
| Char | Command | Hit level | Damage | Startup | Block | Hit | Counter hit | Notes |
|---|---|---|---|---|---|---|---|---|
| steve | df+1,2~f+1+2,1 | m, h,h, m | 12, 8,12, 7 | i13, ,i17~18 | -19 | -8 | * Combo from 2nd CH | |
| steve | df+1,2~f+1+2,1,1 | m, h,h, m, m | 12, 8,12, 7, 8 | i13, ,i23~26 | -25 | -17 | * Combo from 3rd hit | |
| steve | df+1,2~f+1+2,1,1,2 | m, h,h, m, m, m | 12, 8,12, 7, 8, 8 | i13, ,i22~23 | -8 | * Combo from 4th hit | ||
| steve | df+1,2~f+1+2,1,1,2,1 | m, h,h, m, m, m, h | 12, 8,12, 7, 8, 8, 8 | i13, ,i15~15 | -9 | +5 | ||
| steve | b+1 | h | 10 | i13 | -14 | +2 | +61a | * Transition to r16? FLK with B (-1/+10/+69) ** r16? FLK FC cancel? |
| steve | b+1,2 | h, h | 10, 17 | i13, i17~18 | +3 | +8 | * Homing * Strong Aerial Tailspin * Combo from 1st hit * Transition to LNH * Transition to r34? standing with b (-1/+4) | |
| steve | b+1,2~1 | h, m | 10, 17 | i13, i30~31 | -8 | +4 | +63a | |
| steve | b+1,d+2 | h, l | 10, 10 | i13, i27~28 | -11 | +0 | * Combo from 1st hit * Transition to r25? PAB with f (-9/+2) * r25? PAB FC cancel? * High crush 13~ | |
| steve | b+1,d+2,1 | h, l, m | 10, 10, 10 | i13, ,i25~27 | -9 | +35a (+20a) | * Tornado * Combo from 2nd CH | |
| steve | WS.2 | m | 17 | i13~15 | -7 | +4 | * Transition to r22? LWV with 3 (-7/+4) * Transition to r22? RWV with 4 (-7/+4) * Transition to r22? SWY with b+3_4 (-7/+4) * Transition to r20? DCK with f+3_4 (-5/+6) * r22? DCK FC cancel? | |
| steve | WS.2,2 | m, m | 17, 15 | i13~15, i16~17 | -6 | +11 | * Combo from 1st hit with 5F delay * Jail from 1st block with no delay * Move can be delayed by 5F * Transition to LNH * Input b to cancel LNH at r29? (-10/+7) | |
| steve | ALB.d | sp | i13 | * Transition to r10 PAB with F after 20F | ||||
| steve | ALB.d,1 | sp, m | 34 | i13, i12 | -3 | +16a (+7) | * Balcony Break * ALB.d_u takes 37 frames, effective startup time is i49 | |
| steve | ALB.d,d+1 | sp, l | 30 | i13, i22 | -12 | +14d | * ALB.d_u takes 37 frames, effective startup time is i59 * High crush 6~ | |
| victor | 4 | h | 15 | i13~14 | -9 | +1 | ||
| victor | 4,3 | h, m | 15, 17 | i13~14, i23~24 | -10 | +5 | * Combo from 1st hit with 7F delay * Move can be delayed by 7F * Input can be delayed by 8F | |
| victor | 4,3,2 | h, m, m | 15, 17, 25 | i13~14, ,i25~26 | -13 | +34d (+13) | * Balcony Break * Weapon * Combo from 2nd CH with 10F delay * 7 chip damage on block * Move can be delayed by 9F * Input can be delayed by 10F | |
| victor | f+2 | h | 10 | i13~14 | -11 | +5 | ||
| victor | f+2,2 | h, h | 10, 10 | i13~14, i11 | -15 | -4 | * Weapon * Combo from 1st hit | |
| victor | f+2,2,1 | h, h, m | 10, 10, 12 | i13~14, ,i13~14 | -11 | +0 | * Weapon * Combo from 2nd CH | |
| victor | f+2,2,1,1 | h, h, m, m | 10, 10, 12, 25 | i13~14, ,i20~21 | -15 | +20 (+15) | * Balcony Break * Weapon * Combo from 3rd hit * Combo from 2nd CH * Hit confirmable if (f22)1 is ch | |
| victor | f+2,2,2 | h, h, h,m,m | 10, 10, 7,5,20 | i13~14, ,i14,i12~13,i7~8 | -13 | +20a | * Balcony Break * Weapon * Combo from 2nd CH | |
| victor | df+1 | m | 10 | i13~14 | -2 | +4 | ||
| victor | df+1,1 | m, h,h | 10, 7,7 | i13~14, i20 | -4 | +7 | * Weapon * Combo from 1st hit | |
| victor | df+4 | m | 15 | i13~14 | -9 | +5 | * Knee | |
| victor | df+4,2 | m, h | 15, 16 | i13~14, i22 | -3 | +4 | * Strong Aerial Tailspin * Wall Crush +12g on hit * Weapon * Projectile * Combo from 1st hit * Deals 6 chip damage on blocked gunshot * Transitions to IAI (cannot cancel) | |
| victor | uf+1 | m | 9 | i13 | -9 | +4 | * Weapon | |
| victor | uf+1,1 | m, m | 9, 21 | i13, i25~26 | -14 | +15gc | * Tornado * Balcony Break * Weapon * Combo from 1st hit with 8F delay * Opponent recovers crouching on hit * Transition to PRF (-10/+19gc) with F * Cancel to IAI (-9/+4) with D or 3+4 | |
| victor | ws1+2 | m,m | 10,12 | i13~14,i9~10 | -8 | +8 | * Weapon * Transition to PRF (-8/+8) with F | |
| victor | IAI.1 | m | 9 | i13~14 | -9 | +4 | * Weapon | |
| victor | IAI.1,1 | m, m | 9, 21 | i13~14, i25~26 | -14 | +15g | * Tornado * Balcony Break * Weapon * Combo from 1st hit with 9F delay * Move can be delayed by 10F * Input can be delayed by 11F * Opponent recovers crouching on hit * Transition to PRF with F (-10/+19gc) * Cancel to IAI with D or 3+4 (-9/+4) | |
| victor | IAI.1,2 | m, m | 9, 15 | i13~14, i22~24 | -19 | +25a (+10) | +25a (+10) | * Weapon * Combo from 1st hit * Hit Confirmable 11F * 6 chip damage on block * Low crush |
| victor | IAI.1,2,2 | m, m, m | 9, 15, 16 | i13~14, ,i23~24 | -18c | +8a (-27) | +8a (-27) | * Spike * Weapon * Combo from 1st hit * 9 chip damage on block * is? * Low crush ? |
| victor | IAI.1,1+2 | m, h | 9, 23 | i13~14, i20~21 | +3 | +20a (-6) | +21a | * Homing * Weapon * Combo from 1st hit * Deals 9 chip damage on block * Hit confirmable 11F * Opponent is FUFA on CH * Low crush |
| xiaoyu | b+4 | m | 10 | i13~14 | -9 | +0 | * | |
| xiaoyu | b+4,1 | m, m | 10, 20 | i13~14, i27 | -14 | +40d (-18) | * Heat Engager * Heat Dash +5, +43d (+35) * Balcony Break * Combo from 1st hit with 8F delay * Move can be delayed by 5F * Input can be delayed by 8F | |
| xiaoyu | ws2 | m | 17 | i13~14 | -3 | +7 | +38a (+28) | * Transition to r22 standing by holding down any direction (-4, +6, +37a (+27)) |
| xiaoyu | AOP.2 | m | 10 | i13 | -11 | +0 | * | |
| xiaoyu | AOP.2,1 | m, m | 10, 20 | i13, i21 | -12 | +13a (+4) | * Heat Engager * Heat Dash +5, +43d (+35) * Combo from 1st hit with 7F delay * Move can be delayed by 12F * Cancel to BT with B ** (-14, -3) | |
| xiaoyu | BT.4 | M | 13 | i13~15 | -18 | +33a (+23) | * | |
| yoshimitsu | df+1 | m | 14 | i13 | -4 | +5 | ||
| yoshimitsu | df+1,2 | m, h | 14, 16 | i13, i25~26 | -4 | +14g | +39a | * Balcony Break * Combo from 1st CH with 2f delay * Move cannot be delayed |
| yoshimitsu | df+1,2,1 | m, h, M | 14, 16, 19 | i13, ,i26~27 | -12 | +17a (+10) | * Tornado * Weapon * Combo from 2nd CH +66a (+50) | |
| yoshimitsu | df+1,2,NSS.1 | m, h, M | 14, 16, 19 | i13, ,i26~27 | -12 | +17a (+10) | * Tornado * Combo from 2nd CH | |
| yoshimitsu | df+1,2,db+2 | m, h, m | 14, 16, 8 | i13, ,i15 | -5 | +6 | * Leads to db+2 extensions | |
| yoshimitsu | df+1,4 | m, m | 14, 17 | i13, i17 | -12 | +4 | * Jail from 1st attack with 2f delay * Input can be delayed 2f * Move cannot be delayed * 2nd hit can whiff at certain ranges, -20 on whiff | |
| yoshimitsu | ws1 | m | 12 | i13~14 | -10 | +1 | +6 | |
| yoshimitsu | ws1,1 | m, h | 12, 12 | i13~14, i18 | -11 | +0 | * Floor Break * Combo from 1st hit with 11f delay * Combo from 1st CH with 13f delay * Input can be delayed 13f * Move can be delayed 8f * Cancel to Spinning Evade -5 -16 r25 with b+3_b+4 | |
| yoshimitsu | ws1,1,1 | m, h, h | 12, 12, 12 | i13~14, ,i18 | -11 | +0 | * Floor Break * Combo from 1st CH with 12f delay * Input can be delayed 12f | |
| yoshimitsu | ws1,1,1,1 | m, h, h, m | 12, 12, 12, 25 | i13~14, ,i25~26 | +0c | +6c | * Floor Break * Combos from 3rd CH with 5f delay * Input can be delayed 12f | |
| yoshimitsu | ws1,2 | m, h | 12, 18 | i13~14, i25~26 | -4 | +14g | +39a | * Balcony Break * Combos from 1st hit with 4f delay * Combos from 1st CH with 9f delay * Input can be delayed 15f * Move can be delayed 13f |
| yoshimitsu | ws1,2,1 | m, h, M | 12, 18, 21 | i13~14, ,i26~27 | -12 | +17a (+10) | * Tornado * Weapon * Combo from 2nd CH | |
| yoshimitsu | ws1,2,db+2 | m, h, m | 12, 18, 8 | i13~14, ,i15 | -5 | +6 | Leads to db+2 extensions | |
| zafina | 3 | h | 17 | i13 | +0 | +9 | * Cancel SCR transition -8 +1 t40 r27 with B | |
| zafina | df+1 | m | 10 | i13~14 | -5 | +7 | ||
| zafina | df+1,2 | m, m | 10, 16 | i13~14, i15~16 | -13 | +3 | * Combo from 1st hit with 3f delay | |
| zafina | df+1,2,1 | m, m, m | 10, 16, 16 | i13~14, ,i25 | -12 | +7 | * Combo from 2nd hit CH with 12f delay * Transition to standing with B (-12/+4) | |
| zafina | df+1,2,1+2 | m, m, sm | 10, 16, 10,10 (7),20 (10) | i13~14, ,i37 | -9 | +17a (+16) | * Balcony Break * Weapon * Combo from 2nd hit CH with 2F delay * Deal 10 recoverable damage to self without Heat * Interrupt with i13 from 2nd block * 27 damage with aerial combo scaling * Gain ORB on hit * Azazel's Power * 16 chip damage on block * Available on 2nd hit or block only | |
| zafina | df+1,4 | m, h | 10, 18 | i13~14, i19~20 | -6 | +7 | * Balcony Break on airborne hit * Combo from 1st hit | |
| zafina | df+4 | m | 14 | i13 | -13 | +3 | ||
| zafina | df+4,1 | m, m | 14, 22 | i13, i31 | -9 | +3a | * Heat Engager * Heat Dash +5, +43d (+35) * Balcony Break * Spike * Weapon * Combo from 1st hit * Cancel to FC -18 -2 r37 with D * Deal 10 recoverable damage to self without Heat * Interrupt with i11 from 1st block * 8 chip damage on block * Azazel's Power * Gain ORB on hit or heat activation | |
| zafina | df+4,2 | m, m | 14, 20 | i13, i27~29 | -13 | +24a (+9) | * Tornado * Balcony Break * Combo from 1st hit * Interrupt with i7 from 1st block | |
| zafina | db+2 | m | 17 | i13~14 | -13 | +3 | ||
| zafina | db+2,1 | m, m | 17, 16 | i13~14, i25 | -12 | +7 | * Combo from 1st CH with 12f delay * Transition to standing with B (-12/+4) | |
| zafina | db+2,1+2 | m, sm | 17, 10,10 (7),20 (10) | i13~14, i37 | -9 | +17a (+16) | * Balcony Break * Weapon * Combo from 1st CH with 2F delay * Deal 10 recoverable damage to self without Heat * Interrupt with i13 from 1st block * 27 damage with aerial combo scaling * Gain ORB on hit * 16 chip damage on block * Azazel's Power * Available on 1st hit or block only | |
| zafina | MNT.1 | m | 12 | i13 | -6 | +5 | ||
| zafina | MNT.1,3 | m, h | 12, 12 | i13, i19 | 0 | +9 | * Jails from first attack * Cancel SCR transition -8 +1 t46 r27 with B | |
| zafina | MNT.2 | m | 19 | i13~14 | -14 | -3 | +57a | |
| zafina | MNT.2,1 | m, m | 19, 10 | i13~14, i18~19 | -14 | -3 | * Input can be delayed 5f | |
| zafina | MNT.2,1,4 | m, m, m | 19, 10, 25 | i13~14, ,i27~28 | -13 | +13a (+4) | * Balcony Break * Combo from 2nd hit | |
| zafina | SCR.3 | m | 15 | i13 | -6 | +5 | ||
| zafina | SCR.3,3 | m, h | 15, 20 | i13, i16 | +0 | +25a (+15) | * Balcony Break * Combo from 1st hit with 14f delay * Move can be delayed 9f | |
| alisa | 2 | h | 10 | i12 | -6 | +5 | ||
| alisa | 2,2 | h, h | 10, 22 | i12, i18~33 | -13~+2 | +15a (+5) | * Balcony Break * Combo from 1st hit * 2nd hit available on hit or block only | |
| alisa | 2,3 | h, m | 10, 8 | i12, i22~23 | -10 | +1 | * Knee * Combo from 1st CH with 2f delay | |
| alisa | 2,3,3 | h, m, m | 10, 8, 25 | i12, ,i20~22 | -11 | +16a (-7) | +61a (+41) | * Strong Aerial Tailspin * Balcony Break * Combo from 2nd hit with 9f delay * Input can be delayed 12f * Move can be delayed 11f * Low crush 13~41 * Floating state 42~44 |
| alisa | 2,3,4 | h, m, L | 10, 8, 20 | i12, ,i42~45 | -13 | +13d | * Low crush 24~39 * Floating state 40~42 | |
| alisa | df+4 | m | 13 | i12 | -7 | +4 | +4c on hit against crouching opponent | |
| alisa | FC.d+4 | l | 6 | i12 | -15 | -4 | * High crush 1~ | |
| alisa | DBT.1+2 | m,m,M,M | 5,5,5,20 | i12~15 i1~4 i1~5 i1~6 | +0 | +21a (+0) | * Balcony Break * Spike * Weapon * Jail from 1st attack * 6 chip damage on block * 9 chip damage on block in heat * Low crush 17~66 * Floating state 67~69 | |
| alisa | 1+3 | t | 35 | i12~14 | -7 | +0d | * Homing * Throw break: 1 or 2 * Opponent recovery on hit: FDFT * Side switch on break | |
| alisa | 2+4 | t | 35 | i12~14 | -5 | +0d | * Homing * Floor Break * Throw break: 1 or 2 * Opponent recovery on hit: FDFT * Side switch * Transition to DES with 1+2 | |
| alisa | uf+1+2 | t | 40 | i12~13 | -4 | +3 | * Throw break: 1+2 * Opponent recovery on hit: FUFT | |
| anna | d+4 | l | 6 | i12 | -15 | -4 | ||
| anna | d+4,1 | l, h | 6, 10 | i12, 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 |
| anna | d+4,1~4 | l, M | 6, 20 | i12, i27~31 | -14c | +0d | * Spike * Move cancel takes 6f * Low crush 13~28 | |
| anna | CJM.3 | m | 12 | i12~14 | -12 | +3 | ||
| anna | CJM.3,2 | m, m | 12, 24 | i12~14, i28~77 | -14~+35 | +21a (+11) | * Weapon * Combo from 1st hit * Chip damage on block | |
| anna | H.CJM.3,2 | m, m,m,m | 12, 5,5,24 | i12~14, i28~77 i41~90 i59~108 | -2~+47g | +26a (+0) | * Weapon * Combo from 1st hit * Jails from 2nd hit * Chip damage on block * Consumes 300F of remaining Heat time | |
| anna | 1+3 | t | 35 | i12~14 | -6 | +0d | * Homing * Throw break 1 or 2 | |
| anna | 2+4 | t | 21 | i12~14 | -3 | +0d | * Homing * Throw break 1 or 2 * Side switch on hit | |
| anna | db+1+2 | t | 40 | i12 | -6 | +0d | * Throw break 1+2 | |
| anna | uf+1+2 | t | 30,10 | i12 | +0 | +29d (-32) | * Throw break 1+2 * Opponent can tech roll to reduce damage to 30 * 45 damage on wall splat * Side switch on break, Anna recovers side turned | |
| armor-king | df+4 | m | 15 | i12 | -4 | +7 | ||
| armor-king | b+1 | h | 12 | i12~13 | -7 | +5 | ||
| armor-king | b+1,2 | h, m | 12, 20 | i12~13, i20~21 | -12 | +8 | +11 | * Combo from 1st hit with 12F delay * Transition to r30 BAD with F (-12/+8/+11) * Move can be delayed by 10F * Input can be delayed by 12F |
| armor-king | ws2 | m | 17 | i12 | -9 | +3 | +27a | * On CH transition to True Dark Smash |
| armor-king | CH.ws2,2 | m,m | 20,22 (15) / 25 (17) | i12, i11~12 | +1 | +35a(+28) | * Power up with input f,d,df+2 | |
| armor-king | (Back Throw) | th(h) | 60 | i12~14 | ! | -4d | * Unbreakable throw * Opponent left FUFA | |
| armor-king | (Left Side Throw) | th(h) | 40 | i12~14 | -3 | +0d | * Balcony Break * Throw break 1 * Opponent left FDFA | |
| armor-king | (Right Side Throw) | th(h) | i12~14 | -3 | +0d | * Throw break 2 * Opponent left FDFA | ||
| armor-king | 1+3 | th(h) | 35 | i12~14 | -6 | +0 | * Homing * Throw break 1 or 2 * Opponent left FUFA | |
| armor-king | 2+4 | th(h) | 35 | i12~14 | -3 | +0d | * Homing * Throw break 1 or 2 * Opponent left FUFA | |
| armor-king | 2+4,d+1+2 | th(h) | 35, 38 | i12~14, | -10d | * Floor Break * Unbreakable throw extension * Opponent left FUFA | ||
| armor-king | df+2+3 | th(h) | 40 | i12 | -3 | +0d | * Floor Break * Throw break 2 * Opponent left FUFT | |
| armor-king | d+1+3 | th(m) | 35 | i12~13 | ! | +0d | * Floor Break * Unbreakable * Opponent recovers FUFA | |
| armor-king | d+2+4 | th(m) | 35 | i12~13 | ! | +0d | * Heat Engager * Unable to Heat Dash * Unbreakable * Opponent recovers FUFA | |
| armor-king | f,n,d,df+1+3 | t | 20 | i12 | -3 | +0 | * 1 or 2 break depending on Armor King's input ** 1 for CD1+3/1+4, 2 for CD2+4/2+3 * Transition to DMD * Opponent recovers FDFT * Side switch on hit or break | |
| armor-king | uf+1+2 | th(h) | 40 | i12 | -6 | +0d | * Floor Break * Throw break 1+2 * Opponent left FUFA | |
| asuka | 2 | h | 9 | i12 | -7 | +2 | ||
| asuka | 2,1 | h, h | 9, 10 | i12, i18~19 | -6 | +6 | * Elbow * Jail from 1st attack with 1f delay | |
| asuka | 2,1,2 | h, h, m | 9, 10, 16 | i12, ,i26~27 | -10 | +16a (-1) | * Tornado * Balcony Break * Combo from 2nd CH with 1f delay * Interrupt with i8 from 2nd block | |
| asuka | 2,1,d+1+2 | h, h, m | 9, 10, 23 | i12, ,i28~30 | -9 | +3c | +38a | * Spike * Combo from 2nd CH with 1f delay * Cancel to r20 with B * Cancel to FC with D * Interrupt with i10 from 2nd block |
| asuka | 2,3 | h, m | 9, 20 | i12, i22~23 | -17 | +11a (-6) | * Balcony Break * Combo from 1st hit with 1f delay * Low crush 18~41 * Floating state 42~44 | |
| asuka | df+4 | m | 16 | i12 | -9 | +2 | ||
| asuka | b+1+4 | h,L | 15,8 | i12 i17~18 | -8 | +5 | +7 | Combo from 1st hit |
| asuka | b+1+4,3 | h,L, L | 15,8, 18 | i12 i17~18, i32~33 | -13 | -2 | +16a | Combo from 2nd CH |
| asuka | b+1+4,4 | h,L, m | 15,8, 23 | i12 i17~18, i25~26 | -14 | +5b | * Balcony Break (airborne) * Combo from 2nd CH | |
| asuka | hFC.4 | l | 6 | i12 | -15 | -4 | * High crush 1~ | |
| asuka | 1+3 | t | 35 | i12~14 | -2 | +0d | * Homing * Floor Break * Throw break 1 or 2 | |
| asuka | 2+4 | t | 35 | i12~14 | -2 | +0d | * Homing * Throw break 1 or 2 * Side switch on hit * Opponent recovers FDFA on hit | |
| asuka | df+2+3 | t | 40 | i12 | -6 | -6d | * Floor Break * Throw break 2 * Opponent recovers off-axis FUFT on hit * Can side switch on hit | |
| asuka | uf+1+2 | t | 40 | i12 | -3 | +0d | * Throw break 1+2 * Opponent recovers FUFA on hit | |
| azucena | 4 | h | 15 | i12~13 | -8 | +3 | +8 | * Has good left sidestep tracking |
| azucena | 4,1 | h, h | 15, 14 | i12~13, i21~22 | -2 | +4 | +6~+7 | * Combo from 1st hit * Unparryable by traditional punch parries (bug?) |
| azucena | 4,3 | h, M | 15, 20 | i12~13, i26~27 | -11 | +37a | * Balcony Break * Combo from 1st CH with 8f delay * Move can be delayed 12f | |
| azucena | FC.d+4 | l | 6 | i12 | -15 | -4 | * High crush 1~ | |
| azucena | 1+3 | t | 35 | i12~14 | -3 | +0d | * Throw break 1 or 2 | |
| azucena | 2+4 | t | 35 | i12~14 | -3 | +0d | * Throw break 1 or 2 * Side switch on hit and break | |
| azucena | d+1+3 | t(m) | 35 | i12~13 | +0d | * Heat Engager * Regains heat during heat * Crouch throw * Unbreakable * Can't Heat Dash cancel | ||
| bryan | 4 | h | 15 | i12 | -7 | +6 | ||
| bryan | 4,1 | h, h | 15, 15 | i12, i23~24 | -1 | +7 | * Combo from 1st hit * Transition to +8 +0 r15 SWA with B | |
| bryan | 4,3 | h, m | 15, 12 | i12, i24~25 | -10 | +2 | Combo from 1st hit | |
| bryan | 4,3,4 | h, m, m | 15, 12, 16 | i12, ,i24~25 | -12 | +14a (+5) | +33d (+25) | * Balcony Break * Hold to power up and deal more chip damage on block |
| bryan | 4,3,4* | h, m, m | 15, 12, 25 | i12, ,i40~41 | -6 | +35a (+9) | * Balcony Break * Chip damage on block | |
| bryan | 4,3,f+4 | h, m, h | 15, 12, 18 | i12, ,i24~25 | -5 | +6 | +31a (+21) | Combo from 2nd CH |
| bryan | ws3 | m | 17 | i12 | -10 | +4 | +33a (+27) | * Knee |
| bryan | ws3,4 | m, m | 17, 21 | i12, i28 | -10 | +4 | +29g | * Knee * Input can be delayed 10f * Interrupt with i8 from 1st block |
| bryan | 1+3 | t | 35 | i12~14 | -3 | -2d | * Floor Break * Throw break 1 or 2 | |
| bryan | 2+4 | t | 35 | i12~14 | -6 | +0d | * Floor Break * Throw break 1 or 2 * Side switch on hit | |
| bryan | uf+1+2 | t | 40 | i12 | -6 | -5d | * Floor Break * Throw break 1+2 | |
| claudio | 2 | h | 10 | i12 | -3 | +3 | ||
| claudio | 2,1 | h, m | 10, 13 | i12, i20 | -6 | +5 | Combo from 1st hit with 2f delay | |
| claudio | 2,1,2 | h, m, m | 10, 13, 25 | i12, ,i16~18 | -13 | +12a (+3) | * Heat Engager * Heat Dash +5, +62a (+42) * Strong Aerial Tailspin * Balcony Break * Combo from 2nd CH with 14f delay * Input can be delayed 15f * Move can be delayed 10f * Transition to r65 STB on hit without STB * -10a (-1) upon STB gain on an airborne hit * Interrupt with i1 from 1st block | |
| claudio | 4 | h | 13 | i12 | -11 | +5 | +9s | * Pseudo homing to sidestep left and sidewalk left? |
| claudio | 4,3 | h, h | 13, 14 | i12, i25~26 | +1 | +15g | * Homing * Balcony Break * Combo from 1st hit with 1f delay * +22a (+15) if the 1st hit counterhits * Low crush 17~30 | |
| claudio | STB.4,2 | h, sm | 13, 32 | i12, i28-36 | -19~-11 | +27a (+1) | * Tornado * Balcony Break * Weapon * Combo from 1st hit with 1f delay * 6 chip damage on block * 12 chip damage on block in heat * Consumes STB, but if in Heat, partially depletes the remaining Heat time instead | |
| claudio | f+2 | h | 9 | i12 | +0 | +6 | * Homing to sidestep left and sidewalk left? | |
| claudio | f+2,1 | h, m | 9, 12 | i12, i15~16 | -10 | +6c | * Floor Break * Combo from 1st hit | |
| claudio | f+2,1,1+2 | h, m, m | 9, 12, 25 | i12, ,i21~22 | -18 | +7a (-2) | * Balcony Break * Shoulder * Combo from 1st CH with 16F delay * Input can be delayed 16F * Move can be delayed 12F | |
| claudio | f+2,2 | h, m | 9, 20 | i12, i14 | -26 | +18a (-13) | * Balcony break on airborne hit * Combo from 1st hit * Transition to r67 STB on hit without STB * Tremendous backstep on block | |
| claudio | d+4 | l | 6 | i12 | -15 | -4 | * -4c on crouching hit * High crush 4~ | |
| claudio | ws1 | m | 12 | i12~13 | -4 | +7 | ||
| claudio | ws1,1 | m, h | 12, 15 | i12~13, i20 | -7 | +19g c | * Balcony Break * Transition to STB on hit without STB Frame advantage +44g on STB gain * Combo from 1st hit with 1f delay | |
| claudio | ws1,2 | m, M | 12, 12 | i12~13, i28~29 | -9 | +4 | * Tornado * Combo from 1st hit with 1f delay * Interrupt with i10 from 1st block | |
| claudio | STB.ws1,2 | m, M | 12, 23 | i12~13, i28~29 | +6 | +28a (+13) | * Tornado * Combo from 1st hit with 1f delay * Interrupt with i10 from 1st block * 4 chip damage on block * 8 chip damage on block in heat * Consumes STB, but if in Heat, partially depletes the remaining Heat time instead | |
| claudio | 1+3 | t | 35 | i12~14 | -3 | +1d | * Homing * Throw Break 1 or 2 | |
| claudio | 2+4 | t | 35 | i12~14 | -6 | +0d | * Throw break 1 or 2 * Side switch on hit * Both players transition to FUFA on hit | |
| claudio | uf+1+2 | t | 40 | i12 | -6 | +1d | * Throw break 1+2 * Side switch on hit * Can be buffered * Opponent recovers in FUFA | |
| clive | 2 | h | 11 | i12 | +0 | +7 | Weapon | |
| clive | 2,1 | h, h | 11, 20 | i12, i17~18 | -13 | +8a (-1) | * Balcony Break * Weapon * Jail from 1st block * Combo from 1st hit * Input 1 during the 1st hit animation on frames 10~12 to add +3 damage | |
| clive | 2,2 | h, m | 11, 9 | i12, i23 | -8 | -1 | * Balcony Break (airborne) * Weapon * Combo from 1st hit * Jail from 1st block * Enter PHX -1 +6 r25 with F or 4 on hit or block | |
| clive | 2,2,1 | h, m, m | 11, 9, 18 | i12, ,i17~18 | -13 | +8a (-1) | +28d(+20d) | * Balcony Break * Weapon * Combo from 1st CH * Combo from 2nd CH with 10f? delay * Jail from 1st block with 1F delay * Input 1 during the 2nd hit animation on frames 21~23 to add +3 damage |
| clive | 2,2,2 | h, m, M,m | 11, 9, 15,20 (24) | i12, ,i27~28 i31~32 | -11 | +21a (+4) | * Tornado * Balcony Break * Weapon * Power up in Heat (24 damage) * Input can be delayed 6f * Move cannot be delayed * Transition to PHX on hit only * Cancel PHX transition with B | |
| clive | 2,2,1+2 | h, m, m,M | 11, 9, 10,18 | i12, ,i27 i23~24 | -9c | +1a | * Balcony Break * Spike * Weapon * Increases ZAN gauge by 0.70 on hit (0.30 + 0.40) * Increases ZAN gauge by 0.24 on block (0.10 + 0.14) * Increases ZAN gauge by 0.40 on hit if only the final hit connects * Increases ZAN gauge by 0.14 on block if only the final hit connects * Only deals recoverable damage * Hit vs BT -4d * Input can be delayed 8f * Move cannot be delayed * Low crush 41~54 * Floating state 55~57 | |
| clive | 4 | m | 8 | i12 | -10 | +1 | ||
| clive | 4,2 | m, M | 8, 17 | i12, i20~21 | -11 | +3 | * Weapon * Combo from 1st hit * Input can be delayed 3f | |
| clive | 4,4 | m, h | 8, 13 | i12, i25 | -8 | +0 | * Combo from 1st hit * Input can be delayed 3f * Enter PHX +6 +14 r21 with F or 4 on hit or block | |
| clive | d+4 | l | 6 | i12 | -15 | -4 | * -4c on crouching hit * High crush 4~ | |
| clive | GAR.3 | h | 12 | i12 | -3 | +21a (-4a) | * Balcony Break * 15 damage with delayed input * +6 on hit with ub+3 * Jump takes 17f, effective minimum startup i29 * Low crush 1~29 * Floating state 30~32 | |
| clive | 1+3 | t | 35 | i12~14 | -5 | +0d | * Homing * Throw break 1 or 2 * Can be done from FC * Opponent recovers in FUFA state | |
| clive | 2+4 | t | 35 | i12~14 | -5 | +0d | * Homing * Throw break 1 or 2 * Can be done from FC * Side switch on hit and on throw break * Opponent recovers in FUFT | |
| clive | Left throw | t | 40 | i12~14 | -3 | +0d | * Throw break 1 * Opponent recovers in FUFA | |
| clive | Right throw | t | 40 | i12~14 | -3 | +0d | * Throw break 2 * Side switch on hit * Opponent recovers in FUFT | |
| clive | uf+1+2 | t | 40 | i12~14 | -5 | +0d | * Throw break 1+2 * PHX.uf+1+2: i15 startup * Can be done from FC * Opponent recovers in FDFA | |
| devil-jin | d+4 | l | 6 | i12 | -15 | -4 | * -4c on crouching hit * High crush 4~ | |
| devil-jin | b+1 | h | 10 | i12 | -6 | +5 | Tracks SSR/SWR completely | |
| devil-jin | b+1,2 | h, m | 10, 20 | i12, i23 | -14 | +23a (+13) | * Balcony Break * Combo from 1st hit with 7f delay * Input can be delayed by 15f * Move can be delayed by 10f * Cancel to r15 -18 -7 with B | |
| devil-jin | 1+3 | t | 35 | i12~14 | +0 | +2d | * Homing * Throw break: 1 or 2 * Can be done from FC * Transition to BT on break | |
| devil-jin | 2+4 | t | 35 | i12~14 | -3 | +0d | * Homing * Throw break 1 or 2 * Side switch on hit * Opponent recovers FUFA on hit * Can be done from FC | |
| devil-jin | df+2+3 | t | 40 | i12 | -2 | -6d | * Floor Break * Throw break 2 * Can be done from FC | |
| devil-jin | f,hcf+1+2 | t | 45 | i12 | -6 | +0d | * Throw break 1+2 * Side switch on hit when done on opponent's front and left sides from P1 side * Sideswap on hit when done on opponent's left side from P2 side * Can be done from FC | |
| devil-jin | qcb+1+3 | t | 40 | i12 | -2 | +0d | * Throw break 1 * Opponent recovers FUFA on hit * Can be done from FC | |
| devil-jin | uf+1+2 | t | 35 | i12 | +0 | +25d (+7) | * Balcony Break * Throw break 1+2 * Side switch on throw break * Can be done from FC | |
| dragunov | 4 | h | 10 | i12 | -9 | -1 | +2 | |
| dragunov | 4,1 | h, h | 10, 17 | i12, i17~18 | -4 | +8 | * Balcony Break (airborne) * Combo from 1st hit * Recovers 3f faster on hit or block | |
| dragunov | 4,3 | h, m | 10, 18 | i12, i23~24 | -12 | +14c | * Spike * Combo from 1st CH | |
| dragunov | 4,4 | h, m | 10, 23 | i12, i35~36 | +5 | +29a (+20) | +46a | * Balcony Break * Chip damage on block * Interrupt with i16 from 1st block * Low crush 22~42 * Floating state 43~45 |
| dragunov | df+4 | m | 14 | i12 | -9 | +2 | ||
| dragunov | ws1 | m | 11 | i12~13 | -3 | +4 | Enter SNK -5 +2 r22 with DF | |
| dragunov | ws1,2 | m, h | 11, 14 | i12~13, i22~23 | -7 | +10g | * Balcony Break * Combo from 1st hit | |
| dragunov | ws1,3 | m, m | 11, 17 | i12~13, i17~18 | -13 | +15a (+6) | +36a (+0) | * Balcony Break * Combo from 1st hit |
| dragunov | ws1+2 | m | 28 | i12~13 | -14 | +19a (+9) | * Heat Engager * Heat Dash +43d (+35) * Balcony Break * Shoulder | |
| dragunov | 1+3 | t | 35 | i12~14 | -2 | +1d | * Throw break 1 or 2 * Homing | |
| dragunov | 2+4 | t | 35 | i12~14 | -2 | +1d | * Throw break 1 or 2 * Homing * Side switch on hit or break | |
| dragunov | d+1+3 | t (m) | 35 | i12~14 | +1d | * Side switch * Crouch throw | ||
| dragunov | uf+1+2 | t | 40 | i12 | -6 | -5d | * Floor Break * Throw break: 1+2 * Side switch on hit | |
| eddy | 2 | h | 10 | i12 | -9 | +2 | ||
| eddy | 2,1 | h, h | 10, 13 | i12, i17~18 | -9 | +2 | Jail from 1st attack | |
| eddy | 2,1,4 | h, h, m | 10, 13, 21 | i12, ,i20~22 | -12~-10 | +17a (+8) | +56a | * Balcony Break * Combo from 2nd Ch with 10f delay * Input can be delayed 14f |
| eddy | 2,3 | h, m | 10, 20 | i12, i20~21 | -8 | +8s | Combo from 1st hit | |
| eddy | HSP.4 | m | 10 | i12~13 | -1 | +10 | +31a | * Transition to HSP * Floating state 1~36? |
| eddy | HSP.4,2 | m, m | 10, 21 | i12~13, i23~24 | -13 | +12a(+3) | * Tornado * Balcony Break * Combo from 1st hit * Floating state 1~9? | |
| eddy | HSP.4,2~3 | m, M | 10, 20 | i12~13, i28~30 | +4c | +14d | * Combo from 1st CH * 6 chip damage on block * Low crush * Floating state | |
| eddy | 1+3 | th(h) | 35 | i12~14 | -5 | -7 | * Floor Break * Throw break: 1 or 2 | |
| eddy | 2+4 | th(h) | 35 | i12~14 | -6 | -9 | * Floor Break * Throw break: 1 or 2 * Sideswitch on break | |
| eddy | Back throw | th(h) | 50 | i12~14 | +0 | Throw break: none | ||
| eddy | Left throw | th(h) | 40 | i12~14 | -3 | +0 | Throw break: 1 | |
| eddy | Right throw | th(h) | 40 | i12~14 | -3 | -6 | Throw break: 2 | |
| eddy | d+1+3 | th(m) | 30 | i12~13 | -5 | * Heat Engager * Throw break: none | ||
| eddy | d+2+4 | th(m) | 35 | i12~13 | +0 | Throw break: none | ||
| eddy | uf+1+2 | th(h) | 40 | i12~14 | -6 | -4(-34) | Throw break: 1+2 | |
| fahkumram | 2 | h | 13 | i12 | -8 | +3 | * Elbow | |
| fahkumram | 2,1 | h, h | 13, 20 | i12, i20 | -12 | +15a (+6) | * Balcony Break * Elbow * Combo from 1st hit * r29 on hit | |
| fahkumram | 2,3 | h, m | 13, 22 | i12, i31 | -4 | +27a (+17) | * Balcony Break * Combos from 1st hit CH | |
| fahkumram | 4 | h | 10 | i12 | -12 | +3 | * r27 on hit | |
| fahkumram | 4,3 | h, h | 10, 14 | i12, i19 | -7 | +6 | +29a | * Combos from 1st hit |
| fahkumram | 4,3~4 | h, m | 10, 20 | i12, i21 | -5 | +9 | +44a | * Knee * Can be charged * r25 on block |
| fahkumram | 4,3~4* | h, m | 10, 25 | i12, i36 | +9 | +73a (+57) | * Tornado * Knee * Powered up with GRF * Cancel to FC with F | |
| fahkumram | 4,3~4*~B | h, m | 10, 25 | i12, i22 | -7 | +9 | * Homing * Balcony Break | |
| fahkumram | 4,4 | h, L | 10, 15 | i12, i25 | -15 | -4 | +0d | * Combos from 3rd hit * Shift to attack throw Murderous Sweep and gain GRF on CH |
| fahkumram | d+2 | sl | 13 | i12 | -9 | +2 | * Elbow * High crush | |
| fahkumram | FC.2 | sl | 13 | i12 | -9 | +2 | * Elbow * High crush | |
| fahkumram | FC.4 | l | 6 | i12 | -15 | -4 | * High crush | |
| fahkumram | 1+3 | t | 35 | i12 | -3 | +0d | * Homing * Throw break 1 or 2 | |
| fahkumram | 2+4 | t | 35 | i12 | -6 | +0d | * Homing * Throw break 1 or 2 * Sideswaps on hit | |
| fahkumram | Back Throw | t! | 50 | i12 | ! | +0d | * Homing * Unbreakable throw | |
| fahkumram | Left Throw | t | 40 | i12 | -3 | +0d | * Homing * Throw break 1 | |
| fahkumram | Right Throw | t | 40 | i12 | -3 | +0d | * Homing * Throw break 2 * Sideswaps on hit | |
| fahkumram | uf+1+2 | t | 40 | i12 | -3 | +0d | * Balcony Break * Throw break 1+2 | |
| feng | d+3+4 | l | 6 | i12 | -15 | -4 | * -4c on crouching hit * High crush 4~46 | |
| feng | b+4 | m | 10 | i12~13 | -10 | +2 | ||
| feng | b+4,2 | m, h | 10, 19 | i12~13, i22 | -6 | +3 | +20cg | * Balcony Break on CH * Combo from 1st hit with 7F delay * Move can be delayed by 6F * Input can be delayed by 7F * Transition to CD with df on hit or block (-1/+8/+25cg) ** Transition to r1 FC with DF~db (-2/+7/+24cg) |
| feng | H.b+4,3+4 | m, M | 10, 20 | i12~13, i31~32 | +7cg | +12d | * Balcony Break * Spike * Combo from 1st hit with 7F delay * 4 chip damage on block * Consumes 300F of remaining Heat time * +38d on aerial hit * Move can be delayed by 6F * Input can be delayed by 7F | |
| feng | BT.1 | h | 12 | i12 | -3 | +14 | ||
| feng | 1+3 | t | 35 | i12~14 | -6 | -4d | * Throw break 1 or 2 | |
| feng | 2+4 | t | 35 | i12~14 | -3 | +0d | * Throw break 1 or 2 | |
| feng | BT.1+4 | t | 45 | i12~14 | -6 | -5d | * Throw break 1+2 | |
| heihachi | 1+2 | m | 25 | i12 | -10 | +24a (+14) | * Balcony Break | |
| heihachi | f+1+2 | h | 15 | i12 | -14 | +14c | * Spike * Head | |
| heihachi | FUJ.1 | h | 13 | i12~13 | -4 | +7 | ||
| heihachi | FUJ.1,1 | h, h | 13, 20 | i12~13, i17~18 | -2 | +34a (+9) | * Heat Engager * Heat Dash +5, +34a (+27) * Balcony Break * Combo from 1st hit with 9f delay * Move can be delayed 7f * Gain 1 Ultimate Count on Heat activation | |
| heihachi | FUJ.1,2 | h, m | 13, 24 | i12~13, i21~22 | -13 | +13a | * Balcony Break * Spike * Combo from 1st hit with 8f delay * Input can be delayed 9f * Move can be delayed 7f | |
| heihachi | WAR.1+2 | m | 31 | i12 | -10 | +32a (+24) | * Balcony Break * Chip Damage on block | |
| heihachi | 1+3 | t | 35 | i12~14 | -3 | -1d | * Homing * Throw break 1 or 2 | |
| heihachi | 2+4 | t | 35 | i12~14 | +0d | * Floor Break * Throw break 1 or 2 * Side switch on break * Heihachi recovers BT on break | ||
| heihachi | uf+1+2 | t | 35 | i12 | +0 | +26a (+7) | * Balcony Break * Throw break 1+2 * Side switch on break | |
| heihachi | uf+1+4 | t | 30 | i12 i48 | -6 | +28d (-30) | * Balcony Break * Throw break 1+2 * Headbutt can be reversed with input 1 or 2 or 3 or 4 * Only works on Male characters and Reina | |
| hwoarang | ws1 | m | 12 | i12~13 | -3 | +8 | ||
| hwoarang | ws1,4 | m, m | 12, 18 | i12~13, i22~23 | +0 | +8 | * Combo from 1st hit * Transition to RFS | |
| hwoarang | RFF.4 | h | 9 | i12 | -8 | +3 | * Remains in RFF * Transition to RFS with F_B_D_U (+4/+16g/+16) ** i13 RFS followups guaranteed on CH? | |
| hwoarang | RFF.4,3 | h, M | 9, 20 | i12, i25~31 | -14c | +14d | * Remains in RFF * Combo from 1st CH with 2F delay * Move can be delayed by 10F | |
| hwoarang | RFF.4,4 | h, h | 9, 23 | i12, i18~19 | -5 | +41a | * Balcony Break * Jail from 1st block with no delay * Combo from 1st CH with 9F delay * Move can be delayed by 10F | |
| hwoarang | hFC.4 | l | 6 | i12 | -15 | -4 | * -4c on crouching hit * High crush 1~ | |
| hwoarang | 1+3 | th(h) | 35 | i12~14 | -3 | -5d | * Break: 1 or 2 * Opponent recovery on hit: FDFT * Sideswap on break | |
| hwoarang | 2+4 | th(h) | 25 | i12~14 | -6 | -2d | * Floor Break * Break: 1 or 2 * Opponent recovery on hit: FDFT off-axis to the left, sideswap | |
| hwoarang | 2+4,B | th(h) | 40 | i12~14 | -2 | -6d | * Break: 2 * Opponent recovery on hit: FUFA, sideswap * Transition to BT on hit | |
| hwoarang | Back throw | th(h) | 60 | i12~14 | +1d | * Break: none * Opponent recovery on hit: FUFA * Also possible during RFF | ||
| hwoarang | Left throw | th(h) | 45 | i12~14 | -3 | -1d | * Break: 1 * Opponent recovery on hit: FUFT off-axis to the left * Also possible during RFF | |
| hwoarang | RFF.1+3 | th(h) | 45 | i12 | -6 | -5d | * Break: 1+2 * Opponent recovery on hit: FUFA, sideswap | |
| hwoarang | Right throw | th(h) | 44 | i12~14 | -3 | +8d | * Break: 2 * Opponent recovery on hit: FDFT off-axis to the right * Also possible during RFF | |
| hwoarang | f+2+3 | th(h) | 35 | i12 | +0 | +1d | * Break: 1+2 * Opponent recovery on hit: FUFA, sideswap * Sideswap on break * Possible in RFF, LFS and RFS | |
| hwoarang | uf+1+2 | th(h) | 40 | i12 | -6 | -5d | * Break: 1+2 * Opponent recovery on hit: FUFA * Also possible during RFF | |
| jack-8 | 1 | h | 10 | i12 | -2 | +6 | +9 | |
| jack-8 | 1,1 | h, m | 10, 22 | i12, i15 | -14c | +4c | +19d | * Elbow * Combo from 1st hit with 9F delay * Transition to GMH with D * (+4 oB, +8c oH, +23d cH) * Input can be delayed by 9F * Move cannot be delayed |
| jack-8 | 1,2 | h, h | 10, 24 | i12, i19 | -2 | +30a | * Combo from 1st hit CH with 9F delay * Input can be delayed by 9F * Move cannot be delayed | |
| jack-8 | db+1 | l | 13 | i12 | -12 | +1 | * | |
| jack-8 | db+1,1 | l, l | 13, 5 | i12, i16 | -12 | -1 | * Combos from 1st hit | |
| jack-8 | db+1,1,1 | l, l, l | 13, 5, 5 | i12, ,i16 | -12 | -1 | * | |
| jack-8 | db+1,1,1,2 | l, l, l, m | 13, 5, 5, 21 | i12, ,i19 | -11 | +43a (-4) | * Balcony Break | |
| jack-8 | FC.df+4 | m | 10 | i12 | -12 | +4 | * Knee | |
| jack-8 | FC.df+4,2 | m, M | 10, 17 | i12, i20 | -14 | +4c | +19d | * Elbow |
| jack-8 | (During Enemy wall stun) 1+3 | t | 33 | i12 | ! | +0d | * Wall throw (Unbreakable) * Alternate input 2+4 or uf+1+2 | |
| jack-8 | 1+3 | t | 35 | i12 | +0 | +1d | * Throw Break 1 or 2 * Swaps positions on break ** Transition to BT on break | |
| jack-8 | 2+4 | t | 35 | i12 | -6 | -3d | * Throw Break 1 or 2 * Swaps positions on break * Side Switch | |
| jack-8 | Back Throw 1+3 | t | 70 | i12 | ! | +3d | * Unbreakable * Floor Break | |
| jack-8 | Back Throw 2+4 | t | 70 | i12 | ! | +17d | * Balcony Break * Unbreakable * 80 damage on wall splat | |
| jack-8 | Left Throw | t | 40 | i12 | -3 | +1d | * Throw Break 1 * Balcony Break | |
| jack-8 | Right Throw | t | 40 | i12 | -3 | +0d | * Throw Break 2 * Side Swap | |
| jack-8 | d+1+3 | t | 30 | i12 | ! | +0d | * Crouch Throw (Unbreakable) * Floor Break * Can be done from crouch * Alternate input GMH.1+3 | |
| jack-8 | d+2+4 | t | 25 | i12 | ! | +6d | * Heat Engager * Cannot Heat Dash * Crouch Throw (Unbreakable) * Can be done from crouch * Alternate input GMH.2+4 * Gain GMC on Heat activation | |
| jin | df+3 | m | 16 | i12 | -8 | +3 | ||
| jin | b+1 | h | 11 | i12 | -9 | +2 | ||
| jin | b+1,2 | h, h | 11, 20 | i12, i22~24 | -10 | +32a (+17) | * Tornado * Combo from 1st hit with 8f delay | |
| jin | 1+3 | t | 35 | i12~i14 | +0 | +2d | * Homing * Throw break 1 or 2 * Jin recovers BT on break | |
| jin | 2+4 | t | 35 | i12~i14 | -3 | +0d | * Homing * Throw break 1 or 2 * Side switch on hit | |
| jin | df+2+4 | t | 40 | i12 | -2 | -4d | * Throw break 2 | |
| jin | qcb+1+3 | t | 40 | i12 | -2 | 0 | * Throw break 1 * Opponent recovers FUFA | |
| jin | uf+1+2 | t | 40 | i12 | +0 | +0d | * Floor Break * Throw break 1+2 | |
| jun | H.f+1+2,P | h | 0 | i12 | +40g | * Sabaki, parries mid or high punches or kicks * Consumes 240F of remaining Heat time * Parry state 5~ | ||
| jun | 2 | h | 7 | i12 | -4 | +7 | ||
| jun | 2,1 | h, m | 7, 9 | i12, i21 | -6 | +7 | * Elbow * Combo from 1st hit with 9f delay * Input can be delayed 10f | |
| jun | 2,1,4 | h, m, m | 7, 9, 12 | i12, ,i10 | -12 | -1 | * Knee * Combo from 1st hit | |
| jun | 2,1,4,1 | h, m, m, m | 7, 9, 12, 30 | i12, ,i30 | -9 | +10a (+1) | +42a (-5) | * Balcony Break * Combo from 3rd CH * Input can be delayed 10f * Chip damage (9) on block * Deals 6 damage to self (4 recoverable) * Unparryable by traditional parries, Asuka, Nina, etc * Gain 10 Kazama Essence on normal hit and 7 on block or airborne hit |
| jun | 2,1,4,3 | h, m, m, h | 7, 9, 12, 21 | i12, ,i25 | -9 | +13a (+4) | * Balcony Break * Combo from 3rd CH with 5f delay * Input can be delayed 10f | |
| jun | 2,1,1+2 | h, m, h | 7, 9, 21 | i12, ,i22 | +2 | +22c | * Balcony Break * Elbow * Combo from 2nd CH with 9f delay * Forces tech backroll on hit | |
| jun | 4 | h | 17 | i12 | -9 | +7 | +32d | |
| jun | f+1+2 | h | (5) | i12 | +2 | +26g | +23 | * Balcony Break (airborne) * Transition to r20 MIA on hit only * Deals 5 recoverable damage * Cannot cause a K.O. * Deals 6 damage to self (4 recoverable) * Power up in Heat (ps5~12) * Unparryable * Gain 6 Kazama Essence on normal hit and 5 on block or airborne hit |
| jun | ws1 | h | 14 | i12~13 | -6 | +5 | ||
| jun | ws1,1 | h, h | 14, 7 | i12~13, i15~16 | -9 | +2 | * Elbow * Combo from 1st hit * Enter GEN +0 +11g r18 with F * Enter MIA +0 +11g r18 with B | |
| jun | ws1,1,1 | h, h, m | 14, 7, 20 | i12~13, ,i25 | -13 | +13a (+4) | * Balcony Break * Combo from 2nd CH with 4f delay * Input can be delayed 14f | |
| jun | ws1,1,2 | h, h, M | 14, 7, 22 | i12~13, ,i23 | -9 | +30a (+15) | +69a (+53) | * Tornado * Combo from 2nd CH with 6f delay * Input can be delayed 14f * Chip damage on block * Deals recoverable self-damage when not in Heat * Unparryable * Gain 6 Kazama Essence on normal hit and 5 on block or airborne hit |
| jun | ws1,1,4 | h, h, h | 14, 7, 24 | i12~13, ,i23~25 | -8 | +16c | * Balcony Break * Combo from 2nd CH with 6f delay * Input can be delayed 14f * +13d on BT hit * Forces tech backroll on hit | |
| jun | ws1,4 | h, m | 14, 16 | i12~13, i22~23 | -11 | +0c | * Spike * Combo from 1st hit with 5f delay * Input can be delayed 10f * Move can be delayed 8f | |
| jun | ws1,4,2 | h, m, L | 14, 16, 17 | i12~13, ,i23~24 | -16 | +0c | +13a | * Spike * Combo from 2nd CH * High crush 17~ |
| jun | ws1,4,1+2 | h, m, m | 14, 16, 28 | i12~13, ,i25~26 | -20 | +16a (+11) | * Balcony Break * Elbow * Combo from 2nd CH | |
| jun | 1+3 | t | 35 | i12~14 | +0 | +0d | * Homing * Throw break 1 or 2 | |
| jun | 2+4 | t | 35 | i12~14 | +0d | * Homing * Throw break 1 or 2 * Side switch on hit | ||
| jun | df+2+3 | t | 40 | i12 | -6 | -6d | * Throw break 2 * Floor Break | |
| jun | uf+1+2 | t | 40 | i12 | -6 | +0d | Throw break 1+2 | |
| kazuya | 2 | h | 12 | i12 | -3 | +8 | ||
| kazuya | 2,2 | h, m | 12, 24 | i12, i24~25 | -8 | +7 | +50a | * Balcony Break (airborne) * Combo from 1st CH |
| kazuya | 4 | h | 18 | i12 | -9 | +2 | +27d | Balcony Break (CH) |
| kazuya | 1+2 | m,m | 5,20 | i12 i15 | -13 | +13a | Balcony Break | |
| kazuya | d+4 | l | 6 | i12 | -15 | -4 | * High crush 4~ | |
| kazuya | BT.d+3 | l | 6 | i12 | -15 | -4 | * High crush 1~ | |
| kazuya | hFC.4 | l | 6 | i12 | -15 | -4 | * -4c on crouching hit * High crush 1~ | |
| kazuya | 1+3 | th(h) | 35 | i12~14 | +0 | +2d | * Homing * Throw break: 1 or 2 * Recovers BT on break | |
| kazuya | 2+4 | th(h) | 35 | i12~14 | +0 | +0d | * Homing * Throw break: 1 or 2 | |
| kazuya | Back throw | th(h) | 50 | i12~14 | +3d | * Throw Break: none | ||
| kazuya | FC.db+1+2 | th(h) | 40 | i12~14 | -6 | -3d | Throw break: 1+2 | |
| kazuya | Left throw | th(h) | 40 | i12~14 | -3 | +0d | * Throw break: 1 * Floor Break | |
| kazuya | Right throw | th(h) | 40 | i12~14 | -3 | -4d | Throw break: 2 | |
| kazuya | uf+1+2 | th(h) | 35 | i12~14 | +0 | +26d (+8) | * Throw break: 1+2 * Balcony Break * Side switch on break * 15 additional damage on wall hit | |
| king | b+1 | h | 13 | i12 | -8 | +3 | +3a | |
| king | b+1,2 | h, h | 13, 20 | i12, i19~20 | -13 | +5 | +70a(+54)* | * Tornado * Combo from 1st hit with 8F delay * Combo from 1st CH with 10F delay * Launches opponent if b+1 on CH. * Move can be delayed by 6F * Input can be delayed by 10F |
| king | b+1,4 | h, m | 13, 23 | i12, i26~28 | -10 | +1d | +18(-17)* | * Combo from 1st CH with no delay. * Recovers in FUFT. * Move can be delayed by 6F * Input can be delayed by 10F |
| king | 1+3 | t | 35 | i12~15 | -6 | +0d | * Homing * 1 or 2 throw break. * Input f+1+3 to increase throw range, but its startup is 3 frames slower. * Opponent recovers in FUFA. * Side switch on successful throw break | |
| king | 2+4 | t | 35 | i12~15 / i15~17 | -3 | +0d | * Homing * 1 or 2 throw break. * Input f+2+4 to increase throw range, but its startup is 3 frames slower. * Side switch. Opponent recovers in FUFA. | |
| king | AIR.1+3 / AIR.f+1+3 | t(a) | 30 | i12~14 / i15~17 | +0d | * Homing * Cannot throw break. * Input f+1+3 to increase throw range, but its startup is 3 frames slower. * Opponent recovers in FDFT. | ||
| king | AIR.2+4 / AIR.f+2+4 | t(a) | 20 | i12~14 / i15~17 | +40d(+35) | * Tornado * Homing * Cannot throw break. * Input f+2+4 to increase throw range, but its startup is 3 frames slower. * Opponent recovers in FUFT. | ||
| king | AIR.d+1+3 | t(a) | 15 | i12~13 | -5d | * Cannot throw break. * Opponent recovers in FDFL. | ||
| king | CD.1+3 | t | 20 | i12 | -2 | +1d | * 1 Throw break. * Opponent recovers in FUFT. | |
| king | CD.2+4 | t | 25 | i12 | -2 | +0d | * 2 throw break. * Opponent recovers in FDFR. | |
| king | FC.db,d,db+1+2 | t | 45 | i12 | -6 | +0d | Floor Break * 1+2 throw break. * Opponent recovers in FUFR. | |
| king | JGS.1+3 | t | 20 | i12 | -3 | +0d | * Homing * 1 or 2 throw break, depending on King's input. * Opponent recovers in FDFT. * Becomes f,hcf+1 / 2+4 on air grab / wall splat. | |
| king | b+1+2 | t | 0 | i12~17 | -3 | +14g | * Homing * 1+2 throw break. Side switch. * Damage becomes 15 on wall splat. * Transition to JGR ** Can range from +22 to +47 (?) on wall hit depending on angle and distance to the wall * Cancel to standing with f,F or b,B (-2) ** Can range from +6? to +31 (?) on wall hit depending on angle and distance to the wall | |
| king | b+1+2,1+2 | t | 0 | i12~17 | +11g | * 1+2 throw break. * Damage becomes 15 on wall splat. * Transition to JGR ** Can range from +20 to +30(?) on wall hit depending on angle and distance to the wall * Cancel to standing with f,F or b,B (-6) ** Can range from +15 to +25(?) on wall hit depending on angle and distance to the wall | ||
| king | db+2+3 | t | 40 (8+20+12) | i12 | -6 | +1d / +0d | * 1+2 throw break. * Opponent recovers in FUFT / FDFT. | |
| king | df+2+3 | t | 40 | i12 | -2 | +0d | * 2 throw break. * Opponent recovers in FUFT. | |
| king | d+1+3 | t(c) | 35 | i12~13 | +0d | Floor Break * Crouch throw, cannot throw break. * Can also be done by db+1+3 and in FC too. * Opponent recovers in FDFA. | ||
| king | d+2+4 | t(c) | 35 | i12~13 | +0d | Floor Break * Crouch throw, cannot throw break. * Can also be done by db+2+4 and in FC too. * Opponent recovers in FUFA. | ||
| king | d+1+4 | t(c) | 35 | i12~13 | +0d | * Heat Engager * Crouch throw, cannot throw break. * Cannot heat dash * Opponent recovers in FDFA. | ||
| king | f,hcf+2 | t | 50(55) | i12~14 | -6 | +1d | * Homing during heat * 2 throw break * Input all directions, df for 1-3F, f for 0-1F, and f+2 to execute bluespark. * i13 startup for Bluespark throw with buffered input * 55 damage on bluespark * 18F throw break window on bluespark * 7F throw break window on CH bluespark * f,b,d,f are required inputs for normal throw * Opponent recovers in FUFL. | |
| king | uf+1+2 | t | 30 | i12 | -6 | +19d(-7) / +17d(-13) | * 1+2 throw break. * Hold b to throw backwards. * Damage becomes 15 on wall splat. * Opponent recovers in FUFT. | |
| kuma | f+2 | h | 11 | i12 | -13 | +3 | ||
| kuma | f+2,1 | h, h | 11, 20 | i12, i20 | -5 | +36a (+10) | * Balcony Break * Combo from 1st hit with 9F delay * Move can be delayed by 13F | |
| kuma | df+4 | m | 15 | i12 | -4 | +7 | ||
| kuma | HBS.1 | M | 10 | i12 | -13 | +5 | +12 | * Elbow |
| kuma | HBS.1,2 | M, M | 10, 23 | i12, 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 |
| kuma | HBS.1,2* | M, M | 10, 23 | i12, 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 |
| kuma | HBS.1,2** | M, M | 10, 30 | i12, i44~45 | +3 | +49a | * Reversal Break * Replaces HBS.1,2*: i33~34 startup during Heat (t83? r36?) * 12 chip damage on block | |
| kuma | 1+3 | th(h) | 35 | i12~14 | -3 | +1 | * Throw break: 1 or 2 * Opponent status on hit: FUFT | |
| kuma | 2+4 | th(h) | 35 | i12~14 | -6 | +1 | * Throw break: 1 or 2 * Opponent status on hit: FUFT * Side switch on hit | |
| kuma | Back throw | th(h) | 70 | i12~14 | +1 | * Throw break: none * Opponent status on hit: FUFA | ||
| kuma | Left throw | th(h) | 50 | i12~14 | -3 | +1 | * Throw break: 1 * Spike * Opponent status on hit: FUFT | |
| kuma | Right throw | th(h) | 40 | i12~14 | -3 | +1 | * Throw break: 2 * Opponent status on hit: FUFT off axis | |
| kuma | uf+1+2 | th(h) | 35 | i12~14 | 0 | +26d (+7) | * Throw break: 1+2 * Balcony Break * Opponent status on hit: FUFT | |
| kunimitsu | 2 | h | 12 | i12 | -5 | +1 | * Weapon | |
| kunimitsu | 2,2 | h, m | 12, 14 | i12, i12~13 | -6 | +5 | * Weapon * Combo from 1st hit with 5f delay * Input can be delayed 5f * Move cannot be delayed | |
| kunimitsu | 2,2,2 | h, m, h | 12, 14, 16 | i12, ,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 | |
| kunimitsu | 2,2,2,2 | h, m, h, h | 12, 14, 16, 16 | i12, ,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 | |
| kunimitsu | 2,2,2,2,2 | h, m, h, h, M | 12, 14, 16, 16, 18 | i12, ,i19~20 | -12 | +19a (+2) | +33a (+23) | * Tornado * Weapon * Input can be delayed 7f * Move cannot be delayed * Low crush 21~35 * Floating state 36~38 |
| kunimitsu | 4 | h | 15 | i12~13 | -9 | -3 | ||
| kunimitsu | 4,2 | h, h | 15, 13 | i12~13, 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 | |
| kunimitsu | df+4 | m | 13 | i12 | -9 | +2 | ||
| kunimitsu | ws1 | m | 11 | i12 | -7 | +4 | ||
| kunimitsu | ws1,1 | m, m | 11, 15 | i12, i15 | -12 | +8c | +13d | * Floor Break * Combo from 1st hit with 9f delay * Input can be delayed 15f * Move can be delayed 8f |
| kunimitsu | CH.SET.2 | m,t | 20,10 | i12 | +55a (+48) | * Weapon * Attack Throw * Instant tornado | ||
| kunimitsu | SET.2 | m | 17 | i12 | -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 |
| kunimitsu | 1+3 | t | 35 | i12~14 | +0 | +0d | * Throw break: 1 or 2 * Opponent recovers in FUFL. | |
| kunimitsu | 2+4 | t | 35 | i12~14 | +0 | -3d | * Floor Break * Throw break: 1 or 2 * Side switch * Opponent recovers in FDFA. | |
| kunimitsu | BT.1+4 | t | 45 | i12~14 | +0 | -5d | * Throw break: 1+2 * Opponent recovers in FDFA | |
| kunimitsu | uf+1+2 | t | 40 | i12 | +0 | +0d | * Throw break: 1+2 * Side switch * Opponent recovers in FDFT * SET.1+4: i16 (t44 r28) | |
| lars | f+2 | h | 10 | i12 | -6 | +3 | ||
| lars | f+2,1 | h, h | 10, 15 | i12, i13 | -5 | +6 | * Combo from 1st hit * Jails * Transition to SEN * Cancel SEN and transition to standing with input B (-6/+5) | |
| lars | f+2,4 | h, h | 10, 22 | i12, i18~19 | -12 | +15 (+6) | * Balcony Break | |
| lars | DEN.1+2 | h | 24 | i12~13 | -1 | +29a | * Tornado * Balcony Break * 4 chip damage on block | |
| lars | SEN.1 | m | 26 | i12~13 | -9 | +23a (+13) | * Heat Engager * Heat Dash +5, +43d (+35) * Balcony Break | |
| lars | 1+3 | t | 35 | i12~14 | -3 | +1 | * Spike * Throw break: 1 or 2 * Opponent status on hit: FUFA | |
| lars | 2+4 | t | 35 | i12~14 | -3 | 0 | * Throw break: 1 or 2 * Opponent status on hit: FDFT perpendicular * Side switch on hit | |
| lars | Back throw | t | 50 | i12~14 | 0 | * Throw break: none * Opponent status on hit: FDFT | ||
| lars | Left throw | t | 40 | i12~14 | -3 | 0 | * Throw break: 1 * Opponent status on hit: FUFT | |
| lars | Right throw | t | 40 | i12~14 | -3 | +1 | * Throw break: 2 * Opponent status on hit: FUFA | |
| lars | uf+1+2 | t | 35 | i12~14 | -3 | 0 | * Throw break: 1+2 * Opponent status on hit: FUFT | |
| law | 3 | h | 12 | i12 | -9 | +2 | ||
| law | 3,3 | h, m | 12, 17 | i12, i27 | -14 | -3 | +53a (+22) | * Combos from 1st hit CH * Delay-able |
| law | 3,4 | h, h | 12, 20 | i12, i22 | -10 | +19a (+10) | * Combos from 1st hit * Balcony Break | |
| law | f+2 | h | 10 | i12 | +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 | |
| law | d+3+4 | l | 7 | i12 | -15 | -2 | Alternate input hFC.4 * High crush 4~ | |
| law | d+3+4,3 | l, m | 7, 23 | i12, i29 | -14 | +14a | * Balcony Break * Combos from 1st hit CH * Alternate input hFC.4,3 * Low crush 19~ | |
| law | ub+1,1+2,2 | h,h,h,h | 3,3,3,25 | i12,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) | |
| law | uf+1 | h | 10 | i12 | -5 | +6 | * Alternate input: ** Ki Charge~1 ** b,B+2+3~1,3 | |
| law | uf+1,3 | h, l | 10, 10 | i12, i19 | -13 | -1 | * Combos from 1st hit * Alternate input: ** Ki Charge~1,3 ** b,B+2+3~1,3 | |
| law | 1+2+3+4~1 | h | 10 | i12 | -5 | +6 | * Alternate input: ** uf+1 ** b,B+2+3~1,3 | |
| law | 1+2+3+4~1,3 | h, l | 10, 10 | i12, i19 | -13 | -1 | * Combos from 1st hit * Alternate input: ** uf+1,3 ** b,B+2+3~1,3 | |
| law | BT.d+3 | l | 6 | i12 | -15 | -4 | ||
| law | DSS.1 | h | 14 | i12 | +3 | +7 | +17c | * 4 chip damage on block * Transition to DSS |
| law | hFC.4 | l | 7 | i12 | -15 | -2 | Alternate input d+3+4 * High crush 4~ | |
| law | hFC.4,3 | l, m | 7, 23 | i12, i29 | -14 | +14a | * Combos from 1st hit CH * Alternate input d+3+4,3 * Low crush |