mokujin

mokujin

Edit
CharCommandHit levelDamageStartupBlockHitCounter hitNotes
heihachiws4m13i11~12-3+8
heihachiWAR.FUJ.2m24i15~16-3+75a (+59)
* Tornado
* Reversal Break
* Chip damage on block
heihachi1+3t35i12~14-3-1d
* Homing
* Throw break 1 or 2
hwoarang1,1h, h5, 8i10, i12-3+8
* Jail from 1st block
* Combo from 1st hit
hwoarang1,2h, h5, 10i10, 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)
hwoarang3~4m,m11,21i22,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~
hwoarangws1m12i12~13-3+8
hwoarangws4m12i11~12-3+8
hwoarangRFF.f+1,2h, h5, 10i10, i10-3+6
* Jail from 1st block with 4F delay
* Combo from 1st hit with 4F delay
hwoarangRFS.3~4m,m11,21i16,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~
hwoarang1+3th(h)35i12~14-3-5d
* Break: 1 or 2
* Opponent recovery on hit: FDFT
* Sideswap on break
hwoarangLeft throwth(h)45i12~14-3-1d
* Break: 1
* Opponent recovery on hit: FUFT off-axis to the left
* Also possible during RFF
hwoarangRight throwth(h)44i12~14-3+8d
* Break: 2
* Opponent recovery on hit: FDFT off-axis to the right
* Also possible during RFF
jack-82,1h, m10, 12i11, i16-3+2
* Elbow
* Combo from 1st hit
* Jail from 1st block
jack-8Left Throwt40i12-3+1d
* Throw Break 1
* Balcony Break
jack-8Right Throwt40i12-3+0d
* Throw Break 2
* Side Swap
jin1,2h, h5, 12i10, i10-3+6
Jail from 1st attack with 4f delay
jin2,1h, m9, 9i10, i16~17-3+6
* Jail from 1st attack with 2f delay
* Same animation as df+1
jindf+1m10i13~14-3+4+6
jinws4m13i11~12-3+8
jinZEN.1m14i16~i17-3+8
jin2+4t35i12~i14-3+0d
* Homing
* Throw break 1 or 2
* Side switch on hit
jinLeft throwt43-3+0
Throw break 1
jinRight throwt40-3+0d
* Throw break 2
* Side switch on hit
jun1,2h, h5, 8i10, 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
jun1+4SL,h5,8i14 i17-3-3+4
* Jail from 1st attack
* CH advantage listed is for the 2nd hit
jundf+1m10i13~14-3+8
jundb+4,1+4L, sl,h14, 5,8i22~24, 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
junu+4m21i22~23-3~-2+22a
* Balcony Break (airborne)
* Low crush 8~28
* Floating state 29~31
junLeft throwt40-3+0d
* Throw break 1
junRight throwt40-3+0d
* Throw break 2
* Side switch on hit
kazuya1,2h, h5, 8i10, i10-3+8
* Jail from 1st attack with 4f delay
* Move can be delayed 4f
kazuya2h12i12-3+8
kazuyab+2,4m, h12, 12i14, i22-3+8
* Combo from 1st hit
* Can be delayed 10F
* Combo can be delayed 5F from hit
kazuyaf,F+3m21i20-3c+46a
* Spike
kazuyaws4m13i11~12-3+8
kazuyaBT.1h15i8-3+8
kazuyaLeft throwth(h)40i12~14-3+0d
* Throw break: 1
* Floor Break
kazuyaRight throwth(h)40i12~14-3-4d
Throw break: 2
king1,2h, h5, 15i10, i10~12-3+8
* Combo from 1st hit with 6F delay
* Jail from 1st block with 5F delay
king2,1h, m10, 15i10, i23~24-3+8
* Forces standing on hit.
* Combo from 1st hit.
king1+2,3m, h17, 25i18, i24~25-3+12a(+3)
* Balcony Break
* Tornado
* Combo from 1st hit with 3F delay
* Combo from 1st CH with 5F delay
* Move can be delayed by 4F
* Input can be delayed by 5F
kinguf+1h21i20~23-3+36a(+27)
Homing
Balcony Break
kingws1m12i10~11-3+4s
* Acts like 11 frame attack.
* Forces Standing on hit.
king(Left side throw)t40(depends)-3+36d
* 1 throw break.
* Any throw on standing opponent's left side.
* Side switch. Opponent recovers in FUFR.
king(Right side throw)t42(depends)-3+21d
* 2 throw break.
* Any throw on standing opponent's right side.
* Opponent recovers in FUFT.
king2+4 / f+2+4t35i12~15 / 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.
kingAB1.1,1+2t12,18-3+2d
* 1 throw break.
* Opponent recovers in FUFT. Max damage 50.
kingAB1.2,1,1+3t20-3+0d
* 1+2 throw break.
* Opponent recovers in FDFT.
kingAB1.2,4,2+4t20-3+1d
* 2 throw break.
* Opponent recovers in FUFL.
kingAB2c.1,3,4,2,1+2t60-3+1d
* 2 throw break.
* Opponent recovers in FUFL. Max damage 100.
kingAB2c.2,1,3,1+2t25-3+1d
* 1 throw break.
* Opponent recovers in FUFA. Max damage 65.
kingJGS.1+3t20i12-3+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.
kingMMD5.1+2,3,1+3/ MMD5.1+2,4,2+4t18-3+0d
* 1 or 2 throw break, depending on King's input.
* Opponent recovers in FDFA.
kingMMD5.1+2,4,2,1+2t11,15-3+0d
* 1+2 throw break.
* Opponent recovers in FDFL. Max Damage 93.
kingRAS4.1t15/20/31-3+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.
kingRSSB2.1t7/15-3+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.
kingb+1+2(,f,F)t0i12~17-3+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.
kingss2+4t15 / 20i13-3+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.
kuma2,1h, m10, 11i10, i16-3+2
* Combo from 1st hit with 2F delay
* +2c on crouching hit
* Panda: Reduced vertical hitbox (does not hit as high)
kumab+2,1m, h12, 14i15, 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
kumaSS.1+2m23i22~23-3+6c
* 9 chip damage
* Transition to +12 +3 HBS with D
kumaHBS.d+1+2m22i16~20-3+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)
kuma1+3th(h)35i12~14-3+1
* Throw break: 1 or 2
* Opponent status on hit: FUFT
kumaLeft throwth(h)50i12~14-3+1
* Throw break: 1
* Spike
* Opponent status on hit: FUFT
kumaRight throwth(h)40i12~14-3+1
* Throw break: 2
* Opponent status on hit: FUFT off axis
lars1,2h, h5, 9i10, i10-3+8
* Combo from 1st hit with 4F delay
* Jail from 1st block with 4F delay
larsdf+1m12i13-3+5
larsdf+2m15i14-3+9+13c
* Elbow
* Transition to SEN
* Recover 30F heat on transition
* Transition to standing with B (-11/+1/+5c)
lars1+3t35i12~14-3+1
* Spike
* Throw break: 1 or 2
* Opponent status on hit: FUFA
lars2+4t35i12~14-30
* Throw break: 1 or 2
* Opponent status on hit: FDFT perpendicular
* Side switch on hit
larsLeft throwt40i12~14-30
* Throw break: 1
* Opponent status on hit: FUFT
larsRight throwt40i12~14-3+1
* Throw break: 2
* Opponent status on hit: FUFA
larsf,f,F+2+4t40i11-30
* Throw break: 1+2
* Opponent status on hit: FDFA
larsuf+1+2t35i12~14-30
* Throw break: 1+2
* Opponent status on hit: FUFT
law1,2h, h5, 8i10, i12-3+6+6
* Jails from 1st attack
* Combos from 1st hit
law2,b+2,1h, h, h8, 8, 8i10, ,i23-3+3
* Combos from 2nd hit CH
* Delay-able
law2,b+2,1,2h, h, h, m8, 8, 8, 21i10, ,i20-3+20a+55a
* Combos from 3rd hit CH
* Delay-able
* Transition to FC with D
law1+3t35i12~14-3+0d
Throw break 1 or 2
lawLeft Throwt40i12~14-3+0d
Throw break 1
lawRight Throwt42i12~14-3+0d
Throw break 2
lawf,F+3+4t10i14-3+55a (+28)
Throw break 1+2
lee1,2h, h5, 9i10, 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
lee1,2,2,3h, h, m, h5, 9, 14, 23i10, ,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
lee2,2,3h, m, h10, 14, 23i10, ,i21-3+17a (+8)
* Balcony Break
* Transition to -9, +11a (+2) HMS with 4
* Combos from 1st hit CH
leeb+4m20i20-3+7c+64a
* Floor Break
* Spike
* Transition to -2, +8c, +65a HMS with 3
* +18d on crouching opponent
leeuf+3,4m, h12, 23i25, i25-3+25a
Combos from 1st hit
leeHMS.3h,t21,20i18-3+0d
* Strong Aerial Tailspin
* Homing
* Shifts to throw on hit from the front
* 6 chip damage
* Power crush 8~
lee1+3t35i12~14-3-2d
Throw break 1 or 2
leeLeft Throwt40i12~14-3-3d
Throw break 1
leeRight Throwt40i12~14-3+0d
Floor Break Throw break 2
leeuf+1+2t20i12~14-3+23d
* Throw break 1+2
* Alternate input HMS.uf+1+2
leo1,2h, h5, 10i10, i12-3+8
* Jail from 1st attack
* Enter KNK -9 +2 with b
leo1+3t35i12~14-3+0d
Throw break 1 or 2
leoLeft throwt40i12~14-3+0d
* Throw break 1
* Side switch on hit
* Deals 4 more damage at the wall
leoRight throwt40i12~14-3+1d
* Throw break 2
* Side switch on hit
leroy1,2h, h5, 9i10, i12-3+7
Jails
leroyd+3,2L, h8, 8i16, i24~25-3~-2+8~+9
* Transition to HRM
* Combos from 1st hit
leroyHRM.1,2m, h17, 17i24~25, 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
lidia1,2h, h5, 8i10, i10-3+4
Jail from 1st attack with 4f delay
lidiad+3,1l, h9, 8i15, i18-3+4
* Combo from 1st CH with 1f delay
* Jail from 1st hit
lidiadb+3+4m21i22-3+5
* Has low parry effect
* Does not parry weapon lows
* Parry state 5~13
lidiab+4h21i16-3+6+31a
* Homing
* Balcony break on airborne or CH
lidiaws1m12i13~14-3+4
lidia1+3t35i12~14-3+4
* Homing
* Throw break: 1 or 2
* Opponent on break: standing
lidiaLeft throwt40-3+4
* Throw break: 1
* Opponent on break: standing
lidiaRight throwt40-3+0d
* Floor Break
* Throw break: 2
* Opponent on hit: FUFA
* Side switch on hit
lili1,2h, h5, 12i10, i12-3+8
* Jail from 1st attack with 6f delay
lilif+3m26i20~22-3+17a (+8)+34d
* Homing
* Balcony Break
* Knee
lilid+2,2,3m, h, h16, 10, 24i16~17, ,i25~27-3+23a (+14)
* Balcony Break
* Combo from 2nd CH with 1f delay
* Move can be delayed 12f
liliws1,2m, h10, 16i13~14, 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
lili1+3t35i12~14-3+0d
* Homing
* Floor Break
* Throw break 1 or 2
* Becomes a wall throw on a wall-splatted opponent
lili2+4t35i12~14-3+0d
* Throw break 1 or 2
* Side switch on hit
* Becomes a wall throw on a wall-splatted opponent
liliLeft Throwt42-3+0d
* Throw break 1
* Can side switch on hit
liliRight Throwt43-3+1d
* Throw break 2
* Side switch on hit
liliuf+1+2t40i12-3+1d
* Throw break 1+2
* Becomes a wall throw on a wall-splatted opponent
miary-zo1,2h, h5, 6i10, i13-3+8
* Jail from 1st attack with 4f delay
* Move can be delayed 4f
miary-zodf+1,1m, h10, 17i13, 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-zoMOR.1,2m, h,h,h14, 5,8,12i13, 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-zoLeft Throwt40i12~14-3-6d
* Floor Break
* Homing
* Throw break 1
miary-zoRight Throwt40i12~14-3-3d
* Floor Break
* Homing
* Throw break 2
* Side switch on hit
miary-zouf+1+2t40i12-3+0d
* Balcony Break
* Throw break 1+2
nina1,2h, h5, 10i10, i10-3+8
* Jail from 1st attack with 8f delay
* Enter SS +0 +11 t15 r9 with D_U
nina1,2,1h, h, h5, 10, 17i10, ,i26~27-3+2
* Combo from 2nd CH with 4f delay
* Input can be delayed 6f
nina1+2m19i16~17-3+8
Homing
ninaf+2h12i13-3+8
ninaf+2,1,4h, m, h12, 12, 22i13, ,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
ninadf+3,2,1m, h, h13, 12, 6i14, ,i16-3+4
* Combo from 2nd CH with 9f delay
* Jail from 2nd block with 3f delay
ninaws1,4m, m17, 20i13~14, i34~35-3c+21d
* Spike
* Move can be delayed 3f
ninaSS.1,2m, m15, 15i14~15, i16~18-3+3
ninaABK.1t15-3+0d
*
Removes Recoverable Health
* Throw break 1
* Powered up input: ABK.3,1,1+2
ninaABK.1t15-3+0d
* Removes Recoverable Health
* Throw break 1
* Powered up input: ABK.3,1,1+2
ninaABK.2t15-3+3d
* Removes Recoverable Health
* Throw break 2
* Powered up input: ABK.2,1,3,4,1+2
ninaABK.2t15-3+3d
* Removes Recoverable Health
* Throw break 2
* Powered up input: ABK.1,2,3,4,1+2
ninaBHS.1t8-3+3d
* Throw break 1
* Powered up input: BHS.1,3,1
* Alternate input: BTR.1
ninaBHS.2t9,6-3+0d
* Throw break 2
* Powered up input: BHS.2,3,4,2
* Listed in previous games as Triple Slaps
ninaBHS.1+2t10,10-3+3d
* Removes Recoverable Health
* Throw break 1+2
* Can side switch on hit
* Powered up input: BHS.3,4,3,1+2
ninaBTR.1t13-3+4d
* Throw break 1
* Powered up input: BTR.1,3,1
ninaBTR.2t10-3+3d
* Throw break 2
* Powered up input: BTR.2,1,1+2
ninaLeft throwt40-3+1d
* Removes Recoverable Health
* Throw break 1
* Can side switch on hit
ninaNTM.1t15-3+3d
* Removes Recoverable Health
* Throw break 1
* Powered up input: NTM.1,1,2,1+2
ninaNTM.2t25-3+3d
* Removes Recoverable Health
* Throw break 2
* Powered up input: NTM.1,2,4,3,1+3
ninaRight throwt38-3+1d
Throw break 2
ninaTSS.1t15-3+0d
* Removes Recoverable Health
* Throw break 1
* Powered up input: TSS.1,1,2,1+2
panda2,1h, m10, 11i10, i16-3+2
* Combo from 1st hit with 2F delay
* +2c on crouching hit
* Panda: Reduced vertical hitbox (does not hit as high)
pandab+2,1m, h12, 14i15, 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
pandaSS.1+2m23i22~23-3+6c
* 9 chip damage
* Transition to +12 +3 HBS with D
pandaHBS.d+1+2m22i16~20-3+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)
panda1+3th(h)35i12~14-3+1
* Throw break: 1 or 2
* Opponent status on hit: FUFT
pandaLeft throwth(h)50i12~14-3+1
* Throw break: 1
* Spike
* Opponent status on hit: FUFT
pandaRight throwth(h)40i12~14-3+1
* Throw break: 2
* Opponent status on hit: FUFT off axis
paul1,2h, h5, 12i10, 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
paul3,2m, h14, 17i15~16, 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
paul2+4t35i12~14-3+1d FUFA
* Homing
* Throw break 1 or 2
* Side switch
paulRight Throwt40i12~14-3-2d FUFA
* Throw break 2
* Side switch
raven1,2h, h5, 12i10, i12-3+7
* Jail from 1st attack with 2f delay
* Can shift to r22 SZN -4/+6 with 3+4 or D
raven4,1h, h16, 13i12~13, i19~20-3~-2+7~+8
* Combo from 1st hit
* Jail from 1st block
raven4~3,3m,m, h8,10, 18i16 i29~30, i24~27-3~+0+14a
* Balcony Break
* Can be delayed
ravenH.df+1,4m, sm,sm13, 25,30i14~15, 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
ravenH.db+2,1,1m, h, sm,sm13, 15, 24,30i13~14, ,i18~19, i39~47-3~+5+2a (-7)
* Balcony Break
* Combo from 2nd CH
* Available only on hit or block
* Recovers Heat on hit
ravenb+2,2h, m12, 17i15~17, i22-3+6+8
* Elbow
* Combo from 1st hit with 7F delay
* Input can be delayed 13f
ravenH.b+2,4,2h, h, sm,sm12, 13, 21,30i15~17, ,i19~20, i39~-41-3~-1+24a (+9)
* Tornado
* Combo from 2nd CH
* Available only on hit or block
* Recover Heat on hit
ravenH.ws3,2m, sm,sm18, 21 (14),30i16~17, i19~20, i39~41-3~-1+65a (+49)
* Tornado
* Combo from 1st hit
* Available only on hit or block
* Recover Heat on hit
ravenH.BT.2,2,1h, m, sm,sm9, 12, 24,30i10, ,i18~19, i39~47-3+2a (-7)
* Balcony Break
* Combo from 1st hit
* Available only on hit or block
* Recover Heat on hit
ravenH.BT.f+2,4,2m, h, sm,sm13, 17, 21,30i17~18, ,i19~20 i39~41-3~-1+24a (+9)
* Tornado
* Combo from 2nd CH
* Available only on hit or block
* Recover Heat on hit
ravenH.SZN.1,4h, sm,sm12, 25,30i14~15, 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
ravenH.SZN.3,2m, sm,sm16, 21,30i16~17, i19~20 i39~-41-3~-1+24a (+9)
* Tornado
* Combo from 1st hit
* Available only on hit or block
* Recover Heat on hit
ravenH.qcf+1,2m, sm,sm15, 21,30i16, 19~20, 39~41-3~-1+24a (+9)
* Tornado
* Combo from 1st hit
* Available only on hit or block
* Recover Heat on hit
raven2+4t35i12~14-3+0d
* Throw break 1 or 2
* Side switch
ravenLeft throwt40-3-3d
* Floor Break
* Throw break 1
* Side switch on hit
ravenRight throwt40-3-4d
* Floor Break
* Throw break 2
reina1,2h, h5, 6i10, i10-3+8
* Jail from 1st block with 4F delay
* Combo from 1st hit with 4F delay
reinadf+1m8i13~14-3+4
* Can transition to r18 SEN (-3/+4/+4) with input F
* Cannot block up to i15 on empty transition on block
reinaf,F+3m20i20~22-3+20a
* Balcony Break
* Heat Engager
* Heat Dash +5, +67a (+50)
* Spike
reina1+3th(h)35i12~14-3+0
* Throw break 1 or 2
* Spike
* Opponent recovery on hit: FUFA off-axis to the left
reinaLeft throwth(h)40i12~14-3+0
* Throw break: 1
* Opponent recovery on hit: FUFA off-axis to the left
reinaRight throwth(h)40i12~14-3+0
* Throw break 2
* Opponent recovery on hit: FUFA
reinad,db,b,f+2th(h)40i12-3+0
* Balcony Break
* Throw break: 2
* Opponent recovery on hit: FUFT
shaheen1,2h, h5, 9i10, i12-3+8
shaheenBT.2m20i14~15-3+42a
shaheen1+3th(h)35i12~14-3+0d
* Homing
* Throw escape: 1 or 2
* Opponent status on hit: FUFA
shaheenLeft throwth(h)40i12~14-3+0d
* Throw escape: 1
* Opponent status on hit: FUFT
* Side switch on hit
shaheenRight throwth(h)40i12~14-3+0d
Removes Recoverable Health
* Throw escape: 2
* Opponent status on hit: FUFA
shaheenuf+1+2th(h)40i12~14-3+0d
* Floor Break
* Throw escape: 1+2
* Opponent status on hit: FUFA
* Side switch on hit
steve1,1h, h5, 7i10, 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?
steve1,2h, h5, 10i10, 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?
steve1,2,1h, h, h5, 10, 15i10, ,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?
stevedf+1,2~f+1+2m, h,h12, 8,12i13, 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?
steveWS.1m12i11~12-3+3+8
steveWS.1,1m, h12, 7i11~12, 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?
steveALB.2m22i23-3+16a (+7)
Heat Engager
Heat Dash (+5/+36a (+26)/-)
* Balcony Break
steveALB.d,1sp, m34i13, i12-3+16a (+7)
* Balcony Break
* ALB.d_u takes 37 frames, effective startup time is i49
steveLWV.1,f+1m, m14, 9i14, i17-3+3
* Combo from 1st hit with 10F delay
* Jail from 1st block with 1F delay
* Move can be delayed by 10F
steve2+4t35i12~14-3+0d
*
Homing
* Floor Break
* Throw break 1 or 2
* Sideswitch
* Opponent left FDFT
steveLeft throwt40-3+0d
* Throw break 1
* Opponent left FUFR?
steveRight throwt40-3+0d
* Throw break 2
* Opponent left FUFL?
victor1,1h, h5, 5i10, i16-3+8
* Weapon
* Combo from 1st hit with 2F delay
* Jail from 1st block with 2F delay
victor1,2h, h5, 12i10, i10-3+8
* Weapon
* Combo from 1st hit with 2F delay
* Jail from 1st block with 2F delay
victor2,2,2h, m,m, h10, 5,5, 12i12~13, ,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
victordf+4,2m, h15, 16i13~14, 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)
victorqcf+2h16i22-3+4
* Strong Aerial Tailspin
* Wall Crush +12g on hit
* Transition to IAI
* Deals 6 chip damage on block
victor1+3t35i12~14-3-2
* Throw break: 1 or 2
* Opponent recovery on hit: FDFT
victor2+4t35i12~14-3-4
* Throw break: 1 or 2
* Opponent recovery on hit: opp. side FDFT off-axis to the right
victorLeft throwt40i12~14-3-2
* Throw break: 1
* Opponent recovery on hit: FDFT
victorRight throwt40i12~14-3-4
* Throw break: 2
* Opponent recovery on hit: opp. side FDFT off-axis to the right
victoruf+1+2t40i12~14-3-4
* Floor Break
* Throw break: 1+2
* Opponent recovery on hit: FUFA
xiaoyu1,2h, h5, 8i10, i11-3+7
* Combo from 1st hit with 4F delay
* Jail from 1st block with 4F delay
xiaoyu1,d+2h, m5, 10i10, 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)
xiaoyuf+3,1M, m14, 8i16~18, i22~23-3+8
* Combo from 1st hit
xiaoyuf,F+3+4M23i37~45-3+39a
* Spike
* Chip on block [9]
* Low crush 9~
xiaoyuws2m17i13~14-3+7+38a (+28)
* Transition to standing by holding down any direction (-5, +5, +36a (+26))
xiaoyuws2*m20i22~23-3+38a (+28)
* Transition to standing by holding down any direction (-5, +36a (+26))
xiaoyuAOP.1,2m, h11, 15i18, i21-3+30g
* Combo from 1st hit with 8F delay
* Move can be delayed by 11F
* Input can be delayed by 12F
xiaoyuAOP.4m14i12-3+8
*
xiaoyu2+4t35i12-3+0d
* Homing
* Throw break 1 or 2
* Side swap
xiaoyuLeft Throwt45i12-3+0d
* Throw break 1
xiaoyuRight Throwt45i12-3+0d
* Throw break 2
yoshimitsuuf+1+3,dM25i55~56-3+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
yoshimitsuws2,1m, m13, 14i15~16, i27~28-3a+36a (+26)
* Weapon
* Combo from 1st hit with 1f delay
yoshimitsuBT.1h16i15-3+8
Elbow
yoshimitsuBT.3m20i24~26-3~-1+11a
Floor Break
* Low crush 6~29
* Floating state 30~32
yoshimitsuKIN.2,NSS.1+2m, M15, 30i21~22, 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
yoshimitsu1+3t35i12~14-3+1d
* Homing
* Throw break 1 or 2
yoshimitsuLeft Throwt45-3+0d
* Throw break 1
* Side switch on hit
yoshimitsuRight Throwt40-3-3d
Throw break 2
zafina1,2h, h5, 9i10, i12-3+8
Jail from 1st attack
zafinaLeft Throwt40-3+7d
* Throw break 1
* Side switch on hit
zafinaRight Throwt40-3+0d
* Throw break 2
* Side switch on hit
alisa1+2m22i19~20-4+15a
* Heat Engager
* Heat Dash +5, +67a (+50)
* Balcony Break
* Spike
* Head
* 6 chip damage on block
alisaf+2m12i17~18-4+7
* Enter DES with 1+2
alisaf+3,2h, h10, 20i14~15, i25-4+38d (+30)
* Balcony Break
* Weapon
* Combo from 1st hit
* 6 chip damage on block
* 10 chip damage on block in heat
alisaf,f,F+3m15i18~19-4+6
* Balcony Break
** on airborne hit
* Low crush 3~30
* Floating state 31~33
alisaws1+2*m24i28~29-4+21
* Homing
* Hold input to power up
alisaFC.d+2sl8i11-4+7
* High crush 1~
alisaFC.db+1+2t45i11-4-4
* Throw break: 1+2
* Opponent recovery on hit: FUFA
* Side switch
alisauf+1+2t40i12~13-4+3
* Throw break: 1+2
* Opponent recovery on hit: FUFT
anna1,2,1h, h, h5, 8, 4i10, ,i16-4+0
* Jail from 1st attack with 3f delay
* Combo from 1st hit with 4f delay
* Input can be delayed 10f
annadf+3,3+4m, m,m13, 6,10i14, 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
annauf+1h6i13-4+7
annauf+1,3,3+4h, m, m,m6, 17, 6,10i13, ,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-king3h17i15~16-4+3
* Has good right sidestep tracking
armor-kingdf+4m15i12-4+7
armor-kingFC.2sl8i11-4+7
* High crush
asukad+2m20i18-4c+19a
* Heat Engager
* Heat Dash +5, +67a (+50)
* Spike
* Balcony Break
* Gain NWG on Heat activation
asukab+2m12i15-4c+1c
asukaws1,4m, h12, 20i14~15, i20-4+37a (+29)
* Balcony Break
* Combo from 1st hit with 7f delay
* Move can be delayed 6f
asukahFC.2sl8i11-4+7
* High crush 1~
azucenaf+3m15i18-4+5
azucenaf+3,2m, h15, 20i18, i22~23-4+22a
* Balcony Break
* Combo from 1st hit with 8f delay
azucenad+1+2l[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~
azucenadb+2sl8i11-4+7
* High crush 4~
azucenaFC.d+2sl8i11-4+7
* High crush 1~
bryan3m14i16-4+7
bryandf+2,1m, h12, 11i13, i16-4+5
* Combo from 1st hit
* Enter SWA -1 +8 r15 with b
bryanb+3,2m, h12, 12,i16-4+7
Combo from 1st CH
claudiodf+1m10i15-4+7
* Cannot be sidestepped or sidewalked right?
claudiodb+2sl8i11-4+7
* +7c on crouching hit
* High crush 4~
claudiob+3m14i13-4+7
* Knee
* Completely homing to SSL/SSR/SWR?
claudiows1m12i12~13-4+7
cliveb+2h20i20~21-4+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?
clivews1m11i13~14-4+3+8
* Elbow
* Enter PHX -1 +6 +11 r23 with F or 4 on hit or block
cliveGAR.4h10i10-4+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-jind+2sl8i11-4+7
* +7c on crouching hit
* High crush 4~
devil-jinuf+2h25i20~23-4+25a
* Homing
* Balcony break on airborne hit
dragunov1,1h, h5, 8i10, i20-4+7
Combo from 1st hit
dragunov4,1h, h10, 17i12, i17~18-4+8
* Balcony Break on airborne hit
* Combo from 1st hit
dragunovSS.2,1+2m, m,m16, 8,12i20~21, i27~29 i8~9-4+2c
* Combo from 1st hit
eddyd+2,3m, M10, 20i17~18, i24~25-4c+5c
* Combos from 1st CH
* Transition to RLX
eddyws4m13i11~13-4+7
eddyws4,4m, h13, 10i11~13, i26~27-4+8
Combos from 1st hit
fahkumram2,3h, m13, 22i12, i31-4+27a (+17)
*
Balcony Break
* Combos from 1st hit CH
fahkumramf+1+2m25i21-4+24a (+14)
* Heat Engager
* Heat Dash +36a (+26)
* Balcony Break
* 7 chip damage on block
fahkumramws1m12i13-4+4
* Elbow
fengdf+4,3m, h13, 23i15, i23~24-4+15g+27a
* Balcony Break
* Combo from 1st hit with 7F delay
fengdb+1+2m13i21~22-4+4
Floor Break
heihachi3m10i15-4+1
heihachiFUJ.1h13i12~13-4+7
hwoarangd+2sl8i11-4+7
* +7c on crouching hit
* High crush 4~
hwoarangb+2h18i14-4+6+14c
* Elbow
* Good right sidestep tracking
hwoarangRFF.3m13i16-4+7
hwoarangRFF.b+1h18i14-4+6+14c
* Elbow
* Has good left sidestep tracking
jack-82,1,1+2h, m, h,h,h,h,h10, 12, 10,6,6,6,20i11, ,i33~36, i8~14, i3~6, i7~13, i5~6-4+13d
* Jails from 3rd block
* Chip damage on block (10)
jack-84h18i16-4+7+32a (+22)
Balcony Break on CH
jack-8f+4h20i17-4+7+32a (+22)
* Balcony Break on CH
jack-8df+1m12i14-4+3+5
jack-8d+2sl8i11-4+7
* Alternate input FC.2
* High crush 4
jack-8b+3,2m, h14, 13i16, i22-4+1
* Combo from 1st hit
* Interrupt with i3 from 1st block
* Transition to GMH with D
** (+0 oB, +5 oH)
jack-8b+4,4m, M16, 21i13, i30-4c+3d
* Combo from 1st CH
* When comboing from 1st CH:
** Floor Break
** -8d on hit
* Interrupt with i10 from 1st block
jack-8FC.2sl8i11-4+7
* Alternate input d+2
* High crush 1
jack-8FC.df+2,1m, m12, 10i17, i26-4+7
*
* High crush
jack-8FC.df+2,f+1m, h12, 23i17, i19-4+32a
* Balcony Break
* Combos from 1st hit
* High crush
jack-8FC.df+3+4*m32i30~35-4+21d (+13d)
* Balcony Break
* Reversal Break
* Shoulder
* Gain GMC on hit or block
* 9 chip damage on block
jin1,2,4h, h, h5, 12, 26i10, ,i20~22-4+23a (+14)
* Balcony Break
* Combo from 3rd hit with 7f delay
* Input can be delayed 9f
* Move can be delayed 4f
jinf,F+3m20i23~i25-4+24a
* Spike
* Cannot be buffered
jun2h7i12-4+7
jundf+1,2m, h10, 12i13~14, i22~23-4+6+11
* Combo from 1st hit
* Interrupt with i4 from 1st block
jund+2m18i20~21-4c+9c+18a
Spike
junSS.1+2h,h,m7,9,18i16 i17 i15~16-4+7c
* Homing
* Spike
* Jail from 1st attack
* Combo from 1st or 2nd hit
junGEN.3M14i17~20-4c~-1c+4c~+7c
Spike
junIZU.1,1h, h7, 26i13~14, 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
kazuyad+2sl8i11-4+7
* High crush 4~
kazuyahFC.2sl8i11-4+7
* +7c on crouching hit
* High crush 1~
king1,2,1h, h, m5, 15, 10i10, ,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.
kingdf+2,1m, h12, 15i13, i20~21-4+24a
* Combo from 1st CH with 13F delay
* Move can be delayed by 13F
kingd+2s.l8i11-4+7
kingJGR.1*m25i16~17-4+75a (+59)
* Tornado
* Elbow
* Effective startup i46~47?
* Partially uses remaining Heat time during Heat.
kumadf+4m15i12-4+7
kumad+2sl8i11-4+7
* +7c on crouching hit
* High crush 4~
kumadb+2+3**l60i60~62-4+43a
* Balcony Break on airborne hit
* chip damage on block
kumau+1+2m24i18~23-4+3
* Transition to HBS with D or 3+4 (-3/+4)
* Low crush 17~33
* Floating state 34~36
larsuf+3+4,4sp, m,t20,20,i17~18-40
* Low crush 1~
law2,b+2h, h8, 8i10, i17-4+7
* Elbow
* Combos from 1st hit
* Delay-able
lawd+2sl8i11-4+7
Alternate input FC.d+2
* High crush 4~
lawdb+2m15i14-4+7
* Elbow
lawdb+1+2m,h,m8,8,8i17-4+7
* Transition to DSS
lawf,F+2,1m, h12, 12i14, i22-4+2
Delayable
lawws4m14i11-4+4+5
* Transition to +4, +12, +13 DSS with F
lawFC.2sl8i11-4+7
Alternate input d+2
* High crush 4~
lawFC.UF+3+4m30i46~49-4+17a (+7)
* Low crush
lee2,1,3h, h, h10, 8, 20i10, ,i24-4+20a (+11)+65a (+45)
* Balcony Break
leedb+2sl8i11-4+7
Alternate input FC.2
* High crush
leeFC.2sl5i16-4+7
* Alternate input db+2
* High crush
leeFC.UF+3+4m,M30i46~49-4+18a (+8)
* Balcony Break
* Can hit cross-up
* Alternate input FC.UB+3+4, FC.U+3+4
* Low crush
leob+2,1m, h11, 11i14, i22~23-4~-3+7
Combo from 1st hit
leoBOK.1m14i13-4+9
* High crush 0~12
leoqcf+2,4m, h14, 26i17, 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~
leoKNK.2h20i13~14-4+22a (+13)+58a
* Balcony Break
leohFC.2sl8i11-4+7
leroyd+1+2m21i17~18-4~-3+6c / HE
* Heat Engager
leroyf,F+4m16i16~17-4~-3+9~+10g
Transition to HRM
lidia2,2h, h8, 20i11, 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
lidia3,2h, h9, 10i15, 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
lidiaf+3,2m, m12, 22i17~18, i24~25-4+24g+59cs
* Tornado
* Transitions to WLF
lidiaf+4m8i17-4+1
lidiadf+1,2m, h13, 10i13, i16~17-4+4
Combo from 1st hit with 1f delay
lidiadf+4m12i15-4+6
lidiaqcf+1+2,2m, m18, 22i16~17, 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
lidiaws4m13i11~12-4+7
lidiaFC.d+2sl8i11-4+7
* High crush 1~
lidiaCAT.1m26i17-4+18a (+9)+38a (+30)
Balcony Break
lidiaCAT.3h20i13~14-4+11g
* Heat Engager
* Heat Dash +5, +62a (+42)
* Balcony Break
lidiaHRS.3m21i22~24-4+14
* Strong Aerial Tailspin
* Balcony Break
* Homing
* 4 chip damage on block
* Low crush 9~27
* Floating state 28~30
lili4h16i12-4+7
lilidf+3+4M14i24~29-4~+1+27a
* Low crush 12~30
lilidb+2sl8i11-4+7
* High crush 4~
lilib+2,1h, m15, 13i13, 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
liliuf+3+4,3m, h15, 18i15~18, 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
liliSS.4m18i20~21-4+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
liliFC.2sl8i11-4+7
* High crush 1~
liliFC.df+4m18i20~21-4+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-zo1,1h, h5, 5i10, i16-4+3
* Jail from 1st attack with 2f delay
* Combo from 1st hit with 4f delay
* Move can be delayed 4f
miary-zodf+4m17i16-4+5+57a
* Knee
* Enter MOR -1 +8 +60a r26 with F
miary-zod+2M20i26-4c+8d+53a
* Spike
* Weapon
* Chip damage on block
miary-zows4m15i11~12-4+7
miary-zoMOR.1m14i13-4+8
* Good SSR tracking
nina1,4h, h5, 17i10, i17~18-4+1+50a
* Combo from 1st hit
* Move can be delayed 2f
ninadf+4m15i12-4+7
ninab+1+2m,m5,20i16 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
ninaf,F+2h20i14-4+32a (+24)
* Balcony Break
* Cannot be buffered
* Transition to +6, +42d CD with F
ninaf,f,F+3,3m, M10, 20i20~21, i32~35-4~-1+17a
* Spike
* Combo from 1st hit
* Chip damage on block
* Low crush 19~34
* Floating state 35~37
ninaws4m15i11~12-4+7
ninahFC.2sl8i11-4+7
* +7c on crouching hit
* High crush 1~
pandadf+4m15i12-4+7
pandad+2sl8i11-4+7
* +7c on crouching hit
* High crush 4~
pandadb+2+3**l60i60~62-4+43a
* Balcony Break
* chip damage on block
pandau+1+2m24i18~23-4 / -3 HBS+3 / +4 HBS
* Transition to HBS with input D or 3+4
* Low crush
pauld+2sl8i11-4+7
* cs1~ from 6f d/db/df input hold
* OTG.d+2 when opponent is downed
* High crush
paulf,F+2:1m, h14, 24i15~17, i15-4+37d (+11)
* Balcony Break
* Chip damage (7)
* Combo from 1st hit
* Alternate input FC.df+2:1
paulqcf+1h21i16~17-4+33a (+26)
* Elbow
* Chip damage (4)
ravend+2sl8i11-4+7
* High crush 4~
ravendb+2m13i13~14-4~-3+5~+6
ravenFC.2sl8i11-4+7
* High crush 1~
reina1,2,3,4h, h, m, h5, 6, 10, 21i10, ,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
reina2h5i12-4+7
reina2,2,2h, h, m5, 5, 21i12, ,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
reinadf+1,1m, h8, 10i13~14, i20-4+7
* Combo from 1st hit with 4F delay
* Move can be delayed by 5F
* Input can be delayed by 7F
reinadf+4m14i15-4+7
reinab+1h14i18-4+6
reinaws3,4m, h14, 19i15~16, i22~23-4+21a (+12)
* Strong Aerial Tailspin
* Balcony Break
* Combo from 1st hit without delay
* Can be delayed
* High crush
reinaSEN.2m20i13-4+8
* Tornado
* Transition to WRA (-4/+8) with D
* Transition to WRA is safe (can cancel WRA with crouch dash early enough)
reinaWRA.1h12i12-4+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
shaheen2,1h, m10, 7i10, i17~18-4+2
* Combo from 1st hit
shaheendf+4,3m, h13, 23i14, i23~24-4+23a (+14)
* Balcony Break
* Combo from 1st hit
shaheenf,b+2h42i14-4+0d
* Tornado
* Removes Recoverable Health
* Transition to attack throw on standing front hit
* Quick input properties during Heat
* See also: f:b+2
shaheenf:b+2h42i13-4+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)
shaheenSNK.df+1,2m, h12, 40i15~16, i20-40
* 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
steveH.b+1+2,1+2m,h,m,h,m8,4,3,3,20i16,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
steveFLK.1h14i12-4+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?
victorH.u+1+2m46i31~32-4+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 ?~
victorf+4,1m, h15, 21i14, i23~24-4+18a (+9) / HE
* Balcony Break
* Heat Engager
* Heat Dash +5, +34a (+27)
* Weapon
* Combo from 1st hit
victordf+1,1m, h,h10, 7,7i13~14, i20-4+7
* Combo from 1st hit
victordb+2sl8i11-4+7
* High crush 4
victorPRF.2,2m, m9, 13i12~13, i13~14-4 IAI+5 IAI
* Combo from 1st hit
* Transition to IAI (Cannot cancel)
xiaoyu2,1h, m8, 10i10, i19-4+7
* Combo from 1st CH
* Jail from 1st block
* Transition to standing by holding any direction (-4, +7)
xiaoyudf+4m12i12-4+7
*
xiaoyud+2sl8i11-4+7
* Alternate input FC.2
* High crush 4~
xiaoyuFC.2sl8i11-4+7
* High crush 1~34
xiaoyuAOP.uf+3,1m, m14, 22i15, i24-4+8c
* Alternate input AOP.ub+3,1 AOP.u+3,1
* Floor Break on airborne opponent
xiaoyuHYP.2m25i18-4+22 (-13)
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
* Powered UpBased on the number of steps taken in HYP:HYP.2 damage increases and becomes plus on block. See the charts in th HYP section for more details. up when in Heat or based on the number of steps taken.
* Consumes 240?F of heat timer during heat
* 9 chip damage on block (2 steps)
* 14 chip damage on block (3 steps)
yoshimitsu4,4h, h16, 16i12~13, i24~25-4+4
* Combo from 1st hit with 4f delay
* Move cannot be delayed
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