
| Char | Command | Hit level | Damage | Startup | Block | Hit | Counter hit | Notes |
|---|---|---|---|---|---|---|---|---|
| kuma | b+2,2 | m, m | 12, 15 | i15, i25 | -10 | +6 | * Combo from 1st CH with 5F delay * Move can be delayed by 13F | |
| kuma | b+2,2,1 | m, m, m | 12, 15, 25 | i15, ,i35~39 | -15 | +25a (+15) | * Tornado * Combo from 2nd CH with 1F delay * Move can be delayed by 15F * Low crush 38~58 * Floating state 59~61 | |
| kuma | b+1+2 | h,m | 10,20 | i18~19 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) | |
| kuma | b+1+4 | m! | 25 | i60~62 | +16a/+21a HBS | * Transition to HBS with input D or 3+4 | ||
| kuma | b+1+4,f,f | SM | 40 | i55~i130 | -20~+55 | +42a~+117a | * Projectile * Hold F to extend attack * Recovers in FUFT on hit or block * If attack is extended to where you roll past the opponent, recovers in FUFA * Floating state 55~147? | |
| kuma | b+3+4 | m | 20 | i22~23 | -28 | +61a | * Alternate input: ws3+4 * Tornado | |
| kuma | ub+1+2 | l | 25 | i31~32 | -17 | +12a | * Cancel to r22 HBS with D or 3+4 at frame 21 * Low crush 6~27 * Floating state 28~30 | |
| kuma | u+1+2 | m | 24 | i18~23 | -8f | +6 | +8a | * Transition to HBS with D or 3+4 (-7/+7/+9a) * Low crush 17~33 * Floating state 34~36 |
| kuma | u+3+4 | m | 21 | i34~39 | +10 | +20 | * Transition to SIT (cannot cancel) * Low crush 8~36 * Floating state 37~39 * High crush 51~ | |
| kuma | uf+1 | m | 20 | i26~28 | -6 | +22a | * Alternate input: ub+1 or u+1 * 8 chip damage on block * Low crush 9~30 * Low crush 31~33 | |
| kuma | uf+2 | m | 20 | i28~30 | -6 | +30a | +65a (+45) | * Balcony Break * Homing * Strong Aerial Tailspin * Alternate input: ub+2 or u+2 |
| kuma | uf+3 | m | 13 | i16~17 | -13 | +30a (+20) | * Panda: Very slightly increased vertical hitbox height (hits higher) * Low crush 9~32 * Floating state 33~35 | |
| kuma | uf+3,4 | m, m | 13, 13 | i16~17, i10~12 | -11 | +30a (+20) / +21a (+14) | * Less frame advantage occurs after Combo from last hit * Panda: Very slightly increased vertical hitbox height on frames 11~12 (hits lower) * Low crush 1~17 * Floating state 18~20 | |
| kuma | uf+3,4,1+2 | m, m, M | 13, 13, 22 | i16~17, ,i18~19 | -15 | +16a / -2a | * Spike * Transition to HBS with input D or 3+4 * Less frame advantage occurs after Combo from last hit | |
| kuma | uf+4 | m | 20 | i29~30 | -6 | -10a (-20) | * Balcony Break * Low crush 9~30 * Floating state 31~33 | |
| kuma | uf+4,3 | m, m | 20, 25 | i29~30, i20~21 | +7 | +21a (+14) | * Balcony Break * Only connects on hit or block * Recovers in FUFT * Low crush | |
| kuma | 1+2+3+4 | |||||||
| kuma | b,f+2 | h | 26 | i15~17 | -5 | +17a (+8) | +62a (+42) | * Balcony Break * 10 chip damage on block |
| kuma | f,F+2 | M | 23 | i19~21 | -19 | +45a (+35) | * High crush 8~18 | |
| kuma | f,F+1+2 | M | 30 | i37~38 | +8 HBS | +52a HBS | * 9 chip damage on block * Transition to HBS * Transition to ROL with input F (+5/+49a) * Panda: Reduced vertical hitbox (does not hit as high) * Low crush 9~32 * Floating state 33~35 | |
| kuma | qcf+2 | m | 15 | i17~18 | -8 | +3 | ||
| kuma | qcf+2,1 | m, m | 15, 25 | i17~18, i27 | -10 | +33a (+7) | * Heat Engager * Heat Dash +5, +36a (+26) * Balcony Break * Combos from 1st hit | |
| kuma | qcf+2,2 | m, l | 15, 22 | i17~18, i33~34 | -18 | +21d | * Chip damage on block | |
| kuma | f,f,F+3 | m | 30 | i22~23 | +6 | +13a (+3) | * Balcony Break * Chip damage on block * Low crush 3~25 * Floating state 26~28 | |
| kuma | f,f,F+1+2 | m | 30 | i20~24 | +3 | +9c | * Balcony Break * Heat Engager * Heat Dash +5, +36a (+26) * 9 chip damage on block * Transition to HBS with D or 3+4 (+3/+9c; does not shift when using Heat Dash) * Forces tech backroll on hit * Panda: shorter attack hitbox range, reduced vertical height (does not hit as deep or high) * Low crush 21~35 * Floating state 36~38 | |
| kuma | ws1 | m | 13 | i13~15 | -11 | +2 | +7 | |
| kuma | ws1,2 | m, m | 13, 20 | i13~15, i18~19 | -13 | +6 (+20g) | +18cg | * Combo from 1st hit * Hold 2 to power up, up to 2 charge levels * Transition to HBS with input D or 3+4 * Tornado * Wall Crush +20g on hit * Balcony Break on CH |
| kuma | ws1,2* | m, m | 13, 28 | i13~15, i33 | -12 | +18cg | +31a (-2) | * Combo from 1st CH * Heat skips to Level 2 charge * Transition to HBS with input D or 3+4 (-12/+18cg/+34a (-2)) * Balcony Break * Tornado |
| kuma | ws1,2** | m, m | 13, 38 | i13~15, i44 | +3 | +27a (-9) | * Transition to HBS with input D or 3+4 * Balcony Break * Tornado * Reversal Break * chip damage on block * Heat reduces charge length (consumes partial Heat time) | |
| kuma | ws2 | m | 20 | i15~16 | -12 | +29a (+19) | ||
| kuma | ws3 | m | 21 | i18~20 | -9 | +17 (+8) | * Balcony Break * Homing | |
| kuma | ws4 | m | 20 | i11~12 | -6 | +5 | ||
| kuma | SS.1+2 | m | 23 | i22~23 | -3 | +6c | * 9 chip damage * Transition to +12 +3 HBS with D | |
| kuma | FC.df+2 | m | 12 | i18~19 | -13 | -2 | * | |
| kuma | FC.df+2,1 | m, h | 12, 12 | i18~19, i18~20 | -10~-8 | +1~+3 | * Combo from 1st hit * Jail from 1st block | |
| kuma | FC.df+2,1,1+2 | m, h, M | 12, 12, 6 | i18~19, ,i22~23 | -17 | -6 | * Interrupt with i6 from 2nd block | |
| kuma | FC.df+2,1,1+2,3 | m, h, M, L | 12, 12, 6, 5 | i18~19, ,i32~33 | -18 | -7 | * Interrupt with i15 from 3rd block | |
| kuma | FC.df+2,1,1+2,3,1+2 | m, h, M, L, M | 12, 12, 6, 5, 6 | i18~19, ,i26~27 | -19 | -8 | * Interrupt with i10 from 4th block * Can SSR hit from 4th block | |
| kuma | FC.df+2,1,1+2,3,1+2,3+4 | m, h, M, L, M, m | 12, 12, 6, 5, 6, 6 | i18~19, ,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~ | |
| kuma | FC.df+2,1,1+2,3,1+2,3+4,1+2 | m, h, M, L, M, m, m | 12, 12, 6, 5, 6, 6, 7 | i18~19, ,i55 | -49 | -38 | * Interrupt float with i40? from 6th block * Can SSL/SSR and SWL/SWR from 6th block * Floating state 1~122 | |
| kuma | FC.df+2,1,1+2,3,1+2,3+4,1+2,2 | m, h, M, L, M, m, m, m | 12, 12, 6, 5, 6, 6, 7, 6 | i18~19, ,i20~22 | -17 | -6 | * Interrupt with i21? from 7th block * Can SSL/SSR and SWL/SWR from 7th block | |
| kuma | FC.df+2,1,1+2,3,1+2,3+4,1+2,2,3 | m, h, M, L, M, m, m, m, h | 12, 12, 6, 5, 6, 6, 7, 6, 21 | i18~19, ,i26 | -21 | +34a (+24) | * Combo from 8th hit * Interrupt with i8 from 8th block * Can SSL/SSR and SWL/SWR from 8th block | |
| kuma | FC.df+2,1,1+2,3,1+2,3+4,1+2,2,3,1 | m, h, M, L, M, m, m, m, h, h | 12, 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 | |
| kuma | FDFA.1+2 | l | 10 | i14~16 | -12 | +6 | +6 | * Transition to HBS * Move is airborne, requires strong parry * Reverse direction when performed in FDFT |
| kuma | FUFA.1+2 | M | 15 | i17~19 | -2 | +6 | * Transition to HBS (Cannot cancel) * Reverse direction when performed in FUFT | |
| kuma | FUFT.d+1+2 | m | 21 | i29~31 | +18~+20 | +37a | +37a | * Transition to SIT (Cannot cancel) * Reverse direction when performed in FUFA |
| 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 | HBS.2 | L | 16 | i21~24 | -15 | +21g | * Transition to HBS * High crush 1~ | |
| kuma | HBS.3 | sp | * Transition to FUFA * Alternative input: HBS.4 (HBS.3 is into background, HBS.4 is into foreground) * Floating state 1~36 | |||||
| kuma | HBS.1+2 | M | 24 | i19~22 | -15 | +79a | * Tornado * 27dmg upon opponent landing * High crush 1~18 | |
| kuma | HBS.3+4 | M | 21 | i20~24 | -14 | +9a (-1) | * Heat Engager * Heat Dash +5, +43d (+35) * Balcony Break * Panda: Decreased attack range and height hitbox (does not hit as deep) * Power crush 7~19 | |
| kuma | HBS.b,b | sp | * Alternate input: SIT.B * Transition to r12 HBS with input D or 3+4 at frame 35 | |||||
| kuma | HBS.b+1+2 | L | 16 | i26~29 | -20c | +3 | +7 | * Head * Transition to r40 HBS with input D or 3+4 * Panda: Reduced attack range and vertical hitbox (does not hit as high) * High crush 1~67 |
| kuma | HBS.b+1+2,1+2 | L, L | 16, 33 | i26~29, i22~24 | -29c | +8a | * Balcony Break * Head * Combo from 1st CH * Panda: Reduced attack range and vertical hitbox (does not hit as high) * High crush 1~59 | |
| kuma | HBS.df+1 | m | 23 | i25~27 | -7 | +20a (+11) | * Homing * Balcony Break * Strong Aerial Tailspin * 9 chip damage | |
| kuma | HBS.df+2 | m | 20 | i15~16 | -17 | +35a (+25) | * Tornado | |
| kuma | HBS.d+1+2 | m | 22 | i16~20 | -3 | +4 | +76a (+60) | * Tornado * Transition to HBS * Tornado on CH only * t44? r24? on hit * Panda: Increased vertical attack hitbox height. Decreased attack range and height hitbox on frames 18-20 (does not hit as deep or high) |
| kuma | HBS.d+3+4 | sp | * Transition to FDFA | |||||
| kuma | HBS.f,f | sp | i26~i31 | +14~+19 | +20~+25 | * Transition to ROL ** Can transition to r20? HBS with D or 3+4 ** Can transition to r13? FC * Becomes SM projectile 5dmg attack during Heat (Consumes 120F of remaining Heat time) ** +14~+19 or -6~-1 HBS or +1~+6 FC on block ** +20~+25 or +0~+5 HBS or +7~+12 FC on hit | ||
| kuma | HBS.f+3+4 | L | 25 | i16~22 | -11 | +37a (+28) | +69a (+22) | * Balcony Break * Transition to SIT during attack active frames * Unparryable? * Very short hitbox reach * Low crush 9~21 * Floating state 22~ |
| kuma | OTG.d+1+4 | l,ub(l) | 16 (11),48 (33) | i55~110,i25~38 | N/A | 8 (0) / +14 | * Cancel to BT with input OTG.d+1+4,3+4 * More frame advantage when hitting standing opponent | |
| kuma | ROL.1 | h | 31 | i15~16 | +4 | +35d (+27) | * Balcony Break * Tornado * Guard Break during Heat * Power up during Heat: +13 on block guard break (Uses 240F of remaining Heat time) | |
| kuma | ROL.2 | m | 21 | i17~19 | -17 | +28a (+18) | ||
| kuma | ROL.3 | l | 20 | i18~26 | -18 | +33a | Recovers in FUFT | |
| kuma | ROL.4 | M | 20 | i26~30 | +7 | +26a | Recovers in FUFT | |
| kuma | ROL.1+2 | SM | 22 | i10~40 | -30 | +45a | * Recovers in FUFT on hit * Recovers in off axis FUFT on block | |
| kuma | SIT.1 | l | 15 | i21~22 | -12 | +4 | +9 | |
| kuma | SIT.1,1 | l, l | 15, 13 | i21~22, i25~26 | -12 | +6 | Combo from 1st CH | |
| kuma | SIT.2 | m | 18 | i19~21 | -12 | +73a (+57) | * Tornado | |
| kuma | SIT.3+4 | M | 20 | i25 | -12 / -10 ROL | -4a / -2a ROL | * Transition to ROL with input SIT.F | |
| kuma | SIT.f | sp | N/A / i26~i31 Heat | +1~+6 / -6~-1 HBS | +7~+12 / 0~+5 HBS | * Alternative input: FC.3+4 or FDFA.f * Transition to ROL * Transition to HBS with input ROL.D or ROL.3+4 * Transition to FC with no input * Becomes special mid attack during Heat (Uses 120F of remaining Heat time) | ||
| kuma | hFC.1 | L | 12 | i19~21 | -8 | +2c | * Can be done from Crouch Level 1 * High crush 0~46 | |
| kuma | hFC.1+2 | sp | i26~i31 | +1~+6 | +7~+12 | * Transition to ROL * Becomes SM projectile 5dmg attack during Heat (Consumes 120F of remaining Heat time) ** +14~+19 or -6~-1 HBS or +1~+6 FC on block ** +20~+25 or +0~+5 HBS or +7~+12 FC on hit * Can be done from Crouch Level 1 * Floating state 1~31 | ||
| 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 | HBS.f+1+2 | th(h) | 30 | i26~27 | -2d | * Removes Recoverable Health * Spike * Throw break: none * Opponent status on hit: FUFA * Panda: Reduced attack range and vertical hitbox (does not hit as high) | ||
| 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 | hcb,f+1+2 | th(h) | 50 | i11 | +0 | +5 | * Throw break: 1+2 * 60 dmg if opponent hits the wall * Opponent status on hit: FUFA * Side switch on throw break and hit | |
| kuma | uf+1+2 | th(h) | 35 | i12~14 | 0 | +26d (+7) | * Throw break: 1+2 * Balcony Break * Opponent status on hit: FUFT | |
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| kunimitsu | 2+3 | m | [12;12] | i16 | +1 | +2c | * Heat Burst * Cancel to r45 with b,b on frame 42 * 2 chip damage on block * 12 chip damage on hit * Only deals recoverable damage * Cannot cause a K.O. * Power crush 7~16 | |
| kunimitsu | H.KAT.d+1+2 | L,m,m | 8,8,14 | i20~21,i19~20,i7~8 | -14 | +23a (+5) | * Weapon * Consumes 600F? of remaining Heat Time * 6 chip damage on block * High crush | |
| kunimitsu | H.db+1+2 | M,M | 10,15 | i18~19,i18 | -9 | +59a (+43) | * Weapon * Tornado * Instant Tornado on normal hit * Consumes 600F? of remaining Heat Time * 5 chip damage on block * Low crush | |
| kunimitsu | H.u+1+2 | m,m,m | 8,10,20 | i16,i9,i20 | +5 | +25a (+1) | * Weapon * Balcony Break * Recovers in BT * Consumes 300F? of remaining Heat Time * 7 chip damage on block * Low crush | |
| kunimitsu | H.2+3 | m,t | 50 | i14~15 | +3 | -5d | * Balcony Break * Heat Smash * Transition to attack throw on hit * 10 chip damage on block * Low crush | |
| kunimitsu | R.df+1+2 | m,t | 55+ | i20 | -18 | +0d | * Rage Art * Removes Recoverable Health * Reversal Break * Damage increases with lower health, maximum 82 * Freezes match timer on activation and on hit * Restores recoverable health on hit * Transition to attack throw on hit * Consumes Rage * Power crush 8~ | |
| kunimitsu | 1 | h | 5 | i10 | +1 | +8 | Recovers 2f faster on hit or block (t27 r17) | |
| kunimitsu | 1,1 | h, m | 5, 12 | i10, i21 | -5 | +6 | * Combo from 1st hit with 2f delay * Move can be delayed 2f * Interrupt with i2 from 1st block * Enter KAT -7 +4 r26 with 1+2 | |
| kunimitsu | 1,1,1 | h, m, M | 5, 12, 18 | i10, ,i21~22 | -11 | +15a (-2) | * Tornado * Balcony Break * Weapon * Combo from 2nd CH with 9f delay * Input can be delayed 9f * Move cannot be delayed * Available on hit or block only * Interrupt with i10 from 2nd block * Low crush 5~15 * Floating state 16~18 | |
| kunimitsu | 1,1,2 | h, m, m | 5, 12, 24 | i10, ,i19~20 | -9 | +14a (+5) | +46a (-1) | * Balcony Break * Weapon * Combo from 2nd CH with 9f delay * Input can be delayed 9f * Move cannot be delayed * Available on hit or block only * Interrupt with i8 from 2nd block |
| kunimitsu | 1,1,4 | h, m, m | 5, 12, 23 | i10, ,i26~27 | +3 | +5a | * Spike * Input can be delayed 9f * Move cannot be delayed * Available on hit or block only * Interrupt with i15 from 2nd block * Chip damage on block * Low crush 5~29 * Floating state 30~32 | |
| kunimitsu | 1,2 | h, h | 5, 8 | i10, i12 | -3 | +7 | * Jail from 1st attack with 2f delay * Move can be delayed 2f | |
| kunimitsu | 1,2,2 | h, h, h | 5, 8, 10 | i10, ,i20~21 | -12 | +5 | * Balcony Break (airborne) * Weapon * Combo from 1st hit * Transition to BT with B | |
| kunimitsu | 1,2,4 | h, h, m | 5, 8, 20 | i10, ,i23~24 | -14 | +12d | * Balcony Break * Combo from 1st CH * Hit vs BT +9d * Low crush 12~32 * Floating state 33~35 | |
| kunimitsu | 1+3+4 | |||||||
| 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 | 3 | h | 17 | i16~17 | -7 | +7 | * Homing * Balcony Break (airborne) | |
| kunimitsu | 3,4 | h, h | 17, 21 | i16~17, i25~27 | -5 | +20a | +46a | * Balcony Break (airborne) * Combo from 1st hit with 10f delay * Input can be delayed 10f * Move cannot be delayed |
| 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 | 1+2 | * Actionable after 17f * Transition to r22 BT with B * Transition to r14 SET with F | ||||||
| kunimitsu | 2+3+4 | |||||||
| kunimitsu | 3+4 | h | 18 | i21~22 | -1 | +21a (+12) | * Strong Aerial Tailspin * Balcony Break * Low crush 11~30 * Floating state 31~33 | |
| kunimitsu | f+2 | h | 12 | i13 | -9 | +2 | ||
| kunimitsu | f+2,3 | h, h | 12, 20 | i13, i16~18 | -6 | +20a (+11) | * Combo from 1st hit with 8f delay * Input can be delayed 8f * Move can be delayed 3f | |
| kunimitsu | f+3 | * Transition to r16 FC with D * Cancel to r25 with B (can block mids or highs on frame 12~) | ||||||
| kunimitsu | f+4 | m | 12 | i15 | -5 | -1 | +7 | * Knee * Enter SET +3 +7 +15 r19 with F |
| kunimitsu | f+1+2 | m | 23 | i17~18 | -6 | +9a (+0) | +7 | * Heat Engager * Heat Dash +5, +45a (+35) * Balcony Break * Weapon * Chip damage on block |
| kunimitsu | f+3+4 | m,h | 10,13 | i15 i13 | -5 | +23a (+6) | * Balcony Break * BT transition is -11 * Low crush 19~24 * Floating state 25~27 | |
| kunimitsu | df+1 | m | 10 | i13~14 | -2 | +5 | ||
| kunimitsu | df+1,2 | m, m | 10, 12 | i13~14, i18~19 | -10 | +1 | * Weapon * Combo from 1st CH with 7f delay * Input can be delayed 9f * Move can be delayed 8f * Trade with i1 from 1st block | |
| kunimitsu | df+1,2,2 | m, m, M | 10, 12, 20 | i13~14, ,i22~23 | -14c | +8a | * Balcony Break * Spike * Combo from 2nd hit with 1f delay * Input can be delayed 1f * Move cannot be delayed * Combo from 1st CH * Chip damage on block | |
| kunimitsu | df+1,3 | m, h | 10, 20 | i13~14, i21 | -9 | +5 | +44a (+34) | * Tornado * Combo from 1st Ch with 4f delay * Input can be delayed 9f * Move can be delayed 8f |
| kunimitsu | df+2 | M | 13 | i15~16 | -14 | +30a (+20) | * Weapon * Can launch crouching opponent * Recovers 5f faster on hit | |
| kunimitsu | df+3 | m | 14 | i17~18 | -6 | +2 | +4 | |
| kunimitsu | df+3,2 | m, L | 14, 20 | i17~18, i28~29 | -15 | +1c | * Balcony Break (airborne) * Weapon * Combo from 1st hit * Cancel to FC -13 -5 -3 r34 with D * Interrupt with i6 from 1st block * High crush 22~35 | |
| kunimitsu | df+4 | m | 13 | i12 | -9 | +2 | ||
| kunimitsu | df+3+4 | m,m | 8,12 | i17~18 i7~9 | -2 | +5 | * Floor Break * Can hit grounded when off-axis * Floating state 10~24 | |
| kunimitsu | d+1 | m | 23 | i19 | +3 | +6 | +13c | * Spike |
| kunimitsu | d+2 | m | 11 | i16 | -9 | +2c | * Floor Break * Weapon * Does not floor break if string is continued | |
| kunimitsu | d+2,1 | m, m | 11, 7 | i16, i16~17 | -12 | -1 | * Combo from 1st CH with 2f delay * Input can be delayed 2f * Move cannot be delayed | |
| kunimitsu | d+2,1,2 | m, m, m | 11, 7, 7 | i16, ,i11~12 | -12 | +4 | * Weapon * Combo from 2nd hit with 1f delay * Input can be delayed 1f * Move cannot be delayed | |
| kunimitsu | d+2,1,2,1+2 | m, m, m, m | 11, 7, 7, 20 | i16, ,i23~24 | -13 | +7a | * Hitstop 20f on hit * Combo from 3rd CH | |
| kunimitsu | d+3 | L | 11 | i16~17 | -14 | -3 | ||
| kunimitsu | d+3,4 | L, h | 11, 12 | i16~17, i21~22 | -9 | +0 | * Combo from 1st CH with 7f delay * Input can be delayed 7f * Move can be delayed 6f | |
| kunimitsu | d+3,4,1 | L, h, sm,t | 11, 12, 10,28 | i16~17, ,i26~37 | -13 | -4d | * Weapon * Combo from 2nd hit with 1f delay * Combo from 1st CH * Input can be delayed 1f * Move cannot be delayed * Recovers 12f faster on block * Transitions to attack throw automatically on hit * 15 scaled damage on attack throw | |
| kunimitsu | d+3,4,1,F | L, h, sm,t, sm,t | 11, 12, 10,28, 10,28 | i16~17, ,i26~37 | -13 | -4d | * Weapon * Combo from 2nd hit with 1f delay * Combo from 1st CH * Input can be delayed 1f * Move cannot be delayed * Recovers 12f faster on block * Transitions to attack throw automatically on hit * 15 scaled damage on attack throw * Side switch on hit | |
| kunimitsu | d+1+2 | L | 17 | i20 | -14 | +0 | +15g | Weapon * High crush 6~ |
| kunimitsu | d+3+4 | M | 22 | i20~23 | -13 | +12a (-5) | * Balcony Break * Weapon * On successful attack absorption: ** Reversal Break ** -9 on block ** Chip damage on block ** Two additional mid hits (i9~12 i7~10) ** 28 damage in total * Power crush 7~19 | |
| kunimitsu | db+2 | M | 10 | i16~17 | -6 | +7 | * Weapon | |
| kunimitsu | db+2,4 | M, m | 10, 15 | i16~17, i24~25 | -9 | +2 | * Balcony Break (airborne) * Combo from 1st hit with 7f delay * Input can be delayed 7f * Move can be delayed 6f * Interrupt with i3 from 1st block | |
| kunimitsu | db+2,4,2 | M, m, M | 10, 15, 23 | i16~17, ,i35 | -8c | +15a | * Weapon * Input can be delayed 1f * Move cannot be delayed * Interrupt with i17 from 2nd block | |
| kunimitsu | db+3 | l | 8 | i18 | -15 | -14 | * High crush 6~ | |
| kunimitsu | db+3,3 | l, l | 8, 7 | i18, i15~17 | -19 | -7 | * Jail from 1st attack * High crush 1~ | |
| kunimitsu | db+3,3,3 | l, l, l | 8, 7, 7 | i18, ,i15~17 | -19 | -7 | * Jail from 1st block * Combo from 2nd CH * Interrupt with i13 from 2nd block * High crush 1~ | |
| kunimitsu | db+3,3,3,3 | l, l, l, l | 8, 7, 7, 5 | i18, ,i15~17 | -19 | -7 | * Jail from 1st block * Combo from 3rd CH * High crush 1~ | |
| kunimitsu | db+3,3,3,3,3 | l, l, l, l, l | 8, 7, 7, 5, 5 | i18, ,i15~17 | -19 | -7 | * Jail from 1st block * Combo from 4th CH * High crush 1~ | |
| kunimitsu | db+3,3,3,3,3,3 | l, l, l, l, l, l | 8, 7, 7, 5, 5, 5 | i18, ,i15~17 | -47 | -35 | * Jail from 1st block * Combo from 5th CH * High crush 1~ | |
| kunimitsu | db+3,3,3,3,3,4 | l, l, l, l, l, m | 8, 7, 7, 5, 5, 15 | i18, ,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 | |
| kunimitsu | db+4 | L | 13 | i17 | -12 | +0 | +8 | |
| kunimitsu | b+1 | h | 8 | i17 | +1 | +7 | +12 | |
| kunimitsu | b+1,1 | h, h | 8, 9 | i17, i12 | +5 | +6 | +11 | * Combo from 1st hit |
| kunimitsu | b+1,1,1 | h, h, h | 8, 9, 10 | i17, ,i12 | +5 | +6 | +11 | * Combo from 1st hit * Combo from 2nd hit |
| kunimitsu | b+1,1,1,1 | h, h, h, h | 8, 9, 10, 12 | i17, ,i12 | +5 | +6 | +11 | * Combo from 3rd CH |
| kunimitsu | b+1,1,1,1,1 | h, h, h, h, h | 8, 9, 10, 12, 14 | i17, ,i12 | +5 | +6 | +11 | * Combo from 4th hit * Combo from 3rd CH |
| kunimitsu | b+1,1,1,1,1,1 | h, h, h, h, h, h | 8, 9, 10, 12, 14, 16 | i17, ,i12 | -72 | -71 | -66 | * Combo from 4th hit * Combo from 3rd CH |
| kunimitsu | b+1+3 | m! | 25 | i19~20 | +3a | * Spike * Parry mid and high punches and kicks * Parry state 5~12 | ||
| kunimitsu | b+2 | m | 17 | i17~18 | -9 | +5 | +57 | * Balcony Break (airborne) * Weapon |
| kunimitsu | b+3 | M | 10 | i21~24 | -10~-7 | +1c~+4c | Floor Break * Floating state 10~26 | |
| kunimitsu | b+3,4 | M, M | 10, 23 | i21~24, i17~18 | -20 | +9a (+2) | * Combo from 1st hit * Move is delayed 1f * Steel pedal * Floating state 15~45 | |
| kunimitsu | b+4 | M | 15 | i18~19 | -8 | +6 | * Low crush 17~30 * Floating state 31~33 | |
| kunimitsu | b+4,3 | M, M | 15, 20 | i18~19, 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 |
| kunimitsu | b+1+2 | m,t | 13,25 | i15~16 | -7 | -3a | * Balcony Break (airborne) * Transitions to attack throw on grounded hit automatically * Does not transition on BT hit * Hit vs BT +9 | |
| kunimitsu | b+3+4 | Actionable after 20f | ||||||
| kunimitsu | ub+2 | m! | 21 | i51 | +10a | * Floor Break * Weapon * Hitstop 20f on hit * Low crush 27~50 | ||
| kunimitsu | ub+3 | Evasive * Low crush 6~17 * Floating state 18~20 | ||||||
| kunimitsu | ub+3+4 | m,t | 15,7,13 | i19 | -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 | |
| kunimitsu | u+2 | L | 25 | i35~36 | -16 | +6 | +25a | * Weapon * Cancel to r47 FC with D * Low crush 10~27 * Floating state 28~30 |
| kunimitsu | u+3+4 | M,M | 10,12 | i39~42 i4~6 | +1c | +24a | * Spike * Kunimitsu is invisible on frames 12~29, but can still be hit * Low crush 12~42 * Floating state 43~45 | |
| kunimitsu | uf+1 | h,t | 22,20 | i16~27 | +31a (+26) | * Tornado * Weapon * Only hits airborne opponents * Transitions to attack throw on airborne hit * Does not transition on BT hit or after Tornado * Hit vs BT or after Tornado +15a (+8) * 25 total scaled damage | ||
| kunimitsu | uf+2 | M,M | 9,20 | i17~18 i22~24 | -14~-12 | +11a | * Floor Break * Weapon * Low crush 23~34 * Floating state 35~37 | |
| kunimitsu | uf+3 | m,m | 13,20 | i15~16 i13~14 | -13~-12 | +25a (+18) | * Knee * 2nd hit available on hit or block only * 27 total scaled damage * Low crush 9~32 * Floating state 33~35 | |
| kunimitsu | uf+4 | m | 22 | i24~25 | -8 | +20a | Balcony Break (airborne) * Low crush 9~26 | |
| kunimitsu | uf+3+4 | * Actionable after 18f * Transitions to FC on frame 40~ * Low crush 8~30 * Floating state 31~33 | ||||||
| kunimitsu | 1+2+3+4 | * Can't block for 5 seconds * CH state on your next attack for 5 seconds ''(Tekken 7 and prior games)'' * 10% damage increase on the next attack for 5 seconds ''(Tekken 8 season 2 patch onward)'' * Attacks taken will be CH for 5 seconds | ||||||
| kunimitsu | d,df,f+1 | sm,t | 10,28 | i15~26 | -13 | -4d | * Weapon * Bufferable * Block advantage is always -13 * Transitions to attack throw on hit * 25 total scaled damage | |
| kunimitsu | d,df,f+1,F | sm,t | 10,28 | i15~26 | -13 | -4d | * Weapon * Bufferable * Block advantage is always -13 * Transitions to attack throw on hit * 25 total scaled damage * Available on hit only * Side switch on hit | |
| kunimitsu | d,df,f+2 | M | 24 | i13~14 | -12c | +8a | * Balcony Break * Spike * Weapon * Bufferable * Chip damage on block * Hit vs BT +3d | |
| kunimitsu | d,df,f+1+2 | m | 25 | i20~21 | -9 | +6a | * Tornado * Balcony Break * Weapon * Bufferable * Chip damage on block * Low crush 21~38 * Floating state 39~41 | |
| kunimitsu | f,F+2 | M | 18 | i19~20 | -12 | +19a (+2) | +33a (+22) | * Tornado * Balcony Break * Weapon * Low crush 21~35 * Floating state 36~38 |
| kunimitsu | f,F+4 | m | 11 | i9~11 | -17~-15 | -1~+1 | Knee * Low crush 9~25 * Floating state 26~28 | |
| kunimitsu | f,F+4,2 | m, h | 11, 23 | i9~11, i13~14 | -17~-16 | +10d | * Balcony Break * Spike * Weapon * Jail from 1st attack with 1f delay * Forces tech backroll on hit * Low crush 1~15 * Floating state 16~18 | |
| kunimitsu | f,n,d,df+2 | M,h | 15,21 | i14~15 i25~26 | -17~-16 | +73a (+57) | * Tornado * Weapon * 2nd hit available only as combo from 1st hit * Bufferable * 29 total scaled damage * Low crush 16~36 * Floating state 37~39 | |
| kunimitsu | f,f,F+2 | h,t | 20,20 | i15~17 | +6 | +0d | * Balcony Break (airborne) * Weapon * Transitions to attack throw on front standing hit * Chip damage on block * Side switch on hit * Hit vs Side +15a * Hit vs BT +15a (+6) | |
| kunimitsu | f,f,F+3 | m | 30 | i23~27 | +3~+7 | +18c | * Balcony Break * Hit vs BT +15d * Forces tech backroll on hit * Low crush 3~29 | |
| 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 | ws2 | m | 14 | i13~14 | -9 | +1 | * Weapon | |
| kunimitsu | ws2,1 | m, m | 14, 20 | i13~14, i20 | -13 | +9 | * Heat Engager * Heat Dash +5, +43d (+35) * Balcony Break * Weapon * Combo from 1st hit with 9f delay * Input can be delayed 9f * Move can be delayed 6f | |
| kunimitsu | ws3 | m | 16 | i15~16 | -13 | +32a (+22) | * Low crush 9~25 * Floating state 26~28 | |
| kunimitsu | ws4 | m | 15 | i11~12 | -6 | +5 | ||
| kunimitsu | SS.2 | m | 13 | i17~18 | -5 | +6 | +11 | * Floor Break * Weapon * Sidestep adds 9f, effective startup i26~27 |
| kunimitsu | SS.2,1+2 | m, M,M | 13, 10,20 | i17~18, i22~23 i9~10 | -12 | +5c | * Floor Break * Weapon * Combo from 1st hit CH * Sidestep adds 9f, effective startup i31~32 * Move is delayed 1f | |
| kunimitsu | SS.4 | l | 16 | i20~22 | -37 | +4c | * Clean Hit +13d * Clean Hit damage 20 * Sidestep adds 9f, effective startup i29~31 * Stagger on block * High crush 6~ | |
| kunimitsu | (Airborne).ub+3+4 | m,t | 15,15 | i19 | -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 | |
| kunimitsu | BT.1 | h | 10 | i11 | -8 | +8 | * Elbow | |
| kunimitsu | BT.1,2 | h, m | 10, 14 | i11, i21~22 | -8 | +3 | * Weapon * Combo from 1st hit with 8f delay * Input can be delayed 8f * Move can be delayed 4f * Transition to KAT -8 +3 r28 with 1+2 | |
| kunimitsu | BT.1,2,1 | h, m, M | 10, 14, 18 | i11, ,i21~22 | -11 | +15a (-2) | * Tornado * Balcony Break * Weapon * Available on hit or block only * Combo from 2nd hit CH with 10f delay * Input can be delayed 10f * Move cannot be delayed * Low crush 5~15 * Floating state 16~18 | |
| kunimitsu | BT.1,2,2 | h, m, m | 10, 14, 24 | i11, ,i19~20 | -9 | +14a (+5) | +46a (-1) | * Balcony Break * Weapon * Available on hit or block only * Combo from 2nd hit CH with 10f delay * Input can be delayed 10f * Move cannot be delayed |
| kunimitsu | BT.1,2,4 | h, m, m | 10, 14, 23 | i11, ,i26~27 | +3 | +5d | * Spike * Available on hit or block only * Input can be delayed 10f * Move cannot be delayed * 4 chip damage on block * Low crush 5~29 * Floating state 30~32 | |
| kunimitsu | BT.1,3 | h, m | 10, 12 | i11, i22~23 | -5 | +2 | +11 | * Knee * Combo from 1st hit with 8f delay * Input can be delayed 8f * Move can be delayed 4f * Transition to SET -1 +6 +15 r19 with F |
| kunimitsu | BT.1,4 | h, h | 10, 20 | i11, i21 | +3 | +15d | * Heat Engager * Heat Dash +5, +43d (+35) * Balcony Break * Combo from 1st hit with 8f delay * Input can be delayed 8f * Move can be delayed 4f * Forces tech backroll on hit * 4 chip damage on block | |
| kunimitsu | BT.2 | h,t | 10,20 | i19~20 | -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 | |
| kunimitsu | BT.3 | m | 20 | i24~26 | -3 | +11d | * Floor Break * Low crush 6~29 * Floating state 30~32 | |
| kunimitsu | BT.4 | h | 20 | i16~17 | +6 | +35d | * Strong Aerial Tailspin * Homing * Balcony Break * Transition to SET +6 +35d r31 with F * 6 chip damage on block * Low crush 6~16 * Floating state 17~19 | |
| kunimitsu | BT.1+2 | m,m | 10,15 | i14 i10~11 | -2 | +7 | * Balcony Break (airborne) * Weapon | |
| kunimitsu | BT.3+4 | m! | 25 | i19~20 | +3a | * Spike * Parry mid and high punches and kicks * Parry state 5~18 | ||
| kunimitsu | BT.d+2 | L | 20 | i17~18 | -13 | +4 | +8d | * Floor Break * Weapon * Can recover in FC with D * High crush 6~18 |
| kunimitsu | BT.d+4 | L,L | 10,18 | i20~21 i26~27 | -14 | +5c | * Jail from 1st attack * High crush 4~ | |
| kunimitsu | BT.f+1+2 | m | 21 | i16~17 | -13 | +54a | * Tornado * Balcony Break (airborne) * Weapon * Hit vs BT +9a (+0) | |
| kunimitsu | CH.SET.2 | m,t | 20,10 | i12 | +55a (+48) | * Weapon * Attack Throw * Instant tornado | ||
| kunimitsu | KAT.1 | h | 12 | i11 | -7 | +4 | ||
| kunimitsu | KAT.1,2 | h, m | 12, 20 | i11, i21 | -9 | +9g | * Heat Engager * Heat Dash +5, +43d (+35) * Balcony Break * Weapon * Combo from 1st hit with 11f delay * Input can be delayed 11f * Move can be delayed 7f * Cancel into FC -14 -3 r31 with D on frame 12 (cs7~) | |
| kunimitsu | KAT.2 | m | 21 | i23~24 | +5 | +20d | +80a (+60) | * Spike * Weapon * Transition to FC with D * Low crush 7~24 * Floating state 25~27 |
| kunimitsu | KAT.3 | M | 8 | i18~25 | -12~-5 | +2c~+9c | * Floor Break * Evasive, can go over mids and some highs * Floating state 1~4 * Low crush 5~26 | |
| kunimitsu | KAT.3,2 | M, M | 8, 8 | i18~25, 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 | |
| kunimitsu | KAT.4 | L | 16 | i22~28 | -16~-10 | -2~+4 | * Floating state 1~4 * Low crush 5~18 * Floating state 19~21 | |
| kunimitsu | KAT.4,2 | L, h | 16, 23 | i22~28, i23~24 | -9 | +15a (+6) | * Strong Aerial Tailspin * Balcony Break * Weapon * Combo from 1st CH with 2f delay * Input can be delayed 2f * Move cannot be delayed | |
| kunimitsu | KAT.1+2 | h! | 20 | i24~36 | +0d~+12d | |||
| kunimitsu | KAT.U | * Kunimitsu teleports upwards and lands in place * Floating state 1~4 * Low crush 5~19 | ||||||
| kunimitsu | MUS.2 | L | 25 | i25 | -18 | +21d | +39a | Weapon * High crush 11~43 |
| kunimitsu | MUS.4 | m | 30 | i13~15 | -14 | -8a | * Floor Break * Massive pushback, difficult to punish without walls * Low crush 1~28 * Floating state 29~31 | |
| kunimitsu | MUS.3+4 | * Initial uf+3+4 jump takes 35f * Evasive jump, can side switch * Low crush 10~42 * Floating state 43~45 | ||||||
| kunimitsu | SET.1 | h | 8 | i10~11 | -1 | +8 | * Elbow | |
| kunimitsu | SET.1,2 | h, h | 8, 13 | i10~11, i17~18 | -6 | +8 | * Weapon * Combo from 1st hit with 12f delay * Jail from 1st attack with 3f delay * Input can be delayed 12f * Move can be delayed 10f * Transition to BT with B | |
| kunimitsu | SET.1,2,1 | h, h, M | 8, 13, 18 | i10~11, ,i21~22 | -11 | +15a (-2) | * Tornado * Balcony Break * Weapon * Combo from 2nd CH with 10f delay * Input can be delayed 10f * Move cannot be delayed * Available on hit or block only * Interrupt with i10 from 2nd block * Low crush 5~15 * Floating state 16~18 | |
| kunimitsu | SET.1,2,2 | h, h, m | 8, 13, 24 | i10~11, ,i19~20 | -9 | +14a (+5) | +46a (-1) | * Balcony Break * Weapon * Combo from 2nd CH with 10f delay * Input can be delayed 10f * Move cannot be delayed * Available on hit or block only * Interrupt with i8 from 2nd block |
| kunimitsu | SET.1,2,3 | h, h, M | 8, 13, 23 | i10~11, ,i33~34 | -4 | +25d | * Floor Break * Combo from 2nd CH * Interrupt with i12 from 2nd block * Available on hit or block only * Low crush 14~33 * Floating state 34~36 | |
| kunimitsu | SET.1,2,4 | h, h, m | 8, 13, 23 | i10~11, ,i26~27 | +3 | +5a | * Spike * Input can be delayed 10f * Move cannot be delayed * Available on hit or block only * Interrupt with i15 from 2nd block * 4 chip damage on block * Low crush 5~29 * Floating state 30~32 | |
| 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 | SET.3 | L | 17 | i18~23 | -16~-11 | +0c~+5c | +25a | * High crush 6~ |
| kunimitsu | SET.4 | M | 13 | i18~19 | -8 | +6 | Hits grounded but can miss when too close vs small bodies | |
| kunimitsu | SET.4,3 | M, m | 13, 21 | i18~19, 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 | |
| kunimitsu | SET.1+2 | m,m | 8,18 | i15 i18 | -5 | +22a (+12) | * Heat Engager * Heat Dash +5, +45a (+35) * Balcony Break * Weapon | |
| kunimitsu | SET.1+4 | i15 | ||||||
| kunimitsu | SET.B | * Cancels to standing block (blocks at frame 12) | ||||||
| kunimitsu | SET.uf+4 | m,t | 8,16 | i13~14 | -14 | +0d | * Floor Break * Shift to Attack Throw when hit from the front * Hit vs BT/Side +8a (+1) * Low crush 11~32 * Floating state 33~35 | |
| kunimitsu | SET.uf+1+2 | i16 | ||||||
| kunimitsu | hFC.1+2 | l,sm | 8,15 | i18 i15 | -12 | +5 | * Weapon * Can hit grounded when off-axis * Recovers in BT on hit only * High crush 1~24 | |
| 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 | Back Throw | t | 50 | +0d | * Unbreakable * Opponent recovers FDFT | |||
| kunimitsu | Left Throw | t | 40 | -3 | -2d | * Throw break: 1 * Opponent recovers FUFA | ||
| kunimitsu | Right Throw | t | 40 | -3 | +0d | * Throw break: 2 * Randomly side switches * Opponent recovers FDFT or FDFR on side switch | ||
| kunimitsu | f+1+4 | t | 38 | i11 | -3 BT | +0d | * Throw break: 1 * Side switch * Kunimitsu and the opponent recover in BT on break * Opponent recovers in FUFA * SET.1+4: i15 (t43 r28) | |
| 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) | |
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| lars | 2+3 | m | [12;12] | i16 | +1 | +2c | * Heat Burst * Cancel to r45 with b,b on frame 42 * 2 chip damage on block * 12 chip damage on hit * Only deals recoverable damage * Cannot cause a K.O. * Power crush 7~16 | |
| lars | H.DEN.3+4 | L,SM | 11,10 | i22~23, i9 | -14 | +21d | * 2 chip damage on block * 2nd hit only occurs on 1st hit * Recovers ?F faster on hit * Transition to r19 SEN with input F (-7/+34d) * Consumes 300F of remaining heat time | |
| lars | H.LEN.1 | L,t | 20,15 | i16~17 | -12c | +5d | * Consumes 300F of remaining Heat time * 6 chip damage on block * Side switch on hit throw * Opponent is left FUFA * High crush 1~50 | |
| lars | H.LEN.2 | m | 20 | i16~17 | -9 | +65a (+49) | * Tornado * Elbow * Consumes 240F of remaining Heat time * 9 chip damage on block * High crush 1~15 * Low crush 16~34 | |
| lars | H.SS.2 | m,SM | 20,10 | i16~17, i8 | +6c | +27d | * 6 chip damage on block * Consumes 270F of remaining heat time | |
| lars | H.f+3+4 | sm | 5 | i18~24 | +5 | +10 | * Transition to SEN * Uses 300F of remaining heat time * Only deals recoverable damage | |
| lars | H.2+3 | m,M | 55 | i18~19, 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 | |
| lars | R.df+1+2 | m,t | 55+ | i20 | -18 | +0d | * Rage Art * Removes Recoverable Health * Reversal Break * Damage increases with lower health, maximum 82 * Freezes match timer on activation and on hit * Restores recoverable health on hit * Transition to attack throw on hit * Consumes Rage * Power crush 8~ | |
| lars | 1 | h | 5 | i10 | +1 | +8 | ||
| lars | 1,1 | h, m | 5, 8 | i10, i18~19 | -8 | +0 | * Combo from 1st hit CH with 3F delay * Jail from 1st block with no delay | |
| lars | 1,1,1 | h, m, m | 5, 8, 20 | i10, ,i25~26 | -12 | +17a | * Heat Engager * Heat Dash +5, +43d (+35) * Balcony Break * Combo from 2nd hit with 4F delay * Combo from 1st CH with 4F delay * Move can be delayed by 5F | |
| lars | 1,2 | h, h | 5, 9 | i10, i10 | -3 | +8 | * Combo from 1st hit with 4F delay * Jail from 1st block with 4F delay | |
| lars | 1,4 | h, l | 5, 10 | i10, i22 | -12 | +1 | * Combo from 1st CH with 2F delay * Transition to LEN with input D (-12/+3) | |
| lars | 2 | h | 10 | i10 | +0 | +8 | ||
| lars | 2,1 | h, m | 10, 12 | i10, i20~21 | -6 | +8 | * Combo from 1st hit with 3F delay * Input can be delayed by 3F * Transition to LEN, cannot cancel | |
| lars | 3 | h | 16 | i15 | -17 | +0 | * Transition to LEN with input D (-11/+6) | |
| lars | 4 | h | 27 | i17~18 | -7 | +18 (+9) | * Balcony Break | |
| lars | 1+2 | m | 25 | i25 | -12 | +7 | * Power crush 7~24 | |
| lars | 3+4 | m | 22 | i17~18 | -8 | +17d | * Heat Engager * Heat Dash +5, +36a (+26) * Balcony Break | |
| lars | f+1 | h | 10 | i13 | -5 | +6 | ||
| lars | f+1,2 | h, m | 10, 11 | i13, i12 | -5 | +6 | * Transition to SEN * Combo from 1st hit with 1F delay * Input can be delayed by 1F * Jails from 1st block * Transition to standing with B (-8/+3) | |
| lars | f+1,2,3 | h, m, m | 10, 11, 20 | i13, ,i24 | -5 | +22c | +49a | * Balcony Break * Combo from 2nd hit CH * Transition to DEN * Cancel DEN and transition to standing with input B (-12/+41d (-17)/+42a) * Forces tech backroll on hit ** Opponent recovers crouching |
| 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 | f+3 | sp | * Transition to DEN * Stance moves can be delayed by 19F | |||||
| lars | f+4 | m | 12 | i17 | -9 | +7 | * Knee | |
| lars | f+4,1 | m, m | 12, 8 | i17, i21~22 | -9 | +2 | Combo from 1st CH | |
| lars | f+4,1,2 | m, m, m | 12, 8, 8 | i17, ,i12 | -10 | +2 | Combo from 2nd hit | |
| lars | f+4,1,2,1 | m, m, m, m | 12, 8, 8, 20 | i17, ,i24~25 | -14 | +19 (+9) | * Balcony Break * Combo from 3rd CH | |
| lars | f+1+2 | m | 20 | i15~16 | -13 | +28 | ||
| lars | f+1+4 | m | 28 | i13~14 | -18 | +18 (+8) | * Balcony Break * Shoulder | |
| lars | df+1 | m | 12 | i13 | -3 | +5 | ||
| lars | df+1,1 | m, h | 12, 12 | i13, i21 | -6 | +6 | * Combo from 1st hit with 1F delay * Input can be delayed by 1F * Transition to r19? DEN with D (-2/+10) | |
| lars | df+1,1,3 | m, h, m | 12, 12, 25 | i13, ,i25~26 | -12 | +15c | * Balcony Break * Combo from 2nd CH with 9F delay * Move can be delayed by 10F * Input can be delayed by 14F * Forces tech backroll on hit | |
| lars | df+1,3 | m, m | 12, 20 | i13, i24 | -12 | +13a (+4) | * Balcony Break * Combo from 1st CH with 1F delay * Input can be delayed by 1F | |
| lars | df+2 | m | 15 | i14 | -3 | +9 | +13c | * Elbow * Transition to SEN * Transition to standing with B (-11/+1/+5c) |
| lars | df+3 | m | 15 | i16 | -11 | +8 | * Transition to DEN with input D (-4/+15) | |
| lars | df+3,3 | m, m | 15, 24 (16) | i16, i25~26 | -15 | +29a (+14a) | * Combo from 1st hit with 2F delay * 16 damage with scaling from 1st hit * Input can be delayed by 2F * Move cannot be delayed * Low crush 23~ | |
| lars | df+4 | m | 16 | i15~16 | -8 | +2 | ||
| lars | d+2 | m | 17 | i18~19 | +0c | +8c | +30d | * Spike * Elbow * Transition to FC with input D |
| lars | d+3 | l | 8 | i15 | -14 | -3 | ||
| lars | d+3,1 | l, h,h | 8, 4,10 | i15, i19,i18 | -7 | +4 | * Combo from 1st hit CH | |
| lars | d+3,1(wall stun) | l, h,h, m | 8, 4,10, 27 | i15, ,i35~36 | -3a (-15) | * Spike? | ||
| lars | d+1+2 | l | 25 | i24~25 | -20 | +9d | * High crush 20~ | |
| lars | db+1 | l | 9 | i17 | -12 | -1 | * High crush 6~ | |
| lars | db+1,3 | l, h | 9, 10 | i17, i19 | -12 | -1 | * Combo from 1st hit * -31 on 1st block * Transition to LEN with input D (-31/-12/+3) | |
| lars | db+2 | m | 12 | i15 | -8 | +3 | * Transition to SEN with input F (-5/+6) | |
| lars | db+2,1 | m, m | 12, 8 | i15, i15~16 | -8 | +6 | ||
| lars | db+2,3 | m, m | 12, 15 | i15, i19 | -13 | +8 | * Tornado * Wall Crush +20g on hit * Input can be held to power up and deal more chip damage on block * Input can be delayed by 5F? from 1st? | |
| lars | db+2,3* | m, m | 12, 25 | i15, i51 | +13 | +24d (+14) | * Tornado * Balcony Break * Input can be partially held from i? to i? * 10 chip damage on block | |
| lars | db+4 | l | 19 | i20~21 | -26 | +5c | +29a | * High crush 6~ |
| lars | db+1+2 | m | 12 | i26 | -13 | +8 | * Transition to DEN with input D (-6/+11) * Backsway | |
| lars | b+1 | m | 17 | i15~17 | -9 | +4 | +14a (+5) | * Homing * Balcony Break on CH |
| lars | b+2 | m | 12 | i15 | -7 | +4 | ||
| lars | b+2,1 | m, m | 12, 17 | i15, i15 | -10 | +4 | +32a | * Combo from 1st hit with 15F delay * Move can be delayed by 10F * Input can be delayed by 15F |
| lars | b+2,3 | m, h | 12, 21 | i15, i18 | -8 | +38d (-20) | * Balcony Break * Tornado * Combo from 1st hit with 5F delay * Move cannot be delayed * Input can be delayed by 5F | |
| lars | b+3 | m | 14 | i17 | -12 | +4 | * Transition to SEN with input F (-5/+11) | |
| lars | b+3,4 | m, h | 14, 20 | i17, i23~24 | -8 | +19 (+10) | * Balcony Break | |
| lars | b+4 | m | 23 | i15 | -8 | +8 | Knee | |
| lars | b+4,1+2 | m, th | 23, 15 | i15, | 0 | * Available on b+4 frontal standing hit | ||
| lars | b+1+2 | m,m | 4,20 | i21~22,i8~9 | -9 | +9 | * Balcony Break * Homing * Can evade jabs from range | |
| lars | ub+1+2 | m! | 45 | i84~85 | +61a | |||
| lars | uf+1 | m,m | 10,20 | i15,i25 | -12 | +3 | * Cancel 2nd hit -12 -5 with B * Transition to LEN +3 on hit only with D | |
| lars | uf+3 | m,m | 26 (9) | i16~17 | -26 | +33a (+15) | * Transition to FC on hit * Low crush 12~ | |
| lars | uf+4 | m | 20 | i25~27 | -8 | +42a | * Has high and mid evasive frames * Increased evasion when performed from crouching state * Low crush 9~ | |
| lars | uf+3+4 | sp | * Low crush 11~ | |||||
| lars | uf+3+4,4 | sp, m,t | 20,20 | ,i17~18 | -4 | 0 | * Low crush 1~ | |
| lars | uf+3+4,1+2 | sp, t | 40 | ,i9~11 | +1 | * Throw break: 1+2 | ||
| lars | 1+2+3+4 | sp | ||||||
| lars | f,F+2 | M | 20 | i21~22 | -13 | +35a | * Tornado * Transition to SEN on hit with input F (+37a) ** Switches sides | |
| lars | f,F+4 | l | 12 | i21 | -31 | +5 | ||
| lars | f,F+4,2 | l, h | 12, 15 | i21, i24 | -7 | +11 | Cannot cancel DEN transition (cannot block i36 moves?) | |
| lars | f,F+4,3 | l, m | 12, 20 | i21, i28 | -16 | -3 | ||
| lars | f,F+1+2 | m | 20 | i16~17 | -9 | +14 (+5) | +59a (+39) | * Elbow * Balcony Break * 4 chip damage on block |
| lars | f,F+3+4 | l,l | 26 | i19~20 | -16 | +0c | * High crush 21~ | |
| lars | f,n,b+2 | m | 10 | i14 | -12 | 0 | ||
| lars | f,n,b+2,1 | m, m | 10, 10 | i14, i16 | -18 | +47a (+39) | ||
| lars | uf,n,4 | m | 20 | i23~25 | -13 | +32a (+22) | * Low crush | |
| lars | f,f,F+1 | h | 23 | i18~20 | +4 | +36a | * Balcony Break * 9 chip damage on block * Transition to t51? r33? standing with B (+2/+34a) * Effectively homing? * Unparryable (bug?) | |
| lars | f,f,F+3 | m | 30 | i20~26 | +6 | +15a (+5) | * Balcony Break * 9 chip damage on block * Low crush 3~ | |
| lars | ws1 | m | 16 | i15~16 | -12 | +38a | * Tornado * Transition to SEN with F on hit (+36a) ** Switches sides | |
| lars | ws2 | m | 13 | i13~14 | -8 | +3 | * Transition to DEN with D (-12/-1) ** Retreats during stance transition * Transition to SEN with F (-5/+6) | |
| lars | ws2,1 | m, m | 13, 17 | i13~14, i23~24 | -12 | +2c | +4d | * Combo from 1st hit |
| lars | ws2,3 | m, h | 13, 20 | i13~14, i20 | -15 | -3 | * Combo from 1st hit * Transition to LEN with D (-11/+6) | |
| lars | ws3 | h | 30 | i20 | 0 | +21 (+15) | * Transition to LEN with input D (+4/+26a (+20)) | |
| lars | ws4 | m | 16 | i11~12 | -6 | +5 | ||
| lars | SS.2 | m | 20 | i16~17 | -7 | +22d | * 4 chip damage on block | |
| lars | FC.df+2 | m | 19 | i15~16 | -8 | +5 | +63a | |
| lars | (Back to wall).b,b,UB | m | 25 | i29~33 | -1 | +19c | * Balcony Break * Bryan * Kazuya * Lars * Law * Forces tech backroll on hit * Floating state 5~13 * Low crush 14~33 * Floating state 34~36 | |
| lars | (airborne).DEN.2+4 | |||||||
| lars | DEN.1 | h | 14 | i11~12 | +1 | +8 | * Elbow * Transition to SEN with input F (-3/+4) | |
| lars | DEN.1,2 | h, h | 14, 20 | i11~12, i14~15 | -6 | +21c | * Heat Engager * Heat Dash +5, +43d (+35) * Balcony Break * Jail from 1st block * Combo from 1st hit with 6F delay? * Move cannot be delayed * Input can be delayed by 6F * Forces tech backroll on hit | |
| lars | DEN.2 | M | 17 | i17~19 | -7 | +7 | +62a | * Transition to Avalanche Flip on hit or CH with input UF (+9/+64a) * Jab evasion |
| lars | DEN.2+4 | |||||||
| lars | DEN.3 | m | 23 | i22~23 | +5 | +5 | * Heat Engager * Heat Dash +5, +34a (+27) * Homing * Transition to SEN (cannot cancel, does not transition when using Heat Dash) * 9 chip damage on block * Low crush 8~ | |
| lars | DEN.4 | l | 14 | i23~25 | -12 | +1 | * Transition to LEN with input D (-12/+3) | |
| lars | DEN.1+2 | h | 24 | i12~13 | -1 | +29a | * Tornado * Balcony Break * 4 chip damage on block | |
| lars | DEN.3+4 | L | 21 | i22~23 | -14 | -3 | +5c | * Transition to SEN with input F (-7/+4/+12c) |
| lars | DEN.B | sp | * Transition to DEN * Can only performed on first DEN transition starting with frame 17 * Stance moves can be delayed by 19F | |||||
| lars | DEN.n,F | sp | * Transition to SEN * Stance moves can be delayed by 20F * High crush 12~39 | |||||
| lars | LEN.1 | L | 20 | i16~17 | -12 | +4c | * High crush 1~ | |
| lars | LEN.2 | m | 25 | i16~17 | -9 | +25 (+15) | * Tornado * Elbow * 8 chip damage on block * Powers up during Heat (Uses Heat Time, Tornado launches on hit) * High crush 1~15 * Low crush 16~ | |
| lars | SEN.1 | m | 26 | i12~13 | -9 | +23a (+13) | * Heat Engager * Heat Dash +5, +43d (+35) * Balcony Break | |
| lars | SEN.2 | L | 23 | i17~19 | -12 | +6c | +27d | * Tornado * High crush 1~ |
| lars | SEN.3 | M | 20 | i14~16 | -13 | +29a (+19) | * Low crush 14~ | |
| lars | SEN.4 | h | 19 | i17~18 | +4 | +31a | * Strong Aerial Tailspin * Homing * Balcony Break * 7 chip damage on block | |
| lars | SEN.1+2 | m | 21 | i14~16 | -14 | +20a (+13) | * Tornado * Recovers 7F? faster on hit (t44 r28?) * Power crush 6~13 | |
| lars | SEN.3+4 | m,m | 22 (11) | i13~14,i18~19 | +0c | +22d (-13) | * Spike * 6 chip damage on block * Low crush 7~ | |
| lars | SEN.B | sp | * Transition to DEN | |||||
| lars | SEN.D | sp | * Transition to LEN * Transition to r1 FC with no input * High crush 24~27? | |||||
| lars | hFC.1+2 | l,l | 9,15 | i18,i14~i15 | -12 | +1c | * Transition to LEN on hit with input n,D (+3c) * Can be done from Crouch Level 1 * High crush 1~ | |
| lars | (airborne).f,f,F+2+4 | t | 31 (21) | i11 | 0 | * Throw break: none * Opponent status on hit: FUFT | ||
| 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 | f,f,F+2+4 | t | 40 | i11 | -3 | 0 | * Throw break: 1+2 * Opponent status on hit: FDFA | |
| lars | uf+1+2 | t | 35 | i12~14 | -3 | 0 | * Throw break: 1+2 * Opponent status on hit: FUFT | |
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| law | 2+3 | m | [12;12] | i16 | +1 | +2c | * Heat Burst * Cancel to r45 with b,b on frame 42 * 2 chip damage on block * 12 chip damage on hit * Only deals recoverable damage * Cannot cause a K.O. * Power crush 7~16 | |
| law | H.1+2 | -8~-7 | +30a | +66a (+50) | * Tornado * Weapon * Consumes 240F remaining Heat Time on block or whiff * Alternate input DSS.1+2 | |||
| law | H.uf+2 | h | 21 | i19~20 | +4 | +21d | * Weapon * Strong Aerial Tailspin * Balcony Break * Consumes 120F of remaining Heat Time * 4 chip damage | |
| law | H.2+3 | m,t | 24,4,5,5,5,7 (50) | i14 | +11g | +5 | * Heat Smash * Balcony Break * Transitions to DSS on block * 8 chip damage on block | |
| law | R.df+1+2 | m,t | 55+ | i20 | -18 | +0d | * Rage Art * Removes Recoverable Health * Reversal Break * Damage increases with lower health, maximum 82 * Freezes match timer on activation and on hit * Restores recoverable health on hit * Transition to attack throw on hit * Consumes Rage * Power crush 8~ | |
| law | 1 | h | 5 | i10 | +1 | +8 | Recovers 2f faster on hit or block (t27 r17) | |
| law | 1,1 | h, h | 5, 5 | i10, i18 | -8 | -6 | +6 | * CH frames also apply to combo from 1st CH |
| law | 1,1,1 | h, h, m | 5, 5, 20 | i10, ,i20 | -12 | +15c | * Heat Engager * Heat Dash +5, +43d (+35) * Combos from 1st or 2nd hit CH * Balcony Break * Forces tech backroll on hit | |
| law | 1,1,2 | h, h, h | 5, 5, 12 | i10, ,i17 | -6 | +6 | * Transition to DSS with F ** (-6 oB, +6 oH) | |
| law | 1,2 | h, h | 5, 8 | i10, i12 | -3 | +6 | +6 | * Jails from 1st attack * Combos from 1st hit |
| law | 1,2,2 | h, h, m | 5, 8, 10 | i10, ,i20 | -8 | +4 | +4 | Combos from 1st hit CH |
| law | 1,2,2,2 | h, h, m, h | 5, 8, 10, 15 | i10, ,i13 | -9 | +4 | +9d | * Combos from 1st or 3rd hit CH * Delay-able * Transition to DSS with F ** (-4 oB, +9g oH, +14d CH) |
| law | 1,2,2,1+2 | h, h, m, m | 5, 8, 10, 23 | i10, ,i19 | -13 | +5a (-4) | Balcony Break | |
| law | 1,2,3 | h, h, m | 5, 8, 10 | i10, ,i15 | -5 | +13g | * Wall Crush +24g on hit * Knee * Combos from 1st hit CH * Jails from 1st attack | |
| law | 1,2,uf+3,4 | h,h,Special,M | 20 | i15 | -12 | +31a (+21) | ||
| law | 2 | h | 8 | i10 | +0 | +6 | ||
| law | 2,2 | h, m | 8, 10 | i10, i20 | -8 | +4 | Delay-able | |
| law | 2,2,2 | h, m, h | 8, 10, 10 | i10, ,i13 | -9 | +4 | +9d | * Combos from 2nd hit * Transition to DSS with F ** (-4 oB, +9g oH, +14d) |
| law | 2,2,1+2 | h, m, m | 8, 10, 20 | i10, ,i19 | -13 | +5a (-4) | * Balcony Break * Combos from 2nd hit CH * Delay-able | |
| law | 2,b+2 | h, h | 8, 8 | i10, i17 | -4 | +7 | * Elbow * Combos from 1st hit * Delay-able | |
| law | 2,b+2,1 | h, h, h | 8, 8, 8 | i10, ,i23 | -3 | +3 | * Combos from 2nd hit CH * Delay-able | |
| law | 2,b+2,1,2 | h, h, h, m | 8, 8, 8, 21 | i10, ,i20 | -3 | +20a | +55a | * Combos from 3rd hit CH * Delay-able * Transition to FC with D |
| 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 | 4 | h | 15 | i13 | -9 | +7 | +7s | |
| law | 4,3 | h, h | 15, 12 | i13, i18~19 | -8 | +1 | * Combo from 1st hit * Airborne combo from 1st CH (+24a (+17)) * Transition to DSS with F (+7/+16g/+39a (+32)) | |
| law | 4,3,4 | h, h, h | 15, 12, 14 | i13, ,i20 | -6 | -1 | +31a (+24) | * Airborne combo from 1st CH (+31a (+24)/+44a (+37)) * Transition to DSS with F (+7/+12g/+43a (+33)) |
| law | 4,u+3 | h, m | 15, 23 | i13, i33 | -1 | +30a (+13) | Move can be delayed by 4F * Low crush 23~ | |
| law | 1+2 | M | 20 | i16~17 | -13~12 | +12a (+5) | +66a (+50) | * Tornado * Weapon * Partially uses remaining Heat Time in heat * Instant Tornado on CH |
| law | 2+3+4 | |||||||
| law | 3+4 | m,m | 5,10 | i14~15, i11 | -13 | +3 | Alternate input DSS.3+4 * Low crush 14~ |