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CharCommandHit levelDamageStartupBlockHitCounter hitNotes
leedf+3,2m, h13, 13i14~15, i19-10+5
* Combo from 1st hit with 5F delay
* Move can be delayed by 4F
* Input can be delayed by 5F
leedf+4m14i13-14-9+5
Transition to -9, +5 HMS with 3
leews4m16i11-6+5
* Transition to -9, +2 HMS with 3
leeFC.df,d,DF:3l26i18~24-15~-9+5c+5d
* * Frame advantage on block depends on spacing.: Ranges from -15 up close, to -9 at tip range.
* Perfect Input not required during Heat
* Perfect input when DF and 3 are input during the same frame
* Partially consumes remaining Heat Time
* Is not bufferable from full crouch (regular version gets buffered instead)
* Transition to HMS -15 +5c with 4
* High crush
* Low crush
leeFC.df,d,DF+3l20i18~24-15~-9+5c+5d
* * Frame advantage on block depends on spacing: Ranges from -15 up close, to -9 at tip range.
* Bufferable from full crouch
* Transition to HMS -15 +5c with 4
* High crush
* Low crush
leeMS.3+4l20i25~31-15~-9+5c+5d
* High crush
* Low crush
leo2h9i11-1+5
leodf+4m14i13-6+5
leodf+2+3L20i21~22-12~-11+5+21d
* High crush 6~
leod+1m18i18~19-2~-1+5+13
* Spike
* Enter FC with d
leodb+2m16i16~17-9~-8+5
leob+4m13i18-8+5
leows3M9i13~14-6~-5+5
* Knee
* Alternate input CD.3
leroydf+1m10i13~14-6+5
leroydb+3L12i20~21-8~-7+5~+6+14c
Transition to HRM
* High crush 6~39
leroyb+1h17i13-6+5
Shifts to throw "Knee Snap" on front grounded CH
leroyuf+1h17i16~17-9+5
* Reversal
* Follow-up upon successful reversal with input 1 or 2
* Parry state 6~13
leroyws4m16i11~12-6+5
leroyHRM.2h14i12~13-2+5~+6
leroyHRM.1+2m,h,h,h3,3,3,3i14-2+5
* 12 damage total
* Power up during Heat (partially uses remaining Heat time)
lidiadf+3m15i14~15-8+5
Knee
lidiadb+3+4m21i22-3+5
* Has low parry effect
* Does not parry weapon lows
* Parry state 5~13
lidiab+3,1m, m16, 10i17~18, i23~24-11~-10+5+14
Combo from 1st hit
lidiaCAT.4,3+4L, M14, 25i19~20, i38~39-18+5a
* Spike
* Combo from 1st CH
* Jails from 1st hit
* HAE lvl.3:
*** Combos from 1st hit and decreases Heaven and Earth level by 1
* Low crush 21~25
* Floating state 26~39
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
liliu+3,3m, m20, 15i22~23, i28-12+5c
* Combo from 1st hit
* Input can be delayed 13f
* Move cannot be delayed
* Enter DEW -3 +14c r21 with F
* Low crush 22~48
* Floating state 49~51
lilif,F+3m15i22-12+5c
* Enter DEW -3 +14c r21 with F
* Low crush 7~27
* Floating state 28~30
liliBT.d+2L17i16-12+5c+14d
* High crush 4~
miary-zo3m12i13~14-9+5
miary-zof+2m23i20-13+5
* Balcony Break (airborne)
* Punch Sabaki, +30d (+22) and Balcony Break on successful parry
* Parry state 5~10
miary-zodf+1m10i13-2+5
miary-zodf+1,1m, h10, 17i13, i19-3+5
* Combo from 1st hit with 2f delay
* Input can be delayed 2f
* Move cannot be delayed
* Enter MOR +0 +8 r22 with F
miary-zodf+1,1,2m, h, M10, 17, 20i13, ,i30-12+5a+50a
* Spike
* Weapon
* Input can be delayed 1f
* Move cannot be delayed
* Chip damage on block
miary-zodf+4m17i16-4+5+57a
* Knee
* Enter MOR -1 +8 +60a r26 with F
miary-zodb+3L21i22~23-26+5c+44a
* Stagger on block
* High crush 8~
nina4,3h, m15, 20i11, i29~30-2c+5c+21a
Spike
ninaf+4m15i21~22-5+5
* Enter SS +2 +12 with D_U
* Low crush 12~21
* Floating state 22~24
ninadf+1m10i13~14-1+5
ninadf+3,2m, h13, 12i14, i19+1+5+12
* Combo from 1st hit with 10f delay
* Enter SS 0 +4 +11 with D or U
* Enter CD -1 +3 +10 t29 r10 with F
* Enter SWA +8 +12 +19 with B
ninad+1sl5i10-5+5
* Transition to r24? with f
* High crush 4~
ninab+2,2h, h12, 12i12, i14~15-6+5
* Combo from 1st hit with 1?f delay
* Jail from 1st block with 1?f delay
* Move can be delayed 1?f
ninab+1+2m,m5,20i16 i8~10-4+5a
* Removes Recoverable Health
* Balcony break on airborne hit
* Combo from 1st hit only if the second hit connects on i8
* 2nd hit available only as combo from 1st
* If the second hit connects on i9~10, frame advantage on hit will be -16
* Powered up in heat
ninau+4M21i23~28+0c~+5c+5g~+10g+22a
* Spike
* Opponent recovers crouching on hit
* Low crush 7~30
* Floating state 31~33
ninauf+4,3,4h, L, h23, 10, 14i18, ,i20-6+5
* Combo from 2nd hit
* Enter SS -5 +6 with D_U
ninaws1m17i13~14-6+5
panda4h20i14-6+5+30a
* Balcony Break on CH
pandaf+4h22i15-6+5+30a
* Balcony Break on CH
pandaws4m20i11~12-6+5
pandaf,df,d,db,b,f+1+2th(h)50i110+5
* Throw break: 1+2
* Opponent status on hit: FUFA
* Side switch on hit
pauldf+1,1m, h11, 9i14, i20~21-5+5+8
* Combo from 1st hit with 4f delay
* Move can be delayed 10f
* Input can be delayed 10f
paulws4m18i11~12-6+5
raven3,3m, h10, 16,i14~15, i17~18-8~-7+5~+6
* Combo from 1st hit
* Jail from 1st block
ravendb+2m13i13~14-4~-3+5~+6
ravendb+3L19i28~29-12~-11+5~+6+39d
Cannot be low parried
* Low crush 8~24
* Floating state 25~27
* High crush 28~
ravenub+1m11i16-6+5
Can be performed during CD (Shadow Sprint)
ravenb,B+2m,h15,21i17~18 i30~31-10~-9+5~+6
* Balcony Break
* Jail from 1st attack
* Parries high or mid punches or kicks
* Parry state 1?~
ravenqcf+2L18i22~23-12~-11+5~+6+14~+15
Cancel to r41? BT with qcf+2~B
* High crush 10~45
ravenBT.1h7i8-1~+0+5~+6
ravenBT.3,4,4h, m, M10, 17, 21i10, ,i32~34-9~-8+5a
* Spike
* Combo from 2nd CH
* Low crush 12~31
* Floating state 32~34
ravenBT.b+2,4m, h14, 13i16~17, i17~18+0+5
* Transition to BT (+0/+5) with B
* Transition to FC (+0/+5) with D
* Combos from 1st hit CH
* Jail from 1st attack with 3f delay
ravenBT.f+4,1L, h13, 15i16, i22~23-9~-8+5~+6
* Tornado
* Combo from 1st hit
* Can transition to r26 t36 SZN at -6~-5/+8~+9 with 3+4 or D
ravenBT.f+3+4M24i25~27-9~-7+5a
Spike
* Low crush 5~24
* Floating state 25~27
* High crush 28~51
ravenSZN.3m16i16~17-1+5~+6
* Transition to BT (-1/+5) with B
* Transition to FC (-1/+5) with D
* Low crush 9~17
ravenBT.f+1+2,Pt25+5d
Opponent recovers FUFA
reina3h12i18~19-11+5
Homing
* High crush 8~17
reinaf+4m20i19~20+2c+5c+29d
* +13c on crouching hit
* Opponent is FDFA on CH
* Spike
reinauf+3,1h, m10, 15i21~22, i16-5+5
* +13c on crouching hit
* Jails on 1st block
* Combo from 1st hit
reinaws4m10i11~12-6+5
reinaWRA.3+4M26i18~19+0c~+1c+5d
* Spike
* 7 chip damage on block
* Opponent is FDFA on normal hit
shaheen4,1h, h16, 14i13, i18-5+5
* +31a (+24) from 1st CH
* Combo from 1st hit
shaheendf+1m12i13~14-1+5
Tracks SSR/SWR completely
shaheenws4m16i11~12-6+5
shaheenSNK.1h10i12-1+5+14
steve2h12i12-1+5
stevef+2m11i21~22-6+5
stevef+2,2,1+2m, m, m,m,m11, 15, 5,8,20i21~22, ,i18~19, i7~8, i16-12+5c
* Combo from 2nd CH
* Spike
* Floor Break
stevedf+1m12i13-2+5
* Transition to LWV with 3 (-7/0)
* Transition to RWV with 4 (-7/0)
* Transition to SWY with b+3_4 (-7/0)
* Transition to r20? DCK with f+3_4 (-5/+2)
** r22? DCK FC cancel?
stevedf+1,2~f+1+2,1,1,2,1m, h,h, m, m, m, h12, 8,12, 7, 8, 8, 8i13, ,i15~15-9+5
steveuf+1m18i19~21-6+5
* Spike
* Low crush 9~
steveBack throwt55+5d
* Unbreakable
* Sideswitch
* Opponent left FUFT
victor2,1h, h10, 12i12~13, i16-6+5
* Weapon
* Combo from 1st hit with 6F delay
* Transition to PRF with F (-4/+7)
* Move cannot be delayed
* Input can be delayed by 6F
victor3,1+2h, h,h11, 9,10i12~13, i19~20,i8~9-9+5
* Combo from 1st hit with 6F delay
victor4,3h, m15, 17i13~14, i23~24-10+5
* Combo from 1st hit with 7F delay
* Move can be delayed by 7F
* Input can be delayed by 8F
victorf+2h10i13~14-11+5
victorf+4,2m, m15, 20i14, i26~27-12+5c+7d
* Weapon
* Combo from 1st hit
* CH on last hit or wallhit causes FDFA knockdown
* Transition to IAI (-12/+5c/+7a) with D or 3+4
victordf+4m15i13~14-9+5
* Knee
victorb+2h5i10-6+5+14
* Weapon
* Deals recoverable damage only; cannot cause a K.O.
victorws4m16i11~12-6+5
victorPRF.2,2m, m9, 13i12~13, i13~14-4 IAI+5 IAI
* Weapon
* Combo from 1st hit
* Transition to IAI (Cannot cancel)
victorPRF.b+2h5i10-6+5+14
* Weapon
* Deals recoverable damage only; cannot cause a K.O.
xiaoyuf+2,1m, h12, 14i16~17, i20-6+5+7
* Combo from 1st hit
* Jails from 1st block
* Transition to HYP with B (+0, +11)
xiaoyudb+2L13i18~19-8+5c+12
*
* High crush 6~
xiaoyub+2m13i15~16-6+5
* Homing
* Transition to BT
xiaoyuf,F+1+2m12i14~16-9+5
xiaoyuws1+2m12i14~16-9+5
xiaoyuFC.df+2,1L, l8, 10i19, i18-8+5c
* Combo from 1st hit
* Jail from 1st block
* Transition to FC BT with DF_D_DB
* High crush 1~45
xiaoyuFC.df+4,4L, L13, 13i18~20, i27~29-6+5
* Combo from 1st hit CH
* Alternate input AOP.f+4,4
* High crush 1~
xiaoyuAOP.f+4,4L, L13, 13i18~20, i27~29-6+5
* Combos from 1st hit CH
* Alternate input FC.df+4,4
* High crush 1~
xiaoyuBT.2,2h, m9, 12i12, i21~23-7+5
* Combos from 1st CH
xiaoyuBT.2,2,1h, m, m,M,M9, 12, 7,7,7i12, ,i12~14,i17~19,i21~27-11+5c
* Transition to AOP with D (-10, +5)
* Combos from 2nd hit
yoshimitsu2h10i11-1+5+8
yoshimitsu3m12i15~16-9+5
yoshimitsudf+1m14i13-4+5
yoshimitsub+1,1h, h8, 9i17, i11~12+4+5+10
* Combo from 1st hit
* Can transition to Spinning Evade with b+3 or b+4
yoshimitsub+1,1,1h, h, h8, 9, 10i17, ,i11~12+4+5+10
* Combo from 1st hit
* Can transition to Spinning Evade with b+3 or b+4
yoshimitsub+1,1,1,1h, h, h, h8, 9, 10, 12i17, ,i11~12+4+5+10
* Combo from 3rd CH
* Can transition to Spinning Evade with b+3 or b+4
yoshimitsub+1,1,1,1,1h, h, h, h, h8, 9, 10, 12, 14i17, ,i11~12+4+5+10
* Combo from 4th hit
* Combo from 3rd CH
* Can transition to Spinning Evade with b+3 or b+4
yoshimitsuu+1m20i24~25-4+5c+50a
* Floor Break
* Weapon
* Low crush 9~27
* Floating state 28~30
yoshimitsuf,F+3m20i23~24-4+5
* Enter KIN r25 +3 +12 with 1+2
* Cannot be buffered
yoshimitsuws2,NSS.1m, h13, 16i15~16, i23-6+5
* Elbow
* Combo from 1st hit
yoshimitsuws4m14i11~12-6+5
* Enter KIN r24 with 1+2
* Enter NSS r24 with B
yoshimitsuBT.1,2h, m16, 18i15, i25-5+5+63a
* Balcony Break (airborne)
* Elbow
* Combo from 1st CH
yoshimitsuNSS.IND.1M15i48~51-8c+5a
* Floor Break
* Same animation as the ending of NSS.qcf+1
* Low crush 30~52
* Floating state 53~55
yoshimitsuNSS.qcf+1M30i53~56-8c+5a
* Floor Break
* Can be buffered
* Can be performed in FC
* Low crush 10~55
* Floating state 56~58
yoshimitsuNSS.u+1m24i25~26-4+5c+15a
Floor Break
* Low crush 9~27
* Floating state 28~30
yoshimitsuhFC.2sl8i11-4+5
* High crush 1~
zafinaf+1+2m,m16,22i19~20 i13~14-9+5a (-5)
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
* Jab evasion?
* Second hit available only on hit or block
* 8 chip damage on block
* Deal 10 recoverable damage to self without Heat
* Azazel's Power
* Gain ORB on hit or heat activation
zafinad+3L14i22-15+5c+24d
* Transition to MNT -13 +7c +26d r32 with D
* Evasive (can go under some mids)
* High crush 6~
zafinadb+1+2,1+2L, m10, 20i28~29, i33-16+5a (-4)
* Combos from 1st hit
* Tornado when combo from first hit only.
* +37a (-10) on combo from first hit
* Balcony Break on airborn hit
zafinaf,F+3,1m, m20, 24i20~22, i18-16+5a
* Balcony Break
* Combo from 1st CH with 13F delay
* Input can be delayed by 13F
* Move cannot be delayed
zafinaFC.d+2sl8i11-4+5
* High crush 1~
zafinaMNT.1m12i13-6+5
zafinaSCR.3m15i13-6+5
zafinaTRT.1L13i18-11+5+15a
zafinaTRT.3m16i14~i15-7+5c+19c
* Spike
* Floating state 1~49?
alisab+4,3m, m17, 20i15~16, i29~30-11+6c+10a
* Spike
* Combo from 1st hit
* Enter DES with 1+2
* Low crush 17~24
* Floating state 25~27
alisauf+3,2m, m15, 30i17~18, i17~22-14+6c
* Balcony Break
* Spike
* Combo from 1st hit
* Available only as a combo from 1st hit
* Forces tech backroll on hit
* Low crush 9~58
* Floating state 59~75
* High crush 76~85
alisaf,f,F+3m15i18~19-4+6
* Balcony Break (airborne)
* Low crush 3~30
* Floating state 31~33
alisaws1,2M, h12, 12i13~14, i24~25-5+6
* Combo from 1st hit
* Enter DES with 1+2
alisaws4m15i11~12-5+6
alisaFC.d+1sl5i10-5+6
Transition to standing with f
* High crush 1~
alisaDBT.f+2L13i19~20-12+6c
* Weapon
* 3 chip damage on block
* 5 chip damage on block in heat
alisaSBT.2m25i16~27-8+6a (-4)
* Balcony Break
* Elbow
* Transition to DES with SBT.1+2
* Hitstop 20f on hit
* Low crush 26~63
* Floating state 64~66
annad+1sl5i10-5+6
* Can recover standing with F
annad+4,1l, h6, 10i12, i25+0+6+11
* Combo from 1st CH with 5f delay
* Input can be delayed 9f
* Cancel to SS -13 -2 r32 with U_D on frame 23
** Cannot block i21 moves?
* Cancel to CJM -10 +1 r29 with B on frame 14
* r38 when blocking after SS
annad+1+2L20i24~25-18+6c
* Balcony Break (airborne)
* Weapon
* Chip damage on block
* High crush 16~53
annadb+4L14i17~18-13+6
* Transition to r26 HAM on hit automatically
* Cancel HAM transition -13 +1 with B
annaHAM.4m,m12,12i18~19 i4~6-12+6
* Balcony Break
* High crush 5~
armor-king1,2h, h5, 10i10, i10-3+6
* Combo from 1st hit with 2F delay
* Jail from 1st block with 2F delay
armor-king4h17i13-5+6+6s
armor-kingd+1sl5i10-5+6
* High crush 4~
armor-kingd+1,4sl, m5, 13i10, i15-10+6
* Knee
* Combo from 1st CH
* Jail from 1st block
armor-kingdb+3L26i22~24-26+6+74a (+58)
* Homing
* High crush 6~51
armor-kingf,F+2m20i16~17-6+6+44a
armor-kingf,f,F+3+4m40i28~34+17g+6c
* Balcony Break
* Forces tech backroll on hit
* Low crush
armor-kingws3m12i13~14-6+6
Knee
armor-kingFC.1sl5i10-5+6
* High crush 4~
asuka1,1,3h, m, m5, 15, 17i10, ,i21~22-5+6+14c
* Combo from 2nd CH with 9f delay
* Input can be delayed 10f
asuka1,2h, m5, 9i10, i22~23-8+6
* Combo from 1st hit
* Combo from 1st CH with 3f delay
asuka2,1h, h9, 10i12, i18~19-6+6
* Elbow
* Jail from 1st attack with 1f delay
asukaf+1,3m, m17, 17i20, i21~22-5+6+14c
* Combo from 1st CH with 9f delay
* Input can be delayed 10f
asukadb+1m13i14-10+6
* High crush 6~13
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+3m23i24~25-9+6
* Balcony Break (airborne)
* Kick Sabaki, +59a on successful parry
* Parry state 4~15
asukahFC.1sl5i10-5+6
* Transition to Standing with f
* +6c on crouching hit
* High crush 1~
azucenadb+1sl5i10-5+6
Can recover standing with F
* High crush 4~
azucenaws1m17i13~14-8+6+32a (+26)
Only hits grounded up-close and off-axis
azucenaws4,1m, h13, 10i11~12, i21~22-2+6
* Combo from 1st hit with 6f delay
* Enter LIB +0 +8 r21 with F
azucenaFC.d+1sl5i10-5+6
Can recover standing with F
* High crush 1~
azucenaBT.1h9i10~11+2+6+8
azucenaBT.4m15i15~16-3+6
bryan1,2,1h, h, m5, 8, 18i10, ,i19-6+6+65a
* Combo from 2nd CH with 10F delay
* Move can be delayed by 10F
bryan2,3h, m10, 14i10, i16-10+6+16a (+7)
Balcony Break (CH)
* Combo from 1st hit with 1f delay
* CH frames also apply to combo from 1st CH
bryan3,3m, h14, 13i16, i23-6+6
Combo from 1st CH
bryan4h15i12-7+6
bryan4,3,f+4h, m, h15, 12, 18i12, ,i24~25-5+6+31a (+21)
Combo from 2nd CH
bryan1+2m15i17~18-7+6
Homing
bryan1+2,1m, h15, 15i17~18, i23~24-1+6
* Combo from 1st hit
* Enter SWA +0 +7 r15 with b
bryanqcb+2m16i15~16-9+6
bryanRight throwt40-3+6d
* Throw break 2
claudiof+2h9i12+0+6
* Homing to sidestep left and sidewalk left?
claudiof+2,1h, m9, 12i12, i15~16-10+6c
* Floor Break
* Combo from 1st hit
claudiodf+3m12i14-7+6
* Completely homing to SSR/SWR?
claudiodb+1sl5i10-5+6
* Transition to Standing with f
* +6c on crouching hit
* High crush 4~
claudiof,F+2,2m, h14, 20i14~16, i14~15-2c+6c
* Spike
* Combo from 1st hit with 13f delay
* Input can be delayed 13f
* Move can be delayed 6f
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
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?
claudioFC.df+2,2m, h14, 20i14~16, i14~15-2c+6c
* Spike
* Combo from 1st hit with 13f delay
* Input can be delayed 13f
* Move can be delayed 6f
clive1,1h, h5, 13i10, i18~19-3+6
* Jail from 1st block
* Combo from 1st hit
* Enter PHX -3 +6 r23 with F or 4 on hit or block
clivews4m14i11~12-5+6
* Enter PHX -5 +6 r23 with F or 4 on hit or block
cliveFC.1sl5i10-5+6
* Transition to Standing with f
* +6c on crouching hit
* High crush 4~
clivePHX.3,1+2L, m,M8, 12,20i21, i27~28 i23~24+6d (-29)
* Spike
* Available only as combo from 1st hit
* Increases ZAN gauge by 0.70 on hit (0.30 + 0.40)
* Increases ZAN gauge by 0.24 on block (0.10 + 0.14)
* 30 damage in total for the full string with scaling
* Only deals recoverable damage
* Low crush 41~54
* Floating state 55~57
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-jindb+1sl5i10-5+6
* Transition to Standing with f
* +6c on crouching hit
* High crush 4~
devil-jinb+4M20i17~18-8+6+30a (+24)
Opponent recovers FDFA on grounded hit
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
dragunovd+3,2L, h13, 18i17~18, i24~25-8+6
Combo from 1st CH
dragunovb+2,1m, h14, 11i15, i17~19-5+6
Combo from 1st hit
dragunovws4m15i11~12-5+6
eddyf+2m15i18-9+6
eddydf+1m10i13-3+6
eddydf+2m19i14~15-5+6+21a (+4)
* Balcony Break
** on CH
* Elbow
eddyf,F+3L20i21~22-14c+6c+15c
* Transition to RLX on hit
* Transition to FC on block or whiff
* High crush 15~33
eddyHSP.1+3th(h)26i23~24+6
* Throw break: none
* Transition to RLX on hit
fahkumram1,2,4h, h, h5, 8, 10i10, ,i17-9+6
* Input can be delayed 2f
* Move cannot be delayed
fahkumram1,2,4,3h, h, h, h5, 8, 10, 14i10, ,i19~20-7+6+29a
* Balcony Break (airborne)
* Combo from 3rd hit
fahkumram4,3h, h10, 14i12, i19-7+6+29a
* Combos from 1st hit
fahkumramf+3,2,4m, m, m16, 13, 20i17, ,i20-12+6+36d (+28)
* Knee
* Combos from 2nd hit CH
* Delayable
fahkumramdf+1m12i15-3+6
fahkumramd+3,4L, h11, 10i16, i20-9+6
* Combos from 1st hit CH
fahkumramd+3,4,3L, h, h11, 10, 14i16, ,i19-7+6+29a
* Combos from 1st hit CH
fahkumramdb+1sl5i10-5+6
fahkumramb+4m14i14-5+6
* Knee
fahkumramFC.1sl5i10-5+6
* High crush
fengdf+1m11i14+0+6+36g
fengd+1sl5i10-5+6
* Transition to Standing with f
* +6c on crouching hit
* High crush 4~34
fengb+3m21i22~23+4+6+10a
* Knee
* 4 chip damage on block
* Transition to r25 CD on hit or block with df (+6/+8/+12d)
** Transition to r1 FC with DF~db (+5/+7/+11d)
fengFC.df+4,1l, h13, 10i19~20, i20~21-2+6
* Combo from 1st hit
* -20 from 1st block
heihachi1,1h, h5, 6i10, i10-5+6
* Jail from 1st attack with 3f delay
heihachi1,2,2~1h, h, m5, 8, 20i10, ,i13-11+6
* Combo from 2nd CH
* Cancel to SS -5 -16 with D_U
heihachi1,b+2,2h, m, m5, 17, 17i10, ,i25~26-13c+6c
* Spike
* Head
* Combo from 2nd hit
heihachif+2~1m20i13-11+6
* Cancel to SS with D_U
heihachidb+2L25i23~25-18+6c
* Spike
* High crush 8~
heihachif,f,F+1+2h20i15+3+6d
* Spike
* Transition to r32 +6 +9d RAI with F
* 4 Chip damage on block
* Low crush 3~23
heihachiFUJ.1+2m25i18~19-13+6a (-3)
* Homing
* Balcony Break
* -7 on block after absorbing an attack
* Chip damage on block after absorbing an attack
* Power crush 7~17
heihachiWAR.f,f,F+1+2h20i15+6+6d
* Removes Recoverable Health
* Spike
* Transition to +9 +9d RAI with F
* 8 Chip damage on block
* Low crush
hwoarang1,2h, h5, 10i10, i10-3+6
* Jail from 1st block with 4F delay
* Combo from 1st hit with 4F delay
* Transition to LFS with 3 (+3/+12g?/+12)
* Transition to RFS with 4 (+3/+12g?/+12)
hwoarangdf+1m10i13~14-1+6
* Also possible during RFF
hwoarangdf+1,3m, m10, 15i13~14, i22~23-2+6
* Combo from 1st hit
* Transition to LFS
hwoarangd+1sl5i10-5+6
* Transition to Standing with f
* +6c on crouching hit
* High crush 4~
hwoarangd+3+4L18i21~22-14+6 LFS
* Homing
* Transition to LFS on hit
* High crush 6~54
hwoarangb+2h18i14-4+6+14c
* Elbow
* Good right sidestep tracking
hwoaranguf+2m22i26+5c+6c+28d
* Also possible during RFF
* Low crush 13~
hwoaranguf+4,4h, m12, 12i22~23, i11~12+0+6
* Combo from 1st hit
* Also possible during RFF
* Transition to RFS
* Low crush 2?~
hwoarangf,F+3M24i20~24+6+6c
* Transition to RFF
hwoarangLFS.f+4m18i17~18-10+6+16a (+7)
* Homing
* Balcony Break on CH
hwoarangRFF.1h10i10+0+6
* Remains in RFF
hwoarangRFF.2,1h, h6, 10i10, i10+0+6
* Jail from 1st block with 2F delay
* Combo from 1st hit with 2F delay
* Remains in RFF
hwoarangRFF.b+1h18i14-4+6+14c
* Elbow
* Has good left sidestep tracking
hwoarangRFF.b+2m17i16~17+4~+5+6c~+7c+25d~+26d
* 5 chip damage on block
* Remains in RFF
hwoarangRFF.df+3m21i22~24+1+6
* Homing
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Remains in RFF (transitions to LFF on Heat activation or when using Heat Dash)
* Low crush 9~
hwoarangRFF.f+1,2h, h5, 10i10, i10-3+6
* Jail from 1st block with 4F delay
* Combo from 1st hit with 4F delay
jack-81h10i12-2+6+9
jack-82,1,ufh, m10, 12i11, ,+1+6
* Recover in crouch
* Move can be delayed by 4F
* Input can be delayed by 14F
* Can cancel into Make Some Noise by pressing 1+2 (uf,n,1+2)
* Low crush 12
jack-8d+1sl5i10-5+6
*
* High crush 4
jack-8ws1+2,1+2,1+2m, m, l14, 12, 14i20, ,i27-23+6d
* Balcony Break
* Combos from 1st hit
jack-8FC.df+3+4m28i21-9+6g
* Balcony Break
* Shoulder
* Can be charged to power up
jack-8GMH.2+4t25i15!+6d
* Heat Engager
* Cannot Heat Dash
* Crouch Throw (Unbreakable)
* Alternate input d+2+4
* Gain GMC on Heat activation
jack-8d+2+4t25i12!+6d
* Heat Engager
* Cannot Heat Dash
* Crouch Throw (Unbreakable)
* Can be done from crouch
* Alternate input GMH.2+4
* Gain GMC on Heat activation
jin1,2h, h5, 12i10, i10-3+6
Jail from 1st attack with 4f delay
jin2,1h, m9, 9i10, i16~17-3+6
* Jail from 1st attack with 2f delay
* Same animation as df+1
jindf+2m12i16~17-9+6
* Balcony Break
* Enter Breaking Step -2 +13g r23 with df
* Chip damage on block
jindb+1sl5i10-5+6
* Transition to Standing with f
* +6c on crouching hit
* High crush 4~
jinb+1+2m20i23~24-12+6
Punch sabaki: balcony break and +34d (+26) on hit
* Parry state 3~10
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
jinb,f+2,1m, h15, 14i15~i16, i21-5+6+9
* Combo from 1st hit with 8f delay
* Input can be delayed 12f
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
jun1,2h, h5, 8i10, i16-3+6
* Jail from 1st attack with 2f delay
* Combo from 1st hit with 2f delay
* Transition to r16 SS with u_d (+1/-13, +10g/-4?)
** r16 when attacking in SS stance
** r30? when exiting SS stance
jundf+1,2m, h10, 12i13~14, i22~23-4+6+11
* Combo from 1st hit
* Interrupt with i4 from 1st block
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~
junub+1+2m!50i57~58+6a
Balcony Break
junIZU.1,2h, m7, 20i13~14, i24-13+6a+15a
* Spike
* Combo from 1st hit with 5f delay
* Input can be delayed 6f
kazuya1,1h, h5, 6i10, i15-1+6
* Jail from 1st attack with 3f delay
kazuya1,2,2~3h, h, m5, 8, 23i10, ,i23-9+6
Interrupt with i21 from 2nd block
kazuyad+1sl5i10-5+6
* Returns to standing when input F
* High crush 4~
kazuyab+3,1h, h15, 10i18, i12+0+6
* Jails
* Combo from 1st hit
kazuyaBT.d+1sl15i10-5+6
* High crush 1~
kazuyahFC.1sl5i10-5+6
* Transition to Standing with f
* +6c on crouching hit
* High crush 1~
king4h20i13-5+6+31a
* Knocks down on CH for dash OTG throw.
kingdf+3m17i14-9+6s
* Forces standing on hit.
* Tracks left side.
kingdf+4,3l, h10, 11i14~15, i22-5+6
* Combo from 1st CH
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+1s.l5i10-5+6
* High crush 4~
kingBT.1+4M!30i41~47+6d
* Unblockable mid attack.
* Low crush 8~
kuma2h10i10-1+6
kumaf+3+4L20i28~30-23+6a
* Unparryable (bug?)
* High crush 6~
kumad+1sl5i10-5+6
* Transition to Standing with f
* +6c on crouching hit
* High crush 4~
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
kumab+2,2m, m12, 15i15, i25-10+6
* Combo from 1st CH with 5F delay
* Move can be delayed by 13F
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
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
kumaSS.1+2m23i22~23-3+6c
* 9 chip damage
* Transition to +12 +3 HBS with D
kumaFDFA.1+2l10i14~16-12+6+6
* Transition to HBS
* Move is airborne, requires strong parry
* Reverse direction when performed in FDFT
kumaFUFA.1+2M15i17~19-2+6
* Transition to HBS (Cannot cancel)
* Reverse direction when performed in FUFT
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
kumaSIT.1,1l, l15, 13i21~22, i25~26-12+6
Combo from 1st CH
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
kunimitsu4,2h, h15, 13i12~13, i19~20+3+6
* Balcony Break (airborne)
* Weapon
* Jail from 1st attack with 1f delay
* Input can be delayed 1f
* Move cannot be delayed
* Low crush 15~25
* Floating state 26~28
kunimitsud+1m23i19+3+6+13c
* Spike
kunimitsub+1,1h, h8, 9i17, i12+5+6+11
* Combo from 1st hit
kunimitsub+1,1,1h, h, h8, 9, 10i17, ,i12+5+6+11
* Combo from 1st hit
* Combo from 2nd hit
kunimitsub+1,1,1,1h, h, h, h8, 9, 10, 12i17, ,i12+5+6+11
* Combo from 3rd CH
kunimitsub+1,1,1,1,1h, h, h, h, h8, 9, 10, 12, 14i17, ,i12+5+6+11
* Combo from 4th hit
* Combo from 3rd CH
kunimitsub+4M15i18~19-8+6
* Low crush 17~30
* Floating state 31~33
kunimitsuu+2L25i35~36-16+6+25a
* Weapon
* Cancel to r47 FC with D
* Low crush 10~27
* Floating state 28~30
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
kunimitsuSS.2m13i17~18-5+6+11
* Floor Break
* Weapon
* Sidestep adds 9f, effective startup i26~27
kunimitsuSET.4M13i18~19-8+6
Hits grounded but can miss when too close vs small bodies
larsf+1h10i13-5+6
larsf+1,2h, m10, 11i13, i12-5+6
* Transition to SEN
* Combo from 1st hit with 1F delay
* Input can be delayed by 1F
* Jails from 1st block
* Transition to standing with B (-8/+3)
larsf+2,1h, h10, 15i12, i13-5+6
* Combo from 1st hit
* Jails
* Transition to SEN
* Cancel SEN and transition to standing with input B (-6/+5)
larsdf+1,1m, h12, 12i13, i21-6+6
* Combo from 1st hit with 1F delay
* Input can be delayed by 1F
* Transition to r19? DEN with D (-2/+10)
larsdb+2,1m, m12, 8i15, i15~16-8+6
larsSEN.2L23i17~19-12+6c+27d
* Tornado
* High crush 1~
law1,1,2h, h, h5, 5, 12i10, ,i17-6+6
* Transition to DSS with F
** (-6 oB, +6 oH)
law1,2h, h5, 8i10, i12-3+6+6
* Jails from 1st attack
* Combos from 1st hit
law2h8i10+0+6
lawf+2h10i12+0+6
* Can route into:
** Rave War Combo (f+2,2,2), or
** Blazing Fist Combo (f+2,2,1+2)
* Alternate input DSS.f+2
lawdb+1sl5i10-5+6
* High crush 4~
lawuf+1h10i12-5+6
* Alternate input:
** Ki Charge~1
** b,B+2+3~1,3
law1+2+3+4~1h10i12-5+6
* Alternate input:
** uf+1
** b,B+2+3~1,3
lawBT.d+4l17i23-13+6c+26d
lawDSS.4l21i21-13+6c+38a
lawhFC.1sl5i10-5+6
* High crush 4~
lawf+2+3t35i12-2+6d
Throw break 1
lee2,1h, h10, 8i10, i15-5+6
* Transition to -5, +6 HMS with 3+4
* Combos from 1st hit
leef+4,3h, m13, 18i11, i21-8+6c+63a
* Transition to -4, +7c, +64a HMS with 4
* Combos on 1st hit CH
* Delayable
leedb+1sl5i10-5+6
* Transition to Standing with f
* +6c on crouching hit
* High crush 4~
leeb+1h9i14-0+6
leeb+1,1h, m9, 6i14, i20-5+6
* Transition to -1, +10g HMS with 3+4
* Cancel and transition to -5, +1 MS with F
* +6c on crouching hit
leeb+1:1h,m12,6i14,i20-5+6
* Transition to -1, +10g HMS with 3+4
* Cancel and transition to -5, +1 MS with F
* +6c on crouching hit
* Perfect Input not required during Heat
* Does not partially consume remaining Heat Time
* Heat Time is only consumed after the 2 followup
leeb+2,4h, h9, 16i14, i27-9+6
* Balcony Break
* Automatically transitions to HMS on hit or block
leeFC.1sl5i10-5+6
* Alternate input d+1, db+1
* High crush
leeHMS.1+2m,m10,15i15-5+6
* Transition to HMS -3 +8 with 3+4
leo1,2,1h, h, h5, 10, 16i10, ,i20~21-5~-4+6+9
Combo from 2nd CH
leo2,2h, m9, 20i11, i22-12+6
* Elbow
* Combo from 1st Hit
leo4h17i12-7+6+31a
leof+2h14i14~160~+2+6
leodf+3m22i17~19-9~-7+6a (-3)+27a (-9)
* Homing
* Balcony Break
leodb+1sl6i10-5+6
* High crush 4~
leoLTG.db+4,1,1+2L, m, m11, 27, 20i20~22, ,i15~16-15~-14+6a (-3)
* Balcony Break
* Shoulder
* Combo from 1st hit
** +27a (+17)
* 8 chip damage on block
* Partially consumes remaining heat time during heat
leoub+3M26i24~27+0c~+3c+6c+53a
* Low crush 9~
leouf+1h8i13-1+6
leows3,1,2M, m, h9, 9, 20i13~14, ,i24~25-9~-8+6d+31d (+23)
* Elbow
* Combo from 1st CH or 2nd CH
* Alternate input CD.3,1,2
leohFC.1sl5i10-5+6
* Transition to Standing with f
* +6c on crouching hit
* High crush 1~
leroydf+2m7i15~16-6+6
leroydf+3,1m, h14, 12i16, i16~17+0+6
* Combo from 1st hit
* Leads to 10-hit string
leroydf+4m14i13-6+6
Transition to HRM
leroyd+1sl5i10-5+6
* High crush
leroyd+1+2m21i17~18-4~-3+6c
* Heat Engager
* Heat Dash +5, +67a (+50)
lidiadf+4m12i15-4+6
lidiad+1m20i19~20-7c+6c+21d
Spike
lidiadb+1sl5i10-5+6
Transition to r24? with f
lidiab+2,3h, m14, 14i13, i22-10+6+63a
* Knee
* Combo from 1st hit with 7f delay
* Input 3 on frames 12~14 to add 3 damage
lidiab+4h21i16-3+6+31a
* Homing
* Balcony break on airborne or CH
lidiaOTG.d+1+2L24i18~19-13+6c
* Spike
* Power up based on Heaven and Earth level
* Regain recoverable health
lidiahFC.1sl5i10-5+6
* Transition to r25? with f
* Transition input can be delayed 16f
* High crush 1~
lili1,1,3h, h, M5, 16, 17i10, ,i20~21-15+6d+25a
* Combo from 1st CH
* Combo from 2nd CH with 6f delay
* Input can be delayed 6f
* Move can be delayed 5f
* Recovers 4f faster on hit
* Steel pedal
lilidb+1sl5i10-5+6
Transition to r24 with f
* High crush 4~
liliu+3+4M18i36~39-8~-5+6d
* Floor Break
* Transitions to attack throw on standing hit when at range 1.65 or closer (+10 damage, +39a)
* Low crush 5~37
* Floating state 38~40
liliFC.1sl5i10-5+6
* Transition to r24 with f
* High crush 1~
miary-zo4,4h, h12, 20i12, i29~30-13+6
* Jail from 1st attack
* Transition to BAO +6 r26 automatically on hit only
* Cancel BAO transition -13 +0 r32 with B
* Low crush 30~50
* Floating state 51~53
miary-zof+1+2,1+2,3+4m,m, m,m,m, m,m3,3, 3,2,2, 5,12,i14~15 i8~9, ,i16~17 i6~7-22+6a (-11)
* Balcony Break
* Jail from 1st attack with 1f delay
* Input can be delayed 1f
* Move cannot be delayed
* Low crush 19~28
* Floating state 29~31
miary-zodf+1,4m, m10, 17i13, i18~19-13+6+35a (+25)
* Knee
* Combo from 1st hit with 7f delay
* Input can be delayed 9f
* Move can be delayed 5f
* Transition to BAO +6 r24 automatically on hit only
* Cancel BAO transition -13 -6 +23a (+13) r36 with B
* Low crush 11~34
* Floating state 35~37
miary-zodb+2,4m, m10, 17i15, i22~23-13+6+35a (+25)
* Knee
* Combo from 1st hit with 9f delay
* Move can be delayed by 8F
* Transition to BAO +6 r24 automatically on hit only
* Cancel BAO transition -13 -6 +23a (+13) r36 with B
* Low crush 15~38
* Floating state 39~41
miary-zou+4m17i16~17-13+6+35a (+25)
* Knee
* Transition to BAO +6 r24 automatically on hit only
* Cancel BAO transition -13 -6 +23a (+13) r36 with B
* Low crush 9~32
* Floating state 33~35
miary-zouf+2,4h, m14, 20i17, i31~32 i5~6-11+6c
* Floor Break
* Combo from 1st hit CH
* Low crush 15~34
* Floating state 35~37
miary-zouf+3h,h,m6,6,12i18~19 i9~10 i9~10-7+6
* Balcony Break (airborne)
* Weapon
* Low crush 9~38
* Floating state 39~41
miary-zof,F+3m19i20~21-9+6
* Strong Aerial Tailspin
* Homing
* Balcony Break (airborne)
miary-zoMOR.1,4m, m14, 20i13, i22~23-13+6+35a (+25)
* Knee
* Combo from 1st hit with 10f delay
* Input can be delayed 10f
* Move can be delayed 7f
* Transition to BAO +6 r24 automatically on hit only
* Cancel BAO transition -13 -6 r36 with B
* Low crush 15~38
* Floating state 39~41
miary-zoMOR.4,3L, h10, 14i17, i22~23-13+6
* Balcony Break (airborne)
* Combo from 1st hit
ninad+4,1l, h6, 10i12, i24+0+6+11
* Combo from 1st CH with 6f delay
* Input can be delayed 9f
* Cancel to SS with D_U (-13/-2)
** Cannot block up to i21 on block?
ninab+3m10i18-6+6c
Spike
ninab+3+4h16i14~15-5+6
* Has good left sidestep tracking
ninaSS.4L14i20-14+6c
Sidestep adds minimum 9f, effective startup i29
* High crush 6~39
ninaqcf+4m15i14-8+6s
Knee
ninahFC.1sl5i10-5+6
* Transition to Standing with f
* +6c on crouching hit
* High crush 1~
ninaqcb,B+1+3t15i12+6c
* Unbreakable
* qcb,B+2+4
panda2h10i10-1+6
pandaf+3+4L20i28~30-23+6a
* Unparryable (bug?)
* High crush 6~
pandad+1sl5i10-5+6
* Transition to Standing with f
* +6c on crouching hit
* High crush 4~
pandadb+4l20i21~22-23+6+74a (+58)
* Tornado
* High crush 6~
pandab+2,2m, m12, 15i15, i25-10+6
Combos from 1st hit CH
pandau+1+2m24i18~23-8 / -7 HBS+6 / +7 HBS+8a / +9a
* Transition to HBS with input D or 3+4
* Low crush
pandaws1,2m, m13, 20i13~15, i18~19-13+6 (+20g)+18
* 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
* Wallsplat on CH
pandaSS.1+2m23i22~23-3+6c
* 9 chip damage
* Transition to +12 +3 HBS with D
pandaFDFA.1+2l10i14~16-12+6+6
* Transition to HBS
* Move is airborne, requires strong parry
pandaFUFA.1+2m15i17~19-2 (-2)+6 (+6)+6 (+6)
* Transition to HBS (Cannot cancel)
pandaSIT.1,1l, l15, 13i21~22, i25~26-12+6
Combo from 1st CH
paul2h8i10+0+6
paulf+4m24i22-5+6
* Heat Engager
* Heat Dash +5, +43d (+35)
* Homing
* Low crush 9~22
pauldf+3,4m, m14, 17i16, i21~22-10+6+59a
* Move can be delayed 14f
* Input can be delayed 14f
* Combo from 1st hit with 10f delay
pauldb+1sl5i10-5+6
* Transition to r24 standing with f
* High crush
paulws3M16i13~14-8+6
* Knee
paulDPD.df+2m10i14-10+6
* Balcony Break
* Effective minimum startup 24f
paulqcb+3,2L, m14, 20i18~19, i27~28-10+6
* Combo from 1st CH +20d (+13)
paulb+1+4t40i11-2+6d FUFA
* Throw break 1
* Side switch
* Transition to BT on hit
ravenf+2,3m, M10, 13i15~16, i21~22-9~-8+6c~+7c
* Spike
* Combo from 1st hit
* Can be delayed
* Can transition to r27 SZN at -9~-8/+6c~+7c with 3+4 or D
ravendf+1,4m, sm13, 25i14~15, i18~27-13+6c
* Balcony Break
* Spike
* Combo from 1st hit
* Available only on hit or block
* Forces tech backroll on hit
ravenH.df+1,4m, sm,sm13, 25,30i14~15, i18~27, i44~45-3~-2+6c
* Balcony Break
* Spike
* Combo from 1st hit
* Available only on hit or block
* Forces tech backroll on hit
ravendf+4,4m, M15, 16i15~16, i22~25-14~-13+6a
* Balcony Break
* Combo from 1st hit with 7f delay
* Input can be delayed 9f
* Move can be delayed 8f
ravend+1sl5i10-5+6
* Can recover standing with f
* High crush 4~
ravenb+2,2h, m12, 17i15~17, i22-3+6+8
* Elbow
* Combo from 1st hit with 7F delay
* Input can be delayed 13f
ravenb+4,4m, m13, 20i14~15, i17~19-8~-6+6c~+8c
* Spike
* Combo from 1st hit
ravenb+4,B+4~3,3+4m, L, m13, 11, 15i14~15, ,i26~30-25~-21+6a
* Combo from 2nd hit with 4f delay
* Input can be delayed 7f
ravenu+3h23i27~28+2+6~+7
* Strong Aerial Tailspin
* Chip damage on block
* Alternate input: ub+3
* Can be performed during CD (Shadow Sprint)
* Low crush 9~30
* Floating state 31~33
ravenuf+3+4,3+4m, m17, 15i23~25, i20~24-25~-21+6a
Can be performed during CD (Shadow Sprint)
ravenf,f,F+3m20i22~24+4~+6+6a
* Floor Break
* 6 chip damage on block
* Low crush 14~34
* Floating state 35~37
ravenFC.1sl5i10-5+6
Can recover standing with f
* High crush 1~
ravenBT.b+2m14i16~17-2~-1+6~+7
ravenBT.d+1sl5i10-5+6
* High crush 1~
ravenBT.f+1m18I16-8+6
* Balcony Break
* Transitions to throw on hit only
* Opponent recovers BT on hit
ravenBT.f+2m13i17~18-5~-4+6~+7
ravenBT.f+3m17i13~14-5~-4+6+14
* Knee
* Can transition to r45 BT at -8/+3/+11 with input B
ravenSZN.1,4h, sm12, 25i14~15, i18~27-13+6c
* Spike
* Balcony Break
* Combo from 1st hit
* Available only on hit or block
* Forces tech backroll on hit
ravenH.SZN.1,4h, sm,sm12, 25,30i14~15, i18~27, i44~45-3~-2+6c
* Balcony Break
* Spike
* Combo from 1st hit
* Available only on hit or block
* Forces tech backroll on hit
reina2,2,2h, h, m5, 5, 21i12, ,i29-6+6
* Transition to r29? WRA (-6/+6) with D
* Transition to WRA is safe (can be cancelled early enough with crouch dash)
* Combo from 2nd hit only if the 2nd hit connects on i15, otherwise no combo
* Input can be delayed 10f
* Move can be delayed 9f
* Interrupt with i11 from 2nd block
reinadf+4,2m, m14, 10i15, i18-8+6
* Transition to WRA r28 with D (-6/+8)
* Combo from 1st hit
reinad+1sl5i10-5+6
* Transition to Standing with f
* +6c on crouching hit
* High crush 4~
<Showing 2401-2800 of 6424 moves>