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mokujin

All Characters

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CharCommandHit levelDamageStartupBlockHitCounter hitNotes
kumadb+3l12i18-12+1
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+2m,m4,4i14~15-9+2~3
kumadb+1+2,1+2m,m, m,m4,4, 4,4i14~15, i15~16-110
kumadb+1+2,1+2,2m,m, m,m, m4,4, 4,4, 18i14~15, ,i20~21-15+22a (+12)
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
kumab+2m12i15-9+2
kumab+2,1m, h12, 14i15, i23-3+8
* Transition to HBS with input D or 3+4 (-4/+7)
* Transition to ROL with input F (-14/-3)
** Adds i28~31 SM projectile 5dmg attack during Heat (Consumes 120F of remaining Heat time)
*** +14~+17 or -6~-3 HBS or +1~+4 FC on block
*** +20~+23 or +0~+3 HBS or +7~+10 FC on hit
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+1+2h,m10,20i18~19 i12~13-8+13d
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Homing
* 12 chip damage
* Transition to HBS r36 with input D or 3+4 (does not shift when using Heat Dash)
kumab+1+4m!25i60~62+16a/+21a HBS
* Transition to HBS with input D or 3+4
kumab+1+4,f,fSM40i55~i130-20~+55+42a~+117a
* Projectile
* Hold F to extend attack
* Recovers in FUFT on hit or block
* If attack is extended to where you roll past the opponent, recovers in FUFA
* Floating state 55~147?
kumab+3+4m20i22~23-28+61a
* Alternate input: ws3+4
* Tornado
kumauf+2m20i28~30-6+30a+65a (+45)
* Balcony Break
* Homing
* Strong Aerial Tailspin
* Alternate input: ub+2 or u+2
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+4,3m, m20, 25i29~30, i20~21+7+21a (+14)
* Balcony Break
* Only connects on hit or block
* Recovers in FUFT
* Low crush
kuma1+2+3+4
kumab,f+2h26i15~17-5+17a (+8)+62a (+42)
* Balcony Break
* 10 chip damage on block
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
kumaqcf+2,2m, l15, 22i17~18, i33~34-18+21d
* Chip damage on block
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+2,1m, h12, 12i18~19, i18~20-10~-8+1~+3
* Combo from 1st hit
* Jail from 1st block
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+2,3m, h, M, L12, 12, 6, 5i18~19, ,i32~33-18-7
* Interrupt with i15 from 3rd 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+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
kumaFC.df+2,1,1+2,3,1+2,3+4,1+2,2,3m, h, M, L, M, m, m, m, h12, 12, 6, 5, 6, 6, 7, 6, 21i18~19, ,i26-21+34a (+24)
* Combo from 8th hit
* Interrupt with i8 from 8th block
* Can SSL/SSR and SWL/SWR from 8th block
kumaFC.df+2,1,1+2,3,1+2,3+4,1+2,2,3,1m, h, M, L, M, m, m, m, h, h12, 12, 6, 5, 6, 6, 7, 6, 21, 35 (24)i18~19, ,i47+11+10c
* Balcony Break
* Aerial combo (+14a (+7)) from 8th or 9th hit
* Forces tech backroll on hit
* Interrupt with i33? from 9th block
* Can SSL/SSR and SWL/SWR from 9th block
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
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.3sp
* Transition to FUFA
* Alternative input: HBS.4 (HBS.3 is into background, HBS.4 is into foreground)
* Floating state 1~36
kumaHBS.b,bsp
* Alternate input: SIT.B
* Transition to r12 HBS with input D or 3+4 at frame 35
kumaHBS.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)
kumaHBS.d+3+4sp
* Transition to FDFA
kumaHBS.f,fspi26~i31+14~+19+20~+25
* Transition to ROL
** Can transition to r20? HBS with D or 3+4
** Can transition to r13? FC
* Becomes SM projectile 5dmg attack during Heat (Consumes 120F of remaining Heat time)
** +14~+19 or -6~-1 HBS or +1~+6 FC on block
** +20~+25 or +0~+5 HBS or +7~+12 FC on hit
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
kumaROL.1h31i15~16+4+35d (+27)
* Balcony Break
* Tornado
* Guard Break during Heat
* Power up during Heat: +13 on block guard break (Uses 240F of remaining Heat time)
kumaROL.2m21i17~19-17+28a (+18)
kumaROL.3l20i18~26-18+33a
Recovers in FUFT
kumaROL.4M20i26~30+7+26a
Recovers in FUFT
kumaROL.1+2SM22i10~40-30+45a
* Recovers in FUFT on hit
* Recovers in off axis FUFT on block
kumaSIT.1l15i21~22-12+4+9
kumaSIT.1,1l, l15, 13i21~22, i25~26-12+6
Combo from 1st CH
kumaSIT.2m18i19~21-12+73a (+57)
* Tornado
kumaSIT.3+4M20i25-12 / -10 ROL-4a / -2a ROL
* Transition to ROL with input SIT.F
kumaSIT.fspN/A / i26~i31 Heat+1~+6 / -6~-1 HBS+7~+12 / 0~+5 HBS
* Alternative input: FC.3+4 or FDFA.f
* Transition to ROL
* Transition to HBS with input ROL.D or ROL.3+4
* Transition to FC with no input
* Becomes special mid attack during Heat (Uses 120F of remaining Heat time)
kumahFC.1+2spi26~i31+1~+6+7~+12
* Transition to ROL
* Becomes SM projectile 5dmg attack during Heat (Consumes 120F of remaining Heat time)
** +14~+19 or -6~-1 HBS or +1~+6 FC on block
** +20~+25 or +0~+5 HBS or +7~+12 FC on hit
* Can be done from Crouch Level 1
* Floating state 1~31
kuma1+3th(h)35i12~14-3+1
* Throw break: 1 or 2
* Opponent status on hit: FUFT
kuma2+4th(h)35i12~14-6+1
* Throw break: 1 or 2
* Opponent status on hit: FUFT
* Side switch on hit
kumaBack throwth(h)70i12~14+1
* Throw break: none
* Opponent status on hit: FUFA
kumaHBS.f+1+2th(h)30i26~27-2d
* Removes Recoverable Health
* Spike
* Throw break: none
* Opponent status on hit: FUFA
* Panda: Reduced attack range and vertical hitbox (does not hit as high)
kumaLeft throwth(h)50i12~14-3+1
* Throw break: 1
* Spike
* Opponent status on hit: FUFT
kumaRight throwth(h)40i12~14-3+1
* Throw break: 2
* Opponent status on hit: FUFT off axis
kumahcb,f+1+2th(h)50i11+0+5
* Throw break: 1+2
* 60 dmg if opponent hits the wall
* Opponent status on hit: FUFA
* Side switch on throw break and hit
kumauf+1+2th(h)35i12~140+26d (+7)
* Throw break: 1+2
* Balcony Break
* Opponent status on hit: FUFT
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
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
kunimitsuH.db+1+2M,M10,15i18~19,i18-9+59a (+43)
* Weapon
* Tornado
* Instant Tornado on normal hit
* Consumes 600F? of remaining Heat Time
* 5 chip damage on block
* Low crush
kunimitsuH.u+1+2m,m,m8,10,20i16,i9,i20+5+25a (+1)
* Weapon
* Balcony Break
* Recovers in BT
* Consumes 300F? of remaining Heat Time
* 7 chip damage on block
* Low crush
kunimitsuH.2+3m,t50i14~15+3-5d
* Balcony Break
* Heat Smash
* Transition to attack throw on hit
* 10 chip damage on block
* Low crush
kunimitsu1h5i10+1+8
Recovers 2f faster on hit or block (t27 r17)
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
kunimitsu1,1,2h, 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
kunimitsu1,2h, h5, 8i10, i12-3+7
* Jail from 1st attack with 2f delay
* Move can be delayed 2f
kunimitsu1,2,2h, h, h5, 8, 10i10, ,i20~21-12+5
* Balcony Break (airborne)
* Weapon
* Combo from 1st hit
* Transition to BT with B
kunimitsu1+3+4
kunimitsu2h12i12-5+1
* Weapon
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
kunimitsu2,2,2h, m, h12, 14, 16i12, ,i18~19-9+2
* Weapon
* Combo from 2nd CH with 4f delay
* Input can be delayed 4f
* Move is delayed 7f
* Enter SET -4 +7 r27 with F
kunimitsu2,2,2,2h, m, h, h12, 14, 16, 16i12, ,i15~16-6+3
* Balcony Break (airborne)
* Weapon
* Combo from 3rd hit with 5f delay
* Combo from 2nd CH
* Input can be delayed 5f
* Move cannot be delayed
kunimitsu3h17i16~17-7+7
* Homing
* Balcony Break (airborne)
kunimitsu3,4h, h17, 21i16~17, i25~27-5+20a+46a
* Balcony Break (airborne)
* Combo from 1st hit with 10f delay
* Input can be delayed 10f
* Move cannot be delayed
kunimitsu4h15i12~13-9-3
kunimitsu1+2
* Actionable after 17f
* Transition to r22 BT with B
* Transition to r14 SET with F
kunimitsu2+3+4
kunimitsuf+2h12i13-9+2
kunimitsuf+2,3h, h12, 20i13, i16~18-6+20a (+11)
* Combo from 1st hit with 8f delay
* Input can be delayed 8f
* Move can be delayed 3f
kunimitsuf+3
* Transition to r16 FC with D
* Cancel to r25 with B (can block mids or highs on frame 12~)
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+1,3m, h10, 20i13~14, i21-9+5+44a (+34)
* Tornado
* Combo from 1st Ch with 4f delay
* Input can be delayed 9f
* Move can be delayed 8f
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
kunimitsudf+3+4m,m8,12i17~18 i7~9-2+5
* Floor Break
* Can hit grounded when off-axis
* Floating state 10~24
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+3L11i16~17-14-3
kunimitsud+3,4L, h11, 12i16~17, i21~22-9+0
* Combo from 1st CH with 7f delay
* Input can be delayed 7f
* Move can be delayed 6f
kunimitsud+3,4,1L, h, sm,t11, 12, 10,28i16~17, ,i26~37-13-4d
* Weapon
* Combo from 2nd hit with 1f delay
* Combo from 1st CH
* Input can be delayed 1f
* Move cannot be delayed
* Recovers 12f faster on block
* Transitions to attack throw automatically on hit
* 15 scaled damage on attack throw
kunimitsud+3,4,1,FL, h, sm,t, sm,t11, 12, 10,28, 10,28i16~17, ,i26~37-13-4d
* Weapon
* Combo from 2nd hit with 1f delay
* Combo from 1st CH
* Input can be delayed 1f
* Move cannot be delayed
* Recovers 12f faster on block
* Transitions to attack throw automatically on hit
* 15 scaled damage on attack throw
* Side switch on hit
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
kunimitsudb+4L13i17-12+0+8
kunimitsub+1h8i17+1+7+12
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+1,1,1,1,1,1h, h, h, h, h, h8, 9, 10, 12, 14, 16i17, ,i12-72-71-66
* Combo from 4th hit
* Combo from 3rd CH
kunimitsub+1+3m!25i19~20+3a
* Spike
* Parry mid and high punches and kicks
* Parry state 5~12
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+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
kunimitsub+1+2m,t13,25i15~16-7-3a
* Balcony Break (airborne)
* Transitions to attack throw on grounded hit automatically
* Does not transition on BT hit
* Hit vs BT +9
kunimitsub+3+4
Actionable after 20f
kunimitsuuf+1h,t22,20i16~27+31a (+26)
* Tornado
* Weapon
* Only hits airborne opponents
* Transitions to attack throw on airborne hit
* Does not transition on BT hit or after Tornado
* Hit vs BT or after Tornado +15a (+8)
* 25 total scaled damage
kunimitsu1+2+3+4
* Can't block for 5 seconds
* CH state on your next attack for 5 seconds ''(Tekken 7 and prior games)''
* 10% damage increase on the next attack for 5 seconds ''(Tekken 8 season 2 patch onward)''
* Attacks taken will be CH for 5 seconds
kunimitsud,df,f+1sm,t10,28i15~26-13-4d
* Weapon
* Bufferable
* Block advantage is always -13
* Transitions to attack throw on hit
* 25 total scaled damage
kunimitsud,df,f+1,Fsm,t10,28i15~26-13-4d
* Weapon
* Bufferable
* Block advantage is always -13
* Transitions to attack throw on hit
* 25 total scaled damage
* Available on hit only
* Side switch on hit
kunimitsud,df,f+2M24i13~14-12c+8a
* Balcony Break
* Spike
* Weapon
* Bufferable
* Chip damage on block
* Hit vs BT +3d
kunimitsuf,f,F+2h,t20,20i15~17+6+0d
* Balcony Break (airborne)
* Weapon
* Transitions to attack throw on front standing hit
* Chip damage on block
* Side switch on hit
* Hit vs Side +15a
* Hit vs BT +15a (+6)
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
kunimitsuws4m15i11~12-6+5
kunimitsuSS.2m13i17~18-5+6+11
* Floor Break
* Weapon
* Sidestep adds 9f, effective startup i26~27
kunimitsuSS.2,1+2m, M,M13, 10,20i17~18, i22~23 i9~10-12+5c
* Floor Break
* Weapon
* Combo from 1st hit CH
* Sidestep adds 9f, effective startup i31~32
* Move is delayed 1f
kunimitsuBT.1h10i11-8+8
* Elbow
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.1,2,2h, 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.1,3h, 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.1,4h, h10, 20i11, i21+3+15d
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Combo from 1st hit with 8f delay
* Input can be delayed 8f
* Move can be delayed 4f
* Forces tech backroll on hit
* 4 chip damage on block
kunimitsuBT.1+2m,m10,15i14 i10~11-2+7
* Balcony Break (airborne)
* Weapon
kunimitsuBT.3+4m!25i19~20+3a
* Spike
* Parry mid and high punches and kicks
* Parry state 5~18
kunimitsuBT.f+1+2m21i16~17-13+54a
* Tornado
* Balcony Break (airborne)
* Weapon
* Hit vs BT +9a (+0)
kunimitsuCH.SET.2m,t20,10i12+55a (+48)
* Weapon
* Attack Throw
* Instant tornado
kunimitsuKAT.1h12i11-7+4
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.4,2L, h16, 23i22~28, i23~24-9+15a (+6)
* Strong Aerial Tailspin
* Balcony Break
* Weapon
* Combo from 1st CH with 2f delay
* Input can be delayed 2f
* Move cannot be delayed
kunimitsuKAT.1+2h!20i24~36+0d~+12d
kunimitsuSET.1h8i10~11-1+8
* Elbow
kunimitsuSET.1,2h, h8, 13i10~11, i17~18-6+8
* Weapon
* Combo from 1st hit with 12f delay
* Jail from 1st attack with 3f delay
* Input can be delayed 12f
* Move can be delayed 10f
* Transition to BT with B
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.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.1+2m,m8,18i15 i18-5+22a (+12)
* Heat Engager
* Heat Dash +5, +45a (+35)
* Balcony Break
* Weapon
kunimitsuSET.1+4i15
kunimitsuSET.B
* Cancels to standing block (blocks at frame 12)
kunimitsuSET.uf+1+2i16
kunimitsu1+3t35i12~14+0+0d
* Throw break: 1 or 2
* Opponent recovers in FUFL.
kunimitsu2+4t35i12~14+0-3d
* Floor Break
* Throw break: 1 or 2
* Side switch
* Opponent recovers in FDFA.
kunimitsuBT.1+4t45i12~14+0-5d
* Throw break: 1+2
* Opponent recovers in FDFA
kunimitsuBack Throwt50+0d
* Unbreakable
* Opponent recovers FDFT
kunimitsuLeft Throwt40-3-2d
* Throw break: 1
* Opponent recovers FUFA
kunimitsuRight Throwt40-3+0d
* Throw break: 2
* Randomly side switches
* Opponent recovers FDFT or FDFR on side switch
kunimitsuf+1+4t38i11-3 BT+0d
* Throw break: 1
* Side switch
* Kunimitsu and the opponent recover in BT on break
* Opponent recovers in FUFA
* SET.1+4: i15 (t43 r28)
kunimitsuuf+1+2t40i12+0+0d
* Throw break: 1+2
* Side switch
* Opponent recovers in FDFT
* SET.1+4: i16 (t44 r28)
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
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
larsH.SS.2m,SM20,10i16~17, i8+6c+27d
* 6 chip damage on block
* Consumes 270F of remaining heat time
larsH.f+3+4sm5i18~24+5+10
* Transition to SEN
* Uses 300F of remaining heat time
* Only deals recoverable damage
larsH.2+3m,M55i18~19, i38~41+12c+0 / +81a
* Heat Smash
* Spike
* Transition to 30dmg attack throw on 1st hit (+0)
* +81a 25dmg 2nd hit on 1st block or whiff
* Transition to r30 DEN on block or whiff (+12c/+81a)
* Transition to r37 standing on block (+10c/+79a) or whiff with input B
* 7 chip damage on block
lars1h5i10+1+8
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
lars1,2h, h5, 9i10, i10-3+8
* Combo from 1st hit with 4F delay
* Jail from 1st block with 4F delay
lars1,4h, l5, 10i10, i22-12+1
* Combo from 1st CH with 2F delay
* Transition to LEN with input D (-12/+3)
lars2h10i10+0+8
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
lars3h16i15-17+0
* Transition to LEN with input D (-11/+6)
lars4h27i17~18-7+18 (+9)
* Balcony Break
lars3+4m22i17~18-8+17d
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
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+1,2,3h, m, m10, 11, 20i13, ,i24-5+22c+49a
* Balcony Break
* Combo from 2nd hit CH
* Transition to DEN
* Cancel DEN and transition to standing with input B (-12/+41d (-17)/+42a)
* Forces tech backroll on hit
** Opponent recovers crouching
larsf+2h10i12-6+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)
larsf+2,4h, h10, 22i12, i18~19-12+15 (+6)
* Balcony Break
larsf+3sp
* Transition to DEN
* Stance moves can be delayed by 19F
larsf+4m12i17-9+7
* Knee
larsf+4,1m, m12, 8i17, i21~22-9+2
Combo from 1st CH
larsf+4,1,2m, m, m12, 8, 8i17, ,i12-10+2
Combo from 2nd hit
larsf+4,1,2,1m, m, m, m12, 8, 8, 20i17, ,i24~25-14+19 (+9)
* Balcony Break
* Combo from 3rd CH
larsf+1+2m20i15~16-13+28
larsf+1+4m28i13~14-18+18 (+8)
* Balcony Break
* Shoulder
larsdf+1m12i13-3+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)
larsdf+1,1,3m, h, m12, 12, 25i13, ,i25~26-12+15c
* Balcony Break
* Combo from 2nd CH with 9F delay
* Move can be delayed by 10F
* Input can be delayed by 14F
* Forces tech backroll on hit
larsdf+1,3m, m12, 20i13, i24-12+13a (+4)
* Balcony Break
* Combo from 1st CH with 1F delay
* Input can be delayed by 1F
larsdf+2m15i14-3+9+13c
* Elbow
* Transition to SEN
* Transition to standing with B (-11/+1/+5c)
larsdf+3m15i16-11+8
* Transition to DEN with input D (-4/+15)
larsdf+4m16i15~16-8+2
larsd+2m17i18~19+0c+8c+30d
* Spike
* Elbow
* Transition to FC with input D
larsd+3l8i15-14-3
larsd+3,1l, h,h8, 4,10i15, i19,i18-7+4
* Combo from 1st hit CH
larsd+3,1(wall stun)l, h,h, m8, 4,10, 27i15, ,i35~36-3a (-15)
* Spike?
larsdb+1,3l, h9, 10i17, i19-12-1
* Combo from 1st hit
* -31 on 1st block
* Transition to LEN with input D (-31/-12/+3)
larsdb+2m12i15-8+3
* Transition to SEN with input F (-5/+6)
larsdb+2,1m, m12, 8i15, i15~16-8+6
larsdb+2,3m, m12, 15i15, i19-13+8
* Tornado
* Wall Crush +20g on hit
* Input can be held to power up and deal more chip damage on block
* Input can be delayed by 5F? from 1st?
larsdb+2,3*m, m12, 25i15, i51+13+24d (+14)
* Tornado
* Balcony Break
* Input can be partially held from i? to i?
* 10 chip damage on block
larsdb+1+2m12i26-13+8
* Transition to DEN with input D (-6/+11)
* Backsway
larsb+1m17i15~17-9+4+14a (+5)
* Homing
* Balcony Break on CH
larsb+2m12i15-7+4
larsb+2,1m, m12, 17i15, i15-10+4+32a
* Combo from 1st hit with 15F delay
* Move can be delayed by 10F
* Input can be delayed by 15F
larsb+2,3m, h12, 21i15, i18-8+38d (-20)
* Balcony Break
* Tornado
* Combo from 1st hit with 5F delay
* Move cannot be delayed
* Input can be delayed by 5F
larsb+3m14i17-12+4
* Transition to SEN with input F (-5/+11)
larsb+3,4m, h14, 20i17, i23~24-8+19 (+10)
* Balcony Break
larsb+4m23i15-8+8
Knee
larsb+4,1+2m, th23, 15i15, 0
* Available on b+4 frontal standing hit
larsb+1+2m,m4,20i21~22,i8~9-9+9
* Balcony Break
* Homing
* Can evade jabs from range
larsub+1+2m!45i84~85+61a
larsuf+1m,m10,20i15,i25-12+3
* Cancel 2nd hit -12 -5 with B
* Transition to LEN +3 on hit only with D
larsuf+3+4,1+2sp, t40,i9~11+1
* Throw break: 1+2
lars1+2+3+4sp
larsf,F+2M20i21~22-13+35a
* Tornado
* Transition to SEN on hit with input F (+37a)
** Switches sides
larsf,F+4l12i21-31+5
larsf,F+4,2l, h12, 15i21, i24-7+11
Cannot cancel DEN transition (cannot block i36 moves?)
larsf,F+4,3l, m12, 20i21, i28-16-3
larsf,F+1+2m20i16~17-9+14 (+5)+59a (+39)
* Elbow
* Balcony Break
* 4 chip damage on block
larsf,n,b+2m10i14-120
larsf,n,b+2,1m, m10, 10i14, i16-18+47a (+39)
larsuf,n,4m20i23~25-13+32a (+22)
* Low crush
larsf,f,F+1h23i18~20+4+36a
* Balcony Break
* 9 chip damage on block
* Transition to t51? r33? standing with B (+2/+34a)
* Effectively homing?
* Unparryable (bug?)
larsws1m16i15~16-12+38a
* Tornado
* Transition to SEN with F on hit (+36a)
** Switches sides
larsws2m13i13~14-8+3
* Transition to DEN with D (-12/-1)
** Retreats during stance transition
* Transition to SEN with F (-5/+6)
larsws2,1m, m13, 17i13~14, i23~24-12+2c+4d
* Combo from 1st hit
larsws2,3m, h13, 20i13~14, i20-15-3
* Combo from 1st hit
* Transition to LEN with D (-11/+6)
larsws3h30i200+21 (+15)
* Transition to LEN with input D (+4/+26a (+20))
larsws4m16i11~12-6+5
larsSS.2m20i16~17-7+22d
* 4 chip damage on block
larsFC.df+2m19i15~16-8+5+63a
lars(airborne).DEN.2+4
larsDEN.1h14i11~12+1+8
* Elbow
* Transition to SEN with input F (-3/+4)
larsDEN.1,2h, h14, 20i11~12, i14~15-6+21c
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Jail from 1st block
* Combo from 1st hit with 6F delay?
* Move cannot be delayed
* Input can be delayed by 6F
* Forces tech backroll on hit
larsDEN.2M17i17~19-7+7+62a
* Transition to Avalanche Flip on hit or CH with input UF (+9/+64a)
* Jab evasion
larsDEN.2+4
larsDEN.4l14i23~25-12+1
* Transition to LEN with input D (-12/+3)
larsDEN.1+2h24i12~13-1+29a
* Tornado
* Balcony Break
* 4 chip damage on block
larsDEN.3+4L21i22~23-14-3+5c
* Transition to SEN with input F (-7/+4/+12c)
larsDEN.Bsp
* Transition to DEN
* Can only performed on first DEN transition starting with frame 17
* Stance moves can be delayed by 19F
larsSEN.1m26i12~13-9+23a (+13)
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
larsSEN.4h19i17~18+4+31a
* Strong Aerial Tailspin
* Homing
* Balcony Break
* 7 chip damage on block
larsSEN.Bsp
* Transition to DEN
lars(airborne).f,f,F+2+4t31 (21)i110
* Throw break: none
* Opponent status on hit: FUFT
lars1+3t35i12~14-3+1
* Spike
* Throw break: 1 or 2
* Opponent status on hit: FUFA
lars2+4t35i12~14-30
* Throw break: 1 or 2
* Opponent status on hit: FDFT perpendicular
* Side switch on hit
larsBack throwt50i12~140
* Throw break: none
* Opponent status on hit: FDFT
larsLeft throwt40i12~14-30
* Throw break: 1
* Opponent status on hit: FUFT
larsRight throwt40i12~14-3+1
* Throw break: 2
* Opponent status on hit: FUFA
larsf,f,F+2+4t40i11-30
* Throw break: 1+2
* Opponent status on hit: FDFA
larsuf+1+2t35i12~14-30
* Throw break: 1+2
* Opponent status on hit: FUFT
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
lawH.1+2-8~-7+30a+66a (+50)
* Tornado
* Weapon
* Consumes 240F remaining Heat Time on block or whiff
* Alternate input DSS.1+2
lawH.uf+2h21i19~20+4+21d
* Weapon
* Strong Aerial Tailspin
* Balcony Break
* Consumes 120F of remaining Heat Time
* 4 chip damage
lawH.2+3m,t24,4,5,5,5,7 (50)i14+11g+5
* Heat Smash
* Balcony Break
* Transitions to DSS on block
* 8 chip damage on block
law1h5i10+1+8
Recovers 2f faster on hit or block (t27 r17)
law1,1h, h5, 5i10, i18-8-6+6
* CH frames also apply to combo from 1st CH
law1,1,1h, h, m5, 5, 20i10, ,i20-12+15c
* Heat Engager
* Heat Dash +5, +43d (+35)
* Combos from 1st or 2nd hit CH
* Balcony Break
* Forces tech backroll on hit
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
law1,2,2h, h, m5, 8, 10i10, ,i20-8+4+4
Combos from 1st hit CH
law1,2,2,2h, h, m, h5, 8, 10, 15i10, ,i13-9+4+9d
* Combos from 1st or 3rd hit CH
* Delay-able
* Transition to DSS with F
** (-4 oB, +9g oH, +14d CH)
law1,2,2,1+2h, h, m, m5, 8, 10, 23i10, ,i19-13+5a (-4)
Balcony Break
law1,2,3h, h, m5, 8, 10i10, ,i15-5+13g
* Wall Crush +24g on hit
* Knee
* Combos from 1st hit CH
* Jails from 1st attack
law1,2,uf+3,4h,h,Special,M20i15-12+31a (+21)
law2h8i10+0+6
law2,2h, m8, 10i10, i20-8+4
Delay-able
law2,2,2h, m, h8, 10, 10i10, ,i13-9+4+9d
* Combos from 2nd hit
* Transition to DSS with F
** (-4 oB, +9g oH, +14d)
law2,2,1+2h, m, m8, 10, 20i10, ,i19-13+5a (-4)
* Balcony Break
* Combos from 2nd hit CH
* Delay-able
law2,b+2h, h8, 8i10, i17-4+7
* Elbow
* Combos from 1st hit
* Delay-able
law2,b+2,1h, h, h8, 8, 8i10, ,i23-3+3
* Combos from 2nd hit CH
* Delay-able
law2,b+2,1,2h, h, h, m8, 8, 8, 21i10, ,i20-3+20a+55a
* Combos from 3rd hit CH
* Delay-able
* Transition to FC with D
law3h12i12-9+2
law3,3h, m12, 17i12, i27-14-3+53a (+22)
* Combos from 1st hit CH
* Delay-able
law3,4h, h12, 20i12, i22-10+19a (+10)
* Combos from 1st hit
* Balcony Break
law4h15i13-9+7+7s
law4,3h, h15, 12i13, i18~19-8+1
* Combo from 1st hit
* Airborne combo from 1st CH (+24a (+17))
* Transition to DSS with F (+7/+16g/+39a (+32))
law4,3,4h, h, h15, 12, 14i13, ,i20-6-1+31a (+24)
* Airborne combo from 1st CH (+31a (+24)/+44a (+37))
* Transition to DSS with F (+7/+12g/+43a (+33))
law1+2M20i16~17-13~12+12a (+5)+66a (+50)
* Tornado
* Weapon
* Partially uses remaining Heat Time in heat
* Instant Tornado on CH
law2+3+4
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
lawf+2~1m24i19~20+4+30a (+4)+54a
* Balcony Break
* 4 chip damage on block
* Transition to DSS with F (+6/+32a (+6)/+56a)
* Alternate input DSS.f+2~1
lawf+3m12i18-10+1
lawf+3,1m, m12, 15i18, i20-2+8
* Transition to DSS with F
** (+3 oB, +13g)
lawf+1+2m20i20+3c+8c+55a
Transition to FC with D
lawdf+1m10i13-1+5
First hit of Law's 10 String
lawdf+1,2m, h10, 24i13, i20~21-8+9
* Weapon
* Balcony Break
* Strong Aerial Tailspin
* Combo from 1st hit with 2F delay
* Powered up in Heat
* Move cannot be delayed
lawdf+1,3m, l10, 6i13, i20-16-5
* Combos from 1st hit
* Links to 10-hit combo
lawdf+1,3,2m, l, m10, 6, 6i13, ,i28-12-1
Combos from 1st hit
lawdf+1,3,2,2,3,3,3,4,4,4
First 3 hits are a natural combo
lawH.df+1,2m, h10, 27i13, i20~21-5+16a (+7)
* Weapon
* Balcony Break
* Strong Aerial Tailspin
* Combos from 1st hit
* Consumes 120F of remaining Heat Time
lawdf+2m12i15-7+34a (+24)
lawdf+4m15i13-8+3
lawd+1,3l, h15, 21i19~20, i24-9+20a (+11)
* Balcony Break
lawd+2,3sl, m8, 21i11, i23-15+30a (+20)
* Combos from 1st hit CH
* Tornado
lawd+3l8i16-14-3
Transition to FC with D
lawd+3,3l, h8, 17i16, i16-7+20a+46CS
* Combos from 1st hit CH
* -30 on block from 1st block
* Delay-able
lawd+4l7i15-11+0
lawd+1+2
* Enters DSS
* Transition to Slide Step with DF
lawdb+2m15i14-4+7
* Elbow
lawdb+2,4m, M15, 25i14, i33-15+1d
Transition to FUFA with D
* Low crush
lawdb+3l15i17-13+3c+13g
lawdb+4,4l, m20, 27i26, i37-8+30a (+12)
* Low crush
lawdb+1+2m,h,m8,8,8i17-4+7
* Transition to DSS
** Reduced input window for blue spark moves (input f+1_3_4 on frame 2 of DSS only)
lawdb+1+2,1m,h,m, m8,8,8, 28i17, i22-16+16d (+6)
* Balcony Break
* Combo from 3rd CH
lawb+1m12i14-9+2
* Transition to DSS with F
** (-4 oB, +7 oH)
lawb+1,2m, m12, 12i14, i19-12+2
* Combo from 1st hit with 11F delay
* Move can be delayed by 14F
* Transition to DSS with F
** (-10 oB, +4 oH)
lawb+1,2,2m, m, m12, 12, 22i14, ,i18-14+12a (+5)
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Combo from 1st or 2nd hit CH with 12F delay
* Move can be delayed by 8F
* Input can be delayed by 16F
lawb+1+3+7
* Transition to DSS on successful parry with F to be +20g (i14? guaranteed followups)
* Parry state 5?~11?
lawb+2m12i16-8+4
lawb+2,1m, m12, 16i16, i26-15+11a
* Tornado
* Balcony Break
* Combos from 1st hit CH
lawb+2,2m, h12, 15i16, i13-9+4+9d
* Combos from 1st hit
* Delay-able
* Transition to DSS with F
** (-4 oB, +9 oH, +14d CH)
lawb+2,3m, l12, 10i16, i23-12-1
Delay-able
lawb+2,3,4m, l, m12, 10, 23i16, ,i23-7+36a (+26)
* Tornado
* Combos from 2nd hit CH
* Delay-able
* Transition to DSS with F
** (+5 oB, +48a (+38) oH)
lawb+2,3,d+4m, l, l12, 10, 23i16, ,i34-37+11a
Delay-able
* High crush
lawb+3m27i23-12+17a (+8)
* Homing
* Balcony Break
* Transition to BT with B
** (-11 oB, +18a (+9) oH)
lawb+4m13i14-7+3
* Homing
* Transition to BT with B
** (-4 oB, +6 oH)
lawb+4,3m, h13, 21i14, i32-5+24a (+15)
* Balcony Break
* Combos from 1st hit
lawub+1,1+2,2h,h,h,h3,3,3,25i12,i6,i6,i13-14+28a (+13)
* Combos from 1st CH
* Jails from 1st to 4st attack
* Last hit delay-able
* Frame data for 1st, 2nd and 3rd hits:
** (-9 oB, -3 oH)
lawub+2h17i15-12+9
lawub+3,4M20i15-12+31a (+21)
lawub+1+2h20i16~17+1+16g
* Balcony Break
* Homing
* Jab evasion
lawu+4m12i15-13+19a (+9)+33a (+23)
* Low crush
lawUF+4,3m, m23, 16i18, i19-14+78a (+62)
* Combos from 1st hit
* Tornado
* 2nd hit Instant Tornado
** (+68a (+52) oH)
* Alternate input
** UB+4,3 U+4,3
** FC.ub+4,3 FC.u+4,3 FC.uf+4,3
* Low crush
lawuf+1h10i12-5+6
* Alternate input:
** Ki Charge~1
** b,B+2+3~1,3
lawuf+1,3h, l10, 10i12, i19-13-1
* Combos from 1st hit
* Alternate input:
** Ki Charge~1,3
** b,B+2+3~1,3
lawuf+2h21i19~20-1+9+21d
* Weapon
* Strong Aerial Tailspin
* Balcony Break
* 4 chip damage
law1+2+3+4
law1+2+3+4
law1+2+3+4,2h22i14+1+15a+50a
* Balcony Break
* 6 chip damage on block
law1+2+3+4~1h10i12-5+6
* Alternate input:
** uf+1
** b,B+2+3~1,3
law1+2+3+4~1,3h, l10, 10i12, i19-13-1
* Combos from 1st hit
* Alternate input:
** uf+1,3
** b,B+2+3~1,3
law(While down, facing up) 1+2+3+4
lawb,B+2+3m!60i78+0d
Can cancel and transition to DSS with b,b
lawf,F+2m12i14~16-6+2+7
lawf,F+2,1m, h12, 12i14~16, i22~23-4+2
* Combo from 1st hit with 8F delay
* Combo from 1st CH with 13F delay
* Move can be delayed by 17F
* Input can be delayed by 19F
lawf,F+2,1,3m, h, m12, 12, 23i14~16, ,i28~30-13+11a
* Balcony Break
* Combo from 2nd hit CH with 1F delay
* Move can be delayed by 17F
* Input can be delayed by 18F
lawf,F+2,3m, h12, 20i14~16, i16-14+11c
* Tornado
* Balcony Break
* Jail from 1st block with 6F delay
* Combo from 1st hit with 13F delay
* Move can be delayed by 11F
* Input can be delayed by 13F
* Forces tech backroll on hit
lawf,F+2,f+1+2m, m12, 24i14~16, i31~32+4+30a (+4)+54a
* Combo from 1st CH with 4F delay
* Transition to DSS with F (+6/+32a (+6)/+56a)
* 4 chip damage on block
* Move can be delayed by 17F
* Input can be delayed by 19F
lawuf,n,4m20i19-15+30a (+20)
* Low crush
lawws1m10i13-7-1
* Transition to DSS with F
** (-5 oB, +1 oH)
lawws1,2m, h10, 25i13, i16-9+14c
* Balcony Break
* Delayable
* Forces tech backroll on hit
lawws2m20i15-18+31a (+21)
lawws3h16i16+16g+18
* Transition to DSS
lawws4m14i11-4+4+5
* Transition to +4, +12, +13 DSS with F
lawws4,3m, m14, 23i11, i27-14+68a (+52)
* Tornado
** Combos from 1st hit CH
* Low crush
lawws3+4m30i14-21+0a (-17)
Balcony Break
* Low crush
lawss2m23i18+0+16d (+6)
* Balcony Break
* 4 chip damage on block
lawss3l17i18-13+7+16c
* Transition to DSS on hit
lawss3+4m,h9,10i15-12+63a (+43)
Balcony Break
* Low crush
lawFC.UF+3+4m30i46~49-4+17a (+7)
* Low crush
lawFC.df,d,df+3l17i16~20-23+13
* Alternate input df+3 in Slide Step
lawBT.1h7i10+1+8
Can route into the same strings as his normal 1
lawBT.2m17i15-14-1+52a
* Elbow
lawBT.2,2m, m17, 20i15, i14-14+5c
* Elbow
* Combos from 1st hit
* Delay-able
* Forces tech backroll on hit
lawBT.3h18i10-8+8
lawBT.4h14i11-9+2
lawBT.4,3h, m14, 24i11, i24-12+12a (+3)
* Balcony Break
* Combos from 1st hit CH
lawBT.1+2h20i15~16+1+16g
* Balcony Break
* Homing
* Jab evasion
lawBT.d+3l6i12-15-4
lawBT.d+4l17i23-13+6c+26d
lawBT.d+3+4M25i26-15+0
* Transition to FUFA with D
** (-2 oB, +13d oH)
lawDSS.1h14i12+3+7+17c
* 4 chip damage on block
* Transition to DSS
lawDSS.2h20i14+1+15a+50a
* Balcony Break
* 6 chip damage on block
lawDSS.3h25i19+3+40a
* Homing
* Balcony Break
* 5 Chip damage on block
lawDSS.4l21i21-13+6c+38a
lawDSS.f+1m20 (24)i14-11+12c
* Heat Engager
* Heat Dash +43d (+35)
* Balcony Break
* 4 chip damage on block
* 7 chip damage on block (Just Frame)
* Forces tech backroll on hit
* While transitioning to DSS from other moves, it is possible to input DSS.f+1 on frame 1 or 2 of DSS (ex; 4,3~F:DSS.f+1) for 4 more damage on hit, 3 more chip damage on block, and startup becomes i13~14 with increased pushback on block
lawDSS.f+3m27 (32)i20-9+22d (+12)
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
* 8 chip damage on block
* 9 chip damage on block (Just Frame)
* While transitioning to DSS from other moves, it is possible to input DSS.f+3 on frame 1 or 2 of DSS (ex; 4,3~F:DSS.f+3) for 5 more damage with increased pushback on block
lawDSS.f+4h36 (40)i19+7+5c
* Balcony Break
* 7 chip damage on block
* 12 chip damage on block (Just Frame)
* Forces tech backroll on hit
* While transitioning to DSS from other moves, it is possible to input DSS.f+4 on frame 1 or 2 of DSS (ex; 4,3~F:DSS.f+4) for 4 more damage.
lawhFC.3,4l, m10, 27i16, i29-14+14a (-3)
Combo from 1st hit CH
* Low crush
lawhFC.4,3l, m7, 23i12, i29-14+14a
* Combos from 1st hit CH
* Alternate input d+3+4,3
* Low crush
law1+3t35i12~14-3+0d
Throw break 1 or 2
law2+4t35i12~14+0d
* Throw break 1 or 2
* Side swap
* Transition to BT with D
** (+5 BT)
lawBack Throwt50i12~14+0d
Unbreakable
lawDSS.uf+1+2t35i12-2+0d
Throw break 1+2
lawH.DSS,Pt38+0d
* Punches only
* Heat only
* Consumes 240F? of remaining Heat Time on successful parry
* Throws are unbreakable
* Parry state 5~?
lawLeft Throwt40i12~14-3+0d
Throw break 1
lawRight Throwt42i12~14-3+0d
Throw break 2
<Showing 4001-4400 of 6424 moves>