
| Char | Command | Hit level | Damage | Startup | Block | Hit | Counter hit | Notes |
|---|---|---|---|---|---|---|---|---|
| heihachi | ws4 | m | 13 | i11~12 | -3 | +8 | ||
| heihachi | WAR.FUJ.2 | m | 24 | i15~16 | -3 | +75a (+59) | * Tornado * Reversal Break * Chip damage on block | |
| heihachi | 1+3 | t | 35 | i12~14 | -3 | -1d | * Homing * Throw break 1 or 2 | |
| hwoarang | 1,1 | h, h | 5, 8 | i10, i12 | -3 | +8 | * Jail from 1st block * Combo from 1st hit | |
| hwoarang | 1,2 | h, h | 5, 10 | i10, i10 | -3 | +6 | * Jail from 1st block with 4F delay * Combo from 1st hit with 4F delay * Transition to LFS with 3 (+3/+12g?/+12) * Transition to RFS with 4 (+3/+12g?/+12) | |
| hwoarang | 3~4 | m,m | 11,21 | i22,i7 | -3 | +26a (+16) | * Balcony Break * Input 4 the following frame after 3 to power up ** 37dmg, +1 oB, +42a (+16) oH * Low crush 16~ | |
| hwoarang | ws1 | m | 12 | i12~13 | -3 | +8 | ||
| hwoarang | ws4 | m | 12 | i11~12 | -3 | +8 | ||
| hwoarang | RFF.f+1,2 | h, h | 5, 10 | i10, i10 | -3 | +6 | * Jail from 1st block with 4F delay * Combo from 1st hit with 4F delay | |
| hwoarang | RFS.3~4 | m,m | 11,21 | i16,i7 | -3 | +26 (+16) | * Balcony Break * Jail from 1st block * Increased chip damage scaling on block during heat ** 9 chip damage on block in heat * Input 4 the following frame after 3 to power up ** 37dmg on hit, +1 on block ** 14 chip damage on block in heat * Low crush 16~ | |
| hwoarang | 1+3 | th(h) | 35 | i12~14 | -3 | -5d | * Break: 1 or 2 * Opponent recovery on hit: FDFT * Sideswap on break | |
| hwoarang | Left throw | th(h) | 45 | i12~14 | -3 | -1d | * Break: 1 * Opponent recovery on hit: FUFT off-axis to the left * Also possible during RFF | |
| hwoarang | Right throw | th(h) | 44 | i12~14 | -3 | +8d | * Break: 2 * Opponent recovery on hit: FDFT off-axis to the right * Also possible during RFF | |
| jack-8 | 2,1 | h, m | 10, 12 | i11, i16 | -3 | +2 | * Elbow * Combo from 1st hit * Jail from 1st block | |
| jack-8 | Left Throw | t | 40 | i12 | -3 | +1d | * Throw Break 1 * Balcony Break | |
| jack-8 | Right Throw | t | 40 | i12 | -3 | +0d | * Throw Break 2 * Side Swap | |
| jin | 1,2 | h, h | 5, 12 | i10, i10 | -3 | +6 | Jail from 1st attack with 4f delay | |
| jin | 2,1 | h, m | 9, 9 | i10, i16~17 | -3 | +6 | * Jail from 1st attack with 2f delay * Same animation as df+1 | |
| jin | df+1 | m | 10 | i13~14 | -3 | +4 | +6 | |
| jin | ws4 | m | 13 | i11~12 | -3 | +8 | ||
| jin | ZEN.1 | m | 14 | i16~i17 | -3 | +8 | ||
| jin | 2+4 | t | 35 | i12~i14 | -3 | +0d | * Homing * Throw break 1 or 2 * Side switch on hit | |
| jin | Left throw | t | 43 | -3 | +0 | Throw break 1 | ||
| jin | Right throw | t | 40 | -3 | +0d | * Throw break 2 * Side switch on hit | ||
| jun | 1,2 | h, h | 5, 8 | i10, i16 | -3 | +6 | * Jail from 1st attack with 2f delay * Combo from 1st hit with 2f delay * Transition to r16 SS with u_d (+1/-13, +10g/-4?) ** r16 when attacking in SS stance ** r30? when exiting SS stance | |
| jun | 1+4 | SL,h | 5,8 | i14 i17 | -3 | -3 | +4 | * Jail from 1st attack * CH advantage listed is for the 2nd hit |
| jun | df+1 | m | 10 | i13~14 | -3 | +8 | ||
| jun | db+4,1+4 | L, sl,h | 14, 5,8 | i22~24, i22 i17 | -3 | -3 | +4 | * Combo from 1st hit * Links to 1+4 extensions * Alternate inputs: ** db+4,4,1+2 ** db+4,4,4,1+2 * CH advantage listed is for the last hit |
| jun | u+4 | m | 21 | i22~23 | -3~-2 | +22a | * Balcony Break (airborne) * Low crush 8~28 * Floating state 29~31 | |
| jun | Left throw | t | 40 | -3 | +0d | * Throw break 1 | ||
| jun | Right throw | t | 40 | -3 | +0d | * Throw break 2 * Side switch on hit | ||
| kazuya | 1,2 | h, h | 5, 8 | i10, i10 | -3 | +8 | * Jail from 1st attack with 4f delay * Move can be delayed 4f | |
| kazuya | 2 | h | 12 | i12 | -3 | +8 | ||
| kazuya | b+2,4 | m, h | 12, 12 | i14, i22 | -3 | +8 | * Combo from 1st hit * Can be delayed 10F * Combo can be delayed 5F from hit | |
| kazuya | f,F+3 | m | 21 | i20 | -3c | +46a | * Spike | |
| kazuya | ws4 | m | 13 | i11~12 | -3 | +8 | ||
| kazuya | BT.1 | h | 15 | i8 | -3 | +8 | ||
| kazuya | Left throw | th(h) | 40 | i12~14 | -3 | +0d | * Throw break: 1 * Floor Break | |
| kazuya | Right throw | th(h) | 40 | i12~14 | -3 | -4d | Throw break: 2 | |
| king | 1,2 | h, h | 5, 15 | i10, i10~12 | -3 | +8 | * Combo from 1st hit with 6F delay * Jail from 1st block with 5F delay | |
| king | 2,1 | h, m | 10, 15 | i10, i23~24 | -3 | +8 | * Forces standing on hit. * Combo from 1st hit. | |
| king | 1+2,3 | m, h | 17, 25 | i18, i24~25 | -3 | +12a(+3) | * Balcony Break * Tornado * Combo from 1st hit with 3F delay * Combo from 1st CH with 5F delay * Move can be delayed by 4F * Input can be delayed by 5F | |
| king | uf+1 | h | 21 | i20~23 | -3 | +36a(+27) | Homing Balcony Break | |
| king | ws1 | m | 12 | i10~11 | -3 | +4s | * Acts like 11 frame attack. * Forces Standing on hit. | |
| king | (Left side throw) | t | 40 | (depends) | -3 | +36d | * 1 throw break. * Any throw on standing opponent's left side. * Side switch. Opponent recovers in FUFR. | |
| king | (Right side throw) | t | 42 | (depends) | -3 | +21d | * 2 throw break. * Any throw on standing opponent's right side. * Opponent recovers in FUFT. | |
| king | 2+4 / f+2+4 | t | 35 | i12~15 / i15~17 | -3 | +0d | * Homing * 1 or 2 throw break. * Input f+2+4 to increase throw range, but its startup is 3 frames slower. * Side switch. Opponent recovers in FUFA. | |
| king | AB1.1,1+2 | t | 12,18 | -3 | +2d | * 1 throw break. * Opponent recovers in FUFT. Max damage 50. | ||
| king | AB1.2,1,1+3 | t | 20 | -3 | +0d | * 1+2 throw break. * Opponent recovers in FDFT. | ||
| king | AB1.2,4,2+4 | t | 20 | -3 | +1d | * 2 throw break. * Opponent recovers in FUFL. | ||
| king | AB2c.1,3,4,2,1+2 | t | 60 | -3 | +1d | * 2 throw break. * Opponent recovers in FUFL. Max damage 100. | ||
| king | AB2c.2,1,3,1+2 | t | 25 | -3 | +1d | * 1 throw break. * Opponent recovers in FUFA. Max damage 65. | ||
| king | JGS.1+3 | t | 20 | i12 | -3 | +0d | * Homing * 1 or 2 throw break, depending on King's input. * Opponent recovers in FDFT. * Becomes f,hcf+1 / 2+4 on air grab / wall splat. | |
| king | MMD5.1+2,3,1+3/ MMD5.1+2,4,2+4 | t | 18 | -3 | +0d | * 1 or 2 throw break, depending on King's input. * Opponent recovers in FDFA. | ||
| king | MMD5.1+2,4,2,1+2 | t | 11,15 | -3 | +0d | * 1+2 throw break. * Opponent recovers in FDFL. Max Damage 93. | ||
| king | RAS4.1 | t | 15/20/31 | -3 | +1d | * 1 throw break. Side Switch. * Input with 2,1,3,4 for more damage. * On wall splat damage is 31. * Opponent recovers in FUFT. Max damage 97. | ||
| king | RSSB2.1 | t | 7/15 | -3 | +0d | * 1 or 2 throw break, depending on King's input. * Input with 3+4,1 or 3+4,2 for more damage. * Opponent recovers in FDFA. | ||
| king | b+1+2(,f,F) | t | 0 | i12~17 | -3 | +14g / -2 | * Homing * 1+2 throw break. Side switch. * Damage becomes 15 on wall splat. * Shifts to JGR, input f,F / b,B to cancel shift. | |
| king | ss2+4 | t | 15 / 20 | i13 | -3 | +0d / +1d | * Homing * 2 throw break (except from behind). * RSSB2 from side/behind, RSSB1 from front, doesn't change to left/right/behind throw. * Opponent recovers in FUFT. * Throw can be canceled by input b/db. | |
| kuma | 2,1 | h, m | 10, 11 | i10, i16 | -3 | +2 | * Combo from 1st hit with 2F delay * +2c on crouching hit * Panda: Reduced vertical hitbox (does not hit as high) | |
| kuma | b+2,1 | m, h | 12, 14 | i15, i23 | -3 | +8 | * Transition to HBS with input D or 3+4 (-4/+7) * Transition to ROL with input F (-14/-3) ** Adds i28~31 SM projectile 5dmg attack during Heat (Consumes 120F of remaining Heat time) *** +14~+17 or -6~-3 HBS or +1~+4 FC on block *** +20~+23 or +0~+3 HBS or +7~+10 FC on hit | |
| kuma | SS.1+2 | m | 23 | i22~23 | -3 | +6c | * 9 chip damage * Transition to +12 +3 HBS with D | |
| kuma | HBS.d+1+2 | m | 22 | i16~20 | -3 | +4 | +76a (+60) | * Tornado * Transition to HBS * Tornado on CH only * t44? r24? on hit * Panda: Increased vertical attack hitbox height. Decreased attack range and height hitbox on frames 18-20 (does not hit as deep or high) |
| kuma | 1+3 | th(h) | 35 | i12~14 | -3 | +1 | * Throw break: 1 or 2 * Opponent status on hit: FUFT | |
| kuma | Left throw | th(h) | 50 | i12~14 | -3 | +1 | * Throw break: 1 * Spike * Opponent status on hit: FUFT | |
| kuma | Right throw | th(h) | 40 | i12~14 | -3 | +1 | * Throw break: 2 * Opponent status on hit: FUFT off axis | |
| lars | 1,2 | h, h | 5, 9 | i10, i10 | -3 | +8 | * Combo from 1st hit with 4F delay * Jail from 1st block with 4F delay | |
| lars | df+1 | m | 12 | i13 | -3 | +5 | ||
| lars | df+2 | m | 15 | i14 | -3 | +9 | +13c | * Elbow * Transition to SEN * Recover 30F heat on transition * Transition to standing with B (-11/+1/+5c) |
| lars | 1+3 | t | 35 | i12~14 | -3 | +1 | * Spike * Throw break: 1 or 2 * Opponent status on hit: FUFA | |
| lars | 2+4 | t | 35 | i12~14 | -3 | 0 | * Throw break: 1 or 2 * Opponent status on hit: FDFT perpendicular * Side switch on hit | |
| lars | Left throw | t | 40 | i12~14 | -3 | 0 | * Throw break: 1 * Opponent status on hit: FUFT | |
| lars | Right throw | t | 40 | i12~14 | -3 | +1 | * Throw break: 2 * Opponent status on hit: FUFA | |
| lars | f,f,F+2+4 | t | 40 | i11 | -3 | 0 | * Throw break: 1+2 * Opponent status on hit: FDFA | |
| lars | uf+1+2 | t | 35 | i12~14 | -3 | 0 | * Throw break: 1+2 * Opponent status on hit: FUFT | |
| law | 1,2 | h, h | 5, 8 | i10, i12 | -3 | +6 | +6 | * Jails from 1st attack * Combos from 1st hit |
| law | 2,b+2,1 | h, h, h | 8, 8, 8 | i10, ,i23 | -3 | +3 | * Combos from 2nd hit CH * Delay-able | |
| law | 2,b+2,1,2 | h, h, h, m | 8, 8, 8, 21 | i10, ,i20 | -3 | +20a | +55a | * Combos from 3rd hit CH * Delay-able * Transition to FC with D |
| law | 1+3 | t | 35 | i12~14 | -3 | +0d | Throw break 1 or 2 | |
| law | Left Throw | t | 40 | i12~14 | -3 | +0d | Throw break 1 | |
| law | Right Throw | t | 42 | i12~14 | -3 | +0d | Throw break 2 | |
| law | f,F+3+4 | t | 10 | i14 | -3 | +55a (+28) | Throw break 1+2 | |
| lee | 1,2 | h, h | 5, 9 | i10, i12 | -3 | +7 | * Transition to r30 -2 +8 MS with F * Jail from 1st attack with 4F delay * Combo from 1st hit with 4F delay | |
| lee | 1,2,2,3 | h, h, m, h | 5, 9, 14, 23 | i10, ,i21 | -3 | +17a (+8) | * Balcony Break * Combo from 3rd hit with 9F delay * Transition to r25 -9, +11a (+2a) HMS with 4 * Move can be delayed 13F * Input can be delayed 18F | |
| lee | 2,2,3 | h, m, h | 10, 14, 23 | i10, ,i21 | -3 | +17a (+8) | * Balcony Break * Transition to -9, +11a (+2) HMS with 4 * Combos from 1st hit CH | |
| lee | b+4 | m | 20 | i20 | -3 | +7c | +64a | * Floor Break * Spike * Transition to -2, +8c, +65a HMS with 3 * +18d on crouching opponent |
| lee | uf+3,4 | m, h | 12, 23 | i25, i25 | -3 | +25a | Combos from 1st hit | |
| lee | HMS.3 | h,t | 21,20 | i18 | -3 | +0d | * Strong Aerial Tailspin * Homing * Shifts to throw on hit from the front * 6 chip damage * Power crush 8~ | |
| lee | 1+3 | t | 35 | i12~14 | -3 | -2d | Throw break 1 or 2 | |
| lee | Left Throw | t | 40 | i12~14 | -3 | -3d | Throw break 1 | |
| lee | Right Throw | t | 40 | i12~14 | -3 | +0d | Floor Break Throw break 2 | |
| lee | uf+1+2 | t | 20 | i12~14 | -3 | +23d | * Throw break 1+2 * Alternate input HMS.uf+1+2 | |
| leo | 1,2 | h, h | 5, 10 | i10, i12 | -3 | +8 | * Jail from 1st attack * Enter KNK -9 +2 with b | |
| leo | 1+3 | t | 35 | i12~14 | -3 | +0d | Throw break 1 or 2 | |
| leo | Left throw | t | 40 | i12~14 | -3 | +0d | * Throw break 1 * Side switch on hit * Deals 4 more damage at the wall | |
| leo | Right throw | t | 40 | i12~14 | -3 | +1d | * Throw break 2 * Side switch on hit | |
| leroy | 1,2 | h, h | 5, 9 | i10, i12 | -3 | +7 | Jails | |
| leroy | d+3,2 | L, h | 8, 8 | i16, i24~25 | -3~-2 | +8~+9 | * Transition to HRM * Combos from 1st hit | |
| leroy | HRM.1,2 | m, h | 17, 17 | i24~25, i20~21 | -3 | +28g | +59a | * Elbow * Jail from 1st block with no delay * Duckable * Combo from 1st hit with 12F delay * Move can be delayed by 10F * Input can be delayed by 12F |
| lidia | 1,2 | h, h | 5, 8 | i10, i10 | -3 | +4 | Jail from 1st attack with 4f delay | |
| lidia | d+3,1 | l, h | 9, 8 | i15, i18 | -3 | +4 | * Combo from 1st CH with 1f delay * Jail from 1st hit | |
| lidia | db+3+4 | m | 21 | i22 | -3 | +5 | * Has low parry effect * Does not parry weapon lows * Parry state 5~13 | |
| lidia | b+4 | h | 21 | i16 | -3 | +6 | +31a | * Homing * Balcony break on airborne or CH |
| lidia | ws1 | m | 12 | i13~14 | -3 | +4 | ||
| lidia | 1+3 | t | 35 | i12~14 | -3 | +4 | * Homing * Throw break: 1 or 2 * Opponent on break: standing | |
| lidia | Left throw | t | 40 | -3 | +4 | * Throw break: 1 * Opponent on break: standing | ||
| lidia | Right throw | t | 40 | -3 | +0d | * Floor Break * Throw break: 2 * Opponent on hit: FUFA * Side switch on hit | ||
| lili | 1,2 | h, h | 5, 12 | i10, i12 | -3 | +8 | * Jail from 1st attack with 6f delay | |
| lili | f+3 | m | 26 | i20~22 | -3 | +17a (+8) | +34d | * Homing * Balcony Break * Knee |
| lili | d+2,2,3 | m, h, h | 16, 10, 24 | i16~17, ,i25~27 | -3 | +23a (+14) | * Balcony Break * Combo from 2nd CH with 1f delay * Move can be delayed 12f | |
| lili | ws1,2 | m, h | 10, 16 | i13~14, i22~23 | -3 | +8 | * Combo from 1st hit with 1f delay * Move cannot be delayed * Enter DEW -1 +10g~+11g +10~11 r19 with F | |
| lili | 1+3 | t | 35 | i12~14 | -3 | +0d | * Homing * Floor Break * Throw break 1 or 2 * Becomes a wall throw on a wall-splatted opponent | |
| lili | 2+4 | t | 35 | i12~14 | -3 | +0d | * Throw break 1 or 2 * Side switch on hit * Becomes a wall throw on a wall-splatted opponent | |
| lili | Left Throw | t | 42 | -3 | +0d | * Throw break 1 * Can side switch on hit | ||
| lili | Right Throw | t | 43 | -3 | +1d | * Throw break 2 * Side switch on hit | ||
| lili | uf+1+2 | t | 40 | i12 | -3 | +1d | * Throw break 1+2 * Becomes a wall throw on a wall-splatted opponent | |
| miary-zo | 1,2 | h, h | 5, 6 | i10, i13 | -3 | +8 | * Jail from 1st attack with 4f delay * Move can be delayed 4f | |
| miary-zo | df+1,1 | m, h | 10, 17 | i13, i19 | -3 | +5 | * Combo from 1st hit with 2f delay * Input can be delayed 2f * Move cannot be delayed * Enter MOR +0 +8 r22 with F | |
| miary-zo | MOR.1,2 | m, h,h,h | 14, 5,8,12 | i13, i21~23 i4~5 i5~6 | -3 | +24d | * Heat Engager * Heat Dash +5, +36a (+26) * Balcony Break * Weapon * Combo from 1st hit with 10f delay * Input can be delayed 10f * Move can be delayed 7f * Jail from 2nd attack * Chip damage on block | |
| miary-zo | Left Throw | t | 40 | i12~14 | -3 | -6d | * Floor Break * Homing * Throw break 1 | |
| miary-zo | Right Throw | t | 40 | i12~14 | -3 | -3d | * Floor Break * Homing * Throw break 2 * Side switch on hit | |
| miary-zo | uf+1+2 | t | 40 | i12 | -3 | +0d | * Balcony Break * Throw break 1+2 | |
| nina | 1,2 | h, h | 5, 10 | i10, i10 | -3 | +8 | * Jail from 1st attack with 8f delay * Enter SS +0 +11 t15 r9 with D_U | |
| nina | 1,2,1 | h, h, h | 5, 10, 17 | i10, ,i26~27 | -3 | +2 | * Combo from 2nd CH with 4f delay * Input can be delayed 6f | |
| nina | 1+2 | m | 19 | i16~17 | -3 | +8 | Homing | |
| nina | f+2 | h | 12 | i13 | -3 | +8 | ||
| nina | f+2,1,4 | h, m, h | 12, 12, 22 | i13, ,i25~27 | -3~-1 | +23a (+14) | +40a | * Balcony Break * Combo from 2nd hit with 4f delay * Combo from 1st CH * Input can be delayed 19f * Move can be delayed 18f |
| nina | df+3,2,1 | m, h, h | 13, 12, 6 | i14, ,i16 | -3 | +4 | * Combo from 2nd CH with 9f delay * Jail from 2nd block with 3f delay | |
| nina | ws1,4 | m, m | 17, 20 | i13~14, i34~35 | -3c | +21d | * Spike * Move can be delayed 3f | |
| nina | SS.1,2 | m, m | 15, 15 | i14~15, i16~18 | -3 | +3 | ||
| nina | ABK.1 | t | 15 | -3 | +0d | * Removes Recoverable Health * Throw break 1 * Powered up input: ABK.3,1,1+2 | ||
| nina | ABK.1 | t | 15 | -3 | +0d | * Removes Recoverable Health * Throw break 1 * Powered up input: ABK.3,1,1+2 | ||
| nina | ABK.2 | t | 15 | -3 | +3d | * Removes Recoverable Health * Throw break 2 * Powered up input: ABK.2,1,3,4,1+2 | ||
| nina | ABK.2 | t | 15 | -3 | +3d | * Removes Recoverable Health * Throw break 2 * Powered up input: ABK.1,2,3,4,1+2 | ||
| nina | BHS.1 | t | 8 | -3 | +3d | * Throw break 1 * Powered up input: BHS.1,3,1 * Alternate input: BTR.1 | ||
| nina | BHS.2 | t | 9,6 | -3 | +0d | * Throw break 2 * Powered up input: BHS.2,3,4,2 * Listed in previous games as Triple Slaps | ||
| nina | BHS.1+2 | t | 10,10 | -3 | +3d | * Removes Recoverable Health * Throw break 1+2 * Can side switch on hit * Powered up input: BHS.3,4,3,1+2 | ||
| nina | BTR.1 | t | 13 | -3 | +4d | * Throw break 1 * Powered up input: BTR.1,3,1 | ||
| nina | BTR.2 | t | 10 | -3 | +3d | * Throw break 2 * Powered up input: BTR.2,1,1+2 | ||
| nina | Left throw | t | 40 | -3 | +1d | * Removes Recoverable Health * Throw break 1 * Can side switch on hit | ||
| nina | NTM.1 | t | 15 | -3 | +3d | * Removes Recoverable Health * Throw break 1 * Powered up input: NTM.1,1,2,1+2 | ||
| nina | NTM.2 | t | 25 | -3 | +3d | * Removes Recoverable Health * Throw break 2 * Powered up input: NTM.1,2,4,3,1+3 | ||
| nina | Right throw | t | 38 | -3 | +1d | Throw break 2 | ||
| nina | TSS.1 | t | 15 | -3 | +0d | * Removes Recoverable Health * Throw break 1 * Powered up input: TSS.1,1,2,1+2 | ||
| panda | 2,1 | h, m | 10, 11 | i10, i16 | -3 | +2 | * Combo from 1st hit with 2F delay * +2c on crouching hit * Panda: Reduced vertical hitbox (does not hit as high) | |
| panda | b+2,1 | m, h | 12, 14 | i15, i23 | -3 / - 4 HBS / -14 ROL | +8 / +7 HBS / -3 ROL | * Combos from 1st hit * Transition to HBS with input D or 3+4 * Transition to ROL with input F | |
| panda | SS.1+2 | m | 23 | i22~23 | -3 | +6c | * 9 chip damage * Transition to +12 +3 HBS with D | |
| panda | HBS.d+1+2 | m | 22 | i16~20 | -3 | +4 | +76a (+60) | * Tornado * Transition to HBS * Tornado on CH only * t44? r24? on hit * Panda: Increased vertical attack hitbox height. Decreased attack range and height hitbox on frames 18-20 (does not hit as deep or high) |
| panda | 1+3 | th(h) | 35 | i12~14 | -3 | +1 | * Throw break: 1 or 2 * Opponent status on hit: FUFT | |
| panda | Left throw | th(h) | 50 | i12~14 | -3 | +1 | * Throw break: 1 * Spike * Opponent status on hit: FUFT | |
| panda | Right throw | th(h) | 40 | i12~14 | -3 | +1 | * Throw break: 2 * Opponent status on hit: FUFT off axis | |
| paul | 1,2 | h, h | 5, 12 | i10, i10 | -3 | +8 | * Move can be delayed 3f * Input can be delayed 3f * Combo from 1st hit with 3f delay * Jail from 1st hit with 3f delay | |
| paul | 3,2 | m, h | 14, 17 | i15~16, i23 | -3 | +7 | +50a | * Move can be delayed 4f * Input can be delayed 6f * Combo from 1st hit with 6f delay * Transition to t60 r19 SWA +4 +14g +57a at 43f with b |
| paul | 2+4 | t | 35 | i12~14 | -3 | +1d FUFA | * Homing * Throw break 1 or 2 * Side switch | |
| paul | Right Throw | t | 40 | i12~14 | -3 | -2d FUFA | * Throw break 2 * Side switch | |
| raven | 1,2 | h, h | 5, 12 | i10, i12 | -3 | +7 | * Jail from 1st attack with 2f delay * Can shift to r22 SZN -4/+6 with 3+4 or D | |
| raven | 4,1 | h, h | 16, 13 | i12~13, i19~20 | -3~-2 | +7~+8 | * Combo from 1st hit * Jail from 1st block | |
| raven | 4~3,3 | m,m, h | 8,10, 18 | i16 i29~30, i24~27 | -3~+0 | +14a | * Balcony Break * Can be delayed | |
| raven | H.df+1,4 | m, sm,sm | 13, 25,30 | i14~15, i18~27, i44~45 | -3~-2 | +32a (-26) | * Balcony Break * Spike * Combo from 1st hit * Available only on hit or block * Recover Heat on hit | |
| raven | H.db+2,1,1 | m, h, sm,sm | 13, 15, 24,30 | i13~14, ,i18~19, i39~47 | -3~+5 | +2a (-7) | * Balcony Break * Combo from 2nd CH * Available only on hit or block * Recovers Heat on hit | |
| raven | b+2,2 | h, m | 12, 17 | i15~17, i22 | -3 | +6 | +8 | * Elbow * Combo from 1st hit with 7F delay * Input can be delayed 13f |
| raven | H.b+2,4,2 | h, h, sm,sm | 12, 13, 21,30 | i15~17, ,i19~20, i39~-41 | -3~-1 | +24a (+9) | * Tornado * Combo from 2nd CH * Available only on hit or block * Recover Heat on hit | |
| raven | H.ws3,2 | m, sm,sm | 18, 21 (14),30 | i16~17, i19~20, i39~41 | -3~-1 | +65a (+49) | * Tornado * Combo from 1st hit * Available only on hit or block * Recover Heat on hit | |
| raven | H.BT.2,2,1 | h, m, sm,sm | 9, 12, 24,30 | i10, ,i18~19, i39~47 | -3 | +2a (-7) | * Balcony Break * Combo from 1st hit * Available only on hit or block * Recover Heat on hit | |
| raven | H.BT.f+2,4,2 | m, h, sm,sm | 13, 17, 21,30 | i17~18, ,i19~20 i39~41 | -3~-1 | +24a (+9) | * Tornado * Combo from 2nd CH * Available only on hit or block * Recover Heat on hit | |
| raven | H.SZN.1,4 | h, sm,sm | 12, 25,30 | i14~15, i18~27, i44~45 | -3~-2 | +32a (-26) | * Balcony Break * Spike * Combo from 1st hit * Available only on hit or block * Recover Heat on hit | |
| raven | H.SZN.3,2 | m, sm,sm | 16, 21,30 | i16~17, i19~20 i39~-41 | -3~-1 | +24a (+9) | * Tornado * Combo from 1st hit * Available only on hit or block * Recover Heat on hit | |
| raven | H.qcf+1,2 | m, sm,sm | 15, 21,30 | i16, 19~20, 39~41 | -3~-1 | +24a (+9) | * Tornado * Combo from 1st hit * Available only on hit or block * Recover Heat on hit | |
| raven | 2+4 | t | 35 | i12~14 | -3 | +0d | * Throw break 1 or 2 * Side switch | |
| raven | Left throw | t | 40 | -3 | -3d | * Floor Break * Throw break 1 * Side switch on hit | ||
| raven | Right throw | t | 40 | -3 | -4d | * Floor Break * Throw break 2 | ||
| reina | 1,2 | h, h | 5, 6 | i10, i10 | -3 | +8 | * Jail from 1st block with 4F delay * Combo from 1st hit with 4F delay | |
| reina | df+1 | m | 8 | i13~14 | -3 | +4 | * Can transition to r18 SEN (-3/+4/+4) with input F * Cannot block up to i15 on empty transition on block | |
| reina | f,F+3 | m | 20 | i20~22 | -3 | +20a | * Balcony Break * Heat Engager * Heat Dash +5, +67a (+50) * Spike | |
| reina | 1+3 | th(h) | 35 | i12~14 | -3 | +0 | * Throw break 1 or 2 * Spike * Opponent recovery on hit: FUFA off-axis to the left | |
| reina | Left throw | th(h) | 40 | i12~14 | -3 | +0 | * Throw break: 1 * Opponent recovery on hit: FUFA off-axis to the left | |
| reina | Right throw | th(h) | 40 | i12~14 | -3 | +0 | * Throw break 2 * Opponent recovery on hit: FUFA | |
| reina | d,db,b,f+2 | th(h) | 40 | i12 | -3 | +0 | * Balcony Break * Throw break: 2 * Opponent recovery on hit: FUFT | |
| shaheen | 1,2 | h, h | 5, 9 | i10, i12 | -3 | +8 | ||
| shaheen | BT.2 | m | 20 | i14~15 | -3 | +42a | ||
| shaheen | 1+3 | th(h) | 35 | i12~14 | -3 | +0d | * Homing * Throw escape: 1 or 2 * Opponent status on hit: FUFA | |
| shaheen | Left throw | th(h) | 40 | i12~14 | -3 | +0d | * Throw escape: 1 * Opponent status on hit: FUFT * Side switch on hit | |
| shaheen | Right throw | th(h) | 40 | i12~14 | -3 | +0d | Removes Recoverable Health * Throw escape: 2 * Opponent status on hit: FUFA | |
| shaheen | uf+1+2 | th(h) | 40 | i12~14 | -3 | +0d | * Floor Break * Throw escape: 1+2 * Opponent status on hit: FUFA * Side switch on hit | |
| steve | 1,1 | h, h | 5, 7 | i10, i15 | -3 | +3 | * Combo from 1st hit with 4F delay * Jails from 1st block with 2F delay * Move can be delayed by 4F * Transition to LWV with 3 (-6/+0) * Transition to RWV with 4 (-6/+0) * Transition to SWY with b+3_4 (-6/+0) * Transition to r20? DCK with f+3_4 (-2/+4) ** r22? DCK FC cancel? | |
| steve | 1,2 | h, h | 5, 10 | i10, i10 | -3 | +8 | * Combo from 1st hit * Jail from 1st block * Transition to LWV with 3 (-4/+7) * Transition to RWV with 4 (-4/+7) * Transition to SWY with b+3_4 (-4/+7) * Transition to r20? DCK with f+3_4 (-2/+9) ** r22? DCK FC cancel? | |
| steve | 1,2,1 | h, h, h | 5, 10, 15 | i10, ,i14 | -3 | +3 | * Combo from 1st CH or 2nd CH * Jail from 1st block * Transition to r19? PAB with f (-2/+4) * Transition to r18? FLK with b (-1/+5) ** r18? PAB/FLK FC cancel? | |
| steve | df+1,2~f+1+2 | m, h,h | 12, 8,12 | i13, i34, i9 | -3 | +0 | +3 | * Transition to r22? LWV with 3 (-4/-1/+2) * Transition to r22? RWV with 4 (-4/-1/+2) * Transition to r22? SWY with b+3_4 (-4/-1/+2) * Transition to r20? DCK with f+3_4 (-2/+1/+4) ** r22? DCK FC cancel? |
| steve | WS.1 | m | 12 | i11~12 | -3 | +3 | +8 | |
| steve | WS.1,1 | m, h | 12, 7 | i11~12, i15 | -3 | +3 | * Combo from 1st hit * Combo from 1st CH with 11F delay * Move can be delayed by 11F * Transition to r22? LWV with 3 (-6/+0) * Transition to r22? RWV with 4 (-6/+0) * Transition to r22? SWY with b+3_4 (-6/+0) * Transition to r20? DCK with f+3_4 (-2/+4) * r22? DCK FC cancel? | |
| steve | ALB.2 | m | 22 | i23 | -3 | +16a (+7) | Heat Engager Heat Dash (+5/+36a (+26)/-) * Balcony Break | |
| steve | ALB.d,1 | sp, m | 34 | i13, i12 | -3 | +16a (+7) | * Balcony Break * ALB.d_u takes 37 frames, effective startup time is i49 | |
| steve | LWV.1,f+1 | m, m | 14, 9 | i14, i17 | -3 | +3 | * Combo from 1st hit with 10F delay * Jail from 1st block with 1F delay * Move can be delayed by 10F | |
| steve | 2+4 | t | 35 | i12~14 | -3 | +0d | * Homing * Floor Break * Throw break 1 or 2 * Sideswitch * Opponent left FDFT | |
| steve | Left throw | t | 40 | -3 | +0d | * Throw break 1 * Opponent left FUFR? | ||
| steve | Right throw | t | 40 | -3 | +0d | * Throw break 2 * Opponent left FUFL? | ||
| victor | 1,1 | h, h | 5, 5 | i10, i16 | -3 | +8 | * Weapon * Combo from 1st hit with 2F delay * Jail from 1st block with 2F delay | |
| victor | 1,2 | h, h | 5, 12 | i10, i10 | -3 | +8 | * Weapon * Combo from 1st hit with 2F delay * Jail from 1st block with 2F delay | |
| victor | 2,2,2 | h, m,m, h | 10, 5,5, 12 | i12~13, ,i22 | -3 | +4 | * Strong Aerial Tailspin * Wall Crush +12g on hit * Projectile (unparryable) * Combo from 1st hit * 4 chip damage on blocked gunshot * Transitions to IAI on hit or block | |
| victor | df+4,2 | m, h | 15, 16 | i13~14, i22 | -3 | +4 | * Strong Aerial Tailspin * Wall Crush +12g on hit * Combo from 1st hit * Deals 6 chip damage on blocked gunshot * Transitions to IAI (cannot cancel) | |
| victor | qcf+2 | h | 16 | i22 | -3 | +4 | * Strong Aerial Tailspin * Wall Crush +12g on hit * Transition to IAI * Deals 6 chip damage on block | |
| victor | 1+3 | t | 35 | i12~14 | -3 | -2 | * Throw break: 1 or 2 * Opponent recovery on hit: FDFT | |
| victor | 2+4 | t | 35 | i12~14 | -3 | -4 | * Throw break: 1 or 2 * Opponent recovery on hit: opp. side FDFT off-axis to the right | |
| victor | Left throw | t | 40 | i12~14 | -3 | -2 | * Throw break: 1 * Opponent recovery on hit: FDFT | |
| victor | Right throw | t | 40 | i12~14 | -3 | -4 | * Throw break: 2 * Opponent recovery on hit: opp. side FDFT off-axis to the right | |
| victor | uf+1+2 | t | 40 | i12~14 | -3 | -4 | * Floor Break * Throw break: 1+2 * Opponent recovery on hit: FUFA | |
| xiaoyu | 1,2 | h, h | 5, 8 | i10, i11 | -3 | +7 | * Combo from 1st hit with 4F delay * Jail from 1st block with 4F delay | |
| xiaoyu | 1,d+2 | h, m | 5, 10 | i10, i20~23 | -3 | +8 | +10 | * Combo from 1st hit with 5F delay * Move can be delayed by 10F * Transition to standing with 1,D+2 or 1,d+2,F (-4, +7, +9) * Transition to HYP with 1,d+2~B (-2, +9, +11) |
| xiaoyu | f+3,1 | M, m | 14, 8 | i16~18, i22~23 | -3 | +8 | * Combo from 1st hit | |
| xiaoyu | f,F+3+4 | M | 23 | i37~45 | -3 | +39a | * Spike * Chip on block [9] * Low crush 9~ | |
| xiaoyu | ws2 | m | 17 | i13~14 | -3 | +7 | +38a (+28) | * Transition to standing by holding down any direction (-5, +5, +36a (+26)) |
| xiaoyu | ws2* | m | 20 | i22~23 | -3 | +38a (+28) | * Transition to standing by holding down any direction (-5, +36a (+26)) | |
| xiaoyu | AOP.1,2 | m, h | 11, 15 | i18, i21 | -3 | +30g | * Combo from 1st hit with 8F delay * Move can be delayed by 11F * Input can be delayed by 12F | |
| xiaoyu | AOP.4 | m | 14 | i12 | -3 | +8 | * | |
| xiaoyu | 2+4 | t | 35 | i12 | -3 | +0d | * Homing * Throw break 1 or 2 * Side swap | |
| xiaoyu | Left Throw | t | 45 | i12 | -3 | +0d | * Throw break 1 | |
| xiaoyu | Right Throw | t | 45 | i12 | -3 | +0d | * Throw break 2 | |
| yoshimitsu | uf+1+3,d | M | 25 | i55~56 | -3 | +34a | * Floor Break * Weapon * 10 chip damage on block * Input during frames 1-31 of uf+1+2 * Low crush 9~52 * Floating state 53~55 | |
| yoshimitsu | ws2,1 | m, m | 13, 14 | i15~16, i27~28 | -3a | +36a (+26) | * Weapon * Combo from 1st hit with 1f delay | |
| yoshimitsu | BT.1 | h | 16 | i15 | -3 | +8 | Elbow | |
| yoshimitsu | BT.3 | m | 20 | i24~26 | -3~-1 | +11a | Floor Break * Low crush 6~29 * Floating state 30~32 | |
| yoshimitsu | KIN.2,NSS.1+2 | m, M | 15, 30 | i21~22, i32~34 | -3 | +15a | * Balcony Break * Floor Break * Weapon * 9 chip damage on block * Recovers 5 base health or 10? additional recoverable health on hit * Recovers 1 base health on hit when remaining recoverable health is 7 to 12 * Recovers 5 additional total health on hit when remaining recoverable health is 6 or less (recoverable + base -> 5) * +15d on backturned hit | |
| yoshimitsu | 1+3 | t | 35 | i12~14 | -3 | +1d | * Homing * Throw break 1 or 2 | |
| yoshimitsu | Left Throw | t | 45 | -3 | +0d | * Throw break 1 * Side switch on hit | ||
| yoshimitsu | Right Throw | t | 40 | -3 | -3d | Throw break 2 | ||
| zafina | 1,2 | h, h | 5, 9 | i10, i12 | -3 | +8 | Jail from 1st attack | |
| zafina | Left Throw | t | 40 | -3 | +7d | * Throw break 1 * Side switch on hit | ||
| zafina | Right Throw | t | 40 | -3 | +0d | * Throw break 2 * Side switch on hit | ||
| alisa | 1+2 | m | 22 | i19~20 | -4 | +15a | * Heat Engager * Heat Dash +5, +67a (+50) * Balcony Break * Spike * Head * 6 chip damage on block | |
| alisa | f+2 | m | 12 | i17~18 | -4 | +7 | * Enter DES with 1+2 | |
| alisa | f+3,2 | h, h | 10, 20 | i14~15, i25 | -4 | +38d (+30) | * Balcony Break * Weapon * Combo from 1st hit * 6 chip damage on block * 10 chip damage on block in heat | |
| alisa | f,f,F+3 | m | 15 | i18~19 | -4 | +6 | * Balcony Break ** on airborne hit * Low crush 3~30 * Floating state 31~33 | |
| alisa | ws1+2* | m | 24 | i28~29 | -4 | +21 | * Homing * Hold input to power up | |
| alisa | FC.d+2 | sl | 8 | i11 | -4 | +7 | * High crush 1~ | |
| alisa | FC.db+1+2 | t | 45 | i11 | -4 | -4 | * Throw break: 1+2 * Opponent recovery on hit: FUFA * Side switch | |
| alisa | uf+1+2 | t | 40 | i12~13 | -4 | +3 | * Throw break: 1+2 * Opponent recovery on hit: FUFT | |
| anna | 1,2,1 | h, h, h | 5, 8, 4 | i10, ,i16 | -4 | +0 | * Jail from 1st attack with 3f delay * Combo from 1st hit with 4f delay * Input can be delayed 10f | |
| anna | df+3,3+4 | m, m,m | 13, 6,10 | i14, i32~34 i11~12 | -4 | +78a (+62) | * Tornado * Balcony Break * Knee * Input can be delayed 10f * Instant Tornado only if both knees connect * +27a (+17) if only the last hit connects * Low crush 34~46 | |
| anna | uf+1 | h | 6 | i13 | -4 | +7 | ||
| anna | uf+1,3,3+4 | h, m, m,m | 6, 17, 6,10 | i13, ,i32~34 i11~12 | -4 | +78a (+62) | * Tornado * Balcony Break * Knee * Combo from 2nd hit with 5f delay * Combo from 1st CH * +27a (+18) if only the last hit connects * Instant Tornado on hit * Low crush 34~46 | |
| armor-king | 3 | h | 17 | i15~16 | -4 | +3 | * Has good right sidestep tracking | |
| armor-king | df+4 | m | 15 | i12 | -4 | +7 | ||
| armor-king | FC.2 | sl | 8 | i11 | -4 | +7 | * High crush | |
| asuka | d+2 | m | 20 | i18 | -4c | +19a | * Heat Engager * Heat Dash +5, +67a (+50) * Spike * Balcony Break * Gain NWG on Heat activation | |
| asuka | b+2 | m | 12 | i15 | -4c | +1c | ||
| asuka | ws1,4 | m, h | 12, 20 | i14~15, i20 | -4 | +37a (+29) | * Balcony Break * Combo from 1st hit with 7f delay * Move can be delayed 6f | |
| asuka | hFC.2 | sl | 8 | i11 | -4 | +7 | * High crush 1~ | |
| azucena | f+3 | m | 15 | i18 | -4 | +5 | ||
| azucena | f+3,2 | m, h | 15, 20 | i18, i22~23 | -4 | +22a | * Balcony Break * Combo from 1st hit with 8f delay | |
| azucena | d+1+2 | l | [21;21] | i25~26 | -4 | +0d | * Transition to throw on front standing hit only * 18 damage to Azucena when hitting crouching opponent (block) * Damage on hit and block is recoverable health * Cannot KO Azucena when blocked * r41 FC on whiff * High crush 8~ * Floating state 25~ | |
| azucena | db+2 | sl | 8 | i11 | -4 | +7 | * High crush 4~ | |
| azucena | FC.d+2 | sl | 8 | i11 | -4 | +7 | * High crush 1~ | |
| bryan | 3 | m | 14 | i16 | -4 | +7 | ||
| bryan | df+2,1 | m, h | 12, 11 | i13, i16 | -4 | +5 | * Combo from 1st hit * Enter SWA -1 +8 r15 with b | |
| bryan | b+3,2 | m, h | 12, 12 | ,i16 | -4 | +7 | Combo from 1st CH | |
| claudio | df+1 | m | 10 | i15 | -4 | +7 | * Cannot be sidestepped or sidewalked right? | |
| claudio | db+2 | sl | 8 | i11 | -4 | +7 | * +7c on crouching hit * High crush 4~ | |
| claudio | b+3 | m | 14 | i13 | -4 | +7 | * Knee * Completely homing to SSL/SSR/SWR? | |
| claudio | ws1 | m | 12 | i12~13 | -4 | +7 | ||
| clive | b+2 | h | 20 | i20~21 | -4 | +9 | * Strong Aerial Tailspin * Balcony Break * Weapon * Enter PHX +6 +23 r24 with F or 4 on block or hit * +15a (+6) on BT hit * Effectively homing? | |
| clive | ws1 | m | 11 | i13~14 | -4 | +3 | +8 | * Elbow * Enter PHX -1 +6 +11 r23 with F or 4 on hit or block |
| clive | GAR.4 | h | 10 | i10 | -4 | +2 | * Balcony Break * 13 damage with delayed input * 8 damage, 11 delayed input damage with ub+4 * Jump takes 17f, effective minimum startup i27 * js1~27 fs28~30 with ub+4 and u+4 * Low crush 1~31 * Floating state 32~34 | |
| devil-jin | d+2 | sl | 8 | i11 | -4 | +7 | * +7c on crouching hit * High crush 4~ | |
| devil-jin | uf+2 | h | 25 | i20~23 | -4 | +25a | * Homing * Balcony break on airborne hit | |
| dragunov | 1,1 | h, h | 5, 8 | i10, i20 | -4 | +7 | Combo from 1st hit | |
| dragunov | 4,1 | h, h | 10, 17 | i12, i17~18 | -4 | +8 | * Balcony Break on airborne hit * Combo from 1st hit | |
| dragunov | SS.2,1+2 | m, m,m | 16, 8,12 | i20~21, i27~29 i8~9 | -4 | +2c | * Combo from 1st hit | |
| eddy | d+2,3 | m, M | 10, 20 | i17~18, i24~25 | -4c | +5c | * Combos from 1st CH * Transition to RLX | |
| eddy | ws4 | m | 13 | i11~13 | -4 | +7 | ||
| eddy | ws4,4 | m, h | 13, 10 | i11~13, i26~27 | -4 | +8 | Combos from 1st hit | |
| fahkumram | 2,3 | h, m | 13, 22 | i12, i31 | -4 | +27a (+17) | * Balcony Break * Combos from 1st hit CH | |
| fahkumram | f+1+2 | m | 25 | i21 | -4 | +24a (+14) | * Heat Engager * Heat Dash +36a (+26) * Balcony Break * 7 chip damage on block | |
| fahkumram | ws1 | m | 12 | i13 | -4 | +4 | * Elbow | |
| feng | df+4,3 | m, h | 13, 23 | i15, i23~24 | -4 | +15g | +27a | * Balcony Break * Combo from 1st hit with 7F delay |
| feng | db+1+2 | m | 13 | i21~22 | -4 | +4 | Floor Break | |
| heihachi | 3 | m | 10 | i15 | -4 | +1 | ||
| heihachi | FUJ.1 | h | 13 | i12~13 | -4 | +7 | ||
| hwoarang | d+2 | sl | 8 | i11 | -4 | +7 | * +7c on crouching hit * High crush 4~ | |
| hwoarang | b+2 | h | 18 | i14 | -4 | +6 | +14c | * Elbow * Good right sidestep tracking |
| hwoarang | RFF.3 | m | 13 | i16 | -4 | +7 | ||
| hwoarang | RFF.b+1 | h | 18 | i14 | -4 | +6 | +14c | * Elbow * Has good left sidestep tracking |
| jack-8 | 2,1,1+2 | h, m, h,h,h,h,h | 10, 12, 10,6,6,6,20 | i11, ,i33~36, i8~14, i3~6, i7~13, i5~6 | -4 | +13d | * Jails from 3rd block * Chip damage on block (10) | |
| jack-8 | 4 | h | 18 | i16 | -4 | +7 | +32a (+22) | Balcony Break on CH |
| jack-8 | f+4 | h | 20 | i17 | -4 | +7 | +32a (+22) | * Balcony Break on CH |
| jack-8 | df+1 | m | 12 | i14 | -4 | +3 | +5 | |
| jack-8 | d+2 | sl | 8 | i11 | -4 | +7 | * Alternate input FC.2 * High crush 4 | |
| jack-8 | b+3,2 | m, h | 14, 13 | i16, i22 | -4 | +1 | * Combo from 1st hit * Interrupt with i3 from 1st block * Transition to GMH with D ** (+0 oB, +5 oH) | |
| jack-8 | b+4,4 | m, M | 16, 21 | i13, i30 | -4c | +3d | * Combo from 1st CH * When comboing from 1st CH: ** Floor Break ** -8d on hit * Interrupt with i10 from 1st block | |
| jack-8 | FC.2 | sl | 8 | i11 | -4 | +7 | * Alternate input d+2 * High crush 1 | |
| jack-8 | FC.df+2,1 | m, m | 12, 10 | i17, i26 | -4 | +7 | * * High crush | |
| jack-8 | FC.df+2,f+1 | m, h | 12, 23 | i17, i19 | -4 | +32a | * Balcony Break * Combos from 1st hit * High crush | |
| jack-8 | FC.df+3+4* | m | 32 | i30~35 | -4 | +21d (+13d) | * Balcony Break * Reversal Break * Shoulder * Gain GMC on hit or block * 9 chip damage on block | |
| jin | 1,2,4 | h, h, h | 5, 12, 26 | i10, ,i20~22 | -4 | +23a (+14) | * Balcony Break * Combo from 3rd hit with 7f delay * Input can be delayed 9f * Move can be delayed 4f | |
| jin | f,F+3 | m | 20 | i23~i25 | -4 | +24a | * Spike * Cannot be buffered | |
| jun | 2 | h | 7 | i12 | -4 | +7 | ||
| jun | df+1,2 | m, h | 10, 12 | i13~14, i22~23 | -4 | +6 | +11 | * Combo from 1st hit * Interrupt with i4 from 1st block |
| jun | d+2 | m | 18 | i20~21 | -4c | +9c | +18a | Spike |
| jun | SS.1+2 | h,h,m | 7,9,18 | i16 i17 i15~16 | -4 | +7c | * Homing * Spike * Jail from 1st attack * Combo from 1st or 2nd hit | |
| jun | GEN.3 | M | 14 | i17~20 | -4c~-1c | +4c~+7c | Spike | |
| jun | IZU.1,1 | h, h | 7, 26 | i13~14, i23~24 | -4 | +30a (+20) | * Balcony Break * Tornado * Combo from 1st hit with 6f delay * Restores 1 health on hit * Restores 1 additional recoverable on hit * Non-limb attack, unparryable by Asuka, Nina, etc * Gain 6 Kazama Essence on normal hit and 5 on airborne hit | |
| kazuya | d+2 | sl | 8 | i11 | -4 | +7 | * High crush 4~ | |
| kazuya | hFC.2 | sl | 8 | i11 | -4 | +7 | * +7c on crouching hit * High crush 1~ | |
| king | 1,2,1 | h, h, m | 5, 15, 10 | i10, ,i24~25 | -4 | +5s | +10s | * Forces standing on hit. * Move can be delayed by 9F * Jail from 2nd normal hit with 4F delay * Starter of 10 Strings, 3rd~5th hits are combo. |
| king | df+2,1 | m, h | 12, 15 | i13, i20~21 | -4 | +24a | * Combo from 1st CH with 13F delay * Move can be delayed by 13F | |
| king | d+2 | s.l | 8 | i11 | -4 | +7 | ||
| king | JGR.1* | m | 25 | i16~17 | -4 | +75a (+59) | * Tornado * Elbow * Effective startup i46~47? * Partially uses remaining Heat time during Heat. | |
| kuma | df+4 | m | 15 | i12 | -4 | +7 | ||
| kuma | d+2 | sl | 8 | i11 | -4 | +7 | * +7c on crouching hit * High crush 4~ | |
| kuma | db+2+3** | l | 60 | i60~62 | -4 | +43a | * Balcony Break on airborne hit * chip damage on block | |
| kuma | u+1+2 | m | 24 | i18~23 | -4 | +3 | * Transition to HBS with D or 3+4 (-3/+4) * Low crush 17~33 * Floating state 34~36 | |
| lars | uf+3+4,4 | sp, m,t | 20,20 | ,i17~18 | -4 | 0 | * Low crush 1~ | |
| law | 2,b+2 | h, h | 8, 8 | i10, i17 | -4 | +7 | * Elbow * Combos from 1st hit * Delay-able | |
| law | d+2 | sl | 8 | i11 | -4 | +7 | Alternate input FC.d+2 * High crush 4~ | |
| law | db+2 | m | 15 | i14 | -4 | +7 | * Elbow | |
| law | db+1+2 | m,h,m | 8,8,8 | i17 | -4 | +7 | * Transition to DSS | |
| law | f,F+2,1 | m, h | 12, 12 | i14, i22 | -4 | +2 | Delayable | |
| law | ws4 | m | 14 | i11 | -4 | +4 | +5 | * Transition to +4, +12, +13 DSS with F |
| law | FC.2 | sl | 8 | i11 | -4 | +7 | Alternate input d+2 * High crush 4~ | |
| law | FC.UF+3+4 | m | 30 | i46~49 | -4 | +17a (+7) | * Low crush | |
| lee | 2,1,3 | h, h, h | 10, 8, 20 | i10, ,i24 | -4 | +20a (+11) | +65a (+45) | * Balcony Break |
| lee | db+2 | sl | 8 | i11 | -4 | +7 | Alternate input FC.2 * High crush | |
| lee | FC.2 | sl | 5 | i16 | -4 | +7 | * Alternate input db+2 * High crush | |
| lee | FC.UF+3+4 | m,M | 30 | i46~49 | -4 | +18a (+8) | * Balcony Break * Can hit cross-up * Alternate input FC.UB+3+4, FC.U+3+4 * Low crush | |
| leo | b+2,1 | m, h | 11, 11 | i14, i22~23 | -4~-3 | +7 | Combo from 1st hit | |
| leo | BOK.1 | m | 14 | i13 | -4 | +9 | * High crush 0~12 | |
| leo | qcf+2,4 | m, h | 14, 26 | i17, i25~28 | -4~-1 | +10d (+0) | * Balcony Break * Combo from 1st hit with 8F delay * Move can be delayed by 4F * Input can be delayed by 8F * 7 chip damage on block * Low crush 13~ | |
| leo | KNK.2 | h | 20 | i13~14 | -4 | +22a (+13) | +58a | * Balcony Break |
| leo | hFC.2 | sl | 8 | i11 | -4 | +7 | ||
| leroy | d+1+2 | m | 21 | i17~18 | -4~-3 | +6c / HE | * Heat Engager | |
| leroy | f,F+4 | m | 16 | i16~17 | -4~-3 | +9~+10g | Transition to HRM | |
| lidia | 2,2 | h, h | 8, 20 | i11, i20 | -4 | +11g | * Strong Aerial Tailspin * Balcony Break * Combo from 1st hit with 4f delay * Transition to CAT on hit or block only * CAT transition is -12 | |
| lidia | 3,2 | h, h | 9, 10 | i15, i22 | -4 | +58a | * Tornado * Combo from 1st hit with 3f delay * Just frame input within a 3f window (14~16) adds 2 damage * Balcony break on airborne hit * Hitstop 20f on hit | |
| lidia | f+3,2 | m, m | 12, 22 | i17~18, i24~25 | -4 | +24g | +59cs | * Tornado * Transitions to WLF |
| lidia | f+4 | m | 8 | i17 | -4 | +1 | ||
| lidia | df+1,2 | m, h | 13, 10 | i13, i16~17 | -4 | +4 | Combo from 1st hit with 1f delay | |
| lidia | df+4 | m | 12 | i15 | -4 | +6 | ||
| lidia | qcf+1+2,2 | m, m | 18, 22 | i16~17, i24~25 | -4 | +24g | +58a | * Tornado * Combo from 1st hit * Combo from 1st CH with 12f delay * Transition to WLF on hit or block only * Balcony break on airborne hit * Can be charged to enhance |
| lidia | ws4 | m | 13 | i11~12 | -4 | +7 | ||
| lidia | FC.d+2 | sl | 8 | i11 | -4 | +7 | * High crush 1~ | |
| lidia | CAT.1 | m | 26 | i17 | -4 | +18a (+9) | +38a (+30) | Balcony Break |
| lidia | CAT.3 | h | 20 | i13~14 | -4 | +11g | * Heat Engager * Heat Dash +5, +62a (+42) * Balcony Break | |
| lidia | HRS.3 | m | 21 | i22~24 | -4 | +14 | * Strong Aerial Tailspin * Balcony Break * Homing * 4 chip damage on block * Low crush 9~27 * Floating state 28~30 | |
| lili | 4 | h | 16 | i12 | -4 | +7 | ||
| lili | df+3+4 | M | 14 | i24~29 | -4~+1 | +27a | * Low crush 12~30 | |
| lili | db+2 | sl | 8 | i11 | -4 | +7 | * High crush 4~ | |
| lili | b+2,1 | h, m | 15, 13 | i13, i20~21 | -4 | +7 | +9 | * Elbow * Combo from 1st hit with 10f delay * Move can be delayed 12f * Enter BT -4 +7 +9 r22 with B * Enter DEW -4 +7 +9 r22 with F |
| lili | uf+3+4,3 | m, h | 15, 18 | i15~18, i13 | -4 | +14g (+18w) | +20a (+10) | * Balcony Break (CH) * Wall Crush +18g on hit * Combo from 1st hit with 12f delay * Input can be delayed 12f * Move cannot be delayed |
| lili | SS.4 | m | 18 | i20~21 | -4 | +4 | +64 | * Enter RAB -15 -7 +53a r36 with b+3 or b+4 * Sidestep takes 9f, effective startup i29~30 * High crush 6~12 |
| lili | FC.2 | sl | 8 | i11 | -4 | +7 | * High crush 1~ | |
| lili | FC.df+4 | m | 18 | i20~21 | -4 | +4 | +64 | * Can be done from Crouch Level 1 * Enter RAB -15 -7 +53a r36 with b+3 or b+4 * High crush 6~12 |
| miary-zo | 1,1 | h, h | 5, 5 | i10, i16 | -4 | +3 | * Jail from 1st attack with 2f delay * Combo from 1st hit with 4f delay * Move can be delayed 4f | |
| miary-zo | df+4 | m | 17 | i16 | -4 | +5 | +57a | * Knee * Enter MOR -1 +8 +60a r26 with F |
| miary-zo | d+2 | M | 20 | i26 | -4c | +8d | +53a | * Spike * Weapon * Chip damage on block |
| miary-zo | ws4 | m | 15 | i11~12 | -4 | +7 | ||
| miary-zo | MOR.1 | m | 14 | i13 | -4 | +8 | * Good SSR tracking | |
| nina | 1,4 | h, h | 5, 17 | i10, i17~18 | -4 | +1 | +50a | * Combo from 1st hit * Move can be delayed 2f |
| nina | df+4 | m | 15 | i12 | -4 | +7 | ||
| nina | b+1+2 | m,m | 5,20 | i16 i8~10 | -4 | +5a | * Removes Recoverable Health * Balcony break on airborne hit * Combo from 1st hit only if the second hit connects on i8 * 2nd hit available only as combo from 1st * If the second hit connects on i9~10, frame advantage on hit will be -16 * Powered up in heat | |
| nina | f,F+2 | h | 20 | i14 | -4 | +32a (+24) | * Balcony Break * Cannot be buffered * Transition to +6, +42d CD with F | |
| nina | f,f,F+3,3 | m, M | 10, 20 | i20~21, i32~35 | -4~-1 | +17a | * Spike * Combo from 1st hit * Chip damage on block * Low crush 19~34 * Floating state 35~37 | |
| nina | ws4 | m | 15 | i11~12 | -4 | +7 | ||
| nina | hFC.2 | sl | 8 | i11 | -4 | +7 | * +7c on crouching hit * High crush 1~ | |
| panda | df+4 | m | 15 | i12 | -4 | +7 | ||
| panda | d+2 | sl | 8 | i11 | -4 | +7 | * +7c on crouching hit * High crush 4~ | |
| panda | db+2+3** | l | 60 | i60~62 | -4 | +43a | * Balcony Break * chip damage on block | |
| panda | u+1+2 | m | 24 | i18~23 | -4 / -3 HBS | +3 / +4 HBS | * Transition to HBS with input D or 3+4 * Low crush | |
| paul | d+2 | sl | 8 | i11 | -4 | +7 | * cs1~ from 6f d/db/df input hold * OTG.d+2 when opponent is downed * High crush | |
| paul | f,F+2:1 | m, h | 14, 24 | i15~17, i15 | -4 | +37d (+11) | * Balcony Break * Chip damage (7) * Combo from 1st hit * Alternate input FC.df+2:1 | |
| paul | qcf+1 | h | 21 | i16~17 | -4 | +33a (+26) | * Elbow * Chip damage (4) | |
| raven | d+2 | sl | 8 | i11 | -4 | +7 | * High crush 4~ | |
| raven | db+2 | m | 13 | i13~14 | -4~-3 | +5~+6 | ||
| raven | FC.2 | sl | 8 | i11 | -4 | +7 | * High crush 1~ | |
| reina | 1,2,3,4 | h, h, m, h | 5, 6, 10, 21 | i10, ,i22~23 | -4 | +21a (+12) | * Strong Aerial Tailspin * CH-confirmable from 2nd CH * Combo from 3rd hit with 5f delay * Input can be delayed 10f * Move can be delayed 8f * Interrupt with i5 from 3rd block | |
| reina | 2 | h | 5 | i12 | -4 | +7 | ||
| reina | 2,2,2 | h, h, m | 5, 5, 21 | i12, ,i29 | -4 | +6 | * Transition to r29? WRA (-4/+6) with D * Transition to WRA is safe (can be cancelled early enough with crouch dash) * Combo from 2nd hit only if the 2nd hit connects on i15, otherwise no combo * Input can be delayed 10f * Move can be delayed 9f * Interrupt with i11 from 2nd block | |
| reina | df+1,1 | m, h | 8, 10 | i13~14, i20 | -4 | +7 | * Combo from 1st hit with 4F delay * Move can be delayed by 5F * Input can be delayed by 7F | |
| reina | df+4 | m | 14 | i15 | -4 | +7 | ||
| reina | b+1 | h | 14 | i18 | -4 | +6 | ||
| reina | ws3,4 | m, h | 14, 19 | i15~16, i22~23 | -4 | +21a (+12) | * Strong Aerial Tailspin * Balcony Break * Combo from 1st hit without delay * Can be delayed * High crush | |
| reina | SEN.2 | m | 20 | i13 | -4 | +8 | * Tornado * Transition to WRA (-4/+8) with D * Transition to WRA is safe (can cancel WRA with crouch dash early enough) | |
| reina | WRA.1 | h | 12 | i12 | -4 | +8 | +14c | * Homing * Deals chip damage on block * Transition to SEN (+0/+13/+18c) with input F * Transition to UNS (+0/+12/+18c) with u_d * Cannot block up to i14 on empty transition on block |
| shaheen | 2,1 | h, m | 10, 7 | i10, i17~18 | -4 | +2 | * Combo from 1st hit | |
| shaheen | df+4,3 | m, h | 13, 23 | i14, i23~24 | -4 | +23a (+14) | * Balcony Break * Combo from 1st hit | |
| shaheen | f,b+2 | h | 42 | i14 | -4 | +0d | * Tornado * Removes Recoverable Health * Transition to attack throw on standing front hit * Quick input properties during Heat * See also: f:b+2 | |
| shaheen | f:b+2 | h | 42 | i13 | -4 | +0d | * Tornado * Removes Recoverable Health * Transition to attack throw on standing front hit * Quick input properties during Heat * Partially restores remaining Heat time on hit * input must be less or equal to 6 frames * (example : 2 frames of f, 3 frames of neutral, 1 frame of b, then b+2) | |
| shaheen | SNK.df+1,2 | m, h | 12, 40 | i15~16, i20 | -4 | 0 | * Tornado * Removes Recoverable Health * Combo from 1st hit with 7F delay * Move can be delayed by 6F * Input can be delayed by 7F * Transition to attack throw on standing front hit | |
| steve | H.b+1+2,1+2 | m,h,m,h,m | 8,4,3,3,20 | i16,i12,i12,i12,i19 | -4 | +36a (+10) | * Balcony Break * Jails from 1st hit * Transition to FLK (+3/+43a(+17)) with B * 8 chip damage on block * Partially uses remaining heat time | |
| steve | FLK.1 | h | 14 | i12 | -4 | +7 | * Transition to r18? FLK with b (-1/+10/+10) * Transition to r1? ALB with 3+4 with 2?F delay (+17g/+28g/+28) * r18? FLK FC cancel? | |
| victor | H.u+1+2 | m | 46 | i31~32 | -4 | +0a (-1) | * Balcony Break * Weapon * Victor teleports overhead on frame 10 and descends downward for the rest of the startup; evades some highs and mids but vulnerable on descent (lows, throws, etc. hit) * Deals 23 chip damage on block * is10~? * Low crush ?~ | |
| victor | f+4,1 | m, h | 15, 21 | i14, i23~24 | -4 | +18a (+9) / HE | * Balcony Break * Heat Engager * Heat Dash +5, +34a (+27) * Weapon * Combo from 1st hit | |
| victor | df+1,1 | m, h,h | 10, 7,7 | i13~14, i20 | -4 | +7 | * Combo from 1st hit | |
| victor | db+2 | sl | 8 | i11 | -4 | +7 | * High crush 4 | |
| victor | PRF.2,2 | m, m | 9, 13 | i12~13, i13~14 | -4 IAI | +5 IAI | * Combo from 1st hit * Transition to IAI (Cannot cancel) | |
| xiaoyu | 2,1 | h, m | 8, 10 | i10, i19 | -4 | +7 | * Combo from 1st CH * Jail from 1st block * Transition to standing by holding any direction (-4, +7) | |
| xiaoyu | df+4 | m | 12 | i12 | -4 | +7 | * | |
| xiaoyu | d+2 | sl | 8 | i11 | -4 | +7 | * Alternate input FC.2 * High crush 4~ | |
| xiaoyu | FC.2 | sl | 8 | i11 | -4 | +7 | * High crush 1~34 | |
| xiaoyu | AOP.uf+3,1 | m, m | 14, 22 | i15, i24 | -4 | +8c | * Alternate input AOP.ub+3,1 AOP.u+3,1 * Floor Break on airborne opponent | |
| xiaoyu | HYP.2 | m | 25 | i18 | -4 | +22 (-13) | * Heat Engager * Heat Dash +5, +36a (+26) * Balcony Break * Powered UpBased on the number of steps taken in HYP:HYP.2 damage increases and becomes plus on block. See the charts in th HYP section for more details. up when in Heat or based on the number of steps taken. * Consumes 240?F of heat timer during heat * 9 chip damage on block (2 steps) * 14 chip damage on block (3 steps) | |
| yoshimitsu | 4,4 | h, h | 16, 16 | i12~13, i24~25 | -4 | +4 | * Combo from 1st hit with 4f delay * Move cannot be delayed |