
All Characters
All Characters Tekken 8 Frame Data
| Char | Command | Hit level | Damage | Startup | Block | Hit | Counter hit | Notes |
|---|---|---|---|---|---|---|---|---|
| panda | df+3,2 | m, h | 13, 24 | i16, i27~28 | -5 | +22a | * Balcony Break on airborne hit * Combo from 1st hit * 9 chip damage on block | |
| panda | d+1 | sl | 5 | i10 | -5 | +6 | * Transition to standing r24 with f at frame 25 * +6c on crouching hit * High crush 4~ | |
| panda | b,f+2 | h | 26 | i15~17 | -5 | +17a (+8) | +62a (+42) | * Balcony Break Tailspin * Chip damage on block |
| paul | f+2 | h,t | 12,22 | i13 | -5 | +9 | * Heat Engager +9 * Heat Dash +5, +43d (+35) * Transition to throw on front hit * Transition to +7 DPD r27 on hit with DF at frame 93 * +32a without throw transition | |
| paul | f+4 | m | 24 | i22 | -5 | +6 | * Heat Engager * Heat Dash +43d (+35) * Homing * Low crush 9~22 | |
| paul | df+1,1 | m, h | 11, 9 | i14, i20~21 | -5 | +5 | +8 | * Combo from 1st hit with 4f delay * Interrupt with i1 from 1st block * Move can be delayed 10f * Input can be delayed 11f |
| paul | db+1 | sl | 5 | i10 | -5 | +6 | * Transition to r24 standing with f * High crush | |
| paul | b+2 | m | 22 | i18 | -5c | +4c | * Spike | |
| paul | ub+2 | m | 22 | i18 | -5 | +16d | * Balcony Break * +21d (+14) on airborne opponent * Can be charged to power up * Has good left sidestep tracking | |
| paul | f,F+3,4,4 | m, m, h | 17, 10, 25 | i15~16, ,i23~25 | -5 | +62a (+42) | * Balcony Break * Interrupt with i11 from 1st block * Whiffs vs SSR, SWR (inconsistent?) * Move cannot be delayed * Input can be delayed by 6F * Low crush 10~24 * Floating state 25~27 | |
| paul | qcb+3,2,1 | L, m, h | 14, 20, 25 | i18~19, ,i18~19 | -5 | +21d (-5) | * Tornado * Combo from 1st CH +63a (+47) T! | |
| paul | hFC.1+2 | t | 0 | i26 | -5 BT | +3d | * Throw break 1+2 * Transition to Takedown on hit * Can be done from Crouch Level 1 | |
| raven | d+1 | sl | 5 | i10 | -5 | +6 | * Can recover standing with f * High crush 4~ | |
| raven | FC.1 | sl | 5 | i10 | -5 | +6 | Can recover standing with f * High crush 1~ | |
| raven | BT.4 | m | 21 | i19~20 | -5~-4 | +18c | * Heat Engager * Heat Dash +36a (+26) on hit, +5 on block * Balcony Break * Forces tech backroll on hit * Low crush 6~19 | |
| raven | BT.d+1 | sl | 5 | i10 | -5 | +6 | * High crush 1~ | |
| raven | BT.f+2 | m | 13 | i17~18 | -5~-4 | +6~+7 | ||
| raven | BT.f+3 | m | 17 | i13~14 | -5~-4 | +6 | +14 | * Knee * Transition to r45 BT at -8/+3/+11 with input B |
| reina | d+1 | sl | 5 | i10 | -5 | +6 | * Transition to standing r24 with f * +6c on crouching hit * High crush 4~ | |
| reina | uf+3,1 | h, m | 10, 15 | i21~22, i16 | -5 | +5 | * +13c on crouching hit * Jails on 1st block * Combo from 1st hit | |
| shaheen | 4,1 | h, h | 16, 14 | i13, i18 | -5 | +5 | * +31a (+24) from 1st CH * Combo from 1st hit * Jails attack inputs from 1st block (crouch assist bufferable) * Duckable | |
| shaheen | f+3 | m | 17 | i20 | -5 | +6 | +13c | * Good right sidestep tracking * Transition to SNK (-3/+8/+15c) with DF * Low crush 13~ |
| shaheen | db+1 | sl | 5 | i10 | -5 | +6 | * Transition to standing r24 with f at frame 25 * +6c on crouching hit * High crush 4~ | |
| shaheen | SNK.df+1 | m | 12 | i15~16 | -5 | +6 | * Good left sidestep tracking | |
| steve | 2,1 | h, h | 12, 14 | i12, i19 | -5 | +6 | * Combo from 1st hit * Jail from 1st block * Transition to r15? PAB with f (+2/+13g/+13) * Transition to r14? FLK with b (+3/+14g/+14) ** r14? PAB/FLK FC cancel? | |
| steve | f+2,1 | m, h | 11, 12 | i21~22, i15 | -5 | +1 | * Combo from 1st hit with 7F delay * Move cannot be interrupted * Move can be delayed by 16F * Transition to r15? PAB with f (+0/+4) * Transition to r14? FLK with b (+1/+5) ** r14? PAB/FLK FC cancel? | |
| steve | db+1 | sl | 5 | i10 | -5 | +6 | * Transition to standing with f * High crush 4~ | |
| steve | FLK.1,1,f+1 | h, h, m | 14, 8, 17 | i12, ,i15 | -5 | +0c | +10d | * Spike * Combo from 2nd CH with 9F delay * Jail from 2nd block with no delay * Move can be delayed by 11F * Same hit as (FLK.1),f+1 |
| steve | FLK.1,f+1 | h, m | 14, 17 | i12, i15 | -5 | +0c | +10d | * Spike * Combo from 1st CH with 14F delay * Jail from 1st block with 3F delay * Move can be delayed by 14F |
| steve | FLK.2 | m | 21 | i18~19 | -5c | +7d | +42a | * Spike * 6 chip damage on block |
| steve | LWV.2 | m | 13 | i14~16 | -5 | +4 | * Shoulder * Transition to r10? PAB with f (-1/+8) * r10? PAB FC cancel? | |
| steve | PAB.f+1+2 | h,h | 12,23 | i12, i15~16 | -5 | +24a (+15) | * Balcony Break | |
| steve | RWV.1 | m | 13 | i14~16 | -5~-3 | +4~+6 | * Shoulder * Transition to r10? PAB with f (-1~+1/+8~+10) * r10? PAB FC cancel? | |
| victor | ub+2 | m | 17 | i17~18 | -5 | +8 | +32a | * Weapon * Balcony Break * Can be charged * Transition to PRF -4 +9 with F |
| victor | IAI.4,2 | L, h | 17, 20 | i18~19, i26~27 | -5 | +26 (+0) | +55a (+35a) | * Strong Aerial Tailspin * Balcony Break * Weapon * Combo from 1st CH * Jail from 1st hit * Interrupt with i7 from 1st block * 8 chip damage on block |
| xiaoyu | f+2 | m | 12 | i16~17 | -5 | +4 | ||
| xiaoyu | d+1 | m,m,M | 7,7,7 | i17~19 i4~6 i3~9 | -5 | +8c | +9c | * Transition to AOP with D+1 (-10, +4c, +5c) * This move can become more minus if the final hit whiffs ** Standing (-13, -2c) ** AOP (-17, -5c) |
| xiaoyu | f,F+2 | m | 12 | i15 | -5 | +6 | * | |
| xiaoyu | f,F+3 | M | 12 | i14~15 | -5 | +6 | +12 | * |
| xiaoyu | AOP.1 | m | 11 | i18 | -5 | +6 | * Transition to HYP r21 with B (-2/+9) * +6c on crouching hit | |
| xiaoyu | BT.1 | m | 17 | i16~18 | -5 | +4 | +64a | * Elbow * Jab evasion * Transition to BT |
| xiaoyu | BT.3 | M | 13 | i16 | -5 | +12 | * +21d on backturned hit * Transition to BT * Low crush 5~ | |
| xiaoyu | BT.d+3,4 | L, h | 12, 20 | i16, i19 | -5 | +20a (+11) | +37a | * Strong Aerial Tailspin * Balcony Break * Combo from 1st CH with 12F delay * Interrupt with i1 from 1st block * Move can be delayed by 10F * Input can be delayed by 12F |
| xiaoyu | hFC.1 | sl | 5 | i10 | -5 | +6 | * High crush 1~34 | |
| yoshimitsu | 2,NSS.1 | h, h | 10, 5,15 | i11, i23~24 i18 | -5 | +19a | * Balcony Break * Combo from 1st hit * Interrupt with i3 from 1st block * Jail from 2nd attack * Duckable | |
| yoshimitsu | f+2,db+2 | h, m | 18, 8 | i17~18, i15 | -5 | +6 | * Input can be delayed 2f * Move cannot be delayed * Leads to db+2 extensions | |
| yoshimitsu | df+1,2,db+2 | m, h, m | 14, 16, 8 | i13, ,i15 | -5 | +6 | * Jail from 2nd block * Leads to db+2 extensions | |
| yoshimitsu | db+2 | m | 8 | i15 | -5 | +6 | ||
| yoshimitsu | ub+1 | m | 17 | i24~25 | -5 | +4c | * Floor Break * Weapon * Performs u+1 with a vertical jump * Low crush 9~27 * Floating state 28~30 | |
| yoshimitsu | ws1,2,db+2 | m, h, m | 12, 18, 8 | i13~14, ,i15 | -5 | +6 | Leads to db+2 extensions | |
| yoshimitsu | BT.1,2 | h, m | 16, 18 | i15, i25 | -5 | +5 | +63a | * Balcony Break (airborne) * Elbow * Combo from 1st CH * Interrupt with i5 from 1st block |
| yoshimitsu | KIN.f+1 | M,M,M | 6,6,10 | i19~20 i6~7 i7~8 | -5 | -2 | * Weapon * Combos from any hit * 8 chip damage on block * Powers in NSS or Heat | |
| yoshimitsu | NSS.KIN.f+1 | M,M,M | 6,6,12 | i19~20 i6~7 i7~8 | -5 | +18a (+11) | * Weapon * Combos from any hit * 8 chip damage on block * Recovers 1 base health or 6 additional recoverable health on hit * Recovers 1 base health when remaining recoverable health is 5 or less * H.KIN.f+1: Consumes 90F of remaining Heat time | |
| yoshimitsu | NSS.db+1 | sl | 5 | i10 | -5 | +6 | * Transition to standing r24 with f at frame 25 * +6c on crouching hit * High crush 4~ | |
| yoshimitsu | NSS.ub+1 | m | 21 | i25~26 | -5 | +4c | Floor Break * Low crush 9~27 * Floating state 28~30 | |
| yoshimitsu | hFC.1 | sl | 5 | i10 | -5 | +6 | * Transition to r24 with f * Transition input can be delayed 16f * High crush 1~ | |
| zafina | 1,4 | h, m | 5, 17 | i10, i19~20 | -5 | +8 | +42a | * Tornado * Combo from 1st hit with 3f delay * Interrupt with i2 from 1st block * Move can be delayed 1f |
| zafina | df+1 | m | 10 | i13~14 | -5 | +7 | ||
| zafina | df+3 | m | 15 | i15~16 | -5 | +4 | * Cancel SCR transition -10 -1 t43 r28 with B | |
| zafina | b+2 | h | 22 | i22~23 | -5 | +14 | * Homing * Balcony Break on airborne hit * +23a on BT hit | |
| zafina | FC.d+1 | sl | 5 | i10 | -5 | +6 | * Transition to r24 with f * Transition input can be delayed 16f * High crush 1~ | |
| zafina | MNT.df+4 | m | 18 | i17~18 | -5 | +13g | * Homing * Balcony Break * High crush 1~40 * gs41~56 | |
| alisa | 1+2 | m | 22 | i19~20 | -4 | +15d | * Heat Engager * Heat Dash +5, +67a (+50) * Balcony Break * Spike * Head * 6 chip damage on block * Hit vs BT +10d | |
| alisa | f+2 | m | 12 | i17~18 | -4 | +7 | * Enter DES with 1+2 | |
| alisa | f+3,2 | h, h | 10, 20 | i14~15, i24~26 | -4 | +39d (+31) | * Balcony Break * Weapon * Combo from 1st hit * Interrupt with i5 from 1st block * 6 chip damage on block * 10 chip damage on block in Heat | |
| alisa | f,f,F+3 | m | 15 | i18~19 | -4 | +6 | * Balcony Break (airborne) * Low crush 3~30 * Floating state 31~33 | |
| alisa | ws1+2* | m | 24 | i28~29 | -4 | +21 | * Homing * Hold input to power up | |
| alisa | FC.d+2 | sl | 8 | i11 | -4 | +7 | * High crush 1~ | |
| alisa | FC.db+1+2 | t | 45 | i11 | -4 | -4 | * Throw break: 1+2 * Opponent recovery on hit: FUFA * Side switch | |
| alisa | uf+1+2 | t | 40 | i12~13 | -4 | +3 | * Throw break: 1+2 * Opponent recovery on hit: FUFT | |
| anna | 1,2,1 | h, h, h | 5, 8, 4 | i10, ,i16 | -4 | +0 | * Jail from 1st attack with 3f delay * Combo from 1st hit with 4f delay * Input can be delayed 10f | |
| anna | df+3,3+4 | m, m,m | 13, 6,10 | i14, i32~34 i11~12 | -4 | +78a (+62) | * Tornado * Balcony Break * Knee * Input can be delayed 10f * Instant Tornado only if both knees connect * +27a (+17) if only the last hit connects * Low crush 34~46 | |
| anna | uf+1 | h | 6 | i13 | -4 | +7 | ||
| anna | uf+1,3,3+4 | h, m, m,m | 6, 17, 6,10 | i13, ,i32~34 i11~12 | -4 | +78a (+62) | * Tornado * Balcony Break * Knee * Combo from 2nd hit with 5f delay * Combo from 1st CH * Interrupt with i12 from 1st block * Whiffs vs SSR from 1st block * +27a (+18) if only the last hit connects * Instant Tornado on hit * Low crush 34~46 | |
| armor-king | 3 | h | 17 | i15~16 | -4 | +3 | * Has good right sidestep tracking | |
| armor-king | df+4 | m | 15 | i12 | -4 | +7 | ||
| armor-king | hFC.2 | sl | 8 | i11 | -4 | +7 | * +7c on crouching hit * High crush 1~ | |
| asuka | d+2 | m | 20 | i18 | -4c | +19a | * Heat Engager * Heat Dash +5, +67a (+50) * Spike * Balcony Break * Gain NWG on Heat activation | |
| asuka | b+2 | m | 12 | i15 | -4c | +1c | ||
| asuka | ws1,4 | m, h | 12, 20 | i14~15, i20 | -4 | +37a (+29) | * Balcony Break * Combo from 1st hit with 7f delay * Interrupt with i1 from 1st block * Move can be delayed 6f | |
| asuka | hFC.2 | sl | 8 | i11 | -4 | +7 | * High crush 1~ | |
| azucena | f+3 | m | 15 | i17 | -4 | +5 | * Has good right sidestep tracking | |
| azucena | f+3,2 | m, h | 15, 20 | i17, i22~23 | -4 | +22a | * Balcony Break * Combo from 1st hit with 8f delay * Move cannot be interrupted | |
| azucena | d+1+2 | l | [21;21] | i25~26 | -4 | +0d | * Transition to throw on front standing hit only * 18 damage to Azucena when hitting crouching opponent (block) * Damage on hit and block is recoverable health * Cannot KO Azucena when blocked * r41 FC on whiff * High crush 8~ * Floating state 25~ | |
| azucena | db+2 | sl | 8 | i11 | -4 | +7 | * High crush 4~ | |
| azucena | FC.d+2 | sl | 8 | i11 | -4 | +7 | * High crush 1~ | |
| bob | uf+4 | m | 20 | i26~28 | -4 | +22a | * Spike * Low crush 9~28 * Floating state 29~31 | |
| bob | uf+3+4,4 | L,h, h | 10,12, 20 | i21, i10, i18 | -4 | +22a (+13) | * Balcony Break * Strong Aerial Tailspin * Combo from 2nd CH * Jails attack inputs from 2nd block * Move cannot be interrupted from 1st hit * Duckable * Low crush 1~17 * Floating state 18~20 | |
| bob | f,n,d,df+1 | h | 21 | i13~14 (i16+) | -4 | +78a (+62) | * Balcony Break * Instant Tornado on hit * Can also be performed with f,n,df#1 (i15+) * 4 chip damage on block * Recovers 2F faster on hit or block (t36 r22) | |
| bob | ws3,3+4 | h, M | 17, 28 (19) | i17~18, i33~41 | -4c | +17d | * Spike * Airborne combo from 1st hit (-8d) * Interrupt with i8 from 1st block * Low crush 15~37 * Floating state 38~40 | |
| bob | hFC.2 | sl | 8 | i11 | -4 | +7 | * +7c on crouching hit * High crush 1~ | |
| bryan | 3 | m | 14 | i16 | -4 | +7 | ||
| bryan | df+2,1 | m, h | 12, 11 | i13, i16 | -4 | +5 | * Combo from 1st hit * Move cannot be interrupted * Enter SWA -1 +8 r15 with b | |
| bryan | b+3,2 | m, h | 12, 12 | i19, i16 | -4 | +7 | * Combo from 1st CH * Interrupt with i5 from 1st block * Whiffs vs SSR from 1st block | |
| claudio | f+3+4 | h | 18 | i17~18 | -4 | +19a | * Balcony Break (airborne) * 3 chip damage on block * Has good right sidestep tracking | |
| claudio | df+1 | m | 10 | i15~16 | -4 | +7 | * Cannot be sidestepped or sidewalked right? | |
| claudio | db+2 | sl | 8 | i11 | -4 | +7 | * +7c on crouching hit * High crush 4~ | |
| claudio | b+3 | m | 14 | i13 | -4 | +7 | * Knee * Completely homing to SSL/SSR/SWR? | |
| claudio | ws1 | m | 12 | i12~13 | -4 | +7 | ||
| clive | f,f,F+2 | m | 20 | i24~26 | -4 | +31d (+10) | * Balcony Break * Weapon * Enter PHX +8 +43d (+22) r26 with F or 4 on hit or block * 4 chip damage on block | |
| clive | ws1 | m | 11 | i13~14 | -4 | +3 | +8 | * Elbow * Enter PHX -1 +6 +11 r23 with F or 4 on hit or block |
| clive | GAR.4 | h | 10 | i10 | -4 | +2 | * Balcony Break * 13 damage with delayed input * 8 damage, 11 delayed input damage with ub+4 * Jump takes 17f, effective minimum startup i27 * js1~27 fs28~30 with ub+4 and u+4 * Low crush 1~31 * Floating state 32~34 | |
| devil-jin | d+2 | sl | 8 | i11 | -4 | +7 | * +7c on crouching hit * High crush 4~ | |
| devil-jin | uf+2 | h | 25 | i20~23 | -4 | +25a | * Homing * Balcony break on airborne hit | |
| dragunov | 1,1 | h, h | 5, 8 | i10, i20 | -4 | +7 | * Combo from 1st hit * Interrupt with i1 from 1st block | |
| dragunov | 4,1 | h, h | 10, 17 | i12, i17~18 | -4 | +8 | * Balcony Break (airborne) * Combo from 1st hit * Jails attack inputs from 1st block (movement bufferable) * Duckable * Recovers 3f faster on hit or block | |
| dragunov | ub+1 | h | 17 | i15~16 | -4 | +8 | +18g | * Balcony Break (airborne) |
| dragunov | SS.2,1+2 | m, m,m | 16, 8,12 | i20~21, i27~29 i8~9 | -4 | +2c | * Combo from 1st hit with 1F delay * Interrupt with i8 from 1st block * Move cannot be delayed * Input can be delayed by 1F | |
| eddy | d+2,3 | m, M | 10, 20 | i17~18, i24~25 | -4c | +5c | * Combos from 1st CH * Transition to RLX | |
| eddy | ws4 | m | 13 | i11~13 | -4 | +7 | ||
| eddy | ws4,4 | m, h | 13, 10 | i11~13, i26~27 | -4 | +8 | Combos from 1st hit | |
| fahkumram | 2,3 | h, m | 13, 22 | i12~13, i31~32 | -4 | +27a (+17) | * Balcony Break * Combo from 1st CH * Interrupt with i12 * Move can be delayed by 5F | |
| fahkumram | f+1+2 | m | 25 | i21~22 | -4 | +24a (+14) | * Heat Engager * Heat Dash +36a (+26) * Balcony Break * 7 chip damage on block | |
| fahkumram | ws1 | m | 12 | i13~14 | -4 | +4 | * Elbow | |
| feng | df+4,3 | m, h | 13, 23 | i15, i23~24 | -4 | +15g | +27a | * Balcony Break * Combo from 1st hit with 7F delay * Interrupt with i3 from 1st block |
| feng | db+1+2 | m | 13 | i21~22 | -4 | +4 | Floor Break | |
| heihachi | 3 | m | 10 | i15 | -4 | +1 | ||
| heihachi | FUJ.1 | h | 13 | i12~13 | -4 | +7 | ||
| hwoarang | d+2 | sl | 8 | i11 | -4 | +7 | * +7c on crouching hit * High crush 4~ | |
| hwoarang | b+2 | h | 18 | i14 | -4 | +6 | +14c | * Elbow * Good right sidestep tracking |
| hwoarang | RFF.3 | m | 13 | i16 | -4 | +7 | ||
| hwoarang | RFF.b+1 | h | 18 | i14 | -4 | +6 | +14c | * Elbow * Has good left sidestep tracking |
| jack-8 | 2,1,1+2 | h, m, h,h,h,h,h | 10, 12, 10,6,6,6,20 | i11, ,i33~36, i8~14, i3~6, i7~13, i5~6 | -4 | +13d | * Interrupt with i7 from 1st block * Jails from 3rd block * Duckable * Chip damage on block (10) | |
| jack-8 | 4 | h | 18 | i16 | -4 | +7 | +32a (+22) | Balcony Break on CH |
| jack-8 | f+4 | h | 20 | i17 | -4 | +7 | +32a (+22) | * Balcony Break on CH |
| jack-8 | df+1 | m | 12 | i14 | -4 | +3 | +5 | |
| jack-8 | d+2 | sl | 8 | i11 | -4 | +7 | * Alternate input FC.2 * High crush 4 | |
| jack-8 | b+3,2 | m, h | 14, 13 | i16, i22 | -4 | +1 | * Combo from 1st hit * Interrupt with i3 from 1st block * Whiffs vs SSR from 1st block * Transition to GMH with D ** (+0 oB, +5 oH) | |
| jack-8 | b+4,4 | m, M | 16, 21 | i13, i30 | -4c | +3d | * Combo from 1st CH * When comboing from 1st CH: ** Floor Break ** -8d on hit * Interrupt with i10 from 1st block | |
| jack-8 | FC.df+2,1 | m, m | 12, 10 | i17, i26 | -4 | +7 | * Combos from 1st hit with ?F delay * Interrupt with i9 from 1st block * High crush | |
| jack-8 | FC.df+2,f+1 | m, h | 12, 23 | i17, i19 | -4 | +32a | * Balcony Break * Combos from 1st hit * Interrupt with i2 from 1st block * High crush | |
| jack-8 | FC.df+3+4* | m | 32 | i30~35 | -4 | +21d (+13d) | * Balcony Break * Reversal Break * Shoulder * Gain GMC on hit or block * 9 chip damage on block | |
| jack-8 | hFC.2 | sl | 8 | i11 | -4 | +7 | * Alternate input d+2 * High crush 1 | |
| jin | 1,2,4 | h, h, h | 5, 12, 26 | i10, ,i20~22 | -4 | +23a (+14) | * Balcony Break * Combo from 3rd hit with 7f delay * Interrupt with i6 from 1st block * Input can be delayed 9f * Move can be delayed 4f | |
| jin | f,F+3 | m | 20 | i23~25 | -4 | +24a | * Spike | |
| jun | 2 | h | 7 | i12 | -4 | +7 | ||
| jun | 3,1 | m, h | 14, 20 | i14~15, i14~15 | -4 | +22cg | * Tornado * Balcony Break * Combo from 1st hit with 9F delay * Interrupt with i4 from 1st block * Forces tech back roll on hit * Move can be delayed by 6F * Input can be delayed by 9F * Gain 6 Kazama essence on normal hit and 5 on airborne hit | |
| jun | df+1,2 | m, h | 10, 12 | i13~14, i22~23 | -4 | +6 | +11 | * Combo from 1st hit with 1F delay * Interrupt with i4 from 1st block * Move cannot be delayed * Input can be delayed by 1F |
| jun | d+2 | m | 18 | i20~21 | -4c | +9c | +18a | Spike |
| jun | SS.1+2 | h,h,m | 7,9,18 | i16 i17 i15~16 | -4 | +7c | * Homing * Spike * Jail from 1st attack * Combo from 1st or 2nd hit | |
| jun | GEN.3 | M | 14 | i17~20 | -4c~-1c | +4c~+7c | Spike | |
| jun | IZU.1,1 | h, h | 7, 26 | i13~14, i23~24 | -4 | +22d | * Balcony Break * Tornado * Combo from 1st hit with 6f delay * Interrupt with i4 from 1st block * Restores 1 health on hit * Restores 1 additional recoverable on hit * Non-limb attack, unparryable by Asuka, Nina, etc * Gain 6 Kazama Essence on normal hit and 5 on airborne hit | |
| kazuya | d+2 | sl | 8 | i11 | -4 | +7 | * +7c on crouching hit * High crush 4~ | |
| kazuya | db+2 | m | 23 | i18 | -4 | +7c | +27d | * Spike * Floor Break on CH |
| kazuya | hFC.2 | sl | 8 | i11 | -4 | +7 | * +7c on crouching hit * High crush 1~ | |
| king | 1,2,1 | h, h, m | 5, 15, 10 | i10, ,i24~25 | -4 | +5 | +10 | * Jail from 2nd hit with 4f delay * Move can be delayed 9f * Interrupt with i5 from 1st block * Starter of 10 Strings, 3rd~5th hits are combo |
| king | df+2,1 | m, h | 12, 15 | i13, i20~21 | -4 | +24a | * Balcony Break (airborne) * Combo from 1st CH with 13f delay * Move can be delayed 13f | |
| king | d+2 | sl | 8 | i11 | -4 | +7 | ||
| king | JGR.1* | m | 25 | i16~17 | -4 | +75a (+59) | * Tornado * Elbow * Effective startup i46~47? * Partially uses remaining Heat time during Heat. | |
| kuma | df+4 | m | 15 | i12 | -4 | +7 | ||
| kuma | d+2 | sl | 8 | i11 | -4 | +7 | * +7c on crouching hit * High crush 4~ | |
| kuma | db+2+3** | L | 60 | i60~62 | -4 | +43a | * Balcony Break on airborne hit * Unparryable * 18 chip damage on block | |
| kunimitsu | SET.1,2,3 | h, h, M | 8, 13, 23 | i10~11, ,i33~34 | -4 | +25d | * Floor Break * Combo from 2nd CH * Interrupt with i12 from 1st block * Whiffs vs SS, SW from 1st block * Available on hit or block only * Low crush 14~33 * Floating state 34~36 | |
| kunimitsu | hFC.2 | sl | 8 | i11 | -4 | +7 | * High crush 1~ | |
| lars | uf+3+4,4 | sp, m,t | 20,20 | i17~18 | -4 | +0d | * Shift to attack throw on front hit * +8c on BT hit * i37~38 effective startup (uf+3+4 takes i20) * Low crush 1~21 * Floating state 22~24 | |
| law | 2,b+2 | h, h | 8, 8 | i10, i17 | -4 | +7 | * Elbow * Combos from 1st hit * Delay-able | |
| law | d+2 | sl | 8 | i11 | -4 | +7 | Alternate input hFC.d+2 * High crush 4~ | |
| law | db+2 | m | 15 | i14 | -4 | +7 | * Elbow | |
| law | db+1+2 | m,h,m | 8,8,8 | i17 | -4 | +7 | * Transition to DSS ** Reduced input window for blue spark moves (input f+1_3_4 on frame 2 of DSS only) | |
| law | f,F+2,1 | m, h | 12, 12 | i14~16, i22~23 | -4 | +2 | * Combo from 1st hit with 8F delay * Combo from 1st CH with 13F delay * Move can be delayed by 17F * Input can be delayed by 19F | |
| law | ws4 | m | 14 | i11 | -4 | +4 | +5 | * Transition to +4, +12, +13 DSS with F |
| law | FC.UF+3+4 | m | 30 | i46~49 | -4 | +17a (+7) | * Low crush | |
| law | hFC.2 | sl | 8 | i11 | -4 | +7 | Alternate input d+2 * High crush 4~ | |
| lee | 2,1,3 | h, h, h | 10, 8, 20 | i10, ,i24~26 | -4 | +20a (+11) | +65a (+45) | * Balcony Break * Combo from 2nd CH with 2F delay * Interrupt with i8 from 1st block * Move cannot be delayed * Input can be delayed by 2F |
| lee | db+2 | sl | 8 | i11 | -4 | +7 | Alternate input FC.2 * High crush | |
| lee | FC.2 | sl | 5 | i11 | -4 | +7 | * Alternate input db+2 * High crush | |
| lee | FC.UF+3+4 | m,M | 30 | i46~49 | -4 | +18a (+8) | * Balcony Break * Can hit cross-up * Alternate input FC.UB+3+4, FC.U+3+4 * Low crush | |
| leo | b+2,1 | m, h | 11, 11 | i14, i22~23 | -4~-3 | +7 | * Combo from 1st hit * Move cannot be interrupted | |
| leo | BOK.1 | m | 14 | i13 | -4 | +9 | +9s on hit when performing BOK.1,2 * High crush 1~12 | |
| leo | qcf+2,4 | m, h | 14, 26 | i17, i25~28 | -4~-1 | +10d (+0) | * Balcony Break * Combo from 1st hit with 8F delay * Interrupt with i9 from 1st block * Whiffs vs SS and SW from 1st block * Move can be delayed by 4F * Input can be delayed by 8F * 7 chip damage on block * Low crush 13~ | |
| leo | KNK.2 | h | 20 | i13~14 | -4 | +22a (+13) | +58a | * Balcony Break |
| leo | hFC.2 | sl | 8 | i11 | -4 | +7 | ||
| leroy | d+1+2 | m | 21 | i17~18 | -4~-3 | +6c | * Heat Engager * Heat Dash +5, +67a (+50) | |
| leroy | f,F+4 | m | 16 | i16~17 | -4~-3 | +9~+10g | Transition to HRM | |
| lidia | 2,2 | h, h | 8, 20 | i11, i20 | -4 | +11g | * Strong Aerial Tailspin * Balcony Break * Combo from 1st hit with 4f delay * Move cannot be interrupted * Transition to CAT on hit or block only * CAT transition is -12 | |
| lidia | 3,2 | h, h | 9, 10 | i15, i22 | -4 | +58a | * Tornado * Combo from 1st hit with 3f delay * Just frame input within a 3f window (14~16) adds 2 damage * Interrupt with i5 from 1st block * Whiffs vs SSR from 1st block * Balcony break on airborne hit * Hitstop 20f on hit | |
| lidia | f+3,2 | m, m | 12, 20 | i17~18, i24~25 | -4 | +24g | +59a | * Tornado * Transition to WLF r30 on hit or block * Combo from 1st CH with 11F delay * Interrupt with i8 from 1st block * Whiffs vs SSR from 1st block * WLF transition is -12 * Crumple stun on CH * 4F timestop on CH * Move can be delayed by 10F * Input can be delayed by 13F |
| lidia | f+4 | m | 8 | i17 | -4 | +1 | ||
| lidia | df+1,2 | m, h | 13, 10 | i13, i16~17 | -4 | +4 | Combo from 1st hit with 1f delay | |
| lidia | df+4 | m | 12 | i15 | -4 | +6 | ||
| lidia | qcf+1+2,2 | m, m | 18, 20 | i16~17, i24~25 | -4 | +24g | +58a | * Tornado * Combo from 1st hit * Combo from 1st CH with 12f delay * Transition to WLF on hit or block only * Balcony break on airborne hit * Can be charged to enhance * WLF transition is -12 |
| lidia | ws4 | m | 13 | i11~12 | -4 | +7 | ||
| lidia | CAT.1 | m | 26 | i17 | -4 | +18a (+9) | +38a (+30) | Balcony Break |
| lidia | CAT.3 | h | 20 | i13~14 | -4 | +11g | * Heat Engager * Heat Dash +5, +43d (+35) * Balcony Break | |
| lidia | HRS.3 | m | 21 | i22~24 | -4 | +14 | * Strong Aerial Tailspin * Balcony Break * Homing * 4 chip damage on block * Low crush 9~27 * Floating state 28~30 | |
| lidia | hFC.2 | sl | 8 | i11 | -4 | +7 | * High crush 1~ | |
| lili | 4 | h | 16 | i12 | -4 | +7 | ||
| lili | df+3+4 | M | 14 | i24~29 | -4~+1 | +27a | * Low crush 12~30 | |
| lili | db+2 | sl | 8 | i11 | -4 | +7 | * High crush 4~ | |
| lili | b+2,1 | h, m | 15, 13 | i13, i20~21 | -4 | +7 | +9 | * Elbow * Combo from 1st hit with 10f delay * Move cannot be interrupted * Move can be delayed 12f * Enter BT -4 +7 +9 r22 with B * Enter DEW -4 +7 +9 r22 with F |
| lili | uf+3+4,3 | m, h | 15, 18 | i15~18, i13 | -4 | +14g (+18w) | +20a (+10) | * Balcony Break (CH) * Wall Crush +18g on hit * Combo from 1st hit with 12f delay * Interrupt with i8 from 1st block * Whiffs vs SS, SW from 1st block (SSR less consistent on 2nd active frame block) * Input can be delayed 12f * Move cannot be delayed |
| lili | SS.4 | m | 18 | i20~21 | -4 | +4 | +64 | * Enter RAB -15 -7 +53a r36 with b+3 or b+4 * Sidestep takes 9f, effective startup i29~30 * High crush 6~12 |
| lili | FC.2 | sl | 8 | i11 | -4 | +7 | * High crush 1~ | |
| lili | FC.df+4 | m | 18 | i20~21 | -4 | +4 | +64 | * Enter RAB -15 -7 +53a r36 with b+3 or b+4 * High crush 6~12 |
| miary-zo | 1,1 | h, h | 5, 5 | i10, i16 | -4 | +3 | * Jail from 1st attack with 2f delay * Combo from 1st hit with 4f delay * Move can be delayed 4f | |
| miary-zo | df+4 | m | 17 | i16 | -4 | +5 | +57a | * Knee * Enter MOR -1 +8 +60a r26 with F |
| miary-zo | d+2 | M | 20 | i26 | -4c | +8d | +53a | * Spike * Weapon * Chip damage on block |
| miary-zo | ws4 | m | 15 | i11~12 | -4 | +7 | ||
| miary-zo | MOR.1 | m | 14 | i13 | -4 | +8 | * Good right sidestep tracking | |
| nina | 1,4 | h, h | 5, 17 | i10, i17~18 | -4 | +1 | +50a | * Combo from 1st hit * Move cannot be interrupted * Move can be delayed 2f |
| nina | df+4 | m | 15 | i12 | -4 | +7 | ||
| nina | b+1+2 | m,m | 5,20 | i16 i8~10 | -4 | +5a | * Removes Recoverable Health * Balcony break on airborne hit * Combo from 1st hit only if the second hit connects on i8 * 2nd hit available only as combo from 1st * If the second hit connects on i9~10, frame advantage on hit will be -16 * Powered up in heat | |
| nina | f,F+2 | h | 20 | i14 | -4 | +32a (+24) | * Balcony Break * Cannot be buffered * Transition to CD r23 with F (+6/+42a (+34))) * 4 chip damage on block | |
| nina | f,f,F+3,3 | m, M | 10, 20 | i20~21, i32~35 | -4~-1 | +17a | * Spike * Combo from 1st hit * Interrupt with i8 from 1st block * Whiffs vs SSR, SWR from 1st block * 6 chip damage on block * Low crush 19~34 * Floating state 35~37 | |
| nina | ws4 | m | 15 | i11~12 | -4 | +7 | ||
| nina | hFC.2 | sl | 8 | i11 | -4 | +7 | * +7c on crouching hit * High crush 1~ | |
| panda | df+4 | m | 15 | i12 | -4 | +7 | ||
| panda | d+2 | sl | 8 | i11 | -4 | +7 | * +7c on crouching hit * High crush 4~ | |
| panda | db+2+3** | l | 60 | i60~62 | -4 | +43a | * Balcony Break * chip damage on block | |
| paul | d+2 | sl | 8 | i11 | -4 | +7 | * cs1~ from 6f d/db/df input hold * OTG.d+2 when opponent is downed * High crush | |
| paul | qcf+1 | h | 21 | i16~17 | -4 | +33a (+26) | * Elbow * Chip damage (4) | |
| raven | d+2 | sl | 8 | i11 | -4 | +7 | * High crush 4~ | |
| raven | db+2 | m | 13 | i13~14 | -4~-3 | +5~+6 | * Elbow | |
| raven | FC.2 | sl | 8 | i11 | -4 | +7 | * High crush 1~ | |
| reina | 1,2,3,4 | h, h, m, h | 5, 6, 10, 21 | i10, ,i22~23 | -4 | +21a (+12) | * Strong Aerial Tailspin * CH-confirmable from 2nd CH * Combo from 3rd hit with 5f delay * Input can be delayed 10f * Move can be delayed 8f * Interrupt with i5 from 3rd block | |
| reina | 2 | h | 5 | i12 | -4 | +7 | ||
| reina | df+1,1 | m, h | 8, 10 | i13~14, i20 | -4 | +7 | * Combo from 1st hit with 4F delay * Move can be delayed by 5F * Input can be delayed by 7F | |
| reina | df+4 | m | 14 | i15 | -4 | +7 | ||
| reina | b+1 | h | 14 | i18 | -4 | +6 | ||
| reina | ws3,4 | m, h | 14, 19 | i15~16, i22~23 | -4 | +21a (+12) | * Strong Aerial Tailspin * Balcony Break * Combo from 1st hit with 8F delay * Move can be delayed by 10F * Input can be delayed by 12F | |
| reina | WRA.1 | h | 12 | i12 | -4 | +8 | +14c | * Homing * Transition to SEN with F (+0/+12/+18c) * Cannot block up to i13 on empty transition on block * Transition to UNS with u_d (+0/+12/+18c) |
| shaheen | 2,1 | h, m | 10, 7 | i10, i17~18 | -4 | +2 | * Combo from 1st hit | |
| shaheen | df+4,3 | m, h | 13, 23 | i14, i23~24 | -4 | +23a (+14) | * Balcony Break * Combo from 1st hit * Move cannot be interrupted | |
| shaheen | f,b+2 | h | 42 | i14 | -4 | +0d | * Tornado * Removes Recoverable Health * Transition to attack throw on standing front hit * Quick input properties during Heat * See also: f:b+2 | |
| shaheen | f:b+2 | h | 42 | i13 | -4 | +0d | * Tornado * Removes Recoverable Health * Transition to attack throw on standing front hit * Quick input properties during Heat * input must be less or equal to 6 frames * (example : 2 frames of f, 3 frames of neutral, 1 frame of b, then b+2) | |
| shaheen | SNK.df+1,2 | m, h | 12, 40 | i15~16, i20 | -4 | 0 | * Tornado * Removes Recoverable Health * Combo from 1st hit with 10F delay * Interrupt with i1 from 1st block * Move can be delayed by 9F * Input can be delayed by 10F * Transition to attack throw on standing front hit | |
| steve | H.b+1+2,1+2 | m,h,m,h,m | 8,4,3,3,20 | i16,i12,i12,i12,i19 | -4 | +36a (+10) | * Balcony Break * Jail from 1st block * Combo from 1st hit * Transition to FLK r22 with B (+3/+43a (+17)) * Consumes 300F of remaining heat time | |
| steve | FLK.1 | h | 14 | i12 | -4 | +7 | * Transition to r18? FLK with b (-1/+10/+10) * Transition to r1? ALB with 3+4 with 2?F delay (+17g/+28g/+28) * r18? FLK FC cancel? | |
| victor | H.u+1+2 | M | 46 | i31~32 | -4 | +0a (-1) | * Balcony Break * Weapon * Victor teleports overhead on frame 10 and descends downward for the rest of the startup; evades some highs and mids but vulnerable on descent (lows, throws, etc. hit) * 15 chip damage on block * Consumes 450F of remaining Heat time * Low crush 10~26 * Floating state 27~29 | |
| victor | f+4,1 | m, h | 15, 21 | i14, i23~24 | -4 | +18a (+9) | * Balcony Break * Heat Engager * Heat Dash +5, +43d (+35) * Weapon * Combo from 1st hit | |
| victor | df+1,1 | m, h,h | 10, 7,7 | i13~14, i20, i14 | -4 | +7 | * Weapon * Combo from 1st hit * Interrupt with i1 from 1st block | |
| victor | db+2 | sl | 8 | i11 | -4 | +7 | * High crush 4 | |
| victor | PRF.2,2 | m, m | 9, 13 | i12~13, i13~14 | -4 IAI | +5 IAI | * Weapon * Combo from 1st hit * Transition to IAI (Cannot cancel) | |
| xiaoyu | 2,1 | h, m | 8, 10 | i10, i19 | -4 | +7 | * Combo from 1st CH * Jail from 1st block * Transition to standing by holding any direction (-4, +7) | |
| xiaoyu | df+4 | m | 12 | i12 | -4 | +7 | * | |
| xiaoyu | d+2 | sl | 8 | i11 | -4 | +7 | * Alternate input FC.2 * High crush 4~ | |
| xiaoyu | AOP.uf+3,1 | m, m | 14, 22 (15) | i15~17, i24~25 | -4 | +7c~+8c | * Spike * Airborne combo from 1st hit with 5F delay (+9a) * Interrupt with i8 from 1st block * Low crush 1~19 * Floating state 20~22 * High crush 27~47 | |
| xiaoyu | HYP.2 | m | 25 | i18 | -4 | +22 (-13) | * Heat Engager * Heat Dash +5, +36a (+26) * Balcony Break * Powered UpBased on the number of steps taken in HYP:HYP.2 damage increases and becomes plus on block. See the charts in th HYP section for more details. up when in Heat or based on the number of steps taken. * Consumes 240?F of heat timer during heat * 9 chip damage on block (2 steps) * 14 chip damage on block (3 steps) | |
| xiaoyu | hFC.2 | sl | 8 | i11 | -4 | +7 | * High crush 1~34 | |
| yoshimitsu | 4,4 | h, h | 16, 16 | i12~13, i24~25 | -4 | +4 | * Combo from 1st hit with 4f delay * Move cannot be delayed | |
| yoshimitsu | 4,4,4 | h, h, h | 16, 16, 20 | i12~13, ,i24~25 | -4 | +18a (+9) | * Balcony Break * Combo from 2nd CH with 4f delay * Move cannot be delayed | |
| yoshimitsu | f+2 | h | 18 | i17~18 | -4 | +14g | +39a | Balcony Break |
| yoshimitsu | df+1 | m | 14 | i13 | -4 | +5 | ||
| yoshimitsu | df+1,2 | m, h | 14, 16 | i13, i25~26 | -4 | +14g | +39a | * Balcony Break * Combo from 1st CH with 2f delay * Interrupt with i5 from 1st block * Move cannot be delayed |
| yoshimitsu | df+3 | m | 10 | i17~18 | -4 | +4 | ||
| yoshimitsu | u+1 | m | 20 | i24~25 | -4 | +5c | +50a | * Floor Break * Weapon * Low crush 9~27 * Floating state 28~30 |
| yoshimitsu | uf+3+4,3 | M, M,M | 20, 10,10 | i31~35, i39~42 i3~6 | -4c~-1c | +27a | * Floor Break * Floor break occurs on 3rd hit * Evades mid attacks from frames ?-? * Low crush 16~47 * Floating state 48~50 | |
| yoshimitsu | f,F+3 | m | 20 | i23~24 | -4 | +5 | * Enter KIN r25 +3 +12 with 1+2 * Cannot be buffered | |
| yoshimitsu | ws1,2 | m, h | 12, 18 | i13~14, i25~26 | -4 | +14g | +39a | * Balcony Break * Combos from 1st hit with 4f delay * Combos from 1st CH with 9f delay * Input can be delayed 15f * Move can be delayed 13f |
| yoshimitsu | ws2 | m | 13 | i15~16 | -4 | +7 | Balcony Break (airborne) | |
| yoshimitsu | BT.2 | h | 18 | i16~17 | -4 | +14g | +39a | * Balcony Break * Leads to f+2 extensions |
| yoshimitsu | DGF.4 | m | 24 | i18~20 | -4 | +14g | * Heat Engager * Heat Dash +5, +62a (+42) * Balcony Break * Low crush 1~19 | |
| yoshimitsu | NSS.u+1 | m | 24 | i25~26 | -4 | +5c | +15a | Floor Break * Low crush 9~27 * Floating state 28~30 |
| yoshimitsu | hFC.2 | sl | 8 | i11 | -4 | +5 | * High crush 1~ | |
| zafina | FC.d+2 | sl | 8 | i11 | -4 | +5 | * High crush 1~ | |
| zafina | 1+3 | t | 35 | i12~14 | -4 | +0d | * Homing * Throw break 1 or 2 | |
| zafina | 2+4 | t | 35 | i12~14 | -4 | +0d | * Homing * Throw break 1 or 2 * Transition to MNT on hit * Side switch on hit | |
| alisa | 1,1 | h, h | 5, 18 | i10, i21 | -3 | +5 | +14d | * Combo from 1st hit with 4f delay * Interrupt with i2 from 1st block * Input can be delayed 8f * Enter DES with 1+2 |
| alisa | 1,2 | h, h | 5, 10 | i10, i12 | -3 | +8 | Jail from 1st attack with 4f delay | |
| alisa | f,f,F+1+2 | M | 24 | i18~36 | -3 | -17a (-26) | * Balcony Break * Punishable with toekick on hit * Low crush 5~36 * Floating state 37~67 | |
| alisa | BT.4 | m | 20 | i16~17 | -3 | +19a (+2) | * Balcony Break * High crush 5~12 | |
| alisa | DES.b+2,1 | m, m,SL,SL,SL,SL | 17, 8,5,5,5,5 | i18~20, i20~21 i1~6 i1~5 i1~5 i1~3 | -3c | +5 | * Spike * Weapon * Combo from 1st hit with 17F delay * Move can be delayed by 10F * Input can be delayed by 23F * 3 chip damage on block * 7 chip damage on block in heat | |
| alisa | Left throw | t | 40 | -3 | -5d | * Throw break: 1 * Opponent recovery on hit: FDFA * Can side switch on hit | ||
| alisa | Right throw | t | 40 | -3 | +0d | * Floor Break * Throw break: 2 * Opponent recovery on hit: FUFA perpendicular to Alisa | ||
| anna | 1,2 | h, h | 5, 8 | i10, i10 | -3 | +8 | * Jail from 1st attack with 4f delay * Enter HAM +0 +11 r19 with F | |
| anna | 2 | h | 10 | i10 | -3 | +3 | * Enter HAM +1 +7 with F | |
| anna | 2,3 | h, m | 10, 14 | i10, i19~20 | -3 | +8 | +12 | * Jail from 1st block with no delay * Combo from 1st hit with 2f delay * Move can be delayed 2f |
| anna | df+3,1 | m, h | 13, 10 | i14, i30 | -3 | +7 | * Combo from 1st CH * Move can be delayed by 10F * Interrupt with i11 from 1st block * Cancel to CJM -15 -4 -3 r33 with B on frame 14 * Cancel to SS -10 +1 +2 r37 with U_D on frame 28 ** r43 when blocking after SS | |
| anna | df+3,1,4 | m, h, h | 13, 10, 20 | i14, ,i15~16 | -3 | +4 | * Combo from 1st CH * Combo from 2nd hit with 10f delay * Input can be delayed 10f * Move can be delayed 8f * Jail from 2nd attack | |
| anna | d+3,4,1 | L, h, m | 10, 14, 20 | 16, ,i29~30 | -3 | +5c | +21a | * Spike * Combo from 2nd hit * Combo from 1st CH |
| anna | uf+3+4 | M,M | 4,18 | i25~28 | -3c | +5c | * Spike * Low crush 9~26 | |
| anna | ws3 | m | 20 | i11~12 | -3 | +8 | +12 | |
| anna | HAM.2,1 | m, h | 12, 23 | i15~16, i25~26 | -3 | +17a (+8) | * Strong Aerial Tailspin * Balcony Break * Weapon * Combo from 1st hit * Interrupt with i1 from 1st block * 4 chip damage on block | |
| anna | 2+4 | t | 21 | i12~14 | -3 | +0d | * Homing * Throw break 1 or 2 * Side switch on hit | |
| anna | HAM.1+3,1 | t, t | 15, 35 | i11, | -3 | +0d | * Throw break 1 * 15 damage to Anna on break | |
| anna | HAM.1+3,2 | t, t | 15, 30 | i11, | -3 | +3d | * Throw break 2 * 15 damage to Anna on break | |
| anna | Left throw | t | 40 | -3 | +0d | * Throw break 1 * Can side switch on hit | ||
| anna | Right throw | t | 38 | -3 | +0d | * Throw break 2 * Side switch on hit | ||
| armor-king | 1,2 | h, h | 5, 10 | i10, i10 | -3 | +6 | * Combo from 1st hit with 2F delay * Jail from 1st block with 2F delay | |
| armor-king | 2,1 | h, m | 10, 15 | i10, i23~24 | -3 | +7 | * Combo from 1st hit * Interrupt with i3 from 1st block * t53 r19 on hit | |
| armor-king | 1+2,2 | m, h | 10, 20 | i17~19, i18 | -3 | +16a | * Combo from 1st hit with 11F delay * Interrupt with i2 from 1st block * Move cannot be delayed * Input can be delayed by 11F | |
| armor-king | df+1 | m | 12 | i13~14 | -3 | +7 | * Recovers 1F faster on hit (t33 r19) * Jab evasion? | |
| armor-king | (Left Side Throw) | th(h) | 40 | -3 | +0d | * Balcony Break * Throw break 1 * Opponent left FDFA | ||
| armor-king | (Right Side Throw) | th(h) | i12~14 | -3 | +0d | * Throw break 2 * Opponent left FDFA | ||
| armor-king | 2+4 | th(h) | 35 | i12~14 | -3 | +0d | * Homing * Throw break 1 or 2 * f+2+4: Extended range, i15~17, t50 r33 * Opponent left FUFA | |
| armor-king | DMD.1 | t | 20 (25) | -3 | +0d | * 1 break * Power up with input 2+4,1+2 * 40/45 total damage * Opponent recovers FDFA * Side switch on hit or break | ||
| armor-king | DMD.2 | t | 10 (15) | -3 | -3d | * 2 break * Power up with input 3+4,1+2 * 30/35 total damage * Opponent recovers FDFR? * Side switch on break | ||
| armor-king | df+2+3 | th(h) | 40 | i12 | -3 | +0d | * Floor Break * Throw break 2 * Opponent left FUFT | |
| armor-king | f,n,d,df+1+3 | t | 20 | i12 (i17) | -3 | +0 | * 1 or 2 break depending on Armor King's input ** 1 for CD1+3/1+4, 2 for CD2+4/2+3 * Transition to DMD * i20 fastest possible startup in neutral (f,n,d,df,1+3_2+4) ** df and 1+3_2+4 cannot be input on the same frame * Opponent recovers FDFT * Side switch on hit or break | |
| armor-king | qcb+1+2 | th(h) | 40(45) | i11 | -3 | +0d | * Balcony Break * Homing during heat * Opponent takes 5 additional damage when they hit the ground * Opponent takes 4 additional damage when they hit a wall * Throw break 1+2 * Opponent left FUFA | |
| asuka | 1+4 | sl,h | 5,8 | i14 i17 | -3 | -3 | +4 | * Jail from 1st attack |
| asuka | df+1 | m | 10 | i13~14 | -3 | +8 | ||
| asuka | df+1,2 | m, h,t | 10, 13,25 | i13~14, i22 | -3 | +0d | * Floor Break * Combo from 1st CH with 2f delay * Combo from 1st hit when off-axis to the left or right * Interrupt with i2 from 1st block * Input can be delayed 7f * +18a on off-axis hit, +16a on BT hit * Transition to attack throw on standing front hit * Won't transition to throw if opponent is too far (Jack-8 range 3.3~), gives +13 on hit instead | |
| asuka | db+4,3 | L, h | 14, 21 | i22~24, i17 | -3 | +39a (+29) | * Combo from 1st CH with 1f delay * Crouch assist bufferable on hit (Perform moves with df_d_db inputs) * -30 from any block | |
| asuka | ub+1+2 | m | 23 | i25 | -3 | +9d | * Floor Break * Spike * Cancel to r35 with B * Transition to FC -3 +6d with D | |
| asuka | uf+3 | m | 17 | i20~21 | -3 | +8 | +33a | * Low crush 11~27 * Floating state 28~30 |
| asuka | f,F+4 | h | 23 | i20~21 | -3 | +66a (+46) | * Strong Aerial Tailspin * Balcony Break * Low crush 6~21 * Floating state 22~24 | |
| asuka | ws4 | m | 15 | i11~12 | -3 | +8 | Can hit grounded while up-close and off-axis | |
| asuka | DST.2 | m | 20 | i19 | -3 | +8a | * Heat Engager * Heat Dash +5, +36a (+26) * Balcony Break * Elbow * Gain NWG on Heat Activation * Chip damage on block | |
| asuka | Left throw | t | 40 | -3 | -3d | * Throw break 1 * Opponent recovers FDFT on hit | ||
| asuka | Right throw | t | 40 | -3 | +0d | * Throw break 2 * Side switch on hit * Opponent recovers FUFA on hit | ||
| asuka | uf+1+2 | t | 40 | i12 | -3 | +0d | * Throw break 1+2 * Opponent recovers FUFA on hit | |
| azucena | df+1 | m | 11 | i13~14 | -3 | +8 | ||
| azucena | b+1 | h | 10 | i14~15 | -3 | +3 | ||
| azucena | BT.4 | m | 15 | i15~16 | -3 | +6 | ||
| azucena | LIB.4 | m | 14 | i15~16 | -3 | +10 | +10a | |
| azucena | 1+3 | t | 35 | i12~14 | -3 | +0d | * Homing * Throw break 1 or 2 | |
| azucena | 2+4 | t | 35 | i12~14 | -3 | +0d | * Homing * Throw break 1 or 2 * Side switch on hit and break | |
| azucena | Left throw | t | 40 | -3 | +0d | * Throw break 1 | ||
| azucena | Right throw | t | 40 | -3 | -3d | * Throw break 2 | ||
| bob | 1,1 | h, h | 5, 7 | i10, i17 | -3 | +5 | * Jails from 1st block with 1F delay * Combo from 1st hit with 3F delay | |
| bob | 1,2 | h, h | 5, 10 | i10, i13 | -3 | +7 | * Jail from 1st block with 3F delay * Combo from 1st hit with 3F delay | |
| bob | 3,1 | m, h | 14, 11 | i15~16, i19 | -3 | +8 | * Combo from 1st hit * Move cannot be interrupted | |
| bob | b+2,2 | m, h | 12, 12 | i13~14, i18 | -3 | +8 | * Combo from 1st hit with 4F delay * Move cannot be interrupted * Move can be delayed by 3F * Input can be delayed by 4F | |
| bob | b+4,4 | m, h | 13, 20 | i15, i23 | -3 | +18a (+9) | * Balcony Break * Combo from 1st hit * Interrupt with i3 from 1st block * 4 chip damage on block | |
| bob | 1+3 | t | 35 | i12~14 | -3 | +0d | * Homing * Throw break 1 or 2 * Opponent recovers FDFT | |
| bob | 2+4 | t | 35 | i12~14 | -3 | +0d | * Floor Break * Throw break 1 or 2 * Swaps sides on successful throw | |
| bob | FC.db+1+2 | t | 35 | i12,i30 | -3 | +5g | * Throw break: 1+2 | |
| bob | FC.db+1+2:3 | t | 45 | i12,i30 | -3 | +26a (+0) | * Balcony Break * Throw break: 1+2 * Input 3 during frames 26 to 29 of 2nd hit | |
| bob | Left Throw | t | 40 (45) | -3 | +0d | * Throw break: 1 * Can fully wall splat (45 damage) * Opponent recovers FDFA | ||
| bob | Right Throw | t | 40 | -3 | +0d | * Throw break: 1 * Opponent recovers FUFT | ||
| bob | uf+1+2 | t | 40 (45) | i12 | -3 | +0d | * Throw break: 1+2 * Opponent recovers FDFA * 45 damage on wall splat * Swaps sides on throw break | |
| bryan | 1,2 | h, h | 5, 8 | i10, i12 | -3 | +8 | +9 | * Jail from 1st block * Combo from 1st hit |
| bryan | 1+3 | t | 35 | i12~14 | -3 | -2d | * Floor Break * Homing * Throw break 1 or 2 | |
| bryan | Left throw | t | 40 | -3 | +1d | * Floor Break * Throw break 1 * Side switch on hit | ||
| bryan | Right throw | t | 40 | -3 | +6d | * Throw break 2 | ||
| claudio | 1,2 | h, h | 5, 12 | i10, i13~14 | -3 | +8 | * Jail from 1st attack with 5f delay * Input can be delayed 5f * Move can be delayed 4f | |
| claudio | 2 | h | 10 | i12 | -3 | +3 | ||
| claudio | 1+3 | t | 35 | i12~14 | -3 | +1d | * Homing * Throw Break 1 or 2 | |
| claudio | Left throw | t | 40 | -3 | +1d | * Break: 1 * Opponent recovers in off-axis FUFT | ||
| claudio | Right throw | t | 40 | -3 | +1d | * Throw break 2 * Can side switch on hit * Opponent recovers in FUFT | ||
| clive | 1,1 | h, h | 5, 13 | i10, i18~19 | -3 | +6 | * Jail from 1st block * Combo from 1st hit * Enter PHX -3 +6 r23 with F or 4 on hit or block at frame 25 | |
| clive | df+1 | m | 10 | i14~15 | -3 | +4 | ||
| clive | db+2,1* | m, M | 10, 27 | i17~18, i40~41 | -3 | +27a (+12a) | * Tornado * Weapon * 10 chip damage on block | |
| clive | GAR.3 | h | 12 | i12 | -3 | +21a (-4a) | * Balcony Break * 15 damage with delayed input * +6 on hit with ub+3 * Jump takes 17f, effective minimum startup i29 * Low crush 1~29 * Floating state 30~32 | |
| clive | Left throw | t | 40 | i12~14 | -3 | +0d | * Throw break 1 * Opponent recovers in FUFA | |
| clive | Right throw | t | 40 | i12~14 | -3 | +0d | * Throw break 2 * Side switch on hit * Opponent recovers in FUFT | |
| devil-jin | 1,2 | h, h | 5, 8 | i10, i10 | -3 | +8 | * Jail from 1st attack with 4F delay * Combo from 1st hit with 4F delay | |
| devil-jin | 1+4 | SL,h | 5,5 | i16~17,i14 | -3 | +4 | * -17 from 1st block * Can be performed in reverse during backturn (Fox Step) | |
| devil-jin | ws4 | m | 10 | i11~12 | -3 | +8 | ||
| devil-jin | FLY.1 | h | 20 | i18~19 | -3 | +67a (+47) | * Strong Aerial Tailspin * Balcony Break * +22a (+13) on BT hit * Low crush 1~12 * Floating state 13~15 | |
| devil-jin | 2+4 | t | 35 | i12~14 | -3 | +0d | * Homing * Throw break 1 or 2 * Side switch on hit * Opponent recovers FUFA on hit * Can be done from FC | |
| devil-jin | Left Throw | t | 43 | -3 | +1d | * Throw break 1 * Opponent recovers FUFA on hit | ||
| devil-jin | Right Throw | t | 40 | -3 | +0d | * Throw break 2 * Side switch on hit * Opponent recovers FDFA on hit | ||
| dragunov | 1,3,1 | h, h, h | 5, 14, 10 | i10, ,i27~28 | -3 | +8 | * Combo from 2nd CH * Interrupt with i8 from 1st block * Whiffs vs SS, SW from 1st block * Links to 10-hit strings | |
| dragunov | 2,1 | h, h | 10, 10 | i10, i12 | -3 | +8 | * Jail from 1st attack * Combo from 1st hit * Enter SNK -1 +10 r20 with DF * Enter -3, -14 PGR with 3+4 (or d+3+4) | |
| dragunov | f+3,1+2 | m, m | 11, 27 | i20, i30~31 | -3 | +22a | * Heat Engager * Heat Dash +5, +67a (+50) * Balcony Break * Spike * Combo from 1st hit * 8 chip damage on block * Interrupt with i10 from 1st block | |
| dragunov | b+2 | m | 14 | i15 | -3 | +8 | ||
| dragunov | ws1 | m | 11 | i12~13 | -3 | +4 | Enter SNK -5 +2 r22 with DF | |
| dragunov | Left throw | t | 40 | -3 | +1d | * Throw break 1 * Opponent recovers in FUFA (FUFL?) | ||
| dragunov | Right throw | t | 40 | -3 | +1d | * Throw break 2 * Opponent recovers in FUFL | ||
| eddy | 1,2 | h, h | 5, 12 | i10, i10 | -3 | +8 | * Jail from 1st block with 4f delay * Combo from 1st hit with 4f delay * Enter HSP -5 +6 r24 with F | |
| eddy | 3,3 | m, m | 12, 22 | i14~15, i23~25 | -3 | +8s | * Combo from 1st CH * Transition to HSP | |
| eddy | df+1 | m | 10 | i13 | -3 | +6 | ||
| eddy | df+3+4 | m,M | 10,16 | i18~19 i8~11 | -3~+0 | +1a | * Floor Break * +23a if only the 2nd hit connects * Floating state 9~26 | |
| eddy | HSP.3,3 | m, h | 10, 10 | i17~18, i27~28 | -3 | +8 | Combos from 1st hit | |
| eddy | Left throw | th(h) | 40 | -3 | +0d | * Throw break: 1 * Opponent recovers FUFR | ||
| eddy | Right throw | th(h) | 40 | -3 | -6d | * Throw break: 2 * Opponent recovers in FDFL | ||
| fahkumram | 1,2 | h, h | 5, 8 | i10, i10 | -3 | +5 | * Jail from 1st block with 2f delay * Combo from 1st hit with 2F delay | |
| fahkumram | 3,1 | m, h | 11, 12 | i13, i18 | -3 | +7 | * Combo from 1st hit with 2F delay * Move cannot be interrupted * Move cannot be delayed * Input can be delayed by 2F | |
| fahkumram | df+1 | m | 12 | i15~16 | -3 | +6 | ||
| fahkumram | f,F+4~1 | m | 20 | i21 | -3c | +8c | +32d | * Spike (CH) * Floor Break * Input 1 at frame 18 of f,F+4 * Effective startup i39, cancel adds 18f * 6 chip damage on block |
| fahkumram | ws2,4~1 | m, m | 13, 20 | i14~15, i21 | -3c | +8c | +32d | * Spike (CH) * Floor Break * Input 1 at frame 18 of ws2,4 * Effective startup i39, cancel adds 18f * Interrupt with i23 from 1st block (i7 from 1st hit) * Whiffs vs SS, SW from 1st block * 6 chip damage on block |
| fahkumram | 1+3 | t | 35 | i12 | -3 | +0d | * Homing * Throw break 1 or 2 | |
| fahkumram | Left Throw | t | 40 | i12 | -3 | +0d | * Homing * Throw break 1 | |
| fahkumram | Right Throw | t | 40 | i12 | -3 | +0d | * Homing * Throw break 2 * Sideswaps on hit | |
| fahkumram | uf+1+2 | t | 40 | i12 | -3 | +0d | * Balcony Break * Throw break 1+2 | |
| feng | 1,2 | h, h | 5, 9 | i10, i10 | -3 | +8 | * Jail from 1st block with 4F delay * Combo from 1st hit with 4F delay | |
| feng | 2 | h | 8 | i10 | -3 | +5 | ||
| feng | 4~3 | M | 25 | i28~i34 | -3 | +1c | +16a~+22a | 7 chip damage on block * Low crush 15~32 * Floating state 33~35 |
| feng | f+3 | m | 10 | i21 | -3 | +7 | ||
| feng | f+3,2 | m, h | 10, 17 | i21, i21~22 | -3 | +8 | +43a (+35) | * Combo from 1st hit with 7F delay * Move cannot be interrupted |
| feng | db+1,2,4,3+4 | m, m, M, m | 15, 18, 30, 20 | i16, ,i39~42 | -3~0 | +31a (+21) | * Balcony Break * Same attack as Spring Up (FUFT.b+3+4) * Interrupt with i10 from 3rd block * Whiffs vs SS, SW from 3rd block * Move can be delayed by 12F * Low crush 38~45 * Floating state 46~48 | |
| feng | ws1 | m | 13 | i13 | -3 | +3 | ||
| feng | BT.1 | h | 12 | i12 | -3 | +14 | ||
| feng | BT.1+2 | m | 20 | i16~17 | -3 | +8 | +41a (+33) | * Balcony Break (CH only) * Elbow |
| feng | FUFT.b+3+4 | m | 20 | i30~33 | -3~0 | +28d (+18) | * Balcony Break * Floating state 1~27 * Low crush 28~ | |
| feng | KNP.3+4,3+4 | M, m | 30, 20 | i31~34, i39~42 | -3~0 | +31a (+21) | * Balcony Break * Same attack as Spring Up (FUFT.b+3+4) * Interrupt with i10 from 3rd block * Whiffs vs SS, SW from 3rd block * Move can be delayed by 12F * Low crush 38 | |
| feng | 2+4 | t | 35 | i12~14 | -3 | +0d | * Homing * Throw break 1 or 2 | |
| feng | Left Throw | t | 40 | -3 | -6d | * Throw break 1 | ||
| feng | Right Throw | t | 40 | -3 | -4d | * Throw break 2 | ||
| heihachi | 1,2 | h, h | 5, 8 | i10, i10 | -3 | +8 | * Combo from 1st hit with 4f delay * Move can be delayed 3f * Input can be delayed by 4F | |
| heihachi | H.uf+4,1 | m, M | 17, 20 | i24~26, i25~30 | -3 | +5a | * Balcony Break * Chip damage on block * Consumes 300F of remaining Heat time * Combo from 1st hit * Jail from 1st block | |
| heihachi | f,F+3 | m | 21 | i20~22 | -3c | +56a | * Spike | |
| heihachi | f,n,d,DF+4,4,4,n+4 | L, L, L, m | 15, 10, 8, 10 | i16~17, ,i24~25 | -3 | +8 | * Can be performed after any number of f,n,d,DF+4 lows | |
| heihachi | ws4 | m | 13 | i11~12 | -3 | +8 | ||
| heihachi | WAR.FUJ.2 | m | 24 | i15~16 | -3 | +75a (+59) | * Tornado * Reversal Break * 10 chip damage on block * High crush 6~14 | |
| heihachi | 1+3 | t | 35 | i12~14 | -3 | -1d | * Homing * Throw break 1 or 2 | |
| heihachi | Left throw | t | 40 | -3 | -3d | * Throw break 1 | ||
| heihachi | Right throw | t | 45 | -3 | -4d | * Floor Break * Throw break 2 | ||
| hwoarang | 1,1 | h, h | 5, 8 | i10, i12 | -3 | +8 | * Jail from 1st block * Combo from 1st hit | |
| hwoarang | 1,2 | h, h | 5, 10 | i10, i10 | -3 | +6 | * Jail from 1st block with 4F delay * Combo from 1st hit with 4F delay * Transition to LFS with 3 (+3/+12g?/+12) * Transition to RFS with 4 (+3/+12g?/+12) | |
| hwoarang | 3~4 | m,m | 11,21 | i22,i7 | -3 | +26a (+16) | * Balcony Break * Input 4 on frames 1 to 5 * Input 4 on frame 1 to power up ** 37dmg, +1 oB, +42a (+16) oH * Low crush 16~ | |
| hwoarang | ws1 | m | 12 | i12~13 | -3 | +8 | ||
| hwoarang | ws4 | m | 12 | i11~12 | -3 | +8 | ||
| hwoarang | RFF.f+1,2 | h, h | 5, 10 | i10, i10 | -3 | +6 | * Jail from 1st block with 4F delay * Combo from 1st hit with 4F delay | |
| hwoarang | RFS.3~4 | m,m | 11,21 | i16,i7 | -3 | +42a (+16) | * Balcony Break * Jail from 1st block * 9 chip damage on block in heat * Input 4 on frames 1 to 7 * Input 4 on frame 1 to power up ** 37dmg on hit, +1 on block ** 14 chip damage on block in heat * +26a (+16) on 2nd hit * Low crush 10~26 * Floating state 27~29 | |
| hwoarang | 1+3 | th(h) | 35 | i12~14 | -3 | -5d | * Homing * Break: 1 or 2 * Opponent recovery on hit: FDFT * Sideswap on break | |
| hwoarang | Left throw | th(h) | 45 | i12~14 | -3 | -1d | * Break: 1 * Opponent recovery on hit: FUFT off-axis to the left * Also possible during RFF | |
| hwoarang | Right throw | th(h) | 44 | i12~14 | -3 | +8d | * Break: 2 * Opponent recovery on hit: FDFT off-axis to the right * Also possible during RFF |