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All Characters Tekken 8 Frame Data

CharCommandHit levelDamageStartupBlockHitCounter hitNotes
claudiof,F+4m20i15~17-1~+1+6~+8+13~+15
* Knee
* i16 startup when buffering f,n. i18 fastest startup when unbuffered
* Low crush 11~28
* Floating state 29~31
devil-jin1,1h, h5, 6i10, i15-1+8
* Jail from 1st attack with 3F delay
* Combo from 1st hit with 3F delay
dragunovf,F+4M21i26~28-1+13c
Floor Break
* Floating state 10~30
eddyHSP.4m10i12~13-1+10+31a
* Transition to HSP
* Floating state 1~36?
heihachib+3,2h, h14, 20i14~15, i20-1+15g
* Combo from 1st hit with 4f delay
* Interrupt with i1 from 1st block
hwoarang3,3,f+4h, m, h15, 12, 20i14, ,i21~27-1+40a (+14)
* Balcony Break
* -1 on block on average. Frame advantage may range from -4~+2 on block
* Combo from 2nd CH with 5F delay
* Move can be delayed by 10F
hwoarang4,4h, h14, 13i11~12, i16-1+10g+10
* Jail from 1st block
* Combo from 1st hit
* Transition to RFS
hwoarangdf+1m10i13~14-1+6
* Also possible during RFF
hwoarangdb+4,4L, h14, 21i16, i17~19-1~+1+24a~+26a
* Combo from 1st CH
hwoarangLFS.3,f+4m, h10, 20i14, i21~27-1+40a (+14)
* Balcony Break
* Combo from 1st CH with 6?F delay
* -1 on block on average. Frame advantage may range from -4~+2 on block
jack-8uf,n,2m28i32-1c+10c
*
* Low crush
jack-8FC.df+3+4,ufm28i21, -1+14g
* Recover in crouch
* Can cancel into Make Some Noise by pressing 1+2 (uf,n,1+2)
* Low crush 15
jin3,1h, h17, 7i14, i20-1+7
* Combo from 1st hit
* Move cannot be interrupted
* Enter ZEN +4 +12 r15 with F
jun1,1h, m5, 15i10, i25-1+8+13
* Move can be delayed by 1f
* Input can be delayed by 2f
* Interrupt with i7 from 1st block
* Transition to standing with B (t64 r28)
* Restores 2 health and 2 recoverable on hit
* Gain 6 Kazama Essence on normal hit and 5 on airborne hit
kazuya1,1h, h5, 6i10, i15-1+6
* Jail from 1st block with 3f delay
* Combo from 1st hit with 3f delay
kazuya3,1h, h12, 10i14, i19-1+7
* Combo from 1st hit
* Move cannot be interrupted
* Transition to CD r16?~r25? with df (+2 +10)
** CD recovery depends on input
** r24 forward dash with df,n,f,n,f
** r17: cd3, cd1+2
** r19: cd1 (i22~24), ws3 (i23~25)
** r25: cd2 (i19~20), cd4 (i24), ws4 (i19~20)
** Cannot buffer attack inputs or sidewalks during forward dash transition
kazuya(back to wall).b,b,ubm25i29-1+45d (-13)
* Air Status 5F
* is8~13
kingdf+1m15i14~15-1+3
* Floor Break
* Elbow
kuma2h10i10-1+6
kunimitsu3+4h18i21~22-1+21a (+12)
* Strong Aerial Tailspin
* Balcony Break
* Low crush 11~30
* Floating state 31~33
kunimitsuSET.1h8i10~11-1+8
* Elbow
lars(Back to wall).b,b,UBm25i29~33-1+19cg
* Balcony Break
* Bryan
* Fahkumram
* Heihachi
* Kazuya
* Lars
* Law
* Forces tech back roll on hit
* Floating state 5~13
* is8~13
* Low crush 14~46
* Floating state 47~49
larsDEN.1+2h24i12~13-1+29a
* Tornado
* Balcony Break
* 4 chip damage on block
law4,u+3h, m15, 23i13, i33-1+30a (+13)
Move can be delayed by 4F
* Low crush 23~
lawdf+1m10i13-1+5
First hit of Law's 10 String
lawuf+2h21i19~20-1+9+21d
* Weapon
* Strong Aerial Tailspin
* Balcony Break
* 4 chip damage on block
law(Back to wall).b,b,UBm25i29~33-1+19cg
* Balcony Break
* Forces tech backroll on hit
* Floating state 5~13
* is8~13
* Low crush 14~46
* Floating state 47~49
lee4,u+3h, m14, 23i11, i33~35-1+48a
* Transition to MS r26 with F (-9/+40)
* Interrupt with i14 from 2nd block
* Whiffs vs SSR, SW from 2nd block
* Low crush 25~46
* Floating state 47~49
lee1+2m20i21~22-1+3+26a
* Homing
* Spike
* Transition to HMS r25 with 3+4 (+2/+6/+29a)
* Cancel to r1 standing or r1 FC with d_db_d_df
leedf+1m10i13~14-1+5
Links to 10-hit combo
leo2h9i11-1+5
leof+2,4h, h14, 16i14~16, i22~23-1~0+7
* Combo from 1st hit with 7F delay
* Jail from 1st block with no delay
* Enter r20 CD -1 +7 with df
* Move can be delayed by 10F
* Input can be delayed by 12F
leodf+1m13i13~14-1~0+7
leouf+1h8i13-1+6
lidiaSS.2m18i18-1c+10c+17c
* Floor Break
* Elbow
* Transition to HRS
lidiaCAT.1+2m25i16-1+27g+37 (+29)
* Tornado
* Transition to WLF on hit or block only
lilidf+1m10i13-1+8
liliBT.1,4h, h8, 21i8, i22~24-1+10g
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Combo from 1st hit with 8f delay
* Interrupt with i2 from 1st block
* Move can be delayed 10f
miary-zoH.f,F+2,2m, m14, 33i15~16, i22~23-1+40a (+14)
* Balcony Break
* Weapon
* Combos from 1st hit
* Jail from 1st block with ?F delay
* Available only on hit or block
* 7 chip damage on block
* Partially consumes remaining Heat Time
ninadf+1m10i13~14-1+5
panda2h10i10-1+6
paulf,F+2:1m, h14, 24i15~17, i15-1+37d (+11)
* Balcony Break
* Chip damage (7)
* Combo from 1st hit
* Input 1 on frames 14 to 19
* Jails attack inputs from 1st block (movement buffering prioritized)
* Duckable
* Alternate input FC.df+2:1
paulDPD.df+1h19i17-1+59a
* Strong Aerial Tailspin
* Homing
* Effective minimum startup 29f
raven2h9i10-1+8
ravendb+2,1m, h13, 15i13~14, i22~23-1~+0+8~+9
* Combo from 1st hit
* Transition to r22 SZN (-4/+5) with 3+4 or D
ravenBT.1h7i8-1~+0+5~+6
ravenBT.2,1h, h9, 10i10, i14-1+3
* Elbow?
* Combo from 1st hit
* Jails
* Transition to r36 BT with B
* Transition to t31 r18 +3/+7 CD with F
ravenSZN.3m16i16~17-1+5~+6
* Transition to BT (-1/+5) with B
* Transition to FC (-1/+5) with D
* Low crush 9~17
reina1,1h, h5, 6i10, i15-1+8
Jail from 1st attack with 2f delay
shaheen4,3h, h16, 21i13, i31-1+26a (+17)+71a (51)
* Balcony Break
* Crouch assist bufferable
* Interrupt with i11 from 1st block
* Whiffs vs SSR from 1st block
shaheendf+1m12i13~14-1+5
Tracks SSR/SWR completely
shaheenSNK.1h10i12-1+5+14
steve2h12i12-1+5
steveSWY.1m26i16~17-1c~+0c+14c~+15c
* Can be +15c at farther ranges
* 10 chip damage on block
victorPRF.2,2,1m, m, h9, 13, 20i12~13, ,i12~13-1+12+55a
* Strong Aerial Tailspin
* Balcony Break
* Weapon
* Combo from 2nd CH
xiaoyu3+4M23i23~25-1c+3c+19a
* Spike
* Transition to AOP r30 with D (+0/+4c/+20a)
** AOP transition is r32 on whiff
* Low crush 10~22
* Floating state 23~25
xiaoyudf+2,3m, h15, 23i14, i23~24-1+35a (+9)
* Balcony Break
* Cancel to r15 FC with DB, D, or DF (-3, -16)
* Combo from 1st hit with 8F delay
* Interrupt with i6 from 1st block
* Move can be delayed by 6F
* Input can be delayed by 9F
xiaoyuuf+3+4m,m,m8,10,12i16~17, i10~11, i8~9-1+4d
* Balcony Break
* Spike
* Transition to BT on block or whiff
* Transition to standing on hit
* Low crush 9~
xiaoyuf,F+1,3m, h13, 20i15, i18~19-1+20a (+11)
* Balcony Break
* Combos from 1st hit
* Interrupt with i1 from 1st block
xiaoyuAOP.1+2m25i19-1+19a (+10)+64a
* Tornado
* Balcony Break
xiaoyuBT.2,1h, h9, 8i12, i14-1+6+10
* Transition to HYP r41 with B (-2, +5)
* Combo from 1st hit
* Jail from 1st block
xiaoyuhFC.3,2,1L, h, h11, 6, 6i15~17, ,i14-1+6+10
* Transition to HYP with B (-2, +5)
* Combo from 2nd hit
* Jail from 2nd block with ?F delay
yoshimitsu2h10i11-1+5+8
yoshimitsu2,2h, h10, 18i11, i24-1+15g
* Tornado
* Balcony Break (airborne)
* Combo from 1st hit with 1f delay
* Move cannot be delayed
* Enter KIN r25 with 1+2
* Transitions to NSS on hit or block only
* Recovers 2f faster on hit or block
* Interrupt with i5 from 1st block
* Hit vs BT +20a (+11)
yoshimitsuuf+1+3<dM30i83~84-1+34a
* Floor Break
* Weapon
* 12 chip damage on block
* Input during frames 35-60 of uf+1+3
* Low crush 9~80
* Floating state 81~83
yoshimitsuuf+3+4,1M, h20, 8i31~35, i16~18-1-43
* On hit, transitions to r49 backward jump automatically
* Combo from 1st hit vs grounded
* Combo from 1st hit
yoshimitsuKIN.1,NSS.1m, m,m10, 5,20i17, i23~24 i14~15-1+37a (+29)
* Balcony Break
* Floor Break
* Weapon
* Combo from 1st hit with 2f delay
* 4 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
yoshimitsuKIN.f+2h25i12~13-1+9a (+0)
* Heat Engager
* Heat Dash +5, +43d (+35)
* Homing
* Balcony Break
* Weapon
alisad+4,1+2L, h12, 20i17~18, i20~21+0+11a (+2)
* Balcony Break
* Head
* Jail from 1st attack
* Combo from 1st CH
alisauf+3+4M20i38~40+0~+3+9
Spike
* Low crush 9~41
alisaws1+2**m28i39~40+0+33a
* Homing
* 11 chip damage on block
alisaCLK(Two spins).3m22i13~14+0+63a (+43)
* Balcony Break
* Effective startup time is i32~33?
* 8 chip damage on block
alisaDBT.1+2m,m,M,M5,5,5,20i12~15 i1~4 i1~5 i1~6+0+21a (+0)
* Balcony Break
* Spike
* Weapon
* Jail from 1st attack
* 6 chip damage on block
* 9 chip damage on block in heat
* Low crush 17~66
* Floating state 67~69
annad+4,1l, h6, 10i12, i25+0+6+11
* Combo from 1st CH with 5f delay
* Input can be delayed 9f
* Cancel to SS -13 -2 r32 with U_D on frame 23
** Cannot block i21 moves?
* Cancel to CJM -10 +1 r29 with B on frame 14
* r38 when blocking after SS
annauf+3m22i23~24+0+27d
* Balcony Break
* Low crush 9~30
* Floating state 31~33
annaf,F+3+4m,m,m8,8,10i15~16 i8~11 i7~8+0+9+30a (+23)
* CH advantage is for the first hit
* Low crush 13~
annaCJM.1h17i11~12+0+7+14
annaCJM.uf+3m22i23~24+0+27d
* Balcony Break
* Low crush 9~30
* Floating state 31~33
annauf+1+2t30,10i12+0+29d (-32)
* Throw break 1+2
* Opponent can tech roll to reduce damage to 30
* 45 damage on wall splat
* Side switch on break, Anna recovers side turned
armor-king4,3h, h17, 18i13, i25~26+0+9+27d
* Balcony Break on 2nd CH
* Combo from 1st hit with 5F delay
* Combo from 1st CH with 5F delay (+23a (+16))
* Interrupt with i5 from 1st block
* Whiffs vs SSR, SWR from 1st block
* i18 r17 cancel with B (-16/-5)
* Move can be delayed by 6F
armor-king3+4,1+2M, M,t14, 25,5i25~32, i24~34+0c-5d
* Transition to attack throw on close range front hit
* +2c~+12c on mid hit
* Interrupt with i13 from 1st block
* Whiffs vs SS, SW from 1st block
* Opponent left FUFA
* Armor King recovers FUFL on hit, and FDFL on block
* Low crush 9~34
* Floating state 35~37
armor-kingdf+2,1m, h21, 8i15~16, i15~16+0+8+11
* Combo from 1st hit
* Transition to BAD r25 with F (+0/+8/+11)
* Interrupt with i1 from 1st block
* Move is delayed 5f
* Move cannot be delayed
* Input cannot be delayed
* No KND on 1st CH
* Links to 10-hit strings
armor-kingb+1+2m0i16~17+0+4+15
armor-kingub+1+2*m24i50~52+0+29a
* Tornado
* 7 chip damage on block
* Sidesteps to the right
* Opponent recovers FUFA
* Powered up during Heat
armor-kingBAD.2+4th(h)45i14~15+0+0d
* Homing during Heat
* Throw break 2
* Opponent recovers in FDFT.
armor-kingBM.2,1,2,1t5,5,5,15+0-6d
* Could be any 1/2 combination (e.g. 1,1,1,1 / 1,2,2,1)
* Throw break the 1st/4th hit by input the opposite to King's 1st/4th button.
* Opponent recovers FDFT
* AK recovers FUFA on throw break
armor-kingDMD.1+2t10 (15)+0-3d
* 1+2 break
* Power up with input 2,1,1+2
* 30/35 total damage
* Opponent recovers FDFA
* Side switch on break
armor-kingFDFA.db+1+3th(g)40i18~20+0+8d
* Throw break 1
* Opponent recovers FUFT
armor-kingFDFT.db+1+3th(g)35i18~20+0+0d
* Throw break 1
* Opponent recovers FUFT
armor-kingFUFA.db+1+3th(g)35i18~20+0-19d
* Balcony Break
* Can wall splat
* Throw break 1
* Opponent recovers FDFT
armor-kingFUFL.db+1+3th(g)0i18~20+0+25d
* 1 or 2 throw break, depending on Armor King's input.
* Opponent recovers in FDFL/FDFR.
armor-kingFUFT.db+1+3th(g)30i18~20+0+20d
* Balcony Break
* Throw break 1
* 7F throw break window on NH or CH (throw escape cannot be buffered or held)
* Side swap
* Can wall splat
* Opponent recovers FDFT
armor-kingOTG.db+2+4th(g)0i18~20+0+12 / +9
* Throw break 2
* 7F throw break window on NH or CH (throw escape cannot be buffered or held)
* Opponent recovers standing (+12)
* Opponent can be FUFT,FUFA,FDFT,FDFA
* If opponent was FUFA or FDFA, opponent recovers BT (+9)
armor-kingUT.2,1,2,1t5,5,5,15+0+0d
* Could be any 1/2 combination (e.g. 1,1,1,1 / 1,2,2,1)
* Throw break the 1st/4th hit by input the opposite to King's 1st/4th button.
asukaf+2+3h21i23~24+0+25a
* Balcony Break
* Sabaki, parries high or mid punches
* +51a on a successful parry
* Parry state 4~15
asukauf+1,NWG.2m24,i26~27+0+19a (+10)
* Balcony Break
* Strong Aerial Tailspin
* Combo from 1st hit
* Unparryable by traditional punch parries (bug?)
* Cancel to FC r34 with D at frame 20 (-3/-15)
* Consumes NWG
* Consumes 150F of remaining Heat time
* 4 chip damage on block
azucena2h9i10+0+9
azucenaf,F+4M25i25~27+0c~+2c+13c~+15c
* Spike
* Guaranteed 13f or faster mid on hit
* 70% scaling on combo
* 7 chip damage on block
azucenauf+1+2t40i11+0-3d
* Throw break 1+2
* side switch on hit
bob2h8i10+0+6
*
bobf,f,F+3+4M27i26~33+0+2cg
* Balcony Break
* Forces tech back roll on hit
* 5 chip damage on block
* Low crush 15~35
* Floating state 36~38
bryan1,4,2,1h, h, h, h5, 14, 18, 16i10, ,i19+0+55a
* Airborne combo from 3rd CH (+55a, 100% scaling)
* Enter SLS +7 +62a r13 with f
* Cancel to r9 SS with u_d
* Interrupt with i1 from 3rd block
* Input can be delayed 8f
* Move can be delayed 6f
bryanf+3m18i16~18+0~+2+4~+6+50a
Knee
bryanb+2,1h, h18, 16i17, i19+0+55
* Airborne combo from 1st CH (+55a, 100% scaling)
* Enter SLS +7 +62a r13 with f
* Move cannot be interrupted
* Cancel to r9 SS with u_d
* Input can be delayed 17f
* Move can be delayed 16f
bryanSLS.4,1m, h13, 13i18, i27+0+55a
* Combo from 1st CH
* Interrupt with i2 from 1st block
* Cancel to SS -12 -5 -3 r9 with u_d
bryanSNE.f,F+1+2,Ph, m30, 20i13, i13~140+25a (+20)
* Balcony Break
* Chip damage on block (8)
* Consumes SNE
* Initial attack absorbing animating takes 9 frames (pc1~9), effective startup is i22~23
* Power crush 1~14
claudiof+2h9i12+0+6
* Homing to sidestep left and sidewalk left?
claudiof,F+3,2*m, m8, 4,20i15~16, i20~21,i39~40+0+14cg
* Tornado
* Balcony Break
* 6 chip damage on block
* Gain STB on hit or block
* Interrupt with i16 from 1st block
* Whiffs vs SS, SW (SSR preferred with shorter charge inputs)
* Forces tech back roll on hit
claudio(back to wall).b,b,ubm21i36~38+0c+8a
* Floating state 5~13
* Low crush 14~32
* Floating state 33~35
clive2h11i12+0+7
Weapon
clivedb+1h10i17~18+0+4+12a
* Homing
* 5 chip damage on block
cliveuf+2,2m,m,m, h10,12 (8),12 (6), 30 (12)i20, i4, i3, i16+0+24a (-14) / +11a (+1)
* Balcony Break
* Combo from 1st hit with 14F delay
* Move cannot be delayed
* +11a (+1) from 4th hit
* 3 chip damage on block
* 36 damage in total with scaling
* Last hit available on hit or block only
* Low crush 1~43
* Floating state 44~46
devil-jin1,2,3,4h, h, m, m5, 8, 25, 30i10, ,i36~38+0~+2+11c~+13c
* Floor Break
* Interrupt with i7 from 3rd block
* Whiffs vs SSL, SWL from 3rd block
devil-jin2h9i10+0+9
devil-jin(back to wall).b,b,UBm21i36~38+0c+8a
* Floating state 5~13
* is8~13
* Low crush 14~45
* Floating state 46~48
devil-jin1+3t35i12~14+0+2d
* Homing
* Throw break: 1 or 2
* Can be done from FC
* Transition to BT on break
devil-jinuf+1+2t35i12+0+25d (+7)
* Balcony Break
* Throw break 1+2
* Side switch on throw break
* Can be done from FC
dragunov2h10i10+0+9
eddyb+4h14i21~22+0+8
eddyu+3M30i38~42+0+5a(-5)
*
Balcony Break
* 9 chip damage on block
* Low crush 10~42?
eddyu+1+2h20i16~17+0+18d
* Low crush 9~
eddySS.3m17i25~26+0+8+15c
* Transition to RLX
* Cancel to RLX with D
* High crush 6~54
fahkumram3,1,2m, h, h11, 12, 20i13, ,i21~22+0+38d (+30)
* Balcony Break
* Tornado
* Combo from 2nd CH with 6F delay
* Interrupt with i3 from 2nd block
* Move can be delayed by 5F
* Input can be delayed by 6F
fahkumramf,F+4~3,2L, m15, 20i19~20, i25~26+0~+1+13d (-4)
* Balcony Break
* Elbow
* Powered up in GRF
* Combo from 1st CH
* Move is delayed 2F
* Move cannot be interrupted from 1st hit (Cannot be counterhit)
* Input cannot be delayed
* 6 chip damage on block
* Inconsistent grounded hit
fahkumramws2,4~3,2m, L, m13, 15, 20i14~15, ,i25~26+0~+1+13d (-4)
* Balcony Break
* Elbow
* Combo from 1st CH
* Powered up in GRF
* Move is delayed 2F
* Move cannot be interrupted from 2nd hit (Cannot be counterhit)
* Input cannot be delayed
* 6 chip damage on block
* Inconsistent grounded hit
fahkumramGRF.f,F+4~3,2L, m (t)15, 30i19~20, i25+0+0d
* Balcony Break
* Consumes GRF
* Partially consumes remaining Heat Time
* Shift to attack throw on hit
* Combos from 1st hit
* 6 chip damage on block
fengdf+1m11i14+0+6+36g
fengCD.1+2m25i16~17+0c+7c+13
Head
fengSTC.2h18i14~15+0+25g
* Transition to BT with B (+3/+28g)
* Transition to CD on hit or block with DF (+4/+29g)
** Transition to r1 FC with DF~db (+0/+28g)
heihachiH.db+1+2SM25i30+0+0a (-17)
* Tornado
* Reversal Break
* Balcony Break
* 11 chip damage on block
* 12 chip damage on block after absorbing an attack in power crush state
* Consumes 300F of remaining Heat time
* Power crush 7~29
heihachi2h10i11+0+9
heihachiH.d+3,2M, SM25, 25i22~23, i30+0-10a (-20)
* Tornado
* Reversal Break
* Combo from 1st hit
* 12 Chip damage on block
* Consumes 300f of remaining Heat time
heihachiH.b+3,3,2h, M, SM14, 25, 25i14~15, ,i30+0+0a (-17)
* Tornado
* Reversal Break
* Combo from 1st hit
* Jails from 2nd hit
* 11 Chip damage on block
* Consumes 300f of remaining heat tiem
heihachi2+4t35i12~14+0+0d
* Floor Break
* Homing
* Throw break 1 or 2
* Side switch on break
* Heihachi recovers BT on break
heihachiuf+1+2t35i12+0+26a (+7)
* Balcony Break
* Throw break 1+2
* Side switch on break
hwoarangH.RFS.f+4h,h8,10i8, i10+0+5
* Jail from 1st block
* Remains in RFS
* 2 chip damage on block
hwoarang2h9i10+0+8+9
* Transition to LFS with 3 (+3/+11g/+12)
* Transition to RFS with 4 (+3/+11g/+12)
* +19, +27, +28 in framedata display (bug?)
* 70% scaling on next hit
hwoarang4,4,4,4h, h, h, h14, 13, 17, 20i11~12, ,i31~32+0+10cg
* Balcony Break
* Tornado
* Combo from 3rd hit with 3F delay
* Input can be delayed by 3F
* Move cannot be delayed
* 6 chip damage on block
* Forces tech back roll on hit
* Alternate input:(RFS.u+4),4
* Low crush 20~
hwoaranguf+4,4h, m12, 12i22~23, i11~12+0+6
* Combo from 1st hit
* Also possible during RFF
* Transition to RFS
* Low crush 2?~
hwoarangws1,4m, m12, 18i12~13, i22~23+0+8
* Combo from 1st hit
* Transition to RFS
hwoarang(Back to wall).b,b,UBm21i36~38+0c+8a
* Low crush 14?~32?
hwoarangLFS.2,2m, h15, 7i16, i20+0+4+9
Combo from 1st hit
hwoarangLFS.b+4,3m, h15, 20i16~17, i16~19+0+20a (+11)
* Balcony Break
* Combo from 1st CH
* Jail from 1st block
* 6 chip damage on block
* Transition to RFF
* Low crush 5~
hwoarangRFF.1h10i10+0+6
* Remains in RFF
hwoarangRFF.2,1h, h6, 10i10, i10+0+6
* Jail from 1st block with 2F delay
* Combo from 1st hit with 2F delay
* Remains in RFF
hwoarangRFS.f+4h,h8,8i8, i10+0+2+5
* Jail from 1st block
* +6 on 2nd CH
* Remains in RFS
* Power up during Heat (Loses CH launch property)
* t40 r22 when canceling to movement in RFS
hwoarangRFS.u+4,4h, h17, 20i25~26, i31~32+0+10cg
* Balcony Break
* Tornado
* Combo from 3rd hit with 3F delay
* Input can be delayed by 3F
* Move cannot be delayed
* 6 chip damage on block
* Forces tech back roll on hit
* Alternate input:(RFS.u+4),4
* Low crush 20~
hwoarangf+2+3th(h)35i12+0+1d
* Break: 1+2
* Opponent recovery on hit: FUFA, sideswap
* Sideswap on break
* Possible in RFF, LFS and RFS
jack-8H.f+3+4m30i22~23+0+9c
* Head
* Transition to GMH with D
** (+8 oB, +17c oH)
* Partially uses remaining heat time
* 6 chip damage on block
jack-81+3t35i12+0+1d
* Homing
* Throw Break 1 or 2
* Swaps positions on break
** Transition to BT on break
jin1,2,3h, h, m5, 12, 20i10, ,i24~26+0+31d
* Spike
* Interrupt with i10 from 1st block
* Whiffs vs SSR, SWR from 1st block
* Input can be delayed 9f
* Move can be delayed 4f
jin2h9i10+0+9
jindf+4m22i20~21+0+8c
* Spike
* Heat Engager
* Heat Dash +67a (+50)
jin1+3t35i12~14+0+2d
* Homing
* Throw break 1 or 2
* Jin recovers BT on break
jinuf+1+2t40i12+0+0d
* Floor Break
* Throw break 1+2
junf+1m15i20+0+9+14
* Restores 2 health and 2 recoverable on hit
* Recover to standing with B (t48 r28)
* Gain 6 Kazama Essence on normal hit and 5 on airborne hit
junf+2+3h21i28~29+0+25a
* Balcony Break (airborne)
* Punch sabaki
* Crumple stun launcher (+51a) on parry effect
* Parry state 4~15
junhFC.3+4,3m,m, m,m10,10, 10,10i21~22 i23~24, i31~32 i40~41+0~+1+15a
* Transition to r24 FC with D
* Interrupt with i11 from 1st block
* Whiffs vs SS, SW from 1st block
* Low crush ~21~31
* Floating state 32~40
jun1+3t35i12~14+0+0d
* Homing
* Throw break 1 or 2
kazuyadf+1,2m, h11, 20i15~16, i18+0c+9c
* Heat Engager
* Heat Dash +67a (+50a)
* Combo from 1st hit with 4F delay
* Interrupt with i3 from 1st block
* Move is delayed 4F
* Move cannot be delayed
* Input can be delayed by 4F
* 6 chip damage on block
kazuyab+3,1h, h15, 10i18, i12+0+6
* Jails
* Combo from 1st hit
kazuya1+3th(h)35i12~14+0+2d
* Homing
* Throw break: 1 or 2
* Recovers BT on break
kazuya2+4th(h)35i12~14+0+0d
* Homing
* Throw break: 1 or 2
kazuyauf+1+2th(h)35i12~14+0+26d (+8)
* Throw break: 1+2
* Balcony Break
* Side switch on break
* 15 additional damage on wall hit
kingf+1+2h23i16~17+0~+1+10d
kingdf+3,4m, h17, 23i14, i30+0+28d
* Balcony Break (airborne)
* Combo from 1st CH
* Duckable on normal hit
* Available only on 1st hit or block
* Low crush 22~41
* Floating state 42~55
kingf,F+3+4h25i28~300+24d(-34)
* Wall Crush +2gc on block
* Balcony Break
* Chip damage on block. (extra near wall)
* Forces crouch on wall crush
* Recovers FUFT on whiff.
* 7 chip damage on block.
* 10 chip damage on block as wall crush.
* 10 chip damage on block in heat.
* 13 chip damage on block as wall crush in heat.
* Low crush 9~
kingf,f,n,1+2m0i9+0+7s+18s
* i10 startup with buffered input
* Forces Standing on hit.
* Allows follow up on CH.
kingws3h20i160+22a(+12)
kingss3+4h50i27~31+0+0d
* Deals a lot of chip damage on block.
* Tracks side steps.
* In game frame data incorrectly shows that SSL 3+4 is i21
kingFDFA.db+1+3t(g)32i18~20+0+0d
* 1 or 2 throw break, depending on King's input.
* Opponent recovers in FDFA.
kingFDFL.db+1+3t(g)37i18~20+0+0d
* 1 or 2 throw break, depending on King's input.
* Opponent recovers in FDFL.
kingFDFR.db+1+3t(g)35i18~20+0+0d
* 1 or 2 throw break, depending on King's input.
* Side Switch.
* Opponent recovers in FDFL.
kingFDFT.db+1+3t(g)30i18~20+0+22d
* 1 or 2 throw break, depending on King's input
* Side Switch
* Opponent recovers in FDFL
kingFUFA.db+1+3t(g)28i18~20+0+0d
* 1 or 2 throw break, depending on King's input.
* Opponent recovers in FUFR.
kingFUFL.db+1+3b+1+3t(g)0i18~20+0+25d
* 1 or 2 throw break, depending on King's input.
* Opponent recovers in FDFL/FDFR.
kingFUFT.DB+1+3t(g)25i18~20+0+0d
Floor Break
* 1 throw break
* 7?F throw break window on NH or CH (press 1 after 5F of grab; throw escape cannot be buffered or held)
* Opponent recovers in FUFT
kingFUFT.DB+2+4t(g)28i18~20+0+1d
* 2 throw break
* 7?F throw break window on NH or CH (press 1 after 15F of grab; throw escape cannot be buffered or held)
* Opponent recovers in FUFT
kingFUFT.db+1+3t(g)20,10 / 35i18~20+0+1d(-40)
* 1 or 2 throw break, depending on King's input
* Mash 1/2/3/4 to roll in midscreen to reduce 10 damage, on wall splat damage is 35
* Opponent recovers in FUFT if fails to roll
kingUT,2,1,2,1t5,5,5,15i46/i47, i19/i18, i16, i20/i19+0+0d
* Could be any 1/2 combination (e.g. 1,1,1,1 / 1,2,2,1)
* 2 Combinations are 1F faster
* Throw break the 1st/4th hit by input the opposite to King's 1st/4th button.
* 23F throw break window (1st)
kingUT,3+4t20i69?+0+1d
* 3+4 throw break.
* Throw break window: input or hold 3+4 during frames 20-60
* Can also input at 3rd hit of Ultimate Punch.
* Opponent recovers in FUFR.
kumaH.df+2+3sm20i15~160+39 (+29)
* Uses 180F of remaining heat time
* H.f,n,d,df+2 to power up (23dmg)
* High crush 6~12
kumaH.2+3M,M51i13~15, i450+33a (+23)
* Heat Smash
* Balcony Break
* 10 chip damage
* Transition to attack throw on 1st hit
* +20a (+10) 45dmg on 2nd hit if 1st hit misses
kumahcb,f+1+2th(h)50i11+0+5
* Throw break: 1+2
* 60 dmg if opponent hits the wall
* Opponent status on hit: FUFA
* Side switch on throw break and hit
kumauf+1+2th(h)35i12~140+26d (+7)
* Throw break: 1+2
* Balcony Break
* Opponent status on hit: FUFT
kunimitsu1+3t35i12~14+0+0d
* Homing
* Throw break: 1 or 2
* Opponent recovers in FUFL.
kunimitsu2+4t35i12~14+0-3d
* Floor Break
* Homing
* Throw break: 1 or 2
* Side switch
* Opponent recovers in FDFA.
kunimitsuBT.1+4t45i12~14+0-5d
* Throw break: 1+2
* Opponent recovers in FDFA
kunimitsuuf+1+2t40i12+0+0d
* Throw break: 1+2
* Side switch
* Opponent recovers in FDFT
* SET.uf+1+2: i16 (t44 r28)
lars2h10i10+0+8
larsd+2m17i18~19+0c+8c+30d
* Spike
* Elbow
* Transition to FC with input D
larsws3h30i20+0+21a (+15)
* Transition to LEN r34 with input D (+4/+26a (+20))
larsSEN.3+4m,m6,16 (23)i13~14,i18~19+0c+22d (-13)
* Floor Break
* Jail from 1st block
* 6 chip damage on block
* +17d and balcony break on 2nd hit
* Low crush 7~35
* Floating state 36~38
law2h8i10+0+6
lawf+2h10i12+0+6
* Can route into:
** Rave War Combo (f+2,2,2), or
** Blazing Fist Combo (f+2,2,1+2)
* Alternate input DSS.f+2
lawf,F+3M30i23~26+0c+7d
* Spike
* 6 chip damage
* Low crush 11~26
* Floating state 27~29
lawss2m23i18+0+16d (+6)
* Balcony Break
* 4 chip damage on block
leeb+1h9i14-0+6
leeb+2,4,3h, h, h9, 16, 21i14, ,i27-0+22a (+13)+51a
* Strong Aerial Tailspin
* Balcony Break
* Transition to -5, +17a MS with F
* Low crush
leof+2h14i14~160~+2+6
leof+3h23i20~210~+1+4+27a
* Enter BOK +2 +6 +29a with d
leof+3+4h24i17~180~-1+8+71a (+55)
* Tornado
* Balcony Break
* 7 chip damage on block
leoub+3M26i24~27+0c~+3c+6c+53a
* Low crush 9~
leroy2h10i12+0+9
leroydf+3,1m, h14, 12i16, i16~17+0+6
* Combo from 1st hit
* Leads to 10-hit string
leroydb+1,3m, h12, 17i16~17, i18~19+0~+1+8~+9+31a
* delayable
* Combo from 1st hit
leroyHRM.f+1h17i14~15+0+15g
Balcony Break
leroyHRM.f+4M21i26~29+0+40a
8 chip damage on block
* Low crush 13~30
lidia2h8i11+0+8
lidia3+4m,m6,20i20~21, i18+0+23g
* Jail from 1st attack
* Balcony break on airborne hit
* Transition to CAT on hit or block only
* Low crush 16~40
lidiadf+2m17i15+0+11+14 (+24g)
* Strong Aerial Tailspin
* Elbow
* Transition to CAT on hit or block only
lidiaws1,2m, h12, 18i13~14, i21~22+0+11
* Combo from 1st hit with 1f delay
* Transition to CAT on hit or block only
lidiaws4,2m, h13, 12i11~12, i18+0+8
* Combo from 1st hit with 2f delay
* Transition to CAT on hit or block only
lili2h8i10+0+8
liliSS.1+2m21i19~20+0+25a (+16)+64a
* Balcony Break
* Sidestep takes 9f, effective startup i28~29
ninaH.b+1+2m,m,h,h,h,h5,20,2,2,3,3i16, i8~10, i28, i5, i5, i6+0+33a (+7)
* Balcony Break
* Weapon
* Removes Recoverable Health
* 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~-15
* Jails
* t109? r33 FC on hit
* 20f timestop on hit
* Consumes 240F of remaining Heat time
* 15 chip damage on block
ninad+4,1l, h6, 10i12, i24+0+6+11
* Combo from 1st CH with 6f delay
* Interrupt with i4 from 1st block
* Input can be delayed 9f
* Cancel to SS with D_U (-13/-2)
** Cannot block up to i21 on block?
ninau+4M21i23~28+0c~+5c+5g~+10g+22a
* Spike
* Opponent recovers crouching on hit
* Low crush 7~30
* Floating state 31~33
nina2+4t35i12~14+0+0d
* Homing
* Throw break 1 or 2
* Side switch
* Nina recovers BT
nina2+4,2t25+0-5d
* Unbreakable
* Side switch
ninaCHD.1t25 (30)+0d+3d
* Removes Recoverable Health
* Throw break 1
* Power up with 3,4,1+2 (+5 damage)
ninaCHD.2t8 (13)+0d+7
* Throw break 2
* Power up with 4,2,1+2 (+5 damage)
ninaSTB.2t5 (7)+0-6d
* Removes Recoverable Health
* Unbreakable
* Side switch
* Power up with input 2,1,3 (+2 damage)
ninauf+1+2t30,10i12+0+29a (-32)
pandahcb,f+1+2th(h)50i11+0+5
* Throw break: 1+2
* 60 dmg if opponent hits the wall
* Opponent status on hit: FUFA
* Side switch on throw break and hit
pandauf+1+2th(h)35i12~140+26d (+7)
* Throw break: 1+2
* Balcony Break
* Opponent status on hit: FUFT
paul2h8i10+0+6
paulqcb+1M24i21~22+0c+27d FDFA+53a
* Floor Break
* Floor Breaks even on a standing or crouching opponent
* Chip damage (7)
paulf,F+1+2t38i12+0 BT/+0 FUFA+20d
* Balcony Break
* Throw break 1+2
* Side switch if broken
* +0 FUFA if broken at wall
ravenqcf+1+2m,m10,20i24 i350+11a (+2)
* Balcony Break
ravenBT.2h9i10+0+7
ravenBT.3,4h, m10, 17i10, i28~30+0~+2+1~+3+11g~+13g
* Combo from 1st hit with 2f delay
* Interrupt with i9
* Input can be delayed 6f
* Move can be delayed 5f
* Forces crouch on CH
* i10 attacks guaranteed on CH (1st active frame)
ravenBT.b+2,4m, h14, 13i16~17, i17~18+0+5
* Transition to BT (+0/+5) with B
* Transition to FC (+0/+5) with D
* Combos from 1st hit CH
* Jail from 1st attack with 3f delay
ravenSZN.1+2h25i15~16+0~+1+23a+69a (+53)
* Homing
* Balcony Break
* Strong Aerial Tailspin
* Tornado on CH
* 7 chip damage on block
reinad+2m17i15+0c+3c+33d
* Spike
* Elbow
* Does not knockdown on counter hit after inputting d+2,H.1+2
reinaWRA.3+4M26i18~19+0c~+1c+5d
* Spike
* 7 chip damage on block
* Opponent is FDFA on normal hit
shaheen2h10i10+0+6
shaheenf+4h24i15~16+0+13g
* Balcony Break
* Homing
* 7 chip damage on block
shaheenb+1m20i19~20+0c+6c
* Heat Engager
* Heat Dash +67a (+50)
* Transition to +0c, +6c FC with D
steveFLK.1,1,d+1h, h, h14, 8, 23i12, ,i15~17+0+18g+42a
* Balcony Break
* Combo from 2nd CH with 9F delay
* Jail from 2nd block with no delay
* Duckable on block
* Move can be delayed by 11F
* Same hit as (FLK.1),d+1
steveFLK.1,d+1h, h14, 23i12, i15~17+0+18g+42a
* Balcony Break
* Combo from 1st CH with 14F delay
* Jail from 1st block with ?F delay (crouch assist bufferable)
* Duckable on block
* Move can be delayed by 14F
stevePAB.1,2h, h10, 14i12~13, i15~16+0+8
* Combo from 1st hit
* Jail from 1st block
stevePAB.1+2th45i110+0d
* 1+2 for throw break
steveTFA.1th15+0+14
* Press 1 for throw break
* 15F throw break window
* 10F throw break window on CH
* Consumes 240F of remaining heat time on successful throw
* Consumes 120F of Heat time on break
steveTFA.2th50 (60)+0+0d
* Press 2 for throw break
* 15F throw break window
* 1F throw break window on CH (bug)
* Consumes 480F of remaining heat time on successful throw
* Consumes 240F of Heat time on break
* 60 damage on wall splat
steveuf+1+2t40i12~13+0+0d
* 1+2 Throw break
* Sideswitch
* Opponent left FUFA
victord+2m21i18+0+4c
* Heat Engager
* Heat Dash +5, +67a (+50)
* Weapon
* 6 chip damage on block
victorIAI.d+1M25i180+24a (+9)
* Heat Engager
* Heat Dash +5, +42a (+27)
* Balcony Break
* Weapon
* 7 chip damage on block
xiaoyud+3,4L, h12, 21i14, i25~26+0+26a (+17)
* Balcony Break
* Combo from 1st CH
* Interrupt with i9 from 1st block
* Whiffs vs SSR, SWR from 1st block
xiaoyuBT.2h9i12+0+6
* Transition to BT
xiaoyuhFC.3,2L, h11, 6i15~17, i18+0+7
* Combo from 1st hit CH
* Interrupt with i3 from 1st block
* Whiffs vs SSL, SWL from 1st block
xiaoyuuf+1+2t40i12+0+0d
* Throw Break 1+2
* Side swap
yoshimitsuuf+3+4,1,3+4M, h, M20, 8, 21i31~35, ,i31~35+0c~+4c-14a
* Floor Break
* 3rd hit delayed 18f, effective startup i49~53
* On hit, transitions to r49 backward jump automatically
* Low crush 28~50
* Floating state 51~53
yoshimitsuqcf+1h,h,M24,15,35i28~34 i37 i58~60+0~+2+30a
* Floor Break 2nd and 3rd
* Weapon
* 14 chip damage on block
* Can be buffered
* Can be performed in FC
* 1st and 2nd hits connect only vs airborne opponent
* Low crush 10~55
* Floating state 56~58
yoshimitsuws1,1,1,1m, h, h, m12, 12, 12, 25i13~14, ,i25~26+0c+6c
* Floor Break
* Combos from 3rd CH with 5f delay
* Input can be delayed 12f
yoshimitsuKIN.4h23i16~17+0+20a (+11)+49a
* Homing
* Balcony Break
* Enter KIN +3 +23a (+14) r26 with 1+2
* Enter MED -1 +19a (+10) r28 with 3+4
yoshimitsu(Tackle reverse)t25+0d
* Available only after reversing Ultimate Tackle with 1+2
* Unbreakable (even in NSS)
yoshimitsu2+4t35i12~14+0+1
* Homing
* Floor Break
* Throw break 1 or 2
* Side switch on hit
yoshimitsuqcf+2t22i15~16+0+0
* Throw break 1+2
* 35 damage as a backthrow
* Yoshimitsu recovers 16 health
* On break:
** -Opponent recovers 22 health (35 on backthrow)
** -Yoshimitsu loses 16 health
yoshimitsuuf+1+2t40i11+0+1
* Floor Break
* Throw break 1+2
* Side switch on break
zafina1,2,3h, h, h5, 9, 12i10, ,i200+9
* Combo from 2nd hit CH with 8f delay
* Interrupt with i1
* Move can be delayed 7f
* Cancel SCR transition -9 +0 t71 r28 with B
zafina3h17i13+0+9
* Cancel SCR transition -8 +1 t40 r27 with B
zafinaf+2,3m, h17, 12i19, i19+0+9
* Cancel SCR transition -9 +0 t68 r28 with B
* Combo from 1st hit with 13f delay
* Move cannot be interrupted
* Input can be delayed 17f
* Move can be delayed 15f
zafinaws3m16i12+0+9
* Cancel SCR transition -8 +1 t39 r27 with B
zafinaMNT.1,3m, h12, 12i13, i190+9
* Jails from first attack
* Cancel SCR transition -8 +1 t46 r27 with B
zafinaSCR.3,3m, h15, 20i13, i16+0+25a (+15)
* Balcony Break
* Combo from 1st hit with 14f delay
* Interrupt with i1 from 1st block
* Move can be delayed 9f
alisa2+3m[12;12]i16+1+2c
* Heat Burst
* Cancel to r45 with b,b on frame 42
* 2 chip damage on block
* 12 chip damage on hit
* Only deals recoverable damage
* Cannot cause a K.O.
* Power crush 7~16
alisa1h5i10+1+8
Recovers 2f faster on hit or block (t27 r17)
alisadf+1,1m, h10, 20i13, i30~31+1+8
* Balcony Break (airborne)
* Combo from 1st CH with 2f delay
* Interrupt with i12 from 1st block
* Move cannot be delayed
alisaDES.f+1+2m,m,m,m,m,m,m,m29i23~27 i1~5 i1~4 i1~4 i1~5 i1~5 i1~4 i1~1+1+33a
* Weapon
* Combo from any hit
* Transition to DBT (+4/+36a) with 3_4
* 5 chip damage on block
* 8 chip damage on block in heat
anna2+3m[12;12]i16+1+2c
* Heat Burst
* Cancel to r45 with b,b on frame 42
* 2 chip damage on block
* 12 chip damage on hit
* Only deals recoverable damage
* Cannot cause a K.O.
* Power crush 7~16
anna1h5i10+1+8
Recovers 2f faster on hit or block (t27 r17)
anna1+2m[5;5]i16~18+1+9+14
* Homing
* Enter TOM +3 +8 with F on hit only
* 100% recoverable damage
annad+2m17i16~17+1c+7c+24d
* Spike
annaqcf+1h20i13~17+1~+5+3~+7+47a (+37)
* Elbow
* Bufferable
* Chip damage on block
* Perfect input d,df,f#1, f and 1 must be pressed on the same frame, grants +3 damage and increased chip damage on block
armor-king2+3m[12;12]i16+1+2c
* Heat Burst
* Cancel to r45 with b,b on frame 42
* 2 chip damage on block
* 12 chip damage on hit
* Only deals recoverable damage
* Cannot cause a K.O.
* Power crush 7~16
armor-king1h5i10+1+8
Recovers 2f faster on hit or block (t27 r17)
armor-king2h10i10+1+7
armor-kingFC.df+2m23i24~25+1+52a
* 6 chip damage on block
* 20f timestop on hit
armor-kingBAD.1h13i11+1+8
armor-kingCH.ws2,2m,m20,22 (15) / 25 (17)i12, i11~12+1+35a (+28)
* Power up with input f,d,df+2 in a 20f sequence
* Can input during frames 25-74
asuka2+3m[12;12]i16+1+2c
* Heat Burst
* Cancel to r45 with b,b on frame 42
* 2 chip damage on block
* 12 chip damage on hit
* Only deals recoverable damage
* Cannot cause a K.O.
* Power crush 7~16
azucena2+3m[12;12]i16+1+2c
* Heat Burst
* Cancel to r45 with b,b on frame 42
* 2 chip damage on block
* 12 chip damage on hit
* Only deals recoverable damage
* Cannot cause a K.O.
* Power crush 7~16
azucena1h5i10+1+8
Recovers 2f faster on hit or block (t27 r17)
azucenaf+4,4~2m, h16, 23i17~18, i23~24+1+52a
* 6 chip damage on block
* Input can be delayed by 18F
* Move cannot be delayed
* i42~43 effective startup (Cancel takes 19f)
* Interrupt with i21 from 1st block
* Whiffs vs SS, SW from 1st block
* Interrupt with i11 from 1st hit
* Whiffs vs SSR, SWR from 1st hit
*
azucenad+2,3m, h15, 20i17~18, i24~25+1+16g
* Strong Aerial Tailspin
* Balcony Break
* Combo from 1st hit with 7f delay
* Interrupt with i3 from 1st block
azucena(Back to wall).b,b,UBm25i27~33+1~+7+7a (-3)
Balcony Break
* Floating state 5~13
* is8~13
* Low crush 14~36
* Floating state 37~62
bob1h5i10+1+8
Recovers 2f faster on hit or block (t27 r17)
bob3,2m, h14, 20i15~16, i22~23+1+19cg+70a (+54)
* Balcony Break
* Tornado
* Combo from 1st hit with no delay
* Combo from 1st CH with 7F delay
* Interrupt with i3 from 1st block
* Instant Tornado on CH
* Move can be delayed by 9F
bobu+3+4M20i24~28+1+6c
* Spike
* 4 chip damage on block
* Low crush 12~29
bob(back to wall).b,b,UBm21i35~38+1+34d
* Floating state 5~7
* is8~24
* Floating state 25~33
* Low crush 34~37
* Floating state 38~40
bobBAL.1,2m, h16, 21i15~17, i24~25+1+28a (+18)
* Heat Engager
* Heat Dash +43d (+35)
* Balcony Break
* Combo from 1st hit with 8F delay
* Move cannot be interrupted (crouch assist bufferable)
bryan1h5i10+1+8
Recovers 2f faster on hit or block (t27 r17)
bryan2h10i10+1+7
bryanf+1+2h22i20~21+1+19d
* Balcony Break
* Elbow
* 6 chip damage on block
bryanqcb+1h22i13~14+1+19cg+72a (+56)
* Tornado
* Balcony Break
* 4 chip damage on block
* Forces tech back roll on hit
claudio2+3m[12;12]i16+1+2c
* Heat Burst
* Cancel to r45 with b,b on frame 42
* 2 chip damage on block
* 12 chip damage on hit
* Only deals recoverable damage
* Cannot cause a K.O.
* Power crush 7~16
claudio1h5i10+1+8
Recovers 2f faster on hit or block (t27 r17)
claudio4,3h, h13, 14i12, i25~26+1+15g
* Homing
* Balcony Break
* Combo from 1st hit with 1f delay
* +22a (+15) if the 1st hit counterhits
* Interrupt with i6 from 1st block
* Low crush 17~30
claudiof+3h18i18+1+15g+14
* Homing
* Balcony Break
* +22a (+13) on BT hit
* Low crush 9~24
claudiob+4,1m, h10, 18i17, i20~21+1+4
* Tornado
* Balcony break on airborne hit
* Combo from 1st hit with no delay
* Combo from 1st CH with 10f delay
* Move cannot be interrupted
* Input can be delayed 12F
* 5 chip damage on block
clive2+3m[12;12]i16+1+2c
* Heat Burst
* Cancel to r45 with b,b on frame 42
* 2 chip damage on block
* 12 chip damage on hit
* Only deals recoverable damage
* Cannot cause a K.O.
* Power crush 7~16
clive1h5i10+1+8
Recovers 2f faster on hit or block (t27 r17)
clive1,f+2h, h5, 22i10, i25~26+1+13g
* Balcony Break
* Weapon
* Combo from 1st CH
* Input can be delayed 2f
* 6 chip damage on block
* +20a (+11) on BT hit
clivef+2,1m, h10, 13i15, i21~22+1+20g
* Balcony Break
* Combo from 1st hit
devil-jin2+3m[12;12]i16+1+2c
* Heat Burst
* 46f timestop at frame 14 of activation (t92)
* Cancel to r87 with b,b on frame 42 (frame 28 of timestop)
** t41 r27 effective recovery
* 20f timestop on block or hit
* 2 chip damage on block
* 12 chip damage on hit
* Only deals recoverable damage
* Cannot cause a K.O.
* Power crush 7~16
devil-jin1h5i10+1+8
Recovers 2f faster on hit or block (t27 r17)
devil-jinFLY.4,1M, h10, 20i20~21, i40~41+1+71a (+51)
* Strong Aerial Tailspin
* Balcony Break
* Interrupt with i19 from 1st block
* Whiffs vs SW from 1st block
* +40a (+33) on neutral guard hit from 1st hit
* +26a (+17) on BT hit
* Low crush 1~
devil-jinMCR.4,1M, h10, 20i20~21, i40~41+1+71a (+51)
* Strong Aerial Tailspin
* Balcony Break
* Interrupt with i19 from 1st block
* Whiffs vs SW from 1st block
* +40a (+33) on neutral guard hit from 1st hit
* +26a (+17) on BT hit
* Low crush 1~
dragunov2+3m[12;12]i16+1+2c
* Heat Burst
* Cancel to r45 with b,b on frame 42
* 2 chip damage on block
* 12 chip damage on hit
* Only deals recoverable damage
* Cannot cause a K.O.
* Power crush 7~16
dragunov1h5i10+1+8
* Recovers 2f faster on hit or block (t27 r17)
* Increased tracking and different animation when 1,3 is input
dragunovd+1m18i18~19+1c+8c+13d
* Floor Break
* Elbow
dragunovb+4,2,1m, m, h15, 10, 17i14, ,i23~24+1+5+14c
* Combo from 1st CH or 2nd hit with 7F delay
* Interrupt with i3 from 1st block
* Move can be delayed by 10F
eddy2+3m[12;12]i16+1+2c
* Heat Burst
* Cancel to r45 with b,b on frame 42
* 2 chip damage on block
* 12 chip damage on hit
* Only deals recoverable damage
* Cannot cause a K.O.
* Power crush 7~16
eddy1h5i10+1+8
Recovers 2f faster on hit or block (t27 r17)
eddydb+4,4m, h14, 27i17~18, i33~34+1+35a (+9)
* Balcony Break
* Combo from 1st hit
* Interrupt with i8
* Mandinga level increases by 1 on hit
* Becomes +19a(-7) on hit when gaining Mandinga
* 8 chip damage on block
* Low crush 22~30
* Floating state 31~33
eddy(back to wall).b,b,UBm21i35~38+1+34d
* Floating state 5~7
* is8~24
* Floating state 25~33
* Low crush 34~37
* Floating state 38~40
fahkumram1h5i10+1+8
Recovers 2f faster on hit or block (t27 r17)
fahkumramRAM.1m20i19+1+20a (+3)
* Balcony Break
* Elbow
* 6 chip damage on block
feng2+3m[12;12]i16+1+2c
* Heat Burst
* Cancel to r45 with b,b on frame 42
* 2 chip damage on block
* 12 chip damage on hit
* Only deals recoverable damage
* Cannot cause a K.O.
* Power crush 7~16
feng1h5i10+1+8
Recovers 2f faster on hit or block (t27 r17)
fengSS.1+2m24i22~23+1~+2+21a (+12)
* Balcony Break
* 7 chip damage on block
heihachi2+3m[12;12]i16+1+2c
* Heat Burst
* Cancel to r45 with b,b on frame 42
* 2 chip damage on block
* 12 chip damage on hit
* Only deals recoverable damage
* Cannot cause a K.O.
* Power crush 7~16
heihachi1h5i10+1+8
Recovers 2f faster on hit or block (t27 r17)
heihachidf+1,2*m, m10, 28i13~14, i38~39+1+32a (+11)
* Reversal Break
* Balcony Break
* 11 chip damage on block
* Interrupt with i21 from 1st block
* Interrupt with i9 from 1st hit
* Whiffs vs SS and SW from 1st block
* Whiffs vs SSR and SWR from 1st hit
* Recover an additional 3 health on hit or block
heihachiWAR.f,F+3m25i20~22+1c+56a
* Spike
* 7 chip damage on block
hwoarang2+3m[12;12]i16+1+2c
* Heat Burst
* Cancel to r45 with b,b on frame 42
* 2 chip damage on block
* 12 chip damage on hit
* Only deals recoverable damage
* Cannot cause a K.O.
* Power crush 7~16
hwoarang1h5i10+1+8
Recovers 2f faster on hit or block (t27 r17)
hwoaranguf+4,4,4h, m, L12, 12, 12i22~23, ,i9~10+1+7
* Combo from 2nd CH
* Also possible during RFF
* Transition to RFS
* Third hit is not low parryable if the first two hits connect. Parryable if the first two hits whiff.
hwoarangRFF.df+3m21i22~24+1+6
* Homing
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Remains in RFF (transitions to LFF on Heat activation or when using Heat Dash)
* Low crush 9~
hwoarangRFF.f+1h5i10+1+8
hwoarangRFS.df+4m17i17~19+1+8c+26a
* 4 chip damage on block in heat
jack-82+3m[12;12]i16+1+2c
* Heat Burst
* Cancel to r45 with b,b on frame 42
* 2 chip damage on block
* 12 chip damage on hit
* Only deals recoverable damage
* Cannot cause a K.O.
* Power crush 7~16
jack-82h10i11+1+9
* Recovers 2f faster on hit or block (t29 r18)
jack-82,1,ufh, m10, 12i11, ,+1+6
* Recover in crouch
* Move can be delayed by 4F
* Input can be delayed by 14F
* Can cancel into Make Some Noise by pressing 1+2 (uf,n,1+2)
* Low crush 12
jin2+3m[12;12]i16+1+2c
* Heat Burst
* Cancel to r45 with b,b on frame 42
* 2 chip damage on block
* 12 chip damage on hit
* Only deals recoverable damage
* Cannot cause a K.O.
* Power crush 7~16
jin1h5i10+1+8
Recovers 2f faster on hit or block (t27 r17)
jinf,F+3,1m, h20, 5i23~25, i15+1+7
* Airborne combo from 1st hit (+33a (+26))
* Links to 1 jab extensions (e.g. f,F+3,1,2,4)
* Jails attack inputs (crouch assist bufferable)
* Duckable
jun2+3m[12;12]i16+1+2c
* Heat Burst
* Cancel to r45 with b,b on frame 42
* 2 chip damage on block
* 12 chip damage on hit
* Only deals recoverable damage
* Cannot cause a K.O.
* Gain 5 Kazama Essence on Heat Burst activation
* Power crush 7~16
jun1h5i10+1+8
Recovers 2f faster on hit or block (t27 r17)
kazuya2+3m[12;12]i16+1+2c
* Heat Burst
* Cancel to r45 with b,b on frame 42
* 2 chip damage on block
* 12 chip damage on hit
* Only deals recoverable damage
* Cannot cause a K.O.
* Power crush 7~16
kazuya1h5i10+1+8
Recovers 2f faster on hit or block (t27 r17)
king2+3m[12;12]i16+1+2c
* Heat Burst
* Cancel to r45 with b,b on frame 42
* 2 chip damage on block
* 12 chip damage on hit
* Only deals recoverable damage
* Cannot cause a K.O.
* Power crush 7~16
king1h5i10+1+8
Recovers 2f faster on hit or block (t27 r17)
king2h10i10+1+7
kuma2+3m[12;12]i16+1+2c
* Heat Burst
* 46f timestop at frame 14 of activation (t92)
* Cancel to r87 with b,b on frame 42 (frame 28 of timestop)
** t41 r27 effective recovery
* 20f timestop on block or hit
* 2 chip damage on block
* 12 chip damage on hit
* Only deals recoverable damage
* Cannot cause a K.O.
* Power crush 7~16
kuma1h5i10+1+8
Recovers 2f faster on hit or block (t27 r17)
kumaSIT.fspN/A / i26~i31 Heat+1~+6 / -6~-1 HBS+7~+12 / 0~+5 HBS
* Alternative input: FC.3+4 or FDFA.f
* Transition to ROL
* Transition to HBS with input ROL.D or ROL.3+4
* Transition to FC with no input
* Becomes special mid attack during Heat (Uses 120F of remaining Heat time)
kumahFC.1+2spi26~i31+1~+6+7~+12
* Transition to ROL
* Becomes SM projectile 5dmg attack during Heat (Consumes 120F of remaining Heat time)
** +14~+19 or -6~-1 HBS or +1~+6 FC on block
** +20~+25 or +0~+5 HBS or +7~+12 FC on hit
* Can be done from Crouch Level 1
* Floating state 1~31
kunimitsu2+3m[12;12]i16+1+2c
* Heat Burst
* Cancel to r45 with b,b on frame 42
* 2 chip damage on block
* 12 chip damage on hit
* Only deals recoverable damage
* Cannot cause a K.O.
* Power crush 7~16
kunimitsu1h5i10+1+8
Recovers 2f faster on hit or block (t27 r17)
kunimitsub+1h8i17+1+7+12
Can continue into db+3 up to 3 times (at 13,15,16f respectively) after up to 3 b+1 hits.
kunimitsuu+3+4M,M10,12i39~42 i4~6+1c+24a
* Spike
* Kunimitsu is invisible on frames 12~29, but can still be hit
* Low crush 12~42
* Floating state 43~45
lars2+3m[12;12]i16+1+2c
* Heat Burst
* 46f timestop at frame 14 of activation (t92)
* Cancel to r87 with b,b on frame 42 (frame 28 of timestop)
** t41 r27 effective recovery
* 20f timestop on block or hit
* 2 chip damage on block
* 12 chip damage on hit
* Only deals recoverable damage
* Cannot cause a K.O.
* Power crush 7~16
lars1h5i10+1+8
Recovers 2f faster on hit or block (t27 r17)
larsDEN.1h14i11~12+1+8
* Elbow
* Transition to SEN with input F (-3/+4)
law2+3m[12;12]i16+1+2c
* Heat Burst
* Cancel to r45 with b,b on frame 42
* 2 chip damage on block
* 12 chip damage on hit
* Only deals recoverable damage
* Cannot cause a K.O.
* Power crush 7~16
law1h5i10+1+8
Recovers 2f faster on hit or block (t27 r17)
lawub+1+2h20i16~17+1+16g
* Balcony Break
* Homing
* Jab evasion
law1+2+3+4,2h22i14+1+15a+50a
* Balcony Break
* 6 chip damage on block
lawBT.1h7i10+1+8
Can route into the same strings as his normal 1
lawBT.1+2h20i15~16+1+16g
* Balcony Break
* Homing
* Jab evasion
lawDSS.2h20i14+1+15a+50a
* Balcony Break
* 6 chip damage on block
lee2+3m[12;12]i16+1+2c
* Heat Burst
* Cancel to r45 with b,b on frame 42
* 2 chip damage on block
* 12 chip damage on hit
* Only deals recoverable damage
* Cannot cause a K.O.
* Power crush 7~16
lee1h5i10+1+8
Recovers 2f faster on hit or block (t27 r17)
lee2h10i10+1+7
lee(back to wall).b,b,UBm21i35~38+1+34d
* Floating state 5~7
* is8~24
* Floating state 25~33
* Low crush 34~37
* Floating state 38~40
leo2+3m[12;12]i16+1+2c
* Heat Burst
* 46f timestop at frame 14 of activation (t92)
* Cancel to r87 with b,b on frame 42 (frame 28 of timestop)
** t41 r27 effective recovery
* 20f timestop on block or hit
* 2 chip damage on block
* 12 chip damage on hit
* Only deals recoverable damage
* Cannot cause a K.O.
* Power crush 7~16
leo1h5i10+1+8
Recovers 2f faster on hit or block (t27 r17)
leroy2+3m[12;12]i16+1+2c
* Heat Burst
* Cancel to r45 with b,b on frame 42
* 2 chip damage on block
* 12 chip damage on hit
* Only deals recoverable damage
* Cannot cause a K.O.
* Power crush 7~16
leroy1h5i10+1+8
Recovers 2f faster on hit or block (t27 r17)
leroyuf+2m25i24~25+1+10a (+1)
* Balcony Break
* Alternate input: u+2
* chip damage on block
* Low crush
leroy(back to wall).b,b,UBm21i35~38+1+34d
* Floating state 5~7
* is8~24
* Floating state 25~33
* Low crush 34~37
* Floating state 38~40
lidia2+3m[12;12]i16+1+2c
* Heat Burst
* Cancel to r45 with b,b on frame 42
* 2 chip damage on block
* 12 chip damage on hit
* Only deals recoverable damage
* Cannot cause a K.O.
* Power crush 7~16
lidiaH.1+2m25i31+1+37a (+29)
* Reversal Break
* Balcony Break
* Cancel to r35 backdash with b,b at frame 10
* Cancel to r18 forward dash with f,f at frame 3
* Transition to HAE on hit or block only
* Cancel HAE transition with B
* Consumes 90F of remaining Heat time
* Hold for 20~30 frames
lidia1h5i10+1+8
Recovers 2f faster on hit or block (t27 r17)
lidiaHRS.1h22i17~18+1+16g
* Balcony Break
* Homing
* Transition to WLF on hit or block
* +8 WLF frame advantage and 8 chip damage on block after absorbing an attack in power crush state
* Power crush 7~16
lili2+3m[12;12]i16+1+2c
* Heat Burst
* RAB.2+3: i21 actual startup
* Cancel to r45 with b,b on frame 42
* 2 chip damage on block
* 12 chip damage on hit
* Only deals recoverable damage
* Cannot cause a K.O.
* Power crush 7~16
lili1h5i10+1+8
Recovers 2f faster on hit or block (t27 r17)
lili(back to wall).b,b,UBm21i35~38+1+34d
* Floating state 5~7
* is8~24
* Floating state 25~33
* Low crush 34~37
* Floating state 38~40
miary-zo2+3m[12;12]i16+1+2c
* Heat Burst
* Cancel to r45 with b,b on frame 42
* 2 chip damage on block
* 12 chip damage on hit
* Only deals recoverable damage
* Cannot cause a K.O.
* Power crush 7~16
miary-zo1h5i10+1+8
Recovers 2f faster on hit or block (t27 r17)
miary-zof,f,F+2,1h, h12, 14i14, i17~18+1+33d (+25)
* Balcony Break
* Elbow
* Jail from 1st attack
* Chip damage on block
* Enter MOR +4 +36d (+28) r27 with F on hit or block only
miary-zoSS.2m22i20+1+3+59a
* Balcony Break (airborne)
* Enter MOR +4 +6 r32 with F
* 4 chip damage on block
* Sidestep takes 9f, effective startup i29
nina1h5i10+1+8
Recovers 2f faster on hit or block (t27 r17)
nina2h10i10+1+7
ninadf+3,2m, h13, 9i14, i19+1+5+12
* Combo from 1st hit with 10f delay
* Move cannot be interrupted
* Enter SS 0 +4 +11 with D or U
* Enter CD -1 +3 +10 t29 r10 with F
* Enter SWA +8 +12 +19 with B
nina(back to wall).b,b,UBm21i35~38+1+34d
* Floating state 5~7
* is8~24
* Floating state 25~33
* Low crush 34~37
* Floating state 38~40
ninaqcf+1h19i14~16+1~+3+3~+5+47a (+37)
* 5 chip damage on block,
* bufferable
panda2+3m[12;12]i16+1+2c
* Heat Burst
* Cancel to r45 with b,b on frame 42
* 2 chip damage on block
* 12 chip damage on hit
* Only deals recoverable damage
* Cannot cause a K.O.
* Power crush 7~16
panda1h5i10+1+8
Recovers 2f faster on hit or block (t27 r17)
pandaHBS.f,fspN/A / i26~i31 Heat+1~+6 / -6~-1 HBS+7~+12 / 0~+5 HBS
* Transition to ROL
* Becomes Special Mid attack during Heat (partially uses remaining Heat time)
pandaSIT.fspN/A / i26~i31 Heat+1~+6 / -6~-1 HBS+7~+12 / 0~+5 HBS
* Alternative input: FC.3+4 or FDFA.f
* Transition to ROL
* Transition to HBS with input ROL.D or ROL.3+4
* Becomes special mid attack during Heat (partially uses remaining Heat time)
pandahFC.1+2spi26~i31+1~+6+7~+12
* Transition to ROL
* Becomes SM projectile 5dmg attack during Heat (Consumes 120F of remaining Heat time)
** +14~+19 or -6~-1 HBS or +1~+6 FC on block
** +20~+25 or +0~+5 HBS or +7~+12 FC on hit
* Can be done from Crouch Level 1
* Floating state 1~31
paul2+3m12i16+1+2c
* Heat Burst
* Consumes Heat
* t92 on whiff
* Cinematic freeze on frame 15
* Cancel to t42 r26 standing with b,b
* Power crush 7~
paul1h5i10+1+8
Recovers 2f faster on hit or block (t27 r17)
paulub+2*m30i27+1+17a
* Homing
* Balcony Break
* 9 chip damage
paulws1,2~bm, m16, 17i15~16, ,+1+14g+15
* Sidestep u can be buffered from 44f
* SWA attacks can be buffered from 51f
* Transition to cs1~ r9 -10 +4 +5 DPD from 60f with df
paulqcb+4h17i15~16+1+23d (+14)+59a
* Homing
* Chip damage (6)
paulH.f,F+2,1+2m, m14, 31i15~17, i29~30+1+25a (-1)
* Balcony Break
* Consumes 270F of Heat
* Combos from 1st hit
* Jails from 1st hit
* 7 chip damage
<Showing 4801-5200 of 6584 moves>