
| Char | Command | Hit level | Damage | Startup | Block | Hit | Counter hit | Notes |
|---|---|---|---|---|---|---|---|---|
| yoshimitsu | 4,4,4 | h, h, h | 16, 16, 20 | i12~13, ,i24~25 | -4 | +18a (+9) | * Balcony Break * Combo from 2nd CH with 4f delay * Move cannot be delayed | |
| yoshimitsu | f+2 | h | 18 | i17~18 | -4 | +14g | +39a | Balcony Break |
| yoshimitsu | df+1 | m | 14 | i13 | -4 | +5 | ||
| yoshimitsu | df+1,2 | m, h | 14, 16 | i13, i25~26 | -4 | +14g | +39a | * Balcony Break * Combo from 1st CH with 2f delay * Move cannot be delayed |
| yoshimitsu | df+3 | m | 10 | i17~18 | -4 | +4 | ||
| yoshimitsu | u+1 | m | 20 | i24~25 | -4 | +5c | +50a | * Floor Break * Weapon * Low crush 9~27 * Floating state 28~30 |
| yoshimitsu | uf+3+4,3 | M, M,M | 20, 10,10 | i31~35, i39~42 i3~6 | -4c~-1c | +27a | * Floor Break * Floor break occurs on 3rd hit * Evades mid attacks from frames ?-? * Low crush 16~47 * Floating state 48~50 | |
| yoshimitsu | f,F+3 | m | 20 | i23~24 | -4 | +5 | * Enter KIN r25 +3 +12 with 1+2 * Cannot be buffered | |
| yoshimitsu | ws1,2 | m, h | 12, 18 | i13~14, i25~26 | -4 | +14g | +39a | * Balcony Break * Combos from 1st hit with 4f delay * Combos from 1st CH with 9f delay * Input can be delayed 15f * Move can be delayed 13f |
| yoshimitsu | ws2 | m | 13 | i15~16 | -4 | +7 | Balcony Break (airborne) | |
| yoshimitsu | FC.d+2 | sl | 8 | i11 | -4 | +5 | * High crush 1~ | |
| yoshimitsu | BT.2 | h | 18 | i16~17 | -4 | +14g | +39a | * Balcony Break * Leads to f+2 extensions |
| yoshimitsu | DGF.4 | m | 24 | i18~20 | -4 | +14g | * Heat Engager * Heat Dash +5g, +62a (+42) * Balcony Break * Low crush 1~19 | |
| yoshimitsu | NSS.u+1 | m | 24 | i25~26 | -4 | +5c | +15a | Floor Break * Low crush 9~27 * Floating state 28~30 |
| zafina | FC.d+2 | sl | 8 | i11 | -4 | +5 | * High crush 1~ | |
| zafina | 1+3 | t | 35 | i12~14 | -4 | +0d | * Homing * Throw break 1 or 2 | |
| zafina | 2+4 | t | 35 | i12~14 | -4 | +0d | * Homing * Throw break 1 or 2 * Transition to MNT on hit * Side switch on hit | |
| alisa | 4 | h | 24 | i13~14 | -5 | +14g | +38a | * Homing * Balcony Break |
| alisa | b+1 | m | 15 | i15~16 | -5 | +8 | * High crush 12~ | |
| alisa | u+1+2 | m | 21 | i33~34 | -5 | +56a | * Spike * Low crush 7~33 * Floating state 34~36 | |
| alisa | ws1,2 | M, h | 12, 12 | i13~14, i24~25 | -5 | +6 | * Combo from 1st hit * Enter DES with 1+2 | |
| alisa | ws4 | m | 15 | i11~12 | -5 | +6 | ||
| alisa | FC.d+1 | sl | 5 | i10 | -5 | +6 | Transition to standing with f * High crush 1~ | |
| alisa | 2+4 | t | 35 | i12~14 | -5 | +0d | * Homing * Floor Break * Throw break: 1 or 2 * Opponent recovery on hit: FDFT * Side switch * Transition to DES with 1+2 | |
| anna | H.2+3 | m | 50 | i13~14 | -5 | +0d | * Heat Smash * Reversal Break * Balcony Break * Fragile debuff on hit or block, opponent receives chip damage from any attack, removed when land a hit on you * Transition to attack throw on hit * Jails * High crush 6~27 | |
| anna | df+1,2 | m, h | 10, 10 | i13~14, i16 | -5 | +2 | +9 | * Combo from 1st hit * Jail from 1st block * Transition to HAM with F (+0/+7/+14) |
| anna | df+1,2,4 | m, h, h | 10, 10, 22 | i13~14, ,i17~20 | -5 | +20a (+11) | +14c | * Balcony Break * Combo from 2nd CH with 10f delay * Input can be delayed 10f * Move can be delayed 8f |
| anna | d+1 | sl | 5 | i10 | -5 | +6 | * Can recover standing with F | |
| anna | b+2 | h | 10 | i13~14 | -5 | +1 | * Homing | |
| anna | H.f,f,F+3,2 | L, SL,SL,SL | 12, 9,9,32 | i16~20, i28~77 i41~90 i60~109 | -5~+44g | +21a (-5) | * Weapon * Combo from 1st CH * Jails from 2nd hit * Chip damage on block * Partially uses remaining Heat time | |
| armor-king | 1,2,1 | h, h, m | 5, 10, 14 | i10, ,i24~25 | -5 | +1 | +11 | * Combo from 2nd CH with 3F delay * Interrupt with i4 from 2nd block * Move can be delayed by 10F * Transition to r25 BAD with F (-19/-11) |
| armor-king | 4 | h | 17 | i13 | -5 | +6 | +6s | |
| armor-king | df+3 | m | 17 | i17~18 | -5 | +5 | +49a | Knee |
| armor-king | d+1 | sl | 5 | i10 | -5 | +6 | * High crush 4~ | |
| armor-king | d+2 | m | 17 | i17~18 | -5 | +5 | +13 | |
| armor-king | db+2,4 | m, h | 12, 20 | i14, i20~21 | -5 | +7 | * Balcony Break on airborne hit * Combo from 1st hit | |
| armor-king | FC.1 | sl | 5 | i10 | -5 | +6 | * High crush 4~ | |
| armor-king | FC.1+2 | t(s) | 0 | i26 | -5 | +3d | * 1+2 throw break (except from behind). * Catches standing and crouching opponent from all directions. | |
| armor-king | f,f,F+2+4 | th(h) | 40 (45) | i10 | -5 | +10d | * Balcony Break * Throw break 1+2 * Input n,f,F+2+4 within 6 frames after dash startup (f,n,f) to execute "blue spark" (+5 damage). * i13 startup for Bluespark throw with buffered input * Opponent left FUFT * Armor King recovers FUFT * becomes Homing in heat * Partially restores remaining Heat Time | |
| asuka | 1,1,3 | h, m, m | 5, 15, 17 | i10, ,i21~22 | -5 | +6 | +14c | * Combo from 2nd CH with 9f delay * Input can be delayed 10f |
| asuka | f+1,3 | m, m | 17, 17 | i20, i21~22 | -5 | +6 | +14c | * Combo from 1st CH with 9f delay * Input can be delayed 10f |
| asuka | f,F+2,1 | m, h | 16, 21 | i15~16, i21~22 | -5 | +19c | * Heat Engager * Heat Dash +5, +36a (+26) * Balcony Break * Elbow * Combo from 1st hit with 6f delay * Combo from 1st CH with 10f delay * Input can be delayed 12f * Move can be delayed 10f * Gain Naniwa Gusto on Heat activation * Forces tech backroll on hit | |
| asuka | ws2,1+2 | m, t | 18, 12 | i13~14, i24~25 | -5 | +17 | * Combo from 1st hit with 3f delay * Move can be delayed 2f * Links to Destabilizer (f+1+3_f+2+4) extensions on hit * +9 on BT hit | |
| asuka | hFC.1 | sl | 5 | i10 | -5 | +6 | * Transition to Standing with f * +6c on crouching hit * High crush 1~ | |
| azucena | 2,1,2 | h, m, h | 9, 11, 21 | i10, ,i24~25 | -5 | +20a (+3) | * Tornado * Balcony Break * Combo from 2nd CH with 5f delay * Move can be delayed 10f | |
| azucena | df+1,4,1 | m, h, h | 11, 13, 20 | i13~14, ,i22~23 | -5 | +44d (-14) | +56a | * Balcony Break * Combo from 2nd CH with 7f delay * Move can be delayed 8f delay * Enter LIB -17 -6 r20 with F |
| azucena | df+3 | m | 17 | i17~18 | -5 | +5 | +59a | Knee |
| azucena | df+4,1 | m, h | 15, 23 | i16~17, i23~24 | -5 | +20a (+3) | * Tornado * Balcony Break * Combo from 1st hit with 6f delay * Move can be delayed 10f | |
| azucena | db+1 | sl | 5 | i10 | -5 | +6 | Can recover standing with F * High crush 4~ | |
| azucena | b+1,1,2 | h, h, h | 10, 14, 20 | i14~15, ,i24~25 | -5 | +17a (+8) | * Balcony Break * Combo from 1st CH * Combo from 2nd CH with 6f delay * Input can be delayed 9f * Move can be delayed 7f * 6 chip damage on block * 7 chip damage on block during heat * Cancel to BT -21 -10 r18 with B | |
| azucena | uf+2 | h | 20 | i17~18 | -5 | +14c | * Strong Aerial Tailspin * Guaranteed 14f or faster follow-up mid on hit * 70% scaling on combo * Sidesteps to the right | |
| azucena | FC.d+1 | sl | 5 | i10 | -5 | +6 | Can recover standing with F * High crush 1~ | |
| azucena | BT.3+4 | M | 23 | i27~29 | -5c~-3c | +20a | * Spike * Chip damage on block * Evasive, can evade mids and some highs * Low crush 9~29 | |
| azucena | LIB.1,2 | h, h | 14, 20 | i13, i24~25 | -5 | +17a (+8) | * Balcony Break * Combo from 1st hit with 6f delay * Input can be delayed 9f * Move can be delayed 7f * 6 chip damage on block * Cancel to BT -15 -10 r18 with B | |
| azucena | FC.1+2 | t | 0 | i32 | -5 | +3 | * Throw break 1+2 in a 4f window, frames 1~4 * Reverse tackle with 1+2 in a 2f window, frames 18~19 * Works on standing and crouching opponent | |
| bryan | 1,2,4 | h, h, h | 5, 8, 24 | i10, ,i20 | -5 | +20a (+11) | * Heat Engager * Heat Dash +5, +34a (+27) * Balcony Break * Combo from 1st CH or 2nd CH with 3f delay * Move can be delayed 2F * Input can be delayed by 3F | |
| bryan | 1,4,2,4 | h, h, h, m | 5, 14, 18, 21 | i10, ,i30~31 | -5 | +40a (+14) | * Strong Aerial Tailspin * Balcony Break * Low crush 16~31 * Floating state 32~34 | |
| bryan | 4,3,f+4 | h, m, h | 15, 12, 18 | i12, ,i24~25 | -5 | +6 | +31a (+21) | Combo from 2nd CH |
| bryan | DF+1 | m | 8 | i15 | -5 | +1 | * DF must be held for the extensions | |
| bryan | b+2,4 | h, m | 18, 21 | i17, i30-31 | -5 | +40a (+14) | * Strong Aerial Tailspin * Balcony Break * Low crush 16~31 * Floating state 32~34 | |
| bryan | uf+4 | m | 20 | i24~26 | -5 | +26a | Spike * Low crush 9~32 * Floating state 33~35 | |
| bryan | SS.1 | h | 23 | i17~18 | -5 | +8 | +15c | Balcony break on airborne hit |
| bryan | SS.2,1 | M, h | 15, 20 | i17~18, i21~22 | -5 | +43d (-15) | * Heat Engager * Heat Dash +5, +62a (+42) * Balcony Break * Elbow * Combo from 1st hit with 8f delay * Input can be delayed 11f * Move can be delayed 10f | |
| bryan | SLS.4 | m | 13 | i18 | -5 | +1 | +3 | |
| claudio | db+1 | sl | 5 | i10 | -5 | +6 | * Transition to Standing with f * +6c on crouching hit * High crush 4~ | |
| clive | qcf+1* | h | 10 | i30-41 | -5~-3 | +16a~+18a (+6~+8) | * Balcony Break * Weapon * 2 chip damage on block * Cancel to r15 PHX with 4 or F from frames 10-16 * Transitions to unbreakable throw from i33-41 10,15 +3 * Throw deals recoverable damage only | |
| clive | ws4 | m | 14 | i11~12 | -5 | +6 | * Enter PHX -5 +6 r23 with F or 4 on hit or block | |
| clive | FC.1 | sl | 5 | i10 | -5 | +6 | * Transition to Standing with f * +6c on crouching hit * High crush 4~ | |
| clive | GAR.1 | m | 18 | i15~17 | -5~-3 | +17a | * Balcony Break * Spike * 21 damage with delayed input * Jump takes 17f, effective minimum startup i32~34 * 3 (4) chip damage on block * -12 on block, +3c on hit, 15 damage, 18 delayed input damage, 3 chip damage with ub+1 * Low crush 1~23 * Floating state 24~26 | |
| clive | 1+3 | t | 35 | i12~14 | -5 | +0d | * Homing * Throw break 1 or 2 * Can be done from FC * Opponent recovers in FUFA state | |
| clive | 2+4 | t | 35 | i12~14 | -5 | +0d | * Homing * Throw break 1 or 2 * Can be done from FC * Side switch on hit and on throw break * Opponent recovers in FUFT | |
| clive | uf+1+2 | t | 40 | i12~14 | -5 | +0d | * Throw break 1+2 * Can be done from FC * Opponent recovers in FDFA | |
| devil-jin | 4 | h | 24 | i17~18 | -5 | +10g | * Homing * Balcony Break * 7 chip damage on block | |
| devil-jin | db+1 | sl | 5 | i10 | -5 | +6 | * Transition to Standing with f * +6c on crouching hit * High crush 4~ | |
| devil-jin | b,f+2,3 | m, h | 12, 21 | i15~17, i19~20 | -5 | +16g | * Balcony Break * Combo from 1st hit with 8F delay * Interrupt with i4 from 1st block * Opponent recovers crouching on hit * Transition to MCR with F on hit with F (+14) ** -11 on an empty MCR transition * Move cannot be delayed * Input can be delayed by 8F | |
| devil-jin | f,n,d,df+1+2 | m | 25 | i26~27 | -5 | +32d (+24d) | * Homing * Balcony Break * 7 chip damage on block * Opponent recovers FUFA on CH | |
| dragunov | f+4,4,3 | h, h, h | 16, 11, 17 | i14~15, ,i22~23 | -5 | +21a (+12) | * Balcony Break * Interrupt with i6 from 2nd block | |
| dragunov | b+2,1 | m, h | 14, 11 | i15, i17~19 | -5 | +6 | Combo from 1st hit | |
| dragunov | b+4,2,1+2 | m, m, t | 15, 10, 17 | i14, ,i40 | -5 | +3d | * Throw break 1+2 ** Recovery in BT ** Unbreakable during Heat ** Partially uses remaining Heat time * Alternate input: ** ss2,1+2,1+2 ** ss3+4,1+2 ** PGR.1+2 ** (Face down).1+2,1+2 ** f,f,F+2,H.1+2 ** FC.df+1,H.1+2 | |
| dragunov | ub+2 | h | 18 | i20 | -5 | +9 | +53a | Sidesteps left |
| dragunov | uf+2 | M | 20 | i30-31 | -5 | +42a | Spike * Low crush 9~30 | |
| dragunov | ws4 | m | 15 | i11~12 | -5 | +6 | ||
| dragunov | PGR.1+2 | m(t) | i26 | -5 | +3d | * Throw break: 1+2 * Unbreakable in Heat * Partially consumes remaining Heat * Shift to Takedown (Tackle) on hit * High crush 1~26 | ||
| eddy | f+3 | h | 16 | i16~18 | -5 | +7 | Homing | |
| eddy | df+2 | m | 19 | i14~15 | -5 | +6 | +21a (+4) | * Balcony Break ** on CH * Elbow |
| eddy | uf+1 | m | 12 | i14~15 | -5 | +5 | ||
| eddy | HSP.3,3,3 | m, h, h | 10, 10, 23 | i17~18, ,i30~31 | -5 | +13 | * Tornado * Transition to RLX * Combo from 1st CH with 4F delay * Move can be delayed by 7F | |
| eddy | RLX.2,4 | m, h | 16, 17 | i18~19, i29~30 | -5 | +2 | * Combo from 1st hit * Transition to RLX with D (+3/+10) | |
| eddy | 1+3 | th(h) | 35 | i12~14 | -5 | -7 | * Floor Break * Throw break: 1 or 2 | |
| fahkumram | 1,2,4,3~4 | h, h, h, m | 5, 8, 10, 20 | i10, ,i21~22 | -5 | +9 | +44a | * Knee * Can be charged with held input * Effective startup i36~37 * Interrupt with i17 from 3rd block * Interrupt with i5 from 3rd hit * Move can be delayed by 2F * Recovers 2f slower on hit or block |
| fahkumram | 4,3~4 | h, m | 10, 20 | i12, i21 | -5 | +9 | +44a | * Knee * Can be charged * r25 on block |
| fahkumram | f+3,2,1 | m, m, h | 16, 13, 20 | i17, ,i19 | -5 | +24a (+15) | * Balcony Break * Combos from 2nd hit CH * Delayable | |
| fahkumram | df+1,4 | m, h | 12, 23 | i15, i25 | -5 | +20a (+11) | * Heat Engager * Heat Dash +62a (+42) * Knee | |
| fahkumram | d+1 | M | 20 | i18 | -5 | +8c | +13c | * Elbow |
| fahkumram | d+3,4,3~4 | L, h, m | 11, 10, 20 | i16, ,i21 | -5 | +9 | +44a | * Knee * Can be charged |
| fahkumram | db+1 | sl | 5 | i10 | -5 | +6 | ||
| fahkumram | b+4 | m | 14 | i14 | -5 | +6 | * Knee | |
| fahkumram | FC.1 | sl | 5 | i10 | -5 | +6 | * High crush | |
| feng | 1,3 | h, h | 5, 19 | i10, i16~17 | -5 | +8~+9 | * Combo from 1st hit with 4F delay * Move can be delayed by 1F * Input can be delayed by 4F | |
| feng | d+1 | sl | 5 | i10 | -5 | +6 | * Transition to Standing with f * +6c on crouching hit * High crush 4~34 | |
| feng | uf+1 | m | 12 | i18~19 | -5 | +4 | * +12c on crouching opponent * No forward momentum with input u+1 * Low crush 6~31 * Floating state 32~34 | |
| heihachi | 1,1 | h, h | 5, 6 | i10, i10 | -5 | +6 | * Jail from 1st attack with 3f delay | |
| heihachi | f+3 | m | 10 | i18~20 | -5 | +9 | * Knee * Enter FUJ -2 +12 r25 with D * Pseudo-homing to SSR/SWR | |
| heihachi | df+1 | m | 10 | i13~14 | -5 | +7 | ||
| hwoarang | d+1 | sl | 5 | i10 | -5 | +6 | * Transition to Standing with f * +6c on crouching hit * High crush 4~ | |
| hwoarang | RFF.2,4,4 | h, h, h | 6, 9, 23 | i10, ,i18~19 | -5 | +41a | * Balcony Break * Jail from 2nd block with no delay ** Does not jail from 2nd hit * Combo from 2nd CH with 9F delay * Move can be delayed by 10F | |
| hwoarang | RFF.4,4 | h, h | 9, 23 | i12, i18~19 | -5 | +41a | * Balcony Break * Jail from 1st block with no delay * Combo from 1st CH with 9F delay * Move can be delayed by 10F | |
| jack-8 | d+1 | sl | 5 | i10 | -5 | +6 | * * High crush 4 | |
| jin | b,f+2,1 | m, h | 15, 14 | i15~i16, i21 | -5 | +6 | +9 | * Combo from 1st hit with 8f delay * Input can be delayed 12f |
| jin | b,f+2,1,2 | m, h, m | 15, 14, 20 | i15~i16, ,i19~20 | -5 | +18a (+9) | +50a (+3) | * Balcony Break * Combo from 2nd CH with 15f * Input can be delayed 16f * Move can be delayed 10f |
| jin | ZEN.2 | h | 20 | i21~i22 | -5 | +17a (+8) | * Homing * Balcony Break * Strong Aerial Tailspin * Chip damage on block * +0 on block after absorbing an attack * Power crush 6~20 | |
| kazuya | d+1 | sl | 5 | i10 | -5 | +6 | * Returns to standing when input F * High crush 4~ | |
| kazuya | b+4 | h | 20 | i17 | -5 | +16g | * Heat Engager * Heat Dash +62a (+42a) on hit * Homing * 6 chip damage on block | |
| kazuya | ws1 | m | 10 | i13 | -5 | +5 | ||
| kazuya | ws3 | m | 24 | i21 | -5 | +20a(+11) | * Homing * Balcony Break | |
| kazuya | BT.d+1 | sl | 15 | i10 | -5 | +6 | * High crush 1~ | |
| kazuya | hFC.1 | sl | 5 | i10 | -5 | +6 | * Transition to Standing with f * +6c on crouching hit * High crush 1~ | |
| king | 4 | h | 20 | i13 | -5 | +6 | +31a | * Knocks down on CH for dash OTG throw. |
| king | df+4,3 | l, h | 10, 11 | i14~15, i22 | -5 | +6 | * Combo from 1st CH | |
| king | d+1 | s.l | 5 | i10 | -5 | +6 | * High crush 4~ | |
| king | db+2 | m | 21 | i25~26 | -5c | +19a | * Forces Crouching on block. | |
| king | b+2 | h | 16 | i14 | -5 | +1 | ||
| king | f,F+1 | m | 21 | i20~21 | -5 | +14g | +38d | * Homing * Balcony Break |
| king | ss2 | h | 25 | i19~20 | -5 | +18a(+9) | Balcony Break | |
| king | CD.1+2 | M | 24 | i20~23 | -5c | +16d | +52a | Balcony Break * Bounce off ground on CH for full combo. |
| king | JGS.3 | m | 23/27/34 | i22~23 | -5/-1 | +21a(+12)/+25a(+16) | * Balcony Break * Strong Aerial Tailspin * On block / hit increases up to 2nd spin. * Damage increase up to 3rd spin. | |
| king | FC.1+2 | t(s) | 0 | i26 | -5 | +3d | * 1+2 throw break (except from behind). * Catches standing and crouching opponent from all directions. | |
| king | f,f,F+2+4 | t | 40(45) | i10 | -5 | +1d | * Homing during heat * 1+2 throw break * Input f,F+2+4 in 6 frames after f,f for bluespark. * i13 startup for Bluespark throw with buffered input * 45 damage on bluespark * 18F throw break window on bluespark * 7F throw break window on CH bluespark * Partially restores remaining Heat time. * Opponent recovers in FUFL. | |
| kuma | 1,2 | h, h | 5, 25 | i10, i22~24 | -5 | +11 (+2) | * Balcony Break * Jail from 1st hit * Combo from 1st CH with 3F delay * 10 chip damage on block | |
| kuma | 3 | h | 25 | i18 | -5 | +21a (+11) | * Balcony Break | |
| kuma | f+2,1 | h, h | 11, 20 | i12, i20 | -5 | +36a (+10) | * Balcony Break * Combo from 1st hit with 9F delay * Move can be delayed by 13F | |
| kuma | f+3 | h | 30 | i20 | -5 | +21a (+11) | * Balcony Break | |
| kuma | df+3,2 | m, h | 13, 24 | i16, i27~28 | -5 | +22a | * Balcony Break on airborne hit * Combo from 1st hit * 9 chip damage on block | |
| kuma | d+1 | sl | 5 | i10 | -5 | +6 | * Transition to Standing with f * +6c on crouching hit * High crush 4~ | |
| kuma | b,f+2 | h | 26 | i15~17 | -5 | +17a (+8) | +62a (+42) | * Balcony Break * 10 chip damage on block |
| lars | f+1 | h | 10 | i13 | -5 | +6 | ||
| lars | f+1,2 | h, m | 10, 11 | i13, i12 | -5 | +6 | * Transition to SEN * Combo from 1st hit with 1F delay * Input can be delayed by 1F * Jails from 1st block * Transition to standing with B (-8/+3) | |
| lars | f+1,2,3 | h, m, m | 10, 11, 20 | i13, ,i24 | -5 | +22c | +49a | * Balcony Break * Combo from 2nd hit CH * Transition to DEN * Cancel DEN and transition to standing with input B (-12/+41d (-17)/+42a) * Forces tech backroll on hit ** Opponent recovers crouching |
| lars | f+2,1 | h, h | 10, 15 | i12, i13 | -5 | +6 | * Combo from 1st hit * Jails * Transition to SEN * Cancel SEN and transition to standing with input B (-6/+5) | |
| law | 1,2,3 | h, h, m | 5, 8, 10 | i10, ,i15 | -5 | +13g | * Wall Crush +24g on hit * Knee * Combos from 1st hit CH * Jails from 1st attack | |
| law | H.df+1,2 | m, h | 10, 27 | i13, i20~21 | -5 | +16a (+7) | * Weapon * Balcony Break * Strong Aerial Tailspin * Combos from 1st hit * Consumes 180F of remaining Heat Time * Restores 60F of remaining Heat Time on hit | |
| law | db+1 | sl | 5 | i10 | -5 | +6 | * High crush 4~ | |
| law | b+4,3 | m, h | 13, 21 | i14, i32 | -5 | +24a (+15) | * Balcony Break * Combos from 1st hit | |
| law | uf+1 | h | 10 | i12 | -5 | +6 | * Alternate input: ** Ki Charge~1 ** b,B+2+3~1,3 | |
| law | 1+2+3+4~1 | h | 10 | i12 | -5 | +6 | * Alternate input: ** uf+1 ** b,B+2+3~1,3 | |
| law | FC.1 | sl | 5 | i10 | -5 | +6 | * High crush 4~ | |
| lee | 2,1 | h, h | 10, 8 | i10, i15 | -5 | +6 | * Transition to -5, +6 HMS with 3+4 * Combos from 1st hit | |
| lee | f+4,1 | h, h | 13, 24 | i11, i24 | -5 | +20a (+3) | * Tornado * Balcony Break * Combos on 1st hit CH | |
| lee | db+1 | sl | 5 | i10 | -5 | +6 | * Transition to Standing with f * +6c on crouching hit * High crush 4~ | |
| lee | b+1,1 | h, m | 9, 6 | i14, i20 | -5 | +6 | * Transition to -1, +10g HMS with 3+4 * Cancel and transition to -5, +1 MS with F * +6c on crouching hit | |
| lee | b+1:1 | h,m | 12,6 | i14,i20 | -5 | +6 | * Transition to -1, +10g HMS with 3+4 * Cancel and transition to -5, +1 MS with F * +6c on crouching hit * Perfect Input not required during Heat * Does not partially consume remaining Heat Time, Perfect input does not restore Heat Time * Heat Time is only restored or consumed after the 2 followup | |
| lee | b+2 | h | 9 | i14 | -5 | +1 | * Transition to -1, +5 MS with F | |
| lee | f,F+4 | h | 22 | i16 | -5 | +29a | * * High crush 5~ | |
| lee | ws1,4 | m, h | 12, 20 | i13, i20 | -5 | +4 | *Transition to -8, +1 HMS with 3 | |
| lee | FC.1 | sl | 5 | i10 | -5 | +6 | * Alternate input d+1, db+1 * High crush | |
| lee | HMS.1+2 | m,m | 10,15 | i15 | -5 | +6 | +19a (+10) | * On CH: Balcony Break |
| leo | 1,2,1 | h, h, h | 5, 10, 16 | i10, ,i20~21 | -5~-4 | +6 | +9 | Combo from 2nd CH |
| leo | d+4,2 | L, h | 13, 23 | i16~17, i26~27 | -5~-4 | -7d | +3d | * Combo from 1st CH * Gain LTG -11d -1d on hit with 1+2 |
| leo | db+1 | sl | 6 | i10 | -5 | +6 | * High crush 4~ | |
| leo | hFC.1 | sl | 5 | i10 | -5 | +6 | * Transition to Standing with f * +6c on crouching hit * High crush 1~ | |
| leroy | d+1 | sl | 5 | i10 | -5 | +6 | * High crush | |
| lidia | 1+2* | m | 25 | i42~64 | -5 | +32a (+24) | * Balcony Break * Cancel with input b,b or f,f * Hold for 31~54 frames * 5 chip damage on block | |
| lidia | df+1 | m | 13 | i13 | -5 | +2 | ||
| lidia | db+1 | sl | 5 | i10 | -5 | +6 | Transition to r24? with f | |
| lidia | uf+4 | m,h | 10,16 | i15~16,i13 | -5 | +69a (+53) | * Balcony Break * Tornado * Transition to CAT on hit or block only * 2nd hit available only as combo from 1st hit * CAT transition is -13 * Low crush 9~30 * Floating state 31~33 | |
| lidia | FC.d+1 | sl | 5 | i10 | -5 | +6 | * Transition to r25? with f * Transition input can be delayed 16f * High crush 1~ | |
| lili | 3,2 | m, h | 12, 8 | i15~16, i27 | -5 | +2 | +10 | * Combo from 1st hit with 2f delay * Input can be delayed 2f * Move cannot be delayed * Enter DEW -2 +5 +14 r21 with F |
| lili | db+1 | sl | 5 | i10 | -5 | +6 | Transition to r24 with f * High crush 4~ | |
| lili | FC.1 | sl | 5 | i10 | -5 | +6 | * Transition to r24 with f * High crush 1~ | |
| lili | BT.1,4 | h, h | 8, 21 | i8, i22~24 | -5 | +10g | * Heat Engager * Heat Dash +5 +43d (+34) * Balcony Break * Combo from 1st hit with 8f delay * Move can be delayed 10f | |
| miary-zo | f+4,4 | m, h | 12, 15 | i18, i26 | -5 | +9 | * Combo from 1st hit with 1f delay * Input can be delayed 1f * Move cannot be delayed * Low crush 21~22 * Floating state 23~25 | |
| miary-zo | uf+3+4 | m | 18 | i25~16 | -5 | +20a | * Spike * Cancel to r50 with UB * Low crush 9~30 * Floating state 31~33 | |
| miary-zo | BAO.1,4 | h, m,m | 12, 5,20 | i13~14, i25~26 i7~8 | -5 | +24d | * Balcony Break * Floor Break * Combo from 1st hit with 1f delay * Input can be delayed 1f * Move cannot be delayed * 6 chip damage on block * Low crush 1~31 * Floating state 32~34 | |
| nina | 1+4 | m,m | 4,20 | i15~16 i13~14 | -5 | +4c | +6c | * Spike * Transition to CD with F * Second hit is +7c on CH if the first hit whiffs |
| nina | f+4 | m | 15 | i21~22 | -5 | +5 | * Enter SS +2 +12 with D_U * Low crush 12~21 * Floating state 22~24 | |
| nina | df+1,2 | m, h | 10, 10 | i13~14, i16 | -5 | +2 | +9 | * Jail from 1st attack with 1f delay * Enter SS -1 +6 +13 with D_U * Enter CD +0 +7 +14 with F * Links to 1 jab extensions |
| nina | d+1 | sl | 5 | i10 | -5 | +5 | * Transition to r24? with f * High crush 4~ | |
| nina | db+2 | m | 20 | i24~25 | -5 | +8 | +11 +61a | * Strong Aerial Tailspin * Homing |
| nina | b+3+4 | h | 16 | i14~15 | -5 | +6 | ||
| nina | b+3+4,1+2 | h, h,h,h | 16, 6,6,6 | i14~15, i28 i5 i5 | -5 | +34a (-24) | * Balcony Break * Weapon * Combo from 1st hit * Chip damage on block * Powered up in heat | |
| nina | uf+1 | m | 20 | i26 | -5 | +26a | Spike * Low crush 10~26 | |
| nina | f,F+1+2 | M | 26 | i23~24 | -5 | +12a (+3) | * Balcony Break * Chip damage on block * Cannot be buffered | |
| nina | hFC.1 | sl | 5 | i10 | -5 | +6 | * Transition to Standing with f * +6c on crouching hit * High crush 1~ | |
| panda | 1,2 | h, h | 5, 25 | i10, i22~24 | -5 | +11 (+2) | * Balcony Break * Jail from 1st hit * Combo from 1st CH with 3F delay * 10 chip damage on block | |
| panda | 3 | h | 25 | i18 | -5 | +21a (+11) | * Balcony Break | |
| panda | f+2,1 | h, h | 11, 20 | i12, i20 | -5 | +36a (+10) | * Balcony Break * Combo from 1st hit with 9F delay * Move can be delayed by 13F | |
| panda | f+3 | h | 30 | i20 | -5 | +21a (+11) | * Balcony Break | |
| panda | df+3,2 | m, h | 13, 24 | i16, i27~28 | -5 | +22a | * Balcony Break on airborne hit * Combo from 1st hit * 9 chip damage on block | |
| panda | d+1 | sl | 5 | i10 | -5 | +6 | * Transition to Standing with f * +6c on crouching hit * High crush 4~ | |
| panda | b,f+2 | h | 26 | i15~17 | -5 | +17a (+8) | +62a (+42) | * Balcony Break Tailspin * Chip damage on block |
| paul | f+2 | h,t | 12,22 | i13 | -5 | +9 | * Heat Engager +9 * Heat Dash +5, +62a (+42) * Transition to throw on front hit * Transition to +7 DPD on hit with DF * +32a without throw transition | |
| paul | f+4 | m | 24 | i22 | -5 | +6 | * Heat Engager * Heat Dash +5, +62a (+42) * Homing * Low crush 9~22 | |
| paul | df+1,1 | m, h | 11, 9 | i14, i20~21 | -5 | +5 | +8 | * Combo from 1st hit with 4f delay * Move can be delayed 10f * Input can be delayed 10f |
| paul | db+1 | sl | 5 | i10 | -5 | +6 | * Transition to r24 standing with f * High crush | |
| paul | b+2 | m | 22 | i18 | -5c | +4c | * Spike | |
| paul | ub+2 | m | 22 | i18 | -5 | +14d | * Balcony Break * +21d (+14) on airborne opponent * Can be charged to power up | |
| paul | f,F+3,4,4 | m, m, h | 17, 10, 25 | i15~16, ,i23~25 | -5 | +62a (+42) | * Balcony Break * Low crush 10~24 * Floating state 25~27 | |
| paul | qcb+3,2,1 | L, m, h | 14, 20, 25 | i18~19, ,i18~19 | -5 | +21d (-5) | * Tornado * Combo from 1st CH +63a (+47) T! | |
| paul | FC.1+2 | t | 0 | i26 | -5 BT | +3d | * Throw break 1+2 * Transition to Takedown on hit | |
| raven | d+1 | sl | 5 | i10 | -5 | +6 | * Can recover standing with f * High crush 4~ | |
| raven | FC.1 | sl | 5 | i10 | -5 | +6 | Can recover standing with f * High crush 1~ | |
| raven | BT.4 | m | 21 | i19~20 | -5~-4 | +44a (-14) | * Heat Engager * Heat Dash +36a (+26) on hit, +5 on block * Balcony Break * Low crush 6~19 | |
| raven | BT.d+1 | sl | 5 | i10 | -5 | +6 | * High crush 1~ | |
| raven | BT.f+2 | m | 13 | i17~18 | -5~-4 | +6~+7 | ||
| raven | BT.f+3 | m | 17 | i13~14 | -5~-4 | +6 | +14 | * Knee * Can transition to r45 BT at -8/+3/+11 with input B |
| reina | d+1 | sl | 5 | i10 | -5 | +6 | * Returns to standing when input F * High crush 4~ | |
| reina | uf+3,1 | h, m | 10, 15 | i21~22, i16 | -5 | +5 | * +13c on crouching hit * Jails on 1st block * Combo from 1st hit | |
| shaheen | 4,1 | h, h | 16, 14 | i13, i18 | -5 | +5 | * +31a (+24) from 1st CH * Combo from 1st hit | |
| shaheen | f+3 | m | 17 | i20 | -5 | +6 | +13c | * Good right sidestep tracking * Transition to SNK (-3/+8/+15c) with DF * Low crush 13~ |
| shaheen | SNK.df+1 | m | 12 | i15~16 | -5 | +6 | * Good left sidestep tracking | |
| steve | 2,1 | h, h | 12, 14 | i12, i19 | -5 | +6 | * Combo from 1st hit * Jail from 1st block * Transition to r15? PAB with f (+2/+13g/+13) * Transition to r14? FLK with b (+3/+14g/+14) ** r14? PAB/FLK FC cancel? | |
| steve | f+2,1 | m, h | 11, 12 | i21~22, i15 | -5 | +1 | * Combo from 1st hit with 7F delay * Move can be delayed by 16F * Transition to r15? PAB with f (+0/+4) * Transition to r14? FLK with b (+1/+5) ** r14? PAB/FLK FC cancel? | |
| steve | db+1 | sl | 5 | i10 | -5 | +6 | * Transition to standing with f * High crush 4~ | |
| steve | FLK.1,1,f+1 | h, h, m | 14, 8, 17 | i12, ,i15 | -5 | +0 | +10d | * Spike * Combo from 2nd CH with 9F delay * Jail from 2nd block with no delay * Move can be delayed by 11F * Same hit as (FLK.1),f+1 |
| steve | FLK.1,f+1 | h, m | 14, 17 | i12, i15 | -5 | +0 | +10d | * Spike * Combo from 1st CH with 14F delay * Jail from 1st block with 3F delay * Move can be delayed by 14F |
| steve | FLK.2 | m | 21 | i18~19 | -5c | +7d | +42a | * Spike * 6 chip damage on block |
| steve | LWV.2 | m | 13 | i14~16 | -5 | +4 | * Transition to r10? PAB with f (-1/+8) * r10? PAB FC cancel? | |
| steve | PAB.f+1+2 | h,h | 12,23 | i12, i15~16 | -5 | +24a (+15) | * Balcony Break | |
| steve | RWV.1 | m | 13 | i14~16 | -5~-3 | +4~+6 | * Transition to r10? PAB with f (-1~+1/+8~+10) * r10? PAB FC cancel? | |
| victor | IAI.4,2 | L, h | 17, 20 | i18~19, i26~27 | -5 | +26 (+0) | +55a (+35a) | Strong Aerial Tailspin * Balcony Break * Combo from 1st CH * Deals 8 chip damage on block |
| xiaoyu | f+2 | m | 12 | i16~17 | -5 | +4 | ||
| xiaoyu | d+1 | m,m,M | 7,7,7 | i17~19 i4~6 i3~9 | -5 | +8c | +9c | * Transition to AOP with D+1 (-10, +4c, +5c) * This move can become more minus if the final hit whiffs ** Standing (-13, -2c) ** AOP (-17, -5c) |
| xiaoyu | f,F+2 | m | 12 | i15 | -5 | +6 | * | |
| xiaoyu | f,F+3 | m | 12 | i14~15 | -5 | +6 | +12g | * |
| xiaoyu | FC.1 | sl | 5 | i10 | -5 | +6 | * High crush 1~34 | |
| xiaoyu | AOP.1 | m | 11 | i18 | -5 | +6 | * Transition to HYP with B (-2, +9) | |
| xiaoyu | BT.1 | m | 17 | i16~18 | -5 | +4 | +64a | * Elbow |
| xiaoyu | BT.3 | M | 13 | i16 | -5 | +12 | * +21d on backturned hit * Low crush 5~ | |
| xiaoyu | BT.d+3,4 | L, h | 12, 20 | i16, i19 | -5 | +20a (+11) | +37a | * Strong Aerial Tailspin * Balcony Break * Combo from 1st CH with 12F delay * Move can be delayed by 10F * Input can be delayed by 12F |
| yoshimitsu | 2,NSS.1 | h, h | 10, 5,15 | i11, i23~24 i18 | -5 | +19a | * Balcony Break * Combo from 1st hit * Jail from 2nd attack | |
| yoshimitsu | f+2,db+2 | h, m | 18, 8 | i17~18, i15 | -5 | +6 | * Input can be delayed 2f * Move cannot be delayed * Leads to db+2 extensions | |
| yoshimitsu | df+1,2,db+2 | m, h, m | 14, 16, 8 | i13, ,i15 | -5 | +6 | * Leads to db+2 extensions | |
| yoshimitsu | db+2 | m | 8 | i15 | -5 | +6 | ||
| yoshimitsu | ub+1 | m | 17 | i24~25 | -5 | +4c | * Floor Break * Weapon * Performs u+1 with a vertical jump * Low crush 9~27 * Floating state 28~30 | |
| yoshimitsu | ws1,2,db+2 | m, h, m | 12, 18, 8 | i13~14, ,i15 | -5 | +6 | Leads to db+2 extensions | |
| yoshimitsu | FC.d+1 | sl | 5 | i10 | -5 | +6 | * Transition to r25? with f * Transition input can be delayed 16f * High crush 1~ | |
| yoshimitsu | BT.1,2 | h, m | 16, 18 | i15, i25 | -5 | +5 | +63a | * Balcony Break (airborne) * Elbow * Combo from 1st CH |
| yoshimitsu | KIN.f+1 | M,M,M | 6,6,10 | i19~20 i6~7 i7~8 | -5 | -2 | * Weapon * Combos from any hit * 8 chip damage on block * Powers in NSS or Heat | |
| yoshimitsu | NSS.KIN.f+1 | M,M,M | 6,6,12 | i19~20 i6~7 i7~8 | -5 | +18a (+11) | * Weapon * Combos from any hit * 8 chip damage on block * Recovers 1 base health or 6 additional recoverable health on hit * Recovers 1 base health when remaining recoverable health is 5 or less | |
| yoshimitsu | NSS.db+1 | sl | 5 | i10 | -5 | +6 | * Transition to r24 with f * High crush 4~ | |
| yoshimitsu | NSS.ub+1 | m | 21 | i25~26 | -5 | +4c | Floor Break * Low crush 9~27 * Floating state 28~30 | |
| zafina | 1,4 | h, m | 5, 17 | i10, i19 | -5 | +8 | +42a | * Tornado * Combo from 1st hit with 3f delay * Move can be delayed 1f |
| zafina | df+1 | m | 10 | i13~14 | -5 | +7 | ||
| zafina | df+3 | m | 15 | i15~16 | -5 | +4 | * Cancel SCR transition -10 -1 t43 r28 with B | |
| zafina | b+2 | h | 22 | i22~23 | -5 | +14 | * Homing * Balcony Break on airborne hit * +23a on BT hit | |
| zafina | FC.d+1 | sl | 5 | i10 | -5 | +6 | * Transition to r24 with f * Transition input can be delayed 16f * High crush 1~ | |
| zafina | MNT.df+4 | m | 18 | i17~18 | -5 | +13g | * Homing * Balcony Break * High crush 1~40 * gs41~56 | |
| alisa | 2 | h | 10 | i12 | -6 | +5 | ||
| alisa | df+1 | m | 10 | i13 | -6 | +5 | +8 | * +5c on hit against crouching opponents |
| anna | 1,2,4 | h, h, h | 5, 8, 22 | i10, ,i22 | -6 | +20a (+11) | +49a | * Balcony Break * Combo from 2nd CH |
| anna | 2,4 | h, h | 10, 22 | i10, i22 | -6 | +20a (+11) | +49a | * Balcony Break * Combo from 1st CH with 9f delay * Input can be delayed 10f |
| anna | 3 | m | 17 | i14~16 | -6 | +3 | * Knee | |
| anna | df+3,2,4 | m, h, h | 13, 9, 22 | i14, ,i22 | -6 | +20a (+11) | +49a | * Balcony Break * Combo from 2nd CH with 9f delay * Input can be delayed 10f |
| anna | ws4 | m | 16 | i11~12 | -6 | +5 | ||
| anna | 1+3 | t | 35 | i12~14 | -6 | +0d | * Homing * Throw break 1 or 2 | |
| anna | db+1+2 | t | 40 | i12 | -6 | +0d | * Throw break 1+2 | |
| armor-king | df+1,2 | m, h | 12, 19 | i13~14, i18~19 | -6 | +8 | +12c | * Tornado * Combo on 1st CH |
| armor-king | f,F+2 | m | 20 | i16~17 | -6 | +6 | +44a | |
| armor-king | ws3 | m | 12 | i13~14 | -6 | +6 | Knee | |
| armor-king | ws4 | m | 20 | i11~12 | -6 | +5 | ||
| armor-king | 1+3 | th(h) | 35 | i12~14 | -6 | +0 | * Homing * Throw break 1 or 2 * Opponent left FUFA | |
| armor-king | db+1+2 | th(h) | 40 | i12 | -6 | +2d | * Throw break 1+2 * Opponent left FUFA * Armor King recovers FUFA | |
| armor-king | uf+1+2 | th(h) | 40 | i12 | -6 | +0d | * Floor Break * Throw break 1+2 * Opponent left FUFA | |
| asuka | 2,1 | h, h | 9, 10 | i12, i18~19 | -6 | +6 | * Elbow * Jail from 1st attack with 1f delay | |
| asuka | 3+4 | m,M | 10,21 | i23~24 i6~8 | -6 | +25a | * Spike * Cancel to FC with D * r44 on grounded hit * Low crush 5~33 * Floating state 34~36 | |
| asuka | df+2 | m | 14 | i15~16 | -6 | +35a (+25) | +5s on crouch hit | |
| asuka | 1+2+3+4,1+2 | m,t | 0,0 | i16 | -6 | +3 | * Throw break 1+2 * Works on standing or crouching opponent * Tackle is reversed on the player on break * Opponent recovers FUFT on hit | |
| asuka | f,F+1+2 | M | 20 | i19~20 | -6 | +29a (+14) | +68a (+52) | * Tornado * Chip damage when on block * Grounded hit can be inconsistent sometimes |
| asuka | SS.4 | h | 18 | i17~21 | -6~-2 | +7~+11 | +30a | |
| asuka | FC.3+4 | m,m | 10,10 | i21~22 i9~10 | -6 | +5c | Transition to r22 FC with D * Low crush 5~19 * Floating state 20~22 | |
| asuka | FC.db+1+2 | t | 15,15,15 | i14 | -6 | +56a (+28) | * Throw break 1+2 * Side switch on hit * 2nd damage on landing * 3rd damage without tech roll | |
| asuka | df+2+3 | t | 40 | i12 | -6 | -6d | * Floor Break * Throw break 2 * Opponent recovers off-axis FUFT on hit * Can side switch on hit | |
| azucena | ws4 | m | 13 | i11~12 | -6 | +5 | ||
| bryan | 1,2,1 | h, h, m | 5, 8, 18 | i10, ,i19 | -6 | +6 | +65a | * Combo from 2nd CH with 10F delay * Move can be delayed by 10F |
| bryan | 3,3 | m, h | 14, 13 | i16, i23 | -6 | +6 | Combo from 1st CH | |
| bryan | 4,3,4* | h, m, m | 15, 12, 25 | i12, ,i40~41 | -6 | +35a (+9) | * Balcony Break * Chip damage on block | |
| bryan | df+2 | m | 12 | i13 | -6 | +5 | Elbow | |
| bryan | df+4 | m | 23 | i22~24 | -6~-4 | +19a | * Homing * Balcony break on airborne hit | |
| bryan | db+2 | m | 13 | i15~17 | -6 | +8 | ||
| bryan | b+3,1+2 | m, m | 12, 25 | ,i22 | -6 | +4c | +20d | * Spike * Combo from 1st CH with 8f delay * Input can be delayed 12 * Move can be delayed 10 |
| bryan | ws4 | m | 16 | i11~12 | -6 | +5 | ||
| bryan | SLS.2 | h | 16 | i15~16 | -6 | +2 | ||
| bryan | 2+4 | t | 35 | i12~14 | -6 | +0d | * Floor Break * Throw break 1 or 2 * Side switch on hit | |
| bryan | FC.db+1+2 | t | 45 | i11 | -6 | +1d | * Throw break 1+2 | |
| bryan | uf+1+2 | t | 40 | i12 | -6 | -5d | * Floor Break * Throw break 1+2 | |
| claudio | 2,1 | h, m | 10, 13 | i12, i20 | -6 | +5 | Combo from 1st hit with 2f delay | |
| claudio | 3,2 | m, h | 14, 22 | i14, i22~23 | -6 | +25a (+16) | * Heat Engager * Heat Dash +5, +34a (+27) * Balcony Break * Transition to r55 STB on hit without STB * -6a (-13) upon STB gain on an airborne hit | |
| claudio | uf+3 | m | 22 | i23~25 | -6 | +23d | * Floor Break * 20 damage with input ub+3 * 21 damage with input u+3 * Linear move? * No tracking to SSL/SWL side? * Low crush 9~26 * Floating state 27~29 | |
| claudio | ws4 | m | 18 | i11~12 | -6 | +5 | ||
| claudio | 2+4 | t | 35 | i12~14 | -6 | +0d | * Throw break 1 or 2 * Side switch on hit * Both players transition to FUFA on hit | |
| claudio | uf+1+2 | t | 40 | i12 | -6 | +1d | * Throw break 1+2 * Side switch on hit * Can be buffered * Opponent recovers in FUFA | |
| clive | d+2 | sl | 8 | i11 | -6 | +5 | +5c on crouching hit * High crush 4~ | |
| clive | d+1+2 | M | 23 | i22~23 | -6 | +9a (-8) | +63a (+47) | * Tornado * Balcony Break * Weapon * 6 Chip Damage on block |
| devil-jin | df+1 | m | 11 | i13 | -6 | +5 | +9 | |
| devil-jin | b+1 | h | 10 | i12 | -6 | +5 | Tracks SSR/SWR completely | |
| devil-jin | f,F+4 | m | 22 | i20~21 | -6 | +16g | +55a | * Balcony Break on normal hit * i23 startup when unbuffered, and i21 startup when buffered * Opponent recovers crouching on hit * Active frame 1 range: 3.70 * Low crush 10~30 * Floating state 31~33 |
| devil-jin | ws1 | m | 12 | i13~14 | -6 | +5 | +9 | |
| devil-jin | f,hcf+1+2 | t | 45 | i12 | -6 | +0d | * Throw break 1+2 * Side switch on hit when done on opponent's front and left sides from P1 side * Sideswap on hit when done on opponent's left side from P2 side * Can be done from FC | |
| dragunov | f+3 | m | 11 | i20 | -6 | +5 | Enter SNK +0 +11 r19 with DF | |
| dragunov | df+3 | m | 16 | i17~20 | -6~-3 | +5c~+8c | * Spike * +20 damage throw when hit from the front in close range * Removes Recoverable Health | |
| dragunov | uf+1+2 | t | 40 | i12 | -6 | -5d | * Floor Break * Throw break 1+2 * Side switch on hit | |
| eddy | db+3+4 | m,M | 12,12 | i20~22 | -6 | +1 | * Transition to FC * Floating state 18~30 | |
| eddy | ws1 | h | 6 | i13~14 | -6 | +5 | * Elbow | |
| eddy | 2+4 | th(h) | 35 | i12~14 | -6 | -9 | * Floor Break * Throw break: 1 or 2 * Sideswitch on break | |
| eddy | RLX.uf+1+2 | th(h) | 40 | i17~18 | -6 | +0 | * Throw break: 1+2 * Sideswitch on break | |
| eddy | uf+1+2 | th(h) | 40 | i12~14 | -6 | -4(-34) | Throw break: 1+2 | |
| fahkumram | df+4 | m | 15 | i16 | -6 | +3 | ||
| fahkumram | df+4,1 | m, h | 15, 25 | i16, i22 | -6 | +14a (+5) | * Balcony Break * Combos from 1st hit | |
| fahkumram | db+4 | h | 23 | i20 | -6 | +35d | * Balcony Break * Strong Aerial Tailspin * High crush 6~19 | |
| fahkumram | ws4 | m | 20 | i11 | -6 | +5 | ||
| fahkumram | 2+4 | t | 35 | i12 | -6 | +0d | * Homing * Throw break 1 or 2 * Sideswaps on hit | |
| feng | df+2,2 | m, m | 15, 21 | i20~21, i13~14 | -6 | +14a (+4) | * Balcony Break * Combo from 1st hit | |
| feng | df+4 | m | 13 | i15 | -6 | +5 | ||
| feng | b+2,3,4,2 | m, l, m, M | 13, 6, 13, 22 | i17, ,i24~25 | -6c | +4c | * Spike * Aerial combo from 3rd hit (-6a~-9a) with 13F delay * Move can be delayed by 10F * Input can be delayed by 13F | |
| feng | b+4,2 | m, h | 10, 19 | i12~13, i22 | -6 | +3 | +20cg | * Balcony Break on CH * Combo from 1st hit with 7F delay * Move can be delayed by 6F * Input can be delayed by 7F * Transition to CD with df on hit or block (-1/+8/+25cg) ** Transition to r1 FC with DF~db (-2/+7/+24cg) |
| feng | uf+3+4,3 | M,h,h, h | 10,10,7 (10), 23 (11) | i24,i4~6,i3~4, i17~18 | -6 | +14c | * Balcony Break * Tornado * Aerial combo from 1st hit * Previous hit crouching state is canceled when 3 is input ** Previous hit is cs6~23 when extension is delayed by at least 21F * Input can be delayed by 37F * Move cannot be delayed * Forces tech backroll on normal hit * Floating state 1~2 * Low crush 3~16 * Floating state 17~19 | |
| feng | ws1,3 | m, h | 13, 20 | i13, i22~23 | -6 | +4c | * Heat Engager * Heat Dash +5, +43d (+35) * Combo from 1st hit with 3F delay * Move can be delayed by 10F * Input can be delayed by 12F * Unparryable by traditional kick parries (bug?) | |
| feng | KNP.4,1+2 | l, h | 10, 35 (24) | i18, i28 | -6 | +15a (+6) | * Balcony Break * Shoulder * Aerial combo from 1st hit (+30a (+20)) | |
| feng | 1+3 | t | 35 | i12~14 | -6 | -4d | * Throw break 1 or 2 | |
| feng | BT.1+4 | t | 45 | i12~14 | -6 | -5d | * Throw break 1+2 | |
| feng | uf+1+2 | t | 40 | -6 | +0d | * Floor Break * Throw break 1+2 | ||
| heihachi | df+3 | m | 10 | i15~16 | -6 | +5 | * Knee | |
| heihachi | df+4 | m | 10 | i13~14 | -6 | +5 | ||
| heihachi | ub+2 | h | 25 | i18~19 | -6 | +14c | * Balcony Break * Parries mid or high punches * Forces backroll on normal hit * 28dmg, +22a (+12) on successful parry * Balcony Break * Parry state 5~12 | |
| heihachi | uf+1+4 | t | 30 | i12 i48 | -6 | +28d (-30) | * Balcony Break * Throw break 1+2 * Headbutt can be reversed with input 1 or 2 or 3 or 4 * Only works on Male characters and Reina | |
| hwoarang | H.RFS.f+4,4 | h,h, h | 8,10, 9 | i8, i10, i23 | -6 | +75a (+59) | * Tornado * Combo from 1st or 2nd hit * Transition to RFF * Partially uses remaining Heat time * Increased chip damage scaling on block during heat ** 2 chip damage on block | |
| hwoarang | 4 | h | 14 | i11~12 | -6 | +5 | ||
| hwoarang | 4,3 | h, m | 14, 16 | i11~12, i22 | -6 | +5 | +20a (+11) | * Balcony Break on CH * Combo from 1st hit * +5c on crouching hit * Cancel the second hit and transition to r8 LFS with F (-6/+5) |
| hwoarang | uf+3 | m | 11 | i28~29 | -6 | -7 | * Also possible during RFF * Low crush 9~ | |
| hwoarang | ws3+4,3 | m, M | 16, 20 | i20~21, i21~26 | -6 | +5c~+10c | +29d | * Combo from 1st hit with 7F delay * Input can be delayed by 7F * Move cannot be delayed |
| hwoarang | LFS.2,2,3 | m, h, h | 15, 7, 10 | i16, ,i14~17 | -6~-3 | -3~+0 | * Combo from 2nd hit (1st active frame only) * Combo from 2nd CH * Interrupt from 2nd block with i3 | |
| hwoarang | LFS.uf+3 | m | 11 | i28~29 | -6 | -7 | * Low crush 9~ | |
| hwoarang | RFS.f+4,4 | h,h, h | 8,8, 9 | i8, i10, i23 | -6 | +75a (+59) | * Tornado * Combo from 1st or 2nd CH * Transition to RFF | |
| hwoarang | 2+4 | th(h) | 25 | i12~14 | -6 | -2d | * Floor Break * Break: 1 or 2 * Opponent recovery on hit: FDFT off-axis to the left, sideswap | |
| hwoarang | RFF.1+3 | th(h) | 45 | i12 | -6 | -5d | * Break: 1+2 * Opponent recovery on hit: FUFA, sideswap | |
| hwoarang | uf+1+2 | th(h) | 40 | i12 | -6 | -5d | * Break: 1+2 * Opponent recovery on hit: FUFA * Also possible during RFF | |
| jack-8 | f+1 | m | 13 | i14 | -6 | +5 | * Effectively homing? | |
| jack-8 | f+1,2 | m, h | 13, 12 | i14, i22 | -6 | +5 | Combos from 1st hit | |
| jack-8 | f,F+1 | m | 22 | i15~16 | -6 | +8c | +16d | * Elbow * Transition to GMH with D * (+4 oB, +8c oH, +16d cH) |
| jack-8 | ws4 | m | 20 | i11 | -6 | +5 | * | |
| jack-8 | FC.db+1,1 | l, m | 14, 10 | i14, i24 | -6 | +5 | * Spike * High crush | |
| jack-8 | FC.db+1,1,1* | l, m, m | 14, 10, 30 | i14, ,i34~35 | -6 | +15a (+7) | * Balcony Break * Gain GMC on hit or block * 12 chip damage on block | |
| jack-8 | GMC.1 | m | 22 | i22 | -6 | +73a (+57) | * Strong Aerial Tailspin * Homing * Partially uses remaining Heat time * Chip damage on block (4) | |
| jack-8 | 2+4 | t | 35 | i12 | -6 | -3d | * Throw Break 1 or 2 * Swaps positions on break * Side Switch | |
| jack-8 | GMH.1+2 | th | 45 (57) | i16 | -6 | +0d | * 57 Damage if opponent hits the wall * Throw Break 1+2 * Swaps positions on break | |
| jack-8 | db,n,f+1+2 | t | 50 | i11 | -6 | -1d | * Throw Break 1+2 * Floor Break | |
| jack-8 | uf+1+2 | t | 35 | i11 | -6 | -10d | * Throw Break 1+2 * Floor Break | |
| jack-8 | uf+1+2,d,df+2 | t | 40 | i11 | -6 | +19a (-7) | * Throw Break 1+2 * Balcony Break * Wallsplats opponent * If blocked, does 20 chip dmg and is -2 oB | |
| jin | f+1+2 | h,h | 14,24 | i14 i9~10 | -6 | +21a (+11) | * Balcony Break * Jail from 1st attack * Chip damage on block | |
| jin | b+3 | m | 17 | i16 | -6 | +5 | * Knee * Enter ZEN -2 +9 r20 with F | |
| jin | ws1 | m | 7 | i13~i14 | -6 | +5 | ||
| jin | ws1,3 | m, h | 7, 8 | i13~i14, i14 | -6 | +4 | * Jail from 1st attack * Transition to r25 backdash with B | |
| jun | H.2+3 | m,m | 20,30 | i13 i32~75 | -6~+37g | +21a~+64a (-5~+38) | * Heat Smash * Balcony Break * Restores 32 recoverable on hit (16 on block) * 10 chip damage on block * Gain 8 Kazama Essence on normal hit and 6 on block or airborne hit | |
| jun | 2,1 | h, m | 7, 9 | i12, i21 | -6 | +7 | * Elbow * Combo from 1st hit with 9f delay * Input can be delayed 10f | |
| jun | 3+4 | m,M,M | 6,18,20 | i23~24 i30~31 i16 | -6 | +26a (+8) | * Spike * 3rd hit available only as combo from 2nd hit * Transition to r22 FC with D on whiff or block * Deals 12 damage to self (8 recoverable) * Gain 12 Kazama Essence on normal hit and 6 on airborne hit * Low crush 5~33 * Floating state 34~36 | |
| jun | uf+3 | m | 17 | i20~21 | -6 | +5 | +30a | Balcony Break (airborne) * Low crush 11~27 * Floating state 28~30 |
| jun | ws1 | h | 14 | i12~13 | -6 | +5 | ||
| jun | FC.3+4 | m,m | 10,10 | i21~22 i23~24 | -6 | +5c | * Transition to r24 FC with D * Low crush 5~19 * Floating state 20~22 | |
| jun | IZU.3 | m,h | 10,16 | i16~15 i14~15 | -6 | +12a (+3) | * Heat Engager * Heat Dash +5, +36a (+26) * Balcony Break * Jail from 1st attack * Gain 10 Kazama Essence on Heat activation * Low crush 20~53 * Floating state 54~56 | |
| jun | IZU.f+1+2 | m | 21 | i16~17 | -6 | +5 | +25 | * Homing * Balcony Break (airborne) * Only i15 or faster attacks guaranteed on CH * Jab evasion * Gain 6 Kazama Essence on normal hit and 5 on airborne hit |
| jun | FC.db+1+2 | t | 15,15,15 | i14~15 | -6 | +56a (+28) | * Throw break 1+2 * Opponent can tech roll to reduce the landing damage | |
| jun | IZU.1+3 | t | 35 | i14 | -6 | +0d | * Throw break 1+2 * Restores 8 life and 12 recoverable * Gain 8 Kazama Essence on hit | |
| jun | df+2+3 | t | 40 | i12 | -6 | -6d | * Throw break 2 * Floor Break | |
| jun | uf+1+2 | t | 40 | i12 | -6 | +0d | Throw break 1+2 | |
| kazuya | 3,1,4 | h, h, m | 12, 10, 17 | i14, ,i21~22 | -6 | +8 | +40d (+32) | * Knee * Combo from 2nd CH with 6f delay * Move can be delayed 14f |
| kazuya | SS.4 | m | 14 | i15 | -6 | +4 | Balcony Break | |
| kazuya | FC.db+1+2 | th(h) | 40 | i12~14 | -6 | -3d | Throw break: 1+2 | |
| king | df+2 | m | 12 | i13 | -6 | +4s | * Forces standing on hit. | |
| king | ws4 | m | 20 | i11~12 | -6 | +5 | ||
| king | 1+3 / f+1+3 | t | 35 | i12~15 / i15~17 | -6 | +0d | * Homing * 1 or 2 throw break. * Input f+1+3 to increase throw range, but its startup is 3 frames slower. * Opponent recovers in FUFA. * Side switch on successful throw break | |
| king | DHH.2,1,3,4 | t | 12,13 / 32 | -6 | -7d(-40) | * 2 throw break. * Mash 1/2/3/4 to roll in midscreen to reduce damage, on wall splat damage is 32. * Opponent recovers in FUFT if fails to roll. | ||
| king | DHH.1+2,1+2 | t | 15 | -6 | -3d | * 1 throw break. * Opponent recovers in FDFT. | ||
| king | FC.db,d,db+1+2 | t | 45 | i12 | -6 | +0d | Floor Break * 1+2 throw break. * Opponent recovers in FUFR. | |
| king | MMD2.1,1+3/ MMD2.2,2+4 | t | 13 | -6 | +0d | * 1 or 2 throw break, depending on King's input. * Opponent recovers in FDFA. | ||
| king | MMD3.2,3,1,1+2 | t | 24 | -6 | +0d | * 1+2 Throw break. * Opponent recovers in FDFR. Max Damage 69. | ||
| king | MMD3.1+2,1,1+3/ MMD3.1+2,2,2+4 | t | 12 | -6 | +1d | * 1 or 2 throw break, depending on King's input. * Opponent recovers in FUFA. | ||
| king | MMD6.2,4,3,1,1+3/ MMD6.2,4,3,1,2+4 | t | 31 | -6 | -10d | * 1 or 2 throw break, depending on King's input. * Opponent recovers in FUFA. Max Damage 116. | ||
| king | RAS4.2 | t | 20/25 | -6 | +1d | * 2 throw break. Side Switch. * Input with 3,1,2,3+4,1+2 for more damage. * King recovers in backturn stance. * Opponent recovers in FUFA. Max damage 91. | ||
| king | db+2+3 | t | 40 (8+20+12) | i12 | -6 | +1d / 0d | * 1+2 throw break. * Opponent recovers in FUFT / FDFT. | |
| king | f,hcf+2 | t | 50(55) | i12~14 | -6 | +1d | * Homing during heat * 2 throw break * Input all directions, df for 1-3F, f for 0-1F, and f+2 to execute bluespark. * i13 startup for Bluespark throw with buffered input * 55 damage on bluespark * 18F throw break window on bluespark * 7F throw break window on CH bluespark * Partially restores remaining Heat time. * f,b,d,f are required inputs for normal throw * Opponent recovers in FUFL. | |
| king | qcb+1+2 | t | 50 | i11 | -6 | -6d | * Floor Break * Homing during heat * 1+2 throw break * Side switch * King recovers in BT * Partially restores remaining Heat time * Opponent recovers in FUFA. | |
| king | uf+1+2 / uf+1+2,B | t | 30 | i12 | -6 | +19d(-7) / +17d(-13) | * 1+2 throw break. * Hold b to throw backwards. * Damage becomes 15 on wall splat. * Opponent recovers in FUFT. | |
| kuma | 4 | h | 20 | i14 | -6 | +5 | +30a | * Balcony Break on CH |
| kuma | f+4 | h | 22 | i15 | -6 | +5 | +30a | * Balcony Break on CH |
| kuma | df+1 | m | 6 | i15~16 | -6 | +2 | ||
| kuma | uf+1 | m | 20 | i26~28 | -6 | +22a | * Alternate input: ub+1 or u+1 * 8 chip damage on block * Low crush 9~30 * Low crush 31~33 | |
| kuma | uf+2 | m | 20 | i28~30 | -6 | +30a | +65a (+45) | * Balcony Break * Homing * Strong Aerial Tailspin * Alternate input: ub+2 or u+2 |
| kuma | uf+4 | m | 20 | i29~30 | -6 | -10a (-20) | * Balcony Break * Low crush 9~30 * Floating state 31~33 | |
| kuma | ws4 | m | 20 | i11~12 | -6 | +5 | ||
| kuma | 2+4 | th(h) | 35 | i12~14 | -6 | +1 | * Throw break: 1 or 2 * Opponent status on hit: FUFT * Side switch on hit | |
| lars | 2,1 | h, m | 10, 12 | i10, i20~21 | -6 | +8 | * Combo from 1st hit with 3F delay * Input can be delayed by 3F * Transition to LEN, cannot cancel | |
| lars | f+2 | h | 10 | i12 | -6 | +3 | ||
| lars | df+1,1 | m, h | 12, 12 | i13, i21 | -6 | +6 | * Combo from 1st hit with 1F delay * Input can be delayed by 1F * Transition to r19? DEN with D (-2/+10) | |
| lars | ws4 | m | 16 | i11~12 | -6 | +5 | ||
| lars | DEN.1,2 | h, h | 14, 20 | i11~12, i14~15 | -6 | +21c | * Heat Engager * Heat Dash +5, +36a (+26) * Balcony Break * Jail from 1st block * Combo from 1st hit with 6?F delay? * Move cannot be delayed * Input can be delayed by 6?F * Forces tech backroll on hit | |
| lars | SEN.1 | m | 26 | i12~13 | -6 | +23a (+13) | * Heat Engager * Heat Dash +5, +36a (+26) * Balcony Break | |
| law | 1,1,2 | h, h, h | 5, 5, 12 | i10, ,i17 | -6 | +6 | * Transition to DSS with F ** (-6 oB, +6 oH) | |
| law | 4,3,4 | h, h, h | 15, 12, 14 | i13, ,i20 | -6 | -1 | +31a (+24) | * Combos off of 1st hit CH * Transition to DSS with F ** (+7 oB, +12g, +44a (+37)) ** DSS allows full combo off of Magic 4 |
| law | f,F+2 | m | 12 | i14 | -6 | +2 | +7 | |
| law | uf+1+2 | t | 35 | i12 | -6 | +3d | Throw break 1+2 |