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All Characters Tekken 8 Frame Data

CharCommandHit levelDamageStartupBlockHitCounter hitNotes
larsSEN.2L23i17~19-12+6c+27d
* Tornado
* High crush 1~48
larshFC.1+2l,l9,15i18,i14~i15-12+1c
* Transition to LEN on hit with input n,D (+3c)
* Can be done from Crouch Level 1
* High crush 1~
law1,1,1h, h, m5, 5, 20i10, ,i20-12+15cg
* Heat Engager
* Heat Dash +5, +43d (+35)
* Combos from 1st or 2nd hit CH
* Balcony Break
* Forces tech backroll on hit
law1,2,uf+3,4h,h,Special,M20i15-12+31a (+21)
lawdf+1,3,2m, l, m10, 6, 6i13, ,i28-12-1
* Combo from 1st hit
* Interrupt with i8
lawd+1l15i19~20-12-1
Transition to Slide Step with DF
* High crush 6~
lawd+4,3l, h7, 12i15, i12-12+0+5
* Combos from 1st hit
* -26 on 1st block
* Nosebleed stun
* Low crush 5~9?
* Floating state 10?~12?
lawb+1,2m, m12, 12i14, i19-12+2
* Combo from 1st hit with 11F delay
* Move can be delayed by 14F
* Transition to DSS with F
** (-10 oB, +4 oH)
lawb+2,3m, l12, 10i16, i23-12-1
Delay-able
lawb+3m27i23-12+17a (+8)
* Homing
* Balcony Break
* Transition to BT with B
** (-11 oB, +18a (+9) oH)
lawub+2h17i15-12+9
lawub+3,4M20i15-12+31a (+21)
lawss3+4m,h9,10i15-12+63a (+43)
Balcony Break
* Low crush
lawBT.4,3h, m14, 24i11, i24-12+12a (+3)
* Balcony Break
* Combos from 1st hit CH
lee1,2,4h, h, m5, 9, 10i10, ,i18-12-1+58a
* Jail from 1st block
* Combo from 2nd hit
* Transition to HMS r33 with 3 (-14/-3/+57a)
** Cancel to r11 standing or FC with b_db_d_df (Cannot block i25)
** Cancel to r1 standing or r7 FC with u_d~d_db_d_df (Cannot block i15)
* Consumes 60F of remaining Heat time without perfect input
lee1,2:4h, h, m5, 9, 12i10, ,i18-12+5+58a
* Jail from 1st block
* Combo from 2nd hit with 1f delay
* Input 4 during frames 10-13 of 1,2
* Consumes 60F of remaining Heat time without perfect input
* 4 chip damage on block
* Move cannot be delayed
* Transition to HMS r33 with 3 (-14/+3/+57a)
** Cancel to r11 standing or FC with b_db_d_df (Cannot block i25)
** Cancel to r1 standing or r7 FC with u_d~d_db_d_df (Cannot block i15)
lee2,1,1h, h, m10, 8, 18i10, ,i20~21-12+3+26a
* Combo from 2nd CH with 4F delay
* Interrupt with i6 from 1st block
* Recovers 2F faster on hit (t82 r28)
* Move cannot be delayed
* Input can be delayed by 4F
leedb+3L12i20-12-1
leeb+3,3l, h9, 12i15, i19-12-1
* Transition to -7, +4 MS with F
* Combos from 1st hit
leeuf+3,1m, m12, 18i25, i21-12+3+26a
Combos from 1st hit
leeMS.3m10i15-12-1
*
* Low crush
leo2,2h, m9, 20i11, i22-12+6
* Elbow
* Combo from 1st hit
* Interrupt with i2 from 1st block
leo1+2m25i22-12+11a (+2)
* Balcony Break
* -7 frame advantage and 10 chip damage on block after absorbing an attack in power crush state
* Power crush 7~21
leof+2,2h, m14, 21i14~16, i23~24-12~-11+8+25d
* Combo from 1st hit with 6F delay
* Move cannot be interrupted
* Move can be delayed by 10F
* Input can be delayed by 12F
leodf+2+3L20i21~22-12~-11+5+21d
* High crush 6~
leodb+1+2,1m, m17, 20i21~23, i17~18-12~-11+22a (+17)
* Balcony Break
* Combo from 1st hit with delay
* Interrupt with i4 from 1st block
leob+1m17i18~19-12+1
* Elbow
leob+1,1+2m, m17, 18i18~19, i22~23-12~-11+9
* Shoulder
* Combo from 1st hit with 2F delay
* Combo from 1st CH with 10F delay
* Interrupt with i3 from 1st block
* Transition to BOK r28? with d (-10/+11)
* Move can be delayed by 16F
* Input can be delayed by 18F
leoLTG.b+3,1,2m, m, m12, 13, 17 (25)i14~15, ,i17-12+25a (+15)
* Balcony Break
* Combo from 1st hit
* +10a on 2nd whiff and 3rd hit
* 42 damage from 1st hit with scaling
* Interrupt with i1 from 1st block
* 10 chip damage on block
* Consumes 210F of heat timer during heat
leob+4,1m, m13, 20i18, i30~31-12~-11+15a (+6)
* Balcony Break
* Shoulder
* Combo from 1st hit
* Interrupt with i5 from 1st block
* Cancel to FC -16 -3 with D
leob+1+4h,l6,12i19, i2-12~-10+3+14
leof,F+4,3,4m, h, L12, 23, 17i19, ,i29~31-12~-10-1+30a
* Low crush 0~7
* Floating state 8~10
* High crush 20~
leows1,4m, L13, 12i14~15, i19~20-12~-11-1
* Combo from 1st CH
* Interrupt with i1 from 1st block
leows4,1+2m, m8, 18i11~12, i25~27-12~-10+4d
* Heat Engager
* Heat Dash +5, +43d (+35)
* Shoulder
* Combo from 1st hit
* Interrupt with i5 from 1st block
* Alternate input CD.4,1+2
leoBOK.1+2M21i20~21-12~-11+15a
* Heat Engager
* Heat Dash +43d (+35)
* Balcony Break
* Spike
* Power crush 8~19
leoKNK.3,4m, m13, 18 (16)i20~21, i15~17-12+28a (+18) / +80a (+64)
* Tornado
* Jail from 1st block
* Airborne combo from 1st hit (+80a (+64))
* Recovers 2F faster on hit (t67 r30)
* Low crush 1~Low crush 16
* Floating state 17~19
leoKNK.4L18i20~21-12+4c+17a
* Spike
* Transition to CD r28 with df (-10/+6c/+19d)
** CD SS cancel is -12
leroyd+4L9i14~15-12~-11-1~0
leroydb+1,2m, M12, 20i16~17, i21~22-12~-11+17a(+0)
* Tornado
* Balcony Break
* Combo from 1st hit
leroySS.4L17i18~19-12+4+14
* Can be delayed
lidiaf+4,3,1m, m, m8, 10, 24i17, ,i21~22-12+17a
* Balcony Break
* Spike
* Combo from 2nd CH
lidiadf+3,4m, m15, 20i14~15, i22-12+31a (+23)
* Balcony Break
* Combo from 1st CH with 2f delay
lidiaqcf+1+2m18i16~17-12+2
Alternate input: db+1+2 but does 3 less damage
lidiaws2m15i15~16-12+29a (+19)
Tornado
lidiaws3m20i14~15-12+32a (+24)+71a (+55)
* Balcony Break
* Tornado
* Knee
* Low crush 14~22
* Floating state 23~25
lili1+2m26i12~13-12+20a (+10)
* Balcony Break
lilid+1,2,4L, h, m10, 8, 24i18~19, ,i30~32-12+17a (+8)
* Balcony Break
* Combo from 2nd CH with 2f delay
* Interrupt with i11 from 2nd block
* Whiffs vs SSR from 2nd block
* Input can be delayed 9f
* Move can be delayed 8f
lilid+3L14i19~20-12+1+5c
lilib+2,1,1+2h, m, m15, 13, 27i13, ,i23~24-12+20a (+10)
* Balcony Break
* Combo from 2nd CH with 7f delay
* Interrupt with i5 from 2nd block
* Input can be delayed 7f
* Move can be delayed 6f
lilib+1+2m28i23~24-12+29a (-7)
* Balcony Break
* Backswing blow
* Hit vs BT +8 (-1)
liliu+3,3m, m20, 15i22~23, i28-12+5c
* Combo from 1st hit
* Interrupt with i22 from 1st block
* Whiffs vs SS, SW from 1st block
* Input can be delayed 13f
* Move cannot be delayed
* Enter DEW -3 +14c r21 with F
* Low crush 22~48
* Floating state 49~51
liliuf+4M18i25~29-12~-8+1c~+5c
* Enter BT -7~-3 +6c~+10c r28 with B
* Low crush 9~29
* Floating state 30~32
lilif,F+3m15i22-12+5c
* Enter DEW -3 +14c r21 with F
* Low crush 7~27
* Floating state 28~30
lilif,F+4L23i22~23-12+4
* Floor Break
* Enter BT -6 +10g +10 r24 with B
* Different stun animation on CH, but no change in frame advantage without BT entry
liliws2m17i16~18-12+39a (+29)
* Enter BT with B
* Recovers 1f faster on hit
liliBT.3,4m, m12, 20i14~15, i30~33-12+39d (+31)
* Balcony Break
* Combo from 1st hit
* Interrupt with i8 from 1st block
* Whiffs vs SSR, SWR from 1st block
* Low crush 26~43
* Floating state 44~46
liliBT.d+2L17i16-12+5c+14d
* High crush 4~
miary-zo4h12i12-12-2
miary-zodf+1,1,2m, h, M10, 17, 20i13, ,i30-12+5a+50a
* Spike
* Weapon
* Interrupt with i8 from 2nd block
* Input can be delayed 1f
* Move cannot be delayed
* Chip damage on block
miary-zodb+4L13i18-12+1
miary-zob+2h10i13-12+0
* Homing
miary-zoMOR.4L10i17-12-1
* High crush 1~29
nina4,4,4h, h, L15, 21, 20i11, ,i30~31-12+4c+46a
* Balcony break on airborne hit
* Combo from 2nd CH
* Interrupt with i5 from 2nd block
* High crush 16~55
ninadf+3,1,2m, h, M13, 10, 20i14, ,i25~27-12c+16d+16a
* Balcony Break
* Spike
* Combo from 1st CH or 2nd hit
* Interrupt with i5 from 2nd block
* Opponent is FDFA on NH
* Opponent is FUFT on CH, can combo
ninad+2L13i20-12+0+5
* Transition to CD r22/r23 with F (-8 r23/+2/+7)
* Recovers 6F faster on hit (t45 r25)
* High crush 6~51
ninad+2,2L, M13, 20i20, i28~29-12+17a (+0)
* Tornado
* Balcony Break
* Combo from 1st CH
* Interrupt with i8 from 1st block
ninab+1,4h, M10, 22i12~13, i28~29-12+7+71a (+55)
* Tornado
* Combo from 1st hit with 1f delay
* Interrupt with i9 from 1st block
* Whiffs vs SSR from 1st block
* Can hit grounded when off-axis
ninaqcb+4M20i19~20-12+68a (+52)
* Tornado
pandadb+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
pandadb+3l12i18-12+1
pandadb+2+3l30i32~34-12+39a
* Balcony Break
* Hold 2+3 to power up, up to 2 charge levels and deal more chip damage on block
pandadb+2+3*l40i45~47-12+39a
* Balcony Break
* chip damage on block
pandaws1,2*m, m13, 28i13~15, i35-12+18c+33a (-2)
* Heat skips to Level 2 charge
* Transition to HBS with input D or 3+4
* Balcony Break
* Tornado
pandaws2m20i15~16-12+29a (+19)
pandaFDFA.1+2l10i14~16-12+6+6
* Transition to HBS
* Move is airborne, requires strong parry
pandaHBS.1,2*m, m10, 20i12~13, i33~34-12+13c+49a
* chip damage on block
* Heat skips to Level 2 charge
pandaSIT.1l15i21~22-12+4+9
pandaSIT.1,1l, l15, 13i21~22, i25~26-12+6
Combo from 1st CH
pandaSIT.2m18i19~21-12+73a (+57)
* Tornado
pandaSIT.3+4m20i25-12 / -10 ROL-4a / -2a ROL
* Transition to ROL with input F
paulb+2,1m, m22, 22i18, i36-120c+16d
* Move can be delayed 20f (i56)
* Charge begins on frame 18
* Requires 0~41f charge
* Delayed startup from 22~41f charge
* Combo from 1st CH with 0~23f charge
* b+2,1* / H.b+2,1* at 42f charge
paulb+4L14i20~21-12c+4+17g
paulf,F+2,1m, m14, 20i15~17, i26-12+14a
* Balcony Break
* Combo from 1st hit
* Interrupt with i8 from 1st block
* Whiffs vs SWR from 1st block (SSL, SSR and SWL inconsistent depending on character)
* Cancel to -21 -11 standing r40 with B at frame 20
* Alternate input FC.df+2,1
paulSS.3L17i19-12c+4+12c
* Effective minimum startup 28f
paulqcf+1+2L20i32~33-12c+71a (+55)
* Cancel to t41 FC with B
* High crush 1~33
paulOTG.d+2L16i18-12c-1d (-9)
* Spike
* +4 on hit against standing opponent
ravenf+2m10i15~16-12~-11-1~+0
ravenf+4h17i15~16-12+67a (+51)
* Tornado
* Balcony Break
* Instant Tornado on hit
ravendb+3L19i28~29-12~-11+5~+6+39d
Cannot be low parried (bug?)
* Low crush 8~24
* Floating state 25~27
* High crush 28~
ravenf,F+2m26i15~16-12~-11+15a (+5)
Heat Engager
Heat Dash +36a (+26)
Balcony Break
ravenqcf+2L18i22~23-12~-11+5~+6+14~+15
Cancel to r41? BT with qcf+2~B
* High crush 10~45
ravenws3+4m20i16~18-12+7~+9
* Heat Engager
* Homing
* Balcony Break
* Heat Dash +5, +43d (+35)
* Cancel to r19 BT with B
ravenBT.d+2L20i20~21-12+4+13g
* Transition to Blind Fall (standing) on hit
* Transition to +4 BT (Blind Labyrinth) with B on hit
* Transition to +4 FC (Blind Fall) with D on hit
* High crush 4~
reinadf+2m13i15~16-12+30a (+20)
* +2 on hit on crouching opp.
* +30a (+20) on CH on crouching opp.
reinadb+4,1+2L, m7, 20i16, i15-12+39d (-19)
* Balcony Break
* Combo from 1st CH even with delay
* Can be delayed
* CH-confirmable from 1st CH
reinauf+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.
reinaUNS.d+4L14i20-12+3 SEN+13 SEN
* Transition to SEN on hit only
* Transition to standing (+0/+10) on hit with B
* WDS.4: Unbufferable. i22 effective startup
* High crush 6~35
reinaWGS.1,3m, m24/26, 22 (15)i19~21, i26~30-12+14a / +18d (-17)
* Spike
* Airborne combo from 1st hit (+18d (-17))
* Interrupt with i9 from 1st block
* 6 chip damage on block
* Low crush 1~31
reinaWRA.4,2,2M,M, m, h6,8, 8, 4i17~18,i13, ,i15-12-1
* Jails from 1st block with 4F delay
* Combo from 1st CH or 2nd hit with 10F delay
shaheenf+2,3h, h10, 23i12, i18-12+21a (+16)
* Tornado
* Jail from 1st block with ?F delay
* Combo from 1st hit with 7F delay
* Move can be delayed by 9F
* Input can be delayed by 10F
shaheend+4L10i19-12+1
shaheenf,F+3m23i17-12+63 (+48)
* Tornado
* Alternate input: f,f,F+3
* Hit throw which side switches
* Low crush 13
shaheenSS.2L14i20-12+1c
* Sidestep takes 9f; effective startup i29
* High crush 15~
shaheenSNK.3m23i20-12+63 (+48)
* Tornado
* Hit throw which side switches
* Low crush 13
steve1,2,1,d+2h, h, h, l5, 10, 15, 19i10, ,i26~27-12+1c+14d
* Transition to r30 FC with d_db
* Interrupt with i9 from 1st block
* High crush 10~
steve1+2m,m7,21i14, i9~10-12+18a (+11)
* Heat Engager
* Heat Dash +5, +43d (+35)
stevef+2,2,1+2m, m, m,m,m11, 15, 5,8,20i21~22, ,i18~19, i7~8, i16-12+5c
* Combo from 2nd CH
* Move cannot be interrupted
* Spike
* Floor Break
stevedb+2l21i26~27-12+1c+14d
* Transition to r30 FC with d_db
* High crush 6~
steveuf+3l20i36~37-12+9
* Low crush 9~
steve-afterafters+1l23i16-12+17d
* High crush 6~
steveALB.d,d+1sp, l30i13, i22~23-12+14d
* ALB.d_u takes 37 frames, effective startup time is i59~60
* High crush 6~
steveALB.d+2l17i34-12+1c+14d
* High crush 6~
steveDCK.1+2,1+2,1+2,1+2m,m, m,m, m,m, m,m3,3, 3,3, 2,2, 2,12i16, i7, ,i7, i9-12+32a (+22)
* Combo from 1st hit
* Jail from 1st block?
steveFLK.1,1,1,2h, h, h, m14, 8, 8, 22i12, ,i20~22-12+17a (+0)
* Tornado
* Combo from 3rd hit
* Interrupt with i4 from 3rd block
steveFLK.1,1,2h, h, m14, 8, 22i12, ,i20~22-12+17a (+0)
* Tornado
* Combo from 2nd CH
* Same hit as (FLK.1,1,1),2
* Interrupt with i3 from 2nd block
steveFLK.1,2h, m14, 22i12, i20~22-12+17a (+0)
* Tornado
* Combo from 1st CH
* Same hit as (FLK.1,1,1),2
stevePAB.d+1l11i15~16-12+2
* Alternate input: FC df1
* High crush 6~
stevePAB.d+2l25i28~29-12+7+32a
* Cancel into FC with DB
* High crush 6~
victor1,1,2h, h, h,h5, 5, 5,7i10, ,i17~18,i9~10-12+3
* Weapon
* Combo from 1st hit
* Jail from 1st block
* Transition to r27 PRF with F (-8/+7)
victor1,2,1h, h, m5, 12, 20i10, ,i26~27-12+18a (+1)+72a (+56a)
* Tornado
* Balcony Break
* Weapon
* Combo from 2nd CH with 4F delay
* Move can be delayed by 12F
victor1,3h, L5, 11i10, i21~22-12-1
* Combo from 1st hit with 2F delay
* -1c on crouching hit
victor2h10i12~13-12-2
* Weapon
victorf+4,2m, m15, 20i14, i26~27-12+5c+7d
* Weapon
* Combo from 1st hit
* CH on last hit or wallhit causes FDFA knockdown
* Transition to IAI (-12/+5c/+7a) with D or 3+4
victorIAI.4L17i18~19-12+4+9
victorPRF.1L15i19~20-12+4c+14g
* Weapon
* Unparryable (weapon low)
* High crush 6~50
xiaoyu1,d+2,1+2h, m, m5, 10, 24i10, ,i29~31-12+17a
* Combo from 2nd hit CH
* Interrupt with i11 from 2nd block
* Whiffs vs SSL, SWL from 2nd block
xiaoyuf+3,1,1+2M, m, m,M14, 8, 6,20i16~18, ,i16~18 i5~6-12+7c
* Spike
* Combo from 2nd CH
* Jail from 2nd block with ?F delay
xiaoyud+3L12i14-12-3+1
*
* High crush 6~
xiaoyudb+4L14i18-12+4c+14
* This move is +20 on a traded hit
xiaoyub+1m10i8~13-12+1~+6
* Transition to BT on hit
* Transition to standing on hit with B+1 (-1~+4)
xiaoyuu+1+2,2m,m, m5,5, 12i16~18 i2~4, i27-12-1
* Combo from 1st CH
* Interrupt with i7 from 1st block
xiaoyuu+1+2,2,1m,m, m, m5,5, 12, 20i16~18 i2~4, ,i27~28-12+16a (+7)
* Balcony Break
* Combo from 2nd hit
* Combo from 1st CH
* Interrupt with i7 from 1st block
* Cancel to BT with B (-19/-8)
xiaoyuf,F+1,4m, m13, 20i15, i21~22-12+22d
* Combos from 1st CH
* Interrupt with i4 from 1st block
xiaoyuf,F+2,1m, m12, 20i15, i27~28-12+16a (+7)
* Balcony Break
* Combo from 1st hit with 2F delay
* Move can be delayed by 12F
* Interrupt with i7 from 1st block
* Cancel to BT with B (-19,-8)
xiaoyuAOP.2,1m, m10, 20i13~14, i21~22-12+13a (+4)
* Heat Engager
* Heat Dash +43d (+35)
* Balcony Break
* Combo from 1st hit with 8F delay
* Interrupt with i2 from 1st block
* Move can be delayed by 12F
* Cancel to BT r32 with B at frame 19 (-14/-3)
xiaoyuAOP.d+1L13i19~21-12-1+0d
* Floor Break
* Shift to attack throw on CH
* High crush 1~50
xiaoyuAOP.uf+4,4m, m12, 12i16~26, i23-12-1
* Combo from 1st hit only AOP.uf+4 connects on frame 21 or later
* Interrupt with i14 from 1st block
* Alternate input AOP.u+4,4
* Low crush
xiaoyuBT.d+3L12i16-12+7c
*
yoshimitsu2,d+3h, L10, 11i11, i22-12-1
* Combo from 1st hit with 2f delay
* Interrupt with i4 from 1st block
* Input can be delayed 2f
* Move cannot be delayed
* High crush 10~
yoshimitsu3,2m, m12, 12i15~16, i22-12+1
Interrupt with i1 from 1st block
yoshimitsuf+2,1h, M18, 21i17~18, i26~27-12+17a (+10)
* Tornado
* Weapon
* Combo from 1st CH +66a (+50)
yoshimitsuf+2,NSS.1h, m18, 21i17~18, i26~27-12+17a (+10)
* Tornado
* Airborne combo from 1st CH (+66a (+50))
yoshimitsuf+1+2M23i20-12+8a (-1)
* Heat Engager
* Heat Dash +5, +62a (+42)
* Balcony Break
* Weapon
* 4 chip damage on block
* Power up in NSS or Heat (29 damage and extended range)
yoshimitsudf+1,2,1m, h, M14, 16, 19i13, ,i26~27-12+17a (+10)
* Tornado
* Weapon
* Combo from 2nd CH +66a (+50)
* Interrupt with i1 from 2nd block
yoshimitsudf+1,2,NSS.1m, h, M14, 16, 19i13, ,i26~27-12+17a (+10)
* Tornado
* Combo from 2nd CH
yoshimitsudf+1,4m, m14, 17i13, i17-12+4
* Jail from 1st attack with 2f delay
* Input can be delayed 2f
* Move cannot be delayed
* 2nd hit can whiff at certain ranges, -20 on whiff
yoshimitsud+2,2M, m12, 15i16~17, i22~23-12+7g+28a (+22)
* Weapon
* Combo from 1st hit with 13f delay
* Input can be delayed 16f
* Move can be delayed 10f
* In 1SS Enter NSS r31 with B
yoshimitsud+2,2,NSS.d+1M, m, m12, 15, 17i16~17, ,i29~30-12+2c+42a
* Floor Break
* Input can be delayed 10f
* Move can be delayed 9f
yoshimitsud+2,2,d+1M, m, m12, 15, 17i16~17, ,i29~30-12+2c+42a
* Floor Break
* Weapon
* Input can be delayed 10f
* Move can be delayed 9f
* Last hit has shorter range and no Weapon property in NSS
yoshimitsudb+4L14i17-12-1
yoshimitsuws1,2,1m, h, M12, 18, 21i13~14, ,i26~27-12+17a (+10)
* Tornado
* Weapon
* Combo from 2nd CH
yoshimitsuws3,2m, m12, 20i16, i32-12c+0a
* Floor Break
* Weapon
* Combo from 1st hit
yoshimitsuFLE.2L20i24~28-12~-8+30a
* Side switches on close hit
* Can combo to ws4 on no side switch
* Floating state 1~
* High crush 6~
yoshimitsuKIN.1m10i17-12-1
* Floor Break
* Weapon
* 2 chip damage on block in NSS
* H.KIN.1: Consumes 90F of remaining Heat time
yoshimitsuKIN.b+2,1m, M15, 19i15~16, i23~24-12+30a (+20)
* Tornado
* Weapon
* Combo from 1st hit
yoshimitsuKIN.f+1*M,M,M,M,M,M6,6,6,6,6,10i19~20 i6~7 i7~8 i6~7 i7~8 i7~8-12+29a (+14)
* Weapon
* Combos from any hit
* 14 chip damage on block
* Powers in NSS or Heat
zafina1+2m17i16~17-12+4+25a
Spike
zafinadf+1,2,1m, m, m10, 16, 16i13~14, ,i25-12+7
* Combo from 2nd hit CH with 12f delay
* Interrupt with i1 from 2nd block
* Transition to standing with B (-12/+4)
zafinadf+2m13i16~17-12+32a (+22)
* Launches crouching opponent
* Can evade some highs
zafinad+1,1m, m11, 17i12, i17~18-12+19a (+12)+29a (+23)
* Combo from 1st hit CH with 18f delay
* Interrupt with i2 from 1st block
* Input can be delayed 18f
* Move can be delayed 10f
zafinadb+2,1m, m17, 16i13~14, i25-12+7
* Combo from 1st CH with 12f delay
* Interrupt with i1 from 1st block
* Transition to standing with B (-12/+4)
zafinadb+4L14i21~22-12-3+3
* Transition to -13 -4 +2 MNT with D
* High crush 6~40
zafinaMNT.3L12i15~16-12-1
* High crush 1~46
zafinaMNT.1+2m21i20-12+18a
* Spike
* -9 frame advantage and 8 chip damage on block after absorbing an attack in power crush state
* Power crush 8~19
zafinaSCR.3+4m,m10,20i18~19 i6~8-12+8g
* Strong Aerial Tailspin
* Balcony Break
* Transition to MNT -13 +7 with D
* Jail from 1st attack
* Low crush 6~22
* Floating state 23~25
zafinaTRT.1+2m,M7,20i19~20 i9~10-12c+14a
* Balcony Break on airborne hit
* Homing
* Low crush 7~24
* Floating state 25~27
alisa2,2h, h10, 22i12, i18~33-13~+2+15a (+5)
* Balcony Break
* Jails attack inputs from 1st block with 1F delay
* Combo from 1st hit with 2f delay
* Duckable
* 2nd hit available on hit or block only
alisa2,3,4h, m, L10, 8, 20i12, ,i42~45-13+13d
* Interrupt with i23 from 2nd block
* Whiffs vs SS, SW from 2nd block
* Low crush 24~39
* Floating state 40~42
alisaf+3,1+2h, m10, 25i14~15, i24~25-13+8
* Balcony Break
* Weapon
* Combo from 1st hit
* Interrupt with i5 from 1st block
* 7 chip damage on block
* 12 chip damage on block in heat
* Hit vs BT +15a (+6)
alisadb+3L11i16-13-2+3
* High crush 4~
alisab+2,1m, m12, 17i18, i25~26-13+3c+17a
* Spike
* Combo from 1st hit with 7f delay
* Move can be delayed 12f
alisab+4m17i15~16-13-4+54a
Knee
alisab+1+2m25i19~20-13+8
* Balcony Break
* Weapon
* 7 chip damage on block
* 12 chip damage on block in Heat
* 10 chip damage and -9 block advantage on attack absorption
** 12 chip damage in Heat
* Power crush 7~18
alisauf+1m,m,m19,19,20i19~20 i25 i17-13+68a (+52)
* Tornado
* Transition to SBT on hit with 3_4
* Transition to DBT on hit with f+3_f+4
* 2nd and 3rd hit available only as combo from 1st hit
* Low crush 20~40
* Floating state 41~43
alisauf+4,4m, M8, 8i15~16, i24~26-13+45a (+37)
* Spike
* Jail from 1st block
* Move cannot be delayed
* Low crush 9~41
* Floating state 42~44
alisaf,F+2,3m, m18, 25i16~17, i22~24-13+28a (+2)
* Balcony Break
* Combo from 1st hit with ~7~8?F delay (character-dependent)
* Input can be delayed 14F
* Move can be delayed 8F
alisaws2m24i17~18-13+33a (+23)
* Tornado
* Transition to SBT 3_4
* Transition to DBT f+3_f+4
alisaDES.d+1L,L,L,L,L17i20~24 i1~5 i1~5 i1~5 i1~3-13+4
* Weapon
* Combo from any hit
* Typically connects at i21?
* 1 chip damage on block
* 6 chip damage on block in heat
* High crush 4~48
alisaDES.d+3,1m25,i20~21-13~-12+14c
* Balcony Break
* Weapon
* 7 chip damage on block
* 12 chip damage on block in heat
alisaDES.f+2,1,2m,m, m,m, m,m9, 9, 23i15 i1~1, ,i23~24 i4~5-13+30a
* Heat Engager
* Heat Dash +5, +62a (+42)
* Weapon
* Combo from 1st or 2nd CH with 3?F delay
* Move cannot be delayed
* 6 chip damage on block
* 7 chip damage on block in heat
anna1,4h, L5, 12i10, i22~23-13-2
* Combo from 1st hit
* High crush 10~
annaf+1+2m21i17-13+19a (+14)+28d (+20)
* Tornado
* Balcony Break
annadb+1,2m, m16, 20i16~18, i25~26-13+5
* Balcony Break (airborne)
* Combo from 1st CH with 8f delay
* Input can be delayed 15f
annadb+4L14i17~18-13+6
* Transition to r26 HAM on hit automatically
* Cancel HAM transition -13 +1 with B
annab+1+2m21i20~21-13+20a (+15)
* Balcony Break
* -8 frame advantage and 9 chip damage on block after absorbing an attack in power crush state
* Power crush 7~19
annaf,f,F+2,4m, m10, 28i15~16, i28~30-13+9a (+0)
* Balcony Break
* Knee
* Combo from 1st hit
* Trade with i1?
* Low crush 27~45
* Floating state 46~48
annaws1,2m, M10, 17i13~14, i18~19-13+9g
* Strong Aerial Tailspin
* Transition to r30 TOM on hit automatically
* Combo from 1st hit with 10F delay
* Input can be delayed 10F
* Move can be delayed 10F
annaws2m16i16~17-13+27a (+17)
* Tornado
annaCJM.4M23i20~21-13+10a
* Balcony Break
* Spike
* -9 frame advantage and 9 chip damage on block after absorbing an attack in power crush state
* Power crush 7~19
annaCJM.uf+4m22i15~16-13+30a (+20)
* Tornado
* Low crush 8~29
* Floating state 30~32
annaTOM.4L21i15-13+28g
armor-king3,4,1h, m, m17, 15, 28i15~16, ,i21~22-13+15a (+6)
* Balcony Break
* Shoulder
* Combo from 2nd CH with 14F delay
* Move can be delayed by 13F
* Input can be delayed by 16F
* Trade with i1?
* i17 r17 cancel with B (-14/-2)
armor-king1+2,4m, m10, 17i17~19, i19~20-13+8+58a
* Combo from 1st hit with 11F delay
* Interrupt with i3 from 1st block
* Move cannot be delayed
* Input can be delayed by 11F
armor-kingf+3,2,1m, m, m9, 12, 19i15~16, ,i24~26-13+16cg+34a
* Tornado
* Balcony Break
* Combo from 2nd CH with 4F delay
* Opponent recovers crouching on hit
* Recovers 1F faster on hit (t98 r32)
* Interrupt with i8 from 2nd block
* Whiffs vs SSL from 2nd block
* Move can be delayed by 8F
* Input can be delayed by 11F
armor-kinguf+2,1m, m7, 10i15~16, i25~26-13+45a (+37)
* Floor Break
* Elbow
* Combo from 1st hit with 1F delay
* Interrupt with i7
* May whiff vs SSR from 1st block (inconsistent)
* Move cannot be delayed
* Input can be delayed by 1F
* +50a (+38) on BT hit
armor-kinguf+4m13i15~17-13+33a (+23)
* Low crush 9~30
* Floating state 31~33
armor-kingf,f,n,2L20i19-13+5+10
* Transition to BAD r29 on hit with F (+8/+13)
* High crush 8~37
armor-kinguf,n,4m20i23~25-13+32a (+22)
* Low crush 9~21
* Floating state 22~24
armor-kingws3,1m, m12, 24i13~14, i24~25-13+28a (+2)
* Heat Engager
* Heat Dash +43d (+35)
* Balcony Break
* Combo from 1st hit with 6F delay
* Interrupt with i6 from 1st block
* Whiffs vs SSR from 1st block (Not possible with big bodies)
* Move can be delayed by 5F
* Input can be delayed by 6F
armor-kingBAD.3m20i20~21-13+11a (+2)
* Balcony Break
* Has good right sidestep tracking
* Power up if an attack is absorbed
** Reversal Break
** 8 chip damage on block
** -9 on block
* Power crush 7~19
armor-kingBAD.4L23i17~18-13+3c+26a
asukab+2,1+2,4m, h, m12, 7, 20i15, ,i23~24-13+18a (+9)
* Balcony Break
* Combo from 1st CH
* Combo from 2nd CH
* Interrupt with i4 from 1st block
asukab+1+4,3h,L, L15,8, 18i12 i17~18, i32~33-13-2+16a
* Combo from 2nd CH
* Interrupt with i13 from 2nd block
asukau+1+2m20i31~32-13c~-12c+19a
* Spike
* 6 chip damage on block
* Power up when using NWG or in Heat
* Low crush 9~31
asukauf+4m25i20~21-13+31a (+21)
* Recovers 4F faster on hit (t49 r28)
* Low crush 9~30
* Floating state 31~33
asukaf,F+2,1+2m, m16, 25i15~16, i25~26-13+23a (+13)
* Balcony Break
* Combo from 1st hit with 2F delay
* Combo from 1st CH with 7f delay
* Interrupt with i5 from 1st block
* Input can be delayed 12f
* Move can be delayed 10f
* Gain Naniwa Gusto on hit, advantage becomes +0a (-10)
asukaSS.2m23i13~14-13+13a (+4)
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break (airborne)
* Gain NWG on Heat activation
azucenadf+2m12i15~16-13+28a (+18)
Launches crouching opponent
azucenad+3,3L, m10, 14i15, i23-13+1
* Combo from 1st CH with 7f delay
* Move can be delayed 10f
* Interrupt with i3 from 1st block
azucenad+4L13i15~16-13-2
azucenadb+3,4L, h14, 20i16~17, i24~25-13+66a (+50)
* Tornado
* Balcony Break
* Jails from first hit
* Combo from 1st CH
* Interrupt with i5 from 1st block
azucenaws2m14i15~16-13+32a (+22)
azucenaws4,1,3m, h, m13, 10, 28i11~12, ,i22~23-13+10a (+1)+27a
* Balcony Break
* Combo from 2nd CH with 7f delay
* Move can be delayed 10f
* Move cannot be interrupted
* Cancel to BT -16 -8 r20 with B
azucenaSS.4L18i20-13+0+13g
Sidestep adds 9f, effective startup i29
* High crush 6~
azucenaFC.df+3L17i18~19-13+3c+13c
* High crush 1~
azucenaBT.3L23i19~20-13+4 LIB+14c
* Strong Aerial Tailspin
* Balcony break on airborne hit
* Transition to LIB on hit
azucenaLIB.4,2m, M14, 21i15~16, i25~26-13+16a
* Balcony Break
* Spike
* Combo from 1st hit with 5f delay
* Interrupt with i3 from 1st block
* Will not wall splat when the first hit is a counter hit due to float state
bobH.df+3+4L20i21-13+7+75a (+59)
* Transition to BAL r29 on hit
** FC r52 transition with no input (Cannot block i16 moves)
* Consumes 300F of remaining Heat Time
bob3,1,1m, h, m14, 11, 20i15~16, ,i19-13+6+23a
* Spike
* Combo from 2nd CH with 10F delay
* Move cannot be interrupted
* Move can be delayed by 9F
* Input can be delayed by 10F
bob3,3m, m14, 18i15~16, i25~26-13+4a (-5)
* Balcony Break
* Combo from 1st CH
* Interrupt with i6 from 1st block
bob1+2m18i19~20-13+0c
* Spike
* Transition to BAL r23 with F on hit or block (+1/+14c)
** FC r46 transition with no input (cannot block i22 moves after transition on block)
bobdf+1,d+1m, M13, 20i14, i26~27-13c+6c+13c
* Elbow
* Spike
* Combo from 1st CH with 1F delay
* Interrupt with i6 from 1st block
* Recovers 4F faster on hit (t72 r32)
* Move can be delayed by 7F
* Input can be delayed by 8F
* Low crush 19~29
* Floating state 30~32
bobdf+4,4h, m12, 24i13~14, i25~26-13+11a (+2)
* Heat Engager
* Heat Dash +43d (+35)
* Balcony Break
* Knee
* Combo from 1st hit with 3F delay
* Interrupt with i7 from 1st block
* Whiffs vs SSR from 1st block (inconsistent; more consistent when using sidestep stance moves)
* Move can be delayed by 2F
* Input can be delayed by 3F
* Floating state 24~34
bobd+2,4m, m12, 21i15, i17-13+14a (+7)
* Balcony Break
* Jail from 1st block with 2F delay
* Combo from 1st hit with 2F delay
* Low crush 19~32
* Floating state 33~35
bobdb+1+2m16i17~18-13+33a (+23)
* Strong jab evasion (frames 5 to 13?)
bobb+2,1m, m12, 23i13~14, i23-13+7
* Elbow
* Spike
* Combo from 1st hit with 1F delay
* Transition to BAL r27 with F on hit (+12g)
** FC r50 transition with no input (Cannot block i11 moves)
* Interrupt with i5 from 1st block
* Move cannot be delayed
* Input can be delayed by 1F
bobb+2,2,4m, h, m12, 12, 13i13~14, ,i22-13+3
* Knee
* Combos from 2nd CH with 8F delay
* Interrupt with i2 from 2nd block
* Move can be delayed by 10F
bobuf+3m20i20-13+33a (+23)
* Recovers 2F faster on hit (t51 r31)
* Low crush 9~26
* Floating state 27~29
bobuf,n,4m20i23~25-13+32a (+22a)
*
* Low crush 9~30
* Floating state 31~33
bobws1,3m, M11, 25i13~15, i25~26-13+11a (+2)
* Balcony Break
* Hip
* Combo from 1st hit
* Interrupt with i5 from 1st block
bobws2,2m, m10, 20i14, i23-13c+5c+17d
* Combo from 1st hit with 7F delay
* Interrupt with i7 from 1st block
* Move can be delayed by 10F
* Input can be delayed by 14F
bobFC.df+2,1,1+2m, m, m14, 12, 25i14, ,i26-13+11a (+2)
* Balcony Break
* Combo from 2nd CH with 4F delay
* Interrupt with i6 from 1st block
* Move can be delayed by 9F
bobBAL.3+4M28i29~33-13c+13d
* Floor Break
* Hip
* Floating state 1~16
* Low crush 17~29
* Floating state 30~32
bryan3+4m20i18-13+8+59a
Balcony Break (airborne)
bryanf+2,1,4m, m, m10, 12, 20i15, ,i18~19-13+3a
* Balcony Break (airborne)
* Combo from 1st or 2nd hit
* Jail from 1st or 2nd block with ?F delay
* Gain SNE on hit with 1+2
* SNE gain is r25
bryanSNE.f+2,1,2,3,2m, m, m, m, m10, 12, 5, 7, 20 (14)i15, ,i35~36-13+25a (-1)
* Balcony Break
* Airborne combo from 1st hit (+0a (-1))
* Interrupt with i13 from 4th block
* Whiffs vs SS, SW from 4th block
* Chip damage on block (8)
* Unparryable by traditional parries, Asuka, Nina, etc
* Consumes 210f of Heat
bryanf+4,1m, m10, 10i18, i25~26-13c+40a (+32)
* Spike
* Combo from 1st hit with 5f delay
* Interrupt with i4 from 1st block
* Move can be delayed 4f
bryandf+2,3m, m12, 20i13, i23-13+8+59a
* Combo from 1st CH with 5F delay
* Interrupt with i3 from 1st block
bryand+1+2,3m,m, l10,15, 20i17, i27~28-13+5+25a
Interrupt with i7 from 1st block
bryanub+1+2,1m,m, m5,2, 2i15 i12, i12-13-3
* Combo from 1st hit 8f delay
* Jail from 1st block with ?F delay
* Input can be delayed 18f
bryanub+1+2,1,2,1m,m, m, m, m5,2, 2, 2, 2i15 i12, ,i10-13-3
* Combo from 1st hit
* Jail from 1st block with ?F delay
* 9f input window
bryanub+1+2,1,2,1,2,1m,m, m, m, m, m, m5,2, 2, 2, 2, 2, 2i15 i12, ,i8-13-3
* Combo from 1st hit
* Jail from 1st block with ?F delay
* 7f input window
bryanub+1+2,1,2,1,2,1,2,1m,m, m, m, m, m, m, m, m5,2, 2, 2, 2, 2, 2, 2, 2i15 i12, ,i6-13-3
* Combo from 1st hit
* Jail from 1st block with ?F delay
* 5f input window
bryanuf+1m22i20~21-13+15a
* Balcony Break
* Floor Break
* Gain SNE on hit (+3a on hit)
* -9 frame advantage and 8 chip damage on block after absorbing an attack in power crush state
* Power crush 7~19
bryanb,df+4l25i29-13+14g+29a
* Cancel to r26 with B
bryanf,F+3m25i24~25-13+28a (-8)+39a (-8)
* Balcony Break
* Gain SNE on hit with 1+2
* SNE gain is r25
* Chip damage on block (7)
* Hitstop 20f on hit
bryanuf,n,4m20i23~25-13+32a (+22)
Jump takes 9 frames
* Low crush 9~30
* Floating state 31~33
bryanSNE.FC.df+3l24i20-13+7+25a
* Balcony Break
* Consumes SNE
* Unparryable
bryanqcb+3l23i19~20-13+5+25a
Balcony Break (airborne)
claudio2,1,2h, m, m10, 13, 25i12, ,i16~18-13+12a (+3)
* Heat Engager
* Heat Dash +5, +62a (+42)
* Strong Aerial Tailspin
* Balcony Break
* Combo from 2nd CH with 14f delay
* Interrupt with i1 from 1st block
* Input can be delayed 15f
* Move can be delayed 10f
* Transition to r65 STB on hit without STB
* -10a (-1) upon STB gain on an airborne hit
claudiodf+2m19i14-13+5+57a
* Gain STB on counterhit
* Completely homing to SSL/SWL?
claudiod+2,2L, L6, 8i20, i16~17-13-1
* Jail from 1st block
* Combo from 1st hit
* High crush 1~
claudiodb+4L7i15-13-2
* Pseudo homing to SSL/SWL side?
claudiob+4,3,2m, h, M10, 14, 20i17, ,i31~32-13+16a
* Balcony Break
* Spike
* Combo from 2nd CH
* Interrupt with i5 from 2nd block
* Low crush 1~31
claudiob+4,4m, m10, 16i17, i28~29-13+30a (+20)
* Tornado
* Combo from 1st CH with 2f delay
* Input can be delayed 12F
* Interrupt with i8 from 1st block
* Whiffs vs SS, SW from 1st block
* Low crush 22~37
* Floating state 38~40
claudiob+1+2m25i22-13+15a
* Balcony Break
* Spike
* -9 frame advantage and 10 chip damage on block after absorbing an attack in power crush state
* Power crush 7~21
claudiouf+4m13i15~17-13+33a (+23)
* Low crush 9~30
* Floating state 31~33
claudiof,F+2,1+2m, m14, 14,20i14~16, i14~16-13+10a (+1)
* Balcony Break
* Combo from 1st hit with 10f delay
* Interrupt with i3 from 1st block
* Input can be delayed 13f
* Move can be delayed 10f
* Transition to r57 STB on hit without STB
* Frame advantage -14a (-23) on STB gain
claudiof,F+3,2m, m8, 4,13i15~16, i20~21,i16~17-13+22a (+17)
* Tornado
* 2 chip damage on block
* Can be charged
* Has roughly 5 levels of charge
* Combos from 1st hit if uncharged
* Jail from 1st block with ?F of charge
claudiouf,n,4m20i23~i25-13+32a (+22a)
* Low crush 9~30
* Floating state 31~33
clive2,1h, h11, 20i12, i17~18-13+8a (-1)
* Balcony Break
* Weapon
* Jail from 1st block
* Combo from 1st hit
* Input 1 during the 1st hit animation on frames 10~12 to add +3 damage
clive2,2,1h, m, m11, 9, 18i12, ,i17~18-13+8a (-1)+28d(+20d)
* Balcony Break
* Weapon
* Combo from 1st CH
* Combo from 2nd CH with 10f? delay
* Jail from 1st block with 1F delay
* Input 1 during the 2nd hit animation on frames 21~23 to add +3 damage
clive3m16i16-13-2
clivef+2,2,2m, m, M10, 7, 20i15, ,i27~28-13+9a
* Heat Engager
* Heat Dash +5, +67a {+50)
* Balcony Break
* Spike
* Weapon
* Combo from 1st CH
* Combo from 2nd hit
* Interrupt with i8 from 2nd block
* Input can be delayed by 8F
* Move cannot be delayed
clivef+2,2,1+2m, m, M10, 7, 18i15, ,i27~28-13c+9a
* Balcony Break
* Spike
* Weapon
* Combo from 1st CH
* Combo from 2nd hit
* Interrupt with i8 from 2nd block
* Increases ZAN gauge by 0.70 on hit
* Increases ZAN gauge by 0.30 on block
* Only deals recoverable damage
* Input can be delayed by 8F
* Move cannot be delayed
clivedf+2m,m5,10i15~16 i26~27-13+30a (+20)
* Weapon
* 2nd hit available only on hit or block
clived+1L14i18~19-13+2
* High crush 6~
clivedb+2,1m, M10, 23i17~18, i25~26-13+27a (+12a)
* Tornado
* Weapon
* Combo from 1st hit
clivedb+1+2,1M,m, M12,10, 20i17~18 i23, i22~i23-13+24a (+9a)
* Balcony Break (BT)
* Weapon
* Combo from 2nd CH
* Transition to +41a (+23) GAR on airborne hit
* Cancel GAR transition with B
* 6 chip damage on block
cliveb+1m18i17~18-13+10g+57a
* Homing
* Balcony Break
* Weapon
cliveb+3,P,1+2m,t35i20~21-13+5d
* Reversal Break
* Weapon
* Increases ZAN gauge by 0.72 on hit
* Increases ZAN gauge by 0.10 on block
* Move can be delayed by 20F
* Transition to attack throw on hit
* Side switch on hit
* is1~20
cliveFC.df+2L18i19~20-13+3c
* Weapon
* High crush 1~20
clivePHX.2,2m, m,t12, 8,18i15, i20-13+5d / +5a (-4)
* Balcony Break
* Weapon
* Combo from 1st hit with 6F delay
* Interrupt with i4 from 1st block
* Transition to attack throw on hit
* Cancel throw transition with B
* Increases ZAN gauge by 0.72 on hit
* Increases ZAN gauge by 0.40 on hit without throw
* Increases ZAN gauge by 0.10 on block
* Side switch on hit
* Move cannot be delayed
* Input can be delayed by 6F
clivePHX.4L15i15~16-13-1c+13c
* High crush 6~47
devil-jin2,2h, h9, 20i10, i17-13-2
* Jail from 1st attack with 2f delay
* Move cannot be delayed
devil-jindf+1,4m, m11, 23i13, i20~21-13+16cg+31d (+23d)
* Balcony Break
* Combo on 1st CH with 10F delay
* Interrupt with i5 from 1st block
* Transition to MCR r33 with F on hit or CH (+16cg/+31d (+23d))
** -9 on an empty MCR transition on hit
* +11d on BT hit
* Move can be delayed by 5F
* Input can be delayed by 10F
devil-jindf+3,2m, m12, 10i16~17, i19-13-7
* Combo from 1st hit
* Move cannot be interrupted
devil-jindb+2L15i21~22-13+3c+26a
* 4 chip damage on block
* High crush 6~
devil-jinb+2h11i14~16-13-2
devil-jinb,f+2,1,df+2m, m, m12, 12, 20i15~17, ,i18~19-13+25a (+8)
* Tornado
* Balcony Break on grounded hit only
* Combo on 2nd CH with 11f delay
* Interrupt with i5 from 1st block
* Whiffs vs SSR, SWR from 1st block
* Input can be delayed 20f
* Move can be delayed 14f
* Opponent recovers FDFA on hit
dragunov1,3,2h, h, m5, 14, 20i10, ,i22~23-13+41a
* Spike
* Combo from 2nd CH
* Interrupt with i4 from 1st block
dragunovf+3+4h25i25~26-13+41a
* Tech-rollable on frames 34~38
* Low crush 13~37
* Floating state 38~40
* gs41~
dragunovd+2L14i18~19-13-1c+13g
* High crush 6~
dragunovu+3m16i17~21-13+14a (+4)
Balcony Break
* Low crush 9~27
* Floating state 28~30
dragunovuf,n,4m20i23~i25-13+32a (+22a)
* Low crush 9~30
* Floating state 31~33
dragunovws1,3m, m11, 17i12~13, i17~18-13+15a (+6)+36a (+0)
* Balcony Break
* Combo from 1st hit with 1F delay
* Move cannot be interrupted
* Move cannot be delayed
* Input can be delayed by 1F
dragunovFC.df+1L8i16~17-13-4
dragunovSNK.3+4m20i17~18-13+27g
* Knee
* Absorb a hit to transition to Snap Knee Assault
** +1d 45dmg total
* -7 frame advantage and 8 chip damage on block after absorbing an attack in power crush state
* Power crush 8~16
eddyf+4,3m, m13, 8i23~25, i23~24-13-2c
* Floor Break
* Combo from 1st hit with 10f delay
* Move can be delayed 7f
eddyd+4,3L, m10, 20i15~16, i21~22-13c+12c
eddyb+1,4,3m, m, m15, 10, 8i14~15, ,i23~24-13-1c
* Combo from 1st CH or 2nd hit with 10F delay
* Interrupt with i3 from 1st block
* Move can be delayed by 7F
* Input can be delayed by 10F
* Floating state 1~23
eddyuf+1,3m, m12, 23i14~15, i29~30-13+10a (+1)
* Balcony Break
* Combo from 1st hit
* Mandinga level increases by 1 on hit
* becomes -2a (-11) on hit when Mandinga level increases
* Cancel and transition to -12, -22 HSP with F
eddyuf+2m21i22~23-13+32a(+24)
Balcony Break
eddyuf+3+4m,h10,14i17~18-13+32a (+25)
* Balcony Break
* Strong Aerial Tailspin
* +20a if only the 2nd hit connects
* Low crush 15~
eddyuf,n,4m20i23~25-13+32a(+22)
* Low crush 9~
eddyws3M20i19~21-13+72a(+56)
Tornado
eddySS.4L,L7,10i21~22-13c+3c
* High crush 6~31
eddyHSP.2,3m, m15, 23i17~18, i26~27-13+10a (+1)
* Balcony Break
* Combo from 1st hit with 10F delay
* Mandinga level increases by 1 on hit
* Becomes -2(-11) on hit when gaining Mandinga
* Cancel to r25 HSP with F at frame 18 (-24/-8)
* Move can be delayed by 9F
eddyHSP.4,2m, m10, 21i12~13, i23~24-13+12a(+3)
* Tornado
* Balcony Break
* Combo from 1st hit
* Floating state 1~9?
eddyRLX.3,3L, h12, 30i16~17, i25~26-13+12a (+3) / +7a (+6)
* Balcony Break
* Combo from 1st clean hit
* Jails from 1st hit
* +7a (+6) from 1st clean hit
* Mandinga level increases by 1 on hit
** Becomes -3a (-6) on 2nd hit when gaining Mandinga
* Clean hit less consistent vs SSR?
eddyRLX.4,3m, m14, 25i15~16, i28~30-13+16a
* Heat Engager
* Heat Dash +5, +67a (+50)
* Balcony Break
* Combo from 1st hit with 9F delay
* Move can be delayed by 8F
* Low crush 16~34
* Floating state 35~37
eddyRLX.4,3+4m, m14, 27i15~16, i34~36-13+22a (+12)
* Balcony Break
* Combo from 1st hit with 5f delay
* Move can be delayed by 8f
* Cancel to HSP -21 -5 r23 with F
* Floating state 1~20
* Low crush 21~40
* Floating state 41~43
fahkumramdf+1,2m, M12, 20i15~16, i27~28-13+12d
* Floor Break
* Elbow
* Combo from 1st hit with 3F delay
* Grants GRF on hit
* Interrupt with i7 from 1st block
* Move can be delayed by 2F
* Input can be delayed by 4F
* Low crush 12~27
fahkumramdf+2,1m, m10, 22i15, i24-13+13d
* Balcony Break
* Floor Break
* Elbow
* Combos from 1st hit
fahkumramdf+2,3m, h10, 11i15, i21-13+52cs
* Balcony Break
* Combos from 1st hit
fahkumramdf+3l15i20-13-1c+28g
fahkumramdb+2,2m, m16, 16i16~17, i25-13+1
* Elbow
* Combos from 1st hit
fahkumramb+1m20i14~15-13~-12+34a
* Jab evasion (frames 8 to 11?)
fahkumramb+3+4m22i17~18-13+3+33d (+25)
* Balcony Break on counterhit
fahkumramf,F+4m25i22~23-13+33a
* Homing
* Balcony Break
fahkumramuf,n,4m20i23~25-13+32a (+22a)
* Low crush 9~30
* Floating state 31~33
fahkumramws2,4m, m13, 20i14~15, i22~23-13+34a
* Balcony Break
* Homing
* Combo from 1st hit with 5F delay
* Interrupt with i6 from 1st block
* Move cannot be delayed
* Input can be delayed by 5F
* Can cancel into the same options as f,F+4 (f,F+4~1 and f,F+4~3,2)
fahkumramRAM.4l31i21-13+11a
* Balcony Break
feng1,2,2h, h, h5, 9, 12i10, ,i17-13+3
* Combo from 1st hit with 3F delay
* Jails attack inputs with 2F delay (crouch assist bufferable)
* Duckable
* Transition to BT with B (-11/+5)
feng1+2m20i21~22-13+8
* Wall Crush +20g on hit
* Elbow
* Punch sabaki
* +14 on successful parry
* Parry state 5~9
fenguf+4m13i15~17-13+33a (+23)
* Recovers 2F faster on hit (t46 r29)
* Low crush 9~28
* Floating state 29~31
fenguf,n,4m20i23~25-13+32a (+22)
* Low crush 9
fengFC.df+1l19i21~22-13c-2+13g
-2c on crouching opponent
* High crush 1~53
fengBT.d+1l20i20~21-13c+4+16a
* High crush 15~52
fengKNP.1l20i20~21-13c+4+16a
* High crush 15~52
fengOTG.d+3+4L24 (19)i24~25-13-2
-2d (-10) on grounded hit
fengSTC.4l20i20-13+3+14
heihachi1,2,2~1,1+2h, h, m, m5, 8, 20, 24i10, ,i26-13+11a (+2)
* Balcony Break
* Combo from 2nd CH or 3rd hit with 10F delay
* Interrupt with i8 from 3rd block
* Move can be delayed by 12F
* Input can be delayed by 14F
heihachi1,b+2,2h, m, m5, 17, 17i10, ,i25~26-13c+6c
* Spike
* Head
* Jail from 2nd block
* Combo from 1st CH or 2nd hit
heihachiWAR.1,b+2,2h, m, m5, 17, 22i10, ,i25~26-13c+23a (+13)
* Reversal Break
* Balcony Break
* Head
* Combo from 2nd hit
* 6 chip damage on block
* Erases opponent's recoverable health on hit
* +42d on airborne hit, opponent can tech roll after
heihachi3,2m, m10, 10i15, i22~23-13-2
* Jail from 1st block
* Combo from 1st hit
* Enter FUJ -2 +9 r25 with D
heihachif+2,2h, m13, 10i15~16, i22~23-13-2
* Combo from 1st hit with 4f delay
* Enter FUJ -2 +9 r25 with D
heihachif+2~1,1+2m, m20, 24i13, i26-13+11a (+2)
* Balcony Break
* Combo from 1st hit
heihachidf+1,2m, m10, 20i13~14, i21-13+3
* Combo from 1st hit
heihachidb+3L10i16-13-2
heihachib+1,4m, m12, 24i14~15, i22~23-13+7a
* Tornado
* Knee
* Combo from 1st hit with 12f delay
* Move can be delayed 10f
* Low crush 24~
heihachiuf+1m25i24~25-13+14a (+5)
* Balcony Break
* -8 on block after absorbing an attack
* Chip damage on block after absorbing an attack
* Power crush 7~23
heihachiFUJ.1,2h, m13, 24i12~13, i21~22-13+13a
* Balcony Break
* Spike
* Combo from 1st hit with 8f delay
* Interrupt with i4
* Input can be delayed 9f
* Move can be delayed 7f
heihachiFUJ.1+2m25i18~19-13+6a (-3)
* Homing
* Balcony Break
* -7 on block after absorbing an attack
* Chip damage on block after absorbing an attack
* Power crush 7~17
hwoarang3,3h, m15, 12i14, i18-13-7-2
* Jail from 1st block
* Combo from 1st CH
* -7c on crouching hit
* Transition to r17 LFS with F (+2/+8/+13)
hwoarangd+3l7i17-13-2
-2c on crouching hit
hwoarangd+4,4l, h7, 22i19, i20-13+69a (+53)
* Tornado
* Jail from 1st normal hit
* Combo from 1st CH
* Also possible during RFF
hwoarangdb+3L12i19-13-1+17g
* Also possible during RFF
* High crush 6~51
hwoaranguf,n,4m20i23~25-13+32a (+22)
* Also possible during RFF
* Low crush
hwoarangSS.4l18i19~20-13+5c+31a
* Transition to RFF
hwoarangBT.3M20i14~16-13+38a (+28)
hwoarangBT.4M20i14~16-13+40a (+30)
* Transition to RFF
hwoarangBT.d+3L20i18~19-13-2+31a
* High crush 4~50
hwoarangLFS.3m10i14-13-7-2
* Transition to r17 LFS with F (+2/+8/+13)
* -7c on crouching hit
hwoarangLFS.1+2,4m, m13, 16i15~16, i23~27-13+5c+28d
* Spike
* Combos from 1st hit
hwoarangRFF.f+4~4M20i18~20-13+41a (+31)
* Tornado
* Remains in RFF
hwoarangRFS.d+3L13i15-13-5+2
* Transition to RFF
* 3 chip damage on block in heat
* cs10~19 crush state when canceled into followup
* High crush 10~25
hwoarangRFS.uf+4m20i17~18-13+30a (+20)
* Tornado
* Transition to RFF
* 6 chip damage on block in heat
* Low crush 11~33
* Floating state 34~36
jack-82,3h, m10, 18i11, i19-13+5+30d (+22)
* Knee
* Balcony Break on airborne hit or CH
* Combo from 1st hit
* Move cannot be interrupted
jack-81+2m,m8,14i15~16-13+67a (+51)
* Tornado
* Homing
* Instant Tornado
* High evasion from frames 4? to 12?
jack-8db+4l14i16-13-2
*
* High crush 6
jack-8b+4m16i13-13-2-2s
* Knee
jack-8u+1+2h23i19-13+49a (+39)
*
jack-8ws1m14i15-13+34a (+24)
*
jack-8FC.df+2m12i17-13-2
*
* High crush
jack-8GMH.3+4SM20i20 pc6-13+14c
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* 6 chip damage on block when absorbing an attack
* Gain GMC on Heat activation
* Forces tech backroll on hit
* Power crush 6
jack-8GMH.f+2m34i17-13+30a (+4)
* Balcony Break
jin1,3,4h, L, l5, 9, 17i10, ,i23-13+3+29a
* Combo from 2nd CH with 7f delay
* Cannot low parry on 2nd hit
* Interrupt with i3 from 2nd block
* Input can be delayed 12f
jin2,4h, h9, 20i10, i24~27-13+7
* Balcony Break
* Combo from 1st hit with 2f delay
* Interrupt with i4 from 1st block
* Whiffs vs SSR from 1st block
* Enter ZEN -6, +14g r26 with F
jin3,1,4h, h, l17, 7, 18i14, ,i18-13+3+29a
* Combo from 2nd CH with 9f delay
* Move cannot be interrupted
* Input can be delayed 14f
* Move can be delayed 12f
jind+1m,t21,10i21-13+0d
* Balcony break on airborne hit
* Transition to attack throw on standing hit
* -9 on block after absorbing an attack and 8 chip damage on block
* Power crush 7~20
jindb+4l18i20~21-13+3+13g
jinub+4m15i15~17-13+19a (+9)+33a (+23a)
Balcony Break
* Low crush 9~20
* Floating state 21~23
jinuf+4m13i15~17-13+33a (+23a)
* Low crush 9~20
* Floating state 21~23
jinuf,n,4m20i23~25-13+32a (+22a)
* Low crush 9~30
* Floating state 31~33
jinf,n,d,df:1M22i16~17-13+36a (+26)
* Tornado
* 4 chip damage on block
* Jab evasion
* Recovers 4F faster on hit (t44 r27)
jinf,n,d,df+1m20i16~17-13+32a (+22)
* Tornado
* Turns into CD.df#1 while in heat
* Jab evasion
jinOTG.d+1+2L24i19~20-13-2 (-10)
* Spike
jun1+4,3,1SL,h, m, m5,8, 15, 20i14 i17, ,i33~34-13~-12+17a (+10)
* Interrupt with i12 from 3rd block
* Whiffs vs SWL from 3rd block
jun1+4,3,4SL,h, m, L5,8, 15, 17i14 i17, ,i25~26-13~-12+4c~+5c+26a
* Combo from 3rd CH
* Interrupt with i4 from 3rd block
junf+3,4m, M13, 22i16, i20~22-13~-11+28a (+13)
* Tornado
* Combo from 1st hit with 10F delay
* Interrupt with i5 from 1st block
* Move can be delayed by 5F
* Input can be delayed by 10F
jundf+3+4,1m, m17, 20i24~25, i33~34-13+17a (+10)
* Interrupt with i12 from 1st block
* Whiffs vs SWL from 1st block
jundf+3+4,4m, L17, 17i24~25, i25~26-13+4c+26a
* Combo from 1st CH
* Interrupt with i4 from 1st block
junb+2,1,1m, h, m10, 7, 20i14~15, ,i25-13+13a (+4)
* Balcony Break
* Combo from 2nd CH with 4f delay
* Interrupt with i6 from 2nd block
* Move can be delayed 14f
junb+4,2m, M14, 17i13~14, i22~23-13+12g+28a (+18)
* Combo from 1st hit with 8f delay
* Move cannot be interrupted
junf,F+2,2m, m16, 22i16~17, i21-13+8a+53a
* Tornado
* Balcony Break
* Elbow
* Combo from 1st hit with 8f delay
* Interrupt with i1 from 1st block
* +7F crumple stun on CH
junws1,1,1h, h, m14, 7, 20i12~13, ,i25-13+13a (+4)
* Balcony Break
* Combo from 2nd CH with 4f delay
* Interrupt with i6 from 2nd block
* Move can be delayed by 14f
junws3M16i14~15-13+25a (+5)
* Low crush 17~33
* Floating state 34~36
junGEN.2m,t16,32i16~17-13~-12+0d
* Transition to attack throw on front standing or airborne hit
* Deals 12 damage to self (8 recoverable)
* Frame advantage is -9 if an attack is absorbed
* Chip damage on block if an attack is absorbed
* +10a (+1) and Balcony Break on BT hit
* Gain 8 Kazama Essence on normal hit or airborne hit
* Power crush 8~15
junIZU.1,2h, m7, 20i13~14, i24-13+6a+15a
* Spike
* Combo from 1st hit with 5F delay
* Interrupt with i5 from 1st block
* Move can be delayed by 6F
junIZU.2M24i23~25-13~-11+34a (+24)
* Tornado
* Chip damage (9) on block
* Deals 12 damage to self (8 recoverable)
* Unparryable
* Gain 6 Kazama Essence on normal hit and 5 on block or airborne hit
* High crush 6~20
kazuya1+2m,m5,20i12, i15-13+13a
Balcony Break
kazuyaf+3m22i17~18-13+5+54a (+23)
Balcony Break on air hit
kazuyab+3,1,4,3h, h, l, l15, 10, 10, 12i18, ,i20-13c+1
kazuyauf,n,4m20i23-13+32a(+22)
* Low crush 9~
kazuyaSS.4,1m, m14, 22i15, i21~22-13+21a (+12)
* Strong Aerial Tailspin
* Elbow
* Combo from 1st hit with 9f delay
* Move can be delayed 9F
* Recovers 5F faster on hit (t65 r28)
kazuyaDVK.OTG.db+1+2L20i24~29-13~-8+13a (+1)+16d
* Balcony Break on airborne hit
* +6c on standing normal hit
* Consumes 90F of remaining Heat time
king3,2,2h, m, m17, 18, 24i15~16, ,i23~24-13+17g
* Balcony Break
* Spike
* Elbow
* Transition to JGR +17g r30 automatically on hit
* Cancel JGR transition +12g with B
* Combo from 2nd CH with 10f delay
* Move can be delayed 11f
* Forces tech backroll on hit
* Opponent recovers crouching
* Interrupt with i3 from 2nd block
king1+2,1m, m17, 21i18, i22-13+12a (+3)
* Balcony Break
* Combo from 1st hit with 1f delay
* Input can be delayed 1f
* Move cannot be delayed
* Interrupt with i5 from 1st block
* Cancel to -18 -9 -7 r35 with B on frame 19
kingf+2,d+1m, m12, 15i15~16, i22-13c+2c
* Floor Break
* Interrupt with i4
* Move can be delayed 10f
* Input can be delayed 11f
kingb+1,2h, h13, 20i12, i19~20-13+5
* Tornado
* Combo from 1st hit with 8f delay
* Combo from 1st CH with 10f delay
* Launches opponent if b+1 counterhits, +70a (+54)
* Move can be delayed by 6f
* Input can be delayed by 10f
kingub+4m15i15~16-13+19a (+9)+33a (+23)
* Balcony Break
* Knee
* Jump in-place knee, stubby range
* Low crush 9~28
* Floating state 29~31
kinguf+4m13i15~16-13+33a (+23)
* Knee
* Recovers 2f faster on hit
* Low crush 9~23
* Floating state 24~26
kingf,f,n,2L,(t)17,(30)i18-13+5s/(0d)
* i19 startup with buffered input
* Shifts to throw on front grounded CH.
* Unexecutable at long range from opponent
* High crush 6~29
kinguf,n,4m20i23~25-13+32a (+22)
* Low crush 9~30
* Floating state 31~33
kingBT.3M18i13~14-13+9s+50d
* Tornado
* Hits OTG. Forces standing on normal hit.
* Crumple on CH for full combo.
kingf,hcf+1t45(50)/70,5i10-13-22d(-50)
* Homing during heat
* 1 throw break
* Side switch
* Input all directions, df for 1-3F, f for 0-1F, and f+1 to execute bluespark.
* i11 startup for Bluespark throw with buffered input
* 50 damage on bluespark
* 18F throw break window on bluespark
* 7F throw break window on CH bluespark
* Perform tech ukemi to reduce 5 damage.
* 70 damage on wall splat regardless of input.
* f,b,d,f are required inputs for normal throw
* Opponent recovers in FUFT.
kuma2,1,3h, m, l10, 11, 13i10, ,i18-13-2
* Combo from 2nd CH
kuma1+2m25i13~14-13+18cg
* Balcony Break
* Heat Engager
* Heat Dash +43d (+35)
* Forces crouch on hit
kumaf+2h11i12-13+3
<Showing 4001-4400 of 6584 moves>