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All Characters

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CharCommandHit levelDamageStartupBlockHitCounter hitNotes
zafinaf,F+4m16i17~19-8+6
* Homing
*
zafinaf,f,F+3m30i23~26+7+19a (+9)
* Balcony Break
* Cancel SCR transition +3 +15a (+5) t58 r32 with B
* 9 chip damage on block
* Low crush 3~34
* Floating state 35~37
zafinaws1m8i15~16-10+1
High evasion during move startup
zafinaws1,2m, m8, 8i15~16, i20~21-13+36a (+26)
* Combo from 1st hit with 9f delay
* Can always interupt with i10 from 1st block
* Delay does not change the timing of the attack
zafinaws2m20i18~19-14+28a (+18)
* Tornado
* Enter MNT -40 +2a (-8) r60 with D
zafinaws3m16i12+0+9
* Cancel SCR transition -8 +1 t39 r27 with B
zafinaws4m14i11-7+4
zafinaSS.1+2m22i17~18-2c+8c+28a
* Spike
zafinaMNT.1m12i13-6+5
zafinaMNT.2m19i13~14-14-3+57a
zafinaMNT.2,1m, m19, 10i13~14, i18~19-14-3
* Input can be delayed 5f
zafinaMNT.2,1,4m, m, m19, 10, 25i13~14, ,i27~28-13+13a (+4)
* Balcony Break
* Combo from 2nd hit
zafinaMNT.3,1L, m12, 16i15~16, i24-9+22a (+15)
* Combo from 1st CH
zafinaMNT.4,3L, m13, 23i17~18, i27-30+32a (+22)
* Tornado
* Combo from 1st CH
* Floating state 10~63
zafinaMNT.1+2m21i20-12+18a
* Spike
* -9 frame advantage and 8 chip damage on block after absorbing an attack in power crush state
* Power crush 8~19
zafinaMNT.df+1M30i20~21+10+11a
* Heat Engager
* Heat Dash +5, +67a (+50)
* Balcony Break
* Spike
* Weapon
* 12 chip damage on block
* Transition to SCR on normal hit
* Transition to standing with B (+6/+11a)
* Deal 8 recoverable damage to self without heat
* Gain ORB on hit or heat activation
* Azazel's Power
zafinaMNT.df+2m10i19~20-9+32a (+22)
zafinaMNT.df+3m20i15~16-17+19g
* Balcony break on airborne hit
* Hitbox extends to both legs, can hit while Zafina is BT
* Floating state 10~43
zafinaMNT.df+4m18i17~18-5+13g
* Homing
* Balcony Break
* High crush 1~40
* gs41~56
zafinaMNT.d+1,4L, m14, 23i15~16, i27~30-16+15 (+6)+60a (+40)
* Balcony Break
* Combo from 1st CH
zafinaMNT.uf+3M25i26~28-9c+11d
* Spike
* Enter MNT with D
* Low crush 7~23
* Floating state 24~26
* High crush 27~50
zafinaSCR.1,4h, m12, 18i10~11, i22-6+7+32a
* Spike
* Combo from 1st hit
* Unparryable with traditional kick parries
zafinaSCR.2m17i14-7+7
zafinaSCR.2,1m, m17, 25i14, i21-6+30a (+20)
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Weapon
* Combo from 1st hit
* 10 chip damage on block
* Deal 10 recoverable damage to self without Heat
* Gain ORB on hit
* Azazel's Power
zafinaSCR.2,2m, m17, 17i14, i22-10+8c+8a
* Spike
* Combo from 1st hit with 6f delay
* Delay does not change the timing of the attack
zafinaSCR.3m15i13-6+5
zafinaSCR.4M20i15~16-18+58a (+42)
* Tornado
* -8 frame advantage and 8 chip damage on block after absorbing an attack in power crush state
* Power crush 7~14
zafinaSCR.1+2m20i17~19+6+17a
* Spike
* Enter TRT with D
zafinaTRT.2M24i34~36-13+38a
* Tornado
* Recover 4f faster on hit (t64 r28)
* -9 frame advantage and 9 chip damage on block after absorbing an attack in power crush state
* Power crush 8~33
zafinaTRT.3m16i14~i15-7+5c+19c
* Spike
* Floating state 1~49?
zafinaTRT.4m10i26-22-4-4c
* Transition to TRT with D
* Floating state 1~70?
zafinaTRT.4,3m, m10, 10i26, i28~31-13+18a
* Combo from 1st CH
zafinaTRT.df+1M30i19~20+6+30a (+15)
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Weapon
* 12 chip damage on block
* Deal 8 recoverable damage to self without Heat
* Gain ORB on hit or heat activation
* Azazel's Power
yoshimitsuFC.DF+1l![12;12]i26+70a (+54)
* Weapon
* 100% recoverable damage
* Cannot be buffered after Heat Dash
* Must hold DF for 5 frames
* i27 effective startup (with FC.db,b+1 input)
* i31 effective startup (with FC.DF+1 input)
* i37 effective startup (FC.db,b+1 from manual crouch)
* i41 effective startup (FC.DF+1 from manual crouch)
* High crush 1~34
kumaOTG.d+1+4l,ub(l)16 (11),48 (33)i55~110,i25~38N/A8 (0) / +14
* Cancel to BT with input OTG.d+1+4,3+4
* More frame advantage when hitting standing opponent
pandaOTG.d+1+4l,ub(l)16 (11),48 (33)i55~110,i25~38N/A8 (0) / +14
* Cancel into BT with input OTG.d+1+4,3+4
* More frame advantage when hitting standing opponent
victorCH.db+4l,th20,4i20~21+49a
dragunovFDFT.3l,t8,30i19-9+0d
On close hit
* High crush 1~47
dragunovSNK.3L,t17,20i17~18-16+0+1d/(+26a)
* Throw when CH from the front or on airborne hit in close range
** Called "Needle Hold" in-game
* +26a on CH from distance
* Floating state 10~42
* High crush 12~
dragunovWR.F+3L,t20,20i17~18-15+1d
* Transition to attack throw on front standing hit
* Must run for 32f to access this move
* +27a on BT hit
* Normally Side switches on hit
* High crush 12~44
* Floating state 10~42
jinZEN.1+2l,t10,20i21, i61-14+4 (+8w)
* Wall Crush +8 on hit
* Transition to attack throw on standing hit from the front
* Transition to +5 CD with DF after throw
* High crush 10~
larsH.LEN.1L,t20,15i16~17-12c+5d
* Consumes 300F of remaining Heat time
* 6 chip damage on block
* Side switch on hit throw
* Opponent is left FUFA
* High crush 1~50
leeH.2+3l,t40i20-14+0d
* Heat Smash
* Balcony Break
shaheenH.2+3L,t40i20~21-14+24a (+14)
* Balcony Break
* Heat Smash
* Transition to attack throw on 1st hit
* 8 chip damage on block
victorCH.d+4l,t12,18i16+0
xiaoyuCH AOP.d+1l,t40i19-12+0
* Floor Break
* Attack throw on CH
* High crush
kunimitsuhFC.1+2l,sm8,15i18 i15-12+5
* Weapon
* Can hit grounded when off-axis
* Recovers in BT on hit only
* High crush 1~24
larsH.DEN.3+4L,SM11,10i22~23, i9-14+21d
* 2 chip damage on block
* 2nd hit only occurs on 1st hit
* Recovers ?F faster on hit
* Transition to r19 SEN with input F (-7/+34d)
* Consumes 300F of remaining heat time
ravenFC.df+3+4L,sm17,25i18~20 i34~36-23~-21-5a
* Spike
* Transition to r20 SZN on hit only
* Second hit available on hit only
** Airborne spike on 1st and 2nd hit
* Recovers heat on hit
* High crush 1~17
kazuyaH.2+3L,m,th9,14 (20),17 (34)i18, i27-14+0d
* Heat Smash
* Balcony Break
* 8 chip damage
paulH.2+3L,m,t9,23,25i18,i21,i38-14+3d
* Heat Smash
* Balcony Break
* Fully consumes Heat
* Chip damage (8)
* Transition to throw on 1st hit only
* 40 damage with throw transition
* 53 damage on 2nd + 3rd hit
* t134 r49 on block
* t124 on whiff
zafinaORB.SCR.df+3+4L,m,m,sm6,13,3,10i19-14-13a (-14)
* Transition to 3rd hit on 2nd hit
* Consumes ORB
* Consumes 450F of Heat time
* Deals 4 additional damage when Zafina's remaining health is below 48
* 4 chip damage on block
** Deals 6 chip damage on block when Zafina's remaining health is below 48
* High crush 6~
liliH.BT.2+3l,M,M,M15,5,5,20i16 i27~28 i6~8 i20~22-8+23a (+5)
* Heat Smash
* Homing
* Balcony Break
* 5 chip damage
* High crush 4~?
* Low crush 25~?
reinaH.WRA.d+3+4l,m,m,m12,8,3,12i18~19-17+0
* Spike
* Floor Break
* Alternate input: H.WRA.R1
* Jails if any hit is blocked
* Transitions to attack throw on 1st hit for a total of 35 dmg
* +4a (-5) if any hit after the 1st connects
* Consumes 300F of remaining Heat time
eddyMD1.HSP.3+4L,m,m6,6,18i21~22-14+4c
* Low crush 28?~
eddyMD2.HSP.3+4L,m,m16,6,24i21~22-14+18a(-17)
Floor Break
* Low crush 28?~
kunimitsuH.KAT.d+1+2L,m,m8,8,14i20~21,i19~20,i7~8-14+23a (+5)
* Weapon
* Consumes 600F? of remaining Heat Time
* 6 chip damage on block
* High crush
asukaws2,1,1,1,2,1+4,1,3+4m, h, m, h, m, sll,h, h, l,m18, 10, 8, 8, 6, 7,5, 6, 5,24i13~14, ,-43LNC
claudioH.2+3L,M40i18~19-14+11d
* Heat Smash
* Reversal Break
* Balcony Break
* Transition to attack throw on hit
* Chip damage on block
* Pseudo homing low?
junH.GEN.1,1+2L,M14,35i20~21 i26~41-14+25a (+7)
* Reversal Break
* Balcony Break
* Jail from 1st attack
* Has good left sidestep tracking
* Restores 6 recoverable (3 on block)
* Chip damage (2,7) on block
* Consumes 450f of heat timer
* Gain 5 Kazama Essence on normal hit, airborne hit or block
* High crush 11~21
leroydb+2+3L,M10,14 (9)i20~21 i15~16-14+67a (+51)
* Weapon
* Tornado
* Only once per match
* chip damage on block
* Tracks to both sides effectively homing
lidiaWLF.4L,M10,20i20,i23~25-14c+5c
* Floor Break
* Second hit available on hit or block only
* Power up based on Heaven and Earth level
**HAE lvl.0 30 damage
**HAE lvl.1 32 damage
**HAE lvl.2 34 damage
**HAE lvl.3 38 damage
*** lvl.3 +2d on hit
miary-zoBAO.4L,m18,20i18~19 i27~28-24-2d+66a (+50)
* Tornado
* Jab evasion?
* 2nd available only on hit or block
* Low crush 1~43
* Floating state 44~46
victorH.2+3l,m39i20-14th
* Heat Smash
* Balcony Break
* Alternate input: H.R1
* 8 chip damage on block
alisaDES.d+1L,L,L,L,L17i20~24 i1~5 i1~5 i1~5 i1~3-13+4
* Weapon
* Combo from any hit
* 1 chip damage on block
* 6 chip damage on block in heat
* High crush 4~48
alisaDES.d+2L,L,L3,3,17i22~23-14+0c
* Homing
* Weapon
* Combo from any hit
* Transition to DBT (-22/+4) with 3_4
* 5 chip damage on block
* 7 chip damage on block in heat
* High crush 22~91
alisahFC.1+2L,L10,16i21~23, i6~8-11c+5c
* Enter DES with n,1+2
* Can be done from Crouch Level 1
* High crush 1~55
eddyf+4,3+4m, L,L13, 7,7i23~25, i22~24 i5~6-24c+12a
* Transition to RLX on hit or whiff
* Combo from 1st CH
* Floating state 1~70
* High crush 10~86
eddySS.4L,L7,10i21~22-13c+3c
* High crush 6~31
jack-8db+1+2l,l8,21i18-70-5d
* Floor Break
kingd+3+4,4,4,4L, L, L, L,L14, 7, 7, 4,3i16, ,i29,i29-26+15
* Only available if 1st hit on CH.
* Combo from 3rd hit
* High crush 1~
kunimitsuBT.d+4L,L10,18i20~21 i26~27-14+5c
* Jail from 1st attack
* High crush 4~
larsf,F+3+4l,l26i19~20-16+0c
* High crush 21~
larshFC.1+2l,l9,15i18,i14~i15-12+1c
* Transition to LEN on hit with input n,D (+3c)
* Can be done from Crouch Level 1
* High crush 1~
leoBOK.3+4L,L7,13i16~17,i12~14-13+2
* High crush 1~
reinadb+2l,l10,12i20~21,i9~10-16-3+3c
victorf,f,F+1+2L,L10,14i18, i14~15-14+4 IAI+15g
* Weapon
* Transition to r18 IAI at +4 on hit
* Unparryable (weapon low)
* High crush 15~
victorIAI.d+1+2l,l10,20i20~21,i14~15-29-3
* Weapon
* Unparryable (weapon low,low)
asukad+3+4l,h5,15i14 i9~12-8+30a (+20)
* Combo from 1st CH
* -25 if 1st hit is blocked
* Low crush 5~42
* Floating state 43~45
fahkumram...GRF.3*~dL,h15,17i27,i23-12+11a (+10)
* Balcony Break
* Consumes GRF
* Partially consumes remaining Heat time
* +31a (+5) if only the 2nd hit hits
jund+3+4l,h5,15i14 i24~27-25+30a (+20)
* Combo from 1st CH
* Jail from 1st attack
* -6 only if 2nd hit is blocked
* Low crush 5~27
* Floating state 28~30
reinaSEN.3+4L,h10,12i20~21, i35~36-29/-11+4
* Homing
* -29 stagger block on 1st block
* -11 on 2nd block
* High crush 10~34
victorhFC.1+2l,h10,10i16,i10~11-23, -13+0
* Weapon
* Not parryable (weapon low and weapon high)
* Can be done from Crouch Level 1
* Transition to PRF (-17 / +6) with F
kingf,f,n,2L,(t)17,(30)i18-13+5s/(0d)
* i19 startup with buffered input
* Shifts to throw on front grounded CH.
* Unexecutable at long range from opponent
* High crush 6~29
fahkumramd+4 (counterhit)l (t)41i14+0d
* Shifts to throw on front gounded CH
* Grants GRF on hit
alisa1,2,d+2h, h, l5, 10, 17i10, ,i27~28-11+2+33a
* Combo from 2nd CH
* Input can be delayed 8f
* Move can be delayed 7f
alisa1,2,d+2*h, h, l5, 10, 22i10, ,i36~37-10+34a
* Input can be delayed 8f
* Move can be delayed 7f
alisa2,3,4h, m, L10, 8, 20i12, ,i42~45-13+13d
* Low crush 24~39
* Floating state 40~42
alisadf+3,3m, L14, 17i16, i23~24-12+1+14d
* Floor Break
* Combo from 1st hit with 9f delay
* Input can be delayed 16f
* Move can be delayed 12f
alisad+3L17i23~32-10~-1+8c~+17c+32a
FC recovery transition is -19~-10/-1c~+8c
* Low crush 9~23
* Floating state 24~26
alisad+4L12i17~18-12-1+8g
alisad+3+4L20i27~i28-37+67a (+51)
* Homing
* Instant Tornado
* Stagger on block
* Enter DES with 1+2
* High crush 20~40
* Floating state 5~55
alisadb+3L11i16-13-2+3
* High crush 4~
alisadb+4L17i20~21-14+2c+12g
* High crush 6~
alisaub+4,1,1,2,1,1,3+4m, m, m, h, h, m,M,M, L10, 12, 9, 5, 5, 3,3,3, 7i18, ,i27~28-29+15a
*
* Floating state 5~50
alisaSS.4L16i24~25-12+2
* High crush 6~35
alisaFC.d+3L10i16-17-6
* High crush 1~
alisaFC.d+4l6i12-15-4
* High crush 1~
alisaCLK.d+3L20i30~31-12+73a (+57)
* 8 chip damage on block
* High crush 9~
alisaDBT.3L17i16~20, i1~5-14+4c~+8c+28a
* Frame advantage +8c~+12c on shallow hit, +32 on CH
* Listed states are on hit only
* Low crush 26~34
* High crush 35~
* Floating state 34~38
alisaDBT.f+2L13i19~20-12+6c
* Weapon
* 3 chip damage on block
* 5 chip damage on block in heat
alisaOTG.db+1+2L25i25~27-14+4a
* Spike
* Weapon
alisaSBT.3L17i16~20, i1~5-14+4c~+8c+28a
* Frame advantage +8c~+12c on shallow hit, +32 on CH
* Listed states are on hit only
* Low crush 26~34
* High crush 35~
* Floating state 34~38
anna1,4h, L5, 12i10, i22~23-13-2
* Combo from 1st hit
* High crush 10~
annadf+4L17i16~17-15+5c+25d
* Pseudo homing to SSR side
annad+3L1016-17-6
* High crush 4~
annad+4l6i12-15-4
annad+1+2L20i24~25-18+6c
* Balcony Break (airborne)
* Weapon
* Chip damage on block
* High crush 16~53
annadb+3L21i30~32-26+68a (+52)
* Stagger on block
* Instant Tornado on hit
* High crush 16~63
annadb+4L14i17~18-13+6
* Transition to r26 HAM on hit automatically
* Cancel HAM transition -13 +1 with B
annadb+3+4L18i24-26-6
* Clean hit -4 on hit, +3 damage
* High crush 6~
annaf,F+3,3m, L14, 14i15, i25-14+4c+14
* Combo from 1st hit with 5f delay
* High crush 25~
annaf,f,F+3L12i16~20-20-2c
*
* High crush 9~
annaSS.2L12i20~21-12+0+14g
* Sidestep adds minimum 9f, effective startup i29~30
* High crush 6~
annaFC.df+2L12i20-21+70a (+54)
* Instant Tornado on hit
* Recovers 6f faster on hit
* Deals only 6 damage when using its follow up attack in Heat
* High crush 1~52
annaH.FC.df+2,1L, L12, 18i20, i27~28-21+64a (+48)
* Balcony Break (airborne)
* Weapon
* Jail from 1st attack
* Instant Tornado on hit
* 24 damage total from 1st hit
* Chip damage on block
* Consumes 210F of remaining Heat time
annaCJM.d+3L8i15-11+0
*
annaHAM.3L17i20~21-14-3+6c
* Homing
* Transition to CJM r25 with B (-7/+4/+13c)
* High crush 8~
annaOTG.d+3+4L30i17~18-17-7d
* Spike
annaTOM.4L21i15-13+28g
armor-kingd+3L14i17-12+2+9
armor-kingd+4l6i14-15c-4
armor-kingd+3+4l15i17-16c-2+0
* Can be done from Crouch Level 1
* High crush 6~
armor-kingdb+3L26i22~24-26+6+74a (+58)
* Homing
* High crush 6~51
armor-kingdb+4L20i29~31-17d-3d+27a
* Opponent recovers FDFA
* Armor King recovers in crouch on hit and FDFT on block
* High crush 6~14
* Low crush 16~
armor-king(2 steps or more) wr4l20i20~24-21+0d+30a
* Low crush
armor-kingf,f,n,2L20i19-13+5+10
* Transition to BAD on hit with F (+8/+13)
* High crush 8~37
armor-kingSS.2l17i19~20-12+3+6c
* High crush
armor-kingFC.3l12i18-16-2
* High crush
armor-kingBAD.4L23i17~18-13+3c+26a
armor-kingOTG.d+4L18i19~21-16-5d (-13)
* -5 on hit when opponent is standing
armor-kingOTG.d+4,4L, L18, 8i19~21, i18~21-16-8d
* Floor Break
* Combos from 1st hit on grounded opponent
* -5 on hit when opponent is standing
armor-kingOTG.d+4,4,4L, L, L18, 8, 6i19~21, ,i18~21-16-8d
* Floor Break
* Combos from 1st hit on grounded opponent
* -5 on hit when opponent is standing
asuka1,3h, l5, 10i10, i21-11+0
* Combo from 1st hit with 2f delay
* Combo from 1st CH with 3f delay
asuka1+4,2,d+4sl,h, h, L5,8, 10, 15i14 i17, ,i24~25-23+27d
* Combo from 3rd CH
* Cancel to FC -7 -18 r37 with DB
* High crush 10~38
asukaf+1,4m, L17, 26i20, i25~27-26+24a
* Homing
* Combo from 1st CH
* Input can be delayed 15f
* Interrupt with i11 from 1st block
* Cancel to FC -24 -13 r43? with DB
* High crush 6~
asukadf+3+4L22i28~30-26+70a (+54)
* Homing
* Alternate input: 3~4
* Cancel to r47? FC with DB
* High crush 6~
asukad+1+2L17i20-18+3a
* Floor Break
* Can be done from Crouch Level 1
* High crush 10~39
asukadb+3L17i20-12+4c+14g
asukadb+4L14i22~24-11+0+3
Transition to r22 FC with D
* High crush 6~41
asukadb+4,4L, L14, 15i22~24, i31~33-7+4+35a
Transition to r22 FC with D
* High crush 1~49
asukadb+4,4,4L, L, L14, 15, 16i22~24, ,i31~33-7+4+35a
Transition to r22 FC with D
* High crush 1~49
asukab+1L17i29~30-10+6+0d
* Transition to attack throw on CH, +22 damage
* Cancel to r14 FC with D
* High crush 6~
asukab+2,4m, L12, 14i15, i33~35-11+0+3
* Links to db+4 extensions
* Transition to r22 FC with D
* High crush 15~
asukab+3,4m, L15, 14i16~17, i20~22-11+0+3
* Links to db+4 extensions
* Transition to r22 FC with D
* High crush 1~
asukab+1+4,3h,L, L15,8, 18i12 i17~18, i32~33-13-2+16a
Combo from 2nd CH
asukaws2,1,1,1,2,1,4,3m, h, m, h, m, sm, m, l18, 10, 8, 8, 6, 5, 7, 7i13~14, ,-25-9
asukaFC.df+2L10i16~17-11+0+17
* High crush 1~
asukaDST.4l19i19-14+11a
asukahFC.3L10i16-17-6
* High crush 1~
asukahFC.4l6i12-15-4
* High crush 1~
azucenad+3L10i15-14-3
azucenad+4L13i15~16-13-2
azucenad+1+2l[21;21]i25~26-4+0d
* Transition to throw on front standing hit only
* 18 damage to Azucena when hitting crouching opponent (block)
* Damage on hit and block is recoverable health
* Cannot KO Azucena when blocked
* r41 FC on whiff
* High crush 8~
* Floating state 25~
azucenadb+3L14i16~17-7+4
azucenadb+4L13i19-14-3+12g
* High crush 6~20
azucenaSS.4L18i20-13+0+13g
Sidestep adds 9f, effective startup i29
* High crush 6~
azucenaFC.df+3L17i18~19-13+3c+13c
* High crush 1~
azucenaFC.df+4L23i17~18-15+5+24d
* Transition to r33 LIB on hit only
* High crush 1~
azucenaFC.d+3L10i16-17-6
* High crush 1~
azucenaFC.d+4l6i12-15-4
* High crush 1~
azucenaBT.3L23i19~20-13+4 LIB+14c
* Strong Aerial Tailspin
* Balcony break on airborne hit
* Transition to LIB on hit
azucenaLIB.3L15i16~17-9+2
azucenaLIB.d+4L14i19~20-31-2
bryan1,2,3h, h, L5, 8, 15i10, ,i24-12+2+14a
* Combo from 1st CH or 2nd CH with 3F delay
* Move cannot be delayed
* Input can be delayed by 3F
bryan3,2,1,4m, m, m, L14, 11, 10, 12i16, ,i22-11+0
Combo from 3rd CH with 3f delay
bryandf+3L20i29~30-26+70a (+54)
* Homing
* High crush 6~
bryand+3l10i16-11+0
bryand+4L13i15-11+0
bryand+1+2,3m,m, l10,15, 20i17, i27~28-13+5+25a
bryand+3+4l16i19-12-1+4
Can hit grounded on certain ranges
bryandb+3L11i16~17-12-1+4
* High crush 6~
bryanb+3,2,1,4m, h, m, L12, 12, 10, 12,i16, ,i22-11+0
* Combo from 2nd CH
bryanb,df+4l25i29-13+14g+29a
* Cancel to r26 with B
bryanSNE.FC.df+3l24i20-13+7+25a
* Balcony Break
* Consumes SNE
* Unparryable
bryanqcb+3l23i19~20-13+5+26a
Balcony Break (airborne)
claudio1,3h, l5, 11i10, i22-12-1
* Combo from 1st CH with 3f delay
* Input can be delayed 5f
* Move can be delayed 4f
claudiod+2L6i20-11+0
* High crush 6~
claudiod+2,2L, L6, 8i20, i16~17-13-1
* Jail from 1st block
* Combo from 1st hit
* High crush 1~
claudiod+3L10i16-17-6
* -6c on crouching hit
* High crush 4~
claudiod+4l6i12-15-4
* -4c on crouching hit
* High crush 4~
claudiodb+3L17i21~22-15~-14+3c+13c
* High crush 6~
claudiodb+4L7i15-13-2
* Pseudo homing to SSL/SWL side?
claudioSS.4L20i20~21-12+6c
* Side step takes 9f, effective startup i29
* Tracking and range notes:
* Assuming i29 startup with 9f left sidestep
* SSL4 range: 2.45
* SSR4 range: 2.39
* Pseudo homing low?
clivedf+3L20i29~30-26+3c
* Homing
* High crush 6~65
clived+1L14i18~19-13+2
* High crush 6~
clived+3L10i16-17-6
* -6c on crouching hit
* High crush 4~
clived+4l6i12-15-4
* -4c on crouching hit
* High crush 4~
clivedb+4L20i19~20-18+4c+67a (+51a)
* Effectively homing?
cliveFC.df+2L18i19~20-13+3c
* Weapon
* High crush 1~20
clivePHX.3L8i21-26-3c
* Stagger on block
clivePHX.4L15i15~16-13-1c+13c
* High crush 6~
devil-jind+3L12i18~19-12-1+7c
* Pseudo homing
devil-jind+4l6i12-15-4
* -4c on crouching hit
* High crush 4~
devil-jindb+2L15i21~22-13+3c+26a
* 4 chip damage on block
* High crush 6~
devil-jindb+3L10i16-17-6
* -6c on crouching hit
* High crush 4~
devil-jinf,n,d,DF+3L24i33~34-23-2a
* Opponent recovers FDFA on hit
* Active frame 1 range: 3.89
* Hold df for at least 13F after inputting f,n,d,df+3
* Low crush 5~28
devil-jinf,n,d,DF+4L7i16-23c-5c
devil-jinOTG.d+1+2L25i23~31-16~-8+5a~+13a
* Weapon
* Projectile (unparryable)
* Balcony break on CH
* Typically connects grounded on frames i25~26 of startup at -14~-13/+12a~+13a(+0a~+1a)
* Can be done from Crouch Level 1
dragunov2,1,4h, h, L10, 10, 14i10, ,i23-12+3c
* Floor Break
* Trades with i8 from 2nd block
dragunovf+4,d+4h, L16, 12i14~15, i25-12+3c
* Floor Break
* Combo from 1st hit with 5f delay
dragunovd+2L14i18~19-13-1c+13g
* High crush 6~
dragunovd+3L13i17~18-14-3+1c
dragunovd+4L12i15~16-15-9-4
dragunovdb+3l17i27~29-26-2c+67a (+51)
Clean hit +67a (+51)
* High crush 6~49
dragunovdb+3+4L23i20~21-31+3g+20a
* Balcony Break (airborne)
dragunovb+2,1,3m, h, l14, 11, 17i15, ,i29~31-26-2c+1d
* Clean hit +4
* Shift to Clipping Heel Hook on close range CH
* High crush 15~050
dragunovFC.df+1L8i16~17-13-4
dragunovBT.d+3l20i16-11+10d
dragunovOTG.db+3L24i24-11+0
* Floor Break
* +0a (-8) on grounded
dragunovPGR.3l21i18~19-26-1d
* Homing
* Shift to Clipping Heel Hook on front hit only for 20 more damage
* +3 on hit from the side or back
* High crush 8~50
eddy1,2,4~3h, h, L5, 12, 20i10, ,i32~33-14c+18a
* High crush 32~
eddyf+2,4m, l15, 17i18, i23~24-14c+2+71a(+55)
* Combo from 1st CH with with 12f delay
* Input can be delayed 17f
* Move can be delayed 15f
eddydf+4L14i18-12+0+14g
eddyd+3L17i21~22-14c+4c+27g
* High crush 6~54
eddyd+4L10i15~16-16c-5
* Transition to FC
* High crush 6~50
eddydb+2L10i18~19-18c-7-2
* High crush 6~55
eddydb+3L21i28-14c+5c+21a
* Has good right sidestep tracking
eddyb+1,4,3+4m, m, L15, 10, 7,7i14~15, ,i22~24-24c+12
* Combos from 1st CH
* Combos from 2nd hit
* Low crush 1~?
* High crush 10~?
eddyu+4~3L20i32~33-14c+18
* Balcony Break
* Transition to RLX
* Low crush 7?~
eddyuf+3,4m, L15, 10i26~28, i24~25-14c+7+73a(+57)
eddyf,F+3L20i21~22-14c+6c+15c
* Transition to RLX on hit
* Transition to FC on block or whiff
* High crush 15~33
eddyFC.4l6i13-15-4
* Hits grounded up-close
eddyFC.df+4L25i24~25-21c+9+30a
* Transition to HSP
* Floating state 26~
eddyRLX.1L11i14-11c+0
* Transition to FC with D
* High crush 1~19
eddyRLX.3L12i16~17-26c-4+27a
* Transition to FC
* High crush 1~50
fahkumram1,2,4,4h, h, h, L5, 8, 10, 15i10, ,i25-15-4+0d
* Combos from 3rd hit
* Shift to attack throw Murderous Sweep and gain GRF on CH
fahkumram3,1,d+4m, h, L11, 12, 15i13, ,i20-15-4+0d
* Shift to attack throw Murderous Sweep and gain GRF on CH
* Combos from 2nd hit CH
fahkumram4,4h, L10, 15i12, i25-15-4+0d
* Combos from 3rd hit
* Shift to attack throw Murderous Sweep and gain GRF on CH
fahkumramdf+3l15i20-13-1c+28g
fahkumramd+3L11i16-16-5
fahkumramd+3,4,4L, h, L11, 10, 15i16, ,i25-15-4+0d
* Combos from 3rd hit
* Shift to attack throw Murderous Sweep and gain GRF on CH
fahkumramd+4L18i14-15-4+0d
* Shift to attack throw Murderous Sweep and gain GRF on CH
fahkumramf,F+3L20i21-14+4
fahkumramf,F+4~3L15i19-23-1c
fahkumramFC.3L10i16-17-6
* High crush
fahkumramFC.4l6i12-15-4
* High crush
fahkumramFC.df+2L22i19-14+4+12d
* Elbow
* High crush
fahkumramRAM.4l31i21-13+11a
* Balcony Break
feng3,3,4m, h, l15, 10, 23i16, ,i25~26-12+7c+17a
* Combo from 2nd CH with 5F delay
* Cancel to r16 BT with B (-13/-2)
* Move can be delayed by 10F
* Input can be delayed by 11F
feng3~4,3m, l27, 16 (11)i34~36, i18~20-26+24a
* Aerial combo from 1st hit (+19d (+12)) with 9F delay
* Move cannot be delayed
* Input can be delayed by 9F
* High crush 6~52
fengf+4,4h, l19, 16 (11)i18~19, i33~33-31+27a
* Aerial combo from 1st hit (+19a (+12)) with 5F delay
* Move cannot be delayed
* Input can be delayed by 5F
* High crush 10~42
fengd+2L16i20~21-12-1
-1c on crouching hit
* High crush 6~51
fengd+3L10i16-17-6
* -6c on crouching hit
* High crush 4~52
fengd+4L7i14~15-11+0
+0c on crouching hit
fengd+3+4l6i12-15-4
* -4c on crouching hit
* High crush 4~46
fengdb+2l10i20~21-15-4
-4c on crouching hit
* High crush 6~30
fengdb+2,2l, l10, 10i20~21, i28~30-17+25a
* Combo from 1st CH
* Cancel to r13 standing with B (-15/-4)
* High crush 1~30
fengdb+3l14i17-15+4c+0d
* Transition to attack throw when CH from front
* Transition to BT on CH
* Can be accessed from a manual CD input with input qcf,db+3
* High crush 6~51
fengdb+4l23i31 (30~32)-26+76a (+60)
* Tornado on normal hit only
* Homing
* Transition to FC on hit
* Instant tornado launcher
* High crush 6~58
fengdb+1+2,2m, l13, 10i21~22, i29~30-12+14g
* Combo from 1st CH with 4F delay
* Move can be delayed by 10F
* Input can be delayed by 12F
* -1c on crouching hit
* High crush 8~60
fengb+2,3m, l13, 6i17, i22~24-11+0+8c
* Combo from 1st hit with 3F delay
* Move can be delayed by 15F
* Input can be delayed by 18F
* +0c on crouching hit
fengSS.4l19i20~22-31c-3~-1+71a (+55)
* Has a clean hit effect (+71a (+55) on hit)
* -3~-1 on hit with no clean hit
* High crush 10~31
fengFC.df+1l19i21~22-13c-2+13g
-2c on crouching opponent
* High crush 1~53
fengFC.df+4l13i19~20-8c+3
* Can be input with D,df+4 (i27? effective startup)
* Transition to BT
* +3c on crouching opponent
fengBT.d+1l20i20~21-13c+4+16a
* High crush 15~52
fengBT.d+3L20i18~20-26c-4~-2+70a (+54)
* Has clean hit effect (+70a (+54))
* -4~-2 on normal hit
* High crush 6~52
fengCD.1L18i18~19-14+0+12g
* Head
* Transition to FC with D
* High crush 6~19
fengKNP.1l20i20~21-13c+4+16a
* High crush 15~52
fengKNP.4l10i18-31c-4
fengOTG.d+3+4L24 (19)i24~25-13-2
-2d (-10) on grounded hit
fengSTC.4l20i20-13+3+14
heihachidb+2L25i23~25-18+6c
* Spike
* High crush 8~
heihachidb+3L10i16-13-2
heihachif,n,d,DF+3L24i33~34-23+28a
* Low crush 5~28
heihachif,n,d,DF+4L15i16~17-23+8c+28a
heihachif,n,d,DF+4,4L, L15, 10i16~17, i24-10+3c+26a
* +26a if previous hit connects
heihachif,n,d,DF+4,4,4L, L, L15, 10, 8i16~17, ,i24-10+3c+26a
* +26a if previous hit connects
heihachiFC.df+4L16i19~21-23+4c
* Clean hit +17a and 20 damage
* High crush 1~
heihachiFUJ.4L20i18~19-14-4+12g
* Spike
heihachiOTG.d+4L30i19~20-14-3a (-11)
* Spike
heihachiRAI.4L15i19~20-23+8c+28a
* Links to f,n,d,DF+4 extensions
heihachiWAR.f,n,d,DF+4L15i16~17-14+8c+28a
* No stagger on block
* Links to f,n,d,DF+4 extensions
hwoarangH.RFS.d+4L15i20~21-23+7c
* Transition to RFF
* Partially uses remaining Heat time
** RFS.d+4,3,4 airborne combo guaranteed on normal hit
* Increased chip damage scaling on block during heat
** 4 chip damage on block in heat
hwoarang1,1,3h, h, L5, 8, 10i10, ,i21-12-1
* Combo from 2nd CH
hwoarangd+3l7i17-13-2
-2c on crouching hit
hwoarangd+4l7i19-17-6+4s
* Also possible during RFF
* High crush 6~55
hwoarangd+3+4L18i21~22-14+6 LFS
* Homing
* Transition to LFS on hit
* High crush 6~54
hwoarangdb+3L12i19-13-1+17g
* Also possible during RFF
* High crush 6~51
hwoarangdb+4L14i16-12-8-1
* Transition to r20 RFS with F (-1/+3/+10)
* Also possible during RFF
hwoaranguf+4,4,4h, m, L12, 12, 12i22~23, ,i9~10+1+7
* Combo from 2nd CH
* Also possible during RFF
* Transition to RFS
* Third hit is not low parryable if the first two hits connect. Parryable if the first two hits whiff.
hwoarangSS.4l18i19~20-13+5c+31a
* Transition to RFF
hwoarangBT.d+3L20i18~19-13-2+31a
* High crush 4~50
hwoarangLFS.2,2,3,4m, h, h, L15, 7, 10, 7i16, ,i22-14-3
hwoarangLFS.2,2,3,4,3,4,4m, h, h, L, m, m, l15, 7, 10, 7, 7, 8, 7i16, ,i19-27-16
* Interrupt from 6th block with i18
* Can be sidestepped
hwoarangLFS.d+3L7i16-17-6
* -6c on crouching hit
hwoarangLFS.d+4L17i20~21-12+4+14d
* Transition to RFF
hwoarangRFF.d+3L10i18-11+0
* Transition to BT
* +0c on crouching hit
hwoarangRFF.d+3+4L19i19-11+5+15g
* Remains in RFF
hwoarangRFS.d+3L13i15-13-5+2
* Transition to RFF
* Increased chip damage scaling on block during heat
** 3 chip damage on block in heat
* cs10~19 crush state when canceled into followup
* High crush 10~25
hwoarangRFS.d+4L15i20~21-23+7c
* Transition to RFF
hwoaranghFC.3L10i16-17-6
* -6c on crouching hit
* High crush 1~
hwoaranghFC.4l6i12-15-4
* -4c on crouching hit
* High crush 1~
jack-8H.uf+3L[16]i19-12+8c
* Spike
* Only deals recoverable damage
* Cannot K.O.
* Automatically transitions to GMH on hit
* Partially uses remaining heat time
* 3 chip damage on block
* Unparryable
* u+3/ub+3: less forward movement
* Low crush 9
jack-8df+1+4L23i34-37+18d
* Homing
* Alternate input b,db,d,df+1 to power up
** 28dmg
** i29~30
* Alternate input is completely bufferable
* High crush 6~89
jack-8d+2,1sl, l8, 6i11, i24-14-3
* Alternate input FC.2,1
Combos from 1st hit
First two hits of 10 hit combo
jack-8d+3l12i20-17-6
* Alternate input FC.d+3
* High crush 4
jack-8d+4l10i16-15-4
* Alternate input FC.d+4
* High crush 4
jack-8db+1l13i12-12+1
*
jack-8db+1,1l, l13, 5i12, i16-12-1
* Combos from 1st hit
jack-8db+1,1,1l, l, l13, 5, 5i12, ,i16-12-1
*
jack-8db+2l24i22-18+3c+33d
* Can be charged to power up
* High crush 6
jack-8db+2*l30i35~36-33+17d
* Gain GMC on hit or block
* 9 chip damage on block
jack-8db+3l15i21-20-9
*
jack-8db+3,4l, l15, 12i21, i27-16-9
*
jack-8db+3,4,3l, l, l15, 12, 12i21, ,i27-19-8
*
jack-8db+3,4,3,4l, l, l, l15, 12, 12, 12i21, ,i27-16-5
*
jack-8db+3,4,3,4,3l, l, l, l, l15, 12, 12, 12, 12i21, ,i27-19-8
*
jack-8db+3,4,3,4,3,4l, l, l, l, l, l15, 12, 12, 12, 12, 12i21, ,i27-16-5
*
jack-8db+4l14i16-13-2
*
* High crush 6
jack-8uf+3L[8]i23-12+8c GMH
* Spike
* Only deals recoverable damage
* Cannot K.O.
* Only spikes when hit up close
* Automatically transitions to GMH on hit
* Unparryable
* u+3/ub+3: less forward movement
* Low crush 9
jack-8b,db,d,df+1l28i29-37+18d
* Homing
* Alternate input df+1+4
jack-8f,F+1+2,1+2m, l20, 21i15, i28-19+13d
* High crush
jack-8ws1+2,1+2,1+2m, m, l14, 12, 14i20, ,i27-23+6d
* Balcony Break
* Combos from 1st hit
jack-8FC.df+2,d+1m, l12, 8i17, i22-11+0
* Balcony Break
* Combos from 1st hit
* High crush
jack-8SIT.1l10i19-48-37
*
* Floating state
jack-8SIT.1,2l, l10, 10i19, i15-47-36
* Combos from 1st hit
* Floating state
jack-8SIT.1,2,1l, l, l10, 10, 10i19, ,i15-47-36
* Combos from 1st hit
* Floating state
jack-8SIT.1,2,1,2l, l, l, l10, 10, 10, 10i19, ,i15-47-36
* Combos from 1st hit
* Alternate input SIT.2,1,2,1
** String moves recover 4 frames faster with alternate input
* Floating state
jack-8hFC.1l10i19-8+3
* Can be done from Crouch Level 1
* High crush 1
jack-8hFC.1,1l, l10, 14i19, i31-12+5
*
* High crush
jack-8hFC.2,1sl, l8, 6i11, i24-14-3
* Alternate input d+2,1
Combos from 1st hit
First two hits of 10 hit combo
jack-8hFC.3l12i20-17-6
* Alternate input d+3
* High crush 1
jack-8hFC.4l10i16-15-4
* Alternate input d+4
* High crush 1
jack-8hFC.1+2l21i24-15+13d
* Alternate input FC.db+1+2
* Can be done from Crouch Level 1
* High crush 1
jack-8hFC.db+1l14i14-11+3
* Can be done from Crouch Level 1
* High crush 1
jin1,3h, L5, 9i10, i16~17-12-1
* Combo from 1st hit with 4f delay
* Grounded hit can be inconsistent
jin1,3,4h, L, l5, 9, 17i10, ,i23-13+3+29a
* Combo from 2nd CH with 7f delay
* Input can be delayed 12f
jin2,1,4~4h, m, l9, 9, 20i10, ,i20~21-12+16a
Interrupt with i16 from 2nd block
jin3,1,4h, h, l17, 7, 18i14, ,i18-13+3+29a
* Combo from 2nd CH with 9f delay
* Input can be delayed 14f
* Move can be delayed 12f
jind+2L22i22~23-14+4c+25d
* Balcony break on airborne hit
* High crush 8~55
jind+3l7i15~16-14-3
jind+4L11i16~17-12-1
Flips over on grounded hit
* High crush 6~31
jindb+4l18i20~21-13+3+13g
jinws1,3,2,1,4m, h, m, m, l7, 8, 4, 3, 5i13~i14, ,i20~21-31+8
Combo from 1st hit
jinFC.df+4L20i21~i22-26+2c+69a (+53)
Transition to +12cg ZEN with F on hit
* High crush 1~57
jinf,n,d,DF+4l12i20~i21-31+8c
jinDVS.4L10i16-12-2c
* 3 chip damage on block
jinDVS.DF+3L24i33~34-23-2a
* 8 chip damage on block
* Low crush 5~25
* Floating state 26~28
jinOTG.d+1+2L24i19~20-13-2 (-10)
* Spike
jun1,3h, L5, 12i10, i23-12+2+6c
* Combo from 1st CH with 2f delay
jun1+4,2,d+4SL,h, h, L5,8, 10, 15i14 i17, ,i24~25-23~-22+27a
Combo from 3rd CH
* High crush 10~38
jun1+4,3,4SL,h, m, L5,8, 15, 17i14 i17, ,i25~26-13~-12+4c~+5c+26a
Combo from 3rd CH
jundf+3+4,4m, L17, 17i24~25, i25~26-13+4c+26a
Combo from 1st CH
jund+4L10i15-12-1
jundb+2L17i23~24-12+2+14g
* High crush 15~
jundb+3L14i18-12+2+6c
jundb+4L14i22~24-11~-9+0~+2+3~+5
Transition to r28 FC with D
* High crush 6~41
jundb+4,4L, L14, 15i22~24, i31~33-7~-5+4~+6+35a
* Combo from 1st CH
* Transition to r28 FC with D
* High crush 1~49
jundb+4,4,4L, L, L14, 15, 16i22~24, ,i31~33-7~-5+4~+6+35a
* Transition to r28 FC with D
* High crush 1~49
junb+1L19i29~30-10~-9+6~+7+0d
* Cancel to r39 FC with D on frame 25
* Transition to attack throw on CH, +22 damage, total 44
* Opponent recovers FDFA on CH
* High crush 6~
junb+3,4m, L20, 14i16~17, i20~22-11+0~+2+3
* Combo from 1st hit
* Links to db+4 extensions
* Transition in r28 FC with D
* High crush 1~42
junws1,4,2h, m, L14, 16, 17i12~13, ,i23~24-16+0c+13a
* Spike
* Combo from 2nd CH
* High crush 17~
junFC.df+2L12i16~17-11+0+14
Only i14 or faster attacks guaranteed on CH
* High crush 1~
junFC.df+3L12i21-19+0c
* Clean hit +10a, 15 damage
* Opponent recovers FDFA on CL
* High crush 1~47
junGEN.1L22i20~21-12+3c+26a
* Has good left sidestep tracking
* High crush 11~
junIZU.4L10i19-37-1c+23a
* High crush 13~
kazuya1,2,4h, h, L5, 8, 18i10, ,i23~24-14c-3+0c
* Combo from 2nd CH with 7f delay
* Move can be delayed 7f
kazuyad+3L10i16-17-6
* High crush 4~
kazuyad+4l6i12-15-4
* High crush 4~
kazuyad+1+2L20i23-14c+3c+27a
* High crush 6~
kazuyadb+3L14i19~20-12c-1+7c
* High crush 6~
kazuyadb+4L18i20-12+4+17g
Flips over on grounded hit
kazuyab+3,1,4h, h, l15, 10, 10i18, ,i16-10c+7
kazuyab+3,1,4,3h, h, l, l15, 10, 10, 12i18, ,i20-13c+1
kazuyauf+4,4m, l16, 12i25, -23+29a
Combo from 1st CH
kazuyauf+4,4,4m, l, l16, 12, 10i25, -23+17a (+10)
kazuyaf,n,d,DF+4L15i16-23-3c+20a
kazuyaBT.d+3l6i12-15-4
* High crush 1~
kazuyaDVK.OTG.db+1+2L20i24~29-13~-8+13a (+1)+16d
* Balcony Break on airborne hit
* +6c on standing normal hit
* Consumes 90F of remaining Heat time
kazuyaDVK.db+3+4L(10)i24-19+2
* Deals 10 recoverable damage on hit - Cannot K.O
* Unparryable (projectile?)
* Consumes 150F? of remaining Heat time
* Transition to r10 CD with DF (-10?/+11)
** -10 on block when performing stance actions, cannot guard i23 moves
** Transition to r22 forward dash with f,n,f (-21?/+0)
kazuyaOTG.d+3+4L25i23-12-1
kazuyahFC.3L10i16-17-6
* -6c on crouching hit
* High crush 1~
kazuyahFC.4l6i12-15-4
* -4c on crouching hit
* High crush 1~
kingdf+4l10i14~15-14-3
kingdf+4,3,d+4l, h, L10, 11, 20i14~15, ,i33~35-10-8a FC+22a FC
* Recovers in crouch on hit.
* Otherwise recovers in FDFT.
* Low crush 25~
kingd+3L12i17-12+1
* Hits OTG.
kingd+4l6i14-15-4
kingd+3+4L14i16-25-9
* On CH, can access Stagger Kicks Flurry (d+3+4,4,4,4)
* Can be done from Crouch Level 1
* High crush 6~
kingd+3+4,4L, L14, 7i16, i29-25-9
* Combo from 1st hit on CH.
* High crush 1~
kingd+3+4,4,4L, L, L14, 7, 7i16, ,i29-25-9
* Combo from 2nd hit on CH.
* High crush 1~
kingdb+3L17i23-14+4c+25a
* Tracks left side.
* Flip over on grounded hit
* High crush 6~
kingdb+4L20i29~31-17a-3d+27d
* r41 FC on hit
* High crush 6~14
* Low crush 16~29
* Floating state 30~
kingFC.df+1L20i32~34-12+73a(+57)
* Can also be performed with f,n,d,DF+1/CD.1.
* Tornado on grounded hit.
* High crush 1~
kingBT.d+4l20i22~24-14-2d+28d
* Recovers in FDFT on block and whiff.
* Also can be done in backturn crouching.
* Low crush 11~
kingJGR.4L20i20~24-21+0c
* Power up into JGR.4* after 30F? or during Heat
** Partially uses remaining Heat time during Heat.
* Low crush 7~23
* Floating state 24~
kingJGR.4*L24i20~24-21+20a
* Effective startup i50~54?
* Partially uses remaining Heat time during Heat.
* Low crush 7~23
* Floating state 24~
kinghFC.3L10i18-17-6
* Get extra range by FC.df+3/CD.DF+3.
kuma2,1,3h, m, l10, 11, 13i10, ,i18-13-2
* Combo from 2nd CH
kumaf+3+4L20i28~30-23+6a
* Unparryable (bug?)
* High crush 6~
kumad+3L12i20-17-6
* -6c on crouching hit
* High crush 4~
kumad+4l10i16-15-4
* -4c on crouching hit
* High crush 4~
kumadb+2L10i18-15-1
* Transition to HBS with D or 3+4 (-17/-3)
* High crush 6~51
kumadb+3l12i18-12+1
kumadb+4l20i21~22-23+6+74a (+38)
* Tornado
* Panda: Very slight decrease in vertical hitbox height (does not hit as high)
* High crush 6~51
kumadb+2+3l30i32~34-12+39a
* Balcony Break on airborne hit
* Hold 2+3 to power up, up to 2 charge levels and deal more chip damage on block
kumadb+2+3*l40i45~47-12+39a
* Balcony Break on airborne hit
* chip damage on block
kumadb+2+3**l60i60~62-4+43a
* Balcony Break on airborne hit
* chip damage on block
kumaub+1+2l25i31~32-17+12a
* Cancel to r22 HBS with D or 3+4 at frame 21
* Low crush 6~27
* Floating state 28~30
kumaqcf+2,2m, l15, 22i17~18, i33~34-18+21d
* Chip damage on block
<Showing 4001-4400 of 6424 moves>