
All Characters
All Characters Tekken 8 Frame Data
| Char | Command | Hit level | Damage | Startup | Block | Hit | Counter hit | Notes |
|---|---|---|---|---|---|---|---|---|
| bryan | 4,3,4* | h, m, m | 15, 12, 25 | i12, ,i40~41 | -6 | +35a (+9) | * Balcony Break * 10 chip damage on block * Whiffs vs SWR from 2nd block * Interrupt with i21 from 2nd block * Interrupt with i10 from 2nd hit | |
| bryan | df+2 | m | 12 | i13 | -6 | +5 | Elbow | |
| bryan | df+4 | m | 23 | i22~24 | -6~-4 | +19a | * Homing * Balcony Break (airborne) | |
| bryan | db+2 | m | 13 | i15~17 | -6 | +8 | ||
| bryan | b+3,1+2 | m, m | 12, 25 | i19, i22 | -6 | +4c | +26d | * Floor Break * Combo from 1st CH with 8f delay * Interrupt with i4 from 1st block * Transition to FC with d * Input can be delayed 12f * Move can be delayed 10f |
| 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 * Homing * 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 * Interrupt with i2 from 1st block | |
| claudio | 3,2 | m, h | 14, 22 | i14~15, i22~23 | -6 | +25a (+16) | * Heat Engager * Heat Dash +5, +43d (+35) * Balcony Break * Transition to r55 STB on hit without STB * -6a (-13) upon STB gain on an airborne hit * Interrupt with i5 from 1st block | |
| 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 | * Homing * 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 |
| clive | b+2 | h | 20 | i20~21 | -6 | +9 | * Strong Aerial Tailspin * Balcony Break * Weapon * Enter PHX +4 +23 r24 with F or 4 on block or hit * Hit vs BT +15a (+6) * Effectively homing? | |
| 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 | +16cg | +55a | * Balcony Break on normal hit * Active frame 1 range: 3.70 * +11a (+2) on BT hit * 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 | * Floor Break * +20 damage throw when hit from the front in close range * Removes Recoverable Health | |
| dragunov | uf+1+2 | t | 40 | i12 | -6 | -10d | * 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 | -9d | * Floor Break * Homing * Throw break: 1 or 2 * Sideswitch on break * Opponent recovers in FDFA | |
| 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 | -4a (-34) | * Throw break: 1+2 * Opponent recovers in FUFA * 45dmg on wall splat (Opponent recovers in FDFT) ** -4d? minimum hit frames on wall splat (higher frame advantage when wall splatted from a further distance) | |
| 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 | i20~21 | -6 | +35d | * Strong Aerial Tailspin * Balcony Break * Recovers 1f slower on block * High crush 6~19 | |
| fahkumram | ws4 | m | 20 | i11~12 | -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 with 1F delay * Jail from 1st block with 1F delay * 20f timestop on hit * Move cannot be delayed * Input can be delayed by 1F | |
| 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 * Interrupt with i7 from 3rd block * 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 * Interrupt with i2 from 1st block * 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 * Jails from 3rd block (3rd hit only blockable by big characters) * Interrupt with i3 from 2nd block * 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 * Duckable from 2nd block (by normal bodies) * 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 +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 | * Homing * 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 | +39a | * Tornado * Combo from 1st or 2nd hit * Transition to RFF * Consumes 300F of remaining Heat time * Interrupt with i3 from 1st block * 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 * +39a on hit during heat * Interrupt with i3 from 1st block * Transition to RFF * 2 chip damage on block during Heat | |
| hwoarang | 2+4 | th(h) | 25 | i12~14 | -6 | -2d | * Floor Break * Homing * 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 | i14~15 | -6 | +5 | * Effectively homing? | |
| jack-8 | f+1,2 | m, h | 13, 12 | i14~15, i22~23 | -6 | +5 | * Balcony Break * Combos from 1st hit * Interrupt with i3 from 1st block | |
| jack-8 | f,F+1 | m | 22 | i15~16 | -6 | +8c | +23d | * Elbow * Transition to GMH with D * (+4 oB, +8c oH, +23d cH) |
| jack-8 | ws4 | m | 20 | i11 | -6 | +5 | * | |
| 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 | hFC.db+1,1 | l, m | 14, 10 | i14, i24 | -6 | +5 | * Spike * Interrupt with i5 from 1st block * High crush | |
| jack-8 | hFC.db+1,1,1* | l, m, m | 14, 10, 30 | i14, ,i34~35 | -6 | +15a (+7) | * Balcony Break * Gain GMC on hit or block * Interrupt with i18 from 2nd block * Interrupt with i7 from 2nd hit * Whiffs vs SS, SW from 2nd block * Whiffs vs SSR, SWR from 2nd hit * 12 chip damage on block | |
| jack-8 | 2+4 | t | 35 | i12 | -6 | -3d | * Homing * 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, i61 | -6 | +19a (-7) | * Throw Break 1+2 * Balcony Break * Wallsplats opponent * Opponent can block followup with B on frame 60 * 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 * 7 chip damage on block | |
| jin | b+3 | m | 17 | i16 (i15~16) | -6 | +5 | * Knee * i15~16 when performing b+3,2 or transitioning into ZEN * Enter ZEN -2 +9 r20 with F | |
| jin | ws1 | m | 7 | i13~14 | -6 | +5 | ||
| jin | ws1,3 | m, h | 7, 8 | i13~14, i14 | -6 | +4 | * Jail from 1st block * Transition to r26 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 * Interrupt with i1 from 1st block * 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 | d+3+4 | l,h | 5,15 | i14 i24~27 | -6 | +30a (+20) | * Combo from 1st CH * Jail from 1st attack * -25 if 1st hit is blocked * Low crush 5~27 * Floating state 28~30 | |
| 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 | 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 | hFC.3+4 | m,m | 10,10 | i21~22 i23~24 | -6 | +5c | * Transition to r24 FC with D * Can be done from Crouch Level 1 * Low crush 5~19 * Floating state 20~22 | |
| 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 * Balcony Break on CH * Combo from 2nd CH with 6f delay * Interrupt with i1 from 2nd block * Move can be delayed 14f |
| kazuya | df+3,1 | m, h | 13, 17 | i18~19, i22~23 | -6 | +15g | +13c | * Balcony Break * Elbow * Combo from 1st hit with 7F delay * Interrupt with i2 from 1st block * 4f timestop on CH |
| 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 | 1,2,2+4 | h, h, t | 5, 15, 30 | i10, ,i30 | -6 | +1d | * Tornado * Throw break 2 * Interrupt with i12 from 1st block * Can side switch on hit | |
| king | df+2 | m | 12 | i13 | -6 | +4 | ||
| king | ws4 | m | 20 | i11~12 | -6 | +5 | ||
| king | 1+3 | t | 35 | i12~14 | -6 | +0d | * Homing * 1 or 2 throw break. * Input f+1+3 to increase throw range, but its startup is 3 frames slower. * f+1+3: i15~17, t50 r33 * 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 * 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 * Opponent recovers in FUFA. | |
| king | uf+1+2 | 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 | * Homing * Throw break: 1 or 2 * Opponent status on hit: FUFT * Side switch on hit | |
| kunimitsu | 2,2 | h, m | 12, 14 | i12, i12~13 | -6 | +5 | * Weapon * Jail from 1st block with 5f delay * Combo from 1st hit with 5f delay * Transition to KAT -6 +5 r26 with 1+2 * Input can be delayed 5f * Move cannot be delayed | |
| kunimitsu | 2,2,2,2 | h, m, h, h | 12, 14, 16, 16 | i12, ,i15~16 | -6 | +3 | * Balcony Break (airborne) * Weapon * Jail from 3rd block with 5F delay * Combo from 2nd CH or 3rd hit with 5f delay * Input can be delayed 5f * Move cannot be delayed | |
| kunimitsu | f+2,3 | h, h | 12, 20 | i13, i16~18 | -6 | +20a (+11) | * Combo from 1st hit with 8f delay * Input can be delayed 8f * Move can be delayed 3f | |
| kunimitsu | f+1+2 | m | 23 | i17~18 | -6 | +9a (+0) | * Heat Engager * Heat Dash +5, +45a (+35) * Balcony Break * Weapon * 4 chip damage on block | |
| kunimitsu | df+3 | m | 14 | i17~18 | -6 | +2 | +4 | |
| kunimitsu | db+2 | M | 10 | i16~17 | -6 | +7 | * Weapon | |
| kunimitsu | ws4 | m | 15 | i11~12 | -6 | +5 | ||
| kunimitsu | SET.1,2 | h, h | 8, 13 | i10~11, i17~18 | -6 | +8 | * Weapon * Combo from 1st hit with 12f delay * Jail from 1st attack with 3f delay * Input can be delayed 12f * Move can be delayed 10f * Transition to BT with B | |
| lars | 2,1 | h, m | 10, 12 | i10, i20~21 | -6 | +8 | * Combo from 1st hit with 3f delay * Interrupt with i3 from 1st block * Input can be delayed 3f * Move cannot be delayed | |
| 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 * Interrupt with i2 from 1st block * Transition to DEN r25 with D (-2/+10) * Move cannot be delayed * Input can be delayed by 1F | |
| 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, +43d (+35) * Balcony Break * Jail from 1st block * Combo from 1st hit with 6F delay? * Move cannot be delayed * Input can be delayed by 6F * Forces tech backroll on hit | |
| 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) | * Airborne combo from 1st CH (+31a (+24)/+44a (+37)) * Transition to DSS with F (+7/+12g/+43a (+33)) |
| law | f,F+2 | m | 12 | i14~16 | -6 | +2 | +7 | |
| law | uf+1+2 | t | 35 | i12 | -6 | +3d | Throw break 1+2 | |
| law | uf+1+2,1,2,1+2 | t | 40 | i12 | -6 | -6d | * Throw break 1+2 * Floor Break | |
| lee | d+2 | m | 17 | i18~19 | -6 | +8 | +13 | * Jab evasion (frames 6 to 14?) * 6f timestop on CH |
| lee | b+1:1,2 | h,m, h | 12,6, 23 | i14,i20, i20~21 | -6 | +39d (-19) | * Balcony Break * Combos from 1st hit * Perfect Input not required during Heat * Partially consumes remaining Heat Time | |
| lee | b+1:1+2 | h,h | 12,25 | i14,i21 | -6 | +39d (-19) | * Balcony Break * Combos from 1st hit * 10 chip damage * Perfect Input not required during Heat * Partially consumes remaining Heat Time | |
| lee | ws4 | m | 16 | i11 | -6 | +5 | * Transition to -9, +2 HMS with 3 | |
| lee | 2+4 | t | 35 | i12~14 | -6 | -2d | * Homing * Throw break 1 or 2 * Side swap | |
| leo | 1,2,1,4 | h, h, h, h | 5, 10, 16, 30 | i10, ,i21~23 | -6~-4 | +32a (+6) | * Balcony Break * Combo from 2nd CH or 3rd hit * Interrupt with i2 from 3rd block | |
| leo | df+1,2 | m, h | 13, 20 | i13~14, i18 | -6 | +9d | +34d (+26) | * Tornado * Balcony Break * Combo from 1st CH with 8F delay * Interrupt with i3 from 1st block * Move can be delayed 4F * Input can be delayed 8F |
| leo | df+4 | m | 14 | i13 | -6 | +5 | ||
| leo | u+1 | m | 17 | i19~20 | -6~-5 | +2 | +22a (+5) | * Tornado * Balcony Break ** CH only ** Doesn't Balcony Break on airborne |
| leo | uf+1,1 | h, m | 8, 17 | i13, i19~20 | -6~-5 | +2 | +22a (+5) | * Tornado * Balcony Break ** CH only ** Doesn't Balcony Break on airborne * Interrupt with i4 from 1st block |
| leo | ws3 | M | 9 | i13~14 | -6~-5 | +5 | * Knee * Alternate input CD.3 | |
| leo | qcf+2,1 | m, m | 14, 17 | i17, i18~19 | -6~-5 | +10g | +59a | * Wall Crush on hit +22cg~23cg; 3 chip damage * Elbow * Combo from 1st hit with 8F delay * Interrupt with i2 from 1st block * Move can be delayed by 4F * Input can be delayed by 8F |
| leo | qcf+3+4 | m,m | 6,20 | i18~20 i22~24 | -6~-4 | +13g | * Homing * Balcony Break * Low crush 17~ | |
| leo | KNK.1+2 | M | 20 | i22~24 | -6 | +21cg | +41a (+31) | * Tornado * Balcony Break ** On non-CH grounded connect * Opponent recovers crouching * 6 chip damage on block |
| leo | 2+4 | t | 35 | i12~14 | -6 | +0d | * Homing * Throw break 1 or 2 * Side switch on hit * Deals 4 more damage at the wall | |
| leo | uf+1+2 | t | 40 | i12~14 | -6 | +8d | * Balcony Break * Throw break 1+2 * Side switch * KNK.uf+1+2: i15~17 (t42) | |
| leroy | 1,2,1 | h, h, h | 5, 9, 17 | i10, ,i27~28 | -6~-5 | +8~+9 | * Strong Attack Reversal * Follow-up after successful parry with input 1 or 2 * Delayable * Combo from 2nd hit CH * Parry state 10~24 | |
| leroy | 1,2,3 | h, h, h | 5, 9, 21 | i10, ,i23~24 | -6~-5 | +20a(+11)~+21a(+13) | * Balcony Break * Combo from 2nd hit CH * Low crush | |
| leroy | f+4,4 | m, h | 14, 24 | i16~17, i28~30 | -6 | +20a (+11) | * Heat Engager * Heat Dash +5, +62a (+42) * Balcony Break * Combo from 1st hit with 6F delay * Interrupt with i6 from 1st block * Low crush 17~29 * Floating state 30~32 | |
| leroy | df+1 | m | 10 | i13~14 | -6 | +5 | ||
| leroy | df+2 | m | 7 | i15~16 | -6 | +6 | ||
| leroy | df+4 | m | 14 | i13 | -6 | +6 | Transition to HRM | |
| leroy | b+1 | h | 17 | i13 | -6 | +5 | Shifts to throw "Knee Snap" on front grounded CH | |
| leroy | qcf+2 | h | 20 | i16~17 | -6~-5 | +29a (+22) | * Elbow * 4 chip damage on block | |
| leroy | ws4 | m | 16 | i11~12 | -6 | +5 | ||
| lidia | 1,2,3 | h, h, h | 5, 8, 27 | i10, ,i26~27 | -6 | +20a (+11) | * Balcony Break * Interrupt with i7 from 1st block * Whiffs vs SSL, SWL from 1st block * Input can be delayed 3f * Low crush 16~31 | |
| lidia | d+3,1,2 | l, h, h | 9, 8, 20 | i15, ,i17 | -6 | +17cg | * Tornado * Balcony Break * Combo from 2nd hit * Combo from 1st CH * Forces tech backroll on hit | |
| lidia | uf+1 | m | 18 | i23 | -6 | +3 | * Elbow * Parries high punches or kicks * Hitstop on successful parry * Forced 2nd hit on successful parry * Parry state 5~17 | |
| lidia | SS.4 | h | 21 | i16~17 | -6 | +16g | +14 | Balcony Break |
| lidia | CAT.4 | L | 14 | i19~20 | -6 | +8c | +33a | * Transition to WLF on hit or block only * Crouching state ends early on frame 20 when transitioning to WLF * WLF transition is -14 * Powered up based on Heaven and Earth Level * HAE lvl.1 16 damage * HAE lvl.2 18 damage * HAE lvl.3 20 damage * High crush 11~31 |
| lidia | WLF.3 | m | 10 | i17 | -6 | +4 | ||
| lidia | WLF.3,1 | m, m | 10, 21 | i17, i26 | -6 | +37a (+29) | * Balcony Break * Combo from 1st CH * Move cannot be interrupted | |
| lidia | 2+4 | t | 35 | i12~14 | -6 | +0d | * Homing * Floor Break * Throw break: 1 or 2 * Opponent on hit: FUFA * Side switch on hit | |
| lidia | uf+1+2 | t | 40 | i12 | -6 | +0d | * Throw break: 1+2 * Opponent on hit: FUFA * Regain recoverable health * Only when Heaven and Earth lvl is 3: * 50 damage | |
| lili | 1,1 | h, h | 5, 16 | i10, i20~21 | -6 | +4 | * Elbow * Jail from 1st attack with no delay * Combo from 1st hit with 5f delay * Move can be delayed 6f | |
| lili | FC.df+1 | m | 24 | i14~15 | -6 | +19a (+2) | +34d (+26) | * Balcony Break * 4 chip damage on block |
| miary-zo | 1,3 | h, m | 5, 10 | i10, i20 | -6 | +0 | * Combo from 1st hit with 4f delay * Interrupt with i1 from 1st block * Move can be delayed 4f * +0c on crouching hit * Links to 10-hit strings | |
| miary-zo | 3,2 | m, h | 12, 20 | i13~14, i26~28 | -6 | +24a (+14) | * Heat Engager * Heat Dash +43d (+35) * Balcony Break * Combo from 1st hit with 5f delay * Interrupt with i4 from 1st block * Move can be delayed 5f * 4 chip damage on block * Low crush 14~31 * Floating state 32~34 | |
| miary-zo | f+4 | m | 12 | i18 | -6 | +2 | * Low crush 9~14 * Floating state 15~17 | |
| miary-zo | b+2,3,2 | h, h, h,h,h | 10, 16, 5,8,12 | i13, ,i27~29 i4~5 i5~6 | -6 | +21d | * Balcony Break * Weapon * Interrupt with i4 from 1st block * 4 chip damage on block | |
| miary-zo | MOR.2 | M | 20 | i15~17 | -6 | +18a (+1) | +72a (+56) | * Tornado * Balcony Break * Elbow * Jab evasion? * Steel pedal |
| miary-zo | 2+4 | t | 35 | i12~14 | -6 | -3d | * Floor Break * Homing * Throw break 1 or 2 * Side switch on hit and throw break | |
| nina | 1,2,4 | h, h, h | 5, 10, 22 | i10, ,i22 | -6 | +20a (+11) | +49a | * Balcony Break * Combo from 2nd CH with 8f delay * Interrupt with i2 from 1st block * Input can be delayed 10f |
| nina | 3,3,3,4 | h, h, h, h | 14, 4, 6, 20 | i14, ,i24 | -6 | +20a (+11) | * Balcony Break * Combo from 3rd CH with 6f delay * Interrupt with i4 from 1st block * Input can be delayed 10f | |
| nina | 3,4 | h, h | 14, 20 | i14, i22 | -6 | +20a (+11) | * Balcony Break * Combo from 1st hit with 8f delay * Interrupt with i2 from 1st block * Input can be delayed 10f | |
| nina | 4,4,3+4 | h, h, M,M | 15, 21, 8,21 | i11, ,i35~39 i43~49 | -6~+0 | +20a | * Spike * Combo from 2nd CH * Interrupt with i10 from 2nd block * Whiffs vs delayed SWL from 2nd block (Must perform SSL->SWL) * Low crush 29~36 * Floating state 37~42 | |
| nina | f+3+4 | m | 12 | i14 | -6 | +1 | +6 | Knee |
| nina | H.f+3+4,2 | m, sm,sm,sm,sm | 12, 12,12,5,5 | i14, i30, i5, i6, i6 | -6 | +19a (+9) | * Balcony Break * Combo from 1st CH with 5F delay * Interrupt with i7 from 1st block * Available only from 1st hit or block * 12 chip damage on block * Consumes 180F of remaining Heat time * Move can be delayed by 4F * Input can be delayed by 5F | |
| nina | df+1,2,4 | m, h, h | 10, 10, 22 | i13~14, ,i22 | -6 | +20a (+11) | +49a | * Balcony Break * Move can be delayed by 10F * Interrupt with i3 from 2nd block |
| nina | df+3,2,4 | m, h, h | 13, 9, 22 | i14, ,i22 | -6 | +20a (+11) | +49a | * Balcony Break * Combo from 2nd CH with 8f delay * Interrupt with i2 from 2nd block * Move can be delayed by 9f |
| nina | b+1+3 | -6 | * Damage is 25 + 50% of the opponent's attack * Parries mid or high punches or kicks * Parry state 5~12 | |||||
| nina | b+2,2 | h, h | 12, 12 | i12, i14~15 | -6 | +5 | * Combo from 1st hit with 1?f delay * Jail from 1st block with 1?f delay * Move can be delayed 1?f | |
| nina | b+3 | m | 10 | i18 | -6 | +6c | Spike | |
| nina | uf+4,3,4 | h, L, h | 22, 10, 14 | i18, ,i20 | -6 | +5 | * Combo from 2nd hit * Move cannot be interrupted * Enter SS -5 +6 with D_U | |
| nina | ws1 | m | 17 | i13~14 | -6 | +5 | ||
| nina | 1+3 | t | 35 | i12~14 | -6 | -2 | * Homing * Throw break 1 or 2 * Opponent recovers FUFA | |
| nina | df,df+1 | t | 43 | i12 | -6 | -2d | * Floor Break * Throw break 1+2 | |
| panda | 4 | h | 20 | i14 | -6 | +5 | +30a | * Balcony Break on CH |
| panda | f+4 | h | 22 | i15 | -6 | +5 | +30a | * Balcony Break on CH |
| panda | df+1 | m | 6 | i15~16 | -6 | +2 | ||
| panda | uf+1 | m | 20 | i26~28 | -6 | +22a | * Alternate input: ub+1 or u+1 * chip damage on block * Low crush | |
| panda | uf+2 | m | 20 | i28~30 | -6 | +30a | +65a (+45) | * Balcony Break * Homing * Tailspin * Alternate input: ub+2 or u+2 |
| panda | uf+4 | m | 20 | i29~30 | -6 | -10a (-20) | * Balcony Break * Low crush | |
| panda | ws4 | m | 20 | i11~12 | -6 | +5 | ||
| panda | 2+4 | th(h) | 35 | i12~14 | -6 | +1 | * Homing * Throw break: 1 or 2 * Opponent status on hit: FUFT * Side switch on hit | |
| paul | b+3 | h | 16 | i14~15 | -6 | +31a (+25) | * Knee | |
| paul | uf+1 | h | 26 | i28~31 | -6 | +24a (+14) | * Balcony Break * Elbow * High Evasion * .73 backward movement over first 14f * High crush 6~27 | |
| paul | ws4 | m | 18 | i11~12 | -6 | +5 | ||
| paul | 1+3 | t | 35 | i12~14 | -6 | +1d FUFA | * Homing * Throw break 1 or 2 * Side switch | |
| paul | uf+1+2 | t | 40 | i12 | -6 | +0d | * Spike * Throw break 1+2 | |
| raven | df+4,4,3 | m, M, M | 15, 16, 22 | i15~16, ,i27~30 | -6~-3 | +18a | * Low crush 1~27 * Floating state 28~30 | |
| raven | ub+1 | m | 11 | i16 | -6 | +5 | Can be performed during CD (Shadow Sprint) | |
| raven | u+3,3,3 | h, L, M | 23, 18, 22 | i27~28, ,i27~30 | -6~-4 | +18a | * Alternate input: ub+3,3,3 * Interrupt with i36 * Can be performed during CD (Shadow Sprint) * Low crush 1~27 * Floating state 28~30 | |
| raven | qcf+1 | m | 15 | i16 | -6 | +9 | +13 | * Elbow * Transition to -2/+13g/+18 t44 r24 SZN with 3+4 or D |
| raven | BT.3,4,3 | h, m, M | 10, 17, 22 | i10, ,i27~30 | -6~-3 | +18a | * Interrupt with i24 * Same move as (df+4,4),3 * Low crush 1~27 * Floating state 28~30 | |
| raven | SZN.3+4 | m | 25 | i27~30 | -6 | +18a | Floor Break * Low crush | |
| raven | 1+3 | t | 35 | i12~14 | -6 | +0d | * Homing * Throw break 1 or 2 | |
| reina | 2,2,2 | h, h, m | 5, 5, 21 | i12, ,i29 | -6 | +6 | * Transition to WRA r30 with D (-6/+6) * 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 | ws4 | m | 10 | i11~12 | -6 | +5 | ||
| reina | SEN.2 | m | 20 | i13 | -6 | +8 | * Tornado * Transition to WRA (-6/+8) with D * Transition to WRA is safe (can cancel WRA with crouch dash early enough) | |
| reina | SEN.1+2 | m,m | 13,17 | i14~15,i12~13 | -6 WRA | +31a (+23) | * Tornado * Balcony Break * Transitions to r32? WRA after recovery | |
| reina | WDS.3 | m | 17 | i16~17 | -6 | +4 | +58a | - WDS.3: Unbufferable. i18 effective startup |
| reina | WRA.3 | m | 17 | i28 | -6 | +22a (+12) | * Balcony Break * 3 chip damage on block * Low crush 9~36 * Floating state 37~39 | |
| reina | 2+4 | th(h) | 35 | i12~14 | -6 | +0 | * Homing * Throw break: 1 or 2 * Opponent recovery on hit: FUFA * Side switch on Hit or Throw break | |
| reina | uf+1+2 | th(h) | 35 | i12 | -6 | +25 (+8) | * Balcony Break * Throw break: 1+2 * Side switch on Throw break | |
| shaheen | d+2 | m | 15 | i18~19 | -6 | +8 | * Jab evasion | |
| shaheen | ws4 | m | 16 | i11~12 | -6 | +5 | ||
| shaheen | 2+4 | th(h) | 35 | i12~14 | -6 | +0d | * Homing * Floor Break * Throw escape: 1 or 2 * Opponent status on hit: FUFA * Side switch on hit | |
| steve | 1,1,d+1 | h, h, m | 5, 7, 15 | i10, ,i25 | -6 | +0 | +5 | * Transition to r18? FLK with b (+0/+6/+11) ** r18? FLK FC cancel? * Interrupt with i6 from 1st block * Move can be delayed by 3F |
| steve | 1,d+1 | h, m | 5, 15 | i10, i25 | -6 | +0 | +5 | * Transition to r18? FLK with b (+0/+6/+11) ** r18? FLK FC cancel? * Interrupt with i7 from 1st block * Move can be delayed by 3F |
| steve | f+2 | m | 11 | i21~22 | -6 | +5 | ||
| steve | f+2,2 | m, m | 11, 15 | i21~22, i16~17 | -6 | +11g | * Combo from 1st hit with 6F delay * Jail from 1st block with ?F delay * Move can be delayed by 16F * Transition to LNH * Transition to r29? standing with b (-10/+7) | |
| steve | df+1,2 | m, h | 12, 13 | i13~14, i19 | -6 | +3 | +5 | * Combo from 1st hit * Cancel to r16? LWV with 3 (-16/-9) at frame 17 * Cancel to r16? RWV with 4 (-16/-9) at frame 17 * Cancel to r16? SWY with b+3_4 (-16/-9) at frame 17 * Cancel to r14? DCK with f+3_4 (-14/-7) at frame 17 ** r15? DCK FC cancel? |
| steve | db+3,2 | l, h | 10, 10 | i16, i15~16 | -6 | +8 | * Combo from 1st hit * -27 on block after blocking first hit * Transition to LNH * Transition to r34 standing with b (-31/-10/+4) | |
| steve | uf+1 | m | 18 | i19~21 | -6 | +5 | * Spike * Low crush 9~ | |
| steve | uf+3,2 | l, h | 20, 10 | i36~37, i15~16 | -6 | +8 | * Combo from 1st hit * -27 on block after blocking 1st hit * Transition to r34? standing with b (-31/-10/+4) | |
| steve | WS.2,2 | m, m | 17, 15 | i13~15, i16~17 | -6 | +11 | * Combo from 1st hit with 5F delay * Jail from 1st block with no delay * Move can be delayed by 5F * Transition to LNH * Input b to cancel LNH at r29? (-10/+7) | |
| steve | 1+3 | t | 35 | i12~14 | -6 | +0d | * Homing * Throw break 1 or 2 * Opponent left FUFA | |
| steve | FLK.1+2 | th | 40 | i12~14 | -6 | +0d | * 1+2 for throw break | |
| victor | 2,1 | h, h | 10, 12 | i12~13, i16 | -6 | +5 | * Weapon * Combo from 1st hit with 6F delay * Transition to PRF with F (-4/+7) * Move cannot be delayed * Input can be delayed by 6F | |
| victor | b+2 | h | 5 | i10 | -6 | +5 | +14 | * Weapon * Deals recoverable damage only; cannot cause a K.O. |
| victor | ws4 | m | 16 | i11~12 | -6 | +5 | ||
| victor | PRF.b+2 | h | 5 | i10 | -6 | +5 | +14 | * Weapon * Deals recoverable damage only; cannot cause a K.O. |
| xiaoyu | f+2,1 | m, h | 12, 14 | i16~17, i20 | -6 | +5 | +7 | * Combo from 1st hit * Jails from 1st block with ?F delay * Transition to HYP with B (+0, +11) |
| xiaoyu | df+2 | m | 15 | i14 | -6 | +7 | * | |
| xiaoyu | b+2 | m | 13 | i15~16 | -6 | +5 | * Homing * Transition to BT | |
| xiaoyu | FC.df+4,4 | L, L | 13, 13 | i18~20, i27~29 | -6 | +5 | * Combo from 1st hit CH * Interrupt with i8 from 1st block * Alternate input AOP.f+4,4 * High crush 1~ | |
| xiaoyu | AOP.f+4,4 | L, L | 13, 13 | i18~20, i27~29 | -6 | +5 | * Combo from 1st CH * Interrupt with i8 from 1st block * High crush 1~ | |
| xiaoyu | BT.1+2 | m,m | 6,6 | i16~18,i3~5 | -6 | +8 | * | |
| xiaoyu | 1+3 | t | 35 | i12 | -6 | +1d | * Homing * Throw break 1 or 2 | |
| xiaoyu | AOP.1+3 | t | 35 | i12 | -6 | +1d | * Actual startup: i32 * AOP.1+3: Xiaoyu rolls to her left and throws (Throw break 1) * AOP.2+4: Xiaoyu rolls to her right and throws (Throw break 2) * Cancel to r40 FC with D * High crush 1~30 | |
| xiaoyu | BT.f+1+3 | t | 35 | i31~33 | -6 | +1d | * Homing * Throw Break 1 * Alternate input BT.f+2+4 (Throw Break 2) * Cancel to r40 FC with D * Low crush 1~23 * Floating state 24~26 | |
| yoshimitsu | 3~4 | m,m | 6,22 | i17~18 i28~29 | -6 | +3 | * Jail from 1st attack * Enter DGF +5 +14 r18 with 1SS.U * Cannot transition after frame 29 * Low crush 12~37 * Floating state 38~40 | |
| yoshimitsu | f+3,4 | h, m | 24, 20 | i16~17, i23~24 | -6 | +37a (+23) | * Knee * 2nd hit delayed 18f * Interrupt with i17 from 1st block * Low crush 22~29 * Floating state 30~32 | |
| yoshimitsu | f,F+4 | m | 20 | i15~16 | -6 | +37a (+23) | * Balcony Break * Knee * Cannot be buffered * -12 if Yoshimitsu holds back to turn around and block * Low crush 13~21 * Floating state 22~24 | |
| yoshimitsu | ws2,NSS.1 | m, h | 13, 16 | i15~16, i23 | -6 | +5 | * Elbow * Combo from 1st hit * Move cannot be interrupted | |
| yoshimitsu | ws3 | m | 12 | i16 | -6 | +3 | ||
| yoshimitsu | ws4 | m | 14 | i11~12 | -6 | +5 | * Enter KIN r24 with 1+2 * Enter NSS r24 with B | |
| yoshimitsu | IND.3+4 | m,m | 6,22 | i17~18 i10~11 | -6 | +3 | * Homing * Transition to DGF r18 with 1SS.U (+5/+14) * Low crush 12~37 * Floating state 38~40 | |
| yoshimitsu | KIN.1+2 | m,m,m,m | 4,4,4,24 | i12~13 i6~7 i7~8 i11~13 | -6 | +11a | * Floor Break * Weapon * Combos from any hit * Despite being i12, it always connects on i13 after f,F+3,1+2 on hit * Low crush 25~39 * Floating state 40~42 | |
| zafina | 2,1 | h, m | 8, 9 | i10, i23~25 | -6c | +2c | * Spike * Combo from 1st hit CH with 3f delay * Interrupt with i5 from 1st block * Move can be delayed 1f | |
| zafina | 4 | h | 19 | i14~15 | -6 | -1 | +19a (+10) | Balcony break on airborne hit |
| zafina | f+4 | h | 13 | i14~15 | -6 | +22a | ||
| zafina | df+1,4 | m, h | 10, 18 | i13~14, i19~20 | -6 | +7 | * Balcony Break on airborne hit * Combo from 1st hit * Interrupt with i1 from 1st block | |
| zafina | df+3,4 | m, h | 15, 17 | i15~16, i23~24 | -6 | +22a | +55a | * Balcony break on airborne hit * Combo from 1st hit * Interrupt with i5 from 1st block * Whiffs vs SSR from 1st block (Inconsistent with bigger/taller characters) |
| zafina | d+4,3 | L, h | 8, 10 | i17~18, i19 | -6 | +36a (+26) | * Combo from 1st hit CH with 11f delay * Interrupt with i3 from 1st block * Move can be delayed 9f * Low crush 11~17 * Floating state 18~20 | |
| zafina | b+1+2 | m | 27 | i19~20 | -6 | +12a (+3) | * Balcony Break * Weapon * Deals 12 recoverable damage to self without Heat * Gain ORB on hit * Azazel's Power * 5 chip damage on block | |
| zafina | MNT.1 | m | 12 | i13 | -6 | +5 | ||
| zafina | SCR.1,4 | h, m | 12, 18 | i10~11, i22 | -6 | +7 | +32a | * Spike * Combo from 1st hit * Interrupt with i3 from 1st block * Unparryable with traditional kick parries |
| zafina | SCR.2,1 | m, m | 17, 25 | i14, i21 | -6 | +30a (+20) | * Heat Engager * Heat Dash +5, +43d (+35) * Balcony Break * Weapon * Combo from 1st hit * 10 chip damage on block * Interrupt with i5 from 1st block * Deal 10 recoverable damage to self without Heat * Gain ORB on hit * Azazel's Power | |
| zafina | SCR.3 | m | 15 | i13 | -6 | +5 | ||
| zafina | SCR.d+3 | l | 10 | i18 | -6 | -3 | +9c | * "Punish" with i12 if Zafina uses SCR.4 * Can hit grounded when off-axis |
| zafina | uf+1+2 | t | 40 | i12 | -6 | +0d | * Throw break 1+2 * Can side switch on hit | |
| alisa | df+4 | m | 13 | i12 | -7 | +4 | +4c on hit against crouching opponent | |
| alisa | b+2,4 | m, h | 12, 20 | i18, i16~17 | -7 | +12g | +36a | * Balcony Break * Enter DES with 1+2 * Combo from 1st hit with 12f delay * Jails attack inputs (movement buffering prioritized) * Duckable |
| alisa | ub+1 | m,M | 9,9 | i19 i1~2 | -7 | +8c | +33d | * Floor Break * Weapon * 2 chip damage on block |
| alisa | f,f,F+3,4 | m, m | 15, 20 | i18~19, i20~22 | -7 | +31a (+5) | * Balcony Break * Combo from 1st hit * Jail from 1st block * Low crush 3~50 * Floating state 51~53 | |
| alisa | 1+3 | t | 35 | i12~14 | -7 | +0d | * Homing * Throw break: 1 or 2 * Opponent recovery on hit: FDFT * Side switch on break | |
| anna | f+2,3 | h, h | 14, 20 | i14, i19~20 | -7 | +12g | * Balcony Break * Combo from 1st hit with 3f? delay * Input can be delayed 12f * Move can be delayed 7f * Jails on block with 5f? delay * jails on hit | |
| anna | f,F+3,2 | m, M | 14, 20 | i15, i28~29 | -7 | +20d | * Heat Engager * Heat Dash +5, +67a (+50) * Balcony Break * Spike * Weapon * Combo from 1st hit with 5f delay * Interrupt with i6 from 1st block * 6 chip damage on block | |
| anna | CJM.d+3,3 | L, h | 8, 20 | i15, i21 | -7 | +7 | * Combo from 1st hit * -31 from 1st block | |
| armor-king | 3+4 | M | 14 | i25~32 | -7 | +3 | * BT.3+4 spins backwards and recovers frontfacing * Low crush 11~36 * Floating state 37~39 | |
| armor-king | db+3+4 | h | 20 | i20~21 | -7 | +18cg | * Tornado * Balcony Break * 4 chip damage on block * Opponent recovers crouching * Hit vs BT +13a (+4) * High crush 6~19 | |
| armor-king | b+1 | h | 12 | i12~13 | -7 | +5 | ||
| armor-king | b+2,1,2 | m, m, h | 10, 8, 20 | i13, ,i25~26 | -7 | +19a (+10) | * Balcony Break * Combo from 1st or 2nd CH with 5F delay * Interrupt with i5 from 2nd block * Move can be delayed by 20F | |
| armor-king | uf+3+4 | m | 23 | i32~38 | -7 | +22a (+9) | * Can tech roll * -17 on tech roll * Ukemi input timing 6F * Low crush 8~38 * Floating state 39~65 | |
| armor-king | BAD.2 | m | 12 | i15~16 | -7 | +4 | ||
| armor-king | BAD.2,3 | m, h | 12, 24 | i15~16, i22~23 | -7 | +18cg | * Balcony Break * Tornado * Combo from 1st hit with 7F delay * Interrupt with i6 from 1st block * Input can be delayed by 8F * Move can be delayed by 5F * Forces crouching on hit | |
| armor-king | f,hcf+1 | th(h) | 40(45)/70,5 | i10 | -7 | -20d (-50) | * Homing during Heat * Throw break 1 * Perform tech ukemi to reduce 5 damage. * Side switch * 70 damage on wall splat regardless of input. * Input all directions, df for 1-3F, f for 0-1F, and f+1 to execute bluespark. * f,b,d,f are required inputs for normal throw * i11 startup for Bluespark throw with buffered input * BAD.1+3: i14 startup (t43). Cannot execute blue spark variant * Opponent recovers in FDFT. | |
| asuka | 1,1 | h, m | 5, 15 | i10, i24 | -7 | +4 | * Combo from 1st CH with 3f delay * Links to f+1 extensions * Interrupt with i4 from 1st block | |
| asuka | 2 | h | 9 | i12 | -7 | +2 | ||
| asuka | 3 | m | 17 | i14 | -7 | +9 | ||
| asuka | f+1 | m | 17 | i20 | -7 | +4 | ||
| asuka | db+4,4 | L, L | 14, 15 | i22~24, i31~33 | -7 | +4 | +35a | * Transition to r22 FC with D * Interrupt with i12 from 1st block * Slight mid evasion * Can be low parried from block or normal hit only * High crush 1~49 |
| asuka | db+4,4,4 | L, L, L | 14, 15, 16 | i22~24, ,i31~33 | -7 | +4 | +35a | * Transition to r22 FC with D * Interrupt with i12 from 2nd block * Can be low parried from block or normal hit only * High crush 1~49 |
| asuka | b+2,1 | m, m | 12, 14 | i15, i28 | -7 | +4 | * Combo from 1st CH * Interrupt with i2 WS from 1st block * Links to f+1 extensions | |
| asuka | b+4 | m | 17 | i15~16 | -7 | +8 | +56a | Knee |
| asuka | f,F+2,3 | m, M | 16, 22 | i15~16, i27~28 | -7 | +15a | * Balcony Break * Combo from 1st CH with 5f delay * Interrupt with i7 from 1st block * Input can be delayed 12f * Move can be delayed 10f | |
| asuka | ws1 | m | 12 | i14~15 | -7 | +4 | ||
| azucena | 2,1 | h, m | 9, 11 | i10, i17~18 | -7 | +3 | * Combo from 1st hit with 4f delay * Jail from 1st attack with 2f delay | |
| azucena | 3 | m | 13 | i14 | -7 | +4 | ||
| azucena | f+4,4 | m, h | 16, 21 | i17~18, i24~25 | -7 | +19a (+10) | * Heat Engager * Heat Dash +5, +43d (+35) * Balcony Break * Combo from 1st hit * Interrupt with i3 from 1st block * Cancel 2nd hit into BT -19 -10 r39 with B at frame 19 * Low crush 15~23 * Floating state 24~26 | |
| azucena | df+1,4 | m, h | 11, 13 | i13~14, i17~18 | -7 | +4 | * Jail from 1st block * Combo from 1st hit * Enter BT -5 +6 r23 with B | |
| azucena | df+4 | m | 15 | i16~17 | -7 | +2 | ||
| azucena | db+3 | L | 14 | i16~17 | -7 | +4 | ||
| azucena | b+4,3,4,3 | m, m, m, h | 10, 10, 16, 23 | i15~16, ,i27~28 | -7 | +13cg | * Balcony Break * Combo from 2nd CH with 6f delay * Combo from 3rd hit with 2f delay * Interrupt with i5 from 3rd block * Whiffs vs SSR, SWR from 3rd block * Forces tech back roll on hit * Move can be delayed 6f | |
| azucena | LIB.d+4,4 | L, h | 14, 27 | i19~20, i30~31 | -7 | +14a (+5) | * Balcony Break * Combo from 1st hit | |
| bob | 2,1 | h, m | 8, 10 | i10, i23~25 | -7 | +0 | +3 | * Combo from 1st hit with 2F delay * Interrupt with i3 from 1st block * Move can be delayed by 7F |
| bob | f+2 | h | 10 | i12 | -7 | +3 | * | |
| bob | d+4,3 | l, h | 11, 12 | i16, i23~24 | -7 | -2 | * Combo from 1st CH * Interrupt with i3 from 1st block | |
| bob | b+2,2,4,4 | m, h, m, h | 12, 12, 13, 20 | i13~14, ,i23~24 | -7 | +18a (+9) | * Balcony Break * Combo from 2nd CH or 3rd hit with 3F delay * Interrupt with i3 from 3rd block | |
| bob | b+3+4 | m | 26 | i18~20 | -7 | +18a (+8) | * Balcony Break * Hip * 20F timestop on hit * 5 chip damage on block * Low crush 10~22 * Floating state 23~25 | |
| bob | ws2 | m | 10 | i14 | -7 | +4 | * | |
| bob | FC.df+2,1 | m, m | 14, 12 | i14, i21 | -7 | +4 | * Combo from 1st hit * Interrupt with i1 from 1st block * +4c on crouching hit | |
| bryan | 1,4 | h, h | 5, 14 | i10, i15 | -7 | +4 | Jail from 1st attack | |
| bryan | 1,4,2 | h, h, h | 5, 14, 18 | i10, ,i24 | -7 | +4 | +53a | * Combo from 2nd CH with 10f delay * Input can be delayed 18f * Move can be delayed 16f * Interrupt with i8 from 3rd block * Whiffs vs SSR, SWR from 1st block * Crouch assist bufferable from 1st block or hit * Cancel into 1,4,2,1 with f+1 ** Interrupt with i21 from 1st block ** Interrupt with i10 from 1st hit ** Whiffs vs SWR from 1st block ** Whiffs vs SS, SW from 1st hit * Cancel into 1,4,2,4 with f+4 ** Interrupt with i35 from 1st block ** Interrupt with i24 from 1st hit ** Whiffs vs SSR, SW from 1st block ** Whiffs vs SS, SW from 1st hit |
| bryan | 1,4,3,3 | h, h, m, h | 5, 14, 15, 18 | i10, ,i23 | -7 | +7 | +14a | * Combo from 3rd CH * Interrupt with i3 from 3rd block |
| bryan | 3,3,2 | m, h, h | 14, 13, 20 | i16, ,i22~23 | -7 | +43a (+33) | * Tornado * Combo from 2nd CH * Interrupt with i3 from 2nd block | |
| bryan | 4 | h | 15 | i12 | -7 | +6 | ||
| bryan | 1+2 | m | 15 | i17~18 | -7 | +6 | Homing | |
| bryan | SNE.f+2,1,2 | m, m, m | 10, 12, 5 | i15, ,i14~15 | -7 | +9c | * Floor Break * Elbow * Combo from 1st hit * Jail from 1st block with ?F delay * Consumes SNE * Consumes 240f of Heat Time * Chip damage on block (1) | |
| bryan | d+3,2 | l, h | 10, 22 | i16, i21 | -7 | +35a (+9) | * Balcony Break * Combo from 1st CH * Interrupt with i1 from 1st block * Gain SNE on hit with 1+2 | |
| bryan | b+2 | h | 18 | i17 | -7 | +4 | +53a | * Cancel into b+2,1 with f+1 * Cancel into b+2,4 with f+4 |
| bryan | b+3 | m | 12 | i19 | -7 | +4 | * Enter SLS +1 +12g +12 r18 with f * Links to 10-hit string | |
| bryan | uf+3+4 | m | 22 | i16~17 | -7 | +8a | * Tornado * Knee * Gain SNE on hit * Low crush 9~26 * Floating state 27~29 | |
| bryan | f,n,b+2 | h | 20 | i14~15 | -7 | +43a (+33) | * Tornado * Can be buffered | |
| bryan | SLS.2,2 | h, m | 16, 25 | i15~16, i25 | -7 | +14a | * Balcony Break * Spike * Combo from 1st hit with 4f delay * Interrupt with i7 from 1st block * +9a on BT hit | |
| claudio | df+3 | m | 12 | i14 | -7 | +6 | * Completely homing to SSR/SWR? | |
| claudio | ub+2 | m | 20 | i17~18 | -7 | +20d | * Balcony Break * Gain STB on hit (+4d r49) * 20f timestop on hit | |
| claudio | ws1,1 | m, h | 12, 15 | i12~13, i20 | -7 | +19g c | * Balcony Break * Transition to STB on hit without STB ** Frame advantage +44g on STB gain * Combo from 1st hit with 1f delay * Interrupt with i1 from 1st block | |
| clive | f,F+2 | m | 21 | i19~20 | -7 | +13a | +38a | * Balcony Break * Spike * Weapon * Increases ZAN gauge by 0.50 on hit * Increases ZAN gauge by 0.14 on block * Only deals recoverable damage |
| clive | PHX.1+2 | m,m | 10,23 | i23~24, i19~20 | -7 | +9a (+0) | * Heat Engager * Heat Dash +5, +43d (+35) * Balcony Break * Weapon * 6 chip damage on block * On hit regain 3 additional recoverable health | |
| devil-jin | 4~3 | M | 21 | i29-32 | -7c | +14a | * Floor Break * Parryable by traditional kick parries * Effective startup i30 * Low crush 14~23 * Floating state 24~26 | |
| devil-jin | MCR.3 | SM | 26 | i23 | -7 | +70a (+54) | * Tornado * 7 chip damage on block * Projectile (unparryable) * Low crush 1~19 * Floating state 20~22 | |
| dragunov | 1,3 | h, h | 5, 14 | i10, i16~17 | -7 | +1 | +9 | * Jail from 1st attack * Combo from 1st hit |
| dragunov | f+2,4 | h, m | 16, 24 | i19~20, i19~20 | -7 | +28a (+23) | +31a (+25) | * Balcony Break * Knee * Combo from 1st CH with 10f delay * Move cannot be interruptable * Input can be delayed 10f |
| dragunov | f+4 | h | 16 | i14~15 | -7 | +8 | Knee | |
| dragunov | df+1,4 | m, h | 13, 23 | i13, i22~23 | -7 | +22a (+13) | +58a | * Balcony Break * Combo from 1st CH with 8f delay * Interrupt with i2 from 1st block * Input can be delayed 12f |
| dragunov | df+3+4 | m | 19 | i22~24 | -7 | +12g | +24d | * Strong Aerial Tailspin * Homing * Balcony Break |
| dragunov | db+2 | m | 12 | i14~15 | -7 | +4 | ||
| dragunov | b+4 | m | 15 | i14 | -7 | +4 | +4c on crouching opponents | |
| dragunov | b+4,2 | m, m | 15, 10 | i14, i21 | -7 | +4 | * Floor Break * Combo from 1st CH with 5f delay * Interrupt with i1 * Enter FC r26 with D or DB * Enter SNK -6 +5 r25 with DF | |
| dragunov | uf+3 | m | 16 | i17~21 | -7 | +20a (+10) | Balcony Break * Low crush 9~27 * Floating state 28~30 | |
| dragunov | f,f,F+4 | m,t | 20,25 | i20~21 | -7 | +1d | * Tornado ** on wall hit only (Death's Fragrance) * Knee * Transition to attack throw on front standing or wall hit * Throw is unbreakable * Sometimes Side switches on hit | |
| dragunov | ws1,2 | m, h | 11, 14 | i12~13, i22~23 | -7 | +10g | * Balcony Break * Combo from 1st hit * Interrupt with i4 from 1st block | |
| eddy | 4,4 | m, m | 10, 20 | i13~14, i30~31 | -7 | +12g | * Heat Engager * Heat Dash +5, +43d (+35) * Balcony Break * Combo from 1st CH with 4f delay * Input can be delayed 7f * Low crush 22~33 * Floating state 34~36 | |
| eddy | df+1,3 | m, h | 10, 21 | i13, i26~27 | -7 | +22a (+5) | * Tornado * Balcony Break * Combo from 1st hit with 2f delay * Input can be delayed 10f * Move can be delayed 9f * Low crush 16~43 * Floating state 44~46 | |
| eddy | b+1 | m | 15 | i14~15 | -7 | +8 | * Transition to FC | |
| eddy | b+2,4 | m, h | 12, 23 | i15~16, i25~26 | -7 | +14a(+5) | * Combo from 1st hit with 7F delay * Interrupt with i4 from 1st block * Move can be delayed by 6F * Input can be delayed by 7F * Low crush 19~23 * Floating state 24~26 | |
| eddy | ws1,4 | h, h | 6, 23 | i13~14, i23~25 | -7 | +8 | * Balcony Break * Strong Aerial Tailspin * Combos from 1st hit | |
| eddy | SS.3+4 | h,h | 6,10 | i14~15 | -7 | +31a(+24) | * Transition to FC * Low crush 11~30 * Floating state 31~? * High crush ?~? | |
| fahkumram | 1,2,4,3 | h, h, h, h | 5, 8, 10, 14 | i10, ,i19~20 | -7 | +6 | +29a | * Balcony Break (airborne) * Combo from 3rd hit * Move cannot be interrupted |
| fahkumram | 1,2,4,3~4*~B | h, h, h, m | 5, 8, 10, 25 | i10, ,i22 | -7 | +6 | * Homing * Balcony Break * Effective startup i53 * Interrupt with i34 from 3rd block * Interrupt with i22 from 3rd hit * Input B during frames 16-24 of Eruption Maw (charged) * Move can be delayed by 8F from Eruption Maw (charged) | |
| fahkumram | 3,4~3 | m, m | 11, 20 | i13, i18 | -7 | +9 | +37d (+29) | * Tornado * Balcony Break on CH * Effective startup i34 * Interrupt with i16 from 1st block * Interrupt with i5 from 1st hit * Combo from 1st CH with no delay * Move cannot be delayed * Input can be delayed by 15F * Can be charged |
| fahkumram | 3,4~3*~B | m, m | 11, 25 | i13, i22 | -7 | +9 | * Homing * Balcony Break * Effective startup i54 * Interrupt with i36 from 3rd block * Interrupt with i25 from 3rd hit * Input B during frames 16-24 of Tornado Maw (charged) * Move can be delayed by 8F from Tornado Maw (charged) | |
| fahkumram | 4,3 | h, h | 10, 14 | i12, i19 | -7 | +6 | +29a | * Combos from 1st hit |
| fahkumram | 4,3~4*~B | h, m | 10, 25 | i12, i22 | -7 | +6 | * Homing * Balcony Break | |
| fahkumram | f+3,2,4~3 | m, m, m | 16, 13, 20 | i17~18, ,i18 | -7 | +9 | +37d (+29) | * Tornado * Wallbreak on CH * Can be charged |
| fahkumram | f+3,2,4~3*~B | m, m, m | 16, 13, 25 | i17~18, ,i22~23 | -7 | +9 | * Homing * Balcony Break | |
| fahkumram | df+1,4~3 | m, m | 12, 20 | i15~16, i18 | -7 | +9 | +37a (+29) | * Tornado * Balcony Break on CH * Can be charged with up to 24F (up to i29) without performing charged version * Can input 3 on frame 22 of df1,4 * i40 actual startup (cancel takes 22f) * Interrupt with i18 from 1st block * Interrupt with i9 from 1st hit |
| fahkumram | df+1,4~3*~B | m, m | 12, 25 | i15~16, i22 | -7 | +9 | * Homing * Balcony Break * Interrupt with i38 from 1st block * Interrupt with i29 from 1st hit | |
| fahkumram | df+2 | m | 10 | i15 | -7 | +4 | ||
| fahkumram | d+3,4,3 | L, h, h | 11, 10, 14 | i16, ,i19 | -7 | +6 | +29a | * Combos from 1st hit CH |
| fahkumram | d+3,4,3~4*~B | L, h, m | 11, 10, 25 | i16, ,i22 | -7 | +6 | * Homing * Balcony Break | |
| fahkumram | b+3 | h | 27 | i16~17 | -7 | +15a (+6) | * Heat Engager * Heat Dash +43d (+35) * Homing * Balcony Break * 5 chip damage on block | |
| fahkumram | uf+2 | h | 20 | i18~19 | -7 | +22a (+13) | * Balcony Break * Elbow * +0 and 8 chip damage on block after attack absorption * Power crush 7~17 | |
| feng | 3~4 | m | 27 | i34~36 | -7c | +19a | * Transition to BT with B (-2c/+24a) * Low crush 20~34 * Floating state 35~37 | |
| feng | df+3+4 | m | 23 | i23~27 | -7 | +21a | * Homing | |
| feng | db+1,2,4 | m, m, M | 15, 18, 30 | i16, ,i31 | -7 | -3a | * Floor Break * Combo from 2nd CH with 2F delay * Interrupt with i11 from 2nd block * Whiffs vs SS, SW from 2nd block * Move cannot be delayed * Input can be delayed by 2F * Low crush 15~31 * Floating state 32~34 | |
| feng | uf+3 | m | 16 | i22~23 | -7 | +22a | * Strong Aerial Tailspin * No forward momentum with input u+3 * Low crush 9~32 * Floating state 33~35 | |
| feng | ws2 | m | 17 | i15~16 | -7 | +29g | +78a (+62) | * Tornado (CH Only) |
| feng | ws4 | m | 18 | i11~12 | -7 | +7 | +29g | |
| feng | KNP.3+4 | M | 30 | i31~34 | -7 | -3d | * Low crush 15 | |
| heihachi | df+2 | m | 8 | i13~14 | -7 | +4 | ||
| heihachi | d+3 | M | 25 | i22~23 | -7 | +3a | * Spike * Chip damage on block | |
| heihachi | RAI.3 | M | 30 | i22~23 | -7 | +3a | * Spike * Chip damage on block | |
| hwoarang | 3 | h | 15 | i14 | -7 | +4 | ||
| hwoarang | df+2 | m | 13 | i15~16 | -7 | +34a (+24) | * +4s on crouching normal hit * Also possible during RFF | |
| hwoarang | u+3+4 | m | 20 | i25~26 | -7 | +24a | * Also possible during RFF * Low crush 8~ | |
| hwoarang | f,F+4 | m | 22 | i17~18 | -7 | +19a (+10) | * Heat Engager * Heat Dash +5, +36a (+26) * Balcony Break * Also possible during RFF * Transition to RFF (does not transition on Heat activation or when using Heat Dash) | |
| hwoarang | ws2 | m | 12 | i15~16 | -7 | +4s | ||
| hwoarang | RFF.df+4 | m | 12 | i13 | -7 | +1g | +1 | * Remains in RFF * Transition to RFS with F_B_D_U (+4/+13g/+13) |
| hwoarang | RFF.f,F+3 | M | 22 | i22~25 | -7 | +19d | * Low crush 3~ | |
| hwoarang | RFS.uf+3 | M | 22 | i24~27 | -7 | +19d | * 6 chip damage on block in heat * Low crush 9~25 | |
| jack-8 | f+1,1 | m, h | 13, 25 | i14~15, i25 | -7 | +8d (-1) | +40d (-7) | * Combos from 1st hit * Interrupt with i6 from 1st block * Whiffs vs SSR from 1st block |
| jack-8 | df+3,2 | m, h | 16, 20 | i16, i20 | -7 | +25d | * Balcony Break * Elbow * Move cannot be interrupted | |
| jack-8 | b+3,2,2* | m, h, m | 14, 13, 40 | i16, ,i67 | -7 | +13d (+5) | * Balcony Break * Wall Crush +3 on block * Gain GMC on hit or block * Interrupt with i47 from 2nd block * Interrupt with i42 from 2nd hit * Whiffs vs SS, SW from 2nd hit or block * 16 chip damage on block | |
| jack-8 | ws2 | m | 10 | i14 | -7 | +4 | * Elbow | |
| jin | 3 | h | 17 | i14 | -7 | +4 | ||
| jin | b+4 | m | 21 | i17~18 | -7 | +15a | Balcony Break | |
| jin | b,f+2 | m | 15 | i15~16 | -7 | +4 | * Has good left sidestep tracking | |
| jin | f,F+4 | m | 32 | i17~18 | -7 | +22a (+12) | Balcony Break | |
| jin | ws4,4 | m, h | 13, 15 | i11~12, i19~20 | -7 | +4 | * Combo from 1st hit with 1f delay * Interrupt with i1 from 1st block * Move cannot be delayed | |
| jun | db+4,4 | L, L | 14, 15 | i22~24, i31~33 | -7~-5 | +4~+6 | +35a | * Combo from 1st CH * Interrupt with i12 from 1st block * Slight mid evasion * Can be low parried from block or normal hit only * Transition to r28 FC with D * High crush 1~49 |
| jun | db+4,4,4 | L, L, L | 14, 15, 16 (11) | i22~24, ,i31~33 | -7~-5 | +4~+6 | +35a | * Airborne combo from 2nd CH (+24a (+17)) * Transition to r28 FC with D * Interrupt with i12 from 2nd block * Can be low parried from block or normal hit only * High crush 1~49 |
| jun | b+4 | m | 14 | i13~14 | -7 | +5 | Knee | |
| jun | IZU.1 | h | 7 | i13~14 | -7 | +4 | Enter GEN -6, +5 r18 with F Enter MIA -6, +5 r18 with B | |
| kazuya | df+1 | m | 11 | i15~16 | -7 | +9 | ||
| kazuya | df+3 | m | 13 | i18~19 | -7 | +9 | Knee | |
| kazuya | uf+1 | m | 16 | i20 | -7 | +3 | +3 | |
| kazuya | SS.3 | m | 23 | i23 | -7 | +16a (+7) | +50a | Balcony Break |
| king | JGS.1 | h | 21/25/31 | i17~18/i19~20 | -7/-1 | +47d/+53d | * Crumple on hit. * On block / hit / startup increases up to 2nd spin. * Damage increase up to 3rd spin. | |
| king | PD.1+2,3,4,1+2 | t | 45 | i11 | -7 | +0d | * 1+2 throw break. (when legs lifted to the top) * Could use ki charge button for 1+2 input. * Opponent recovers in FDFL. |