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mokujin

All Characters

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CharCommandHit levelDamageStartupBlockHitCounter hitNotes
king1+2,1m, m17, 21i18, i22-13+12a(+3)
* Balcony Break
* Combo from 1st hit with 3F delay
* Interrupt with i5 from 1st block
* Cancel move at frame 19 with B (-18/-9/-7)
* Input can be delayed by 3F
* Move cannot be delayed
king1+2,3m, h17, 25i18, i24~25-3+12a(+3)
* Balcony Break
* Tornado
* Combo from 1st hit with 3F delay
* Combo from 1st CH with 5F delay
* Move can be delayed by 4F
* Input can be delayed by 5F
kingf+4m25i18~20-9+12a(+3)
Balcony Break
Homing
* Low crush 9~
kingf,f,n,2L,(t)17,(30)i18-13+5s/(0d)
* i19 startup with buffered input
* Shifts to throw on front grounded CH.
* Unexecutable at long range from opponent
* High crush 6~29
kingws1+2m20i18~19-10+35a(+25)
* Elbow
kingJGR.2h24i18~19+3+5a
* Strong Aerial Tailspin
* 4 chip damage on block.
* Power up into JGR.2* after 30F? or during Heat
** Partially uses remaining Heat time during Heat.
kingJGR.2*h28i18~19+8+32a
* Balcony Break
* Effective startup i48~49?
* 8 chip damage on block
* Partially uses remaining Heat time during Heat
kinghFC.3L10i18-17-6
* Get extra range by FC.df+3/CD.DF+3.
kingFDFA.db+1+3t(g)32i18~20+0+0d
* 1 or 2 throw break, depending on King's input.
* Opponent recovers in FDFA.
kingFDFL.db+1+3t(g)37i18~20+0+0d
* 1 or 2 throw break, depending on King's input.
* Opponent recovers in FDFL.
kingFDFR.db+1+3t(g)35i18~20+0+0d
* 1 or 2 throw break, depending on King's input.
* Side Switch.
* Opponent recovers in FDFL.
kingFDFT.db+1+3t(g)30i18~20+0+22d
* 1 or 2 throw break, depending on King's input.
* Side Switch.
* Opponent recovers in FDFL.
kingFUFA.db+1+3t(g)28i18~20+0+0d
* 1 or 2 throw break, depending on King's input.
* Opponent recovers in FUFR.
kingFUFL.db+1+3b+1+3t(g)0i18~20+0+25d
* 1 or 2 throw break, depending on King's input.
* Opponent recovers in FDFL/FDFR.
kingFUFT.DB+1+3t(g)25i18~20+0+0d
Floor Break
* 1 throw break.
* Opponent recovers in FUFT.
kingFUFT.DB+2+4t(g)28i18~20+0+1d
* 2 throw break.
* Opponent recovers in FUFT.
kingFUFT.db+1+3t(g)20,10 / 35i18~20+0+1d(-40)
* 1 or 2 throw break, depending on King's input.
* Mash 1/2/3/4 to roll in midscreen to reduce 10 damage, on wall splat damage is 35.
* Opponent recovers in FUFT if fails to roll.
kuma3h25i18-5+21a (+11)
* Balcony Break
kumaf+1+2m16i18-15+18a
kumaf+1+2,1+2m, M16, 20i18, i30~31-14+65a (+49)
* Tornado
* Combo from 1st hit
* Grounded hit on off-axis hit against large body size characters?
kumadb+2L10i18-15-1
* Transition to HBS with D or 3+4 (-17/-3)
* High crush 6~51
kumadb+3l12i18-12+1
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)
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
kumaws3m21i18~20-9+17 (+8)
* Balcony Break
* Homing
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+4m, h, M, L, M, m12, 12, 6, 5, 6, 6i18~19, ,i25~26-12-1
* Interrupt with i8 from 5th block
* Can SSL/SSR and SWL/SWR from 5th block
* Low crush 15~27
* Floating state ?
* High crush 28~
kumaFC.df+2,1,1+2,3,1+2,3+4,1+2m, h, M, L, M, m, m12, 12, 6, 5, 6, 6, 7i18~19, ,i55-49-38
* Interrupt float with i40? from 6th block
* Can SSL/SSR and SWL/SWR from 6th block
* Floating state 1~122
kumaFC.df+2,1,1+2,3,1+2,3+4,1+2,2m, h, M, L, M, m, m, m12, 12, 6, 5, 6, 6, 7, 6i18~19, ,i20~22-17-6
* Interrupt with i21? from 7th block
* Can SSL/SSR and SWL/SWR from 7th block
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
kumaROL.3l20i18~26-18+33a
Recovers in FUFT
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
kunimitsudb+3l8i18-15-14
* High crush 6~
kunimitsudb+3,3l, l8, 7i18, i15~17-19-7
* Jail from 1st attack
* High crush 1~
kunimitsudb+3,3,3l, l, l8, 7, 7i18, ,i15~17-19-7
* Jail from 1st block
* Combo from 2nd CH
* Interrupt with i13 from 2nd block
* High crush 1~
kunimitsudb+3,3,3,3l, l, l, l8, 7, 7, 5i18, ,i15~17-19-7
* Jail from 1st block
* Combo from 3rd CH
* High crush 1~
kunimitsudb+3,3,3,3,3l, l, l, l, l8, 7, 7, 5, 5i18, ,i15~17-19-7
* Jail from 1st block
* Combo from 4th CH
* High crush 1~
kunimitsudb+3,3,3,3,3,3l, l, l, l, l, l8, 7, 7, 5, 5, 5i18, ,i15~17-47-35
* Jail from 1st block
* Combo from 5th CH
* High crush 1~
kunimitsudb+3,3,3,3,3,4l, l, l, l, l, m8, 7, 7, 5, 5, 15i18, ,i12~13-8+23a (+13)
* Balcony Break
* Same animation as ws4
* Can be performed following any number of db+3 lows except the first and last
kunimitsub+4M15i18~19-8+6
* Low crush 17~30
* Floating state 31~33
kunimitsub+4,3M, M15, 20i18~19, i17~18-16+25a (+10)+34a (+24)
* Tornado
* Combo from 1st hit with 8f delay
* Input can be delayed 8f
* Move cannot be delayed
* Steel pedal
* Floating state 20~34
kunimitsuKAT.3M8i18~25-12~-5+2c~+9c
* Floor Break
* Evasive, can go over mids and some highs
* Floating state 1~4
* Low crush 5~26
kunimitsuKAT.3,2M, M8, 8i18~25, i20~22-16+34a (+24)
* Weapon
* Combo from 1st hit with 3f delay
* Input can be delayed 3f
* Move cannot be delayed
* Steel pedal
* Low crush 21~38
* Floating state 39~41
kunimitsuSET.3L17i18~23-16~-11+0c~+5c+25a
* High crush 6~
kunimitsuSET.4M13i18~19-8+6
Hits grounded but can miss when too close vs small bodies
kunimitsuSET.4,3M, m13, 21i18~19, i22-13+5a
* Spike
* Combo from 1st hit with 9f delay
* Input can be delayed 9f
* Move can be delayed 5f
* Interrupt with i5 from 1st block
* Low crush 5~17
* Floating state 18~20
kunimitsuhFC.1+2l,sm8,15i18 i15-12+5
* Weapon
* Can hit grounded when off-axis
* Recovers in BT on hit only
* High crush 1~24
larsH.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
larsd+2m17i18~19+0c+8c+30d
* Spike
* Elbow
* Transition to FC with input D
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?)
larshFC.1+2l,l9,15i18,i14~i15-12+1c
* Transition to LEN on hit with input n,D (+3c)
* Can be done from Crouch Level 1
* High crush 1~
lawf+3m12i18-10+1
lawf+3,1m, m12, 15i18, i20-2+8
* Transition to DSS with F
** (+3 oB, +13g)
lawdf+3+4l12i18-15+4c+6a
* High crush 6~
lawUF+4m23i18-17+28a (+18)
* Alternate input
** UB+4, U+4, FC.ub+4, FC.u+4, FC.uf+4
* 18 dmg when performed with UB+4 or FC.ub+4
* Low crush 9~
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+3m20i18-8+16c
* Heat Engager
* Heat Dash +5, +36d (+26)
* Balcony Break
* Forces tech backroll on hit
* Low crush 9~
lawss2m23i18+0+16d (+6)
* Balcony Break
* 4 chip damage on block
lawss3l17i18-13+7+16c
* Transition to DSS on hit
leeH.d+1+2m25i18+4+21a (+11)
* Balcony Break
* 6 chip damage on block
* Consumes 240F of remaining Heat Time
* Has good sidestep right tracking
* Transition to +6, +23a (+13) HMS with 3+4
leed+2m17i18-6+8+13
* Jab evasion
leeub+3M20i18-13+20a (+13)+74a (+58)
* Tornado
* Low crush
leeFC.UF+4m25i18~28-17+28a (+18)
* Transition to -17, +28a (+18) HMS with 3
* Alternate input FC.UB+4, FC.U+4
* Low crush
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
leeHMS.3h,t21,20i18-3+0d
* Strong Aerial Tailspin
* Homing
* Shifts to throw on hit from the front
* 6 chip damage
* Power crush 8~
leod+1m18i18~19-2~-1+5+13
* Spike
* Enter FC with d
leob+1m17i18~19-12+1
* Elbow
leob+1,4m, m17, 14i18~19, i23+9+15g+19
* Knee
* Combo from 1st CH
leob+1,1+2m, m17, 18i18~19, i22~23-12~-11+9
* Shoulder
* Combo from 1st hit with 2F delay
* Combo from 1st CH with 10F delay
* Transition to BOK r28? with d (-10/+11)
* Move can be delayed by 16F
* Input can be delayed by 18F
leob+4m13i18-8+5
leob+4,1m, m13, 20i18, i30~31-12~-11+15a (+6)
* Balcony Break
* Shoulder
* Combo from 1st hit
* Cancel to FC -16 -3 with D
leob+4,1~4m, m13, 14i18, i17~18+9~+10+15g+19
* Knee
* Combo from 1st hit
* Enter CD -5 +1 +5 with df
leouf+2m15i18~21-14~-11+18a (+11)
* Enter BOK -11 +21a (+14) with d
* Low crush 20~
leouf+2,1m, m15, 17i18~21, i25~26-8~-7+4+32d
* Combo from 1st hit
** +23a (+16)
* Low crush 0~12
leoqcf+1L17i18~19-13~-12-1+11
* High crush 6~
leoqcf+3+4m,m6,20i18~20 i22~24-6~-4+13g
* Homing
* Balcony Break
* Low crush 17~
leoKNK.1h12i18-9+2
* Transition to r25 BOK with D (-7/+4)
leoKNK.1,2h, m12, 17i18, i18-10+17
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
* Combo from 1st hit with 11F delay
* Move can be delayed by 10F
* Input can be delayed by 12F
leoKNK.1,4h, h12, 20i18, i22~24+4+32a (+6)
* Strong Aerial Tailspin
* Balcony Break
* Combo from 1st hit with 7F delay
* Transition to r18 BOK with D (+8/+32a (+6))
* 4 chip damage on block
* Move can be delayed by 10F
* Input can be delayed by 12F
leroydf+3+4h23i18~19-2+70a(+54)~+71a(+55)
* Tornado
* 9 chip damage on block
* Has jab evasion properties
* Recovers 3F faster on hit (t52 r33)
* Low crush 18~31
* Floating state 32~34
leroyb+3+4M,th21,25i18~19-8+7
* Balcony Break
* Shifts to throw on airborne hit (+0d)
leroyf,F+3h20i18~23-2~+3+33d
* Strong Aerial Tailspin
* Balcony Break
* 6 chip damage on block
* Low crush
leroySS.4L17i18~19-12+4+14
* Can be delayed
lidiaH.2+3m,m,m,h55i18+10g+0d
* Heat Smash
* Balcony Break
* Transition to r31 HAE on block
** Cancel HAE transition with B on block
* Transition to attack throw on hit
* Increases HAE level by 1 on hit
* 8 chip on block
* Low crush 77~105
lidiad+2L12i18-14-4+12
* High crush 6~
lidiab+1m24i18+2+22c
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
* 4 chip damage on block
* Forces tech backroll on hit
lidiaf,F+4m12i18-13-2
lidiaf,F+4,3m, m12, 16i18, i24~25-27+17a (+2)
* Combo from 1st hit
* Transition to attack throw on airborne hit for additional damage that increases based on Heaven and Earth level
* HAE lvl.3:
*** Removes Recoverable Health
*** Decreases HAE lvl by 1 on hit
* Low crush 27~46
* Floating state 47~49
lidiaSS.2m18i18-1c+10c+17c
* Floor Break
* Elbow
* Transition to HRS
lidia(airborne).f,F+4,3m,m,th8,8,8i18,i24~25-1
* Balcony Break
* Power up based on Heaven and Earth level
**HAE lvl.0 16 damage
**HAE lvl.1 20 damage
**HAE lvl.2 28 damage
**HAE lvl.3 38 damage
*** lvl.3 causes Wallsplat
* Regain recoverable health
lidiaHAE.1m21/23i18~19-11+80a (+60)
* Spike
* Power up based on Heaven and Earth level
* 7/6/4 chip damage on block
* -7 frame advantage after absorbing an attack in power crush state
* Guarantees grounded hit vs airborne opponent
* +51a on BT hit
* Power crush 7~17
lidiaOTG.d+1+2L24i18~19-13+6c
* Spike
* Power up based on Heaven and Earth level
* Regain recoverable health
lilif+3+4m,M6,20i18~20 i11~13-9+1d
* Floor Break
* Jail from 1st attack
* +12d on hit if the first kick whiffs
* Low crush 11~27
* Floating state 28~30
lilif+3+4,3m,M, M6,20, 20i18~20 i11~13, i30~33-8+23a
* Floor Break
* Combo from 1st hit
* Input can be delayed 3f
* Move cannot be delayed
* Interrupt with i15 from 1st block
lilif+3+4,3,4m,M, M, M6,20, 20, 20i18~20 i11~13, ,i19~23-20+10 (+3)
* Combo from 1st hit
* Input can be delayed 12f
* Move can be delayed 11f
* Interrupt with i3 from 2nd block
* Huge pushback on block, difficult to punish
* Steel pedal
* Low crush 19~43
* Floating state 44~46
lilid+1L10i18~19-11+0
* Transition to FC with D
* High crush 9~29
lilid+1,2L, h10, 8i18~19, i18-8+3+5
* Combo from 1st hit with 4f delay
* Move can be delayed 4f
* Enter BT with B
lilid+1,2,4L, h, m10, 8, 24i18~19, ,i30~32-12+17a (+8)
* Balcony Break
* Combo from 2nd CH with 2f delay
* Input can be delayed 9f
* Move can be delayed 8f
liliu+1+2m28i18~19-9+17a (+8)
* Strong Aerial Tailspin
* Homing
* Balcony Break
* Move is delayed 10f, effective startup i28~29
liliu+1+2*m30i18~19+12g+17a (+8)
* Strong Aerial Tailspin
* Homing
* Balcony Break
* Move is delayed 33f, effective startup i51~52
* 9 chip damage on block
liliu+1+2**m!50i18~19+16a (+7)
* Strong Aerial Tailspin
* Homing
* Balcony Break
* Move is delayed 56f, effective startup i74~75
miary-zof+4m12i18-6+2
* Low crush 9~14
* Floating state 15~17
miary-zof+4,2m, m12, 20i18, i31-9+16a (+7)
* Balcony Break
* Weapon
* Combo from 1st hit with 1f delay
* Input can be delayed 1f
* Move cannot be delayed
* Chip damage on block
* Interrupt with i7 from 1st block
* f+4,d+2 to push opponenet to foreground
* f+4,u+2 to push opponenet to background
* Power up in Heat
miary-zof+4,4m, h12, 15i18, i26-5+9
* Combo from 1st hit with 1f delay
* Input can be delayed 1f
* Move cannot be delayed
* Low crush 21~22
* Floating state 23~25
miary-zof+4,4,4m, h, h12, 15, 30i18, ,i30~31-9+14d
* Balcony Break
* Input can be delayed 1f
* Move cannot be delayed
* Hit vs BT +11d
* Low crush 8~34
* Floating state 35~37
miary-zoH.f+4,2m, m12, 25i18, i31+2+16a (+7)
* Balcony Break
* Weapon
* Combos from 1st hit
* 7 chip damage on block
* Partially consumes remaining Heat Time
* f+4,H.d+2 to push opponenet to foreground
* f+4,H.u+2 to push opponenet to background
miary-zof+3+4m10i18-9+3
* Low crush 9~18
* Floating state 19~21
miary-zof+3+4,2m, m10, 20i18, i29~30-20+64a (+48)
* Tornado
* Combo from 1st hit with 2f delay
* Input can be delayed 2f
* Move cannot be delayed
* Chip damage on block
* Instant Tornado on hit
* Can hit grounded when off-axis, steel pedal effect
* Low crush 31~55
* Floating state 56~58
miary-zodb+4L13i18-12+1
miary-zodb+1+2h18i18+3+13c
* Balcony Break (airborne)
miary-zob+1+2m25i18-13+20a (+15)
* Balcony Break
* Spike
* Block advantage -9 on successful attack absorption, deals chip damage
* Power crush 7~17
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-zoH.uf+3,2h,h,m, m6,6,12, 22i18~19 i9~10 i9~10, i24~25+4+17a (+7)
* Balcony Break
* Weapon
* Combos from 1st hit
* 4 chip damage on block
* Partially consumes remaining Heat Time
miary-zoFC.df+4L16i18~19-26+4c
* Clean hit +9a, 4 extra damage
* Stagger on block
* High crush 1~44
miary-zoBAO.4L,m18,20i18~19 i27~28-24-2d+66a (+50)
* Tornado
* Jab evasion?
* 2nd available only on hit or block
* Low crush 1~43
* Floating state 44~46
nina3+4m20i18~19-10+11g
* Balcony Break
* Homing
* Enter CD -6 +15g t34 r15 with F
ninadb+3+4m21i18~19-17+36a (+26)
* Tornado
ninab+3m10i18-6+6c
Spike
ninab+3,4m, h10, 17i18, i20~21-8+14c+45a
* Combo from 1st hit with 16f delay
* Move can be delayed by 10F
* Input can be delayed by 17F
ninauf+2m10i18-10+1
ninauf+2,1m, m10, 10i18, i21-13+49a (+40)
* Spike
* Combo from 1st hit with 9f delay
* Move can be delayed 7f
ninauf+4h23i18-9-1
* Low crush 9~30
* Floating state 31~33
ninauf+4,3h, L23, 10i18, i18-19-8
Combo from 1st CH
* High crush 35~64
ninauf+4,3,4h, L, h23, 10, 14i18, ,i20-6+5
* Combo from 2nd hit
* Enter SS -5 +6 with D_U
ninaws3+4m21i18~19-17+36a (+26)
* Tornado
panda3h25i18-5+21a (+11)
* Balcony Break
pandaf+1+2m16i18-15+18a
pandaf+1+2,1+2m, M16, 20i18, i30~31-14+65a (+49)
* Tornado
* Combo from 1st hit
* Grounded hit on off-axis hit against large body size characters?
pandadb+2L10i18-15-1
* Transition to HBS with D or 3+4 (-17/-3)
* High crush 6~51
pandadb+3l12i18-12+1
pandab+1+2h,m10,20i18~19 i12~13-8+13d / HE
* Balcony Break
* Floor Break
* Heat Engager
* Homing
* chip damage
* Transition to HBS with input D or 3+4 (does not shift when using Heat Dash)
pandau+1+2m24i18~23-8 / -7 HBS+6 / +7 HBS+8a / +9a
* Transition to HBS with input D or 3+4
* Low crush
pandaws3m21i18~20-9+17 (+8)
* Balcony Break
* Homing
pandaROL.3l20i18~26-18+33a
Recovers in FUFT
paulH.2+3L,m,t9,23,25i18,i21,i38-14+3d
* Heat Smash
* Balcony Break
* Fully consumes Heat
* Chip damage (8)
* Transition to throw on 1st hit only
* 40 damage with throw transition
* 53 damage on 2nd + 3rd hit
* t134 r49 on block
* t124 on whiff
paulb+2m22i18-5c+4c
* Spike
paulb+2,1m, m22, 22i18, i36-120c+16d
* Move can be delayed 20f (i56)
* Charge begins on frame 18
* Requires 0~41f charge
* Delayed startup from 22~41f charge
* Combo from 1st CH with 0~23f charge
* b+2,1* / H.b+2,1* at 42f charge
paulb+2,1*m, M22, 27i18, i60~61+8+20d+56a
* Balcony Break
* H.b+2,1* with Heat
* Chip damage (7)
* Charge begins on frame 18
* Requires 42f charge
* b+2,1 from 0~41f charge
paulH.b+2,1*m, m22, 35i18, i60~61+12+56a
* Balcony Break
* Guard Break
* Consumes Heat
* Chip damage (13)
* Charge begins on frame 18
* Requires 42f charge
* b+2,1 from 0~41f charge
paulub+2m22i18-5+14d
* Balcony Break
* +21d (+14) on airborne opponent
* Can be charged to power up
paulf,f,F+2m,t19,29i18~19-9+0d FDFA+35a
* Spike on 2nd hit
* Elbow
* Transition to throw on airborne hit
* +17d FDFA without throw transition
paulqcf+3L18i18~19-14c+0+20a
* Clean hit range 2.0
* 17 damage on hit without Clean Hit
* +7 on CH without Clean Hit
* High crush 7~40
paulDPD.df+3+4m,M32,10i18~23,i51~61-49d-9d (-24)
* Effective minimum startup 28f
* t112 on hit
* Deals recoverable damage to self
* Low crush 16~35
* Floating state 36~62
* FDFA
* 63~92
paulOTG.d+2L16i18-12c-1d (-9)
* Spike
* +4 on hit against standing opponent
paulqcb+3L14i18~19-21c-10g+21a
* High crush 1~
paulqcb+3,2L, m14, 20i18~19, i27~28-10+6
* Combo from 1st CH +20d (+13)
paulqcb+3,2,1L, m, h14, 20, 25i18~19, ,i18~19-5+21d (-5)
* Tornado
* Combo from 1st CH +63a (+47) T!
paulqcb+3,2,3L, m, M14, 20, 22i18~19, ,i25~26-13c+10d FDFA+46a
* Spike
* Combo from 1st CH +15d (-20) FDFA
* Move can be delayed 10f
* Input can be delayed 17f
ravenH.2+3m,t20,35i18~20+14g+3a
* Heat Smash
* Balcony Break
* Transition to r20 SZN on block
* 9 chip damage on block
ravenf+1+2h,m10,20i18~19, i26-13+30a (+4)
* Balcony Break
* Frame advantage is -9 if an attack is absorbed
** 8 chip damage on block after absorbing an attack
* Power crush 7~
ravenqcf+4M15i18~20-14~-12+32a (+22)
Tornado
* Floating state 20~32
ravenFC.df+3+4L,sm17,25i18~20 i34~36-23~-21-5a
* Spike
* Transition to r20 SZN on hit only
* Second hit available on hit only
** Airborne spike on 1st and 2nd hit
* Recovers heat on hit
* High crush 1~17
ravenBT.b+3h22i18~19+4~+5+41a
* Homing
* Balcony Break
* Strong Aerial Tailspin
* Chip damage on block
ravenSZN.2m,sm20,10i18, i23~24-9+7a (-2)
* Heat Engager
* Heat Dash +36a (+26) on hit, +5 on block
* Balcony Break
* Transition to second hit on hit
* Recovers heat on normal hit
reinaH.WRA.d+3+4l,m,m,m12,8,3,12i18~19-17+0
* Spike
* Floor Break
* Alternate input: H.WRA.R1
* Jails if any hit is blocked
* Transitions to attack throw on 1st hit for a total of 35 dmg
* +4a (-5) if any hit after the 1st connects
* Consumes 300F of remaining Heat time
reina3h12i18~19-11+5
Homing
* High crush 8~17
reina3,2h, h12, 16i18~19, i20-9+8+66a (+50)
* Tornado
* Combo from 1st hit
reina3,4h, m12, 20i18~19, i20-14+50 (+19)+54a
Combo from 1st hit
reinaH.3,4,4h, m, m12, 20, 28i18~19, ,i27-8+23a (+3)
* Balcony Break
* Combo from 2nd hit
reina3+4m,m5,10i18 i26-8+3c
Spike
* Low crush 9~26
reina3+4,4m,m, m5,10, 20i18 i26, i16-14+50 (+19)+54a
Combo from 1st hit with 4f delay
reinaH.3+4,4,4m,m, m, m5,10, 20, 28i18 i26, ,i27-8+23a (+3)
* Balcony Break
* Combo from 2nd hit
reinab+1h14i18-4+6
reinab+1,1h, m14, 15i18, i22-10-4
* Combo from 1st hit without delay
* Can be delayed
reinab+1,1,3h, m, m14, 15, 13i18, ,i15~17-10+3
* Transition to SEN r18 with F (+0/+13)
* Cannot block up to i14 on empty transition on block
* Combo from 2nd CH
* Jails from 2nd block
reinab+1,1,3,3h, m, m, m14, 15, 13, 20i18, ,i32-16+48 (+17)+53a
reinab+4h20i18-8+35a+71a (+55)
* Tornado
* High crush 6~17
reinab+1+2m20i18-13+14g
* Balcony Break
* -8 frame advantage and 8 chip damage on block after absorbing an attack in power crush state
* Power crush 7~17
reinaws2m20i18-8+9+14c
Balcony Break
* High crush 1~6
reinaSS.4l17i18~19-13+0+13g
reinaUNS.4m23i18~19-8+43a (-15)
* Balcony Break
* Heat Engager
* Heat Dash +5, +62a (+42)
* 6 chip damage on block
* Can be cancelled into crouch with DB/D/DF
* High crush 6~16
reinaWRA.3+4M26i18~19+0c~+1c+5d
* Spike
* 7 chip damage on block
* Opponent is FDFA on normal hit
shaheen3+4m20i18~20-9+19a (+2)
* Tornado
* Balcony Break
shaheend+2m15i18~19-6+8
* Jab evasion
shaheenFC.df+2m21i18~19-9+17a (+8)
* Strong Aerial Tailspin
* Balcony Break
steveH.EXD.1+3h (th)i18
*
Homing
* Unbreakable
* Transition to TFA
steveFLK.2m21i18~19-5c+7d+42a
* Spike
* 6 chip damage on block
steveLNH.1+2h24i18-19+12+51a (+31)
* Guard Break
* Reversal Break
* Balcony Break
* 9 chip damage on block
stevePAB.f+2m18i18~19-13+31a (+16)
stevePAB.f+2,1m, m18, 24i18~19, i34~35+1+24a (+14)
* Balcony Break
* Combo from 1st hit
* Interruptible by i16 or faster moves
victord+2m21i18+0+4
* Heat Engager
* Heat Dash +5, +67a (+50)
* Weapon
* 6 chip damage on block
victord+3l11i18~19-13-2
victorb+4h20i18~19-2+14
* Homing
* Balcony Break
victoruf+3m17i18~19-9+3+36d
* Low crush 7-15
victorf,F+2m24i18~20-16+33a (+23a)
* Tornado
* Weapon
* 7 chip damage on block
victorf,f,F+2m21i18~19+2+34d (-24d)+61a (+45a)
* Balcony Break
* Weapon
* Deals 6 chip damage on block
* Transition to IAI with d or 3+4 at +5 / +37d (-21d) / +64a (+48a)
victorf,f,F+1+2L,L10,14i18, i14~15-14+4 IAI+15g
* Weapon
* Transition to r18 IAI at +4 on hit
* Unparryable (weapon low)
* High crush 15~
victorSS.1+2m25i18~19-9+15 (+5)
* Balcony Break
victorIAI.4L17i18~19-12+4+9
victorIAI.4,2L, h17, 20i18~19, i26~27-5+26 (+0)+55a (+35a)
* Strong Aerial Tailspin
* Balcony Break
* Weapon
* Combo from 1st CH
* 8 chip damage on block
victorIAI.d+1M25i180+24a (+9)
* Heat Engager
* Heat Dash +5, +42a (+27)
* Balcony Break
* Weapon
* 7 chip damage on block
victorPRF.4h20i18~19-2+14
* Homing
* Balcony Break
xiaoyudb+1m22i18-9+14a (+5)
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
* Clean hit damage: 30
xiaoyudb+2L13i18~19-8+5c+12
*
* High crush 6~
xiaoyudb+4L14i18-12+4c+14
* This move is +20 on a traded hit
xiaoyub+3h22i18~19+3+8c+32d
* Chip on block [6]
* Unparryable by traditional kick parries (bug?)
* Transition to BT
xiaoyuSS.4l19i18-13-2+29a
*
* High crush 6~
xiaoyuFC.df+4L13i18~20-7+4
* Transition to AOP
* Alternate input AOP.f+4
* High crush 1~
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.1m11i18-5+6
* Transition to HYP with B (-2, +9)
xiaoyuAOP.1,2m, h11, 15i18, i21-3+30g
* Combo from 1st hit with 8F delay
* Move can be delayed by 11F
* Input can be delayed by 12F
xiaoyuAOP.1,4m, M11, 20i18, i25-9+15d (-2)
* Tornado
* Balcony Break
* Combo from 1st hit with 4F delay
* Move can be delayed by 11F
* Input can be delayed by 12F
xiaoyuAOP.f+4L13i18~20-7+4
* Transition to AOP
* Alternate input FC.df+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.3+4m25i18~19-16+10a (+1)+33a
* Balcony Break
* Low crush 9
xiaoyuHYP.2m25i18-4+22 (-13)
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
* Powered UpBased on the number of steps taken in HYP:HYP.2 damage increases and becomes plus on block. See the charts in th HYP section for more details. up when in Heat or based on the number of steps taken.
* Consumes 240?F of heat timer during heat
* 9 chip damage on block (2 steps)
* 14 chip damage on block (3 steps)
yoshimitsuH.2+3M,m,m,m51i18~19+4-3d
* Heat Smash
* Reversal Break
* Balcony Break
* Recovers 4 base health or 14 additional recoverable health on hit
* Enter DGF +10 r29 with U on block
* Transition to attack throw after 1st hit
* 9 chip damage on block
* Jail from 1st attack
* Low crush 68~89
* Floating state 90~92
yoshimitsuf+4m20i18-13+21a (+11)
* Balcony Break
* -9 on block after absorbing an attack
* 8 chip damage on attack absorbtion
* Power crush 7~17
yoshimitsudb+3l8i18~19-25-14
* High crush 6~
yoshimitsudb+3,3l, l8, 7i18~19, i15~17-19-7
* Combo from 1st hit
* Enter IND r20 with d+3+4
* High crush 1~
yoshimitsudb+3,3,3l, l, l8, 7, 7i18~19, ,i15~17-19~-17-7~-5
* Combo from 2nd CH
* Enter IND r20 with d+3+4
* High crush 1~
yoshimitsudb+3,3,3,3l, l, l, l8, 7, 7, 5i18~19, ,i15~17-19-7
* Combo from 3rd CH
* Enter IND r20 with d+3+4
* High crush 1~
yoshimitsudb+3,3,3,3,3l, l, l, l, l8, 7, 7, 5, 5i18~19, ,i15~17-19-7
* Combo from 4th CH
* Enter IND r20 with d+3+4
* High crush 1~
yoshimitsudb+3,3,3,3,3,3l, l, l, l, l, l8, 7, 7, 5, 5, 5i18~19, ,i9~11-26-15
* Combo from 5th CH
* High crush 1~
yoshimitsudb+3,3,3,3,3,4l, l, l, l, l, m8, 7, 7, 5, 5, 15i18~19, ,i12~13-8+23a (+13)
* Balcony Break
* Enter KIN -6 +25a (+15) r21 with 1+2
* Enter NSS -6 +25a (+15) r24 with B
* Same animation as ws4
* Can be performed following any number of db+3 lows except the first and last
yoshimitsuDGF.4m24i18~20-4+14g
* Heat Engager
* Heat Dash +5, +62a (+42)
* Balcony Break
* Low crush 1~19
yoshimitsuFLE.1+2m16i18~19-9+4+31a (+21)
* Tornado
* Head
* High crush 6~17
yoshimitsuhFC.db+3l8i18~19-25-14
* Leads to db+3 extensions
* Can be done from Crouch Level 1
* High crush 1~
yoshimitsuhFC.df+4L18i18~19-26+4c+31a
* Homing
* Enter IND -26 +8c +35a r24 with d+3+4
* Can be done from Crouch Level 1
* High crush 1~
zafinadb+3L13i18-8+3
* Cancel SCR transition -11 +0 t48 r30 with B
zafinab+1m14i18-14+2
* Transition to attack throw on standing or airborne front hit with 1+2
* 8f input window for attack throw (frames 10~17)
zafinab+1:1m, t14, 36i18, +0d
* Deal 5 (8) recoverable damage to self without Heat
* Side switch on hit
* Gain ORB on hit
* Azazel's Power
* Low crush 80~92
* Floating state 93~95
zafinab+1:ORB.1+2m, t14, 19,10,16i18, +0d
* Consumes ORB
* Consumes 180F of remaining Heat time
* Azazel's Power
* Deals (5) 8 recoverable damage to Zafina without Heat
* Deals 5 additional damage when Zafina's remaining health is below 48
* Available only from 1st front hit
zafinaws2m20i18~19-14+28a (+18)
* Tornado
* Enter MNT -40 +2a (-8) r60 with D
zafinaSCR.3+4m,m10,20i18~19 i6~8-12+8g
* Strong Aerial Tailspin
* Balcony Break
* Transition to MNT -13 +7 with D
* Jail from 1st attack
* Low crush 6~22
* Floating state 23~25
zafinaSCR.df+1m,M10,30i18 i17~19-9+68a (+52)
* Tornado
* Weapon
* Instant tornado on 1st hit
* Jail from 1st attack
* 15 chip damage on block
* Deal 18 recoverable damage to self without Heat
* Gain ORB on hit
* Azazel's Power
zafinaSCR.d+3l10i18-6-3+9c
* Interrupt with i13 if Zafina uses SCR.4
* Can hit grounded when off-axis
zafinaSCR.d+3,3l, h10, 28i18, i24+3+77a (+61)
* Combo from 1st CH
* Cancel SCR transition -1 +73a (+57) t55 r31 with B
* Tornado launches on standing hit only
zafinaTRT.1L13i18-11+5+15a
alisa1+2m22i19~20-4+15d
* Heat Engager
* Heat Dash +5, +67a (+50)
* Balcony Break
* Spike
* Head
* 6 chip damage on block
* Hit vs BT +10d
alisab+1+2m25i19~20-13+8
* Balcony Break
* Weapon
* 7 chip damage on block
* 12 chip damage on block in Heat
* 10 chip damage and -9 block advantage on attack absorption
** 12 chip damage in Heat
* Power crush 7~18
alisaub+1m,M9,9i19 i1~2-7+8c+33d
* Floor Break
* Weapon
* 2 chip damage on block
alisauf+1m,m,m19,19,20i19~20 i25 i17-13+68a (+52)
* Tornado
* Transition to SBT on hit with 3_4
* Transition to DBT on hit with f+3_f+4
* 2nd and 3rd hit available only as combo from 1st hit
* Low crush 20~40
* Floating state 41~43
alisaws3m18i19~20+4+15
* Cancel with B
* Actionable after 15 frames
alisaCLK.Bm18i19~20-12-1
* Cancel with B
alisaDBT.f+1M,t49i19~21-9+0d
* Weapon
* Transition to attack throw on front standing or airborne hit
* 14 damage +3c vs BT opponent
* 4 chip damage on block
* 7 chip damage on block in heat
* Low crush 17~32
* Floating state 33~35
alisaDBT.f+2L13i19~20-12+6c
* Weapon
* 3 chip damage on block
* 5 chip damage on block in heat
alisaDBT.f+2,2L, m13, 25 (17)i19~20, i35~37-33-6a (-13)
* Balcony Break
* Weapon
* Combo from 1st hit
* 7 chip damage on block
* 10 chip damage on block in heat
* Low crush 35~67
* Floating state 68~70
alisaDES.BT.1m,m,m,m,m,m4,4,4,4,4,4i19~22 i1~3 i1~3 i1~3 i1~3 i1~3-9+25a
* Weapon
* Combo from any hit
* 1 chip damage on block
* 11 chip damage on block in heat
annab+4m17i19~21-9+11g+17g
* Strong Aerial Tailspin
* Homing
* Balcony Break on CH
* Transition to r24 HAM on hit automatically
annaf,f,F+4m28i19~20+3+19a (+9)
* Balcony Break
* Chip damage on block
* Hitstop 20f on hit
* Low crush 14~29
* Floating state 30~32
annaSS.1+2m,m5,7i19~20 i5~9-11+32a (+22)
* Sidestep adds minimum 9f, effective startup i28~29
annaCJM.uf+1M25i19~29-11~+1+9a (-1)
* Balcony Break
* Chip damage on block
* Unpunishable on block due to pushback
* Fragile debuff on hit or block, opponent receives chip damage from any attack, removed when land a hit on you
* Low crush 9~37
* Floating state 38~40
annaCJM.uf+2M35i19~29-11~+1+3a
* Balcony Break
* Chip damage on block
* Unpunishable on block due to pushback
* Low crush 9~37
* Floating state 38~40
armor-kinguf+3m17i19~21-8+5+35a (+25)
Knee
* Low crush
armor-kingf,f,n,2L20i19-13+5+10
* Transition to BAD on hit with F (+8/+13)
* High crush 8~37
armor-kingSS.2l17i19~20-12+3+6c
* High crush
armor-kingSS.4m22i19~20-8+13a+58a
armor-kingOTG.d+4L18i19~21-16-5d (-13)
* -5 on hit when opponent is standing
armor-kingOTG.d+4,4L, L18, 8i19~21, i18~21-16-8d
* Floor Break
* Combos from 1st hit on grounded opponent
* -5 on hit when opponent is standing
armor-kingOTG.d+4,4,4L, L, L18, 8, 6i19~21, ,i18~21-16-8d
* Floor Break
* Combos from 1st hit on grounded opponent
* -5 on hit when opponent is standing
armor-kingOTG.d+4,4,3+4L, L, SM18, 8, 20i19~21, ,i30~32-17+0d
* Combos from 1st hit on grounded opponent
* +5 on hit when opponent is standing
* Low crush 13~32
asukaf+4h21i19~21+3+28a
* Homing
* Balcony Break (CH)
asukaf,F+1+2M20i19~20-6+29a (+14)+68a (+52)
* Tornado
* 4 chip damage on block
* Grounded hit can be inconsistent sometimes
asukaDST.2m20i19-3+8a
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
* Elbow
* Gain NWG on Heat Activation
* Chip damage on block
asukaDST.4l19i19-14+11a
asukaNWG.f,F+1+2M24i19~20+2+32a+68a (+52)
* Tornado
* 7 chip damage on block
* Consumes NWG
* Consumes 300F of remaining Heat time
* Grounded hit can be inconsistent sometimes
* Unparryable with traditional punch parries (bug?)
asukaf+1+3t0i19~20+17
azucenadb+4L13i19-14-3+12g
* High crush 6~20
azucenab+3m21i19+2c+8c
* Heat Engager
* Heat Dash +5, +67a (+50)
* Spike
* 6 chip damage on block
* 7 chip damage on block during heat
azucenaBT.3L23i19~20-13+4 LIB+14c
* Strong Aerial Tailspin
* Balcony break on airborne hit
* Transition to LIB on hit
azucenaLIB.d+4L14i19~20-31-2
azucenaLIB.d+4,4L, h14, 27i19~20, i30~31-7+14a (+5)
* Balcony Break
* Combo from 1st hit
bryand+3+4l16i19-12-1+4
Can hit grounded on certain ranges
bryand+3+4,2l, m16, 25i19, i19-12+14a (-3)
* Tornado
* Balcony Break
* Combo from 1st CH
* Cancel to -23 -12 -7 FC with DB
bryanb+3m12i19-7+4
Enter SLS +1 +12g +12 r18 with f
bryanws2m,t10,20i19-10+50a
* Transition to r90 attack throw on front/side standing hit
* +31a (+21) on BT hit
* Power up with f+2 or b+2 on frames 18~19, additional 5 damage
bryanqcb+3l23i19~20-13+5+26a
Balcony Break (airborne)
cliveH.u+1+2M,m18,21i19~20,i20~21-12+3c
* Weapon 2nd hit
* Consumes 150F of remaining Heat time
* Transition to r15 PHX with F or 4 on hit or block (-1/+14c)
* 7 chip damage on block
cliveH.u+1+2,1M,m, m,m18,21, 17,22i19~20,i20~21, i25~26,i20~21-12+14a(+4a)
* Balcony Break
* Weapon 2nd hit
* Move cannot be delayed
* Input can be delayed by 25F
* Interrupt with i3 from 2nd block
* 7 chip damage on block
* Same move as (df+1,H.1),1
cliveH.u+1+2,2M,m, h,h18,21, 10,12i19~20,i20~21, i23~24,i12~13-9+8
* Weapon 1st hit
* Jail from 2nd normal hit
* 4 chip damage on block
* Transition to r15 PHX with F or 4 on hit or block (-3/+14)
* Same move as (df+1,H.1),2
cliveH.u+1+2,2,1M,m, h,h, M,M18,21, 10,12, 10,16i19~20,i20~21, ,i20~21,i11~12-12+15a(-2a)
* Tornado
* Balcony Break
* Weapon 2nd hit
* Combo from 4th hit with 17F delay
* Move cannot be delayed
* Input can be delayed by 17F
* 5 chip damage on block
* Same move as (df+1,H.1,2),1
* Tornado launching steel pedal
clivedb+4L20i19~20-18+4c+67a (+51a)
* Effectively homing?
clivef,F+2m21i19~20-7+13a+38a
* Balcony Break
* Spike
* Weapon
* Increases ZAN gauge by 0.50 on hit
* Increases ZAN gauge by 0.14 on block
* Only deals recoverable damage
cliveFC.df+2L18i19~20-13+3c
* Weapon
* High crush 1~20
dragunovf+2h16i19~20-8+3+8
Elbow
dragunovf+2,4h, m16, 24i19~20, i19~20-7+28a (+23)+31a (+25)
* Balcony Break
* Knee
* Combo from 1st CH with 10f delay
* Input can be delayed 10f
dragunovFDFT.3l,t8,30i19-9+0d
On close hit
* High crush 1~47
dragunovSNK.4m22i19~20+7+8c
* Heat Engager
* Heat Dash +5, +67a (+50)
* Balcony Break
* Spike
* 4 chip damage on block
dragunovdb+3~1+2t35i19~20+1d
* Side switch
* Crouch throw
* Cancel to FC with D, DB or DF
* High crush 1~19
eddyf+3+4m25i19~21-9+18a (+8)
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
* 5 chip damage on block
* Floating state 9~18
* Low crush 19~32
* Floating state 33~35
eddyub+4m12i19~21-17-6
* Floating state 20~?
eddyf,F+4M25i19~20-12+37a(+27)
* Tornado
* Transition to HSP
* Low crush 12~26?
eddyws3M20i19~21-13+72a(+56)
Tornado
fahkumramb+1+3,Pm,m,h40i19+19a (+10)
* Balcony Break
* Only occurs upon successful b+1+3 Parry
fahkumramf,F+4~3L15i19-23-1c
fahkumramf,F+4~3,2L, m15, 20i19, i25+0+13d (-4)
* Elbow
* Powered up in GRF
* Combos from 1st hit CH
* 6 chip damage on block
fahkumramf,f,F+3m30i19+6+15a (+5)
* Knee
* 9 chip damage on block
* Low crush
fahkumramFC.df+2L22i19-14+4+12d
* Elbow
* High crush
fahkumramRAM.1m20i19+1+20a (+3)
* Balcony Break
* Elbow
* 6 chip damage on block
fahkumramGRF.f,F+4~3,2L, m (t)15, 30i19, i25+0+0d
* Balcony Break
* Consumes GRF
* Partially consumes remaining Heat Time
* Shift to attack throw on hit
* Combos from 1st hit
* 6 chip damage on block
fengf+1+2h25i19~20-9+13a (+4)
* Balcony Break
* Good left sidestep tracking
* +0 frame advantage and 10 chip damage on block after absorbing an attack in power crush state
* Power crush 7~18
fengf,F+4m15i19~20-15+30a (+20)
fengf,F+4,3m, m15, 21i19~20, i20~21-14+32a (+22)
* Combo from 1st hit with 11F delay
* Move can be powered up by delaying input by at least 8F (25 damage and +34a (+24))
* Recovers 1F faster on hit (t72 r31)
* Low crush 20
fengFC.df+4l13i19~20-8c+3
* Can be input with D,df+4 (i27? effective startup)
* Transition to BT
* +3c on crouching opponent
fengFC.df+4,1l, h13, 10i19~20, i20~21-2+6
* Combo from 1st hit
* -20 from 1st block
fengBT.2m20i19~21-9+13a
* Heat Engager
* Heat Dash +5, +67a (+50)
* Balcony Break
*
heihachif+4m20i19~20+4+7c+26d
* Spike
* Enter FUJ r27 with D
* +15c against a crouching opponent
heihachiuf+2m16i19-9+4
heihachiuf+2,1m, m16, 20i19, i27~28-11+21a (+11)
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
* Chip damage on block
* Combo from 1st hit with 10f delay
* Gain 1 Ultimate Count on Heat activation
heihachif,F+2M22i19~21-16+37a (+27)
* Tornado
heihachif,n,d,df:1M33i19~21-11+26a (+16)
* 9 chip damage on block
* Low crush 19~40
* Floating state 41~43
heihachif,n,d,df+1m30i19~21-15+30a (+20)
* Becomes Electric/Omen Thunder God Fist (f,n,df#1) during Heat, partially uses remaining Heat Time
* Low crush 19~40
* Floating state 41~43
heihachif,n,df:1M38i19~21-11+25a (+15)
* 11 chip damage on block
* Low crush 19~40
* Floating state 41~43
heihachiFC.df+4L16i19~21-23+4c
* Clean hit +17a and 20 damage
* High crush 1~
heihachiOTG.d+4L30i19~20-14-3a (-11)
* Spike
heihachiRAI.4L15i19~20-23+8c+28a
* Links to f,n,d,DF+4 extensions
heihachiWAR.f,F+2M22i19~21-16+37a (+27)
* Tornado
* Chip Damage on block
hwoarangd+4l7i19-17-6+4s
* Also possible during RFF
* High crush 6~55
hwoarangd+4,4l, h7, 22i19, i20-13+69a (+53)
* Tornado
* Jail from 1st normal hit
* Combo from 1st CH
* Also possible during RFF
hwoarangdb+3L12i19-13-1+17g
* Also possible during RFF
* High crush 6~51
hwoarangSS.4l18i19~20-13+5c+31a
* Transition to RFF
hwoarangLFS.f+3m23i19~20+4+26a
* Balcony Break
* Heat Engager
* Heat Dash +5, +36a (+26)
* Remains in LFS (does not transition on Heat activation or when using Heat Dash)
hwoarangLFS.uf+4M20i19~20-14+32a (+22)
* Tornado
* Low crush 6~18
hwoarangRFF.d+3+4L19i19-11+5+15g
* Remains in RFF
jack-8H.uf+3L[16]i19-12+8c
* Spike
* Only deals recoverable damage
* Cannot K.O.
* Automatically transitions to GMH on hit
* Partially uses remaining heat time
* 3 chip damage on block
* Unparryable
* u+3/ub+3: less forward movement
* Low crush 9
jack-8b+2m27i19+2+2a
* Heat Engager
* Heat Dash +5, +36a(+26)
* Balcony Break
* Gain GMC on Heat activation
* Can be charged to power up
jack-8u+1+2h23i19-13+49a (+39)
*
jack-8SIT.1l10i19-48-37
*
* Floating state
jack-8SIT.1,2l, l10, 10i19, i15-47-36
* Combos from 1st hit
* Floating state
jack-8SIT.1,2,1l, l, l10, 10, 10i19, ,i15-47-36
* Combos from 1st hit
* Floating state
jack-8SIT.1,2,1,2l, l, l, l10, 10, 10, 10i19, ,i15-47-36
* Combos from 1st hit
* Alternate input SIT.2,1,2,1
** String moves recover 4 frames faster with alternate input
* Floating state
jack-8hFC.1l10i19-8+3
* Can be done from Crouch Level 1
* High crush 1
jack-8hFC.1,1l, l10, 14i19, i31-12+5
*
* High crush
jack-8hFC.1,2l, m10, 24i19, i32-11+11a (+2)+43a (-4)
* Balcony Break
jinH.db+1+2M0i19~34+4+23g~+38g
* Strong Aerial Tailspin
* Balcony Break
* Transition to DVS r10 on hit or block
* Unparryable by traditional parries, Asuka, Nina, etc
* Partially uses remaining Heat time
* Causes wall splat on hit
* Opponent recovers crouching
* Power crush 6~18
jindb+3h28i19~i21-10~-8+17a
Balcony break on airborne hit
* High crush 4~21
jindb+1+2M0i19~34-11~+4+17g~+32g
* Balcony Break
* +4a (-5) on BT hit
* Unparryable by traditional parries, Asuka, Nina, etc
* Opponent recovers crouching
* Power up in Heat
jinOTG.d+1+2L24i19~20-13-2 (-10)
* Spike
junf+4h21i19~21+3~+5+13~+15
* Balcony Break (airborne)
* Homing
junuf+2M24i19-9+30a (+15)+69a (+53)
* Tornado
* 9 chip damage on block
* Deals 12 damage to self (8 recoverable)
* Unparryable
* Gain 6 Kazama Essence on normal hit and 5 on block or airborne hit
* High crush 6~16
junIZU.4L10i19-37-1c+23a
* High crush 13~
junIZU.4,1L, M10, 21i19, i19~20-14~-13+14a (+3)
* Balcony Break
* 2nd hit only available as combo from 1st hit
* DA: +9 damage on hit (30)
* Deals 18 damage to self (12 recoverable)
* Unparryable
* Gain 20 Kazama Essence on normal or airborne hit
* Low crush 22~38
* Floating state 39~41
kazuyaf+4m20i19~20+4c+7c+31d
Spike
kazuyadb+3L14i19~20-12c-1+7c
* High crush 6~
kazuyauf+3m25i19-9+17(+9)
* Balcony Break
* Low crush 9~
kazuyaSS.1+2h25i19~20+5+26g
* Homing
* 7 chip damage on block
* Transition to r18 CD with DF
** Transition to r19? forward dash with f,n,f (+4?/+25g?)
kingss2h25i19~20-5+35a
Balcony Break
kumaf,F+2M23i19~21-19+45a (+35)
* High crush 8~18
kumaHBS.1+2M24i19~22-15+79a
* Tornado
* 27dmg upon opponent landing
* High crush 1~18
kumaSIT.2m18i19~21-12+73a (+57)
* Tornado
kumahFC.1L12i19~21-8+2c
* Can be done from Crouch Level 1
* High crush 0~46
kunimitsud+1m23i19+3+6+13c
* Spike
kunimitsub+1+3m!25i19~20+3a
* Spike
* Parry mid and high punches and kicks
* Parry state 5~12
kunimitsuub+3+4m,t15,7,13i19-17+31a (+26)
* Tornado
* Transitions to attack throw on front hit
* Does not transition on BT hit
* Hit vs BT +36a (+26)
* Low crush 9~40
* Floating state 41~43
kunimitsuf,F+2M18i19~20-12+19a (+2)+33a (+22)
* Tornado
* Balcony Break
* Weapon
* Low crush 21~35
* Floating state 36~38
kunimitsu(Airborne).ub+3+4m,t15,15i19-17-5d
* Balcony Break
* Transitions to attack throw on front airborne hit
* Does not transition on BT hit
* Hit vs BT +36a (+26)
* 17 total scaled damage
* Low crush 9~40
* Floating state 41~43
kunimitsuBT.2h,t10,20i19~20-7-4d
* Balcony Break (airborne)
* Weapon
* Transitions to attack throw on front standing hit
* Hit vs BT/Side +5
* Chip damage and +0 block advantage on successful attack absorption
* Power crush 7~18
kunimitsuBT.3+4m!25i19~20+3a
* Spike
* Parry mid and high punches and kicks
* Parry state 5~18
larsf,F+3+4l,l26i19~20-16+0c
* High crush 21~
lawH.uf+2h21i19~20+4+21d
* Weapon
* Strong Aerial Tailspin
* Balcony Break
* Consumes 120F of remaining Heat Time
* 4 chip damage
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
lawd+1l15i19~20-12-1
Transition to Slide Step with DF
* High crush 6~
lawd+1,3l, h15, 21i19~20, i24-9+20a (+11)
* Balcony Break
lawuf+2h21i19~20-1+9+21d
* Weapon
* Strong Aerial Tailspin
* Balcony Break
* 4 chip damage
lawuf,n,4m20i19-15+30a (+20)
* Low crush
lawDSS.3h25i19+3+40a
* Homing
* Balcony Break
* 5 Chip damage 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.
leeb,B+4h23i19+2+25a
* Strong Aerial Tailspin
* Homing
* Transition to +5, +28a HMS with 3
* 6 chip damage
leeHMS.2m23i19-13+39a (+29)
* Tornado
leob+1+4h,l6,12i19~21-12~-10+3+14
leou+1m17i19~20-6~-5+2+22a (+5)
* Tornado
* Balcony Break
** CH only
** Doesn't Balcony Break on airborne
leof,F+4m12i19-13+28a (+18)
* Low crush 17
leof,F+4,3m, h12, 23i19, i12-14+20 (+11)
* Balcony Break
* Jail from 1st block
* Combo from 1st hit +28a (+21)
* Low crush 0~12
leof,F+4,3,4m, h, L12, 23, 17i19, ,i29~31-12~-10-1+30a
* Low crush 0~7
* Floating state 8~10
* High crush 20~
leoSS.1+2m25i19-9+14a (+5)+58a
* Balcony Break
leoBOK.2M23i19~20-9~-8+41a (+31)
* High crush 0~17
lidiad+1m20i19~20-7c+6c+21d
Spike
lidiaf,F+3M21i19~20-14+30a (+20)
Tornado
* Low crush 11~19
lidiaCAT.4L14i19~20-6+8c+33a
* Transition to WLF on hit or block only
* Crouching state ends early on frame 20 when transitioning to WLF
* WLF transition is -14
* Powered up based on Heaven and Earth Level
* HAE lvl.1 16 damage
* HAE lvl.2 18 damage
* HAE lvl.3 20 damage
* High crush 11~31
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
liliH.f,F+3+4m36i19~25+5+20~26a (-6~+0)
* Balcony Break
* 16 chip damage on block
* Partially consumes remaining Heat time
* Low crush
lilid+3L14i19~20-12+1+5c
lilidb+3h22i19~22-9~-6+34d+46a
* Balcony Break
* High crush 6~18
lilif,F+3+4m30i19~25-2~+4+4a (-5)
* Balcony Break
* Powers up in Heat
* Chip damage on block [9]
* Low crush 11~31
* Floating state 32~34
liliSS.1+2m21i19~20+0+25a (+16)+64a
* Balcony Break
* Sidestep takes 9f, effective startup i28~29
liliFC.df+3L19i19-28-18~-9-2~+7+26a
* Can be done from Crouch Level 1
* High crush 10~47
miary-zod+1+2M23i19~20-17+35a (+25)
* Tornado
* Weapon
* Chip damage on block
* Recovers 3f faster on hit
* High crush 9~18
miary-zob+4m19i19-2+22a (+13)+39a
* Balcony Break
* Good right sidestep tracking
* Low crush 9~35
* Floating state 36~38
miary-zoBAO.3m,m15,25i19~20 i10~11-9+15d (+5)
* Heat Engager
* Heat Dash +5, +43d (+35)
* Homing
* Balcony Break
* Low crush 1~66
* Floating state 67~69
ninaSS.1+2m22i19-8+3+37a
* Balcony Break
* Sidestep adds minimum 9f, effective startup i28
* Chip damage on block
ninaSS.1+2,1+2m, sm,sm22, 8,8i19, i30,i5-9+16a (+16)
* Balcony Break
* Weapon
* Only occurs on 1st hit hit or block
* Combos from 1st hit
* Jails from 1st hit
* 6 Chip damage on block
ninaH.SS.1+2,1+2m, sm,sm,sm,sm22, 8,8,[5],[5]i19, i30,i5,i6,i6-2+29a (+3)
* Balcony Break
* Weapon
* Combo from 1st hit
* Jails from 1st block
* 10 chip damage on block
* Consumes 180F of remaining Heat time
ninaqcf+3L17i19~28-20~-11+0c~+9c+21a
* High crush 10~49
ninaqcb+4M20i19~20-12+68a (+52)
* Tornado
pandaf,F+2m23i19~21-19+45a (+35)
pandaHBS.1+2m24i19~22-15+79a
* Tornado
pandaSIT.2m18i19~21-12+73a (+57)
* Tornado
pandahFC.1L12i19~21-8+2c
* Can be done from Crouch Level 1
* High crush 0~46
pauldb+2M21i19~20-11+14d (-3) FDFA+28a (+18)
* Tornado
* Balcony Break
paulSS.3L17i19-12c+4+12c
* Effective minimum startup 28f
paulqcf+3+4m22i19~20-9+35a (+27)+74a (+58)
* Tornado
* Balcony Break
* Knee
* High Evasion (brief)
* Low crush 19~39
ravenBT.4m21i19~20-5~-4+18c
* Heat Engager
* Heat Dash +36a (+26) on hit, +5 on block
* Balcony Break
* Forces tech backroll on hit
* Low crush 6~19
<Showing 4001-4400 of 6424 moves>