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All Characters Tekken 8 Frame Data

CharCommandHit levelDamageStartupBlockHitCounter hitNotes
pandadf+3,2m, h13, 24i16, i27~28-5+22a
* Balcony Break on airborne hit
* Combo from 1st hit
* 9 chip damage on block
pandad+1sl5i10-5+6
* Transition to standing r24 with f at frame 25
* +6c on crouching hit
* High crush 4~
pandab,f+2h26i15~17-5+17a (+8)+62a (+42)
* Balcony Break
Tailspin
* Chip damage on block
paulf+2h,t12,22i13-5+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
paulf+4m24i22-5+6
* Heat Engager
* Heat Dash +43d (+35)
* Homing
* Low crush 9~22
pauldf+1,1m, h11, 9i14, 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
pauldb+1sl5i10-5+6
* Transition to r24 standing with f
* High crush
paulb+2m22i18-5c+4c
* Spike
paulub+2m22i18-5+16d
* Balcony Break
* +21d (+14) on airborne opponent
* Can be charged to power up
* Has good left sidestep tracking
paulf,F+3,4,4m, m, h17, 10, 25i15~16, ,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
paulqcb+3,2,1L, m, h14, 20, 25i18~19, ,i18~19-5+21d (-5)
* Tornado
* Combo from 1st CH +63a (+47) T!
paulhFC.1+2t0i26-5 BT+3d
* Throw break 1+2
* Transition to Takedown on hit
* Can be done from Crouch Level 1
ravend+1sl5i10-5+6
* Can recover standing with f
* High crush 4~
ravenFC.1sl5i10-5+6
Can recover standing with f
* High crush 1~
ravenBT.4m21i19~20-5~-4+18c
* Heat Engager
* Heat Dash +36a (+26) on hit, +5 on block
* Balcony Break
* Forces tech backroll on hit
* Low crush 6~19
ravenBT.d+1sl5i10-5+6
* High crush 1~
ravenBT.f+2m13i17~18-5~-4+6~+7
ravenBT.f+3m17i13~14-5~-4+6+14
* Knee
* Transition to r45 BT at -8/+3/+11 with input B
reinad+1sl5i10-5+6
* Transition to standing r24 with f
* +6c on crouching hit
* High crush 4~
reinauf+3,1h, m10, 15i21~22, i16-5+5
* +13c on crouching hit
* Jails on 1st block
* Combo from 1st hit
shaheen4,1h, h16, 14i13, i18-5+5
* +31a (+24) from 1st CH
* Combo from 1st hit
* Jails attack inputs from 1st block (crouch assist bufferable)
* Duckable
shaheenf+3m17i20-5+6+13c
* Good right sidestep tracking
* Transition to SNK (-3/+8/+15c) with DF
* Low crush 13~
shaheendb+1sl5i10-5+6
* Transition to standing r24 with f at frame 25
* +6c on crouching hit
* High crush 4~
shaheenSNK.df+1m12i15~16-5+6
* Good left sidestep tracking
steve2,1h, h12, 14i12, 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?
stevef+2,1m, h11, 12i21~22, 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?
stevedb+1sl5i10-5+6
* Transition to standing with f
* High crush 4~
steveFLK.1,1,f+1h, h, m14, 8, 17i12, ,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
steveFLK.1,f+1h, m14, 17i12, 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
steveFLK.2m21i18~19-5c+7d+42a
* Spike
* 6 chip damage on block
steveLWV.2m13i14~16-5+4
* Shoulder
* Transition to r10? PAB with f (-1/+8)
* r10? PAB FC cancel?
stevePAB.f+1+2h,h12,23i12, i15~16-5+24a (+15)
* Balcony Break
steveRWV.1m13i14~16-5~-3+4~+6
* Shoulder
* Transition to r10? PAB with f (-1~+1/+8~+10)
* r10? PAB FC cancel?
victorub+2m17i17~18-5+8+32a
* Weapon
* Balcony Break
* Can be charged
* Transition to PRF -4 +9 with F
victorIAI.4,2L, h17, 20i18~19, 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
xiaoyuf+2m12i16~17-5+4
xiaoyud+1m,m,M7,7,7i17~19 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)
xiaoyuf,F+2m12i15-5+6
*
xiaoyuf,F+3M12i14~15-5+6+12
*
xiaoyuAOP.1m11i18-5+6
* Transition to HYP r21 with B (-2/+9)
* +6c on crouching hit
xiaoyuBT.1m17i16~18-5+4+64a
* Elbow
* Jab evasion
* Transition to BT
xiaoyuBT.3M13i16-5+12
* +21d on backturned hit
* Transition to BT
* Low crush 5~
xiaoyuBT.d+3,4L, h12, 20i16, 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
xiaoyuhFC.1sl5i10-5+6
* High crush 1~34
yoshimitsu2,NSS.1h, h10, 5,15i11, i23~24 i18-5+19a
* Balcony Break
* Combo from 1st hit
* Interrupt with i3 from 1st block
* Jail from 2nd attack
* Duckable
yoshimitsuf+2,db+2h, m18, 8i17~18, i15-5+6
* Input can be delayed 2f
* Move cannot be delayed
* Leads to db+2 extensions
yoshimitsudf+1,2,db+2m, h, m14, 16, 8i13, ,i15-5+6
* Jail from 2nd block
* Leads to db+2 extensions
yoshimitsudb+2m8i15-5+6
yoshimitsuub+1m17i24~25-5+4c
* Floor Break
* Weapon
* Performs u+1 with a vertical jump
* Low crush 9~27
* Floating state 28~30
yoshimitsuws1,2,db+2m, h, m12, 18, 8i13~14, ,i15-5+6
Leads to db+2 extensions
yoshimitsuBT.1,2h, m16, 18i15, i25-5+5+63a
* Balcony Break (airborne)
* Elbow
* Combo from 1st CH
* Interrupt with i5 from 1st block
yoshimitsuKIN.f+1M,M,M6,6,10i19~20 i6~7 i7~8-5-2
* Weapon
* Combos from any hit
* 8 chip damage on block
* Powers in NSS or Heat
yoshimitsuNSS.KIN.f+1M,M,M6,6,12i19~20 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
yoshimitsuNSS.db+1sl5i10-5+6
* Transition to standing r24 with f at frame 25
* +6c on crouching hit
* High crush 4~
yoshimitsuNSS.ub+1m21i25~26-5+4c
Floor Break
* Low crush 9~27
* Floating state 28~30
yoshimitsuhFC.1sl5i10-5+6
* Transition to r24 with f
* Transition input can be delayed 16f
* High crush 1~
zafina1,4h, m5, 17i10, i19~20-5+8+42a
* Tornado
* Combo from 1st hit with 3f delay
* Interrupt with i2 from 1st block
* Move can be delayed 1f
zafinadf+1m10i13~14-5+7
zafinadf+3m15i15~16-5+4
* Cancel SCR transition -10 -1 t43 r28 with B
zafinab+2h22i22~23-5+14
* Homing
* Balcony Break on airborne hit
* +23a on BT hit
zafinaFC.d+1sl5i10-5+6
* Transition to r24 with f
* Transition input can be delayed 16f
* High crush 1~
zafinaMNT.df+4m18i17~18-5+13g
* Homing
* Balcony Break
* High crush 1~40
* gs41~56
alisa1+2m22i19~20-4+15d
* Heat Engager
* Heat Dash +5, +67a (+50)
* Balcony Break
* Spike
* Head
* 6 chip damage on block
* Hit vs BT +10d
alisaf+2m12i17~18-4+7
* Enter DES with 1+2
alisaf+3,2h, h10, 20i14~15, 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
alisaf,f,F+3m15i18~19-4+6
* Balcony Break (airborne)
* Low crush 3~30
* Floating state 31~33
alisaws1+2*m24i28~29-4+21
* Homing
* Hold input to power up
alisaFC.d+2sl8i11-4+7
* High crush 1~
alisaFC.db+1+2t45i11-4-4
* Throw break: 1+2
* Opponent recovery on hit: FUFA
* Side switch
alisauf+1+2t40i12~13-4+3
* Throw break: 1+2
* Opponent recovery on hit: FUFT
anna1,2,1h, h, h5, 8, 4i10, ,i16-4+0
* Jail from 1st attack with 3f delay
* Combo from 1st hit with 4f delay
* Input can be delayed 10f
annadf+3,3+4m, m,m13, 6,10i14, i32~34 i11~12-4+78a (+62)
* Tornado
* Balcony Break
* Knee
* Input can be delayed 10f
* Instant Tornado only if both knees connect
* +27a (+17) if only the last hit connects
* Low crush 34~46
annauf+1h6i13-4+7
annauf+1,3,3+4h, m, m,m6, 17, 6,10i13, ,i32~34 i11~12-4+78a (+62)
* Tornado
* Balcony Break
* Knee
* Combo from 2nd hit with 5f delay
* Combo from 1st CH
* 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-king3h17i15~16-4+3
* Has good right sidestep tracking
armor-kingdf+4m15i12-4+7
armor-kinghFC.2sl8i11-4+7
* +7c on crouching hit
* High crush 1~
asukad+2m20i18-4c+19a
* Heat Engager
* Heat Dash +5, +67a (+50)
* Spike
* Balcony Break
* Gain NWG on Heat activation
asukab+2m12i15-4c+1c
asukaws1,4m, h12, 20i14~15, i20-4+37a (+29)
* Balcony Break
* Combo from 1st hit with 7f delay
* Interrupt with i1 from 1st block
* Move can be delayed 6f
asukahFC.2sl8i11-4+7
* High crush 1~
azucenaf+3m15i17-4+5
* Has good right sidestep tracking
azucenaf+3,2m, h15, 20i17, i22~23-4+22a
* Balcony Break
* Combo from 1st hit with 8f delay
* Move cannot be interrupted
azucenad+1+2l[21;21]i25~26-4+0d
* Transition to throw on front standing hit only
* 18 damage to Azucena when hitting crouching opponent (block)
* Damage on hit and block is recoverable health
* Cannot KO Azucena when blocked
* r41 FC on whiff
* High crush 8~
* Floating state 25~
azucenadb+2sl8i11-4+7
* High crush 4~
azucenaFC.d+2sl8i11-4+7
* High crush 1~
bobuf+4m20i26~28-4+22a
* Spike
* Low crush 9~28
* Floating state 29~31
bobuf+3+4,4L,h, h10,12, 20i21, 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
bobf,n,d,df+1h21i13~14 (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)
bobws3,3+4h, M17, 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
bobhFC.2sl8i11-4+7
* +7c on crouching hit
* High crush 1~
bryan3m14i16-4+7
bryandf+2,1m, h12, 11i13, i16-4+5
* Combo from 1st hit
* Move cannot be interrupted
* Enter SWA -1 +8 r15 with b
bryanb+3,2m, h12, 12i19, i16-4+7
* Combo from 1st CH
* Interrupt with i5 from 1st block
* Whiffs vs SSR from 1st block
claudiof+3+4h18i17~18-4+19a
* Balcony Break (airborne)
* 3 chip damage on block
* Has good right sidestep tracking
claudiodf+1m10i15~16-4+7
* Cannot be sidestepped or sidewalked right?
claudiodb+2sl8i11-4+7
* +7c on crouching hit
* High crush 4~
claudiob+3m14i13-4+7
* Knee
* Completely homing to SSL/SSR/SWR?
claudiows1m12i12~13-4+7
clivef,f,F+2m20i24~26-4+31d (+10)
* Balcony Break
* Weapon
* Enter PHX +8 +43d (+22) r26 with F or 4 on hit or block
* 4 chip damage on block
clivews1m11i13~14-4+3+8
* Elbow
* Enter PHX -1 +6 +11 r23 with F or 4 on hit or block
cliveGAR.4h10i10-4+2
* Balcony Break
* 13 damage with delayed input
* 8 damage, 11 delayed input damage with ub+4
* Jump takes 17f, effective minimum startup i27
* js1~27 fs28~30 with ub+4 and u+4
* Low crush 1~31
* Floating state 32~34
devil-jind+2sl8i11-4+7
* +7c on crouching hit
* High crush 4~
devil-jinuf+2h25i20~23-4+25a
* Homing
* Balcony break on airborne hit
dragunov1,1h, h5, 8i10, i20-4+7
* Combo from 1st hit
* Interrupt with i1 from 1st block
dragunov4,1h, h10, 17i12, 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
dragunovub+1h17i15~16-4+8+18g
* Balcony Break (airborne)
dragunovSS.2,1+2m, m,m16, 8,12i20~21, 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
eddyd+2,3m, M10, 20i17~18, i24~25-4c+5c
* Combos from 1st CH
* Transition to RLX
eddyws4m13i11~13-4+7
eddyws4,4m, h13, 10i11~13, i26~27-4+8
Combos from 1st hit
fahkumram2,3h, m13, 22i12~13, i31~32-4+27a (+17)
*
Balcony Break
* Combo from 1st CH
* Interrupt with i12
* Move can be delayed by 5F
fahkumramf+1+2m25i21~22-4+24a (+14)
* Heat Engager
* Heat Dash +36a (+26)
* Balcony Break
* 7 chip damage on block
fahkumramws1m12i13~14-4+4
* Elbow
fengdf+4,3m, h13, 23i15, i23~24-4+15g+27a
* Balcony Break
* Combo from 1st hit with 7F delay
* Interrupt with i3 from 1st block
fengdb+1+2m13i21~22-4+4
Floor Break
heihachi3m10i15-4+1
heihachiFUJ.1h13i12~13-4+7
hwoarangd+2sl8i11-4+7
* +7c on crouching hit
* High crush 4~
hwoarangb+2h18i14-4+6+14c
* Elbow
* Good right sidestep tracking
hwoarangRFF.3m13i16-4+7
hwoarangRFF.b+1h18i14-4+6+14c
* Elbow
* Has good left sidestep tracking
jack-82,1,1+2h, m, h,h,h,h,h10, 12, 10,6,6,6,20i11, ,i33~36, i8~14, i3~6, i7~13, i5~6-4+13d
* Interrupt with i7 from 1st block
* Jails from 3rd block
* Duckable
* Chip damage on block (10)
jack-84h18i16-4+7+32a (+22)
Balcony Break on CH
jack-8f+4h20i17-4+7+32a (+22)
* Balcony Break on CH
jack-8df+1m12i14-4+3+5
jack-8d+2sl8i11-4+7
* Alternate input FC.2
* High crush 4
jack-8b+3,2m, h14, 13i16, i22-4+1
* Combo from 1st hit
* Interrupt with i3 from 1st block
* Whiffs vs SSR from 1st block
* Transition to GMH with D
** (+0 oB, +5 oH)
jack-8b+4,4m, M16, 21i13, i30-4c+3d
* Combo from 1st CH
* When comboing from 1st CH:
** Floor Break
** -8d on hit
* Interrupt with i10 from 1st block
jack-8FC.df+2,1m, m12, 10i17, i26-4+7
* Combos from 1st hit with ?F delay
* Interrupt with i9 from 1st block
* High crush
jack-8FC.df+2,f+1m, h12, 23i17, i19-4+32a
* Balcony Break
* Combos from 1st hit
* Interrupt with i2 from 1st block
* High crush
jack-8FC.df+3+4*m32i30~35-4+21d (+13d)
* Balcony Break
* Reversal Break
* Shoulder
* Gain GMC on hit or block
* 9 chip damage on block
jack-8hFC.2sl8i11-4+7
* Alternate input d+2
* High crush 1
jin1,2,4h, h, h5, 12, 26i10, ,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
jinf,F+3m20i23~25-4+24a
* Spike
jun2h7i12-4+7
jun3,1m, h14, 20i14~15, 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
jundf+1,2m, h10, 12i13~14, 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
jund+2m18i20~21-4c+9c+18a
Spike
junSS.1+2h,h,m7,9,18i16 i17 i15~16-4+7c
* Homing
* Spike
* Jail from 1st attack
* Combo from 1st or 2nd hit
junGEN.3M14i17~20-4c~-1c+4c~+7c
Spike
junIZU.1,1h, h7, 26i13~14, i23~24-4+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
kazuyad+2sl8i11-4+7
* +7c on crouching hit
* High crush 4~
kazuyadb+2m23i18-4+7c+27d
* Spike
* Floor Break on CH
kazuyahFC.2sl8i11-4+7
* +7c on crouching hit
* High crush 1~
king1,2,1h, h, m5, 15, 10i10, ,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
kingdf+2,1m, h12, 15i13, i20~21-4+24a
* Balcony Break (airborne)
* Combo from 1st CH with 13f delay
* Move can be delayed 13f
kingd+2sl8i11-4+7
kingJGR.1*m25i16~17-4+75a (+59)
* Tornado
* Elbow
* Effective startup i46~47?
* Partially uses remaining Heat time during Heat.
kumadf+4m15i12-4+7
kumad+2sl8i11-4+7
* +7c on crouching hit
* High crush 4~
kumadb+2+3**L60i60~62-4+43a
* Balcony Break on airborne hit
* Unparryable
* 18 chip damage on block
kunimitsuSET.1,2,3h, h, M8, 13, 23i10~11, ,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
kunimitsuhFC.2sl8i11-4+7
* High crush 1~
larsuf+3+4,4sp, m,t20,20i17~18-4+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
law2,b+2h, h8, 8i10, i17-4+7
* Elbow
* Combos from 1st hit
* Delay-able
lawd+2sl8i11-4+7
Alternate input hFC.d+2
* High crush 4~
lawdb+2m15i14-4+7
* Elbow
lawdb+1+2m,h,m8,8,8i17-4+7
* Transition to DSS
** Reduced input window for blue spark moves (input f+1_3_4 on frame 2 of DSS only)
lawf,F+2,1m, h12, 12i14~16, 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
lawws4m14i11-4+4+5
* Transition to +4, +12, +13 DSS with F
lawFC.UF+3+4m30i46~49-4+17a (+7)
* Low crush
lawhFC.2sl8i11-4+7
Alternate input d+2
* High crush 4~
lee2,1,3h, h, h10, 8, 20i10, ,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
leedb+2sl8i11-4+7
Alternate input FC.2
* High crush
leeFC.2sl5i11-4+7
* Alternate input db+2
* High crush
leeFC.UF+3+4m,M30i46~49-4+18a (+8)
* Balcony Break
* Can hit cross-up
* Alternate input FC.UB+3+4, FC.U+3+4
* Low crush
leob+2,1m, h11, 11i14, i22~23-4~-3+7
* Combo from 1st hit
* Move cannot be interrupted
leoBOK.1m14i13-4+9
+9s on hit when performing BOK.1,2
* High crush 1~12
leoqcf+2,4m, h14, 26i17, 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~
leoKNK.2h20i13~14-4+22a (+13)+58a
* Balcony Break
leohFC.2sl8i11-4+7
leroyd+1+2m21i17~18-4~-3+6c
* Heat Engager
* Heat Dash +5, +67a (+50)
leroyf,F+4m16i16~17-4~-3+9~+10g
Transition to HRM
lidia2,2h, h8, 20i11, i20-4+11g
* Strong Aerial Tailspin
* Balcony Break
* Combo from 1st hit with 4f delay
* Move cannot be interrupted
* Transition to CAT on hit or block only
* CAT transition is -12
lidia3,2h, h9, 10i15, i22-4+58a
* Tornado
* Combo from 1st hit with 3f delay
* Just frame input within a 3f window (14~16) adds 2 damage
* Interrupt with i5 from 1st block
* Whiffs vs SSR from 1st block
* Balcony break on airborne hit
* Hitstop 20f on hit
lidiaf+3,2m, m12, 20i17~18, 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
lidiaf+4m8i17-4+1
lidiadf+1,2m, h13, 10i13, i16~17-4+4
Combo from 1st hit with 1f delay
lidiadf+4m12i15-4+6
lidiaqcf+1+2,2m, m18, 20i16~17, 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
lidiaws4m13i11~12-4+7
lidiaCAT.1m26i17-4+18a (+9)+38a (+30)
Balcony Break
lidiaCAT.3h20i13~14-4+11g
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
lidiaHRS.3m21i22~24-4+14
* Strong Aerial Tailspin
* Balcony Break
* Homing
* 4 chip damage on block
* Low crush 9~27
* Floating state 28~30
lidiahFC.2sl8i11-4+7
* High crush 1~
lili4h16i12-4+7
lilidf+3+4M14i24~29-4~+1+27a
* Low crush 12~30
lilidb+2sl8i11-4+7
* High crush 4~
lilib+2,1h, m15, 13i13, i20~21-4+7+9
* Elbow
* Combo from 1st hit with 10f delay
* Move cannot be interrupted
* Move can be delayed 12f
* Enter BT -4 +7 +9 r22 with B
* Enter DEW -4 +7 +9 r22 with F
liliuf+3+4,3m, h15, 18i15~18, i13-4+14g (+18w)+20a (+10)
* Balcony Break (CH)
* Wall Crush +18g on hit
* Combo from 1st hit with 12f delay
* 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
liliSS.4m18i20~21-4+4+64
* Enter RAB -15 -7 +53a r36 with b+3 or b+4
* Sidestep takes 9f, effective startup i29~30
* High crush 6~12
liliFC.2sl8i11-4+7
* High crush 1~
liliFC.df+4m18i20~21-4+4+64
* Enter RAB -15 -7 +53a r36 with b+3 or b+4
* High crush 6~12
miary-zo1,1h, h5, 5i10, i16-4+3
* Jail from 1st attack with 2f delay
* Combo from 1st hit with 4f delay
* Move can be delayed 4f
miary-zodf+4m17i16-4+5+57a
* Knee
* Enter MOR -1 +8 +60a r26 with F
miary-zod+2M20i26-4c+8d+53a
* Spike
* Weapon
* Chip damage on block
miary-zows4m15i11~12-4+7
miary-zoMOR.1m14i13-4+8
* Good right sidestep tracking
nina1,4h, h5, 17i10, i17~18-4+1+50a
* Combo from 1st hit
* Move cannot be interrupted
* Move can be delayed 2f
ninadf+4m15i12-4+7
ninab+1+2m,m5,20i16 i8~10-4+5a
* Removes Recoverable Health
* Balcony break on airborne hit
* Combo from 1st hit only if the second hit connects on i8
* 2nd hit available only as combo from 1st
* If the second hit connects on i9~10, frame advantage on hit will be -16
* Powered up in heat
ninaf,F+2h20i14-4+32a (+24)
* Balcony Break
* Cannot be buffered
* Transition to CD r23 with F (+6/+42a (+34)))
* 4 chip damage on block
ninaf,f,F+3,3m, M10, 20i20~21, 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
ninaws4m15i11~12-4+7
ninahFC.2sl8i11-4+7
* +7c on crouching hit
* High crush 1~
pandadf+4m15i12-4+7
pandad+2sl8i11-4+7
* +7c on crouching hit
* High crush 4~
pandadb+2+3**l60i60~62-4+43a
* Balcony Break
* chip damage on block
pauld+2sl8i11-4+7
* cs1~ from 6f d/db/df input hold
* OTG.d+2 when opponent is downed
* High crush
paulqcf+1h21i16~17-4+33a (+26)
* Elbow
* Chip damage (4)
ravend+2sl8i11-4+7
* High crush 4~
ravendb+2m13i13~14-4~-3+5~+6
* Elbow
ravenFC.2sl8i11-4+7
* High crush 1~
reina1,2,3,4h, h, m, h5, 6, 10, 21i10, ,i22~23-4+21a (+12)
* Strong Aerial Tailspin
* CH-confirmable from 2nd CH
* Combo from 3rd hit with 5f delay
* Input can be delayed 10f
* Move can be delayed 8f
* Interrupt with i5 from 3rd block
reina2h5i12-4+7
reinadf+1,1m, h8, 10i13~14, i20-4+7
* Combo from 1st hit with 4F delay
* Move can be delayed by 5F
* Input can be delayed by 7F
reinadf+4m14i15-4+7
reinab+1h14i18-4+6
reinaws3,4m, h14, 19i15~16, i22~23-4+21a (+12)
* Strong Aerial Tailspin
* Balcony Break
* Combo from 1st hit with 8F delay
* Move can be delayed by 10F
* Input can be delayed by 12F
reinaWRA.1h12i12-4+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)
shaheen2,1h, m10, 7i10, i17~18-4+2
* Combo from 1st hit
shaheendf+4,3m, h13, 23i14, i23~24-4+23a (+14)
* Balcony Break
* Combo from 1st hit
* Move cannot be interrupted
shaheenf,b+2h42i14-4+0d
* Tornado
* Removes Recoverable Health
* Transition to attack throw on standing front hit
* Quick input properties during Heat
* See also: f:b+2
shaheenf:b+2h42i13-4+0d
* Tornado
* Removes Recoverable Health
* Transition to attack throw on standing front hit
* Quick input properties during Heat
* input must be less or equal to 6 frames
* (example : 2 frames of f, 3 frames of neutral, 1 frame of b, then b+2)
shaheenSNK.df+1,2m, h12, 40i15~16, i20-40
* Tornado
* Removes Recoverable Health
* Combo from 1st hit with 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
steveH.b+1+2,1+2m,h,m,h,m8,4,3,3,20i16,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
steveFLK.1h14i12-4+7
* Transition to r18? FLK with b (-1/+10/+10)
* Transition to r1? ALB with 3+4 with 2?F delay (+17g/+28g/+28)
* r18? FLK FC cancel?
victorH.u+1+2M46i31~32-4+0a (-1)
* Balcony Break
* Weapon
* Victor teleports overhead on frame 10 and descends downward for the rest of the startup; evades some highs and mids but vulnerable on descent (lows, throws, etc. hit)
* 15 chip damage on block
* Consumes 450F of remaining Heat time
* Low crush 10~26
* Floating state 27~29
victorf+4,1m, h15, 21i14, i23~24-4+18a (+9)
* Balcony Break
* Heat Engager
* Heat Dash +5, +43d (+35)
* Weapon
* Combo from 1st hit
victordf+1,1m, h,h10, 7,7i13~14, i20, i14-4+7
* Weapon
* Combo from 1st hit
* Interrupt with i1 from 1st block
victordb+2sl8i11-4+7
* High crush 4
victorPRF.2,2m, m9, 13i12~13, i13~14-4 IAI+5 IAI
* Weapon
* Combo from 1st hit
* Transition to IAI (Cannot cancel)
xiaoyu2,1h, m8, 10i10, i19-4+7
* Combo from 1st CH
* Jail from 1st block
* Transition to standing by holding any direction (-4, +7)
xiaoyudf+4m12i12-4+7
*
xiaoyud+2sl8i11-4+7
* Alternate input FC.2
* High crush 4~
xiaoyuAOP.uf+3,1m, m14, 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
xiaoyuHYP.2m25i18-4+22 (-13)
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
* Powered UpBased on the number of steps taken in HYP:HYP.2 damage increases and becomes plus on block. See the charts in th HYP section for more details. up when in Heat or based on the number of steps taken.
* Consumes 240?F of heat timer during heat
* 9 chip damage on block (2 steps)
* 14 chip damage on block (3 steps)
xiaoyuhFC.2sl8i11-4+7
* High crush 1~34
yoshimitsu4,4h, h16, 16i12~13, i24~25-4+4
* Combo from 1st hit with 4f delay
* Move cannot be delayed
yoshimitsu4,4,4h, h, h16, 16, 20i12~13, ,i24~25-4+18a (+9)
* Balcony Break
* Combo from 2nd CH with 4f delay
* Move cannot be delayed
yoshimitsuf+2h18i17~18-4+14g+39a
Balcony Break
yoshimitsudf+1m14i13-4+5
yoshimitsudf+1,2m, h14, 16i13, i25~26-4+14g+39a
* Balcony Break
* Combo from 1st CH with 2f delay
* Interrupt with i5 from 1st block
* Move cannot be delayed
yoshimitsudf+3m10i17~18-4+4
yoshimitsuu+1m20i24~25-4+5c+50a
* Floor Break
* Weapon
* Low crush 9~27
* Floating state 28~30
yoshimitsuuf+3+4,3M, M,M20, 10,10i31~35, 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
yoshimitsuf,F+3m20i23~24-4+5
* Enter KIN r25 +3 +12 with 1+2
* Cannot be buffered
yoshimitsuws1,2m, h12, 18i13~14, 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
yoshimitsuws2m13i15~16-4+7
Balcony Break (airborne)
yoshimitsuBT.2h18i16~17-4+14g+39a
* Balcony Break
* Leads to f+2 extensions
yoshimitsuDGF.4m24i18~20-4+14g
* Heat Engager
* Heat Dash +5, +62a (+42)
* Balcony Break
* Low crush 1~19
yoshimitsuNSS.u+1m24i25~26-4+5c+15a
Floor Break
* Low crush 9~27
* Floating state 28~30
yoshimitsuhFC.2sl8i11-4+5
* High crush 1~
zafinaFC.d+2sl8i11-4+5
* High crush 1~
zafina1+3t35i12~14-4+0d
* Homing
* Throw break 1 or 2
zafina2+4t35i12~14-4+0d
* Homing
* Throw break 1 or 2
* Transition to MNT on hit
* Side switch on hit
alisa1,1h, h5, 18i10, 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
alisa1,2h, h5, 10i10, i12-3+8
Jail from 1st attack with 4f delay
alisaf,f,F+1+2M24i18~36-3-17a (-26)
* Balcony Break
* Punishable with toekick on hit
* Low crush 5~36
* Floating state 37~67
alisaBT.4m20i16~17-3+19a (+2)
* Balcony Break
* High crush 5~12
alisaDES.b+2,1m, m,SL,SL,SL,SL17, 8,5,5,5,5i18~20, 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
alisaLeft throwt40-3-5d
* Throw break: 1
* Opponent recovery on hit: FDFA
* Can side switch on hit
alisaRight throwt40-3+0d
* Floor Break
* Throw break: 2
* Opponent recovery on hit: FUFA perpendicular to Alisa
anna1,2h, h5, 8i10, i10-3+8
* Jail from 1st attack with 4f delay
* Enter HAM +0 +11 r19 with F
anna2h10i10-3+3
* Enter HAM +1 +7 with F
anna2,3h, m10, 14i10, i19~20-3+8+12
* Jail from 1st block with no delay
* Combo from 1st hit with 2f delay
* Move can be delayed 2f
annadf+3,1m, h13, 10i14, 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
annadf+3,1,4m, h, h13, 10, 20i14, ,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
annad+3,4,1L, h, m10, 14, 2016, ,i29~30-3+5c+21a
* Spike
* Combo from 2nd hit
* Combo from 1st CH
annauf+3+4M,M4,18i25~28-3c+5c
* Spike
* Low crush 9~26
annaws3m20i11~12-3+8+12
annaHAM.2,1m, h12, 23i15~16, 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
anna2+4t21i12~14-3+0d
* Homing
* Throw break 1 or 2
* Side switch on hit
annaHAM.1+3,1t, t15, 35i11, -3+0d
* Throw break 1
* 15 damage to Anna on break
annaHAM.1+3,2t, t15, 30i11, -3+3d
* Throw break 2
* 15 damage to Anna on break
annaLeft throwt40-3+0d
* Throw break 1
* Can side switch on hit
annaRight throwt38-3+0d
* Throw break 2
* Side switch on hit
armor-king1,2h, h5, 10i10, i10-3+6
* Combo from 1st hit with 2F delay
* Jail from 1st block with 2F delay
armor-king2,1h, m10, 15i10, i23~24-3+7
* Combo from 1st hit
* Interrupt with i3 from 1st block
* t53 r19 on hit
armor-king1+2,2m, h10, 20i17~19, 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-kingdf+1m12i13~14-3+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-king2+4th(h)35i12~14-3+0d
* Homing
* Throw break 1 or 2
* f+2+4: Extended range, i15~17, t50 r33
* Opponent left FUFA
armor-kingDMD.1t20 (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-kingDMD.2t10 (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-kingdf+2+3th(h)40i12-3+0d
* Floor Break
* Throw break 2
* Opponent left FUFT
armor-kingf,n,d,df+1+3t20i12 (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-kingqcb+1+2th(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
asuka1+4sl,h5,8i14 i17-3-3+4
* Jail from 1st attack
asukadf+1m10i13~14-3+8
asukadf+1,2m, h,t10, 13,25i13~14, 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
asukadb+4,3L, h14, 21i22~24, 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
asukaub+1+2m23i25-3+9d
* Floor Break
* Spike
* Cancel to r35 with B
* Transition to FC -3 +6d with D
asukauf+3m17i20~21-3+8+33a
* Low crush 11~27
* Floating state 28~30
asukaf,F+4h23i20~21-3+66a (+46)
* Strong Aerial Tailspin
* Balcony Break
* Low crush 6~21
* Floating state 22~24
asukaws4m15i11~12-3+8
Can hit grounded while up-close and off-axis
asukaDST.2m20i19-3+8a
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
* Elbow
* Gain NWG on Heat Activation
* Chip damage on block
asukaLeft throwt40-3-3d
* Throw break 1
* Opponent recovers FDFT on hit
asukaRight throwt40-3+0d
* Throw break 2
* Side switch on hit
* Opponent recovers FUFA on hit
asukauf+1+2t40i12-3+0d
* Throw break 1+2
* Opponent recovers FUFA on hit
azucenadf+1m11i13~14-3+8
azucenab+1h10i14~15-3+3
azucenaBT.4m15i15~16-3+6
azucenaLIB.4m14i15~16-3+10+10a
azucena1+3t35i12~14-3+0d
* Homing
* Throw break 1 or 2
azucena2+4t35i12~14-3+0d
* Homing
* Throw break 1 or 2
* Side switch on hit and break
azucenaLeft throwt40-3+0d
* Throw break 1
azucenaRight throwt40-3-3d
* Throw break 2
bob1,1h, h5, 7i10, i17-3+5
* Jails from 1st block with 1F delay
* Combo from 1st hit with 3F delay
bob1,2h, h5, 10i10, i13-3+7
* Jail from 1st block with 3F delay
* Combo from 1st hit with 3F delay
bob3,1m, h14, 11i15~16, i19-3+8
* Combo from 1st hit
* Move cannot be interrupted
bobb+2,2m, h12, 12i13~14, 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
bobb+4,4m, h13, 20i15, i23-3+18a (+9)
* Balcony Break
* Combo from 1st hit
* Interrupt with i3 from 1st block
* 4 chip damage on block
bob1+3t35i12~14-3+0d
* Homing
* Throw break 1 or 2
* Opponent recovers FDFT
bob2+4t35i12~14-3+0d
* Floor Break
* Throw break 1 or 2
* Swaps sides on successful throw
bobFC.db+1+2t35i12,i30-3+5g
* Throw break: 1+2
bobFC.db+1+2:3t45i12,i30-3+26a (+0)
* Balcony Break
* Throw break: 1+2
* Input 3 during frames 26 to 29 of 2nd hit
bobLeft Throwt40 (45)-3+0d
* Throw break: 1
* Can fully wall splat (45 damage)
* Opponent recovers FDFA
bobRight Throwt40-3+0d
* Throw break: 1
* Opponent recovers FUFT
bobuf+1+2t40 (45)i12-3+0d
* Throw break: 1+2
* Opponent recovers FDFA
* 45 damage on wall splat
* Swaps sides on throw break
bryan1,2h, h5, 8i10, i12-3+8+9
* Jail from 1st block
* Combo from 1st hit
bryan1+3t35i12~14-3-2d
* Floor Break
* Homing
* Throw break 1 or 2
bryanLeft throwt40-3+1d
* Floor Break
* Throw break 1
* Side switch on hit
bryanRight throwt40-3+6d
* Throw break 2
claudio1,2h, h5, 12i10, i13~14-3+8
* Jail from 1st attack with 5f delay
* Input can be delayed 5f
* Move can be delayed 4f
claudio2h10i12-3+3
claudio1+3t35i12~14-3+1d
* Homing
* Throw Break 1 or 2
claudioLeft throwt40-3+1d
* Break: 1
* Opponent recovers in off-axis FUFT
claudioRight throwt40-3+1d
* Throw break 2
* Can side switch on hit
* Opponent recovers in FUFT
clive1,1h, h5, 13i10, 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
clivedf+1m10i14~15-3+4
clivedb+2,1*m, M10, 27i17~18, i40~41-3+27a (+12a)
* Tornado
* Weapon
* 10 chip damage on block
cliveGAR.3h12i12-3+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
cliveLeft throwt40i12~14-3+0d
* Throw break 1
* Opponent recovers in FUFA
cliveRight throwt40i12~14-3+0d
* Throw break 2
* Side switch on hit
* Opponent recovers in FUFT
devil-jin1,2h, h5, 8i10, i10-3+8
* Jail from 1st attack with 4F delay
* Combo from 1st hit with 4F delay
devil-jin1+4SL,h5,5i16~17,i14-3+4
* -17 from 1st block
* Can be performed in reverse during backturn (Fox Step)
devil-jinws4m10i11~12-3+8
devil-jinFLY.1h20i18~19-3+67a (+47)
* Strong Aerial Tailspin
* Balcony Break
* +22a (+13) on BT hit
* Low crush 1~12
* Floating state 13~15
devil-jin2+4t35i12~14-3+0d
* Homing
* Throw break 1 or 2
* Side switch on hit
* Opponent recovers FUFA on hit
* Can be done from FC
devil-jinLeft Throwt43-3+1d
* Throw break 1
* Opponent recovers FUFA on hit
devil-jinRight Throwt40-3+0d
* Throw break 2
* Side switch on hit
* Opponent recovers FDFA on hit
dragunov1,3,1h, h, h5, 14, 10i10, ,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
dragunov2,1h, h10, 10i10, 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)
dragunovf+3,1+2m, m11, 27i20, 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
dragunovb+2m14i15-3+8
dragunovws1m11i12~13-3+4
Enter SNK -5 +2 r22 with DF
dragunovLeft throwt40-3+1d
* Throw break 1
* Opponent recovers in FUFA (FUFL?)
dragunovRight throwt40-3+1d
* Throw break 2
* Opponent recovers in FUFL
eddy1,2h, h5, 12i10, i10-3+8
* Jail from 1st block with 4f delay
* Combo from 1st hit with 4f delay
* Enter HSP -5 +6 r24 with F
eddy3,3m, m12, 22i14~15, i23~25-3+8s
* Combo from 1st CH
* Transition to HSP
eddydf+1m10i13-3+6
eddydf+3+4m,M10,16i18~19 i8~11-3~+0+1a
* Floor Break
* +23a if only the 2nd hit connects
* Floating state 9~26
eddyHSP.3,3m, h10, 10i17~18, i27~28-3+8
Combos from 1st hit
eddyLeft throwth(h)40-3+0d
* Throw break: 1
* Opponent recovers FUFR
eddyRight throwth(h)40-3-6d
* Throw break: 2
* Opponent recovers in FDFL
fahkumram1,2h, h5, 8i10, i10-3+5
* Jail from 1st block with 2f delay
* Combo from 1st hit with 2F delay
fahkumram3,1m, h11, 12i13, i18-3+7
* Combo from 1st hit with 2F delay
* Move cannot be interrupted
* Move cannot be delayed
* Input can be delayed by 2F
fahkumramdf+1m12i15~16-3+6
fahkumramf,F+4~1m20i21-3c+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
fahkumramws2,4~1m, m13, 20i14~15, 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
fahkumram1+3t35i12-3+0d
* Homing
* Throw break 1 or 2
fahkumramLeft Throwt40i12-3+0d
* Homing
* Throw break 1
fahkumramRight Throwt40i12-3+0d
* Homing
* Throw break 2
* Sideswaps on hit
fahkumramuf+1+2t40i12-3+0d
* Balcony Break
* Throw break 1+2
feng1,2h, h5, 9i10, i10-3+8
* Jail from 1st block with 4F delay
* Combo from 1st hit with 4F delay
feng2h8i10-3+5
feng4~3M25i28~i34-3+1c+16a~+22a
7 chip damage on block
* Low crush 15~32
* Floating state 33~35
fengf+3m10i21-3+7
fengf+3,2m, h10, 17i21, i21~22-3+8+43a (+35)
* Combo from 1st hit with 7F delay
* Move cannot be interrupted
fengdb+1,2,4,3+4m, m, M, m15, 18, 30, 20i16, ,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
fengws1m13i13-3+3
fengBT.1h12i12-3+14
fengBT.1+2m20i16~17-3+8+41a (+33)
* Balcony Break (CH only)
* Elbow
fengFUFT.b+3+4m20i30~33-3~0+28d (+18)
*
Balcony Break
* Floating state 1~27
* Low crush 28~
fengKNP.3+4,3+4M, m30, 20i31~34, 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
feng2+4t35i12~14-3+0d
* Homing
* Throw break 1 or 2
fengLeft Throwt40-3-6d
* Throw break 1
fengRight Throwt40-3-4d
* Throw break 2
heihachi1,2h, h5, 8i10, i10-3+8
* Combo from 1st hit with 4f delay
* Move can be delayed 3f
* Input can be delayed by 4F
heihachiH.uf+4,1m, M17, 20i24~26, i25~30-3+5a
* Balcony Break
* Chip damage on block
* Consumes 300F of remaining Heat time
* Combo from 1st hit
* Jail from 1st block
heihachif,F+3m21i20~22-3c+56a
* Spike
heihachif,n,d,DF+4,4,4,n+4L, L, L, m15, 10, 8, 10i16~17, ,i24~25-3+8
* Can be performed after any number of f,n,d,DF+4 lows
heihachiws4m13i11~12-3+8
heihachiWAR.FUJ.2m24i15~16-3+75a (+59)
* Tornado
* Reversal Break
* 10 chip damage on block
* High crush 6~14
heihachi1+3t35i12~14-3-1d
* Homing
* Throw break 1 or 2
heihachiLeft throwt40-3-3d
* Throw break 1
heihachiRight throwt45-3-4d
* Floor Break
* Throw break 2
hwoarang1,1h, h5, 8i10, i12-3+8
* Jail from 1st block
* Combo from 1st hit
hwoarang1,2h, h5, 10i10, i10-3+6
* Jail from 1st block with 4F delay
* Combo from 1st hit with 4F delay
* Transition to LFS with 3 (+3/+12g?/+12)
* Transition to RFS with 4 (+3/+12g?/+12)
hwoarang3~4m,m11,21i22,i7-3+26a (+16)
* Balcony Break
* Input 4 on frames 1 to 5
* Input 4 on frame 1 to power up
** 37dmg, +1 oB, +42a (+16) oH
* Low crush 16~
hwoarangws1m12i12~13-3+8
hwoarangws4m12i11~12-3+8
hwoarangRFF.f+1,2h, h5, 10i10, i10-3+6
* Jail from 1st block with 4F delay
* Combo from 1st hit with 4F delay
hwoarangRFS.3~4m,m11,21i16,i7-3+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
hwoarang1+3th(h)35i12~14-3-5d
* Homing
* Break: 1 or 2
* Opponent recovery on hit: FDFT
* Sideswap on break
hwoarangLeft throwth(h)45i12~14-3-1d
* Break: 1
* Opponent recovery on hit: FUFT off-axis to the left
* Also possible during RFF
hwoarangRight throwth(h)44i12~14-3+8d
* Break: 2
* Opponent recovery on hit: FDFT off-axis to the right
* Also possible during RFF
<Showing 4001-4400 of 6584 moves>