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All Characters Tekken 8 Frame Data

CharCommandHit levelDamageStartupBlockHitCounter hitNotes
kingPD.1+2,1+2t35i11-7-14d
Floor Break
* 2 throw break. (when legs lifted to the top)
* Opponent recovers in FDFA.
kumaHBS.df+1m23i25~27-7+20a (+11)
* Homing
* Balcony Break
* Strong Aerial Tailspin
* 9 chip damage
kunimitsu3h17i16~17-7+7
* Homing
* Balcony Break (airborne)
kunimitsub+1+2m,t13,25i15~16-7-3a
* Balcony Break (airborne)
* Transitions to attack throw on grounded hit automatically
* Does not transition on BT hit
* Hit vs BT +9
kunimitsuws1m11i12-7+4
kunimitsuBT.2h,t10,20i19~20-7-4d
* Balcony Break (airborne)
* Weapon
* Transitions to attack throw on front standing hit
* Hit vs BT/Side +5
* Chip damage and +0 block advantage on successful attack absorption
* Power crush 7~18
kunimitsuKAT.1h12i11-7+4
* Has good left sidestep tracking
lars4h27i17~18-7+18a (+9)
* Balcony Break
larsd+3,1l, h,h8, 4,10i15, i19,i18-7+4
* Combo from 1st hit CH
larsb+2m12i15-7+4
Has good left sidestep tracking
larsuf+3+4,1+2sp, t(h)40i9~11-7+1
* Throw break: 1+2
* i29~31 effective startup (uf+3+4 takes i20)
* Side switch on break
* Low crush 1~23
* Floating state 24~26
larsf,F+4,2l, h12, 15i21, i24-7+11
* Cannot cancel DEN transition (cannot block i36 moves?)
* Combo from 1st hit
larsSS.2m20i16~17-7+22d
* 4 chip damage on block
larsDEN.2M17i17~19-7+7+62a
* Transition to Avalanche Flip on hit or CH with input UF (+9/+64a)
* Jab evasion
lawdf+2m12i15~16-7+34a (+24)
+4s on crouching normal hit
lawd+3,3l, h8, 17i16, i16-7+20a+46CS
* Combos from 1st hit CH
* -30 on block from 1st block
* Delay-able
lawb+2,3,4m, l, m12, 10, 23i16, ,i23-7+36a (+26)
* Tornado
* Combos from 2nd hit CH
* Delay-able
* Transition to DSS with F
** (+5 oB, +48a (+38) oH)
lawb+4m13i14-7+3
* Homing
* Transition to BT with B
** (-4 oB, +6 oH)
lawws1m10i13-7-1
* Transition to DSS with F
** (-5 oB, +1 oH)
leef+4h13i11-7+4
leedf+2m12i15~16-7+34a (+24)
* +4s on crouching normal hit
* Very slight jab evasion when performed from certain low-profile animations
leews1,2m, h12, 17i13~14, i20-7+2+7
* Combo from 1st hit with 7F delay
* Transition to MS r22 cs10~23 with F (-3/+6/+11)
* Move can be delayed by 10F
leeHMS.1,1,1h, h, h7, 7, 20i12, ,i20-7+18cg
* Heat Engager
* Heat Dash +43d (+35)
* Balcony Break
* Combo from 1st hit
* Interrupt with i1 from 1st block
leo2,1h, h9, 12i11, i16~17-7~-6+4
* Jail from 1st block
* Combo from 1st hit
leo3,2,3h, h, m15, 10, 23i14, ,i23~24-7~-6+13a (+4)
*
Tornado
*
Balcony Break
* Combo from 2nd CH
* Interrupt with i3 from 2nd block
* Cancel to -15 -4 with B
leo4h17i12-7+6+31a
leob+3m12i14~15-7~-6+4
leof,F+3M20i26~29-7c~-4c+3d
* Enter BOK +0 +10d with d
* Low crush 9~
leroy2,1h, m10, 12i12, i12~13-7~-6+4~+5
* Elbow
* Jail from 1st block
leroy2,1,2h, m, h10, 12, 17i12, ,i20~21-7~-6+4~+5
Elbow
* Strong Attack Reversal
* Follow-up after successful parry with input 1 or 2
* Delayable
* Combo from 2nd hit CH
* Parry state 2~16
leroy2,2h, h10, 20i12, i25~26-7~-6+7~+8
* Elbow
* chip damage on block
leroyf+3m14i14~15-7~-6+7~+8
* Knee
* Alternative input: ws3
leroyf+2+3m,m,m10,10,15i16~17 i24 i26~27-7+73a
* Weapon
* Only once per match
* chip damage on block
leroyws1m14i13~14-7+3
Elbow
leroyHRM.4M13i11~12-7~-6+7~+8
Transition to HRM
lidiaf+2h10i12-7+4
Elbow
lidiad+1m20i19~20-7c+6c+21d
Spike
lidiadb+2m14i16~17-7+7
lidiab+3m16i17~18-7+4
lidiaWLF.2M21i15~16-7+22a (+5)
* Balcony Break
* Steel pedal
lilif+1+2m17i14~15-7+4c+12c
* Floor Break
* Transition to BT -3 +8cg +8 with B
lilidf+3+4,3+4M, m,m14, 5,20i24~29, i26~28 i5~6-7+2d
* Floor Break
* Combo from 1st hit
* Interrupt with i13 from 1st block
* Whiffs vs SS, SW from 1st block
* +25a on hit when only the last kick connects
* Low crush 15~36
* Floating state 37~39
lilid+2m16i16~17-7+1
liliBT.4m,M10,20i26~28 i21~22-7+11d
* Floor Break
* Combo from 1st hit
* Interrupt with i5 from 1st block
* 2nd kick is delayed 6f, effective startup of 2nd hit i28~29
* Floating state 13~48
miary-zo1,2,2h, h, h5, 6, 20i10, ,i28~30-7+14d+67a (+51)
* Tornado
* Balcony Break
* Weapon
* Combo from 1st CH
* Interrupt with i8 from 1st block
* Whiffs vs SSR, SWR from 1st block
* Chip damage on block
* Instant Tornado on CH
* Hit vs BT +11d
miary-zo2,2h, h10, 20i11, i28~30-7+14d+67a (+51)
* Tornado
* Balcony Break
* Weapon
* Combo from 1st hit with 2f delay
* Interrupt with i8 from 1st block
* Whiffs vs SSR, SWR from 1st block
* Move can be delayed 2f
* Chip damage on block
* Instant Tornado on CH
* Hit vs BT +11d
miary-zodf+2m12i15~16-7+34a (+24)
* +4s against crouching
* Launches crouching on CH
miary-zouf+3h,h,m6,6,12i18~19 i9~10 i9~10-7+6
* Balcony Break (airborne)
* Weapon
* Low crush 9~38
* Floating state 39~41
nina4,4h, h15, 21i11, i28~39-7+4
* Balcony break on airborne hit
* Airborne combo from 1st CH (+19a (+12))
* Interrupt with i8 from 1st block
* Low crush 21~34
* Floating state 35~37
ninadf+2m12i15~16-7+34a (+24)
* +4s on hit against crouching opponent
* Does not launch crouching opponent
ninad+3,4,3L, h, m10, 14, 20i16, ,i29~30-7+22a
* Balcony Break
* Spike
* Combo from 2nd hit
* Combo from 1st CH
* Interrupt with i5 from 2nd block
ninab+1h10i12~13-7+4
ninauf,n,D+3,4,3L, h, m15, 14, 20i43, ,i29~30-7+22a
* Balcony Break
* Spike
* Combo from 2nd hit
* Combo from 1st CH
* Interrupt with i5 from 2nd block
ninaSS.4,2L, h14, 22i20, i22-7+11cg
* Tornado
* Balcony Break
* Combo from 1st CH
* Interrupt with i3 from 1st block
* Forces tech back roll on hit
* 6 chip damage on block
pandaHBS.df+1m23i25~27-7+20a (+11)
* Homing
* Balcony Break
* Strong Aerial Tailspin
* 9 chip damage
paul3m14i15~16-7+4
paul4h17i12-7+7+32d
* Balcony Break (CH only)
paulf+3,2h, h11, 24i16~17, i18~19-7+17a (+8)+32a (+24)
* Balcony Break
* Combo from 1st hit
* Interrupt with i2 from 1st block
* Move is delayed by 5F
* Move cannot be delayed
* Input cannot be delayed
paulws3,2M, h16, 21i13~14, i21~22-7+17d (+8)+46a
* Balcony Break
* Move can be delayed 12f
* Input can be delayed 12f
* Combo from 1st hit with 12f delay
raven4h16i12~13-7~-6+3~+4
ravenb+2,4h, h12, 13i15~17, i24~25-7~-6+4~+5
* Combo from 1st hit with 4F delay
* -22 on whiff after 1st hit
* Interrupt with i6 from 1st block
* Whiffs vs SS, SWL from 1st block
* Input can be delayed 13f
ravenqcf+3h,t16,14i16~17-7~-6-4d
* Spike
* Transitions to attack throw on front hit only, otherwise launch +33a (+23)
ravenws4m18i11~12-7~-6+7~+8
ravenBT.f+2,3m, M13, 15i17~18, i24~25-7~-6+14c~+15c
* Spike
* Combo from 1st CH with 5f delay
* Interrupt with i5
* Input can be delayed 12f
ravenBT.f+2,4m, h13, 17i17~18, i20~21-7~-6+4~+5
* Combo from 1st hit with 1f delay
* Interrupt with i1
* Input can be delayed 12f
reinaWGS.1,4m, h24/26, 26 (18)i19~21, i23~27-7+13a (-13) / +1a (+0)
* Balcony Break
* Wall Crush +0c on block
* Airborne combo from 1st hit (+1a (+0))
* Interrupt with i2 from 1st block
* 10 chip damage on block
* Low crush 1~30
* Floating state 31~33
shaheenf+2,4,4h, L, h10, 16, 21i12, ,i26~27-7+10g+14c
* Strong Aerial Tailspin
* Balcony Break
* Aerial combo from 2nd CH
* Interrupt with i7 from 2nd block
* Whiffs vs SSR, SWR from 2nd block
shaheendf+2m13i15~16-7+34a (+24)
* Only launches standing opponents
* +4s on hit against crouching opponents
* Launches crouching on CH
shaheendf+4m13i14-7+0
shaheenuf+3m22i25~26-7+24
* Alternate input: ub+3 or u+3
* Low crush 9
steve1,1,2h, h, h5, 7, 13i10, ,i13~14-7+4
* Combo from 1st hit with 3F delay
* Jail from 1st block with 3F delay
* Move can be delayed by 3F
* Transition to LWV with 3 (-5/+6)
* Transition to RWV with 4 (-5/+6)
* Transition to SWY with b+3_4 (-5/+6)
* Transition to r20? DCK with f+3_4 (-3/+8)
** r22? DCK FC cancel?
steveWS.2m17i13~15-7+4
* Transition to r22? LWV with 3 (-7/+4)
* Transition to r22? RWV with 4 (-7/+4)
* Transition to r22? SWY with b+3_4 (-7/+4)
* Transition to r20? DCK with f+3_4 (-5/+6)
* r22? DCK FC cancel?
steveDCK.1m17i19~20-7+58a (+27)+34a (+24)
steveEXD.1m21i19~20-7+44d (+36)+41a (+31)
* 8 chip damage on block
stevePAB.b+1,1m, h15, 10i17~18, i18~19-7-1
* Combo from 1st hit with 11F delay
* Move cannot be interrupted
* Move can be delayed by 13F
victord+1,1L, h7, 15i16, i18-7+6
* Weapon
* Combo from 1st CH
* Jail on 1st hit
* -26 on 1st block
victordb+1,1m, m9, 9i14~15, i21~22-7+2
* Weapon
* Transition to PRF with F (-5/+4)
* Combo from 1st hit
xiaoyu1+2m24i20~21-7+20a
*
xiaoyub+2,2m, L13, 15i15~16, i21~23-7+4+22a
* Transition to BT
* Combo from 1st hit with 9F delay
* Interrupt with i6 from 1st block
* Move can be delayed by 6F
* Input can be delayed by 11F
xiaoyuu+4m20i23~26-7+4c+24a
* Spike
* Transition to FC with D (-7, +4c, +24a)
* Transition with AOP with d+1+2 (-9, +2c, +22)
* Low crush 9~
xiaoyuuf+1L15i33-7+10g c
* Cancel to r42? FC with D
* Low crush 9~
xiaoyuuf+4m20i23~26-7+4c+24a
* Spike
* Transition to FC with D (-7, +4c, +24a)
* Transition with AOP with d+1+2 (-9, +2c, +22)
* Low crush 9~
xiaoyuws1m8i12~13-7+4
xiaoyuFC.df+4L13i18~20-7+4
* Transition to AOP
* Alternate input AOP.f+4
* High crush 1~
xiaoyuAOP.f+4L13i18~20-7+4
* Transition to AOP
* i18~19 when AOP.f+4,4 is input.
* High crush 1~
xiaoyuBT.2,2h, m9, 12i12, i21~23-7+5
* Combos from 1st CH
* Interrupt with i1 from 1st block
* Transition to BT
xiaoyuBT.uf+1L15i33-7+12
* Transition to AOP
* Cancel to FC with D
* Alternate input BT.u+1
* Low crush 9~
yoshimitsudf+2m13i15~16-7+34a (+24)
* +4s against crouching
* Launches crouching on CH
* Can evade jabs on frames ?~?
yoshimitsudf+4m15i12-7+4
Recovers 2f faster on hit or block
yoshimitsuBT.1,3h, h16, 25i15, i25~26-7+27a (+17)
* Balcony Break
* Combo from 1st CH
* Interrupt with i5 from 1st block
yoshimitsuNSS.f+1+2M29i20-7+29a (+3)
* Heat Engager
* Heat Dash +5, +62a (+42)
* Balcony Break
* Weapon
* 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
* Extended range
* H.f+1+2: Consumes 270F of heat timer during heat
* Steel pedal
zafina2h8i10-7-1
zafinaws4m14i11-7+4
zafinaSCR.2m17i14-7+7
zafinaTRT.3m16i14~i15-7+5c+19c
* Spike
* Floating state 1~49?
alisaf+2,3m, h12, 8i17~18, i22-8+4
* Balcony Break (airborne)
* Combo from 1st CH with 1f delay
* Interrupt with i4 from 1st block
* Move cannot be delayed
* Transition to r40 DES with 1+2
* Low crush 17~38
* Floating state 39~41
alisab+3m22i20~22-8+5a (-4)
* Homing
* Balcony Break
alisaws1+2m20i20~21-8+21
* Homing
* Hold input to power up
alisaDES.2M,M,m5,5,5i20~21 i1~2 i1~2-8+37a (+27)
* Weapon
* Jab evasion
* 2 chip damage on block
* 8 chip damage on block in heat
alisaSBT.2m25i16~27-8+6a (-4)
* Balcony Break
* Elbow
* Transition to DES with SBT.1+2
* Hitstop 20f on hit
* Low crush 26~63
* Floating state 64~66
anna1,2,2h, h, M5, 8, 20i10, ,i26~27-8+12+76a (+60)
* Transition to HAM on hit automatically
* Interrupt with i11
* Whiffs vs SSR from 1st block
anna2,2h, M10, 20i10, i26~27-8+12+76a (+60)
* High evasion
* Interrupt with i11 from 1st block
* Whiffs vs SSR from 1st block
* Input can be delayed 5f
* Transition to HAM on hit automatically
anna4,2h, h15, 12i11, i25~26-8-4
* Combo from 1st CH
* Interrupt with i5
* Whiffs vs SSR from 1st block
annadf+3,2,2m, h, M13, 9, 20i14, ,i26~27-8+12+76a (+60)
* Combo from 2nd CH
* Input can be delayed 10f
* Move can be delayed 5f
* Transition to HAM on hit automatically
annad+3,4L, h10, 1416, i20-8+1
* Combo from 1st CH
annadb+1,4m, h16, 24i16~18, i24-8+10a (+1)
* Balcony Break
* Combo from 1st CH with 9f delay
* Input can be delayed 15f
annauf+2M18i20~21-8+12s+72a (+56)
* Transition to r27 HAM on hit automatically
* Instant Tornado on CH
annaf,f,F+2m10i15~16-8+1
annaws1m10i13~14-8+5
annaBT.1h15i8-8+3
* Links to 1 jab extensions
* Combo into extensions on CH
armor-king3+4,1M, h14, 16i25~32, i14~15-8+8
* Combo from 1st hit
* Interrupt with i6 from 1st block
* Transition to BAD r28 with F (-8/+8)
armor-kingd+2+3M25i30~35-8+0c
* Elbow
* Spike
* Floating state 21~59
armor-kinguf+3m17i19~21-8+5+35a (+25)
Knee
* Low crush 17~24
* Floating state 25~27
armor-kingf,F+4m25i14-8+13cg
* Heat Engager
* Heat Dash +36a (+26)
* Balcony Break
* Forces tech back roll on hit
armor-kingSS.4m22i19~20-8+13a+58a
* Balcony Break
* +13a (+4) on side or backturned hit
* 5f timestop on CH
asuka1,2h, m5, 8i10, i22~23-8+6
* Combo from 1st hit
* Combo from 1st CH with 3f delay
* Interrupt with i2 from 1st block
asukaf+2,NWG.1+2M, m20, 15i17~18, i31~32-8+67a (+51a)
* Tornado
* Jail from 1st attack
* 4 chip damage on block
* Consumes NWG
* Consumes 600F of remaining Heat time
* Available only on hit or block
asukadf+3M23i20~21-8+12a
Balcony Break
asukad+3+4l,h5,15i14 i9~12-8+30a (+20)
* Combo from 1st CH
* -25 if 1st hit is blocked
* Low crush 5~42
* Floating state 43~45
asukab+1+4h,L15,8i12 i17~18-8+5+7
* Combo from 1st hit
* Interrupt with i1 from 1st block
asukaws2m18i13~14-8+8
Elbow
azucenaH.LIB.P (High)m25i17~18-8+32a
* Restores 5 recoverable health on successful parry
* Opponent recovers FUFA
* is1~17
azucena4h15i12~13-8+3+8
* Has good left sidestep tracking
azucena1+2h17i15-8+13g+56a
Balcony Break
* High crush 8~15
azucenaf+4m16i17~18-8+1
Homing
azucenad+4,1~2L, m13, 20i15~16, i17~18-8+20a (+11)+59a
* Strong Aerial Tailspin
* Balcony Break
* Interrupt with i17 from 1st block
* Interrupt with i7 from 1st hit
azucenab+1,1h, h10, 14i14~15, i23-8+3
* Combo from 1st CH hit with 6f delay
* Jail from 1st block with 1f delay
* 4 chip damage on block
azucenauf+4M22i24~26-8+21a
* Spike
*20 damage when u+4 or ub+4 input is used
* Low crush 9~26
azucenaws1m17i13~14-8+6+32a (+26)
Only hits grounded up-close and off-axis
azucenaBT.2m15i17~18-8+3
Transition to attack throw on front standing hit by inputting 2 on frames 10~16
azucenaLIB.2m22i14~15-8+21~22cg
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
bobdf+2m14i15~16-8+3s+33a (+23)
* Slight jab evasion (frames 8 to 10?)
bobdf+4,3h, h12, 23i13~14, i20~21-8+4
* Combo from 1st hit with 3F delay
* Interrupt with i2 from 1st block
* Transition to BAL r20 with F (+12g/+0)
** FC r37 transition with no input (Cannot block i17 moves when transitioning on block)
* Move can be delayed by 2F
* Input can be delayed by 3F
bobd+1M18i18~19-8+7c+12d
* Spike
* Recovers 4F faster on hit or block (t46 r27)
bobd+3,4L, h12, 15i19~20, i25~26-8+10g
* Balcony Break
* Combo from 1st CH with 4F delay
bobd+1+2,2h,h, m6,6, 6i14, i11, i10~11-8+3
* Jail from 1st block
* Combo from 1st hit
bobdb+2m17i14-8+6
* Slight jab evasion especially with pushback or after certain hit reactions (stomach stuns? frames 3 to 7?)
bobb+1m15i18~19-8+5c
* Elbow
* Spike
bobb+1,2m, m15, 16i18~19, i23~24-8+7
* Combo from 1st hit
* Jails attack inputs from 1st block (cannot CH)
bobu+1+2,4m, h15, 20i16~18, i18~19-8-2d
* Tornado
* Combo from 1st hit with 13F delay
* Interrupt with i7 from 1st block
* Move cannot be delayed
* Input can be delayed by 13F
* Low crush 10~27
* Floating state 28~30
bobf,F+2m21i14-8+14a
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
bobws3h17i17~18-8~-7+17a (+8)
* Balcony Break
* Homing
bobws1+2m20i15~17-8+17a (+10)+31a (+21)
*
bobFC.df+2m14i14-8+3
* +3c on crouching hit
bobBAL.2m21i23~24-8+12g
* Balcony Break
* Homing
* Strong Aerial Tailspin
bryanFC.df+2,1m, h12, 25i13, i22~23-8+34a (+8)
* Balcony Break
* Combo from 1st hit with 7f delay
* Interrupt with i1 from 1st block
* Input can be delayed 11f
* Move can be delayed 10f
claudiodf+4m14i13-8+3
claudiod+1m14i17~18-8+2
claudiob+1m17i18~19-8+9a
* Homing
* Balcony Break
claudiof,F+3m8i15~16-8-1
clive2,2h, m11, 9i12, i23-8-1
* Balcony Break (airborne)
* Weapon
* Combo from 1st hit
* Jail from 1st block
* Enter PHX -1 +6 r25 with F or 4 on hit or block
clive4,4m, h8, 13i12, i25-8+0
* Combo from 1st hit
* Input can be delayed 3f
* Enter PHX +6 +14 r21 with F or 4 on hit or block
clivef+2,2m, m10, 7i15, i17~18-8+3
* Weapon
* Combo from 1st CH
* Jail from 1st block
* Enter PHX -5 +6 r30 with F or 4 on hit or block
clivews3m,m20,15(20)i20~21, i28~41-8+21a (+11a)
* Homing
* Balcony Break
* Power up in Heat: 20 damage and +20a(+10a) on hit
* Jail from 1st block
devil-jinf+2m14i17~18-8+3
Floor Break
devil-jinb+1+3m30i15-8+16a (+6)
* Balcony Break
* 50% damage reduction when absorbing attacks
* Devil Jin automatically retaliates on successful power crush
* Reversal Break, -8 on block and 12 chip damage on block after attack absorption
* r34 on hit
* Power crush 4~14
devil-jinb+4M20i17~18-8+6+30a (+24)
Opponent recovers FDFA on grounded hit
devil-jinuf+4m21i18-8+11
* Heat Engager
* Heat Dash +62a (+42)
* Balcony Break
* +18a (+9) on BT hit
* Low crush 8~18
devil-jinb,f+2,1,2m, m, m12, 12, 24i15~17, ,i22~23-8+15a (+6)+45a (+0)
* Balcony Break
* Combo on 2nd CH with 7f delay
* Interrupt with i8 from 1st block
* Whiffs vs SSR, SWR from 1st block (SSL & SWL inconsistent with less evasive sidesteps)
* Input can be delayed 20f
* Move can be delayed 15f
* 7 chip damage on block
devil-jinb,f+2,1,4m, m, M12, 12, 21i15~17, ,i26~29-8c+14a
* Floor Break
* Interrupt with i13 from 1st block
* Whiffs vs SS, SW from 1st block
* Move can be delayed by 14f
* Input can be delayed by 20f
* Low crush 12~20
* Floating state 21~23
devil-jinf,F+2m24i15~16-8+15a (+6)
* Heat Engager
* Heat Dash +36a (+26)
* Balcony Break
* 7 chip damage on block
* Active frame 1 range: 2.73
devil-jinf,n,d,df+3M25i26~28-8c+16a
* Floor Break
* 7 chip damage on block
* Active frame 1 range: 3.62
* Active frame 2 range: 3.63?
* Low crush 5~28
dragunovf+2h16i19~20-8+3+8
Elbow
dragunovd+3,2L, h13, 18i17~18, i24~25-8+6
* Combo from 1st CH
* Interrupt with i5 from 1st block
dragunovSNK.1h20i15~16-8+51a
* Balcony Break (airborne)
eddy2,3h, m10, 20i12, i20~21-8+8s
Combo from 1st hit
eddyf+4m13i23~25-8+8c
Floor Break
* Floating state 16~
eddydb+4m14i17~18-8+2
eddydb+1+2m20i30-8+14c
Floor Break
eddydb+3+4,4m,M, m12,12, 10i20~22, i21~22-8+5
* Combo from 2nd CH with 7F delay
* Interrupt with i3
* Move can be delayed by 10F
* Input can be delayed by 14F
eddyb+1,4m, m15, 10i14~15, i25~27-8+8c
* Transition to HSP
* Combo from 1st CH with 8F delay
* Interrupt with i10 from 1st block
* Floating state 19~57
eddyb+2m12i15~16-8+3
* Elbow
eddyuf+1,4m, h12, 25i14~15, i29~30-8+11g
* Heat Engager
* Heat Dash +43d (+35)
* Balcony Break
* Combo from 1st hit
* Low crush 18~?
eddyHSP.2m15i17~18-8+8
* Floating state 1~9
eddyHSP.3m10i17~18-8+7
* Floating state 1~5
* High crush 6~18
eddyRLX.4m14i15~16-8+8
* Transition to FC
eddyRLX.1+2m25i18~19-8+25a(+20)
* Balcony Break
* Head
* 7 chip damage on block
* High crush 1~17
fahkumram1,4h, h5, 17i10, i17~18-8+8
* Combo from 1st hit with 2F delay
* Move cannot be interrupted
* Move cannot be delayed
* Input can be delayed by 2F
fahkumram2h13i12~13-8+3
* Elbow
fahkumramf+3m16i17~18-8+3
* Knee
fengH.b+1h20i10~11-8+36a (+28)
* Balcony Break
* Consumes 210F of remaining Heat time
fengf+2m10i15-8+3+10g
fengf+2,1m, m10, 10i15, i19-8+3
* Combo from 1st CH with 1F delay
* Move cannot be interrupted
* Move can be delayed by 10F
* Input can be delayed by 11F
fengdf+2m15i20~21-8+4
fengFC.df+4l13i19~20-8c+3
* Can be input with D,df+4 (i27? effective startup)
* Transition to BT
* +3c on crouching opponent
heihachi2,2h, m10, 13i11, i22-8+3c
* Spike
* Combo from 1st hit with 2f delay
* Interrupt with i2 from 1st block
heihachib+4m23i18~19-8+30a (+4)+53a
* Balcony Break
* 6 chip damage on block
* Has good left sidestep tracking
* Recovers 11F faster on hit or block (t54 r35)
heihachiub+1+2m17i15-8+7c+28d
* Spike
* Can be charged to power up
heihachif,F+1+2m22i13-8+22a (+12)
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* 4 chip damage on block
* Gain 1 Ultimate Count on Heat activation
heihachiws2m20i18-8+8+14c
* Balcony break on airborne hit
* 8F evasion?
* High crush 1~8
heihachiWAR.RAI.1M38i17~19-8~-6+12a (+2)
* Reversal Break
* 11 chip damage on block
* High crush 6~14
* Low crush 17~39
* Floating state 40~42
hwoarang1,2,f+3h, h, m5, 10, 14i10, ,i21-8+9
* Wall Crush +21g on hit
* Combo from 2nd CH with 4F delay
hwoarang2,f+3h, m9, 14i10, i21-8+9
* Wall Crush +21g on hit
* Combo from 1st hit with 1F delay
* Combo from 1st CH with 4F delay
hwoarangdf+4m20i16~17-8~-7+8~+9+18a (+9)
* Homing
* Balcony Break on CH
* Transition to RFF
* Wall splats
hwoarangub+4m18i17~20-8+10
* Opponent recovers non-guarding on hit (situational guaranteed follow-up)
* Also possible during RFF
* Low crush 5~17
hwoarangf,n,df:4m18i16-8+59a (+49)
* Tornado
* 3 chip damage on block
* Also possible during RFF.
* The 4 input can be delayed up to 10 frames after df input during RFF.
hwoarangLFS.b+4m15i16~17-8+0
* Transition to RFF
hwoarangRFF.1,1h, m10, 12i10, i19-8+3
* Combo from 1st hit with 4F delay
* Input can be delayed by 4F
* Move can be delayed by 3F
hwoarangRFF.2,1,1h, h, m6, 10, 12i10, ,i19-8+3
* Combo from 1st hit with 4F delay
* Input can be delayed by 4F
* Move can be delayed by 3F
hwoarangRFF.2,4h, h6, 9i10, i12-8+3g+3
* Jail from 1st block with 2F delay
* Combo from 1st hit with 2F delay
* Input can be delayed by 2F
* Move cannot be delayed
* Remains in RFF
* Transition to RFS with F_B_D_U (+4/+16g/+16)
** i14 RFS? guaranteed on CH
hwoarangRFF.4h9i12-8+3
* Remains in RFF
* Transition to RFS with F_B_D_U (+4/+16g/+16)
** i13 RFS followups guaranteed on CH?
jack-8hFC.1L10i19~21-8+3
* Can be done from Crouch Level 1
* +3c on crouching hit
* High crush 1~46
jinf+3,3m, h12, 14i14, i20-8+8
* Combo from 1st hit with 8F delay
* Interrupt with i1 from 1st block
* Move can be delayed by 7F
* Input can be delayed by 8F
* Enter ZEN -7 +9 r26 with F
* Transition to Special Move backdash with B
jinf+4m21i16-17-8+4+42a
* Enter ZEN -1 +11 +49a r26 with F
* Balcony break on airborne hit
jindf+3m16i12-8+3
jindb+2,3m, M12, 23i16, i27~29-8+7a
* Spike
* Interrupt with i7 from 1st block
* Whiffs vs SSR from 1st block (inconsistent?)
jinf,F+2m22i14~15-8+15a (+6)
* Heat Engager
* Heat Dash +36a (+26)
* Balcony Break
* 6 chip damage on block
jinws1,2m, m7, 19i13~14, i19~20-8+3c
* Spike
* Combo from 1st hit with 1f delay
* Combo from 1st CH with 10f delay
* Move cannot be interrupted
* Input can be delayed 13f
* Enter ZEN -9 +2c r27 with F
jundf+3m22i17-8+19a (+10)
* Homing
* Balcony Break
jundb+1m7i15~16-8+1
junb+2,1,4m, h, h10, 7, 24i14~15, ,i23~25-8~-7+16cg
* Balcony Break
* Combo from 2nd CH with 6f delay
* Interrupt with i4 from 2nd block
* Move can be delayed 14f
* Forces tech back roll on hit
junuf+3+4m,M5,21i20~23 i2~6-8~-4+18a
* Spike
* Low crush 9~30
junf,F+2,3m, h16, 22i16~17, i20~21-8~-7+29a (+14)
* Combo from 1st hit with 8f delay
* Move cannot be interrupted
junws1,1,4h, h, h14, 7, 24i12~13, ,i23~25-8+16c
* Balcony Break
* Combo from 2nd CH with 6f delay
* Interrupt with i4 from 2nd block
* Move can be delayed by 14f
* +13d on BT hit
* Forces tech backroll on hit
junws2m12i13~14-8+5+32a
Hits grounded up-close only
kazuya2,2h, m12, 24i12, i24~25-8+7+50a
* Balcony Break (airborne)
* Combo from 1st CH
* Interrupt with i4 from 1st block
kazuya3h12i14-8+4
kazuyadf+1,df+2m, m11, 20i15~16, i22~23-8+18cg+32a (+22)
* Tornado
* Balcony Break
* Combo from 1st CH with 4F delay
* Interrupt with i5 from 1st block
* Move is delayed 2F
* Move can be delayed by 2F
* Input can be delayed by 4F
kazuyadf+3+4m,h7,9i18, i13~14-8+0
* Does not jail on block
* Duckable on 1st block
kazuyab+2m12i14-8+4
kazuyab+2,2,1+2m, m, h12, 14, 20i14, ,i28~32-8+38d (-20)
* Balcony Break
* Chip damage when guarded
kazuyab+3h15i18-8+3
kazuyab+1+2m21i22-8+5
* Heat Engager
* Heat Dash +5, +43d (+35)
* 6 chip damage on block
kazuyaBT.3h18i10-8+8
kingf+3m18i15~16-8+1+9
* Hit vs BT +4
kingd+2+3M25i30~35-8~-3+0c~+5c
* Floor Break
* Elbow
* Opponent cannot tech roll on FUFT hit
* Low crush 21~32
* Floating state 33~35
* Floating state 37~54
kingb+1h13i12-8+3+3s
kingb+2,4h, m,t16, 18,20i14, i21-8+0d
* Shifts to throw on front grounded hit
* Move can be delayed by 10f
* Input can be delayed by 15f
* Hit vs Side/BT +10s
kingJGR.1m21i16~17-8+26c
* Balcony Break
* Elbow
* Power up into JGR.1* after 30F? or during Heat
** Partially uses remaining Heat time during Heat.
king(back to wall).b,b,UBt / m45 / 21i43~48 / i44~63-8+2 / +15
* Unbreakable throw near wall, becomes air attack if throw not connected.
* Side switch on attack throw. King recovers in FUFL. Opponent recovers in FUFA.
* Floating state 5~62
* is8~13
kumab+1+2h,m10,20i18~19 i12~13-8+13d
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Floor Break on airborne hit
* Homing
* Strong Aerial Tailspin 1st hit only
* 12 chip damage
* Transition to HBS r36 with input D or 3+4 (does not shift when using Heat Dash)
kumau+1+2m24i18~23-8f+6+8a
* Transition to HBS with D or 3+4 (-7/+7/+9a)
* Low crush 17~33
* Floating state 34~36
kumaqcf+2m15i17~18-8+3
kumahFC.1L12i19~21-8+2c
* Can be done from Crouch Level 1
* High crush 0~46
kunimitsudb+2,4,2M, m, M10, 15, 23i16~17, ,i35-8c+15a
* Weapon
* Input can be delayed 1f
* Move cannot be delayed
* Interrupt with i17 from 2nd block
kunimitsudb+3,3,3,3,3,4l, l, l, l, l, m8, 7, 7, 5, 5, 15i18, ,i12~13-8+23a (+13)
* Balcony Break
* Same animation as ws4
* Can be performed following any number of db+3 lows except the first and last
kunimitsub+4M15i18~19-8+6
* Low crush 17~30
* Floating state 31~33
kunimitsuuf+4m22i24~25-8+20a
Balcony Break (airborne)
* Low crush 9~26
kunimitsuBT.1h10i11-8+8
* Elbow
kunimitsuBT.1,2h, m10, 14i11, i21~22-8+3
* Weapon
* Combo from 1st hit with 8f delay
* Input can be delayed 8f
* Move can be delayed 4f
* Interrupt with i5 from 1st block
* Transition to KAT -8 +3 r28 with 1+2
kunimitsuSET.4M13i18~19-8+6
Hits grounded but can miss when too close vs small bodies
lars1,1h, m5, 8i10, i18~19-8+0
* Combo from 1st CH with 3f delay
* Jail from 1st block
lars3+4m22i17~18-8+17d
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
* Forces tech backroll on hit
* Hit vs BT +14d
larsdf+4m16i15~16-8+2
larsdb+2m12i15-8+3
* Transition to SEN with input F (-5/+6)
larsdb+2,1m, m12, 8i15, i15~16-8+6
* Jail from 1st block with ?F delay
larsb+2,3m, h12, 21i15, i18-8+38d (-20)
* Balcony Break
* Tornado
* Combo from 1st hit with 5F delay
* Interrupt with i1 from 1st block
* Move cannot be delayed
* Input can be delayed by 5F
larsb+3,4m, h14, 20i17, i23~24-8+19 (+10)
* Balcony Break
* Combo from 1st hit with ?F delay
* Interrupt with i3 from 1st block
larsb+4m23i15-8+8
Knee
larsuf+4m20i25~27-8+42a
* Has high and mid evasive frames from frames 4? to 10?
* Increased evasion when performed from crouching state or LEN
* Low crush 9~29
* Floating state 30~32
larsws2m13i13~14-8+3
* Transition to DEN r30 with D (-12/-1)
** Retreats during stance transition
* Transition to SEN r23 with F (-5/+6)
* Jab evasion (from frames 1 to 11?)
larsFC.df+2m19i15~16-8+5+63a
lawH.1+2-8~-7+30a+66a (+50)
* Tornado
* Weapon
* Consumes 240F remaining Heat Time on block or whiff
* Alternate input DSS.1+2
law1,1h, h5, 5i10, i18-8-6+6
* CH frames also apply to combo from 1st CH
law1,2,2h, h, m5, 8, 10i10, ,i20-8+4+4
Combos from 1st hit CH
law2,2h, m8, 10i10, i20-8+4
Delay-able
law4,3h, h15, 12i13, i18~19-8+1
* Combo from 1st hit
* Airborne combo from 1st CH (+24a (+17))
* Transition to DSS with F (+7/+16g/+39a (+32))
lawdf+1,2m, h10, 24i13, i20~21-8+9
* Weapon
* Balcony Break
* Strong Aerial Tailspin
* Combo from 1st hit with 2F delay
* Interrupt wiht i2
* Powered up in Heat
* Move cannot be delayed
lawdf+4m15i13-8+3
lawdb+4,4l, m20, 27i26, i37-8+30a (+12)
* Low crush
lawb+2m12i16-8+4
lawuf+3m20i18-8+16c
* Heat Engager
* Heat Dash +5, +36d (+26)
* Balcony Break
* Forces tech backroll on hit
* Low crush 9~
lawBT.3h18i10-8+8
lee3m16i14-8+7
* Transition to HMS r27 with 4 (-8/+7)
** Cancel to r10 standing or FC with b_db_d_df (Cannot block i18)
** Cancel to r1 standing or r7 FC with u_d~d_db_d_df
leef+4,3h, m13, 18i11, i21~23-8+6c+63a
* Combo from 1st CH with 9F delay
* Interrupt with i6 from 1st block
* Transition to HMS r21 with 4 (-4/+6c/+63a)
** Cancel to r10 standing or FC with b_db_d_df (Cannot block i14)
** Cancel to r1 standing or r7 FC with u_d~d_db_d_df
* Recovers 4F faster on hit (t60 r21)
* Move can be delayed 11F
* Input can be delayed by 16F
leedf+3m13i14~15-8+3
leews2m12i14-8+3
*
leeHMS.1,4h, m7, 17i12, i15-8+4+57a
* Combo from 1st hit with 10F delay
* Jail from 1st block with 6F
* Transition to HMS r32 with 3 (-8/+4/+58a)
leo3h15i14-8+4
leodb+3h23i31~32-8~-9+38a (+28)
No crouching state
leob+4m13i18-8+5
leob+2+3m21i30~31-8~-7+23g+28a
* Parries high and mid punches
* Hit after parry is the same as on CH
* Parry state 5~9
leouf+2,1m, m15, 17i18~21, i25~26-8~-7+4+32d
* Combo from 1st hit
** +23a (+16)
* Interrupt with i11 from 1st block
* Whiffs vs SSR from 1st block
* Low crush 0~12
leows1m13i14~15-8~-7+4
leroy3m14i15-8+3
leroyf+3,1+2m, h,h,h14, 5,5,5i14~15, i13,i9,i7-8-6
* Jail from 1st block with 1F delay
* Combo from 1st CH with 1F delay
* Power up during Heat (18dmg, 12 chip damage)
* Consumes 120F of remaining Heat Time
* Move cannot be delayed
* Input can be delayed by 1F
leroydb+3L12i20~21-8~-7+5~+6+14c
Transition to HRM
* High crush 6~39
leroyb+3+4M,th21,25i18~19-8+7
* Balcony Break
* Shifts to throw on airborne hit (+0d)
leroyuf+3m25i20~24-8+14a (+5)
* Balcony Break
* Alternate input: ub+3 or u+3
* Low crush
leroyuf+4m22i23~25-8~-6+21a
Alternate input: ub+4 or u+4
* Low crush 9
lidia1,2,2h, h, m5, 8, 10i10, ,i22-8+8
* Combo from 1st hit with 3f delay
* Interrupt with i3 from 1st block
* Transition to CAT on hit or block only
* CAT transition is -16
lidia1,4h, h5, 17i10, i19-8+1
* Combo from 1st hit with 4f delay
* Move cannot be interrupted
* Balcony break on airborne hit
lidia2,4h, m8, 13i11, i21-8+4
* Combo from 1st hit with 4f delay
* Interrupt with i1 from 1st block
lidia4h14i13-8+1
lidiadf+3m15i14~15-8+5
Knee
lidiadf+4,2m, h12, 20i15, i26-8+11d
* Tornado
* Elbow
* Combo from 1st hit with 1f delay
* Balcony break on airborne hit
lidiaqcf+2m12i16-8+0
Input qcf,qcf+2 to power up, adds 3 damage
liliH.BT.2+3l,M,M,M15,5,5,20i16 i27~28 i6~8 i20~22-8+23a (+5)
* Heat Smash
* Homing
* Balcony Break
* 5 chip damage on block
* +7a (-10) on 4th hit
* High crush 4~16
* Low crush 25~45
* Floating state 46~48
lilif+3+4,3m,M, M6,20, 20i18~20 i11~13, i30~33-8+23a
* Floor Break
* Combo from 1st hit
* Input can be delayed 3f
* Move cannot be delayed
* Interrupt with i15 from 1st block
* Whiffs vs SWR from 1st block
lilidf+4m12i13~14-8-2+5
* Knee
lilid+1,2L, h10, 8i18~19, i18-8+3+5
* Combo from 1st hit with 4f delay
* Move can be delayed 4f
* -27 from 1st block
* Enter BT with B
lilib+1m16i17-8+2+8
* Enter DEW -2 +8 +14 r22 with F
liliu+3,3,3+4m, m, m,m20, 15, 5,20i22~23, ,i27~29 i5~6-8+13d
* Floor Break
* Combo from 1st hit
* Interrupt with i8 from 2nd block
* Whiffs vs SS, SW from 2nd block
* Available only on hit or block
* Low crush 1~27
* Floating state 28~32
liliu+3+4M18i36~39-8~-5+6d
* Floor Break
* Transitions to attack throw on standing hit when at range 1.65 or closer (+10 damage, +39a)
* Low crush 5~37
* Floating state 38~40
lilif,F+3,3+4m, m,m15, 5,20i22, i27~29 i5~6-8+13d
* Floor Break
* Combo from 1st hit
* Interrupt with i7 from 1st block
* Whiffs vs SSR, SWR from 1st block
* Available only on hit or block
* Floating state 1~3
liliBT.1h8i8-8+3
miary-zows1m12i13~14-8+7
ninadf+3,1m, h13, 10i14, i30-8+3
* Combo from 1st CH
* Interrupt with i11 from 1st block
* Whiffs vs SSR, SWR from 1st block
** Must delay SSR or perform SSR to delayed SWR
* Move can be delayed by 10f
* Cancel to SS -19 -8 -7 with D_U
ninad+3,4L, h10, 14i16, i20-8+1
* Combo from 1st CH
* Move cannot be interrupted
ninab+3,4m, h10, 17i18, i20~21-8+14c+45a
* Combo from 1st hit with 16f delay
* Interrupt with i2 from 1st block
* Move can be delayed by 10F
* Input can be delayed by 17F
ninaBT+1h15i8-8+3
Links to 1 jab extensions
ninauf,n,D+3,4L, h15, 14i43, i20-8+1
* Combo from 1st CH
* Move cannot be interrupted
ninaf,f,F+3m10i20~21-8+1
* Low crush 4~18
* Floating state 19~21
ninaSS.1+2m22i19-8+3+37a
* Balcony Break
* Sidestep adds minimum 9f, effective startup i28
* 6 chip damage on block
ninaqcf+2M25i16~17-8+32a (+17)
* Heat Engager
* Heat Dash +5, +42a (+27)
* Balcony Break
ninaqcf+4m15i14-8+6s
Knee
pandab+1+2h,m10,20i18~19 i12~13-8+13d
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Floor Break on airborne hit
* Homing
* Strong Aerial Tailspin 1st hit only
* 12 chip damage
* Transition to HBS r36 with input D or 3+4 (does not shift when using Heat Dash)
pandau+1+2m24i18~23-8 / -7 HBS+6 / +7 HBS+8a / +9a
* Transition to HBS with input D or 3+4
* Low crush
pandad,df,f+2m15i17~18-8+3
pandahFC.1L12i19~21-8+2c
* Can be done from Crouch Level 1
* High crush 0~46
pauldf+2m13i15~16-8+33a (+23)
* High evasion
* +4s on crouching normal hit
paulws3M16i13~14-8+6
* Knee
raven2,4h, h9, 16i10, i18~19-8~-7+8
* Wall Crush +16g on hit, +18g on hit when transitioning into CD
* Transition to +8 BT on hit with B
* Transition to +8 FC on hit with D
* Transition to +10 CD on hit with F
raven3m10,i14~15-8~-7+3~+4
raven3,3m, h10, 16,i14~15, i17~18-8~-7+5~+6
* Combo from 1st hit
* Jail from 1st block
ravendf+2,3m, h15, 17i16~18, i12~13-8~-7+28a (+19)
Balcony Break
ravenb+4,4m, m13, 20i14~15, i17~19-8~-6+6c~+8c
* Spike
* Combo from 1st hit
* Jail from 1st block
ravenb,B+2,Pm,h, t15,21, 35i17~18 i30~31, i15~25-8~+2+0d
ravenws2m17i13~14-8~-7+8~+9+37a (+27)
Elbow
ravenws3m18i16~17-8~-7+0s
ravenBT.1,4h, h7, 23i8, i16~17-8~-7+14c+67a (+51)
* Balcony Break
* Combo from 1st hit
* Interrupt with i1
* Forces tech backroll on hit
ravenBT.f+1m18i16-8+6
* Balcony Break
* Transitions to throw on hit only
* Opponent recovers BT on hit
reinaH.3,4,4h, m, m12, 20, 28i18~19, ,i27-8+23a (+3)
* Balcony Break
* Combo from 1st hit
* Jail from 2nd block
* Consumes 240F of remaining Heat time
* 11 chip damage on block
reina4h20i13~14-8+11g+35a
* Balcony Break
* Opponent is FUFA on CH
reina3+4m,m5,10i18 i26-8+3c
Spike
* Low crush 9~26
reinaH.3+4,4,4m,m, m, m5,10, 20, 28i18 i26, ,i27-8+23a (+3)
* Balcony Break
* Combo from 2nd hit
* Consumes 240F of remaining Heat time
reinaH.f+3+4*,4m, m30, 28i67, i27-8+23a (+3)
* Balcony Break
* Combo from 1st block
* Airborne combo from 1st hit
* does 19 damage if 1st connect on block or hit
reinaH.f+3+4,4m, m25, 28i43, i27-8+23a (+3)
* Balcony Break
* Combo from 1st hit
reinadf+4,2m, m14, 10i15, i18-8+6
* Transition to WRA r28 with D (-6/+8)
* Combo from 1st hit
reinadf+4,2,3m, m, h14, 10, 20i15, ,i27-8+35a+71a (+55)
* Tornado
* Combo from 2nd CH with 8F delay
* Move can be delayed by 9F
* Input can be delayed by 10F
* High crush 7~15
reinab+4h20i18-8+35a+71a (+55)
* Tornado
* High crush 6~17
reinaws2m20i18-8+9+14c
Balcony Break
* High crush 1~6
reinaws3+4m14i14~15-8+14
* High crush 1~13
reinaUNS.4m23i18~19-8+43a (-15)
* Balcony Break
* Heat Engager
* Heat Dash +5, +62a (+42)
* 6 chip damage on block
* Can be cancelled into crouch with DB/D/DF
* High crush 6~16
shaheen1,2,3h, h, h5, 9, 18i10, ,i20-8+3
* Transition to -1, +10 SNK with DF
* Combo from 1st CH with 7F delay
* Interrupt with i2 from 1st block
* Move can be delayed by 5F
* Input can be delayed by 7F
shaheen2,3h, h10, 13i10, i20-8+3
* Transition to -1, +10 SNK with DF
* Combo from 1st hit with 2F delay
* Interrupt with i2 from 1st block
* Move cannot be delayed
* Input can be delayed by 2F
shaheen3h18i14-8+3
* Transition to -1, +10 SNK with DF
shaheenf+2h10i12-8-2
steveb+1,2~1h, m10, 17i13~14, i30~31-8+4+63a
* Interrupt with i14 from 1st block
* Interrupt with i3 from 1st hit
steveb+1+2m,h8,20i16, i12-8+19d
* Balcony Break
* Jail from 1st attack
steveub+2~1m17i30~31-8+4+63a
steveDCK.f+2~1m17i28~29-8+4+63a
steveEXD.f+2~1m17i28~29-8+4+63a
steveLWV.1,2~1m, m14, 17i14, i30~31-8+4+63a
* Input 1 at frame 17 of LWV.1,2
* Interrupt with i15 from 1st block
* Interrupt with i4 from 1st hit
* Whiffs vs SWL from 1st block (must perform delayed sidewalk by performing SSL -> SWL)
steveLWV.2,1m, m13, 21i14~16, i19-8+4c+7d
* Spike
* Combo from 1st CH with 5F delay
* Interrupt with i2 from 1st block
* Move can be delayed by 11F
stevePAB.2~1m17i27~28-8+4+63a
stevePAB.df+1,2~1m, m12, 17i15~16, i30~31-8+4+63a
Move cannot be interrupted
steveRWV.1,2~1m, m13, 17i14~16, i30~31-8+4+63a
* Input 1 at frame 17 of RWV.1,2
* Interrupt with i18 from 1st block
* Interrupt with i9 from 1st hit
* Whiffs vs SSL, SWL from 1st block
victorb+1,2m, h,th11, 16(15)i14, i20-8+0
* Combo from 1st CH with 10F delay
* Move cannot be interrupted
* Move can be delayed by 9F
* Input can be delayed by 10F
* Side switch after attack throw connects
victorws2m15i14~15-8+6+35a (+25)
* Weapon
victorws1+2m,m10,12i13~14,i9~10-8+8
* Weapon
* Transition to PRF (-8/+8) with F
victorPRF.2m9i12~13-8+1+1
* Weapon
victorPRF.3m21i15~17-8+15c
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Knee
* Forces tech backroll on hit
* Low crush 11~23
* Floating state 24~25
xiaoyudb+2L13i18~19-8+5c+12
*
* High crush 6~
xiaoyuWhile landing 4m25i8-8+23a (+13)
* Balcony Break
* Low crush
xiaoyuf,F+1+2,1+2m, m12, 20i14~16, i19~20-8+7c+43a
* Spike
* Combo from 1st hit with 8F delay
* Jail from 1st block with no delay
* Move can be delayed by 14F
* Input can be delayed by 16F
xiaoyuws1+2,1+2m, m12, 20i14~16, i19~20-8+7c+43a
* Spike
* Combo from 1st hit with 8F delay
* Jail from 1st block with no delay
* Move can be delayed by 14F
* Input can be delayed by 16F
xiaoyuFC.df+2L8i19-8+3
* Transition to FC BT with DF_D_DB
* High crush 1~27
xiaoyuFC.df+2,1L, l8, 10i19, i18-8+5c
* Combo from 1st hit
* Jail from 1st block with ?F delay
* Transition to FC BT with DF_D_DB
* High crush 1~45
xiaoyuAOP.d+1+2m21i26-8+42a (+32)
*
* High crush 1~25
xiaoyuAOP.f+2L8i19-8+3
* Transition to FC BT with DF_D_DB
* High crush 1~27
xiaoyuAOP.f+2,1L, l8, 10i19, i18-8+5c
* Combo from 1st hit
* Jail from 1st block with ?F delay
* Transition to FC BT with DF_D_DB
* High crush 1~45
xiaoyuBT.f+1+2m21i23-8+3+5
* Sabaki punch parry
** 50 damage, +20d
** Transition to BT
* Parry state 1~5?
yoshimitsu1+2+3m0i22~40-8~+10g+0~+18+16~+34
* Weapon
* Can hit grounded when up-close and off-axis
yoshimitsudb+3,3,3,3,3,4l, l, l, l, l, m8, 7, 7, 5, 5, 15i18~19, ,i12~13-8+23a (+13)
* Balcony Break
* Enter KIN -6 +25a (+15) r21 with 1+2
* Enter NSS -6 +25a (+15) r24 with B
* Same animation as ws4
* Can be performed following any number of db+3 lows except the first and last
yoshimitsuub+1+2M25i24~25-8c+27a (+17)
* Balcony Break
* Weapon
* 5 chip damage on block
* Power up in NSS or Heat
yoshimitsuf,F+1+2m22i22~24-8+3c
* Floor Break
* Cannot be buffered
* Visually similar to f,F+3+4
* Low crush 10~21
* Floating state 22~24
* Low crush 25~29
* Floating state 30~32
yoshimitsuIND.2m7i39~43-8~-5+2~+6
* Leads to db+2 extensions
* Greater forward momentum than a standing db+2
yoshimitsuNSS.IND.1M15i48~51-8c+5a
* Floor Break
* Same animation as the ending of NSS.qcf+1
* Low crush 30~52
* Floating state 53~55
yoshimitsuNSS.qcf+1M30i53~56-8c+5a
* Floor Break
* Can be buffered
* Can be performed in FC
* Low crush 10~55
* Floating state 56~58
yoshimitsuNSS.ub+1+2M30i24~25-8c+16a (+6)
* Balcony Break
* Weapon
* 12 chip damage on block
* Clean hit 39 damage
* Recovers 1 base health or 6 additional recoverable health on hit
* Recovers 1 base health when remaining recoverable health is 5 or less
* -12c if blocked at tip range
* H.ub+1+2: Consumes 180F of remaining Heat time
zafinadb+3L13i18-8+3
* Cancel SCR transition -11 +0 t48 r30 with B
zafinauf+3m19i22~23-8+19a
* Strong Aerial Tailspin
* Balcony Break
* Transition to MNT -8 +19a with D
* No forward movement when using input ub+3
* Low crush 8~31
* Floating state 32~34
zafinaf,F+4m16i17~19-8+6
* Homing
*
alisa1,2,2h, h, h5, 10, 20i10, ,i20~35-9~+6+21a (+6)
* Tornado
* Balcony Break (airborne)
* Weapon
* Combo from 2nd CH with 1f delay
* Interrupt with i1 from 1st block
* 6 chip damage on block
alisaf+4m14i16-9+1
* Homing
* Enter DES with 1+2
alisaf+4,1m, h14, 14i16, i25~26-9+15d (+7)
* Balcony Break
* Head
* Combo from 1st hit
* Interrupt with i2 from 1st block
alisadf+2m16i16~17-9+32a (+22)
* +7 on hit against crouching opponent
* Does not launch crouching opponent except on CH
alisadf+3m14i16-9+1
alisad+2,4M, M8, 20i24~26, i18~21-9+28a (+13a)
* Combo from 1st hit
* Enter DES with 1+2
* Low crush 21~43
* Floating state 44~46
alisadb+2,2m, m10, 10i18~19, i19~20-9+5
* Combo from 1st hit with 12f delay
* Input can be delayed 15f
* Move can be delayed 14f
* Enter DES with 1+2
alisab+2m12i18-9+1
alisaub+2h23i16~20-9+12c
* Balcony Break
* 9 chip damage on block, +0 block advantage on attack absorption
* Forces tech backroll on hit
* Power crush 7~15
* Floating state 20~30
alisaub+4m10i18-9+7
* Low crush 9~31
* Floating state 32~34
alisaub+4,1,1,2,1m, m, m, h, h10, 12, 9, 5, 5i18, ,i35~36-9+7
* Balcony Break (airborne)
alisaf,F+4m,m14,22i22~29 i34~39-9~-2+9a (+0)
* Balcony Break
* Knee
* Transition to attack throw on front hit only
* +8a (-1) on BT hit
* Just frame input: Input 1 during frames 16-19? to add 5 more dmg
alisaf,F+1+2m,m5,10i17~18 i12~13-9+4+13
13 extra damage on CH, 28 in total
alisaBKP.2h34i11~33-9~+13+21a (+6)
* Tornado
* 6 chip damage on block
alisaBKP.3m30i24~27-9+72a
Balcony Break
* Low crush 15~40
* Floating state 41~43
alisaBKP.4m30i18~23-9~-4+31a (+21)
* Tornado
* Knee
* Low crush 17~52
* Floating state 53~55
alisaCLK.3m20i13~14-9+12g
* Strong Aerial Tailspin
* Balcony Break
* Combo from 1st hit
* Power up after 2 or more spins (i19?)
* Interrupt with i8 from 1st block
alisaDBT.f+1M,t49i19~21-9+0d
* Weapon
* Transition to attack throw on front standing or airborne hit
* 14 damage +3c vs BT opponent
* 4 chip damage on block
* 7 chip damage on block in heat
* Low crush 17~32
* Floating state 33~35
alisaDES.1m,m,h,h,h,m35i13~18 i1~5 i1~7 i1~5 i1~4 i16~17-9+17a
* Weapon
* 3 chip damage on block
* 7 chip damage on block in heat
* Final hit available only on hit
alisaDES.BT.1m,m,m,m,m,m4,4,4,4,4,4i19~22 i1~3 i1~3 i1~3 i1~3 i1~3-9+25a
* Weapon
* Combo from any hit
* 1 chip damage on block
* 11 chip damage on block in heat
alisaDES.f+2m,m9i15 i1~1-9+0c
* Weapon
* Timestop on hit?
* 2 chip damage on block
* 3 chip damage on block in heat
alisaDES.uf+1+2m,M,M27i29~31 i1~3 i1~2-9c+23a
* Spike
* Weapon
* 2 chip damage on block
* 6 chip damage on block in heat
* Cancel to standing with DES.1+2
* Low crush 5~25
* Floating state 26~28
alisaSBT.1,2m, m12, 13i13~14, i18~19-9+2+7c
* Spike
* Combo from 1st hit with 1f delay
* Rest of the string is natural on CH
* Low crush 26~64
* Floating state 65~67
anna4h15i11-9+7+7s
annadb+2m17i15~16-9+8g+36a
* Strong Aerial Tailspin
* Transition to TOM r31 on hit automatically
* +13a (+4) on BT hit
annadb+3+4,4L, h18, 23i24, i29~30-9+14a (+5)
* Balcony Break
* Combo from 1st hit on clean hit
* Combo from 1st CH with no clean hit
* Low crush 18~29
* Floating state 30~32
<Showing 2401-2800 of 6584 moves>