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All Characters Tekken 8 Frame Data

CharCommandHit levelDamageStartupBlockHitCounter hitNotes
raven2+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
raven1h5i10+1+8
ravenb+4,B+4m, M13, 24i14~15, i37~42+1c~+6c+2c~+7c+12a
* Spike
* Interrupt with i15
ravenSZN.1h12i14~15+1+8~+9+13
Transition to t30 r2? CD at +5~+6/+12~+13g/+17 with input F
reina2+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
reina1h5i10+1+8
Recovers 2f faster on hit or block (t27 r17)
reinaSEN.3h22i12~13+1+7
* Homing
* Heat Engager
* Heat Dash +5, +43d (+35)
* Deals chip damage on block
shaheen2+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
shaheen1h5i10+1+8
shaheenb+3m17i19+1c+3c+14c
* 5 chip damage on block
shaheenuf+1m25i24~25+1+20d
* Balcony Break
* Heat Engager
* Heat Dash +67a (+50)
* 10 chip damage on block
* Cancel to FC with input uf+1,D
* Low crush 9
shaheen(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
steve2+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
steve1h5i10+1+8
Recovers 2f faster on hit or block (t27 r17)
stevePAB.f+2,1m, m18, 24i18~19, i34~35+1+24a (+14)
* Balcony Break
* Combo from 1st hit
* Interrupt with i15 from 1st block
victor2+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
victor1h5i10+1+8
Recovers 2f faster on hit or block (t27 r17)
xiaoyu2+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
xiaoyu1h5i10+1+8
xiaoyuf+4h23i19~21+1+13
* Homing
* Chip on block [4]
xiaoyu(back to wall).b,b,UBm21i35~38+1+34d
Transition to BT
* Floating state 5~7
* is8~24
* Floating state 25~33
* Low crush 34~37
* Floating state 38~40
yoshimitsu2+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 7~62
* On
* cancel:
* Floating state 12~20
* Low crush 21~29
* Floating state 30~32
yoshimitsu1h5i10+1+8
Recovers 2f faster on hit or block (t27 r17)
yoshimitsu1+2,PM,M10,12i15~18 i3~6+1c~+4c+14a
* is1~20
* Low crush 11~42
* Floating state 43~45
yoshimitsub+1h8i17+1+7+12
Can transition to Spinning Evade with b+3 or b+4
yoshimitsuu+3+4M,M10,12i39~42 i3~6+1c~+4c+24a
* Floor Break
* Floor break occurs on 2nd hit
* Evades some mid attacks from frames ?-?
* Yoshimitsu becomes invisible on frames 15~30 but can still be floated
* Low crush 11~42
* Floating state 43~45
yoshimitsu(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
zafina1h5i10+1+8
Recovers 2f faster on hit or block (t27 r17)
zafinaf,F+2h20i15~16+1+21a (+12)+38a
* Homing
* Balcony Break
* 6 chip damage on block
alisaub+3+4M25i37~39+2c~+4c+25a
Spike
* Low crush 5~39
annaCJM.1+2M23i17~18+2c+8c+23d
* Spike
* 4 chip damage on block
annaHAM.2,1,2m, h, M12, 23, 32i15~16, ,i33~34+2c+17a (+7)
* Spike
* Weapon
* Combo from 1st hit
* Interrupt with i4 from 1st block
* 6 chip damage on block
* 9 chip damage on block in heat (30%)
annaHAM.1+2M30i24~25+2c+17a (+7)
* Balcony Break
* Spike
* Weapon
* 6 chip damage on block
* 9 chip damage on block in heat (30%)
armor-kingu+1+2m25i35~36+2c+22a
* Low crush 8~29
* Floating state 30~32
armor-kingf,F+3h23i17~19+2+15a (+6)
* Balcony Break
* Homing
* 6 chip damage on block
asukaNWG.f,F+1+2M24i19~20+2+32a+68a (+52)
* Tornado
* 7 chip damage on block
* Consumes NWG
* Consumes 300F of remaining Heat time
* Grounded hit can be inconsistent sometimes
* Unparryable with traditional punch parries (bug?)
azucenab+2h21i18~19+2+22a (+13)
* Balcony Break
* Homing
* 6 chip damage on block
azucenab+3m21i19+2c+8c
* Heat Engager
* Heat Dash +5, +67a (+50)
* Spike
* 6 chip damage on block
azucenaf,f,F+3,2m, h10, 20i15~16, i10~12+2+25a (-1)
* Balcony Break
* Elbow
* Jail from 1st attack
* 8 chip damage on block
* Available only as combo from 1st hit
* Transition to LIB r37 with F on frame 22 (+3/+28a (+2))
* Low crush 1~24
* Floating state 25~27
azucenaBT.1h9i10~11+2+6+8
azucenaLIB.d+3m25i24~26+2+13a+38a
* Balcony Break
* Floor Break on airborne hit
* High crush 6~
bob4,4h, M15, 22i13, i32~37+2c+5d
* Spike
* Airborne combo from 1st CH with 2F delay (-7d)
* Interrupt with i14 from 1st block
* Whiffs vs SS, SW from 1st block
* Low crush 19~37
cliveSS.1+2M21i25~26+2+49a
* Spike
* Weapon
* 6 chip damage on block
* Transition to FC with D
* Side step takes 9f, effective startup i34~35
devil-jin3,1m, h16, 11i17~19, i29~30+2+8
* Combo from 1st hit
* Interrupt with i3 from 1st block
* Move cancels 2nd and 3rd active frames of 3
devil-jinH.4~3,1+2M, SM21, 15i29-32, i24~35+2~+13+4cg~+15cg
* Tornado
* Weapon
* Balcony Break
* Projectile (unparryable)
* Forces tech back roll on hit
* +58a (+42) from previous hit
* Jail from 1st block
* 3 chip damage on block
* Consumes 210F of remaining heat time
* +1d on BT hit
devil-jinH.b,f+2,1,4,1+2m, m, M, SM12, 12, 21, 15i15~17, ,i24~35+2~+13+4cg~+15cg
* Balcony Break
* Tornado
* Weapon
* Projectile (unparryable)
* Forces tech back roll on hit
* +59a(+43) from previous hit
* Jail from 3rd block
* 3 chip damage on block
* Consumes 210F of remaining heat time
* +1d on BT hit
devil-jinH.f,n,d,df+1+2,1+2m, SM25, 20i26~27, i25~36+2~+13+4cg~+15cg
* Tornado
* Weapon
* Projectile (unparryable)
* +60a(+44) from previous hit
* Jail from 1st block
* 4 chip damage on block
* Consumes 600F of remaining heat time
* No pushback on 1st CH
* Forces tech back roll on hit
* +1d on BT hit
fahkumramGRF.f+2,1,2m, M, m14, 22, 20i15~16, ,i29+2+15d
* Floor Break
* Elbow
* Consumes GRF
* Partially consumes remaining Heat Time
* Combos from 1st hit
* 6 chip damage on block
* Low crush
fahkumramdf+3~3m20i17+2+12d
* 6 chip damage on block
fengu+2M25i38~40+2c+10
7 chip damage on block
* Low crush 9~35
* Floating state 36~38
heihachi1+4SL[10;10]i17+2+21g
* Reversal Break
* Balcony Break
* Can only be used once per match
* Ultimate Count 3 required to use
* Can be used while in FUJ
* Opponent recovers crouching on hit
* Cannot cause a K.O
heihachib+2m20i22~23+2+7
* Balcony break on airborne hit
* Chip damage on block
hwoaranguf+3,4m, m11, 12i28~29, i20~21+2+13
* Available on hit or block only
* Jail from 1st block
* Combo from 1st hit
* Also possible during RFF
* Transition to RFS
* Floating state 1~
hwoarangLFS.uf+3,4m, m11, 12i28~29, i20~21+2+13
* Available on hit or block only
* Jail from 1st block
* Combo from 1st hit
* Transition to RFS
* Floating state 1~
hwoarangRFF.2h6i10+2+8
* Remains in RFF
jack-8b+2m27i19+2+2a
* Heat Engager
* Heat Dash +5, +36a(+26)
* Balcony Break
* Gain GMC on Heat activation
* Can be charged to power up
jinH.df+2,1+2m, m12, 25i16~17, i24~25+2+30a (+4)
* Balcony Break
* Combo from 1st hit
* Jail from 1st block
* Consumes 240F of remaining Heat time
* 5 chip damage on block
jinDVS.3M25i26~28+2c+22a
* Spike
* 7 chip damage on block
* Low crush 5~25
* Floating state 26~28
jinZEN.4M25i27~33+2~+8+17d~+23d
* Spike
* 7 chip damage on block
* Low crush 7~33
* Floating state 34~36
jun2,1,1+2h, m, h7, 9, 21i12, ,i22+2+22cg
* Balcony Break
* Elbow
* Combo from 2nd CH with 9f delay
* Interrupt with i6 from 2nd block
* Forces tech backroll on hit
junf+1+2h(5)i12+2+26g+23
* Balcony Break (airborne)
* Transition to r20 MIA on hit only
* Deals 5 recoverable damage
* Cannot cause a K.O.
* Deals 6 damage to self (4 recoverable)
* Power up in Heat (ps5~12)
* Unparryable
* Gain 6 Kazama Essence on normal hit and 5 on block or airborne hit
kingb+2,1+2h, h16, 22i14, i24~25+2c+22a
* Spike
* Head
* Move can be delayed by 10f
* Input can be delayed by 15f
kingb+4h25i17~21+2+14gc
* Balcony Break
kingu+1+2m25i35~36+2c+22a
* Floor Break
* Parryable by traditional punch parries
* Low crush 9~33
kingJGR.3*m34i22~23+2+21a (-5)
* Balcony Break
* Homing
* Effective startup i52~53?
* 10 chip damage on block
* Partially uses remaining Heat time during Heat
* Low crush 11~30
* Floating state 31~33
leeH.df+3+4m30i16~17+2+9a (+0)
* Balcony Break
* 6 chip damage on block
* Consumes 300F of remaining Heat Time
* Has good left sidestep tracking
* Transition to MS r39 with F (+2/+9a (+0))
* 20f timestop on hit
leeb,B+4h23i19+2+25a
* Strong Aerial Tailspin
* Homing
* Transition to +5, +28a HMS with 3
* 6 chip damage
leef,F+2h23i15+2+18gc+69a (+53)
* Tornado
* Balcony Break
* Transition to +5, +21gc, +72a (+56) MS with F
* 6 chip damage
leef:F+2h26i15+2+18gc+69a (+53)
* Tornado
* Balcony Break
* Transition to +5, +21gc, +72a (+56) MS with F
* 11 chip damage
Perfect Input not required during Heat
Partially consumes remaining Heat Time
leeHMS.1h7i12+2+9
* Cancel to MS r18 with F at frame 10
* Cancel to Scatter Kick (HMS.3) with 3 at frames 1 to 10 (i19 to i28)
lidiab+1m24i18+2+22cg
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
* 4 chip damage on block
* Forces tech backroll on hit
lidiaHAE.2m,m10,20/24/28i13, i20~21+2+14a
* Balcony Break
* 7/11/12 chip damage on block
* Power up based on Heaven and Earth level
* +35a (-1) on hit with HAE level 3
* 2nd hit available on hit or block only
lidiaWLF.1m24i22~36+2+30a (+22)
* Tornado
* Balcony Break
* Cancel with b,b or f,f on frames 10~18
* 7 Chip damage on block
* Jab evasion
liliBT.3+4M24i29~32+2~+5+7c~+10c
* Spike
* Chip on block [9]
* Evasive, can jump over some mids
* Low crush 5~31
* Floating state 32~34
miary-zoH.f+4,2m, m12, 25i18, i31+2+16a (+7)
* Balcony Break
* Weapon
* Combos from 1st hit
* Interrupt with i7 from 1st block
* 7 chip damage on block
* Partially consumes remaining Heat Time
* f+4,H.d+2 to push opponent to foreground
* f+4,H.u+2 to push opponent to background
miary-zoWAL.4m40i12~20+2+10a (+34)
* Balcony Break
* Reversal Break
* Transition to MOR +5 +13d with F
* Low crush
paulf,F+4M20i27~34+2+18a
* Chip damage (8)
* Low crush 14~31
* Floating state 32~34
ravenu+3h23i27~28+2+6~+7
* Strong Aerial Tailspin
* 9 chip damage on block
* Alternate input: ub+3
* Can be performed during CD (Shadow Sprint)
* Low crush 9~30
* Floating state 31~33
reinaf+4m20i19~20+2c+5c+29d
* +13c on crouching hit
* Opponent is FDFA on CH
* Spike
victorf,f,F+2m21i18~19+2+8cg+61a (+45a)
* Balcony Break
* Weapon
* Transition to IAI r36 with d or 3+4 (+5/+11cg/+64a (+48a))
* Forces tech back roll on hit
* 6 chip damage on block
xiaoyudb+3L0i15+2c+2c+14
*
xiaoyuBT.db+4L0i15+2c+2c+14
* Alternate input BT.df+4
yoshimitsuH.DGF.1M26i30~31+2+30d+46a
* Floor Break
* Weapon
* 13 chip damage on block
* Recovers 1 base health or 6 additional recoverable health on hit
* Consumes 240F of remaining Heat time
* Low crush 1~27
yoshimitsuKIN.2,1+2*m, M15, 30i21~22, i47~49+2~+4+2a
* Balcony Break
* Floor Break
* Weapon
* 9 chip damage on block
* Power in NSS or Heat
* -3d on backturned hit
yoshimitsuMED.3m,M15,15i17~28 i28~39+2~+13+43a
* Floor Break
* BT.d+3 is guaranteed on meaty block
* 1st hit only connects if the opponent is close enough
* Low crush 14~41
* Floating state 42~44
zafinab+1+3m,m5,23i30~34, i29~30+2+12d
* Zafina automatically retaliates on successful power crush
* Deal 8 recoverable damage to self without Heat
* +2 and 11 chip damage on block after attack absorption
* Gain ORB on hit
* Power crush 6~29
zafinab+1+2,ORB.1+2m17,5,15i19~20+2+10a (-16)
* Balcony Break
* Deals 12 recoverable damage to self without Heat
* Consumes ORB
* Consumes 240F of remaining Heat time
* Azazel's Power
* Deals 5 additional damage when Zafina's remaining health is below 48
* 8 chip damage on block
** Deals 13 chip damage on block when Zafina's remaining health is below 48
* Available only on hit or block
* Jail from 1st block
alisaDES.f+1h21i11~13 i1~3 i1~3 i1~3 i1~3 i1~3 i1~1+3+9
* Weapon
* 1 chip damage on block
* 7 chip damage on block in heat
alisaH.f,F+2,1+2m, m,m,m,m,m18, 28i16~17, i22~23+3+25a (-1)
* Balcony Break
* Weapon
* Combo from 1st hit
* Jail from 1st block
* 7 chip damage on block
* Consumes 210F of remaining Heat time
* Low crush 15~58
* Floating state 59~61
annaf,f,F+4m28i19~20+3+19a (+9)
* Balcony Break
* 8 chip damage on block
* Hitstop 20f on hit
* Low crush 14~29
* Floating state 30~32
armor-kingf+4M21i23~25+3c+7c+12c
Spike
armor-kingH.db+2,1m, m12, 25i14, i26~27+3+17a (+8)
* Balcony Break
* Combo from 1st hit
* Interrupt with i5 from 1st block
* Consumes 240F of remaining Heat time
asukaf+4h21i19~21+3+28a
* Homing
* Balcony Break (CH)
asukaf,f,F+3m32i24~28+3~+7+16a (+7)+48a (+1)
* Balcony Break
* ub,b+3:i68~72 effective startup
* 9 chip damage on block
* Low crush 3~30
* Floating state 31~33
asukaTackle.2,1,2,15,5,5,10+3c+0d
* Unbreakable unless reversed
* only 1st and 4th hits can be blocked
* 1 to defend left side (against right punch)
* 2 to defend right side (against left punch)
* 1, 2 or 1+2 to defend tackle from behind
* Does not consume CH state on hit
azucenaLIB.1h14i13+3+8
* 4 chip damage on block
bobf+3,4m, m18, 23i21~24, i28~29+3+10a (+1)+55cs
* Balcony Break
* Combo from 1st CH with 6F delay
* Interrupt with i11 from 1st block
* Interrupt with i5 from 1st hit
* Whiffs vs SS, SW from 1st block
* Whiffs vs SSR from 1st hit
* 4f timestop on CH
* Move cannot be delayed
* Input can be delayed by 6F
bobu+3M20i22~23+3+7+9c
* Spike
* Transition to BAL r23 with F (+7/+12g/+16c)
** FC r49 transition with no input (Cannot block i16 and i11 moves after block and hit transitions respectively)
* Low crush 9~20
bobf,n,d,df+3,2m, h16, 27 (18)i16~17, i23~24+3+19a / +24a (-11)
* Balcony Break
* Spike (airborne)
* Airborne combo from 1st hit (+24d (-11))
* Jails attack inputs from 1st block (crouch assist bufferable)
* Transition to FC r30 with D (+3/+19a/+25a (-10))
* Duckable
* 5 chip damage on block
* Low crush 1~33
* Floating state 34~36
cliveb+3,P,2m35i20~21+3+16a (+6a)
* Reversal Break
* Balcony Break
* Weapon
* Move can be delayed by 20F
* is1~9
* Floating state 10~20
clivef,F+1+2m22i20+3+9c
* Spike
* Weapon
* 2 chip damage on block
devil-jinb+1+2m21i20~21+3c+7c+24d
* Spike
* Opponent recovers FDFA on CH
* 4 chip damage on block
devil-jinuf+3m21i28~29+3c+13
* Floor Break
* +24d on BT hit
* Low crush 9~25
* Floating state 26~28
eddy1+2m17i20+3c+5c+14c
* Spike
* Elbow
eddyqcb+4h25i21~22+3+34a (+8)
* Homing
* Balcony Break
* Mandinga level increases on hit
* Becomes +19a (-7) r45 on hit when Mandinga level increases
* 10f timestop on hit
* 7 chip damage on block
* Low crush 10~21
fahkumram3,4~4m, h11, 20i13, i16+3+13g+30a
* Homing
* Balcony Break
* Strong Aerial Tailspin
* Effective startup i29
* Interrupt with i11 from 1st block
* 6 chip damage on block
* Combos from 1st hit CH
* Interrupt with i11 from 1st block
* Just frame input 3,4:4; effective startup i32
** 24 damage, 7 chip damage, slightly different juggle properties
** Input 4 during frames 14~16 of 3,4
** Interrupt with i14 from 1st block or i3? from 1st hit
fahkumramf+3,2,4~4m, m, h16, 13, 20i17~18, ,i16~17+3+13g+30a
* Homing
* Balcony Break
* Strong Aerial Tailspin
* 6 chip damage on block
* Combos from 2nd hit
* Just frame input 3,4:4
* 24 damage, 7 chip damage, slightly different juggle properties
fahkumramf+4m26i25+3c+8c+14c
* Floor Break
fahkumramdf+1,4~4m, h12, 20i15~16, i16+3+13g+30a
* Homing
* Balcony Break
* Strong Aerial Tailspin
* 6 chip damage on block
* Combos from 1st hit CH
* Just frame input 3,4:4
** 24 damage, 7 chip damage, slightly different juggle properties
** Interrupt with i16 from 1st block or i7 from 1st hit
* Interrupt with i13 from 1st block
* Interrupt with i4 from 1st hit
fengSS.2h18i15+3+9+31g
* Homing
* Transition to BT
heihachif,f,F+1+2h20i15+3+6d
* Spike
* Transition to r32 +6 +9d RAI with F
* 4 Chip damage on block
* Low crush 3~23
hwoarangu+4m18i16~18+3+11g+11
* Also possible during RFF
* Transition to RFS
* Low crush 9~
hwoarangws2,3m, h12, 10 (15)i15~16, i23~25+3+72a (+56) / +10
* Tornado
* Combo from 1st hit
** +72a (+56) from 1st hit
** Balcony Break from 1st hit
* Transition to LFS
* Low crush 17~
hwoarangSS.3,3m, h13, 16i18~19, i9~10+3+14g+14
* Jail from 1st block
* Combo from 1st hit
* +34a (+27) on 1st CH
* Transition to LFS
hwoarangLFS.2,2,3,4,3,4,4,4,4,3m, h, h, L, m, m, l, h, m, h15, 7, 10, 7, 7, 8, 7, 10, 21 (14), 42 (21)i16, ,i16~19+3+4a (-6)
* Balcony Break
* Airborne combo from 8th hit
* Combo from 9th hit
* Jail from 9th block
* Low crush 5~
jack-8f+1,2,2m, h, m13, 12, 22i14~15, ,i33~34+3+3a
* Can be charged to power up
* Interrupt with i14 from 2nd block
* Interrupt with i3 from 1st hit
jinH.2+3m,h,m57i15~16+3+0d
* Heat Smash
* Reversal Break
* Balcony Break
* Transition to attack throw after 1st hit
* Transition to CD automatically on block
* Transition to standing on block with B
* 6 chip damage on block
* Jail from 1st attack
junf+4h21i19~21+3~+5+13~+15
* Balcony Break (airborne)
* Homing
junf,F+3,3+4m, m,m23, 12,15i18~19, i35~36 i5~6+3+14a
* Spike
* 7 chip damage on block
* Interrupt with i11 from 1st block
* Interrupt with i5 from 1st hit
* Whiffs vs SSR from 1st block
* +14d on BT hit
* Floating state 25~39
junf,f,F+3m28i24~28+3~+7+14a (+5)+46d (-1)
* Balcony Break
* 8 chip damage on block
* Low crush 3~30
* Floating state 31~33
kingf+1+4m21i17~19+3+7
* Chest attack, unparryable by Asuka, Nina, etc
kingf,f,F+3m25i20~25+3+30(+22)
* Balcony Break
* Knee
* 7 chip damage on block.
* 10 chip damage on block in heat.
kingJGR.2h24i18~19+3+5a
* Strong Aerial Tailspin
* 4 chip damage on block.
* Power up into JGR.2* after 30F? or during Heat
** Partially uses remaining Heat time during Heat.
kumadb+1,2**h, M11, 30i14~15, i47~48+3+42a
* Spike
* Reversal Break
* 12 chip damage on block
* Startup shortened during Heat: i34~35 startup (partially consumes Heat time)
* Transition to HBS with D or 3+4
kumaf,f,F+1+2m30i20~24+3+9c
* Balcony Break
* Heat Engager
* Heat Dash +5, +36a (+26)
* 9 chip damage on block
* Transition to HBS with D or 3+4 (+3/+9c; does not shift when using Heat Dash)
* Forces tech backroll on hit
* Panda: shorter attack hitbox range, reduced vertical height (does not hit as deep or high)
* Low crush 21~35
* Floating state 36~38
kumaws1,2**m, m13, 38i13~15, i44+3+27a (-9)
* Transition to HBS with input D or 3+4
* Balcony Break
* Tornado
* Reversal Break
* chip damage on block
* Heat reduces charge length (consumes partial Heat time)
kumaHBS.1,2**M, M10, 30i12, i44~45+3+49a
* Reversal Break
* Replaces HBS.1,2*: i33~34 startup during Heat (t83? r36?)
* 12 chip damage on block
kunimitsuH.2+3m,t50i14~15+3-5d
* Heat Smash
* Reversal Break
* Balcony Break
* Transition to attack throw on hit
* 10 chip damage on block
* High evasion at frame 6?
* Low crush 20~44
* Floating state 45~47
kunimitsu1,1,4h, m, m5, 12, 23i10, ,i26~27+3+5a
* Spike
* Interrupt with i15 from 2nd block
* Whiffs vs SS, SW from 2nd block
* Input can be delayed 9f
* Move cannot be delayed
* Available on hit or block only
* 4 chip damage on block
* Low crush 5~29
* Floating state 30~32
kunimitsud+1m23i19+3c+6c+13c
* Spike
kunimitsuf,f,F+3m30i23~27+3~+7+18c
* Balcony Break
* Hit vs BT +15d
* Forces tech backroll on hit
* Low crush 3~29
kunimitsuBT.1,2,4h, m, m10, 14, 23i11, ,i26~27+3+5d
* Spike
* Available on hit or block only
* Interrupt with i15 from 2nd block
* Whiffs vs SS, SW from 2nd block
* Input can be delayed 10f
* Move cannot be delayed
* 4 chip damage on block
* Low crush 5~29
* Floating state 30~32
kunimitsuBT.1,4h, h10, 20i11, i21+3+15c
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Combo from 1st hit with 8f delay
* Interrupt with i5 from 2nd block
* Input can be delayed 8f
* Move can be delayed 4f
* Forces tech backroll on hit
* 4 chip damage on block
kunimitsuSET.1,2,4h, h, m8, 13, 23i10~11, ,i26~27+3+5a
* Spike
* Input can be delayed 10f
* Move cannot be delayed
* Available on hit or block only
* Interrupt with i15 from 1st block
* Whiffs vs SS, SW from 1st block
* 4 chip damage on block
* Low crush 5~29
* Floating state 30~32
lawf+1+2m20i20+3c+8c+55a
Transition to FC with D
lawDSS.1h14i12+3+7+17c
* 4 chip damage on block
* Transition to DSS
lawDSS.3h25i19+3+40a
* Homing
* Balcony Break
* 5 Chip damage on block
leef,f,F+3,4m, m14, 26i14, i20+3+19d
* Floor Break
* Transition to +6, +29d (-6) HMS with 3
* Combos from 1st hit
* 7 chip damage
* Balcony break on 2nd hit only
* Low crush
leroySS.3+4m,m20,6i20~21, i9~10+3+8
* Transitions to HRM
* Low crush 23~36
lilidf+3m20i20~22+3c+8c+19a
* Floor Break
lilif,f,F+3m30i23~30+3~+10+20a (+10)
* Balcony Break
* Chip damage on block [9]
* Low crush 3~27
* Floating state 28~30
miary-zodb+1+2h18i18+3+13c
* Balcony Break (airborne)
ninaf+3h,h10,20i14~15 i10~11+3~+4+24a (+15)+54a
* Balcony Break
* Does not jail
* 2nd hit is homing
pandadb+1,2**h, M11, 30i14~15, i47~48+3+42a
* Spike
* Reversal Break
* 12 chip damage on block
* Startup shortened during Heat: i34~35 startup (partially consumes Heat time)
* Transition to HBS with D or 3+4
pandaf,f,F+1+2m30i20~24+3+35d (-23)
* Balcony Break
* Heat Engager
* Chip damage
* Transition to HBS with input D or 3+4 (does not shift when using Heat Dash)
* Low crush
* 21F
pandaws1,2**m, m13, 38i13~15, i44+3+27a (-9)
* Transition to HBS with input D or 3+4
* Balcony Break
* Tornado
* chip damage on block
* Cannot absorb with power crush
* Heat reduces charge length (consumes partial Heat time)
pandaHBS.1,2**m, m10, 30i12~13, i44~45+3+49a
* chip damage on block
* Cannot absorb with power crush
* Heat reduces charge length (consumes partial Heat time)
paul1+2*m35i46+3+20d (+10)
* Balcony Break
* H.1+2* with Heat
* Chip damage (10)
* Move can be delayed 21f (i67)
* Charge begins on frame 1
* Requires 28~55f charge
* Delayed startup from 35~55f charge
* Cancel to t27 r1 CS from 17~35f with f
** Cancel can be delayed 8f
** Sidestep u can be buffered 2f after cancel
** CS attacks can be buffered from 26f
** Decaying 13f delay on CS attacks
*** Decays to 0 delay 24f after cancel
* Cancel to t41 r12 SWA from 17~35f with b
** Cancel can be delayed 8f
** Sidestep u can be buffered from 27f
** SWA attacks can be buffered from 26f
* 1+2 from 1~27f charge
* Burning Fist at 56f charge
paulf+1+2m22i20~21+3c+8c+35d (+27)
* Balcony Break (CH only)
* Chip damage (4)
* Move can be delayed 9f (i29~30)
* Delayed startup from 5~23f charge
* f+1+2* at 24f charge
* H.f+1+2* at 24f charge
* Transition to 0, +5c DPD with DF
pauldf+1~bm11i14, +3+9
* Sidestep u can be buffered from 16f
* SWA attacks can be buffered from 24f
* Transition to cs1~ r9 -1 -12 DPD from 32f with df
shaheenf+3+4M,M20i22~23+3c+11c
* 6 chip damage on block
* Transitions to SNK
* Floor Break
shaheenSS.1+2m23i19~20+3+22g+35a
* Sidestep takes 9f; effective startup i28
* 6 chip damage on block
steveb+1,2h, h10, 17i13~14, i17~18+3+8
* Homing
* Strong Aerial Tailspin
* Combo from 1st hit
* Interrupt with i1 from 1st block
* Transition to LNH
* Transition to r34? standing with b (-1/+4)
steveLWV.1,2m, h14, 14i14, i22~23+3+8
* Strong Aerial Tailspin
* Homing
* Combo from 1st hit with 7F delay
* Interrupt with i2 from 1st block
* Move can be delayed by 10F
* Transition to LNH
* Input b to cancel LNH at r34? (-1/+4/+4)
steveLWV.1,f+1,1m, m, h14, 9, 8i14, ,i16+3+7+68a
* Combo from 1st or 2nd hit
* Transition to r14? FLK with b (+4/+8/+69a)
* r14? FLK FC cancel?
* Move cannot be interrupted
stevePAB.df+1,2m, h12, 20i15~16, i17-18+3+8
* Strong Aerial Tailspin
* Homing
* Combo from 1st hit with 8F delay
* Transition to LNH
* Transition to standing with B (-1/+4)
steveRWV.1,2m, h13, 17i14~16, i22~23+3+8
* Strong Aerial Tailspin
* Homing
* Combo from 1st hit with 2F delay
* Interrupt with i5 from 1st block
* Move can be delayed by 11F
* Transition into LNH
* Input b to cancel LNH at r34? (-1/+4/+4)
victorf+1+2m30i24~25+3+1a
* Balcony Break
* Heat Engager
* Heat Dash +5, +67a (+50)
* Weapon
* 9 chip damage on block
victorub+2*m22i28~29+3+32a+66a (+50)
* Weapon
* Balcony Break
* Tornado on CH
* Transition to PRF +4 +33a with F
victorIAI.1,1+2m, h9, 23i13~14, i20~21+3+20a (-6)+21a
* Homing
* Weapon
* Combo from 1st hit
* Deals 9 chip damage on block
* Hit confirmable 11F
* Opponent is FUFA on CH
* Low crush
victorIAI.1+2h30i20~21+3+20 (-6)+21a
* Homing
* Weapon
* 12 chip damage on block
* Opponent is FUFA on CH
* Low crush 10
xiaoyub+3h22i18~19+3+8c+32d
* Unparryable by standard kick parries (backturned heel?)
* 6 chip damage on block
* Transition to BT
xiaoyuws3m22i22~23+3+6c+51a
* Transition to FC +3 +6c with D
xiaoyuBT.1+2,4m,m, h6,6, 20i16~18,i3~5, i23~24+3+19a (+10)
* Heat Engager
* Heat Dash +5, +62a (+42)
* Balcony Break
* Combo from 1st hit with 14F delay
* Interrupt with i6 from 1st block
* Whiffs vs SSR from 1st block
* Move can be delayed by 8F
* Input can be delayed by 15F
* 6 chip damage on block
* Transition to BT
zafinaH.2+3h,sm51i12~13 i47~53 i1~7 i1~7 i1~6 i1~2+3+0d
* Heat Smash
* Reversal Break
* Balcony Break
* Jail from 1st block
* 10 chip damage on block
* Transition to attack throw on hit
zafinaf+3h28i17+3+14
* Balcony Break
* Good left sidestep tracking
* Cancel SCR transition -1 +10 t? r? with B
zafinaSCR.d+3,3l, h10, 28i18, i24+3+77a (+61)
* Combo from 1st CH
* Cancel SCR transition -1 +73a (+57) t55 r31 with B
* Interrupt with i6 from 1st block
* Whiffs vs SSR, SWR from 1st block
* Tornado launches on standing hit only
alisaws3m18i19~20+4+15
* Cancel with B
* Actionable after 15 frames
alisaBKP.1h21i11~13+4~+6+27a (+1)
* Strong Aerial Tailspin
* Balcony Break
* 9 chip damage on block
* Transition to SBT at +6/+29 (+3) with 3 or 4
* Transition to DBT at +6/+29 (+3) with f+3 or f+4
alisaDBT.f+1+2m,m,m,m,m28i17-18, i8~9, i8~9, i8~9, i8~9+4+25a (-1)
* Balcony Break
* Weapon
* 8 chip damage on block
* Low crush 1
alisaDES.1+2h,h,h7,7,20i16~18 i5~7 i9~11+4+15g
* Homing
* Balcony Break
* Weapon
* 6 chip damage on block
* 12 chip damage on block in heat
* Jails
anna1,2,1,4h, h, h, h5, 8, 4, 18i10, ,i20~21+4+32a (+22)
* Tornado
* Chip damage on block
* String jails vs hits (string duckable)
* Floating state 20~39
annaH.uf+3,1m, h22, 20i23~24, i40~89+4g~+53g+20a (-6)
* Strong Aerial Tailspin
* Balcony Break
* Weapon
* Combo from 1st hit
* Fragile debuff on hit or block, opponent receives chip damage from any attack, removed when land a hit on you
* 6 chip damage on block
* Consumes 300F of remaining Heat time
* Jails from 1st attack
annaf,F+2h21i17~18+4+2a
* Homing
* Balcony Break (airborne)
* Weapon
* 6 chip damage on block
annaSS.3M23i21~23+4c+8c+25d
* Spike
* Sidestep adds minimum 9f, effective startup i30~32
annaTOM.1m20i8~57+4~+53+20a (-6)
* Balcony Break
* Weapon
* Fragile debuff on hit or block, opponent receives chip damage from any attack, removed when Anna is damaged
* 4 chip damage on block
* 6 chip damage on block in Heat
* Power up in Heat: 30dmg
* Consumes 90F of remaining Heat time
armor-kinguf+1m20i23~24+4+11g+58a
* Balcony Break
* 6 chip damage on block
* +18a (+9) on BT hit
armor-kingBAD.1,4h, h13, 22i11, i22~23+4~+5+11g~+12g
* Transition to BT
* Combo from 1st hit with 6F delay
* Interrupt with i3 from 1st block
* Input can be delayed by 6F
* Move can be delayed by 1F
armor-kingDMD.2,1t, t10 (15), 15 (20)+4-3d
* 1 break
* Power up with input 1,1,1+2
* 45/55 total damage
* Opponent recovers FDFR?
* AK recovers FUFA on break
* Side switch on break
armor-kingDMD.2,2t, t10 (15), 20 (25)+4-3d
* 2 break
* Power up with input 3,4,1+2
* 50/60 total damage
* Opponent recovers FDFL?
* AK recovers FUFA on break
* Side switch on break
armor-kingDMD.1+2,1t, t10 (15), 20 (25)+4-3d
* 1 break
* Power up with input 4,3,4,1+2
* 50/60 total damage
* Opponent recovers FDFL?
* AK recovers FUFA on break
* Side switch on break
armor-kingDMD.1+2,2t, t10 (15), 25 (30)+4-3d
* 2 break
* Power up with input 2,1,1,1+2
* 55/65 total damage
* Opponent recovers FDFR?
* AK recovers FUFA on break
* Side switch on break
asukaf,f,F+1+2h24i17~18+4+32a (+6)+67a (+51)
* Tornado
* Homing
* Balcony Break
* 4 chip damage on block
* Instant Tornado on CH
* Unparryable by traditional punch parries (running attack)
asuka(Back to wall).b,b,UBm21i39~41+4c~+6c+22a
* Floating state 5~13
* Low crush 14~33
* Floating state 34~36
azucenaH.LIB.1,2,F+4+26a
* Strong Aerial Tailspin
* Consumes 210F of remaining Heat time
* 70% scaling on combo
* 6 chip damage on block
* Floating state 15~33
azucenaH.LIB.d+3+4M27i16~18+4~+6+22a
* Tornado
* Consumes 210F of remaining Heat time
* Transition to FC with D
* Floating state 2~48
azucenaH.b+1,1,2,F+4+26a
* Strong Aerial Tailspin
* Consumes 210F of remaining Heat time
* 70% scaling on combo
* 6 chip damage on block
* Floating state 15~33
azucenaH.b+2,F+4+26a
* Strong Aerial Tailspin
* Homing
* 70% scaling on combo
* Consumes 210f of remaining Heat time
* 7 Chip damage on block
* Low crush 15~30
* Floating state 31~33
azucenad+1m20i20~21+4+7c+44a
* Spike
* Elbow
azucenauf+3+4m,M10,18i21~22, i10~12+4~+6+8c
* Spike
* Transition to BT r33 with B
* 8 chip damage on block
* Low crush 16~36
* Floating state 37~39
azucenaws3m23i20~21+4+16cg
* Balcony Break
* 6 chip damage on block
* Opponent recovers crouching
bobf,n,d,df+1+2*m33i28+4+39a
* Balcony Break
* Charge for 23-28F
* 6 chip damage on block
bobH.BAL.1,4m, m,m (t)16, 11,20 (14)i15~17, i24~25+4+0d
* Floor Break
* Balcony Break +17a from 3rd hit
* Shift to attack throw r86 on front hit
* Combo from 1st hit with 8F delay
* 25dmg with scaling from 2nd hit
* Move cannot be interrupted
* +22a (-13) on back hit
* Consumes 240F of remaining Heat Time
* Low crush 23~58
* Floating state 59~73
bobBAL.3m25i24~25+4+17a (+0)
* Balcony Break
* Tornado
* Low crush 21~25
* Floating state 26~43
bryanb+1m21i20~21+4+7c+78a (+58)
* Spike
* Elbow
bryanSNE.b+1+2m,m9,15i20 i14+4+33d (+25)
* Balcony Break
* Elbow
* Consumes SNE
* Chip damage on block (6)
claudiof+4m23i22~23+4c+4c+28d
claudiouf+2m21i21+4c+20a
* Heat Engager
* Heat Dash +5, +67a (+50)
* Balcony Break
* Spike
* Transition to r49 STB on hit without STB and Heat
* Transition to FC r30 with D
* 4 chip damage on block
* Low crush 9~22
cliveH.PHX.2,1+2m, m12, 32i15, i23~24+4+25a(-1a)
* Balcony Break
* Weapon
* Combo from 1st hit
* Interrupt with i7 from 1st block
* 6 chip damage on block
* Consumes 150F of remaining Heat time
devil-jin1,2,3h, h, m5, 8, 25i10, ,i29~31+4+24a
* Floor Break
* Input can be delayed 1f
* Move cannot be delayed
* Interrupt with i10 from 2nd block
* Whiffs vs SS, SW from 2nd block
dragunovf,f,F+2m22i15~17+4+6cg+44a
* Balcony Break
* Spike
* 4 chip damage on block
* Do f,n,f+2 within 8 total frames for the powered up (bluespark) version - 26 damage and 7 chip damage on block
* Forces tech back roll on hit
eddyb+4,4,3h, M,M, M14, 6,6, 10i21~22, ,i28~30+4c+14a
* Combo from 1st CH or 3rd hit with
* 3 Chip damage on block
* Low crush 8~27
* Floating state 28~30
eddyub+3M25i31~33+4c+13a
7 Chip damage on block
eddyws4,4,4,3m, h, M,M, M13, 10, 6,6, 10i11~13, ,i28~30+4c+14a
* Combos from 3rd hit
* 3 Chip damage on block
eddyHSP.4,2~3m, M10, 20i12~13, i28~30+4c+14d
* Combo from 1st CH
* 6 chip damage on block
* Low crush
* Floating state
fengb+3m21i22~23+4+6+10a
* Knee
* 4 chip damage on block
* Transition to r25 CD on hit or block with df (+6/+8/+12d)
** Transition to r1 FC with DF~db (+5/+7/+11d)
feng(Back to wall).b,b,UBm21i39~41+4c~+6c+22a
* Floating state 5~13
* is8~13
* Low crush 14~46
* Floating state 47~49
heihachif+4m20i19~20+4+7c+26d
* Spike
* Enter FUJ r27 with D
* +15c against a crouching opponent
heihachiub+1+2*m27i29+4+28d
* Floor Break
heihachiuf+3,4m, m17, 20i28~29, i20~21+4+30a (+23)
* Strong Aerial Tailspin
* Balcony Break
* Chip damage on block
* Unavailable on whiff
* Low crush 1~
heihachiFUJ.3,4m, m17, 20i28~29, i20~21+4+30a (+23)
* Strong Aerial Tailspin
* Balcony Break
* Combo from 1st hit
* Jail from 1st block
* 8 chip damage on block
* Unavailable on whiff
* Low crush 1~
hwoarangCD.3m27i18~19+4+25a (+16)+57a (+10)
* Tornado
* Balcony Break
* 8 chip damage on block
* Also possible during RFF
* Transition to LFS
hwoarangLFS.4h24i14~16+4+27a (+18)
* Balcony Break
* Transition to RFS
* Low crush 8~27
* Floating state 28~30
hwoarangLFS.f+3m23i19~20+4+26a
* Balcony Break
* Heat Engager
* Heat Dash +5, +36a (+26)
* Remains in LFS (does not transition on Heat activation or when using Heat Dash)
hwoarangRFF.3~4h27i27~30+4~+7+46a~+49
* Strong Aerial Tailspin
* Homing
* Balcony Break
* Clean hit, 35dmg
* Input 4 on frames 1~4
* 10 chip damage on block
* Power crush 8~26
hwoarangRFF.b+2m17i16~17+4~+5+6c~+7c+25d~+26d
* 5 chip damage on block
* Remains in RFF
hwoarangRFS.3h24i14~16+4+27a (+18)
* Balcony Break
* Transition to LFS
* Sidesteps to the left
* 7 chip damage on block in heat
* Low crush 8~26
* Floating state 27~29
hwoarangRFS.4,3m, m17, 21i14, i23~24+4+25a (+16)
* Tornado
* Balcony Break
* Transition to LFS
* Combo from 1st CH with 1F delay
* Combo from 1st hit during heat
** Does not combo when 3 is input on frame 14 or 15 (bug)
* Move cannot be interrupted
* Move cannot be delayed
* Input can be delayed by 1F
* 4 chip damage on block in heat
* Consumes 180F of remaining Heat time
jack-8b+3+4m24i25+4c+12c
*
Head
jack-8uf+2m25i24~25+4c+13c+11d
* Elbow
* Low crush 9
jack-8f,F+3M22i26+4+9c+22a
* Transition to FC with D
jack-8f,f,F+1+2m34i20~23+4+7a (-2)
* Balcony Break
* Shoulder
* Chip damage on block (10)
* Alternate input wr1+2
jack-8ws2,4m, h10, 26i14, i16+4+21a (+11)
* Balcony Break
* Combos from 1st hit
* Interrupt with i3 from 1st block
* Chip damage on block (7)
jack-8FC.df+3+4*,ufm32i30~35, +4+29d (+21d)
* Recover in crouch
* Can cancel into Make Some Noise by pressing 1+2 (uf,n,1+2)
* Low crush 15
jack-8GMH.3M28i24+4+9c+22a
* Floor Break
* Transition to FC with D
** (+7 oH, +2 oB)
jack-8GMH.4h30i14~18+4+21d (+11)
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* 9 chip damage on block
* Gain GMC on Heat activation
jinH.db+1+2M0i19~34+4+23g~+38g
* Strong Aerial Tailspin
* Balcony Break
* Weapon?
* Transition to DVS r34 on hit or block
** Stance moves can be delayed by 9F
** Transition to r44 FC with no input
* Unparryable by traditional parries, Asuka, Nina, etc
* Consumes 300F of remaining Heat time
* Opponent recovers crouching
* Power crush 6~18
jinDVS.2sm23i11~12+4+38a (+28)
* 6 chip damage on block
jun1,2,2h, h, h5, 8, 12i10, ,i16~17+4+11+20c
* Homing
* Combo from 2nd hit with 9F delay
* Jails attack inputs with 1F delay (crouch assist bufferable)
* Duckable
* Restores 2 health on hit
* Gain 6 Kazama Essence on normal hit and 5 on airborne hit
junf+3,2m, h13, 17i16, i20~21+4+11+20c
* Homing
* Combo from 1st hit with 10F delay
* Interrupt with i5 from 1st block
* Move can be delayed by 5F
* Input can be delayed by 10F
* Restores 2 health on hit
* Gain 6 Kazama Essence on normal hit and 5 on airborne hit
junu+2h17i23~24+4+11+20c
* Homing
* Restores 2 health and 2 recoverable on hit
* Gain 6 Kazama Essence on normal hit and 5 on airborne hit
* Stance moves can be delayed by 15F
jun(Back to wall).b,b,UBm21i39~41+4c~+6c+22a
* Floating state 5~13
* is8~13
* Low crush 14~46
* Floating state 47~49
junGEN.4h24i26~28+4~+6+26a (+17)
* Homing
* Balcony Break
* Low crush 16~33
* Floating state 34~36
junMIA.1+2m17i20~21+4+11g
* Homing
* Strong Aerial Tailspin
* Balcony Break on airborne hit
* Transitions to IZU on hit or block
* Gain 6 Kazama Essence on normal hit and 5 on block or airborne hit
* High crush 8~21
kazuyaf+4m20i19~20+4c+7c+31d
Spike
kumaROL.1h31i15~16+4+35d (+27)
* Balcony Break
* Tornado
* Guard Break during Heat
* Power up during Heat: +13 on block guard break (Uses 240F of remaining Heat time)
larsf,f,F+1h23i18~20+4+36a
* Balcony Break
* 9 chip damage on block
* Transition to t51? r33? standing with B (+2/+34a)
* Effectively homing?
* Unparryable (bug?)
larsSEN.4h19i17~18+4+31a
* Strong Aerial Tailspin
* Homing
* Balcony Break
* 7 chip damage on block
lawH.uf+2h21i19~20+4+21d
* Weapon
* Strong Aerial Tailspin
* Balcony Break
* Consumes 120F of remaining Heat Time
* 4 chip damage on block
lawf+2~1m24i19~20+4+30a (+4)+54a
* Balcony Break
* 4 chip damage on block
* Transition to DSS with F (+6/+32a (+6)/+56a)
* Alternate input DSS.f+2~1
lawf,F+2,f+1+2m, m12, 24i14~16, i31~32+4+30a (+4)+54a
* Combo from 1st CH with 4F delay
* Transition to DSS with F (+6/+32a (+6)/+56a)
* 4 chip damage on block
* Move can be delayed by 17F
* Input can be delayed by 19F
leeH.d+1+2m25i18+4+21a (+11)
* Balcony Break
* 5 chip damage on block
* Consumes 240F of remaining Heat Time
* Has good right sidestep tracking
* Transition to HMS r32 with 3+4 (+6/+23a (+13))
** Cancel to r1 standing or r1 FC with b_db_d_df
* 20f timestop on hit
leef+3+4M,M10,20i30~32, i2~4+4c+8c
* Spike
* 9 chip damage on block
* Low crush 14~30
* Floating state 31~33
leod+2m23i21+4c+9c+56a
* Spike
* 4 chip damage on block
leoKNK.1,4h, h12, 20i18~19, i22~24+4+32a (+6)
* Strong Aerial Tailspin
* Balcony Break
* Combo from 1st hit with 7F delay
* Interrupt with i4 from 1st block
* Transition to BOK r32 with D (+8/+32a (+6))
* 4 chip damage on block
* Move can be delayed by 10F
* Input can be delayed by 11F
leroyHRM.b+1M21i20~22+4+7c+52a
6 chip damage on block
lilif,f,F+1+2h,h9,16i13~14 i7~8+4+33d
* Strong Aerial Tailspin
* Balcony Break
* Chip damage on block [4]
liliws3,4M, M26, 25i15~16, i44~47+4c~+7c+26d
* Spike
* Combo from 1st hit with 7f delay
* Interrupt with i30
* Float interrupt with i14~30
* Input can be delayed 7f
* Move cannot be delayed, effective startup i51~54
* Low crush 34~47
* Floating state 48~50
miary-zou+1+2m20i22+4+13c
* Floor Break
* Chip damage on block
* Hit vs BT +25d
* Low crush 9~22
miary-zoH.uf+3,2h,h,m, m6,6,12, 22i18~19 i9~10 i9~10, i24~25+4+17a (+7)
* Balcony Break
* Weapon
* Combos from 1st hit
* Jail from 1st block with ?F delay
* 4 chip damage on block
* Partially consumes remaining Heat Time
miary-zows3m20i20+4+7c+54a
* Spike
* Hit vs BT +14d
miary-zoBAO.1h12i13~14+4+9
* Low crush 1~80
ninaf,f,F+1+2m30i20~21+4+12a (+3)
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
* CDf+1+2: i22~23 js7~16, fs17~19, t55
* 9 chip damage on block
* Low crush 5~14
* Floating state 15~17
pandaROL.1h31i15~16+4+35d (+27)
* Balcony Break
* Tornado
* Guard Break during Heat
* Power up during Heat: +13 on block guard break (Uses 240F of remaining Heat time)
paul3,2~bm, h14, 17i15~16, ,+4+14g+57a
* Sidestep u can be buffered from 45f
* SWA attacks can be buffered from 54f
* Transition to cs1~ r9 -13 +4 +47a DPD from 61f with df
paulDPD.df+2,1m, h10, 30i14, i18~19+4+23d
* Tornado
* Balcony Break
* Move can be delayed 10f
* Input can be delayed 17f
* Combo from 1st hit with 10f delay
* 9 chip damage on block
ravenb+3M23i27~29+4~+6+15a
* Spike
* 4 chip damage on block
ravenf,f,F+3m20i22~24+4~+6+6a
* Floor Break
* 6 chip damage on block
* Low crush 14~34
* Floating state 35~37
ravenBT.b+3h22i18~19+4~+5+41a
* Homing
* Balcony Break
* Strong Aerial Tailspin
* 6 chip damage on block
reinab,b,UBm21i39-41+4c+22a
Requires back close to wall to execute
* Low crush
reinaf,f,F+4h23i26~27+4+31a (+5)
* Strong Aerial Tailspin
* Balcony Break
* Homing
* Transition to WRA r29 with D (+8/+35a (+9))
* 4 chip damage on block
* Low crush 17~26
* Floating state 27~29
reinaSSH.uf+4h28i32~33+4+31a (+5)
* Balcony Break
* Homing
* i52~53 effective startup
* 5 chip damage on block
* Transition to WRA r29 with D (+8/+35a (+9))
* Floating state 1~22
* Low crush 23~32
* Floating state 33~35
reinaSEN.4M24i26~27+4+12d
* Deals chip damage on block
* Spike
* Low crush 8~16
* Floating state 17~19
shaheenH.f+1+2m,m15,25 (17)i16~17+4c SNK+27d (-8)
* Floor Break
* Spike
* 32 damage with scaling from 1st hit
* +21a from 2nd hit
** Balcony Break from 2nd hit only
* Transition to SNK r27 on hit or block
* Consumes 450F of remaining Heat time
* Opponent recovers in FDFA
* Low crush 28~48
* Floating state 49~51
shaheenSNK.1+2m21i19+4c+8c
* Heat Engager
* Heat Dash +67a (+50)
* Floor Break
* 6 chip damage on block
victorIAI.d+2M,M,SM31i23~24, i6, i7+4+0 (-7)
* Weapon
* Projectile
* Transition to IAI
* Deals 6 chip damage on block
xiaoyuBT.f,F+3+4M (t)15 (43)i39+4+39a
* Unbreakable throw when connecting at close range on front standing hit
* Chip on block [9]
* Low crush 10~
yoshimitsuH.DGF.f+1+2h,h,h10,10,20i16~17 i11~12 i11~12+4+18a (+9)
* Homing
* Balcony Break
* Weapon
* Jail from 1st block
* Combo from 1st hit
* 16 chip damage on block
* Recovers 1 base health or 5 additional recoverable health on hit
* Consumes 90F of remaining Heat time
* Low crush 1~65
yoshimitsuH.2+3M,m,m,m51i18~19+4-3d
* Heat Smash
* Reversal Break
* Balcony Break
* Recovers 4 base health or 14 additional recoverable health on hit
* Enter DGF +10 r29 with U on block
* Transition to attack throw after 1st hit
* 9 chip damage on block
* Jail from 1st attack
* Low crush 68~89
* Floating state 90~92
yoshimitsub+1,1h, h8, 9i17, i11~12+4+5+10
* Combo from 1st hit
* Can transition to Spinning Evade with b+3 or b+4
yoshimitsub+1,1,1h, h, h8, 9, 10i17, ,i11~12+4+5+10
* Combo from 1st hit
* Can transition to Spinning Evade with b+3 or b+4
yoshimitsub+1,1,1,1h, h, h, h8, 9, 10, 12i17, ,i11~12+4+5+10
* Combo from 3rd CH
* Can transition to Spinning Evade with b+3 or b+4
yoshimitsub+1,1,1,1,1h, h, h, h, h8, 9, 10, 12, 14i17, ,i11~12+4+5+10
* Combo from 4th hit
* Combo from 3rd CH
* Can transition to Spinning Evade with b+3 or b+4
yoshimitsuDGF.2h15i16~18+4+13s
* Low crush 1~
yoshimitsuFLE.u+3+4m30i38~40+4~+6+21a (+12)
* Balcony Break
* Tech roll to r33 FC on frames 41-42
* Low crush 1~37
* Floating state 38~40
zafinauf+1h19i19+4+9
zafinaf,F+3m20i20~22+4+9c+14c
* Spike
* Cancel SCR transition +4 +9c +14c t51 r29 with B
alisab+3+4,3+4m, M22, 37 (25)i18~19, i56~61+5c~+10c+59a
* Spike
* Aerial combo from 1st hit
* Low crush 1~58
* Floating state 59~61
alisaf,f,F+2h30i13~15+5~+7+28a (+20)
* Balcony Break
* 9 chip damage on block
* Enter DES with 1+2
* Low crush 3~27
* Floating state 28~30
annaf,F+4M20i31~34+5+19a
* Spike
* Enter CJM +6 +20a r28 with B
* 4 chip damage on block
* Low crush 16~31
annaf,F+1+2*m30i27~29+5~+7+33a (+12)
* Balcony Break
* 12 chip damage on block
armor-kingH.ub+1h25i24~25+5+74a (+58)
* Strong Aerial Tailspin
* Homing
* Balcony Break
* Instant Tornado
* Transition to r26 BAD with F (+5/+75a(+59))
** Cancel 2nd active frame
* Consumes 150F of remaining Heat time
* 7 chip damage on block
armor-kingub+1h21i24~25+5+39d (+31)
* Balcony Break
* Homing
* 6 chip damage on block
* Powered up during Heat
* +19d on BT hit
armor-kingf,n,d,df+1h20i15~16+5+16a
* 6 chip damage on block
* 20f timestop on hit
* Recovers 8F faster on hit (t38 r22)
* Opponent left FDFA on hit
armor-kingBAD.1+2m22i26~27+5+12c+40a
* Head
* 4f timestop on CH
* 6 chip damage on block
asukaf,F+1m30i23+5+14c
* Spike
* Recovers in r55 on hit or on block
* 8 chip damage on block
bobH.uf+1,2,2m, m, m10, 16, 24i16, ,i31+5+23a (+13)
* Balcony Break
* Combo from 1st hit
* Interrupt with i8 from 2nd block
* Whiffs vs SSL, SWL from 2nd block
* Consumes 300F of remaining Heat Time
* 20F timestop on hit
* Input cannot be delayed
cliveH.2+3m,t,m,m,m,m,m,m55i18+5-10
* Heat Smash
* Balcony Break
* Transition to attack throw on 1st hit
* 45 damage Balcony Break on 1st whiff
* Recover 27-45 recoverable health on hit:
* Regain 18?-19? additional recoverable health on hit
* Recover 19 recoverable health on 1st whiff and 2nd hit:
* Regain 12? additional recoverable health on 1st whiff and 2nd hit
* 10 chip damage on block
* Low crush 23~117
* Floating state 118~120
devil-jindb+1+2*m25i39~60+5g+7+37d (+29)
* Balcony Break on CH or air hit
* Cancel to r27 MCR with F (js27~)
* 10 chip damage on block
devil-jinf,n,d,df:2h23i11~12 (i14+)+5+39a (+29)
* 4 chip damage on block
* Can also be performed with f,n,df#2 (i13+)
dragunov1,3,2~1+2h, h, t5, 14, 40i10, ,i29~32+5-2d
* Homing
* Input 1+2 at frame 21 of 1,3,2
* i50 effective startup
* Throw break: 1+2
** Unbreakable during Heat
** Consumes 180F of remaining Heat time
* Cancel to r28 with B
dragunov4,4h, m10, 23i12, i35~36+5+29a (+20)+46a
* Balcony Break
* 6 chip damage on block
* Interrupt with i15 from 1st block
* Interrupt with i8 from 1st hit
* Whiffs vs SS, SW from 1st block
* Whiffs vs SSR, SWR from 1st hit
* Low crush 22~42
* Floating state 43~45
dragunovf,F+3h35i21~23+5+30a (+4)
* Homing
* Balcony Break
* 14 chip damage on block
eddyH.3+4m20i20~22+5+66a(+50)
* Tornado
* Transition to HSP
* 4 chip damage on block
* High crush 6~11?
* Floating state 11?~?
* Low crush 20~?
eddyf,F+3+4m,M10,20i23~24, i5~7+5+17a
* Balcony Break
* Cancel to r35 HSP with n,f at frame 17
* 6 chip damage on block
* Floating state 8~31
eddyws3+4M20i25~27+5c+14d
* Floor Break
* Transition to RLX
* 6 chip damage on block
* Floating state 12~30
eddyMD1.HSP.b+4M23i23~25+5+15d
* Floor Break
* Transition to RLX r37 with D (cs50~62)
* 6 chip damage on block
* Floating state 1~8
* Low crush 9~23
* Floating state 24~49
eddyMD2.HSP.b+4M23i23~25+5+36a
* Floor Break
* Transition to RLX r37 with D (cs50~62)
* 6 chip damage on block
* Floating state 1~8
* Low crush 9~23
* Floating state 24~49
heihachi1,b+2,4h, m, m5, 17, 30i10, ,i39+5+30a (+9)
* Balcony Break
* Interrupt with i10 from 2nd block
* May whiff vs delayed SWL (SSL -> late SWL, inconsistent)
* 12 chip damage on block
* Low crush 17~39
heihachib+2*m30i39~40+5+29a (+21)
* Strong Aerial Tailspin
* Reversal Break
* Balcony Break
* Chip damage on block
* Enter RAI +8 +32a (+24) r27 with F
heihachif,n,d,df:2h23i11~12+5+39a (+29)
* Chip damage on block
* Can be performed without the d input: f,n,df#2
hwoarangu+3h25i20+5+44a (+38)
* Also possible during RFF
* Transition to LFS
* Low crush 9~
hwoaranguf+2m22i26+5c+6c+28d
* Also possible during RFF
* Low crush 13~
hwoarangf,f,F+4h28i18~19+5+8
* 11 chip damage on block
* Also possible during RFF
* Sideswaps and leaves opponent backturned on hit
* Transition to BT on block
* Low crush 15~
hwoarangLFS.1h6i13+5+7
hwoarangRFS.2h6i13+5+7
* Transition to RFF
* Links to RFF.2 extensions
jack-82,1,uf+1+2h, m, m10, 12, 20i11, ,i21~22+5 GMH+17c GMH
* Strong Aerial Tailspin
* Transition to GMH on hit or block
* Interrupt with i13 from 1st block
* Interrupt with i8 from 1st hit
* Whiffs vs SS, SWR from 1st block
* Whiffs vs SSR from 1st hit
* Input can be delayed by 14F
* Move cannot be delayed
* 4 chip damage on block
* Low crush 12
jack-8FC.df+3+4*,uf+1+2m, m32, 20i30~35, i21~22+5 GMH+17c GMH
* Transition to GMH on hit or block
* Combo from 1st hit
* Interrupt with i10 from 1st block
* WHiffs vs SSR from 1st block
* Input can be delayed by 14F
* Move cannot be delayed
* 4 chip damage on block
* Low crush 15
jack-8FC.df+3+4,uf+1+2m, m28, 20i21, i21~22+5 GMH+17c GMH
* Transition to GMH on hit or block
* Interrupt with i15 from 1st block
* Whiffs vs SS, SW from 1st block
* Input can be delayed by 14F
* Move cannot be delayed
* 4 chip damage on block
* Low crush 15
jack-8GMH.uf+1+2m20i21~22+5 GMH+17c GMH
* Transition to GMH on hit or block
* Input can be delayed by 14F
* 4 chip damage on block
* Low crush 15
jinH.f,F+1+2m20i21~23+5+24cg
* Balcony Break
* Strong Aerial Tailspin
* Transition to DVS r32 on hit or block
** Stance moves can be delayed by 9F
** Transition to r42 FC with no input
* Consumes 240f of Heat time
* Cancel transition and recover Standing with B (-1/+18cg)
* 4 chip damage on block
* Low crush 11~48
* Floating state 49~51
jinf,n,d,df:2h25i11~12+5~+6+76a (+60)
* Balcony Break
* Recovers 3f faster on hit or block (t36 r24)
* 5 chip damage on block
kazuyaf,n,d,df:2h23i11~12+5+39a (+29)
* 5 chip damage on block
* Actual startup i14 (i13 if done from Mist Step)
kazuyaf,n,d,df+1+2m33i24+5+25a (+15)
* Tornado
* Balcony Break
* 20f timestop on hit
* 9 chip damage on block
kazuyaSS.1+2h25i19~20+5+26g
* Homing
* 7 chip damage on block
* Transition to r18 CD with DF
** Transition to r19? forward dash with f,n,f (+4?/+25g?)
kumaH.df+2+3*sm26i25~26+5+45 (+35)
* Reversal Break
* Uses 180F of remaining heat time
* 10 chip damage on block
* H.f,n,d,df+2* to power up (30dmg; 12 chip damage on block)
* High crush 6~22
kunimitsuH.u+1+2m,m,m8,10,20i16 i9 i20+5+25a (+1)
* Balcony Break
* Weapon
* Consumes 240F of remaining Heat Time
* 7 chip damage on block
* Low crush 21~30
* Floating state 31~33
kunimitsub+1,1h, h8, 9i17, i12+5+6+11
* Combo from 1st hit
kunimitsub+1,1,1h, h, h8, 9, 10i17, ,i12+5+6+11
* Combo from 1st hit
* Combo from 2nd hit
kunimitsub+1,1,1,1h, h, h, h8, 9, 10, 12i17, ,i12+5+6+11
* Combo from 3rd CH
kunimitsub+1,1,1,1,1h, h, h, h, h8, 9, 10, 12, 14i17, ,i12+5+6+11
* Combo from 4th hit
* Combo from 3rd CH
kunimitsuKAT.2m21i23~24+5+20d+80a (+60)
* Spike
* Weapon
* Transition to FC with D
* is1~6
* Low crush 7~24
* Floating state 25~27
larsH.f+3+4sm5i18~24+5+10
* Transition to SEN
* Consumes 300F of remaining heat time
* Only deals recoverable damage
* High crush 33~43
larsDEN.3m23i22~23+5+5
* Heat Engager
* Heat Dash +5, +43d (+35)
* Homing
* Transition to SEN (cannot cancel, does not transition when using Heat Dash)
* 9 chip damage on block
* Low crush 8~
leef+4:1h, h13, 27i11, i24~25+5+20a (+3)
* Tornado
* Balcony Break
* Combo from 1st CH with 1F delay
* Input 1 on frames 9~12
* Interrupt with i9 from 1st block
* 10 chip damage on block
* Move cannot be delayed
* Input can be delayed by 1F
leeuf+3+4h30i22+5+28d (+20)
* Balcony Break
* Transition to +8, +31d (+23) HMS with 3+4
* 9 chip damage
* Low crush
leeHMS.u+4M20i26~27+5c+8c+13c
* 6 chip damage on block
* 4f timestop on CH
* Low crush 16~27
* Floating state 28~30
leoBOK.3h30i21+5+15a
* Homing
* Balcony Break
* 9 chip damage on block
* Low crush 10~30
* Floating state 31~33
lidiaH.f,F+2m22i13+5+17
* Reversal Break
* Transition to HRS on hit or block only
* Partially uses remaining Heat time
* Input H.f,f,F+2 to power up
lidiaH.f,f,F+1h37i13~15+5+31a (+23)
* Tornado
* Balcony Break
* Transition to HAE on hit or block only
* Cancel HAE transition with B
* Partially uses remaining Heat time
lidiaf+3,4m, h12, 21i17~18, i21~23+5+17
* Combo from 1st CH with 10f delay
* Move can be delayed 7f
* Can be ducked on hit
* Interrupt with i5 from 1st block
* Power up with input qcf+4, adds 2 damage
* Balcony break on airborne hit
* Transitions to HRS
* 6 chip damage on block
* Low crush 15~27
* Floating state 28~30
lidiaf,F+2m20i13+5+15g+17
* Transition to HRS on hit or block only
* Input f,f,F+2 to power up
lidiaqcf+4h21i17~19+5+17
* Homing
* Transitions to HRS
* 8 Chip damage on block
* Low crush 10~22
* Floating state 23~25
liliH.RAB.4m36i23~29+5+20~26a (-6~+0)
* Balcony Break
* Partially consumes remaining Heat Time
* Low crush 15~
liliH.f,F+3+436+5+20~26a (-6~+0)
* Balcony Break
* 14 chip damage on block
* Consumes 240F of remaining Heat time
liliH.,430+5~+10+18~23a (-8~-3)
* Balcony Break
* Interrupt with i11 from 1st block
* Whiffs vs SS, SW from 1st block (SSL/SWL less consistent w/ big bodies)
* 12 chip damage on block
* Input can be delayed 4f
* Move can be delayed 3f
* Consumes 270F of remaining Heat time
liliH.DEW.1,4m, m12, 30i15~16, i25~31+5+20~26a (-6~+0)
* Balcony Break
* Combos from 1st hit CH
* Interrupt with i5 from 1st block
* 16 chip damage on block
* Partially consumes remaining Heat time
* Low crush 17~
ninaH.2+3m,h,h,h,h,m20,9, 12 (8), 14 (7), 14 (5), 30 (52)i16 i28, i5, i5, i6, i40~41+5~+6-2d
* Heat Smash
* Spike
* Transition to attack throw on hit (52 damage)
* Transition to CD r30 with F on block (+7)
* +11 FC from 2nd block
* Last hit is available only on 1st block or hit
* t151 r32 standing on block
* +40a (+7) from 2nd or 3rd or 4th hit
* +15a (+6) from 5th hit
* First received bullet is always 9dmg on hit
* 10f timestop on block
* 10 chip damage on block
* Jails
* Strong jab evasion (frames 7 to 11?)
paulH.f+1+2*m30i29~30+5c+55a
* Balcony Break
* Consumes Heat
* Chip damage (13)
* Requires 24f charge
* f+1+2 from 0~23f charge
pauluf+2h26i22~23+5+17a
* Heat Engager
* Heat Dash +5, +67a (+50)
* Balcony Break
* Chip damage (6)
* Transition to +2, +14a r35 DPD with DF (cs25~58)
* Low crush 9~24
reinaH.d+2,1+2m, m17, 28i15, i12~13+5 UNS+33a (+7)
* Balcony Break
* Jail from 1st block
* Combo from 1st hit
* Transition to UNS r34 on block (+5)
* 5 chip damage on block
* Consumes 300F of remaining Heat time
reinaf,n,d,df:2h23i11~12 (~i13)+5+35a (+25)
* 4 chip damage on block
shaheenf,f,F+2m30i17~18+5+13c
* Balcony Break
* chip damage on block
* Forces tech backroll on hit
* Jab evasion
steveub+2h17i17~18+5+14c
* Strong Aerial Tailspin
* Homing
* 5 chip damage on block
* Transition into LNH
* Transition to r30 standing with b (+1/+10c)
steveDCK.f+2h21i15~16+5+14c+55a
* Strong Aerial Tailspin
* Transition to standing (+1/+10c/+51a) with B
* 6 chip damage on block
steveEXD.f+2h28i15~16+5+56a
* Strong Aerial Tailspin
* Transition to standing (+1/+52a) with B
* 11 chip damage on block
stevePAB.2h19i14+5+14c
* Homing
* Transition to standing with B (+1/+10c)
* Punch parry
** +0d and 25 damage on a successful parry
* 5 chip damage on block
* Parry state 7?-13
victorH.IAI.d+2M,M,M,SM,SM45i23~24, i6, i4, i3, i4+5+20 (+2)
* Weapon
* Projectile
* Transition to IAI
* 10 chip damage on block
* Consumes 210F of remaining Heat time
yoshimitsuf,f,F+3M30i22~23+5g+13a (+3)
* Balcony Break
* 9 chip damage on block
* Enter DGF +7 +15a (+5) r34 with 1SS.U
* Low crush 3~33
* Floating state 34~36
yoshimitsuNSS.u+1+2L18i27~29+5+21g
* Floor Break
* Can't be low parried
* Opponent recovers crouching
* Low crush 9~24
* Floating state 25~
alisadf+1,1,2m, h, h10, 20, 28i13, ,i22~25+6+8
* Weapon
* Combo from 2nd hit
* 2 chip damage on block
* 8 chip damage on block in heat
annaHAM.1h20i13~14+6+30a (+20)
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Elbow
* 6 chip damage on block
* Recovers 5f faster on hit or block
armor-kingf,f,F+3m30i23~25+6+22cg
* Balcony Break
* 9 chip damage on block
* Forces tech backroll on hit
* Recovers 1F faster on hit (t49 r24)
* Low crush 3~23
* Floating state 24~26
asuka1,2,3*h, m, m5, 8, 26i10, ,i52~53+6+28a (+19)
* Balcony Break
* Strong Aerial Tailspin
* 10 chip damage on block
* Cancel to r15 with B
* Interrupt with i36 from 2nd block
* Interrupt with i22 from 2nd hit
* Whiffs vs delayed SS, SW from 2nd block or hit
asukaf+3*m26i52~i53+6~+7+28a (+19)
* Balcony Break
* Chip damage on block
* Cancel to r55? with B
azucenaH.2+3m,m,t15,9,29i15~16+6+0a
* Heat Smash
* Reversal Break
* Balcony Break
* 7 chip damage on block
* Transition to attack throw on hit
* Enter LIB +6 automatically on block/whiff
* +15a if only the last hit connects
* +30a (+20) if only the last two hits connect
* 2nd hit damage 9 > 15 if 1st hit whiffs
* 3rd hit damage 29 > 30 if 1st hit whiffs
* Hit level becomes m,h,m on block/whiff
* Spike on the last hit if the first two whiff
* Jab evasion (frames 7 to 10?)
* Low crush 18~57
* Floating state 58~60
bobH.2+3m,t14,20 (50)i16~17, i29+6+0d
* Heat Smash
* Reversal Break
* Balcony Break
* Transition to attack throw on hit (50dmg)
* +10a (-7) on 2nd hit
* Just frame input (H.2+3:3:4) for 5-10 total damage
** Input 3 during frames 53~55, input 4 during frames 94~96
bobf,f,F+3m30i20~24+6+10a (+0)
* Balcony Break
* 9 chip damage on block
* Low crush 3~25
* Floating state 26~28
bryanf,f,F+3m30i22~25+6~+9+13a (+3)
* Balcony Break
* Chip damage on block (9)
* Low crush 3~25
* Floating state 26~28
claudioSTB.d+1,2m, M14, 23i17~18, i28+6+28a (+13)
* Tornado
* Combo from 1st hit
* 4 chip damage on block
* Interrupt with i8 from 1st block
* Whiffs vs SSL, SWL from 1st block
* Consumes STB
* Consumes 240F of remaining Heat time
claudiof,f,F+2h40i13~16+6+24a (+19)
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
* Transition to r51 STB without STB and Heat
* Frame advantage +1a (-4) on STB gain
* 8 chip damage on block
* Cannot be buffered
* Low crush 3~26
* Floating state 27~29
claudioSTB.ws1,2m, M12, 23i12~13, i28~29+6+28a (+13)
* Tornado
* Combo from 1st hit with 1f delay
* Interrupt with i9 from 1st block
* Whiffs vs SSL, SWL from 1st block
* 4 chip damage on block
* Consumes STB
* Consumes 240F of remaining Heat time
devil-jinf,f,F+3m30i22~25+6~+9+13a (+3)
* Balcony Break
* 9 chip damage on block
* Active frame 1 range: 2.90
* Active frame 2 range: 3.53
* Active frame 3 range: 3.62
* Low crush 3~25
* Floating state 26~28
dragunovH.2+3m,m,m25,14,23i15~16, i30~32,i31~32+6+3d
* Heat Smash
* Balcony Break
* Only 1st and 3rd hit
* 7 Chip damage on block
* Throw on 1st hit - 50 damage
dragunovb+1+2m26i22~23+6+13c
Floor Break
eddyH.2+3m55i18~19+6+0
* Heat Smash
* Balcony Break
* Transition to RLX on block
* Low crush 34~
eddy1,2,4h, h5, 12i10, ,+6+17
* Low crush 7~37
* Floating state 38~40
eddyFC.df+3m20i22~23+6+9c+41a
* Transition to RLX
* 6 Chip damage on block
eddyHSP.1M21i23~25+6+8c+19d
* Elbow
* Transition to RLX
* 6 Chip damage on block
* Floating state 1~12
fahkumramuf+1m20i28+6+24d
* Floor Break
* Elbow
* ub+1,u+1: no forward momentum
* 4 chip damage on block
* Low crush 9~28
fahkumramb,f+4h25i18~19+6+47a
* Reversal Break
* Has good left sidestep tracking
* Crumple stun
* 20f timestop on hit
* Recovers 3f faster on hit (t57 r38)
* 10 chip damage on block
fahkumramf,f,F+3m30i19~22+6+15a (+5)
* Balcony Break
* Knee
* 9 chip damage on block
* Low crush 3~29
* Floating state 30~32
fengf,F+1+2*m30i39~40+6+22a (+12)
* Balcony Break
* 12 chip damage on block
* Becomes Essence of Nian Zhang Mie Ba in Heat
fengf,f,F+3m30i20~25+6~+11g+13d (+3)
* Balcony Break
* 9 chip damage on block
* Low crush 5~33
* Floating state 34~36
fengSTC.3h25i22~23+6+23d
* Homing
* Balcony Break
* 7 chip damage on block
heihachi1,2,4*h, h, h5, 8, 27i10, ,i31~32+6+67a (+51)
* Tornado
* Balcony Break
* Instant Tornado
* 28F minimum charge
* Interrupt with i11 from 1st block
* Move cannot be interrupted from 1st hit (crouch assist bufferable)
* Realign properties from 1st block or hit
* 8 chip damage on block
heihachi4*h27i24~25+6+67a (+51)
* Tornado
* Balcony Break
* 21F minimum charge
* Tornado on standing hit
* 8 chip damage on block
heihachib:2*m23i29~30+6+24a (+14)
* Strong Aerial Tailspin
* Reversal Break
* Balcony Break
* Chip damage on block
* recover an additional 3 health on hit or block
* 23 damage upon releasing input within the 5f window (frames 1822)
* 28 damage on a perfect input release exactly on frame 17
heihachif,f,F+3m30i22~25+6+13a (+3)
* Balcony Break
* 9 Chip damage on block
* Low crush 3~25
* Floating state 26~28
heihachiWAR.f,f,F+1+2h20i15~16+6+6d
* Removes Recoverable Health
* Spike
* Transition to +9 +9d RAI with F
* 8 chip damage on block
* Low crush 3~23
* Floating state 24~26
hwoarangf,F+3M24i20~24+6+6c
* Transition to RFF
hwoarangf,f,F+3m30i22~24+6+23a
* Balcony Break
* 9 chip damage on block
* Also possible during RFF
* Low crush 3~
hwoarangLFS.4~3h,h17,26i15~16 (i20~21), i8~9+6+24a (+14)
* Balcony Break
* 7 chip damage on block
* Jail from 1st block
* i20 actual startup: cancel takes 5f
* Input 4 on frame 1 to power up
** 45dmg on hit, 8 chip damage on block
* Low crush 12~
jack-8f,f,F+2m25i22+6+10
* Chip damage on block (7)
* Guarantees i10 moves on hit
* Unparryable (running attack)
* Alternate input wr2
jack-8ss1M23i32+6c+59a
jindf+3~3m20i23~24 (i32~33)+6c+13c
* Spike
* Enter Breaking Step +2c +9c r27 with df
* i32~33 effective startup (cancel takes 9f)
jinf,f,F+3m30i22~23+6+13a~+14a (+3~+4)
* Balcony Break
* Transition to +6 +13a ZEN with F
* 9 Chip damage on block
* Low crush 3~25
* Floating state 26~28
jinws1,3~3m, m7, 20i13~14, i23~24+6+13c
* Spike
* Interrupt with i15 from 1st block
* Interrupt with i4 from 1st hit
* Whiffs vs SSL, SW from 1st block
* Enter Breaking Step +2 +9c with DF
* +16a on BT hit
junf,F+1+2m32i22+6+23a (+13)
* Balcony Break
* Transition to +9, +26a (+16) GEN with F
* Transition to +9, +26a (+16) MIA with B
* 20?f hitstop on hit
* 6 chip damage on block
* Deals 6 damage to self (4 recoverable)
* Non-limb attack, unparryable by Asuka, Nina, etc
* Gain 8 Kazama Essence on normal hit and 6 on block or airborne hit
junSS.4m20i18~20+6+8c
* Heat Engager
* Heat Dash +5, +67a (+50)
* Spike
* Gain 10 Kazama Essence on Heat activation
kazuyaf,f,F+3m30i22~25+6+13a (+3)
* Balcony Break
* 9 chip damage on block
* Low crush 3~25
* Floating state 26~28
kumaf,f,F+3m30i22~23+6+13a (+3)
* Balcony Break
* 9 chip damage on block
* Low crush 3~25
* Floating state 26~28
kunimitsuf,f,F+2h,t20,20i15~17+6+0d
* Balcony Break (airborne)
* Weapon
* Transitions to attack throw on front standing hit
* 4 chip damage on block
* Side switch on hit
* Hit vs Side +15a
* Hit vs BT +15a (+6)
kunimitsuBT.4h20i16~17+6+35d
* Strong Aerial Tailspin
* Homing
* Balcony Break
* Transition to SET +6 +35d r31 with F
* 6 chip damage on block
* Low crush 6~16
* Floating state 17~19
larsH.SS.2m,SM20,10i16~17, i8+6c+27d
* 6 chip damage on block
* Consumes 270F of remaining heat time
larsf,f,F+3m30i20~26+6+15a (+5)
* Balcony Break
* 9 chip damage on block
* Low crush 3~
lawf,f,F+3m30i20~28+6+9c
* Balcony Break
* 6 chip damage on block
* Forces tech backroll on hit
* Low crush 3~29
* Floating state 30~32
leof,f,F+3m30i23~26+6g~+11g+17a (+7)
* Balcony Break
* 9 chip damage on block
* Alternate input wr3
* Transition to BOK with D (+6/+17a (+7))
* Low crush 3~
leroyH.2+3m50 (25)i15, i25, i4, i4, i4, i3, i5, i10~11+6+0 / +5
* Heat Smash
* Balcony Break
* Alternate input: H.HRM.2+3
* Also possible after Twin Dragon Gate is successful
* Transition to HRM on block
* Transition to attack throw on 1st hit
* 12 chip damage
leroyf,f,F+3m30i24~27+6~+9+15c
* Balcony Break
* 9 chip damage on block
* Forces tech backroll on hit
* Low crush
<Showing 5201-5600 of 6584 moves>