19a (+9)+33a (+23a)
Balcony Break
* Low crush 9~20
* Floating state 21~23
jinuf+2m18i15~i16-10~-9+6~+7+19a (+10)
* Balcony break on CH
* Evasive, can avoid some attacks due to built-in sidestep
jinuf+3m17i22~23-9+6+59a
* Low crush 9~23
* Floating state 24~26
jinuf+4m13i15~17-13+33a (+23a)
* Low crush 9~20
* Floating state 21~23
jinb,f+2m15i15~i16-7+4
* Has good left sidestep tracking
jinb,f+2,1,2m, h, m15, 14, 20i15~i16, ,i19~20-5+18a (+9)+50a (+3)
* Balcony Break
* Combo from 2nd CH with 15f
* Input can be delayed 16f
* Move can be delayed 10f
jinb,f+2,1,df+2m, h, M15, 14, 22i15~i16, ,i28~29-14+37a (+27)
* Tornado
* Combo from 2nd CH
* Input can be delayed 16f
* Move can be delayed 10f
jinb,f+2,3m, m15, 17i15~i16, i25-9+6+59a
* Combo from 1st hit with 4f delay
* Input can be delayed 9f
* Enter ZEN +2 +17g +71a r20 with F
jinf,F+2m22i14~15-8+15a (+6)
* Heat Engager
* Heat Dash +36a (+26), +5
* Balcony Break
* Cannot be buffered
* 6 chip damage on block
jinf,F+3m20i23~i25-4+24a
* Spike
* Cannot be buffered
jinf,F+4m32i17~i18-7+22a (+12)
Balcony Break
jinuf,n,4m20i23~i25-13+32a (+22a)
* Low crush 9~30
* Floating state 31~33
jinf,f,F+3m30i22~i23+6+13a~+14a (+3~+4)
* Balcony Break
* Transition to +6 +13a ZEN with F
* 9 Chip damage on block
* Low crush 3~25
* Floating state 26~28
jinws1m7i13~i14-6+5
jinws1,2m, m7, 19i13~i14, i19~20-8+3c
* Spike
* Combo from 1st hit with 1f delay
* Combo from 1st CH with 10f delay
* Input can be delayed 13f
* Enter ZEN -9 +2c r27 with F
jinws1,3,2m, h, m7, 8, 4i13~i14, ,i18-11-6
* Combo from 1st hit
* Jail from 1st block
jinws1,3,2,1m, h, m, m7, 8, 4, 3i13~i14, ,i10-11+3
* Combo from 1st hit
* Jail from 1st block
jinws1,3,2,1,4,2m, h, m, m, l, M7, 8, 4, 3, 5, 10i13~i14, ,i31~32-16-8
* Combo from 1st hit
* Spike
* Low crush 8~28
* Floating state 29~31
jinws1,3~3m, m7, 20i13~i14, i23~i24+6+13c
* Spike
* Enter Breaking Step +2 +9c with DF
* +16a on BT hit
jinws2m14i14~15-12+39a (+29)
jinws3m20i16~18-9+10g+22a
* Homing
* Balcony Break
jinws4m13i11~12-3+8
jinf,n,d,DF+4,2l, M12, 28i20~i21, i31~i32-16+21a
* Balcony Break
* Spike
* Combo from 1st hit
* Chip damage on block
* Low crush 8~28
* Floating state 29~31
jinf,n,d,df:1M22i16~i17-13+36a (+26)
* Tornado
* Chip damage on block
jinf,n,d,df+1m20i16~i17-13+32a (+22)
* Tornado
* Turns into CD.df#1 while in heat
jinDVS.1m25i20~22-9+72a (+56)
* Tornado
* 9 chip damage on block
* Low crush 22~43
* Floating state 44~46
jinDVS.3M25i26~28+2c+22a
* Spike
* 9 chip damage on block
* Low crush 5~25
* Floating state 26~28
jinDVS.4,4L, m10, 25i16, i25~26-14+3c
* Spike
* 6 chip damage on block
jinZEN.1m14i16~i17-3+8
jinZEN.1,2m, m14, 21i16~i17, i23~24-14+32a (+6)
* Heat Engager
* Heat Dash +?, +5
* Balcony Break
* Combo from 1st hit with 6f delay
* Input can be delayed 12f
* Move can be delayed 11f
* Cancel to Breaking Step -11 -12 r40 with DF on frame 20
jinZEN.3m20i17~i18-9+10g+22a
* Homing
* Balcony Break
* +17a (+8) on BT hit
jinZEN.4M25i27~i33+2~+8+17d~+23d
* Spike
* Chip damage on block
* Low crush 7~33
* Floating state 34~36
jinZEN.u+1m20i14~i16-16+31a (+21)
* Tornado
* Chip damage on block
* Low crush 8~43
* Floating state 44~46
jun2+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.
* Gain 5 Kazama Essence on Heat Burst activation
* Power crush 7~16
jun1,1h, m5, 15i10, i25-1+8+13
* Combo from 1st hit with 1f delay
* Restores 2 health and 2 recoverable on hit
* Gain 6 Kazama Essence on normal hit and 5 on airborne hit
jun1,2,4h, h, m5, 8, 16i10, ,i27~28-12+5+15a (+6)
* Balcony Break (airborne)
* Combo from 2nd CH with 3f delay
* Input can be delayed 9f
jun2,1h, m7, 9i12, i21-6+7
* Elbow
* Combo from 1st hit with 9f delay
* Input can be delayed 10f
jun2,1,4h, m, m7, 9, 12i12, ,i10-12-1
* Knee
* Combo from 1st hit
jun2,1,4,1h, m, m, m7, 9, 12, 30i12, ,i30-9+10a (+1)+42a (-5)
* Balcony Break
* Combo from 3rd CH
* Input can be delayed 10f
* Chip damage (9) on block
* Deals 6 damage to self (4 recoverable)
* Unparryable by traditional parries, Asuka, Nina, etc
* Gain 10 Kazama Essence on normal hit and 7 on block or airborne hit
jun3m14i14~15-10+2
Balcony Break
jun1+2m26i13-12+28a
* Balcony Break
* Heat Engager
* Heat Dash +5, +43d (+35)
* Gain 10 Kazama Essence on Heat activation
jun1+4,2,4SL,h, h, m5,8, 10, 23i14 i17, ,i24-15+11a (+2)
Combo from 3rd CH
jun1+4,3SL,h, m5,8, 15i14 i17, i24~25-11~-10+1~+2
Combo from 2nd CH
jun1+4,3,1SL,h, m, m5,8, 15, 20i14 i17, ,i33~34-13~-12+17a (+10)
junf+1m15i20+0+9+14
* Restores 2 health and 2 recoverable on hit
* Gain 6 Kazama Essence on normal hit and 5 on airborne hit
junf+2M20i17~18-18+33a (+23)
Cancel to r26 FC with D
junf+2,1+2M, M20, 20i17~18, i29~32-9+32a (+17)
* Heat Engager
* Heat Dash +5, +42a (+27)
* Balcony Break
* Jail from 1st attack
* Chip damage (8) on block
* Deals 18 damage to self (12 recoverable)
* Available only on hit or block
* Gain 16 Kazama Essence on Heat activation
* Gain 6 Kazama Essence on normal hit and 5 on block or airborne hit
junf+3m13i16-9+7
* Enter SS -16 +14g r21 with u_d
* r21 when attacking after SS
* r35 when blocking after SS
junf+3,4m, M13, 22i16, i20~22-13~-11+28a (+13)
* Tornado
* Combo from 1st hit with 10F delay
* Move can be delayed by 5F
* Input can be delayed by 10F
jundf+1m10i13~14-3+8
jundf+1,1m, m10, 17i13~14, i24~25-11+5+13g
* Combo from 1st hit
* Interrupt with i5 from 1st block
jundf+2m14i16~17-12+29a (+19)
Launches crouching opponent
jundf+2,1+2m, M14, 12i16~17, i25~26-9+38a (+28)
* Combo from 1st hit
* Chip damage (4) on block
* Deals 24 damage to self (16 recoverable)
* Available only on hit or block
* Gain 10 Kazama Essence on normal hit and 7 on block or airborne hit
jundf+3m22i17-8+19a (+10)
* Homing
* Balcony Break
jundf+4m22i15-14+48a (+17)+52a
* Tornado
* Balcony Break (airborne)
* Crumple stun launcher (+52a) on CH
jundf+3+4m17i24~25-11+1
jundf+3+4,1m, m17, 20i24~25, i33~34-13+17a (+10)
jund+2m18i20~21-4c+9c+18a
Spike
jund+1+2M28i26-9+72a (+56)
* Tornado
* Chip damage (11) on block
* Divine Aura: 12 chip damage on block
* Divine Aura: +4 damage on hit (32)
* Deals 12 damage to self (8 recoverable)
* Unparryable (projectile)
* Gain 8 Kazama Essence on normal hit and 6 on block or airborne hit
* High crush 8~24
jundb+1m7i15~16-8+1
jundb+1,1m, m7, 8i15~16, i21-11+0
Combo from 1st hit
junb+2m10i14~15-9+2
junb+2,1,1m, h, m10, 7, 20i14~15, ,i25-13+13a (+4)
* Balcony Break
* Combo from 2nd CH with 4f delay
* Input can be delayed 14f
junb+2,1,2m, h, M10, 7, 20i14~15, ,i23-9+30a (+15)+69a (+53)
* Tornado
* Combo from 2nd CH with 6f delay
* Input can be delayed 14f
* Chip damage (9) on block
* Deals 12 damage to self (8 recoverable)
* Unparryable
* Gain 6 Kazama Essence on normal hit and 5 on block or airborne hit
junb+2,2m, m10, 10i14~15, i16~17-9+3
Combo from 1st hit with 5f? delay
junb+3m20i16~17-19~-18+22a (+12)
* Low crush 10~37
* Floating state 38~40
junb+3,2m, M20, 22i16~17, i20-9+30a (+15)+69a (+53)
* Tornado
* Combo from 1st hit
* Chip damage (8) on block
* Deals 12 damage to self (8 recoverable)
* Unparryable
* Gain 6 Kazama Essence on normal hit and 5 on block or airborne hit
junb+4m14i13~14-7+5
Knee
junb+4,2m, M14, 17i13~14, i22~23-13+12g+28a (+18)
Combo from 1st hit with 8f delay
junb+3+4m25i22~23-12+9a (+0)
* Balcony Break
* -8 on block after absorbing an attack
* Power crush 7~27
junu+4m21i22~23-3~-2+22a
* Balcony Break (airborne)
* Low crush 8~28
* Floating state 29~31
junuf+2M24i19-9+30a (+15)+69a (+53)
* Tornado
* 9 chip damage on block
* Deals 12 damage to self (8 recoverable)
* Unparryable
* Gain 6 Kazama Essence on normal hit and 5 on block or airborne hit
* High crush 6~16
junuf+3m17i20~21-6+5+30a
Balcony Break (airborne)
* Low crush 11~27
* Floating state 28~30
junuf+4m10i16~18-20-9
* Low crush 10~40
* Floating state 41~43
junf,F+2m16i16~17-12+3
* Enter GEN +1 +16g r18 wiith F
* Enter MIA +1 +16g r18 wiith B
* Stance transitions can be delayed by up to 10F (+1~-9/+16g~+6g)
junf,F+2,2m, m16, 22i16~17, i21-13+8a+53a
* Tornado
* Balcony Break
* Elbow
* Combo from 1st hit with 8f delay
* +7F crumple stun on CH
junf,F+3m23i18~19-9+2
* Homing
* Balcony Break (airborne)
junf,F+1+2m32i22+6+23a (+13)
* Balcony Break
* 6 chip damage on block
* Transition to +9, +26a (+16) GEN with F
* Transition to +9, +26a (+16) MIA with B
* Deals 6 damage to self (4 recoverable)
* Non-limb attack, unparryable by Asuka, Nina, etc
* Gain 8 Kazama Essence on normal hit and 6 on block or airborne hit
junf,f,F+3m28i24~28+3~+7+14a (+5)+46d (-1)
* Balcony Break
* 8 chip damage on block
* Low crush 3~30
* Low crush 31~33
junws1,1,1h, h, m14, 7, 20i12~13, ,i25-13+13a (+4)
* Balcony Break
* Combo from 2nd CH with 4f delay
* Input can be delayed 14f
junws1,1,2h, h, M14, 7, 22i12~13, ,i23-9+30a (+15)+69a (+53)
* Tornado
* Combo from 2nd CH with 6f delay
* Input can be delayed 14f
* Chip damage on block
* Deals recoverable self-damage when not in Heat
* Unparryable
* Gain 6 Kazama Essence on normal hit and 5 on block or airborne hit
junws1,4h, m14, 16i12~13, i22~23-11+0c
* Spike
* Combo from 1st hit with 5f delay
* Input can be delayed 10f
* Move can be delayed 8f
junws1,4,1+2h, m, m14, 16, 28i12~13, ,i25~26-20+16a (+11)
* Balcony Break
* Elbow
* Combo from 2nd CH
junws2m12i13~14-8+5+32a
Hits grounded up-close only
junws2,1m, m12, 20i13~14, i22~23-12+19a (10)
* Balcony Break
* Combo from 1st hit
junws3M16i14~15-13+25a (+5)
* Low crush 17~33
* Floating state 34~36
junws4m21i11~12-12+18a (+11)
junws1+2m20i21-2+5+14 +63a
* Elbow
* Cancel to r39 FC with D on frame 20
junws3+4m23i18~19-21+38a (+28)
Tornado
* Floating state 15~36
junSS.2m27i16-9+14a (+5)+34d (+26)
* Balcony Break
* Tornado
* Restores 3 health and 3 recoverable on hit
* Gain 6 Kazama Essence on normal hit and 5 on airborne hit
junSS.4m20i18~20+6+8c
* Heat Engager
* Heat Dash +5, +67a (+50)
* Spike
* Gain 10 Kazama Essence on Heat activation
jun(Back to wall).b,b,UBm21i39~41+4c~+6c+22a
* Floating state 5~13
* Low crush 14~33
* Floating state 34~36
junGEN.3M14i17~20-4c~-1c+4c~+7c
Spike
junGEN.3,2M, M14, 16i17~20, i24-9+33a (+18)
* Combo from 1st hit with 8f delay
* Input can be delayed 10f
* Deals 12 damage to self (8 recoverable)
* Unparryable
* Gain 8 Kazama Essence on normal hit and 6 on block or airborne hit
junIZU.1,2h, m7, 20i13~14, i24-13+6a+15a
* Spike
* Combo from 1st hit with 5f delay
* Input can be delayed 6f
junIZU.2M24i23~25-13~-11+34a (+24)
* Tornado
* Chip damage (9) on block
* Deals 12 damage to self (8 recoverable)
* Unparryable
* Gain 6 Kazama Essence on normal hit and 5 on block or airborne hit
* High crush 6~20
junIZU.4,1L, M10, 21i19, i19~20-14~-13+14a (+3)
* Balcony Break
* 2nd hit only available as combo from 1st hit
* DA: +9 damage on hit (30)
* Deals 18 damage to self (12 recoverable)
* Unparryable
* Gain 20 Kazama Essence on normal or airborne hit
* Low crush 22~38
* Floating state 39~41
junIZU.1+2M24i21~22-12+19a
* Balcony Break
* Spike
* Frame advantage is -6c if an attack is absorbed
* Power crush 8~20
junIZU.f+1+2m21i16~17-6+5+25
* Homing
* Balcony Break (airborne)
* Only i15 or faster attacks guaranteed on CH
* Jab evasion
* Gain 6 Kazama Essence on normal hit and 5 on airborne hit
junMIA.1M30i24~25-9+72a (+56)
* Tornado
* 12 Chip damage on block
* Deals 9 damage to self (8 recoverable)
* Unparryable
* Gain 8 Kazama Essence on normal hit and 6 on block or airborne hit
junMIA.1+2m17i20~21+4+11g
* Homing
* Strong Aerial Tailspin
* Balcony Break on airborne hit
* Transitions to IZU on hit or block
* Gain 6 Kazama Essence on normal hit and 5 on block or airborne hit
* High crush
kazuya2+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
kazuya1,1,2h, h, m5, 6, 14i10, ,i13-17+20a (+15)
* Balcony Break (airborne)
* Combo from 1st hit
* Combo form 2nd hit with 11f delay
* Move can be delayed 11f
kazuya1,2,2~3h, h, m5, 8, 23i10, ,i23-9+6
Interrupt with i21 from 2nd block
kazuya1,2,4,3h, h, L, m5, 8, 18, 25i10, ,i32-2+24a (+15)+69a
* Balcony Break
* Combo from 3rd CH
* Move can be delayed 11f
kazuya2,2h, m12, 24i12, i24~25-8+7+50a
* Balcony Break (airborne)
* Combo from 1st CH
kazuya3,1,4h, h, m12, 10, 17i14, ,i21~22-6+8+40d (+32)
* Knee
* Combo from 2nd CH with 6f delay
* Move can be delayed 14f
kazuyaf+2m23i20-12+13a(+4)
* Tornado
* Balcony Break
* Reversal break and -8 on block if an attack is absorbed
* 9 chip damage on block after absorbing an attack in power crush state
* Power crush 7~19
kazuyaf+3m22i17-13+5+54a(+23)
Balcony Break on air hit
kazuyaf+4m20i19~20+4c+7c+31d
Spike
kazuyaf+1+2m20i25-9+11a(+2)
* Balcony Break
* Parries high and mid punches
* 25 damage, +38d (+17) on successful parry
* Parry state 3?~10?
kazuyadf+1m11i15~16-7+9
kazuyadf+1,df+2m, m11, 22i15~16, i22-8+18c+32a(+22)
* Tornado
* Balcony Break
* Combo from 1st hit with 5F delay
* Move can be delayed by 2F
* Input can be delayed by 5F
kazuyadf+2m22i14-12+5+59a
* Homing
* Balcony Break on air hit
* Crumple stun +13F after CH
kazuyadf+3m13i18-7+9
Knee
kazuyadf+3,2m, m13, 15i18, -11+5
* Combo from 1st hit with 10F delay
kazuyadf+3,2,1m, m, m13, 15, 21i18, -14+8(-1)+25
* Tornado
* Balcony Break
* Combo from 2nd CH
* Can be delayed 16F
kazuyadf+3,2,1*m, m, m13, 15, 25i18, i46+11g+10(+1)
* Tornado
* Balcony Break
* Chip damage when guarded
kazuyadf+4m10i13~14-9+2
kazuyadf+4,4m, m10, 16i13~14, i15~16-15+0c
* Spike
* Combo from 1st hit with 11?f delay
* Move can be delayed 10?f
kazuyadf+3+4,1m,h, m7,9, 15i18, i11-11+1
kazuyadb+1m7i13-10+0
kazuyadb+2m23i18-4+7c+27d
Spike
kazuyab+1,2h, m10, 20i11, i20-14+9 (+0)
* Balcony Break
* Combo from 1st hit
* Can be delayed 14F
* Combo can be delayed 10F from hit
kazuyab+2m12i14-8+4
kazuyab+2,2m, m12, 14i14, i25-10+1
kazuyab+2,4,1m, h, m12, 12, 22i14, ,i19-14+11a (+2)
* Balcony Break
* Combo from 2nd CH
kazuyab+3,1,4,1h, h, l, m15, 10, 10, 15i18, ,i15-14+15a (+6)
Balcony Break
kazuyab+1+2m21i22-8+5
* Heat Engager
* Heat Dash +5, +43d (+35)
* 6 chip damage on block
kazuyaub+1m12i18-12-1-1
* Spike
* Low crush ~9
kazuyauf+1m16i20-7+3+3
kazuyaDVK.uf+1,3m, M16, 20i20, i30-9+17a (+0)
* Balcony Break
* Consumes 180F? of remaining Heat time
* Jail from 1st block
* Combo from 1st hit
* Available only on 1st hit or block
* Low crush 9~27
* Floating state 28~30
kazuyauf+3m25i19-9+17(+9)
* Balcony Break
* Low crush 9~
kazuyauf+4m16i25-12-1
* Balcony Break on air hit
* Low crush 9~
kazuyauf+4,4,4,4m, l, l, m16, 12, 10, 20i25, -17+19a (+12)
Balcony Break
kazuyaf,F+2m20i16-9+13c
* Heat Engager
* Heat Dash +36a (+26a) on hit, +5 on block
* Balcony Break
* 6 chip damage on block
* Forces backroll onhit
kazuyaf,F+3m21i20-3c+46a
* Spike
kazuyaf,F+4M22i17~18-9+5+29a(+23)
kazuyaf,n,d,DF+4,1L, m15, 24 (16)i16, i26-16+16a (+7) / +17a (+10)
* Balcony Break
* Airborne combo from first hit (+17a (+10))
kazuyaf,n,d,df+1m23i20~22-16+29a (+19)
* Tornado
* Low crush 20~41
* Floating state 42~44
kazuyaf,n,d,df+1+2m33i24+5+25a (+15)
* Tornado
* Balcony Break
* 9 chip damage on block
kazuyauf,n,4m20i23-13+32a(+22)
* Low crush 9~
kazuyaf,f,F+3m30i22~25+6+13a(+3)
* Balcony Break
* 9 chip damage on block
* Low crush 3~
kazuyaws1m10i13-5+5
kazuyaws1,2m, m10, 12i13, i22-12+73a(+57)
* Tornado
* Combo from 1st hit
kazuyaws2m25i16-18+57a
Homing
kazuyaws3m24i21-5+20a(+11)
* Homing
* Balcony Break
kazuyaws4m13i11~12-3+8
kazuyaws4,4m, m13, 16i11~12, i15~16-15+0c
* Combo from 1st hit
kazuyaws1+2m25i13-9+8+24a
kazuyaSS.3m23i23-7+16a (+7)+50a
Balcony Break
kazuyaSS.4m14i15-6+4
Balcony Break
kazuyaSS.4,1m, m14, 22i15, i21~22-13+21a (+12)
* Strong Aerial Tailspin
* Elbow
* Combo from 1st hit with 9f delay
* Move can be delayed 9F
* Recovers 5F faster on hit (t65 r28)
kazuyaFC.df+3+4m24i23-11c+11a
* High crush
* Low crush 13~
kazuya(back to wall).b,b,ubm25i29-1+45d (-13)
* Air Status 5F
* is8~13
kazuyaBT.u+3m18i9-12+19a (+9)
* Low crush 9~24
* Floating state 25~27
kazuyaDVK.1+4M27i21~31-9+3a
* Tornado
* Reversal Break
* Balcony Break if an attack is absorbed
* Consumes 300F? of remaining Heat time
* +8a (-1) and balcony break on hit if an attack is absorbed
* -7 on block if an attack is absorbed
* 10 chip damage on block after absorbing an attack in power crush state
* More evasive when performed from crouching state
* Power crush 6?~20?
kazuyaDVK.SS.2m25i17~18-15+76a
* Tornado
* Sidestep adds 9f, effective move startup: i26
* Consumes 150F of remaining Heat time
kazuyaDVK.f,n,d,DF+4,1,1,BL, m, m15, 24 (16), 17i16, ,i24~26-19+26a (+16)
* Low crush 24~
king2+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
king1,2,1h, h, m5, 15, 10i10, ,i24~25-4+5s+10s
* Forces standing on hit.
* Move can be delayed by 9F
* Jail from 2nd normal hit with 4F delay
* Starter of 10 Strings, 3rd~5th hits are combo.
king2,1h, m10, 15i10, i23~24-3+8
* Forces standing on hit.
* Combo from 1st hit.
king3,2h, m17, 18i15~16, i20~21-9+5c
* Elbow
* Move can be delayed by 10F
* Input can be delayed by 11F
king3,2,2h, m, m17, 18, 24i15~16, ,i23~24-13+17g JGR
* Elbow
* Balcony Break
* Floor Break
* Transition to +17g JGR on hit
* Transition to +12g standing on hit with B
* Jail from 2nd hit with 10F delay
* Combo from 2nd CH with 10F delay
* Move can be delayed by 11F
* Input can be delayed by 12F
* Forces tech backroll on hit
* Opponent recovers crouching
king3,2,2*h, m, m17, 18, 30i15~16, ,i34~35+9c JGR+25a (+15) JGR
* Balcony Break
* Elbow
* Transition to JGR on hit or block (+9/+25a (+15))
* Transition to standing on hit or block with B (+4c/+20a (+10))
* Move can be delayed by 11F
* Input can be delayed by 12F
* 12 chip damage on block
king1+2m17i18-11-2s+0s
* Elbow
* Forces standing on hit.
* Transition to BT.
king1+2,1m, m17, 21i18, i22-13+12a(+3)
* Balcony Break
* Combo from 1st hit with 3F delay
* Interrupt with i5 from 1st block
* Cancel move at frame 19 with B (-18/-9/-7)
* Input can be delayed by 3F
* Move cannot be delayed
kingf+2m12i15~16-11+2s
* Elbow
* Forces standing on hit?
kingf+2,d+1m, m12, 15i15~16, i22-13c+2c
* Floor Break
* Move can be delayed by 10F
* Input can be delayed by 12F
kingf+2,d+1,2m, m, m12, 15, 16i15~16, ,i22~23-15+27a(+17)
* Combo from 2nd hit with 13F delay
* Move can be delayed by 10F
* Input can be delayed by 13F
* Jail from 2nd block with no delay
kingf+3m18i15~16-8+1+9s
* Only forces standing on CH.
* +1c on crouching hit
kingf+4m25i18~20-9+12a(+3)
Balcony Break
Homing
* Low crush 9~
kingf+1+4m21i17~19+3+7s
* Body charge attack
* Forces standing on hit.
kingf+2+3m27i20~24-5+8a(-1a)
* Heat Engager
* Heat Dash +5 on block, +36a(+26a) on hit.
* Balcony Break
* Shoulder
kingdf+1m15i14~15-1+3s
* Elbow
* Forces standing on hit.
kingdf+1,2m, m15, 15i14~15, i20~21-10+5s
* Combo from 1st hit with 5F delay
* Combo from 1st CH with 10F delay
* Jail from 1st block with 5F delay
* Move can be delayed by 11F
* Input can be delayed by 13F
kingdf+2m12i13-6+4s
* Forces standing on hit.
kingdf+3m17i14-9+6s
* Forces standing on hit.
* Tracks left side.
kingdf+4,3,4l, h, m10, 11, 27i14~15, ,i28~29-15+6a (-3)+47a(+16)
* Balcony Break
* Combo from 2nd CH.
* Crumple on 3rd CH.
* Shift to r32? BT (-8, +13a (+4a), +54a (+23a)) with B
* Shift to backturn is 14F punishable.
* Low crush 18~
kingd+1+2m21i23-24+45a(+35)
* Tornado
* High crush 6~23
kingd+2+3M25i30~35-8+0c
*
Floor Break
* Elbow
* Low crush 21~32
* Floating state 33~54
kingd+3+4,4,4,2L, L, L, m14, 7, 7, 10i16, ,i28-15+5
* Balcony Break
kingdb+2m21i25~26-5c+19a
* Forces Crouching on block.
kingb+1,4h, m13, 23i12, i26~28-10+1d+18(-17)*
* Combo from 1st CH with no delay.
* Recovers in FUFT.
* Move can be delayed by 6F
* Input can be delayed by 10F
kingub+4m15i15-13+19a(+9)+33a(+23)
* Knee
* Jump straight up knee, very short range.
* Low crush 9~
kingu+1+2m25i35~36+2c+22a
* Parryable by traditional punch parries
* Low crush 9~
kinguf+2M40i47~53-17c-7d/-4c
* Elbow
* Hits OTG.
* u+2 to jump vertical (js9~), ub+2 to jump back (js9~).
* Force Crouching on block. (ub+2 also on hit)
* Low crush 10~
kinguf+3M23i22~29-10-1d
* Low crush 13~
kinguf+4m13i15-13+33a(+23)
* Knee
* Recovers 2F faster on hit or block (r30? t46?)
* Low crush 9~
kinguf+3+4m23i22~23-12/-7+25g / +22g
* Tornado
* -7 on block after absorbing an attack in power crush state.
* 9 chip damage on block after absorbing an attack in power crush state.
* 10 chip damage on block after absorbing an attack in power crush state while in heat.
* Shifts to r27 JGR on hit.
* Cancel shift into JGR on hit at +22 r55? with input B
* Power crush 7~
kingf,F+1m21i20~21-5+14g+38d
* Homing
* Balcony Break
kingf,F+2m21i31~32+7+12c
* Elbow
* Forces crouching on hit.
* Allow crouching throw on hit.
* 6 chip damage on block.
* 8 chip damage on block in heat.
kingf,f,n,1+2m0i9+0+7s+18s
* i10 startup with buffered input
* Forces Standing on hit.
* Allows follow up on CH.
kinguf,n,4m20i23~25-13+32a(+22)
* Low crush 9~
kingf,f,F+3m25i20~25+3+30(+22)
* Balcony Break
* Knee
* 7 chip damage on block.
* 10 chip damage on block in heat.
kingf,f,F+3+4m40i28~34+17+32d(-26)
Balcony Break
* Low crush 9~
kingws1m12i10~11-3+4s
* Acts like 11 frame attack.
* Forces Standing on hit.
kingws2m11i14-9+1s
* Homing
* Forces Standing on hit.
kingws2,2m, m11, 25i14, i15~16-12+12g
* Balcony Break
* Combo from 1st hit with 9F delay
* Combo from 1st CH with 16F delay
* Recover 3F faster on hit(r30? t66?)
* Transition to JGR on hit
* Cancel to standing with B
* Move can be delayed by 10F
* Input can be delayed by 16F
kingws4m20i11~12-6+5
kingws1+2m20i18~19-10+35a(+25)
* Elbow
kingFC.df+2m21i15-14+56a
* Crumple on hit.
kingBT.3M18i13~14-13+9s+50d
* Tornado
* Hits OTG. Forces standing on normal hit.
* Crumple on CH for full combo.
kingCD.1+2M24i20~23-5c+16d+52a
Balcony Break
* Bounce off ground on CH for full combo.
kingCD.DF+4m21i15~16-9+49a(+18)+53a
* Knee
* Special down state that allows low juggle (on normal hit).
* Crumple on CH for full combo.
kingFUFT.b+3+4m25i16~28-25+4a(-6)
Balcony Break
* Faster than normal spring kick and knocks down.
kingJGR.1m21i16~17-8+26c
* Balcony Break
* Elbow
* Power up into JGR.1* after 30F? or during Heat
** Partially uses remaining Heat time during Heat.
kingJGR.1*m25i16~17-4+75a (+59)
* Tornado
* Elbow
* Effective startup i46~47?
* Partially uses remaining Heat time during Heat.
kingJGR.3m30i22~23-9+12d (+2)
* Balcony Break
* Homing
* Power up into JGR.3* after 30F? or during Heat
** Partially uses remaining Heat time during Heat.
* Low crush 11~30
* Floating state 31~33
kingJGR.3*m34i22~23+2+21a (-5)
* Balcony Break
* Homing
* Effective startup i52~53?
* 10 chip damage on block
* Partially uses remaining Heat time during Heat
* Low crush 11~30
* Floating state 31~33
kingJGS.2m15/18/22i11~12-9/-2/0c+12c
* Forces Crouching on hit.
* Forces Crouching on block from 3rd spin on.
* Damage increase up to 3rd spin.
kingJGS.3m23/27/34i22~23-5/-1+21a(+12)/+25a(+16)
* Balcony Break
* Strong Aerial Tailspin
* On block / hit increases up to 2nd spin.
* Damage increase up to 3rd spin.
kingJGS.df+4m30/36/45i17~19-16/+8+5a(-4)
Balcony Break
* On block increases up to 2nd spin.
* Damage increase up to 3rd spin.
kuma2+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
kuma1,1h, m5, 8i10, i22~23-15-4c
* Combo from 1st hit CH with 2F delay
* Move can be delayed by 3F
kuma1,1,1h, m, m5, 8, 14i10, ,i22~23-16+69a (+23)
* Tornado
* Combo from 2nd hit
* Combo from 1st CH
kuma2,1h, m10, 11i10, i16-3+2
* Combo from 1st hit with 2F delay
* +2c on crouching hit
* Panda: Reduced vertical hitbox (does not hit as high)
kuma2,1,2h, m, m10, 11, 22i10, ,i33~34-14+31a (+21)
kuma1+2m25i13~14-13+18g
* Balcony Break
* Heat Engager
* Heat Dash +5, +43d (+35)
* Forces crouch on hit
kumaf+1+2m16i18-15+18a
kumaf+1+2,1+2m, M16, 20i18, i30~31-14+65a (+49)
* Tornado
* Combo from 1st hit
* Grounded hit on off-axis hit against large body size characters?
kumaf+3+4,1+2L, M20, 30 (24)i28~30, i50~i60-16-13a
* Shoulder
** Body slam (unparryable)
* 24 damage from 1st hit with grounded scaling
* High crush 0~
kumadf+1m6i15~16-6+2
kumadf+1,2m, m6, 9i15~16, i22~23-11-2
* Combo from 1st CH
kumadf+1,2,1+2m, m, M6, 9, 20i15~16, ,i25~26-14c+17d
* Combo from 2nd hit with 9F delay
* Combo from 1st CH
* Move can be delayed by 8F
* Input can be delayed by 10F
kumadf+2m10i15~16-9+2
kumadf+2,1m, m10, 12i15~16, i20~21-16+35a (+25)
* Combo from 1st hit with 4F delay
* Input can be delayed by 4F
* Move cannot be delayed
kumadf+3m13i16-9+2
* +2c on crouching hit
kumadf+4m15i12-4+7
kumad+1+2M23i14~15-15+13d (+3)
* Balcony Break
* Shoulder
** Body slam (unparryable)
* 27 damage on clean hit
kumadb+1,2h, M11, 20i14~15, i22~23-13+4+13c
* Spike
* Combo from 1st hit
* Hold 2 to power up, up to 2 charge levels
* Transition to HBS with input D or 3+4
kumadb+1,2*h, M11, 20i14~15, i33~34-12+13c+42a
* Spike
* 8 chip damage on block
* Heat skips to db+1,2** charge with i34~35 startup
* Transition to HBS with D or 3+4
kumadb+1,2**h, M11, 30i14~15, i47~48+3+42a
* Spike
* Reversal Break
* 12 chip damage on block
* Startup shortened during Heat: i34~35 startup (partially consumes Heat time)
* Transition to HBS with D or 3+4
kumaH.db+4,1l, m20, 14i21~22, i28~31+10a (+3)
* On hit only
* Combos from 1st hit
* Partially consumes remaining Heat time
* Low crush
kumadb+1+2,1+2,2m,m, m,m, m4,4, 4,4, 18i14~15, ,i20~21-15+22a (+12)
kumab+1M24i22~23-13+13a
* Balcony Break
* Transition to -13 HBS with input D or 3+4
* 9 chip damage on block
* 12 chip damage on block after absorbing an attack in power crush state
* -3 on block after absorbing an attack in power crush state
* Power crush 7~21
kumab+2m12i15-9+2
kumab+2,1,1+2m, h, m12, 14, 20i15, ,i26-11+15a (+6)
* Balcony Break
* Combo from 2nd CH with 4F delay
* Move can be delayed by 10F
* Panda: Shorter vertical hitbox (does not hit as high)
kumab+2,2m, m12, 15i15, i25-10+6
* Combo from 1st CH with 5F delay
* Move can be delayed by 13F
kumab+2,2,1m, m, m12, 15, 25i15, ,i35~39-15+25a (+15)
* Tornado
* Combo from 2nd CH with 1F delay
* Move can be delayed by 15F
* Low crush 38~58
* Floating state 59~61
kumab+3+4m20i22~23-28+61a
* Alternate input: ws3+4
* Tornado
kumau+1+2m24i18~23-8f+6+8a
* Transition to HBS with D or 3+4 (-7/+7/+9a)
* Low crush 17~33
* Floating state 34~36
kumau+3+4m21i34~39+10+20
* Transition to SIT (cannot cancel)
* Low crush 8~36
* Floating state 37~39
* High crush 51~
kumauf+1m20i26~28-6+22a
* Alternate input: ub+1 or u+1
* 8 chip damage on block
* Low crush 9~30
* Low crush 31~33
kumauf+2m20i28~30-6+30a+65a (+45)
* Balcony Break
* Homing
* Strong Aerial Tailspin
* Alternate input: ub+2 or u+2
kumauf+3m13i16~17-13+30a (+20)
* Panda: Very slightly increased vertical hitbox height (hits higher)
* Low crush 9~32
* Floating state 33~35
kumauf+3,4m, m13, 13i16~17, i10~12-11+30a (+20) / +21a (+14)
* Less frame advantage occurs after Combo from last hit
* Panda: Very slightly increased vertical hitbox height on frames 11~12 (hits lower)
* Low crush 1~17
* Floating state 18~20
kumauf+3,4,1+2m, m, M13, 13, 22i16~17, ,i18~19-15+16a / -2a
* Spike
* Transition to HBS with input D or 3+4
* Less frame advantage occurs after Combo from last hit
kumauf+4m20i29~30-6-10a (-20)
* Balcony Break
* Low crush 9~30
* Floating state 31~33
kumauf+4,3m, m20, 25i29~30, i20~21+7+21a (+14)
* Balcony Break
* Only connects on hit or block
* Recovers in FUFT
* Low crush
kumaf,F+2M23i19~21-19+45a (+35)
* High crush 8~18
kumaf,F+1+2M30i37~38+8 HBS+52a HBS
* 9 chip damage on block
* Transition to HBS
* Transition to ROL with input F (+5/+49a)
* Panda: Reduced vertical hitbox (does not hit as high)
* Low crush 9~32
* Floating state 33~35
kumaqcf+2m15i17~18-8+3
kumaqcf+2,1m, m15, 25i17~18, i27-10+33a (+7)
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
* Combos from 1st hit
kumaf,f,F+3m30i22~23+6+13a (+3)
* Balcony Break
* Chip damage on block
* Low crush 3~25
* Floating state 26~28
kumaf,f,F+1+2m30i20~24+3+9c
* Balcony Break
* Heat Engager
* Heat Dash +5, +36a (+26)
* 9 chip damage on block
* Transition to HBS with D or 3+4 (+3/+9c; does not shift when using Heat Dash)
* Forces tech backroll on hit
* Panda: shorter attack hitbox range, reduced vertical height (does not hit as deep or high)
* Low crush 21~35
* Floating state 36~38
kumaws1m13i13~15-11+2+7
kumaws1,2m, m13, 20i13~15, i18~19-13+6 (+20g)+18cg
* Combo from 1st hit
* Hold 2 to power up, up to 2 charge levels
* Transition to HBS with input D or 3+4
* Tornado
* Wall Crush +20g on hit
* Balcony Break on CH
kumaws1,2*m, m13, 28i13~15, i33-12+18cg+31a (-2)
* Combo from 1st CH
* Heat skips to Level 2 charge
* Transition to HBS with input D or 3+4 (-12/+18cg/+34a (-2))
* Balcony Break
* Tornado
kumaws1,2**m, m13, 38i13~15, i44+3+27a (-9)
* Transition to HBS with input D or 3+4
* Balcony Break
* Tornado
* Reversal Break
* chip damage on block
* Heat reduces charge length (consumes partial Heat time)
kumaws2m20i15~16-12+29a (+19)
kumaws3m21i18~20-9+17 (+8)
* Balcony Break
* Homing
kumaws4m20i11~12-6+5
kumaSS.1+2m23i22~23-3+6c
* 9 chip damage
* Transition to +12 +3 HBS with D
kumaFC.df+2m12i18~19-13-2
*
kumaFC.df+2,1,1+2m, h, M12, 12, 6i18~19, ,i22~23-17-6
* Interrupt with i6 from 2nd block
kumaFC.df+2,1,1+2,3,1+2m, h, M, L, M12, 12, 6, 5, 6i18~19, ,i26~27-19-8
* Interrupt with i10 from 4th block
* Can SSR hit from 4th block
kumaFC.df+2,1,1+2,3,1+2,3+4m, h, M, L, M, m12, 12, 6, 5, 6, 6i18~19, ,i25~26-12-1
* Interrupt with i8 from 5th block
* Can SSL/SSR and SWL/SWR from 5th block
* Low crush 15~27
* Floating state ?
* High crush 28~
kumaFC.df+2,1,1+2,3,1+2,3+4,1+2m, h, M, L, M, m, m12, 12, 6, 5, 6, 6, 7i18~19, ,i55-49-38
* Interrupt float with i40? from 6th block
* Can SSL/SSR and SWL/SWR from 6th block
* Floating state 1~122
kumaFC.df+2,1,1+2,3,1+2,3+4,1+2,2m, h, M, L, M, m, m, m12, 12, 6, 5, 6, 6, 7, 6i18~19, ,i20~22-17-6
* Interrupt with i21? from 7th block
* Can SSL/SSR and SWL/SWR from 7th block
kumaFUFA.1+2M15i17~19-2+6
* Transition to HBS (Cannot cancel)
* Reverse direction when performed in FUFT
kumaFUFT.d+1+2m21i29~31+18~+20+37a+37a
* Transition to SIT (Cannot cancel)
* Reverse direction when performed in FUFA
kumaHBS.1M10i12-13+5+12
* Elbow
kumaHBS.1,2M, M10, 23i12, i24~25-13+6c+13c
* Combo from 1st hit with 20?F (charge) delay
* Hold 2 to power up, up to 2 charge levels
* Move can be delayed by 10F by holding 2
kumaHBS.1,2*M, M10, 23i12, i33~34-12+13c+49a
* Combo from 1st CH with 30?F (charge) delay
* Move can be delayed by 9?F by holding 2
* Becomes HBS.1,2** during heat
* Consumes 240F? of remaining Heat time
* 9 chip damage on block
kumaHBS.1,2**M, M10, 30i12, i44~45+3+49a
* Reversal Break
* Replaces HBS.1,2*: i33~34 startup during Heat (t83? r36?)
* 12 chip damage on block
kumaHBS.1+2M24i19~22-15+79a
* Tornado
* 27dmg upon opponent landing
* High crush 1~18
kumaHBS.3+4M21i20~24-14+9a (-1)
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Panda: Decreased attack range and height hitbox (does not hit as deep)
* Power crush 7~19
kumaHBS.df+1m23i25~27-7+20a (+11)
* Homing
* Balcony Break
* Strong Aerial Tailspin
* 9 chip damage
kumaHBS.df+2m20i15~16-17+35a (+25)
* Tornado
kumaHBS.d+1+2m22i16~20-3+4+76a (+60)
* Tornado
* Transition to HBS
* Tornado on CH only
* t44? r24? on hit
* Panda: Increased vertical attack hitbox height. Decreased attack range and height hitbox on frames 18-20 (does not hit as deep or high)
kumaROL.2m21i17~19-17+28a (+18)
kumaROL.4M20i26~30+7+26a
Recovers in FUFT
kumaSIT.2m18i19~21-12+73a (+57)
* Tornado
kumaSIT.3+4M20i25-12 / -10 ROL-4a / -2a ROL
* Transition to ROL with input SIT.F
kunimitsu2+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
kunimitsu1,1h, m5, 12i10, i21-5+6
* Combo from 1st hit with 2f delay
* Move can be delayed 2f
* Interrupt with i2 from 1st block
* Enter KAT -7 +4 r26 with 1+2
kunimitsu1,1,1h, m, M5, 12, 18i10, ,i21~22-11+15a (-2)
* Tornado
* Balcony Break
* Weapon
* Combo from 2nd CH with 9f delay
* Input can be delayed 9f
* Move cannot be delayed
* Available on hit or block only
* Interrupt with i10 from 2nd block
* Low crush 5~15
* Floating state 16~18
kunimitsu1,1,2h, m, m5, 12, 24i10, ,i19~20-9+14a (+5)+46a (-1)
* Balcony Break
* Weapon
* Combo from 2nd CH with 9f delay
* Input can be delayed 9f
* Move cannot be delayed
* Available on hit or block only
* Interrupt with i8 from 2nd block
kunimitsu1,1,4h, m, m5, 12, 23i10, ,i26~27+3+5a
* Spike
* Input can be delayed 9f
* Move cannot be delayed
* Available on hit or block only
* Interrupt with i15 from 2nd block
* Chip damage on block
* Low crush 5~29
* Floating state 30~32
kunimitsu1,2,4h, h, m5, 8, 20i10, ,i23~24-14+12d
* Balcony Break
* Combo from 1st CH
* Hit vs BT +9d
* Low crush 12~32
* Floating state 33~35
kunimitsu2,2h, m12, 14i12, i12~13-6+5
* Weapon
* Combo from 1st hit with 5f delay
* Input can be delayed 5f
* Move cannot be delayed
kunimitsu2,2,2,2,2h, m, h, h, M12, 14, 16, 16, 18i12, ,i19~20-12+19a (+2)+33a (+23)
* Tornado
* Weapon
* Input can be delayed 7f
* Move cannot be delayed
* Low crush 21~35
* Floating state 36~38
kunimitsuf+4m12i15-5-1+7
* Knee
* Enter SET +3 +7 +15 r19 with F
kunimitsuf+1+2m23i17~18-6+9a (+0)+7
* Heat Engager
* Heat Dash +5, +45a (+35)
* Balcony Break
* Weapon
* Chip damage on block
kunimitsudf+1m10i13~14-2+5
kunimitsudf+1,2m, m10, 12i13~14, i18~19-10+1
* Weapon
* Combo from 1st CH with 7f delay
* Input can be delayed 9f
* Move can be delayed 8f
* Trade with i1 from 1st block
kunimitsudf+1,2,2m, m, M10, 12, 20i13~14, ,i22~23-14c+8a
* Balcony Break
* Spike
* Combo from 2nd hit with 1f delay
* Input can be delayed 1f
* Move cannot be delayed
* Combo from 1st CH
* Chip damage on block
kunimitsudf+2M13i15~16-14+30a (+20)
* Weapon
* Can launch crouching opponent
* Recovers 5f faster on hit
kunimitsudf+3m14i17~18-6+2+4
kunimitsudf+4m13i12-9+2
kunimitsud+1m23i19+3+6+13c
* Spike
kunimitsud+2m11i16-9+2c
* Floor Break
* Weapon
* Does not floor break if string is continued
kunimitsud+2,1m, m11, 7i16, i16~17-12-1
* Combo from 1st CH with 2f delay
* Input can be delayed 2f
* Move cannot be delayed
kunimitsud+2,1,2m, m, m11, 7, 7i16, ,i11~12-12+4
* Weapon
* Combo from 2nd hit with 1f delay
* Input can be delayed 1f
* Move cannot be delayed
kunimitsud+2,1,2,1+2m, m, m, m11, 7, 7, 20i16, ,i23~24-13+7a
* Hitstop 20f on hit
* Combo from 3rd CH
kunimitsud+3+4M22i20~23-13+12a (-5)
* Balcony Break
* Weapon
* On successful attack absorption:
** Reversal Break
** -9 on block
** Chip damage on block
** Two additional mid hits (i9~12 i7~10)
** 28 damage in total
* Power crush 7~19
kunimitsudb+2M10i16~17-6+7
* Weapon
kunimitsudb+2,4M, m10, 15i16~17, i24~25-9+2
* Balcony Break (airborne)
* Combo from 1st hit with 7f delay
* Input can be delayed 7f
* Move can be delayed 6f
* Interrupt with i3 from 1st block
kunimitsudb+2,4,2M, m, M10, 15, 23i16~17, ,i35-8c+15a
* Weapon
* Input can be delayed 1f
* Move cannot be delayed
* Interrupt with i17 from 2nd block
kunimitsudb+3,3,3,3,3,4l, l, l, l, l, m8, 7, 7, 5, 5, 15i18, ,i12~13-8+23a (+13)
* Balcony Break
* Same animation as ws4
* Can be performed following any number of db+3 lows except the first and last
kunimitsub+2m17i17~18-9+5+57
* Balcony Break (airborne)
* Weapon
kunimitsub+3M10i21~24-10~-7+1c~+4c
Floor Break
* Floating state 10~26
kunimitsub+3,4M, M10, 23i21~24, i17~18-20+9a (+2)
* Combo from 1st hit
* Move is delayed 1f
* Steel pedal
* Floating state 15~45
kunimitsub+4M15i18~19-8+6
* Low crush 17~30
* Floating state 31~33
kunimitsub+4,3M, M15, 20i18~19, i17~18-16+25a (+10)+34a (+24)
* Tornado
* Combo from 1st hit with 8f delay
* Input can be delayed 8f
* Move cannot be delayed
* Steel pedal
* Floating state 20~34
kunimitsuuf+4m22i24~25-8+20a
Balcony Break (airborne)
* Low crush 9~26
kunimitsud,df,f+2M24i13~14-12c+8a
* Balcony Break
* Spike
* Weapon
* Bufferable
* Chip damage on block
* Hit vs BT +3d
kunimitsud,df,f+1+2m25i20~21-9+6a
* Tornado
* Balcony Break
* Weapon
* Bufferable
* Chip damage on block
* Low crush 21~38
* Floating state 39~41
kunimitsuf,F+2M18i19~20-12+19a (+2)+33a (+22)
* Tornado
* Balcony Break
* Weapon
* Low crush 21~35
* Floating state 36~38
kunimitsuf,F+4m11i9~11-17~-15-1~+1
Knee
* Low crush 9~25
* Floating state 26~28
kunimitsuf,f,F+3m30i23~27+3~+7+18c
* Balcony Break
* Hit vs BT +15d
* Forces tech backroll on hit
* Low crush 3~29
kunimitsuws1m11i12-7+4
kunimitsuws1,1m, m11, 15i12, i15-12+8c+13d
* Floor Break
* Combo from 1st hit with 9f delay
* Input can be delayed 15f
* Move can be delayed 8f
kunimitsuws2m14i13~14-9+1
* Weapon
kunimitsuws2,1m, m14, 20i13~14, i20-13+9
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Weapon
* Combo from 1st hit with 9f delay
* Input can be delayed 9f
* Move can be delayed 6f
kunimitsuws3m16i15~16-13+32a (+22)
* Low crush 9~25
* Floating state 26~28
kunimitsuws4m15i11~12-6+5
kunimitsuSS.2m13i17~18-5+6+11
* Floor Break
* Weapon
* Sidestep adds 9f, effective startup i26~27
kunimitsuBT.1,2h, m10, 14i11, i21~22-8+3
* Weapon
* Combo from 1st hit with 8f delay
* Input can be delayed 8f
* Move can be delayed 4f
* Transition to KAT -8 +3 r28 with 1+2
kunimitsuBT.1,2,1h, m, M10, 14, 18i11, ,i21~22-11+15a (-2)
* Tornado
* Balcony Break
* Weapon
* Available on hit or block only
* Combo from 2nd hit CH with 10f delay
* Input can be delayed 10f
* Move cannot be delayed
* Low crush 5~15
* Floating state 16~18
kunimitsuBT.1,2,2h, m, m10, 14, 24i11, ,i19~20-9+14a (+5)+46a (-1)
* Balcony Break
* Weapon
* Available on hit or block only
* Combo from 2nd hit CH with 10f delay
* Input can be delayed 10f
* Move cannot be delayed
kunimitsuBT.1,2,4h, m, m10, 14, 23i11, ,i26~27+3+5d
* Spike
* Available on hit or block only
* Input can be delayed 10f
* Move cannot be delayed
* 4 chip damage on block
* Low crush 5~29
* Floating state 30~32
kunimitsuBT.1,3h, m10, 12i11, i22~23-5+2+11
* Knee
* Combo from 1st hit with 8f delay
* Input can be delayed 8f
* Move can be delayed 4f
* Transition to SET -1 +6 +15 r19 with F
kunimitsuBT.3m20i24~26-3+11d
* Floor Break
* Low crush 6~29
* Floating state 30~32
kunimitsuBT.f+1+2m21i16~17-13+54a
* Tornado
* Balcony Break (airborne)
* Weapon
* Hit vs BT +9a (+0)
kunimitsuKAT.1,2h, m12, 20i11, i21-9+9g
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Weapon
* Combo from 1st hit with 11f delay
* Input can be delayed 11f
* Move can be delayed 7f
* Cancel into FC -14 -3 r31 with D on frame 12 (cs7~)
kunimitsuKAT.2m21i23~24+5+20d+80a (+60)
* Spike
* Weapon
* Transition to FC with D
* Low crush 7~24
* Floating state 25~27
kunimitsuKAT.3M8i18~25-12~-5+2c~+9c
* Floor Break
* Evasive, can go over mids and some highs
* Floating state 1~4
* Low crush 5~26
kunimitsuKAT.3,2M, M8, 8i18~25, i20~22-16+34a (+24)
* Weapon
* Combo from 1st hit with 3f delay
* Input can be delayed 3f
* Move cannot be delayed
* Steel pedal
* Low crush 21~38
* Floating state 39~41
kunimitsuMUS.4m30i13~15-14-8a
* Floor Break
* Massive pushback, difficult to punish without walls
* Low crush 1~28
* Floating state 29~31
kunimitsuSET.1,2,1h, h, M8, 13, 18i10~11, ,i21~22-11+15a (-2)
* Tornado
* Balcony Break
* Weapon
* Combo from 2nd CH with 10f delay
* Input can be delayed 10f
* Move cannot be delayed
* Available on hit or block only
* Interrupt with i10 from 2nd block
* Low crush 5~15
* Floating state 16~18
kunimitsuSET.1,2,2h, h, m8, 13, 24i10~11, ,i19~20-9+14a (+5)+46a (-1)
* Balcony Break
* Weapon
* Combo from 2nd CH with 10f delay
* Input can be delayed 10f
* Move cannot be delayed
* Available on hit or block only
* Interrupt with i8 from 2nd block
kunimitsuSET.1,2,3h, h, M8, 13, 23i10~11, ,i33~34-4+25d
* Floor Break
* Combo from 2nd CH
* Interrupt with i12 from 2nd block
* Available on hit or block only
* Low crush 14~33
* Floating state 34~36
kunimitsuSET.1,2,4h, h, m8, 13, 23i10~11, ,i26~27+3+5a
* Spike
* Input can be delayed 10f
* Move cannot be delayed
* Available on hit or block only
* Interrupt with i15 from 2nd block
* 4 chip damage on block
* Low crush 5~29
* Floating state 30~32
kunimitsuSET.2m17i12-9+8+55a (+48)
* Balcony Break (airborne)
* Weapon
* Shifts to Attack Throw "Souenzan" on CH from the front on standing opponent
* Instant Tornado on CH
kunimitsuSET.4M13i18~19-8+6
Hits grounded but can miss when too close vs small bodies
kunimitsuSET.4,3M, m13, 21i18~19, i22-13+5a
* Spike
* Combo from 1st hit with 9f delay
* Input can be delayed 9f
* Move can be delayed 5f
* Interrupt with i5 from 1st block
* Low crush 5~17
* Floating state 18~20
lars2+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
larsH.LEN.2m20i16~17-9+65a (+49)
* Tornado
* Elbow
* Consumes 240F of remaining Heat time
* 9 chip damage on block
* High crush 1~15
* Low crush 16~34
lars1,1h, m5, 8i10, i18~19-8+0
* Combo from 1st hit CH with 3F delay
* Jail from 1st block with no delay
lars1,1,1h, m, m5, 8, 20i10, ,i25~26-12+17a
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Combo from 2nd hit with 4F delay
* Combo from 1st CH with 4F delay
* Move can be delayed by 5F
lars2,1h, m10, 12i10, i20~21-6+8
* Combo from 1st hit with 3F delay
* Input can be delayed by 3F
* Transition to LEN, cannot cancel
lars1+2m25i25-12+7
* Power crush 7~24
lars3+4m22i17~18-8+17d
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
<Showing 3201-3600 of 6424 moves>