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All Characters Tekken 8 Frame Data

CharCommandHit levelDamageStartupBlockHitCounter hitNotes
claudio4h13i12-11+5+9s
* Pseudo homing to sidestep left and sidewalk left?
claudio3+4M28i24~26-11c+4a
* Floor Break
* Low crush 13~22
* Floating state 23~25
claudiod+2L6i20-11+0
* High crush 6~
claudiodb+4,3L, h7, 10i15, i18-11+0
* Combo from 1st hit with 1f delay
* -30 from 1st block
claudiob+4,2m, m10, 20i17, i20-11+29a (+3)
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
* Combo from 1st hit with no delay
* Combo from 1st CH with 10f delay
* Trade with i1 from 1st block?
* Input can be delayed 12F
* Transition to r45 STB on hit without STB and Heat
claudiouf+3+4m,m10,12i17,i10~11-11+9
* First hit can be parried
* Low crush 18~35
clive2,2,2h, m, M,m11, 9, 15,20 (24)i12, ,i27~28 i31~32-11+21a (+4)
* Tornado
* Balcony Break
* Weapon
* Power up in Heat (24 damage)
* Input can be delayed 6f
* Move cannot be delayed
* Transition to PHX on hit only
* Cancel PHX transition with B
clive4,2m, M8, 17i12, i20~21-11+3
* Weapon
* Combo from 1st hit
* Input can be delayed 3f
clivedb+1+2M,m12,10i17~18 i23-11-2c
* Weapon
* 6 chip damage on block
devil-jin3,1,2m, h, M16, 11, 20i17~19, ,i25~28-11+72a (+56)
* Tornado
* Interrupt with i9 from 2nd block
* Whiffs vs SSR from 2nd block
* Move can be delayed 4F
* Input can be delayed 12F
devil-jinf+2,4m, m14, 17i17~18, i15-11+0+29a (+23)
* Knee
* Jail from 1st block with 3F delay
* Combo from 1st hit with 14F delay
* Move can be delayed 13F
* Input can be delayed by 14F
devil-jinws1,2m, m12, 15i13~14, i22-11+6+10
* Combo from 1st hit with 7F delay
* Combo from 1st CH with 10F delay
* Interrupt with i4 from 1st block
* Transition to MCR r25 with F on hit or CH (+14/+17)
** -11/-8 on an empty MCR transition
* Move can be delayed 9F
* Input can be delayed 10F
devil-jinws3m16i14-11+9+14
* Knee
* Transition to MCR r25 with F on hit or CH (+14/+23)
** -12/-3 on an empty MCR transition
* Alternate input: hold 3 then input f,n,d,df+4 or f,n,d,df+3+4
* Jab evasion from frame 1? to 9?
dragunovf+4,4h, h16, 11i14~15, i20~21-11+0+22a (+15)
* Balcony Break
** Only on CH
* Combo from 1st hit with 5f delay
* Interrupt with i4 from 1st block
dragunovd+3,4L, m13, 18i17~18, i28-11+5+23g
* Floor Break
* Combo from 1st CH
* Interrupt with i9 from 1st block
* Whiffs vs SSR, SW from 1st block
dragunovd+4,1L, h12, 8i15~16, i14~15-11+5
* Combo from 1st CH with 1f delay
* -27 from 1st block
dragunovBT.d+3l20i16-11+10d
dragunovOTG.db+3L24i24-11+0
* Floor Break
* +0a (-8) on grounded
eddyf+3,4h, m16, 25i16~18, i29~31-11~-9+15a (+6)+32a
* Balcony Break
* Combo from 1st hit
* Cancel to HSP -14 -2 r40 with F on frame 20
* Floating state 25~46
eddyb+2,3m, m12, 13i15~16, i22~23-11+4
* Combo from 1st hit with 7F delay
* Interrupt with i1 from 1st block
* Move can be delayed by 6F
* Input can be delayed by 7F
eddyRLX.1L11i14-11c+0
* Transition to FC with D
* High crush 1~16
fahkumramuf+3+4m,h10,20i18~19 i7~8-11+16a (-1)
* Tornado
* Balcony Break
* Knee
* Low crush 18~42
fahkumramSS.4m23i15~16-11+38a
* Tornado
* Knee
* Sidestep adds 9f, effective move startup: i24
* Low crush 9~15
fahkumramRAM.3m20i21-11-6
feng1,1h, m5, 21i10, i25~26-11+2+61a
* Links to 10-hit string
* Interrupt with i7 from 1st block
* Whiffs vs SWR from 1st block
* Move can be delayed by 3F
* Input can be delayed by 4F
feng3m15i16-11+0
fengdf+4,2m, m13, 13i15, i20~21-11+1+8
* Combo from 1st hit with 8F delay
* Move cannot be interrupted
fengd+4L7i14~15-11+0
+0c on crouching hit
fengdb+1,2m, m15, 18i16, i23~24-11+3
* Combo from 1st hit with 8F delay
* Interrupt with i3 from 1st block
* Move can be delayed by 10F
fengb+2m13i17-11+0c
Floor Break
fengb+2,3m, l13, 6i17, i22~24-11+0+8c
* Combo from 1st hit with 3F delay
* Interrupt with i5 from 1st block
* Move can be delayed by 15F
* Input can be delayed by 18F
* +0c on crouching hit
fengub+3-11~-10+15a~+16a
* Strong Aerial Tailspin
* Backwards momentum
heihachi1,2,2~1h, h, m5, 8, 20i10, ,i13-11+6
* Combo from 2nd CH
* Input 1 at frame 13 (effective startup i26)
* Interrupt with i8 from 1st block
* Whiffs vs SSL, SWL from 1st block
* Cancel to SS -5 -16 with D_U
heihachi4~3M25i35~37-11a+21a
* Spike
* Low crush 10~37
* Floating state 38~
heihachif+2~1m20i13-11+6
* Cancel to SS with D_U
heihachib+1+2m20i42-11+23a (+13)
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Gain 1 Ultimate Count on Heat activation
* Parries all mid or high punches or kicks
* Attack is guaranteed after a successful parry
* Parry state 5~25
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,n,d,df:1M33i19~21-11+26a (+16)
* 9 chip damage on block
* 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
heihachiws3m10i18~19-11+0
heihachiRAI.1M38i17~18-11+12a (+2)
* Gains Reversal Break during Warrior Instinct
* High crush 6~14
* Low crush 17~43
* Floating state 44~46
hwoarang3,3,2h, m, M15, 12, 20i14, ,i21~22-11+1c
* Combo from 2nd CH with 8F delay
* Move can be delayed by 10F
hwoarangLFS.3,2m, M10, 20i14, i21~22-11+1c
* Combo from 1st CH with 9?F delay
* Move can be delayed by 10F
hwoarangRFF.d+3L10i18-11+0
* Transition to BT
* +0c on crouching hit
hwoarangRFF.d+3+4L19i19-11+5+15g
* Remains in RFF
jack-83,1+2m, m18, 22i15~16, i25~26-11c+2d+48a
* Combos from 1st hit CH
* Interrupt with i4 from 1st block
* Alternate input f+3,1+2 or ws3,1+2
jack-8f+3+4m24i22~23-11+9c
* Head
* Transition to GMH with D
** (-3 oB, +15c oH)
jack-8df+1,1m, m12, 20i14, i29-11+21cg+72a (+56)
* Tornado
* Balcony Break
* Combos from 1st hit CH
* Interrupt with i8 from 1st block
* Whiffs vs SSL, SWL from 1st block
* Delayable
jack-8db+1,1,1,2l, l, l, m13, 5, 5, 21i12, ,i19-11+43a (-4)
* Balcony Break
* Interrupt with i16 from 2nd block
* Interrupt with i19 from 1st hit
* Whiffs vs SSR, SWR from 2nd block or 1st hit
jack-8b+1m17i20-11+8
*
jack-8FC.df+1,2,1m, m, m5, 8, 11i23, ,i16-11+16cs
* Combos from 1st hit
* Jail from 1st block with ?F delay
jack-8FC.df+2,d+1m, l12, 8i17, i22-11+0
* Balcony Break
* Combos from 1st hit
* Interrupt with i5 from 1st block
* High crush
jack-8hFC.1,2L, m10, 24i19~21, i32-11+11a (+2)+43a (-4)
* Balcony Break
* Interrupt with i15 from 1st block
* Interrupt with i4 from 1st hit
* Whiffs vs SS, SW from 1st block
jack-8hFC.db+1l14i14-11+3
* Can be done from Crouch Level 1
* High crush 1
jin4~3M27i24~34-11~-2+2a~+12a
* Spike
* Low crush 12~31
* Floating state 32~
jind+3,4l, h7, 10i15~16, i20~21-11-3
* Combo from 1st CH
* Interrupt with i1 from 1st block
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
jinb+2m12i15~16-11+0
jinws1,3,2m, h, m7, 8, 4i13~14, ,i18-11-6
* Combo from 1st hit
* Jail from 1st block
jinws1,3,2,1m, h, m, m7, 8, 4, 3i13~14, ,i10-11+3
* Combo from 1st hit
* Jail from 1st block
jun1+4,3SL,h, m5,8, 15i14 i17, i24~25-11~-10+1~+2
* Combo from 2nd CH
* Interrupt with i19 from 1st block
* Interrupt with i3 from 2nd block
* Whiffs vs SS, SW from 1st block (SSR/SWR more consistent w/ big bodies)
jundf+1,1m, m10, 17i13~14, i24~25-11+5+13g
* Combo from 1st hit
* Interrupt with i5 from 1st block
jundf+3+4m17i24~25-11+1
jundb+1,1m, m7, 8i15~16, i21-11+0
* Jail from 1st block
* Combo from 1st hit
jundb+4L14i22~24-11~-9+0~+2+3~+5
Transition to r28 FC with D
* High crush 6~41
junb+3,4m, L20, 14i16~17, i20~22-11+0~+2+3
* Combo from 1st hit with 25F delay
* Interrupt with i26 from 1st block
* Links to db+4 extensions
* Transition in r28 FC with D
* Move cannot be delayed
* High crush 1~42
junws1,4h, m14, 16i12~13, i22~23-11+0c
* Spike
* Combo from 1st hit with 7F delay
* Interrupt with i5 from 1st block
* Move can be delayed 10f
* Input can be delayed 12f
junFC.df+2L12i16~17-11+0+14
* High crush 1~46
kazuya4~3m,M18,25 (17)i31~33 i2~4-11a-1a
* Floor Break
* Airborne combo from 1st hit
* +21a on hit if the 1st hit whiffs
* Low crush 10~37
* Floating state 38~40
kazuyadf+1,4m, h11, 20i15~16, i16~17-11+42a
* Balcony Break
* Combo from 1st hit with 4F delay
* Interrupt with i1 from 1st block
* Move is delayed 4F
* Move cannot be delayed
* Input can be delayed by 4F
* Recovers 6F faster on hit (t61 r24)
kazuyadf+3,2m, m13, 13i18~19, i20-11+5
* Combo from 1st hit with 9F delay
* Move cannot be interrupted
kazuyadf+3+4,1m,h, m7,9, 15i18, i13~14, i11~12-11+1
* Jail from 1st block
* Input can be delayed by 19F
kazuyaFC.df+3+4m24i23-11c+11a
* High crush 1~62
* Floating state 13~53
king1+2m17i18-11-2+0
* Elbow
kingf+2m12i15~16-11+2
* Elbow
kingd+1,2sl, m5, 13i10, i15~17-11+5
* Jail from 1st block
* Combo from 1st CH
kumadf+1,2m, m6, 9i15~16, i22~23-11-2
* Combo from 1st CH
kumadb+1+2,1+2m,m, m,m4,4, 4,4i14~15, i15~16-110
kumab+2,1,1+2m, h, m12, 14, 20i15, ,i26-11+15a (+6)
* Balcony Break
* Combo from 2nd CH with 4F delay
* Move can be delayed by 10F
* Panda: Shorter vertical hitbox (does not hit as high)
kumauf+3,4m, m13, 13i16~17, 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
kumaws1m13i13~15-11+2+7
kumaHBS.f+3+4L25i16~22-11+37a (+28)+69a (+22)
* Balcony Break
* Hip
* Transition to SIT during attack active frames
* Unparryable?
* Very short hitbox reach
* Low crush 9~21
* Floating state 22~
kunimitsu1,1,1h, m, M5, 12, 18i10, ,i21~22-11+15a (-2)
* Tornado
* Balcony Break
* Weapon
* Combo from 2nd CH with 9f delay
* Interrupt with i10 from 2nd block
* Input can be delayed 9f
* Move cannot be delayed
* Available on hit or block only
* Low crush 5~15
* Floating state 16~18
kunimitsuBT.1,2,1h, m, M10, 14, 18i11, ,i21~22-11+15a (-2)
* Tornado
* Balcony Break
* Weapon
* Available on hit or block only
* Combo from 2nd hit CH with 10f delay
* Interrupt with i10 from 2nd block
* Whiffs vs SSR from 2nd block (Inconsistent w/ all body types)
* Input can be delayed 10f
* Move cannot be delayed
* Low crush 5~15
* Floating state 16~18
kunimitsuSET.1,2,1h, h, M8, 13, 18i10~11, ,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 1st block
* Low crush 5~15
* Floating state 16~18
larsdf+3m15i16-11+8
* Transition to DEN with D (-4/+15)
** Only +11 guaranteed on hit
lawd+4l7i15-11+0
lawDSS.f+1m20 (24)i14-11+12c
* Heat Engager
* Heat Dash +43d (+35)
* Balcony Break
* 4 chip damage on block
* 7 chip damage on block (Just Frame)
* Forces tech backroll on hit
* While transitioning to DSS from other moves, it is possible to input DSS.f+1 on frame 1 or 2 of DSS (ex; 4,3~F:DSS.f+1) for 4 more damage on hit, 3 more chip damage on block, and startup becomes i13~14 with increased pushback on block
lee1,3h, h5, 5i10, i16-11+0
* Jail from 1st block with 2F delay
* Combo from 1st hit with 4F delay
* Move can be delayed by 4F
lee1,3:3h, h, m5, 5, 4i10, ,i9-11+0
* Jail from 1st block
* Combo from 1st hit
* Input 3 during frames 13-16 of previous hit
* Bufferable during Heat
leeb+1,1,2h, m, h9, 6, 18i14, ,i20-11+1
* Combos from 1st hit
leod+4L13i16~17-11~-10+0
leob+2,1+2m, m11, 21i14, i27~28-11c~-10c+8
* Heat Engager
* Heat Dash +5, +43d (+35)
* Combo from 1st hit
* Interrupt with i5 from 1st block
leroy4h15i12-110
leroydf+3m14i16-11+0
leroyd+4,4L, m9, 16i14~15, i18~19-11~-10+1~+2
* Transition to HRM
* Combos from 1st hit CH
leroydb+1+2m25i32~33-11~-10+36d (+15)
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Punch and kick Sabaki
* 7 chip damage on block
* Parry state 4~20
leroyf,F+2m8i14~15-11~-100~+1
lidiaf+3m12i17~18-11-4+6
* Low crush 6~15
lidiadb+3L17i16~17-11+7
* Homing
* Clean hit adds 3 damage
* Transition to HRS on hit or block only
* Transition to attack throw on CH
* HRS transition is -19
lidiab+3,1m, m16, 10i17~18, i23~24-11~-10+5+14
Combo from 1st hit
lidiab+3,4m, h16, 16i17~18, i20-11+0s
Combo from 1st hit
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
lili3m12i15~16-11-3
lilidf+2m15i16~17-11+31a (+21)
* Enter BT with b
* Recovers 2f faster on hit
* Launches crouching opponent
lilid+1L10i18~19-11+0
* Transition to FC with D
* High crush 9~29
lilib+1,4m, m16, 22i17, i25~26-11+32a (+17)
* Tornado
* Combo from 1st hit with 5f delay
* Interrupt with i5 from 1st block
* Input can be delayed 10f
* Move can be delayed 9f
lilib+2h15i13-11+0
liliws1m10i13~14-11+0
liliBT.1+2m,m5,20i13~14 i3~4-11c+16a
* Floor Break
liliBT.d+4L9i14-11+1
* High crush 4~
liliDEW.3M28i17~18-11+20a (+3)
* Tornado
* Balcony Break
liliDEW.1+2m28i16~17-11+17g
* Tornado
* Balcony Break
* Opponent recovers crouching on hit
* Block advantage -7 on successful attack absorption, deals chip damage
* Hit vs BT +12a (+3)
* Power crush 6~15
miary-zo1,1,2h, h, h,h5, 5, 4,8i10, ,i15~16 i11~12-11+2
* Balcony Break (airborne)
* Wall Crush +16g on hit
* Hit vs BT +13d
* Combo from 1st hit with 7f delay
* Jails attack inputs from 1st block (crouch assist bufferable)
* Duckable
* Input can be delayed 7f
* Move can be delayed 4f
* Enter MOR -8 +5 r28 with F on hit or block only
miary-zodb+2m10i15-11+2
miary-zodb+2,3m, m10, 10i15, i23~24-11+2
* Knee
* Combo from 1st hit with 9f delay
* Interrupt with i4 from 1st block
* Move can be delayed 8f
miary-zouf+2,4h, m14, 20i17, i31~32 i5~6-11+6c
* Floor Break
* Combo from 1st hit CH
* Interrupt with i4 from 1st block
* Low crush 15~34
* Floating state 35~37
nina1,4,1h, h, m5, 17, 21i10, ,i25~26-11+15g+67a (+47a)
* Balcony Break
* Interrupt with i1 from 2nd block
ninadf+3m13i14-11+0+1
ninad+1,4sl, m5, 10i10, i16~17-11+0
* Combo from 1st CH
* Jail from 1st block with ?F delay
ninad+3,2L, m10, 18i16, i25~27-11~-9+12~+14
* Combo from 1st CH
* Interrupt with i5 from 1st block
ninauf,n,D+3,2L, m15, 18i43, i25~27-11~-9+12~+14
* Combo from 1st CH
* Interrupt with i5 from 1st block
ninaFC.df+2m,t15,15i14-11-4d
Removes Recoverable Health
ninahFC.1,4sl, m5, 10i10, i16~17-11+0
Combo from 1st CH
pandadf+1,2m, m6, 9i15~16, i22~23-11-2
* Combo from 1st CH
pandadb+1+2,1+2mm, mm4,4, 4,4i14~15, i15~16-110
* Combos from 1st hit
+10 CH but only on the last hit
pandab+2,1,1+2m, h, m12, 14, 20i15, ,i26-11+15a (+6)
* Balcony Break
* Combos from 2nd hit CH
pandauf+3,4m, m13, 13i16~17, i10~12-11+30a (+20) / +21a (+14)
Less frame advantage occurs after Combo from last hit
* Low crush
pandaws1m13i13~15-11+2+7
paul1,4h, L5, 8i10, i23-11c+1
* Combo from 1st CH
* Interrupt with i4 from 1st block
* High crush 14~
pauldb+2M21i19~20-11+14d (-3) FDFA+28a (+18)
* Tornado
* Balcony Break
paulws1,2m, m16, 17i15~16, i20-11+2+3
* Move can be delayed 10f
* Input can be delayed 10f
* Combo from 1st CH with 10f delay
* Transition to t59 r19 SWA +1 +14g +15 from 39~44f with b
ravend+3L10i15-11+0
ravenb+4,B+4~3m, L13, 11i14~15, i20-11+0
* Interrupt with i29
* High crush 12~37
ravenuf+3+4,4m, L17, 9i23~25, i21~22-11~-10+0~+1
* Interrupt with i2
* Can be performed during CD (Shadow Sprint)
* High crush 1~41
ravenBT.3h10i10-11+0
reina2,2h, h5, 5i12, i14~15-11+0
* Jail from 1st block with 1f delay
* Combo from 1st hit with 1f delay
reina3h12i18~19-11+5
Homing
* High crush 8~17
reinaf+1+2m22i32-11+7
* Wall Crush +19g on hit
* Transition to SSH r20 with 3_uf_uf+3_uf+4
* High crush 6~17
shaheen1,2,2h, h, m5, 9, 17i10, ,i20~21-11+3+58a
* Combo from 1st CH or 2nd CH with 10F delay
* Interrupt with i2 from 1st block
* Move can be delayed by 10F
* Input can be delayed by 12F
* Cancel to SNK (-13/-2) with DF
shaheendb+2,1m, h11, 24i14, i20-11+15c
* Balcony Break
* Heat Engager
* Heat Dash +43d (+35)
* Combo from 1st hit with 10?F delay
* Interrupt with i2 from 1st block
* Move can be delayed by 8F
* Input can be delayed by 10F
* Forces tech backroll on hit
shaheenws3m9i13-110
* Transition to -7, +4 SNK with DF
steve2,1,2h, h, m12, 14, 22i12, ,i25-11+13a (+4)
* Balcony Break
* Combo from 2nd CH with 3?F delay
* Interrupt with i6 from 1st block
* Move can be delayed by 10?F
stevedf+2m10i16~17-11+6+10c
* Transition to r22? LWV with 3 (-7/+10/+14c)
* Transition to r22? RWV with 4 (-7/+10/+14c)
* Transition to r22? SWY with b+3_4 (-7/+10/+14c)
* Transition to r18? DCK with f+3_4 (-3/+14g/+18c~+19c)
** r19? DCK FC cancel?
steved+2,1l, m11, 8i17, i14~15-11-5+0
* Combo from 1st CH with 13F delay
* Move cannot be interrupted from 1st block or hit
* Move can be delayed by 13F
* Transition to r22 LWV with 3 (-6/+0/+5)
* Transition to r22 RWV with 4 (-6/+0/+5)
* Transition to r22 SWY with b+3_4 (-6/+0/+5)
* Transition to r20 DCK with f+3_4 (-4/+2/+7)
* r22? DCK FC cancel?
steveb+1,d+2h, l10, 10i13~14, i27~28-11+0
* Combo from 1st hit
* Interrupt with i10 from 1st block
* Transition to r25? PAB with f (-9/+2)
* r25? PAB FC cancel?
* High crush 13~
steveOTG.d+1+2L16i17-11c+2
* Recovers in crouch
* +0d (-8) on grounded hit
stevePAB.b+1,1,2m, h, m15, 10, 12i17~18, ,i18~20-11-5
* Combo from 2nd CH with 4F delay
* Move cannot be interrupted
* Move can be delayed by 10F
stevePAB.df+1,1,2m, m, m12, 14, 12i15~16, ,i22-11-3
* Combo from 2nd CH with 5F delay
* Interrupt with i4 from 2nd block
* Whiffs vs SSR, SWR from 2nd block
* Move can be delayed by 10F
victorf+2h10i13~14-11+5
victorf+2,2,1h, h, m10, 10, 12i13~14, ,i13~14-11+0
* Weapon
* Combo from 2nd CH
victordb+3h20i19~20-11+67a (+51a)
* Tornado
* Balcony Break
* High crush 6
xiaoyu3h17i14~15-11+22a
*
xiaoyuu+1+2m,m5,5i16~18 i2~4-11+0c
*
xiaoyuf,F+1m13i15-11+7c
* Spike
* Transition to AOP with D (-5, +13c)
xiaoyuAOP.2m10i13~14-11+0
*
xiaoyuBT.2,2,1h, m, m,M,M9, 12, 7,7,7i12, ,i12~14,i17~19,i21~27-11+5c
* Transition to FC
* Transition to AOP with D (-10, +5c)
* Combos from 2nd hit
* Jail from 2nd block with ?F delay
xiaoyuBT.f+3+4,3+4M23i12-11+40a (+30)
* "Cali Roll"
* High crush 1?~13?
* Floating state 1?~13?
yoshimitsu4h16i12~13-11+0+20a (+10)
Balcony Break (airborne)
yoshimitsudb+1L12i26~28-11~-9+4~+6+7~+9
Unavailable in NSS
* High crush 8~
yoshimitsuws1,1m, h12, 12i13~14, i18-11+0
* Floor Break
* Combo from 1st hit with 11f delay
* Combo from 1st CH with 13f delay
* Input can be delayed 13f
* Move can be delayed 8f
* Cancel to Spinning Evade -5 -16 r25 with b+3_b+4
yoshimitsuws1,1,1m, h, h12, 12, 12i13~14, ,i18-11+0
* Floor Break
* Combo from 1st CH with 12f delay
* Input can be delayed 12f
zafina1+2,4,4m, m, m17, 10, 20i16~17, ,i30~31-11+19a
* Balcony break on airborne hit
* Combo from 2nd hit CH with 1f delay
* Can pick up from the ground with db+3 for a juggle
* Interrupt with i12 from 2nd block
* Whiffs vs SSR from 2nd block
zafinaf,F+3+4m,m10,21i21 i8~12-11+15a (+6)
* Balcony Break
* Enter MNT -12 +14a (+5) with D
* Low crush 6~23
* Floating state 24~26
zafinaMNT.d+1L14i15~16-110
* High crush 1~58
zafinaTRT.1L13i18-11+5+15a
alisa3m10i13~14-12~-11-1~+0
alisa3,f+2m, m10, 20i13~14, i24~28 i1~4 i1~4 i1~4 i1-12+5
* Weapon
* Combo from 1st hit
* Interrupt with i4 from 1st block
* 2 chip damage on block
* 6 chip damage on block in Heat
alisaf+2,1m, m12, 20i17~18, i24-12+14g
* Heat Engager
* Heat Dash +5, +62a (+42)
* Balcony Break
* Weapon
* Combo from 1st hit
* Interrupt with i5
* 6 chip damage on block
* 10 chip damage on block in heat
* Opponent recovers crouching on hit
* Does not transition to DES when using Heat Dash
alisaf+4,1,4m, h, m14, 14, 24 (19)i16, ,i27~65-12~+26g+1a
* Aerial combo from 2nd hit
* Move cannot be interrupted
* i25-26 bounce, i25-26 travel,
(---)/i35(27-65) travel then explosion ,
-3(-11) and -1(-9) for explosion then hit, respectively
alisaf+1+2m25i14~15-12+14g
* Balcony Break
* Enter SBT -16 +10g r25 with 3_4
* Enter DBT -16 +10g r25 with f+3_f+4
* Opponent recovers crouching
alisadf+3,3m, L14, 17i16, i23~24-12+1+14d
* Floor Break
* Combo from 1st hit with 9f delay
* Interrupt with i4 from 1st block
* Input can be delayed 16f
* Move can be delayed 12f
alisad+4L12i17~18-12-1+8g
alisaws1M12i13~14-12-1
* Elbow
alisaSS.4L16i24~25-12+2
* High crush 6~35
alisaCLK.Bm18i19~20-12-1
* Cancel with B
alisaCLK.d+3L20i30~31-12+73a (+57)
* 8 chip damage on block
* High crush 9~
alisaDBT.2,1M,M,h,h,h, h25, 45i16~18 i1~5 i1~5 i1~5 i1~1, i26~28-12c~-10c+14a
* Balcony Break
* Spike
* -28 on whiff
* -11c on block on average
* 13 chip damage on block
* 18 chip damage on block in heat
* Low crush 17~100
* Floating state 101~103
alisaDBT.f+2L13i19~20-12+6c
* Weapon
* 3 chip damage on block
* 5 chip damage on block in heat
alisaDES.b+2m17i18~20-12+0+18a
* Weapon
* 5 chip damage on block
* 6 chip damage on block in heat
alisaDES.f+2,1m,m, m,m9, 9i15 i1~1, i23 i1~1-12-3c
* Weapon
* Combo from 1st hit with 1?F delay
* Move cannot be delayed
* Timestop on hit?
* 2 chip damage on block
* 3 chip damage on block in heat
* During heat: Transition to r20 DBT at -6/+3 with 3_4
** DBT transition consumes 150F of remaining Heat time
alisaSBT.1,2,1m, m, m12, 13, 7i13~14, ,i20~21-12-20-12
* Combo from 2nd CH
* Less safe on hit than on block without CH
* Low crush 26~102
* Floating state 103~105
annadf+1,2,3m, h, m10, 10, 20i13~14, ,i24~25-12+19a (+2)
* Tornado
* Balcony Break
* Move can be delayed by 10F
* Cancel to CJM -17 -10 -3 r35 with B on frame 20
* Low crush 17~26
* Floating state 27~29
annadf+2m12,i15~16-12+32a (+22)
* Launches crouching opponent
annadb+1m16i16~18-12+3
* Spike
* Transition to FC with DB_D_DF
annab+1,2,2m, h, m14, 12, 24i16~17, ,i26~27-12+20a (+15)+29d (+21)
* Balcony Break (airborne)
* Elbow
* Combo from 1st CH
* Combo from 2nd CH with 9f delay
* Input can be delayed 15f
annaqcf+2m10i16-12+3
* Elbow
* Can be buffered
annaSS.2L12i20~21-12+0+14g
* Sidestep adds minimum 9f, effective startup i29~30
* High crush 6~
annaFC.df+1m22i20-12+21d (+11)
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
* Weapon
* Jab evasion?
* Chip damage on block
annaCJM.3m12i12~14-12+3
annaHAM.4m,m12,12i18~19 i4~6-12+6
* Balcony Break
* High crush 5~
armor-kingf+1+2m22i22~23-12+22g
* Strong Aerial Tailspin
* Transition to BAD r28 on hit only with F (+26g)
* -6 frame advantage and 8 chip damage on block after absorbing an attack in power crush state
* Power crush 7~21
armor-kingdf+2m21i15~16-12+4+22a
Jab evasion?
armor-kingd+3L14i17-12+2+9
armor-kingdb+2,3m, m12, 22i14, i26~27-12+11a (+2)
* Balcony Break
* Combo from 1st hit
* Interrupt with i6 from 1st block
* Whiffs vs SSL and SWL from 1st block (inconsistent, character & range dependent)
armor-kingdb+2,4,2m, h, m12, 20, 24i14, ,i30~31-12+32a (+6)
* Balcony Break
* Combo from 2nd CH with 5F delay
* Interrupt with i5 from 2nd block
* Move can be delayed by 4F
* Input can be delayed by 5F
armor-kingb+1,2h, m12, 20i12~13, i20~21-12+8+11
* Combo from 1st hit with 11F delay
* Jail from 1st block with 2F delay
* Transition to r30 BAD with F (-12/+8/+11)
* Move can be delayed by 10F
* Input can be delayed by 11F
armor-kingb+2,1m, m10, 8i13, i18-12-1
* Combo from 1st hit
* Move cannot be interrupted
* Move is delayed 2f
* Move cannot be delayed
* Input cannot be delayed
armor-kingb+3h17i16~18-12+66a (+50)
* Balcony Break
* Tornado
armor-kinguf+2m7i15~16-12-1
armor-kingws1m16i15~16-12+31a (+21)
* Elbow
* Recovers 2F faster on hit (t44 r29)
armor-kingSS.2L17i19~20-12+3+6c
* BT.d+2: cs4~50
* High crush 6~50
armor-kingBAD.1,2h, m13, 24i11, i24~25-12+18a (+13)
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Combo from 1st hit with 6F delay
* Interrupt with i5 from 1st block
* 20f timestop on hit
* Input can be delayed by 6F
* Move can be delayed by 1F
armor-kingBAD.2,4m, m,t12, 15,20i15~16, i18~19-12+0d
* Combo from 1st hit with 8F delay
* Interrupt with i2 from 1st block
* Input can be delayed by 8F
* Move can be delayed by 5F
* Transitions to attack throw on front hit only
* Opponent left FUFT
asuka1,2,4h, m, m5, 8, 18i10, ,i18~19-12+18a (-1)
* Balcony Break
* Combo from 1st CH or 2nd CH with 1f delay
* Move cannot be interrupted
* Move cannot be delayed
* Input can be delayed by 1F
asukadf+1,4m, m10, 22i13~14, i23~24-12+22a (+17)+59a
* Balcony Break
* Combo from 1st CH with 1f delay
* Interrupt with i3 from 1st block
* Input can be delayed 7f
asukadb+3L17i20-12+4c+14g
asukab+4,2m, m17, 12i15~16, i18~19-12+4c
* Floor Break
* Knee
* Jail from 1st block with ?F delay
* Input can be delayed 14f
azucena3,2m, m13, 20i14, i23~24-12+23g+13c
* Combo from 1st hit with 7f delay
* Interrupt with i3 from 1st block
* Move can be delayed 10f
* Cancel to LIB r37 ps35~ at frame 18 (-18/-7)
bob1,1,2h, h, h5, 7, 12i10, ,i19-12+3
* Jails from 1st block
* Combo from 1st hit
bob1,d+4h, l5, 13i10, i22-12-1
* Combo from 1st hit with 3F delay
* Interrupt with i3 from 1st block
* -1c on crouching hit
bobH.f+2,1+2,1h, m,m, M10, 10,10, 20 (14)i12, ,i25~30-12+15d (-20)
* Floor Break
* Combo from 1st hit
* Jail from 3rd block
* 14dmg with scaling from prev hit
* 20F timestop on hit
* +13d from 4th hit (impossible?)
* Low crush 2~29
* Floating state 30~32
bobd+2,1,2m, m, m12, 11, 18i15, ,i22~24-12-1
* Interrupt with i3 from 1st block
* Move can be delayed by 10F
bobd+4l11i16-12-1
* -1c on crouching hit
bobd+3+4M,m12,14i15~16 i5~7-12+21a (+14)
* Slight jab evasion especially at range (frames 6 to 9?)
* +3~+5 on second hit
* Floating state 20~34
bobdb+3L17i20-12+2+14g
*
bobdb+4L15i24~25-12-1
* -1c on crouching hit
* High crush 6~38
bobdb+4,4L, m15, 14i24~25, i25~27-12-2
* Spike
* Combo from 1st CH
* Interrupt with i6 from 1st block
* Whiffs vs SSR, SWR from 1st block
* Low crush 14~28
* Floating state 29~31
bobdb+4,4,3,3L, m, h, M15, 14, 12, 18i24~25, ,i35~38-12+29d
* Spike
* Combo from 3rd CH
* Interrupt with i10 from 3rd block
bobf,F+4,4m, m12, 20i22~23, i14~16-12+11a (+2)
* Balcony Break
* Combo from 1st hit
* Available on hit or block only
* Input cannot be delayed
* Low crush 1~27
* Floating state 28~30
bobFC.df+4L14i19-12+3+29d
*
* High crush 1~26
bryan1,2,3h, h, L5, 8, 15i10, ,i24-12+2+14a
* Combo from 1st CH with no delay
* Combo from 2nd CH with 3F delay
* Interrupt with i8 from 1st block
* Move cannot be delayed
* Input can be delayed by 3F
bryan3,3,4m, h, m14, 13, 25i16, ,i28-12+11cg
* Balcony Break
* Combo from 2nd CH
* Interrupt with i10 from 2nd block
* Whiffs vs SS, SW from 2nd block
* Forces tech back roll on hit
bryan4,3,4h, m, m15, 12, 16i12, ,i24~25-12+14a (+5)+33d (+25)
* Balcony Break
* Hold to power up and deal more chip damage on block
* Interrupt with i6 from 1st block
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
* Interrupt with i9 from 1st block
* Cancel to -23 -12 -7 FC with DB
bryandb+3L11i16~17-12-1+4
* High crush 6~
bryanSNE.uf+2,2,2,2m, m, m, m6, 4, 4, 9i13, ,i10-12-1s
* Combo from 1st hit
* Consumes SNE
* Chip damage on block (2)
bryanSNE.uf+2,2,2,2,2m, m, m, m, m6, 4, 4, 9, 9i13, ,i10-12-2s
* Combo from 1st hit
* Jail from 1st block with ?F delay
* Chip damage 2 (22%) on block
bryanqcb+4M23i17~18-12+31a (+21)
* Recovers 2f faster on hit (t48 r30)
claudio1,3h, l5, 11i10, i22-12-1
* Combo from 1st CH with 3f delay
* Interrupt with i4 from 1st block
* Input can be delayed 5f
* Move can be delayed 4f
claudiodb+1+2M20i17~18-12+8a (-9)+62a (+46)
* Tornado
* Balcony Break
* High crush 6~16
* Low crush 20~32
* Floating state 33~35
claudiob+3,n,3m, m14, 21i13, i24~25-12+9c+14
* Spike
* Combo from 1st CH with 6f delay
* Interrupt with i5 from 1st block
* Input can be delayed 9f
* Move can be delayed 8f
claudiob+4,3m, h10, 14i17, i22~23-12-4+1
* Homing
* Combo from 1st hit with no delay
* Combo from 1st CH with 8f delay
* Interrupt with i2 from 1st block
* Input can be delayed 12F
claudiouf+3+4,2m,m, m10,12, 14i17,i10~11, i20-12+30a (+4)
* Balcony Break
* Gain STB on hit (+21a (-5) r50)
* Combo from 1st hit
* 20f timestop on hit
* Interrupt with i1 from 1st block
claudiows3m20i16-12+11a (+2)
Balcony Break
claudioSS.4L20i20~21-12+6c
* Side step takes 9f, effective startup i29
* Tracking and range notes:
* Assuming i29 startup with 9f left sidestep
* SSL4 range: 2.45
* SSR4 range: 2.39
* Pseudo homing low?
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+2,2,1M,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
clive3,2m, m,m16, 15,15 (20)i16, i23~24 i29~41-12~+0+22a (+12)
* Balcony Break
* Weapon
* Combo from 1st CH
* Jail from 2nd block
* 3rd hit never combos on standing hit
* 3rd hit available only on hit or block
* Interrupt with i4 from 1st block
* +23a (+13) on BT hit
* Power up in Heat (15,20dmg)
clivef+2m10i15-12-4
* Weapon
clivef+1+2m,m10,18i16~17 i19-12+20a (+10)
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Weapon
* 5 chip damage on block
cliveH.df+1,1m, M,m10, 13,15i14~15, i22~23,i20~21-12+3c
* Weapon 2nd hit
* Combo from 1st hit with 1F delay
* Input can be delayed by 1F
* Move cannot be delayed by 2F
* Move is delayed by 2F
* Interrupt with i4 from 1st block
* Consumes 150F of remaining Heat time
* Transition to r15 PHX with F or 4 on hit or block (-1/+14c)
* 5 chip damage on block
cliveH.df+1,1,1m, M,m, m,m10, 13,15, 17,22i14~15, ,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 3rd block
* 7 chip damage on block
cliveH.df+1,1,2,1m, M,m, h,h, M,M10, 13,15, 10,12, 10,16i14~15, ,i20~21,i11~12-12+15a(-2a)
* Tornado
* Balcony Break
* Weapon 2nd hit
* Combo from 5th hit with 17F delay
* Move cannot be interrupted
* Move cannot be delayed
* Input can be delayed by 17F
* 5 chip damage on block
* Tornado launching steel pedal
clivedb+2m10i17~18-12-1
* Weapon
cliveqcf+1h5i20-31-12~-10+8cg~+10cg
* Balcony Break
* Weapon
* Hold to power up
* 1 chip damage on block
* Cancel to r15 PHX with 4 or F from frames 10-16
* Transitions to unbreakable throw from i23-31 5,10 +3
* Throw deals recoverable damage only
* Forces tech backroll on hit
clivews1,2m, m11, 19i13~14, i26~27-12+9+21a
* Balcony Break
* Weapon
* Combo from 1st hit with 3f delay
* Combo from 1st CH with 8f delay
* Interrupt with i3 from 1st block
* Input can be delayed 8f
* Increases ZAN gauge by 0.50 on hit
* Increases ZAN gauge by 0.14 on block
clivePHX.2,1m, M12, 23i15, i25~26-12+24a (+9)
* Tornado
* Weapon
* On hit regain 5 additional recoverable health
* Combo from 1st hit with 9f delay
* Airborne combo from 1st CH with 12F delay
** Grounded combo with more than 12F delay
* Interrupt with i9 from 1st block
* Input can be delayed 16f
* Move can be delayed 10f
devil-jin1,2,2h, h, h5, 8, 12i10, ,i17-12+4
* Combo from 1st hit with 11F delay
* Jail from 2nd hit with 2F delay
* Move can be delayed 9F
* Input can be delayed 11F
devil-jin3m16i17~19-12-6
devil-jin1+2m,m12,25i17 i25~26-12+7
* Homing
* Balcony Break
* Interrupt with i1 from 1st block
* 1st forces crouching against crouching opponents (opponents recover standing after 2nd hit)
* +14a (+5) on BT hit
devil-jin1+4,2SL,h, m5,5, 20i16~17,i14, i24~25-12+72a (+56)
* Tornado
* Combo from 2nd CH
* Interrupt with i4 from 2nd block
* 6 chip damage on block
devil-jinf+4m10i15~16-12-1
devil-jind+3L12i18~19-12-1+7c
* Pseudo homing
devil-jinws2m20i14~15-12~-11+72a (+56)
* Tornado
* First active frame range: 2.50
* 6 chip damage on block
* Slight jab evasion properties
dragunov2,1,4h, h, L10, 10, 14i10, ,i23-12+3c
* Floor Break
* Interrupt with i7 from 2nd block
dragunov3,1,2m, h, m10, 8, 24i15~16, ,i19~21-12+12a (+3)
* Balcony Break
* Jail from 2nd block with 1F delay
* Combo from 2nd CH with 10f delay
* Input can be delayed 11f
* Move can be delayed 10f
dragunov4,3h, m10, 18i12, i23~24-12+14c
* Spike
* Combo from 1st CH
* Interrupt with i4 from 1st block
dragunovf+4,d+4h, L16, 12i14~15, i25-12+3c
* Floor Break
* Combo from 1st hit with 5f delay
* Interrupt with i6 from 1st block
dragunovdf+2m14i15~16-12+28a (+18)
Launches crouching opponent
dragunovb+1,2m, m14, 18i17, i25~26-12+18cg
* Tornado
* Balcony Break
* Combo from 1st hit with 1f delay
* Interrupt with i6 from 1st block
* Whiffs vs SSR, SWR from 1st block
* Opponent recovers crouching
dragunovu+4m21i22~23-12~13+15a
* Balcony Break (airborne)
* Low crush 9~27
* Floating state 28~30
dragunovf,F+2m20i15~16-12+15a+30d (+22)
* Balcony Break
* Spike
* Cancel to Feint & Catch with 1+2 at frame 14
dragunovws2m15i15~16-12+28a (+18)
eddy2,1,4h, h, m10, 13, 21i12, ,i20~22-12~-10+17a (+8)+56a
* Balcony Break
* Combo from 2nd Ch with 10f delay
* Input can be delayed 14f
eddyf+4,3,3+4m, m, M,M13, 8, 7,20i23~25, ,i24~26-12+8a
* Floor Break
* Combo from 2nd CH
* Floating state 21~39
eddydf+4L14i18-12+0+14g
eddyb+1,4,3,3+4m, m, m, M,M15, 10, 8, 7,20i14~15, ,i24~26-12+8a
* Combo from 3rd CH with 5F delay
* Interrupt with i8 from 3rd block
* Move can be delayed by 8F
* Input can be delayed by 11F
* Floating state 21~39
eddyf,F+4M25i19~20-12+37a (+27)
* Tornado
* Transition to HSP
* Low crush 12~26
* Floating state 27~
eddyHSP.1+2m20i22~23-12+14c
* Spike
* Head
* -9 frame advantage and 8 chip damage on block after absorbing an attack in power crush state
* Floating state 1~?
* Power crush 7~21
eddyHSP.b+3m20i36~37-12+13a+58a
Balcony Break
* Floating state 36?
fahkumram2,1h, h13, 20i12~13, i20~21-12+15a (+6)
* Balcony Break
* Elbow
* Combo from 1st hit with 5F delay
* Interrupt with i1
* r29 on hit
fahkumram3,4m, m11, 18i13, i19-12+24g+34d (+26)
* Knee
* Wallbreak on CH
* Combo from 1st hit CH with 7F delay
* Move can be delayed by 5F
* Input can be delayed by 7F
fahkumram4h10i12-12+3
* r27 on hit
fahkumramf+3,2m, m16, 13i17~18, i20-12-1
fahkumramf+3,2,4m, m, m16, 13, 20i17~18, ,i20~21-12+6+36d (+28)
* Knee
* Combos from 2nd hit
* Delayable
fahkumramdf+4,3m, m15, 23i16, i25-12+9d
* Tornado
* Knee
* Combos from 1st hit
* Low crush
fahkumramb+4,3,2m, m, m14, 14, 21i14, ,i31~32-12+16a
* Knee
* Elbow
* Interrupt with i13 from 1st block
* Grants GRF on hit
* 20f timestop on hit
* Move cannot be delayed
* Input can be delayed by 4F
fahkumram...GRF.3*~dL,h15,17i27,i23-12+11a (+10)
* Balcony Break
* Consumes GRF
* Partially consumes remaining Heat time
* +31a (+5) if only the 2nd hit hits
feng2,4h, m8, 15i10, i17-12-1
* Jail from 1st attack with 2F delay
* Combo from 1st hit with 8F delay
feng2,4,1h, m, m8, 15, 25i10, ,i24-12+24a (+14)
Balcony Break
* Combo from 2nd CH with 6F delay
* Interrupt with i6 from 1st block
* Move can be delayed by 10F
* Input can be delayed by 12F
* Cancel to BT with B (-13/-2)
* Low crush 12~19
feng3,3,4m, h, l15, 10, 23i16, ,i25~26-12+7c+17a
* Combo from 2nd CH with 5F delay
* Interrupt with i6 from 1st block
* Cancel to r16 BT with B (-13/-2)
* Move can be delayed by 10F
* Input can be delayed by 11F
feng3,1+2m, m15, 30i16, i28~29-12+22a (+17)
Balcony Break
* Combo from 1st hit with 2F delay
** Combo from 1st hit with up to 2F of charge (i30~31 startup)
* Interrupt with i8 from 1st block
* Whiffs vs SSL, SWL (SSR and SWR may be inconsistent)
* Move can be delayed by 10F
fengd+2L16i20~21-12-1
-1c on crouching hit
* High crush 6~51
fengd+1+2,1M, m15, 20i20~21, i22~23-12+18a (+11)
* Tornado
* Combo from 1st hit with 12F delay
* Interrupt with i4 from 1st block
* Move can be delayed by 10F
* Input can be delayed by 12F
fengdb+1m15i16-12+4
* Transition to r28 KNP with B (-9/+7)
** Cannot block i15 when going to KNP on block
* Transition to r35 STC with F (-16/+0)
fengdb+1+2,2m, l13, 10i21~22, i29~30-12+14g
* Combo from 1st CH with 4F delay
* Interrupt with i6 from 1st block
* Move can be delayed by 10F
* Input can be delayed by 12F
* -1c on crouching hit
* High crush 8~60
fengb+1h17i10~11-12+1+36a (+28)
* Balcony Break on CH
fengb+2,3,4m, l, m13, 6, 13i17, ,i24~25-12+19a (+12)
* Combo from 2nd CH
* Interrupt with i7 from 2nd block
* Whiffs vs SSR, SWR from 2nd block
fengws1,2m, m13, 16i13, i9-12-1
* Jail from 1st block with 6F delay
* Combo from 1st hit with 6F delay
* Move can be delayed by 4F
* Input can be delayed by 6F
fengws3m15i15~16-12+33a (+23)
heihachi1,2,2h, h, h5, 8, 12i10, ,i17-12+4
* Jail from 1st block with 2F delay
* Combo from 1st hit with 2F delay
* Enter FUJ -9 +4 r30 with D on frame 22
* Move cannot be delayed
* Input can be delayed by 2F
heihachidf+4,2m, m10, 23i13~14, i20-12+9a (+0)+55a
* Balcony Break
* Combo from 1st hit with 9f delay
heihachib+3,3h, M14, 25i14~15, i22~26-12c+3a
* Spike
* Combo from 1st hit with 4f delay
* Interrupt with i3 from 1st block
hwoarang1,1,3h, h, L5, 8, 10i10, ,i21-12-1
* Combo from 2nd CH
hwoarangdb+4L14i16-12-8-1
* Transition to r20 RFS with F (-1/+3/+10)
* Also possible during RFF
hwoarangws3m22i14~16-12+14c
hwoarangSS.3m13i18~19-12-1+5s
hwoarangLFS.b+3m23i20~22-12+14
* Balcony Break
* Power up if an attack is absorbed
** Reversal Break
** 9 chip damage on block
** -8 on block
* Transition to RFF
* Power crush 8~19
hwoarangLFS.d+4L17i20~21-12+4+14d
* Transition to RFF
hwoarangRFS.b+4m23i20~22-12+14g
* Balcony Break
* -8 block advantage and 9 chip damage on block after attack absorption
* 6 chip damage on block in heat
* Recovers 5F slower on block (t54 r32)
* Power crush 8~19
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-82,1,2h, m, m10, 12, 20i11, ,i33-34-12+29a (+19)
* Interrupt with i7 from 1st block
* Whiffs vs SSR, SWR from 1st block
jack-8f+1,2,1m, h, m13, 12, 20i14~15, ,i26~27-12+65a (+49)
* Tornado
* Instant Tornado
* Interrupt with i7 from 1st block
jack-8f+2h22i10-12+5+32a (+24)
jack-8f+1+2m,m12,20i27~28, i2~3-12+32d (+6)
* Balcony Break
* -6 and 12 chip damage on block after attack absorption
*
* Power crush 7~26
jack-8df+1,2m, h12, 10i14, i29-12-1
* Combos from 1st hit CH
* Interrupt with i8 from 1st block
* Whiffs vs SSR, SWR from 1st block
* Delayable
jack-8db+1l13i12-12+1
*
jack-8db+1,1l, l13, 5i12, i16-12-1
* Combos from 1st hit
* Jails from 1st block with ?F delay
jack-8db+1,1,1l, l, l13, 5, 5i12, ,i16-12-1
* Combo from 1st hit (even on 2nd whiff) or 2nd hit with ?F delay
* Whiffs from 1st or 2nd block (-28)
* May whiff from 1st hit (-31)
jack-8uf+3L[8]i23-12+8c GMH
* Spike
* Only deals recoverable damage
* Cannot K.O.
* Only spikes when hit up close
* Automatically transitions to GMH on hit
* Unparryable
* u+3/ub+3: less forward movement
* Low crush 9
jack-8FC.df+2,1,2m, m, m12, 10, 10i17, ,i27-12+29a (+19)
* Combos from 1st hit CH
* Interrupt with i8 from 2nd block
* Whiffs vs SSR, SWR from 2nd block
* High crush
jack-8FC.df+4m10i12-12+4
* Knee
jack-8hFC.1,1L, L10, 14i19~21, i31~33-12~-10+4~+6
* Interrupt with i14 from 1st block
* Interrupt with i4 from 1st hit
* Move cannot be delayed
* Input can be delayed by 2F
* High crush 1~62
jin1,3h, L5, 9i10, i16~17-12-1
* Combo from 1st hit with 4f delay
* Grounded hit can be inconsistent
jin2,1,4~4h, m, l9, 9, 20i10, ,i20~21-12+4c+14d
* Interrupt with i16 from 2nd block
* Whiffs vs
jinf+3,1m, m12, 17i14, i22-12+4
* Heat Engager
* Heat Dash +43d (+35)
* Combo from 1st hit with 8F delay
* Interrupt with i3 from 1st block
* Move can be delayed by 7F
* Input can be delayed by 8F
* Balcony break on airborne hit
jindf+1,4~4m, m10, 24i13~14, i20-12+10a (+1)
* Balcony Break
* Interrupt with i17 from 1st block
* Interrupt with i10 from 1st hit
* Whiffs vs SSR, SW from 1st block
* Whiffs vs SS, SW from 1st hit
jindf+2,4m, m12, 19i16~17, i26~27-12+9
* Balcony Break
* Strong Aerial Tailspin
* Combo from 1st hit with 1F delay
* Interrupt with i5 from 1st block
* Move cannot be delayed
* Input can be delayed by 1F
* 3 chip damage on block
* Low crush 17~39
* Floating state 40~42
jind+3,4,3l, h, m7, 10, 21i15~16, ,i24~25-12+31d (+23)
* Tornado
* Balcony Break
* Combo from 2nd CH with 2f delay
* Interrupt with i5 from 1st block
* Input can be delayed 10f
jind+3,4~4l, m7, 24i15~16, i20-12+10a (+1)
* Balcony Break
* Interrupt with i19 from 1st block
* Interrupt with i8 from 1st hit
* Whiffs vs SSR, SW from 1st block
* Whiffs vs SS, SW from 1st hit
jind+4L11i16~17-12-1
Flips over on grounded hit
* High crush 6~31
jindb+2,2m, h12, 11i16, i8-12-7
* Jail from 1st block
* Combo from 1st hit
* +43a from 1st CH
jinb+1+2m20i23~24-12+6
Punch sabaki: balcony break and +34d (+26) on hit
* Parry state 3~10
jinws2m14i14~15-12+39a (+29)
jinDVS.4L10i16-12-2c
* 3 chip damage on block
jun1,2,4h, h, m5, 8, 16i10, ,i27~28-12+5+15a (+6)
* Balcony Break (airborne)
* Wall Crush +17g on hit and 3 chip damage
* Not a true combo on 2nd hit or CH (bug? breaks neutral guard)
* Interrupt with i5 from 1st block
* Input can be delayed 9f
jun1,3h, L5, 12i10, i23-12+2+6c
* Combo from 1st CH with 2f delay
* Interrupt with i5 from 1st block
jun2,1,4h, m, m7, 9, 12i12, ,i10-12-1
* Knee
* Jail from 2nd block
* Combo from 1st hit
jun1+2m26i13-12+28a
* Balcony Break
* Heat Engager
* Heat Dash +43d (+35)
* Gain 10 Kazama Essence on Heat activation
jundf+2m14i16~17-12+29a (+19)
* Launches crouching opponent
* Increased tracking when f2,1+2's input is buffered late
jund+4L10i15-12-1
-1c on crouching hit
jundb+2L17i23~24-12+2+14g
* High crush 15~54
jundb+3L14i18-12+2+6c
junb+3+4m25i22~23-12+9a (+0)
* Balcony Break
* -8 and 10 chip damage on block after attack absorption
* Power crush 7~27
junuf+4,3m, m,M10, 8,20i16~18, i29 i18-12+84a (+68)
* Tornado
* Combo from 1st hit
* Whiffs vs SSR, SWR from 1st block
* Interrupt with i8 from 1st block
* Transition to MIA on hit only
* 3rd hit available only as combo from 2nd hit
* 3rd hit deals 12 damage to self (8 recoverable)
* Gain 5 Kazama Essence on normal hit or airborne hit
* Low crush 1~20
* Floating state 21~23
junf,F+2m16i16~17-12+3
* Transition to GEN +1 +16g r18 with F on frame 21 with 10F delay
* Transition to MIA +1 +16g r18 with B on frame 21 with 10F delay
junws2,1m, m12, 20i13~14, i22~23-12+19a (10)
* Balcony Break
* Combo from 1st hit
* Interrupt with i3 from 1st block
junws4m21i11~12-12+18a (+11)
junGEN.1L22i20~21-12+3c+26a
* Has good left sidestep tracking
* High crush 11~
junIZU.1+2M24i21~22-12+19a
* Balcony Break
* Spike
* Frame advantage is -6c if an attack is absorbed
* Power crush 8~20
kazuya1,2,2h, h, h5, 8, 12i10, ,i17-12+4
* Combo from 1st hit
* Combo from 2nd hit with 2f delay
* Jail from 1st block with 2f delay
* Input can be delayed 2f
* Move cannot be delayed
kazuyaf+2m23i20-12+13a (+4)
* Tornado
* Balcony Break
* -8 block advantage and 9 chip damage on block after attack absorption
* Power crush 7~19
kazuyadf+2m22i14-12+5+59a
* Homing
* Balcony Break on air hit
* Crumple stun +13F after CH
kazuyadb+3L14i19~20-12-1+7c
* -1c on crouching hit
* High crush 6~50
kazuyadb+4L18i20~21-12+4+17g
* Flips over on grounded hit
* Recovers 3F faster on hit (t48 r27)
kazuyaub+1m12i18-12-1-1
* Spike
* Low crush ~9
kazuyauf+2h17i15-12+9
* Balcony Break on air hit
kazuyauf+4m16i25-12-1
* Balcony Break on air hit
* Low crush 9~
kazuyaws1,2m, m10, 12i13~14, i22~23-12+73a(+57)
* Tornado
* Combo from 1st hit
* Interrupt with i2 from 1st block
kazuyaBT.u+3m18i9-12+19a (+9)
* Low crush 9~24
* Floating state 25~27
kazuyaOTG.d+3+4L25i23-12-1
kingdf+3+4SM,t30,15i28~35-12d~-18d+18d
* Floor Break
* Transition to attack throw on up-close front standing hit
* Recovers in BT on throw success
* -7c~+0c on far/BT/Side hit
* Can perform a special downed animation when hitting the ground with D
* Low crush 13~37
* Floating state 38~40
kingd+3L12i17-12+1
kinguf+3+4m23i22~23-12+25g
* Tornado
* Balcony Break (airborne)
* -7 on block and 9 chip damage (10 in Heat) after absorbing an attack in power crush state
* Shifts to r29 JGR on hit
* Cancel shift into JGR on hit at +22g with B
* Power crush 7~21
kingws2,2m, m11, 25i14, i15~16-12+12g
* Balcony Break
* Combo from 1st hit with 9F delay
* Combo from 1st CH with 16F delay
* Recover 3F faster on hit(r30? t66?)
* Transition to JGR on hit
* Cancel to standing with B
* Move can be delayed by 10F
* Input can be delayed by 16F
kingFC.df+1L20i32~34-12+73a(+57)
* Can also be performed with f,n,d,DF+1/CD.1.
* Tornado on grounded hit.
* High crush 1~
kumadb+1,2*h, M11, 20i14~15, i33~34-12+13c+42a
* Spike
* 8 chip damage on block
* Heat skips to db+1,2** charge with i34~35 startup
* Transition to HBS with D or 3+4
kumadb+3l12i18-12+1
kumadb+2+3L30i32~34-12+39a
* Balcony Break on airborne hit
* Hold 2+3 to power up, up to 2 charge levels and deal chip damage on block
kumadb+2+3*L40i45~47-12+39a
* Balcony Break on airborne hit
* 12 chip damage on block
kumaws1,2*m, m13, 28i13~15, i33-12+18cg+31a (-2)
* Combo from 1st CH
* Heat skips to Level 2 charge
* Transition to HBS with input D or 3+4 (-12/+18cg/+34a (-2))
* Balcony Break
* Tornado
kumaws2m20i15~16-12+29a (+19)
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~
kumaFDFA.1+2l10i14~16-12+6+6
* Transition to HBS
* Move is airborne, requires strong parry
* Reverse direction when performed in FDFT
kumaHBS.1,2*M, M10, 23i12, i33~34-12+13c+49a
* Combo from 1st CH with 30?F (charge) delay
* Move can be delayed by 9?F by holding 2
* Becomes HBS.1,2** during heat
* Consumes 240F? of remaining Heat time
* 9 chip damage on block
kumaSIT.1l15i21~22-12+4+9
kumaSIT.1,1l, l15, 13i21~22, i25~26-12+6
Combo from 1st CH
kumaSIT.2m18i19~21-12+73a (+57)
* Tornado
kumaSIT.3+4M20i25-12 / -10 ROL-4a / -2a ROL
* Transition to ROL with input SIT.F
kunimitsu1,2,2h, h, h5, 8, 10i10, ,i20~21-12+5
* Balcony Break (airborne)
* Weapon
* Combo from 1st hit
* Move cannot be interrupted
* Transition to BT with B
kunimitsu2,2,2,2,2h, m, h, h, M12, 14, 16, 16, 18i12, ,i19~20-12+19a (+2)+33a (+23)
* Tornado
* Weapon
* Move cannot be interrupted
* Move cannot be delayed
* Input can be delayed 7f
* Low crush 21~35
* Floating state 36~38
kunimitsud+2,1m, m11, 7i16, i16~17-12-1
* Jail from 1st block
* Combo from 1st CH
* Input cannot be delayed
kunimitsud+2,1,2m, m, m11, 7, 7i16, ,i11~12-12+4
* Weapon
* Jail from 1st block with 1f delay
* Combo from 2nd hit with 1f delay
* Input can be delayed 1f
* Move cannot be delayed
kunimitsudb+4L13i17-12+0+8
kunimitsuf,F+2M18i19~20-12+19a (+2)+33a (+22)
* Tornado
* Balcony Break
* Weapon
* Low crush 21~35
* Floating state 36~38
kunimitsuqcf+2M24i13~14-12c+8a
* Balcony Break
* Spike
* Weapon
* Bufferable
* 2 chip damage on block
* Hit vs BT +3d
kunimitsuws1,1m, m11, 15i12, i15-12+8c+13d
* Floor Break
* Combo from 1st hit with 10f delay
* Combo from 1st CH with 15f delay
* Interrupt with i2 from 1st block
* Input can be delayed 15f
* Move can be delayed 8f
kunimitsuSS.2,1+2m, M,M13, 10,20i17~18, i22~23 i9~10-12+5c
* Floor Break
* Weapon
* Combo from 1st hit CH
* Interrupt with i4 from 1st block
* Sidestep adds 9f, effective startup i31~32
* Move is delayed 1f
kunimitsuKAT.3M8i18~25-12~-5+2c~+9c
* Floor Break
* Evasive, can go over mids and some highs
* is1~4
* Floating state 1~4
* Low crush 5~26
kunimitsuhFC.1+2l,sm8,15i18 i15-12+5 BT
* Weapon
* Can hit grounded when off-axis
* Transition to BT on hit
* High crush 1~24
larsH.LEN.1L,t20,10i16~17-12c+5d
* Consumes 600F of remaining Heat time
* Side switch and recover standing on hit throw
* Opponent is left FUFA
* High crush 1~50
lars1,1,1h, m, m5, 8, 20i10, ,i25~26-12+17a
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Spike
* Combo from 1st CH or 2nd hit with 4f delay
* Interrupt with i2 from 1st block
* Move can be delayed 4f
lars1,4h, L5, 10i10, i22-12+1
* Combo from 1st CH with 2f delay
* Interrupt with i3 from 1st block
* Move can be delayed 2f
* Transition to LEN -12 +3 r32 with D
lars1+2m25i25-12+7d
* Spike
* -7 on block and chip damage on successful attack absorption
* Power crush 7~24
larsf+2,4h, h10, 22i12, i18~19-12+15 (+6)
* Balcony Break
larsdf+1,1,3m, h, m12, 12, 25i13, ,i25~26-12+15cg
* Balcony Break
* Combo from 2nd CH with 10F delay
* Interrupt with i5 from 1st block
* Move can be delayed by 10F
* Input can be delayed by 14F
* Forces tech back roll on hit
larsdf+1,3m, m12, 20i13, i24-12+13a (+4)
* Balcony Break
* Combo from 1st CH with 1F delay
* Interrupt with i5 from 1st block
* Move cannot be delayed
* Input can be delayed by 1F
larsdb+1l9i17-12-1
* High crush 6~
larsdb+1,3l, h9, 10i17, i19-12-1
* Combo from 1st hit
* -31 on 1st block
* Transition to LEN with input D (-31/-12/+3)
larsb+3m14i17-12+4
* Transition to SEN with input F (-5/+11)
larsuf+1m,m10,20i15,i25-12+3
* Combo from 1st hit
* Cancel 2nd hit to r35? with B (-12/-5) at frame 16
* Transition to LEN r29 on hit with D (+3)
* Interrupt with i2 from 1st block
* Has good right sidestep tracking
larsuf+2h17i15-i16-12+9
* Normal hit offsets opponent slightly to the left of the axis and rotates them.
* Counter hit pushes the opponent on axis like most moves and does not rotate the opponent.
larsf,n,b+2m10i14-120
larsws1m16i15~16-12+38a
* Tornado
* Transition to SEN r32 with F on hit (+36a)
** Switches sides
larsws2,1m, m13, 17i13~14, i23~24-12c+2c+4d
* Combo from 1st hit
* Interrupt with i4
larsDEN.4l14i23~25-12+1
* Transition to LEN with input D (-12/+3)
larsLEN.1L20i16~17-12+4c
* High crush 1~
<Showing 3601-4000 of 6584 moves>