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All Characters Tekken 8 Frame Data

CharCommandHit levelDamageStartupBlockHitCounter hitNotes
lidiaH.1+2*m35i42~64+6g+37a (+29)
* Reversal Break
* Balcony Break
* Cancel with b,b or f,f
* Transition to HAE on hit or block only
* Cancel HAE transition with B
* Partially uses remaining Heat time
* Hold for 31~54 frames
lidiaH.WLF.1m24i22+6g+38a (+30)
* Balcony Break
* Tornado
* Cancel with b,b or f,f on frames 10~18
* Transition to HAE on hit or block only
* Cancel HAE transition with B
lidiadf+4~4h27i12~13+6c~+7c+15a
Spike
lidiaf,f,F+1h24i13~15+6+24a (+19)
* Tornado
* Balcony Break
* 7 Chip damage on block
lidiaf,f,F+3m30i23~25+6+11cg
* Balcony Break
* 9 Chip damage on block
* Forces tech backroll on hit
* Low crush 12~33
* 34~36
lidiaHRS.3+4h28i20~21+6+32d
* Homing
* Transitions to WLF
liliDEW.3+4h,h6,19i12~14 i5~6+6+17g
* Strong Aerial Tailspin
* Balcony Break
* Jail from 1st attack
* Enter RAB +0 +11 r31 with b+3 or b+4
* Hit vs BT +24a (+15)
* Low crush 12~22
* Floating state 23~25
miary-zoH.2+3m,th52i17~18+6-5d
* Heat Smash
* Floor Break
* Transition to BAO +6 r24 automatically on block only
Cancel BAO transition -13 -6 +23a (+13) r36 with B
* 6 chip damage on block
* Low crush
miary-zof,f,F+3m30i23~26+6~+9+19a (+9)
* Balcony Break
* Chip damage on block
* Transition to BAO +6 r34 automatically on hit or block only
* Cancel BAO transition with B
* Low crush 21~35
* Floating state 36~38
miary-zoMOR.1+2m23i26+6+29d+84a (+64)
* Spike
* Transition to BAO automatically on hit or block only
* Cancel BAO transition +6 +23d +83a (+63) r31 with B
* Chip damage on block
* Low crush 6~24
pandaf,f,F+3m30i22~23+6+13a (+3)
* Balcony Break
* Chip damage on block
raven(Back to wall).b,b,UBm21i40~43+6~+9+28a (+19)
Balcony Break
* is8~13
* Floating state 18~26
* Low crush 27~45
* Floating state 46~48
reinaf,f,F+3m22i24~27+6+32a (+24)
* Balcony Break
* 6 chip damage on block
* Low crush 3~34
* Floating state 35~37
reinaSSH.uf+3m22i30~33+6+32a (+24)
* Balcony Break
* i50~53 effective startup
* 6 chip damage on block
* Floating state 1~13
* Low crush 12~37
* Floating state 38~40
reinaWRA.3,4m, m17, 20i28, i18~19+6+17a (+16)
* Balcony Break
* Jails from 1st block with 1F delay
* Combo from 1st hit with 1F delay
* 8 chip damage on block (11 total)
* Transition to WRA with D (+8/+19a (+18))
* gives wallsplat at specific distances from the wall
* can hard wall break if 1st hit connect close to the wall
* Available only on 1st hit or block
* Move cannot be delayed
* Input can be delayed by 1F
* Low crush 1~26
* Floating state 27~29
shaheenD*,u+2h35i17~18+6+30d
* Balcony Break
* Tornado
* Alternate input: SNK.D*,u+2
* 12 chip damage on block
* FUFA knockdown on hit
* Powered up during Heat
* Read more
* Low crush 18~
stevef,f,F+2m30i20~24+6+10d
Heat Engager
Heat Dash (+5, +67a (+50))
* Balcony Break
* Spike
* 9 chip damage on block
* Low crush 9~
victorH.db+1+2m30i28~29+6+6a (-4)
* Weapon
* Transition to IAI
* 9 chip damage on block
* Consumes 270F of remaining Heat time
victorPRF.1+2m25i25~27+6+14a
* Balcony Break
* Weapon
* 7 chip damage on block
* Transition to IAI (+6/+14a) on hit or block with D
xiaoyuH.f+2,1,2m, h, m12, 14, 20i16~17, ,i26~28+6+23d+50a
* Balcony Break
* Spike
* Partially uses remaining Heat time
* Combo from 1st hit with no delay
* Combo from 2nd CH with 6F delay
* Interrupt with i6 from 1st block
* Whiffs vs SSR, SWR from 1st block
* Move can be delayed by 5-10F
* Transition to standing with F (+4, +21d, +47a)
* Low crush
xiaoyuuf+2m23i26~27+6+7c+49a
* Spike
* Transition to standing with F (+4, +5c, +47a)
* Alternate input u+2
* Chip on block [6]
* Low crush 9~
xiaoyuH.f,F+1,2m, m13, 20i15, i26~28+6+24d+50a
* Balcony Break
* Partially uses remaining Heat time
* Combos from 1st hit
* Interrupt with i9 from 1st block
* Whiffs vs SSR, SWR from 1st block
* Transition to with F (+4, +22d, +48a)
* Low crush
zafinaf,f,F+1+2h20i20~21+6+32a
* Strong Aerial Tailspin
* Homing
* Balcony Break
* 8 chip damage on block
* Low crush 20~39
* Floating state 40~
zafinaSCR.1+2m20i17~19+6+17a
* Spike
* Enter TRT with D
zafinaTRT.df+1M30i19~20+6+30a (+15)
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Weapon
* 12 chip damage on block
* Deal 8 recoverable damage to self without Heat
* Gain ORB on hit or heat activation
* Azazel's Power
annaROLL.4h21i20 (i40)+7+32a (+22)
* Tornado
* 6 chip damage on block
* Roll adds minimum 20f, effective startup i40
* High crush 39~69
* Low crush 20~35
* Floating state 36~38
asukaf,F+2,3*m, m16, 26i15~16, i38~39+7+39a
* Interrupt with i18 from 1st block
* Interrupt with i7 from 1st hit
* Whiffs vs SSL, SW from 1st block
* 10 chip damage on block
asukaNWG.f,f,F+1+2h26i17~18+7+33a+67a (+51)
* Tornado
* Homing
* Balcony Break
* Wall Crush +18g~19g on block
* 7 chip damage on block
* Increased attack range
* Consumes NWG
* Consumes 300F of remaining Heat time
* Unparryable by traditional punch parries (running attack)
bryand+1+2~2m24i30+7+53a
* Spike
* 7 chip damage on block
clivePHX.3+4m20i28~29+7+18a (+8)
* Homing
* Balcony Break
* 6 chip damage on block
* Low crush 18~39
* Floating state 40~42
dragunovSNK.4m22i19~20+7+8c
* Heat Engager
* Heat Dash +5, +67a (+50)
* Balcony Break
* Spike
* 4 chip damage on block
eddyH.qcf+4h35i22~23+7+34a(+8)
* Balcony Break
* 7 chip damage on block
* Transition to RLX
* Low crush 14~?
fahkumramH.2+3m,m (t)50i16~17+7+0d
* Heat Smash
* Balcony Break
* Transition to Attack Throw on hit
* 55dmg on wall hit
* 2nd hit damage 25
* +27a (+1) If only last hit connects on standing opponent
* 5 chip damage on block
* Low crush 15~43
fengH.3+4M23i30~31+7c+22d
* Spike
* Consumes 300F of remaining Heat time
* 4 chip damage on block
* +38d on aerial hit
* Creates an unblockable low shockwave along the ground that deals 5 recoverable damage and +7g on hit and forces the opponent to crouch. The shockwave comes out even if the kick itself whiffs, or is parried by certain parries like Jin's or Reina's. It does not come out when the first hit is blocked or absorbed by a Power Crush.
* Recovers 3F faster on hit (t67 r35 BT)
feng3,1+2*m, m15, 35i16, i44~45+7+23a (+13)
* Balcony Break
* Interrupt with i24 from 1st block
* Whiffs vs SS, SW from 1st block
* Whiffs vs SS, SWL from 1st hit (SSR more consistent w/ big bodies?)
* 14 chip damage on block
fengH.b+4,3+4m, M10, 20i12~13, i31~32+7cg+12d
* Balcony Break
* Spike
* Combo from 1st hit with 7F delay
* 4 chip damage on block
* Consumes 300F of remaining Heat time
* +38d on aerial hit
* Interrupt with i11 from 1st block
* Whiffs vs SSL from 1st block (Inconsistent; depends on character/body type)
* Move can be delayed by 6F
* Input can be delayed by 7F
hwoarangf+4h21i17~23+7~+13+18g~+24g+18~+24
* +11~+17 guaranteed on CH depending on frame advantage
* Transition to RFS
kingf,F+2m21i31~32+7+12c
* Elbow
* Forces crouching on hit.
* Allow crouching throw on hit.
* 6 chip damage on block.
* 8 chip damage on block in heat.
kumauf+4,3m, m20, 25i29~30, i20~21+7+21a (+14)
* Balcony Break
* Only connects on hit or block
* Recovers in FUFT
* Low crush
kumaROL.4M20i26~30+7+26a
Recovers in FUFT
law3+4,4m,m, h5,10, 25i14~15, i11, i30+7+5c
* Balcony Break
* Combos from 1st hit
* 5 chip damage on block
* Forces tech backroll on hit
* Alternate input DSS.3+4,4
* Low crush 22~
lawDSS.f+4h36 (40)i19+7+5c
* Balcony Break
* 7 chip damage on block
* 12 chip damage on block (Just Frame)
* Forces tech backroll on hit
* While transitioning to DSS from other moves, it is possible to input DSS.f+4 on frame 1 or 2 of DSS (ex; 4,3~F:DSS.f+4) for 4 more damage.
leroySS.1+2h,h,h3, 3, 20i14, i6, i6+7+25g
* Balcony Break
* Opponent recovers crouching on hit
* 8 chip damage on block
* Power up during Heat (partially uses remaining Heat time)
lidia1+2**m30i65+7+55a
* 9 chip damage on block
* Hold for 55 frames
lidiaWLF.1*m34i36+7+57a
* Tornado
* 13 chip damage on block
liliH.2+3m,m,m,t55i16~17, i17~18, i24~25+7+0d
* Heat Smash
* Balcony Break
* H.RAB.2+3: i21 actual startup
* Transition to +14g DEW with F on block
* +16a (+7) on 2nd hit
* 6 chip damage on block
liliH.3+4,3+4h,h,m,M,t10,10,15,20i23~24, i14~15, i36~38, i9~11,+7-3d
* Homing
* Floor Break
* Shift to attack throw on 1st hit (45dmg)
* +20a (-15) on 2nd hit
* +21a (-14) on 3rd hit
* Balcony Break +15a on 4th hit
* Jail from 1st block
* Input 3+4 by frame 21
* Consumes 300F of remaining Heat time
* Low crush 22~36
* Floating state 37~39
* Low crush 61~85
* Floating state 86~88
pandauf+4,3m, m20, 25i29~30, i20~21+7+21a (+14)
* Balcony Break
* Only connects on hit or block
* Recovers in FUFT
* Low crush
pandaROL.4m20i26~30+7+26a
Recovers in FUFT
paulf+1+2*m26i29~30+7c+20d FDFA+55a
* Balcony Break
* H.f+1+2* with Heat
* Chip damage (10)
* Requires 24f charge
* f+1+2 from 0~23f charge
* Transition to +4c, +17d DPD with DF
ravenb+1h21i16~17+7c~+8c+10c~+11c+33d
* Spike
* Elbow
* 6 chip damage on block
* Transitions to r26 SZN on hit or block only
ravenH.f,f,F+3,4m, sm20, 20i22~24, i19~20+7~+8+72a (+56)
* Tornado
* Instant Tornado on hit
* Consumes 600F of remaining Heat time
* Available only on hit or block
* 20f timestop on hit
* 6 chip damage on block
* Low crush 1~10
* Floating state 11~13
xiaoyuf,f,F+3m20i23~30+7g~+14g+29a (+19)
* Balcony Break
* Transition to AOP
* Chip on block [9]
* Alternate input wr3
* Low crush 3~31
* Floating state 32~34
yoshimitsu3,1m, h12, 20i15~16, i22~24+7+18g
* Heat Engager
* Heat Dash +62a (+42)
* Balcony Break
* Weapon
* Combo from 1st hit
* Interrupt with i1 from 1st block
* 4 chip damage on block
* Does not transition to DGF during Heat activation or Heat Dash
* Power up in NSS or Heat
* Recovers in 1SS
* Low crush 26~
yoshimitsu3,NSS.1m, h12, 22i15~16, i22~24+7+18g
* Heat Engager
* Heat Dash +5, +62a (+42)
* Balcony Break
* Weapon
* Combo from 1st hit
* 6 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
* Does not transition to DGF during Heat Dash
* Recovers in 1SS
* 3,H.1: Consumes 90F of remaining Heat time
* Low crush 26~
yoshimitsuDGF.f+2h23i20~21+7+19a (+10)+64a (+44)
* Homing
* Balcony Break
* Weapon
* Low crush 1~
zafinaf,f,F+3m30i23~26+7+19a (+9)
* Balcony Break
* Cancel SCR transition +3 +15a (+5) t58 r32 with B
* 9 chip damage on block
* Low crush 3~34
* Floating state 35~37
alisaH.2+3m,m,m,M50i20~21, i1~2, i1, i33+8-17d
* Heat Smash
* Balcony Break
* Shift to attack throw on 1st hit
* -1a (-10) on last hit, +1a (-8) when transitioning to SBT/DBT
* Transition to DES r55 with 1+2 (+8/-17d)
* Transition to SBT r53 with 3_4 (+10/-15d)
* Transition to DBT r53 with f+3_f+4 (+10/-15d)
* 8 chip damage on block
* Low crush 9~90
* Floating state 91~93
armor-kingH.ub+1+2*M28i50~52+8+65a (+49)
* Tornado
* Can also be done during BAD
* Consumes 240F of remaining Heat time
* 8 chip damage on block
armor-kingFDFL.db+1+3th(g)0i18~20+8-10d
* 1 or 2 throw break, depending on Armor King's input.
* Transitions to Back Mount (BM), which has the Ultimate Punch followup
* Opponent recovers in FDFT.
asukaFC.df+3*m30i29+8+37a
* Balcony Break (airborne)
* 6 chip damage on block
asukaNWG.u+1+2M33i31~32+8~+9+44a
* Floor Break
* 13 chip damage on block
* Consumes NWG
* Consumes 180F of remaining Heat time
* Low crush 9~31
bryanf,F+3*m33i34~35+8+71a
* Balcony Break
* Gain SNE on hit with 1+2
* Chip damage on block (9)
* Hitstop 20f on hit
claudioSTB.f,f,F+1+2h45i13~16+8g~+11g+28a (+18)
* Balcony Break
* 22 chip damage on block
* Consumes STB
* Consumes 300F of remaining Heat time
* Assuming i19 startup from buffered manual input (temporary tracking score result)
* Low crush 3~26
* Floating state 27~29
cliveH.PHX.2+3m42i15~16+8+0
* Heat Smash
* Floor Break
* Weapon
* Increases ZAN gauge by 1.16 on hit
* Increases ZAN gauge by 0.66 on block
* Transition to throw on hit
* Opponent recovers in FDFA state
* Only deals recoverable damage
* (32) damage balcony break on 1st whiff
* 6 chip damage on block
devil-jinMCR.1m20i22+8+20d
* Spike
* Opponent recovers FDFA on hit
* 6 chip damage on block
* Low crush 1~38
* Floating state 39~41
eddy1,2,4~4h, h, h5, 12, 27i10, ,i18~20+8~+10+42d (-16)
* Balcony Break
* Interrupt with i11
* Whiffs vs SSL, SSR, SWR from 1st block
* Tech roll to r45 FC on frames 30~31
* Low crush 7~32
eddyu+4~4h27i18~20+8+42d(-16)
Balcony Break
* Low crush 7?~
eddyf,f,F+3m30i25~27+8+14a (+4)
* Balcony Break
* Transition to HSP r38 on block
* ub,b+3: i69~71 effective startup
* 9 chip damage on block
* Low crush 9~35
* Floating state 36~38
fengf,F+3M33i32~33+8c+8c
* 9 chip damage on block
* Transition to r28 STC with f (+8c/+8c)
fengBT.3M33i32~33+8c+8c
* 9 chip damage on block
* Transition to STC with f (+8c/+8c)
hwoarang3,3,4h, m, h15, 12, 15i14, ,i21~23+8+19g+19
* Transition to RFS
* Combo from 2nd CH with 8F delay
* Move can be delayed by 10F
hwoarangd+3,4l, h7, 13i17, i21~23+8g~+10g+14g~+16g+19~+21
* Transition to RFS
* Combo from 1st hit
hwoarangLFS.3,4m, h10, 15i14, i21~23+8+19g+19
* Transition to RFS
* Combo from 1st CH with 9?F delay
* Move can be delayed by 10F
hwoarangLFS.d+3,4L, h7, 13i16, i21~23+8g~+10g+14g~+16g+19~+21
* Combo from 1st hit with 1F delay
* Move cannot be delayed
* Input can be delayed by 1F
* Transition to RFS
hwoarangRFF.d+3,4L, h10, 13i18, i21~23+8g~+10g+14g~+16g+19~+21
* Combo from 1st hit
* Transition to RFS
jack-8f+4~1,2M30i15 (66~)+8+0d
* Elbow
* Floor Break
kingJGR.2*h28i18~19+8+32a
* Balcony Break
* Effective startup i48~49?
* 8 chip damage on block
* Partially uses remaining Heat time during Heat
kingJGS.4h40/42/52i17~18+8/+15+5a(-4)/+10a(+1)
* Balcony Break
* Guard Break
* Chip damage on block.
* On block / hit increases up to 2nd spin.
* Damage increase up to 3rd spin.
kumaf,F+1+2M30i37~38+8 HBS+52a HBS
* 9 chip damage on block
* Transition to HBS
* Transition to ROL r35 fs39~ with F (+5/+49a)
* Panda: Reduced vertical hitbox (does not hit as high)
* Low crush 9~35
leoH.2+3m,m,h14,13,23 (50)i16~17+8~+9+0d
* Heat Smash
* Balcony Break
* Transition to attack throw on 1st hit
* +8a(-1) on hit on first whiff
* Enter CD +16g with df on block
* 7 chip damage on block
lidiadf+4~3h24i20~21+8+57a
* Strong Aerial Tailspin
* 7 chip damage on block
lidiaqcf+1+2,2*m, m18, 26i16~17, i35~36+8+34d (+26)+58a
* Tornado
* Balcony Break
* Transition to WLF on hit or block only
* 10 Chip damage on block
lidiaHRS.4m20i28+8+22d+44a
* Spike
* 6 chip damage on block
* Transition to WLF on hit or block only
ninaf,F+1+2*M32i33~34+8g+19a (+9)
* Balcony Break
* 9 chip damage on block
* Cannot be buffered
pandaf,F+1+2m30i37~38+8 HBS / +5 ROL52a HBS / +49a ROL
* Chip damage
* Transition to HBS (cannot cancel into standing)
* Transition to ROL with input F
paulb+2,1*m, M22, 27i18, i60~61+8+20d+56a
* Balcony Break
* H.b+2,1* with Heat
* Chip damage (7)
* Charge begins on frame 18
* Requires 42f charge
* b+2,1 from 0~41f charge
paulSS.1h21i20+8+35a (+27)
* Balcony Break
* Elbow
* Chip damage (6)
* Effective minimum startup 30f
reinaH.2+3m,m20,35i21+8+0d
* Heat Smash
* Balcony Break
* Alternate inputs: H.R1, H.WRA.2+3, H.WRA.R1
* Jails from 1st block
* Transitions to attack throw on 1st hit for a total of 50 dmg
* Transitions to r53 WRA on 2nd block, whiff or hit
* +19a WRA if only second hit connects (25 dmg)
* 7 chip damage on block
steveH.2+3m,th10,4,2,3,3,3,25i16~17, i18~19, i23~24, i17~18, i7~8, i10~11, i34+8 LNH+0
* Heat Smash
* Floor Break
* Spike
* Cancel to standing on block with B (-9)
* 7 chip damage on block
xiaoyuf+3+4,3+4m,m,m8,8,14i20~21 i4~5 i5~8+8+2d
*
* Low crush 23~
xiaoyuHYP.3+4h20i25+8+30a
* Strong Aerial Tailspin
* Cancel to BT with B
* Chip on block [8]
* Low crush 12~
alisaDBT.1h,h,h,h,h,h30i24~28 i1~6 i1~6 i1~6 i1~6 i1~2+9+11g
* Weapon
* Jail from 1st attack
* 3 chip damage on block
* 12 chip damage on block in heat
* Low crush 17~34
* Floating state 35~37
armor-kingH.2+3m,t54i17, i42~43+9+1d
* Heat Smash
* Balcony Break
* Can also be done during BAD
* Transition to attack throw on hit
* 2nd hit 16dmg and +13a (-4) on hit after 1st whiff
* Opponent left FUFT after attack throw
* 5 chip damage on block
bryanH.2+3m,m,t20,20,35i16, i18~19+9-1d
* Heat Smash
* Reversal Break
* Spike
* Transition to attack throw on 1st or 2nd hit (55dmg total)
* 5 chip damage on block
* Low crush 9~36
* Floating state 37~39
bryanSNE.3+4,2*m, M20, 30i18, i55~56+9g~+10g+66a (+50)
* Tornado
* Reversal Break
* Balcony Break
* Consumes SNE
* Interrupt with i32 from 1st block
* Whiffs vs SS, SW from 1st block
* Chip damage on block (12)
* Wall splat on block
fahkumram1,2,4,3~4*h, h, h, m5, 8, 10, 25i10, ,i36~37+9+73a (+57)
* Knee
* Unparryable
* Instant Tornado on hit
* Chip damage on block
* Effective startup i51~52
* Interrupt with i32 from 3rd block
* Interrupt with i20 from 3rd hit
* Whiffs vs SS, SW from 3rd block
* Whiffs vs SWL from 3rd hit (SSR/SWR inconsistent)
* Cancel to r20 FC with F at frames 16-24 (frames 31-39 from 3rd attack)
** Interrupt with i33? mid/low from 3rd block
** Interrupt with i21? mid/low from 3rd hit
* Move can be delayed by 2F
* Power up in Heat or GRF
fahkumram3,4~3*m, m11, 23i13, i36+9+70a (+54)
* Tornado
* Balcony Break
* Effective startup i52
* Interrupt with i34 from 1st block
* Interrupt with i23 from 1st hit
* Cancel to r20 FC with F at frames 20-24 (frames 36-40 from 1st attack)
** Interrupt with i39? from 1st block
** Interrupt with i28? from 1st attack
* 9 chip damage on block
* Powered up with GRF
fahkumram4,3~4*h, m10, 25i12, i36+9+73a (+57)
* Tornado
* Knee
* Powered up with GRF
* Cancel to FC with F
fahkumramf+3,2,4~3*m, m, m16, 13, 23i17~18, ,i36+9+70a (+54)
* Tornado
* Balcony Break
* 9 chip damage on block
* Powered up with GRF
* Cancel to FC with F
fahkumramdf+1,4~3*m, m12, 23i15~16, i36+9+70a (+54)
* Tornado
* Balcony Break
* 9 chip damage on block
* Powered up with GRF
* Cancel to FC with F
** Interrupt with i41? from 1st block or i32? from 1st hit
* Interrupt with i36 from 1st block
* Interrupt with i27 from 1st hit
fahkumramd+3,4,3~4*L, h, m11, 10, 25i16, ,i36+9+73a (+57)
* Tornado
* Knee
* Powered up with GRF
* Cancel to FC with F
heihachif,n,d,DF+4,4,4,3L, L, L, h15, 10, 8, 30i16~17, ,i25~28+9+45a
* Balcony Break
* 10 chip damage on block
* Can be performed after any number of f,n,d,DF+4 lows
** Not duckable from the 2nd and 3rd lows
* Low crush 17~
jack-8ss2h20i17+9+35d (+27)
* Balcony Break
* Transition to GMH with D
** (+9 oB, +35d (+27) oH)
* Chip damage on block (6)
jinH.2+3,4m,h,m50i15~16+9+32a (-4)
* Heat Smash
* Reversal Break
* Balcony Break
* 7 chip damage on block
* Jail from 1st attack
jinZEN.3+4h25i21~27+9g~+15g+19a (+9)
* Balcony Break
* Enter Breaking Step +8 +18a (+8) r32 with DF on frame 40
* 10 chip damage on block
* Low crush 10~32
* Floating state 33~35
king3,2,2*h, m, m17, 18, 30i15~16, ,i34~35+9c+25a (+15)
* Balcony Break
* Spike
* Elbow
* Transition to JGR +9 +25a (+15) r30 automatically on hit or block
* Cancel JGR transition +4c +20a (+10) r35 with B
* Move can be delayed 11f
* 12 chip damage on block
* Interrupt with i14 from 2nd block
leo3,2,4h, h, m15, 10, 14i14, ,i22~23+9~+10+15g+19
* Knee
* Combo from 2nd CH
* Interrupt with i4 from 2nd block
leof+4M14i17~18+9~+10+15g+19
* Knee
* Stance moves may be delayed by 11F
* 4f timestop on CH
* Enter CD r23 with df (-5/+1/+5)
leob+1,4m, m17, 14i18~19, i23+9+15g+19
* Knee
* Combo from 1st CH
* Interrupt with i5 from 1st block
* Whiffs vs SSL from 1st block
leob+4,1~4m, m13, 14i18, i17~18+9~+10+15g+19
* Knee
* Combo from 1st hit
* Interrupt with i17 from 1st block
* Whiffs vs SS, SW from 1st block
* Enter CD -5 +1 +5 with df
leoBOK.4M14i20+9+15g+19
* Stance moves may be delayed by 11F
* 4f timestop on CH
* Enter CD r24 with df (-5/+1/+5)
leroyb+3h27i22~23+9~+10+16~+17c
* Balcony Break
* Homing
* Strong Aerial Tailspin
* Transition to HRM
* Cancel to HRM with 3+4
* chip damage on block
pandaH.2+3m50i15~16+9-3d
* Heat Smash
* Floor Break
* Balcony Break
* Alternate input: H.HBS.2+3
* Transition to +8 ROL with F on block only
* Transition to +13g HBS with D or 3+4 on block only
* 9 chip damage on block
* Floor breaks if 1st hit connects, or if 2nd hit connects on airborne opponent
* Balcony breaks if only 2nd hit connects on standing opponent
* Low crush
pauld+1,2*m, m16, 39i14~15, i43+9+20d (+10)
* Balcony Break
* H.d+1,2* with Heat
* Chip damage (11)
* Charge begins on frame 16
* Requires 27f charge
* d+1,2 from 0~26f charge
* Interrupt with i24 from 1st block
* Interrupt with i13 from 1st hit
* Interrupt with i9 from 1st CH
* Whiffs vs SS, SW from 1st block
* Whiffs vs SSR, SWR from 1st hit or CH
xiaoyuH.BT.2+3m,m,m,m7,7,7,30i15~16, i7~8, i9~10, i23~27+9+20g
* Heat Smash
* Spike
* Transition to HYP 2nd step
* Transition to standing with F (+3/+5)
* Chip on block [7]
* Low crush 53~76
* Floating state 77~79
xiaoyuH.2+3m,m,m,M8,10,12,20 (50)i15~16, i9~10, i7~8, i15~17+9+0d
* Heat Smash
* Balcony Break
* Shift to attack throw on 1st hit (50 damage)
* +9a (-8) BT or +5a (-12) standing from 2nd hit
* Transition to standing r42 with F_B_U_D (+5 oB)
* 7 chip damage on block
* Low crush 9~40
* Floating state 41~43
* Floating state 69~99
xiaoyuf,F+4h20i20~23+9+13g c+58a (+38)
* Strong Aerial Tailspin
* Balcony Break
* Transition to HYP on hit or block
* Chip on block [6]
asukaH.2+3m,t12,11,27i16+10g-6
* Heat Smash
* Floor Break
* 7 chip damage on block
* Transition to attack throw on hit
* +15a if only the last hit connects
* +11d (-24) if only the last two hits connect
* 2nd hit damage 11 > 18 if 1st hit whiffs
* 3rd hit damage 27 > 30 if 1st hit whiffs
* Hit level becomes m,m,m on block/whiff
* Low crush 5~
asukadb+1+2m,m10,20i42 i3+10g+18a (+9)
* Balcony Break
* Sabaki, parries lows except weapons
** +62a on successful parry
* Gain NWG on hit with 1
* Parry state 5~17
devil-jindb+1+2**m42i61~63+10+37d
* Balcony Break
* Guard Break
* Cancel to r27 MCR with F (js27~)
* 16 chip damage on block
* +11d on BT hit
heihachiH.2+3m,m50i15+10+0d
* Heat Smash
* Reversal Break
* Floor Break
* 15 chip damage on block
* Transition to attack throw on hit
* Transition to RAI on block only
* Cancel RAI transition with B, +6 on block instead
heihachiH.2+3,Fm50i15+10-2d
* Heat Smash
* Reversal Break
* Balcony Break
* 15 chip damage on block
* Transition to attack throw on hit
* Transition to RAI on block only
* Cancel RAI transition with B, +6 on block instead
heihachiRAI.2h25i17~18+10+51a
* Strong Aerial Tailspin
* Homing
* Guard Break
* Chip damage on block
hwoarangRFF.3,4m, h13, 16i16, i27~28+10g~+11g+21g~+22g+11~+12
* Combo from 1st hit
* Transition to RFS
* Cancel and transition to r8? RFS with F (-12/-1)
kumau+3+4m21i34~39+10+20
* Transition to SIT (cannot cancel)
* Low crush 8~36
* Floating state 37~39
* High crush 51~
lidiaH.1+2**m55i65+10g+63a
* Reversal Break
* Balcony Break
* Cancel with b,b or f,f
* Transition to HAE on hit or block only
* Cancel HAE transition with B
* Partially uses remaining Heat time
* Hold for 55 frames
lidiaH.WLF.1*m34i36+10g+66
* Tornado
* Cancel with b,b or f,f on frames 10~18
* Transition to HAE on hit or block only
* Cancel HAE transition with B
* Balcony break on airborne hit
lidiaH.2+3m,m,m,h5,5,30 (55)i18+10g+0d
* Heat Smash
* Balcony Break
* Shift to attack throw on hit
* Transition to r31 HAE on block
** Cancel HAE transition with B on block
* Increases HAE level by 1 on hit
* +10a (+1) from 2nd hit
* 8 chip damage on block
* Low crush 77~102
* Floating state 103~105
reinaf+3+4*m30i67+10+52a
* Guard Break
* Cancel to r24 FC at earliest with input DB/D/DF
* 9 chip damage in heat
* High crush 6~57
yoshimitsuFLE.ufm25i30~45+10g~25g+32a
* Balcony Break
* 10 chip damage on block
* Opponent recovers crouching on block
* Low crush 1~
zafinaMNT.df+1M30i20~21+10+11a
* Heat Engager
* Heat Dash +5, +67a (+50)
* Balcony Break
* Spike
* Weapon
* 12 chip damage on block
* Transition to SCR on normal hit
* Transition to standing with B (+6/+11a)
* Deal 8 recoverable damage to self without heat
* Gain ORB on hit or heat activation
* Azazel's Power
cliveH.f+2,2,1*m, m, m10, 7, 30i15, ,i42~43+11+52a
* Guard Break
* Consumes 150F of remaining Heat time
* Interrupt with i23 from 2nd block
* Interrupt with i12 from 2nd hit
* Whiffs vs SSL, SW from 2nd block
* Whiffs vs SSR, SWR from 2nd hit
* 12 chip damage on block
devil-jinH.2+3m,h,t20,22,10i18~28+11 MCR+5d
* Heat Smash
* Balcony Break
* Jail from 1st attack
* Transition to attack throw on hit
* Transition to MCR r29 on block only
** -14 on an empty MCR transition
* Cancel to r37 on block with B (+2~+12)
* 5 chip damage on block
* +48? (+8?) on wall hit
* Low crush 15~52
* Floating state 53~55
devil-jinuf+1h10i21~23+11~+13 MCR+16~+18 MCR
* Strong Aerial Tailspin
* Weapon
* Balcony Break on airborne hit
* Projectile (unparryable)
* Transition to MCR r29 on hit or block only
** -14/-9 on an "empty" transition
* r47 opponent hitstun
* 2 chip damage on block
devil-jinws1,1m, h12, 10i13~14, i30~32+11 MCR+16 MCR
* Strong Aerial Tailspin
* Balcony Break On air hit
* Weapon
* Projectile (unparryable)
* Combo from 1st CH with 1F delay
* Interrupt with i12 from 1st block
* Whiffs vs SSR, SWR from 1st block
* Transition to MCR r29 on block or hit only
** -14/-9 on an empty MCR transition
* 2 chip damage on block
* Move cannot be delayed
* Input can be delayed by 1F
fengH.f,F+1+2*m30i39~40+11+22a (+12)
* Balcony Break
* Guard Break
* Consumes 270F of remaining Heat time
* 12 chip damage on block
heihachif,n,d,df+3m30i27~28+11g+31a (+10)
* Tornado
* Balcony Break
* Chip damage on block
* Low crush 5~28
hwoarangH.2+3m,(t),m,h13,(14,24), 12,25i17~18, i18~19, i29+11+13d / +35d (+14)
* Heat Smash
* Balcony Break
* Jails
* Transition to +13d attack throw on hit
* 5 chip damage on block
* Also possible during RFF and LFS
* Transition to RFS
* Low crush 55
jack-8GMC.2h42i20 pc1+11+31a (+5)
* Tornado
* Guard Break
* Reversal Break
* Balcony Break
* Partially uses remaining Heat time
* 4 chip damage on block
* Power crush 1
jack-8GMH.2h40i20+11g+21d (+11)
* Balcony Break
* Tornado
kazuyadf+3,2,1*m, m, m13, 13, 25i18~19, ,i46+11g+10a (+1)
* Tornado
* Balcony Break
* 31F minimum charge
* Interrupt with i27 from 2nd block
* Interrupt with i11 from 2nd hit
* Whiffs vs SSL, SW from 2nd block
* Whiffs vs SSL, SWL from 2nd hit
* 20f timestop on hit
* 10 chip damage on block
kumaFC.df+2,1,1+2,3,1+2,3+4,1+2,2,3,1m, h, M, L, M, m, m, m, h, h12, 12, 6, 5, 6, 6, 7, 6, 21, 35 (24)i18~19, ,i47+11+10c
* Balcony Break
* Aerial combo (+14a (+7)) from 8th or 9th hit
* Forces tech backroll on hit
* Interrupt with i33? from 9th block
* Can SSL/SSR and SWL/SWR from 9th block
lawH.2+3m,t24,4,5,5,5,7 (50)i14+11g+5
* Heat Smash
* Balcony Break
* Transitions to DSS on block
* 8 chip damage on block
yoshimitsuKIN.2,NSS.1+2*m, M15, 30i21~22, i47~49+11+69a (+49)
* Balcony Break
* Floor Break
* Weapon
* Guard Break
* 12 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
* +26d (+26) on airborne hit
* +40a on backturned hit
* KIN.2,H.1+2*: Consumes 210F of remaining Heat time
claudioSTB.f,F+3,2*m, m,m8, 4,25i15~16, i20,i39~40+12+67a (+51)
* Tornado
* Balcony Break
* Guard Break
* Instant Tornado on hit
* 7 chip damage on block
* Consumes STB
* Consumes 240F of remaining Heat time
* Interrupt with i16 from 1st block
* Whiffs vs SS, SW from 1st block (SSR preferred on shorter charge durations)
fengH.2+3m,t20,35i20~21, i24~25+12+0
* Heat Smash
* Balcony Break
* 7 chip damage on block
* 2nd hit 26dmg +30a (-6) on 1st whiff
* Transition to STC on block
* Transition to standing with B (+7)
hwoarangRFF.f+3h21i14~17+12~+15+23~+26
* Transition to LFS
* Transition to r44? BT with B (-11~-8/+0~+3)
kingH.2+3M,t20,40i17~18 i21~22+12 JGR+0d
* Heat Smash
* Floor Break
* Transition to attack throw on standing hit
* Transition to JGR on block
* Cancel transition to JGR on block with B (+7)
* Transition to 2nd i21~22 23dmg mid hit on 1st block or whiff
** Tornado
** Balcony Break
** Hard balcony break
** i21~22 23dmg
** Jail from 1st block
** Forces crouch on 2nd hit
** +24 JGR on hit
** Cancel transition to JGR on hit with B (+19)
* Hits OTG
* 5 chip damage on block
larsH.2+3m,M55i18~19, i38~41+12c+0d / +81a
* Heat Smash
* Floor Break
* Transition to 30dmg attack throw on 1st hit
* 2nd hit +81a 25dmg on 1st block or whiff
* Transition to r35 DEN (+12c/+81a)
* Transition to r37 standing with B (+10c/+79a)
* 7 chip damage on block
* Opponent recovers FDFA
* Low crush 18~60
* Floating state 61~63
liliu+1+2*m30i18~19+12g+17a (+8)
* Strong Aerial Tailspin
* Homing
* Balcony Break
* Move is delayed 33f, effective startup i51~52
* 9 chip damage on block
pandaH.uf+3+4m21 (8)i16~17+12g+7a
* Alternate input: H.ROL.uf+3+4
* Uses 240F of remaining heat time
* Transition to SIT (cannot cancel)
* Low crush 9?
paulH.d+1,2*m, m16, 45i14~15, i43+12+30d (-6) FDFA
* Balcony Break
* Guard Break
* Reversal Break
* Consumes Heat
* Chip damage (13)
* Charge begins on frame 16
* Requires 27f charge
* Interrupt with i24 from 1st block
* Interrupt with i13 from 1st hit
* Interrupt with i9 from 1st CH
* Whiffs vs SS, SW from 1st block
* Whiffs vs SSR, SWR from 1st hit or CH
* H.d+1,2 from 0~26f charge
paulH.b+2,1*m, m22, 35i18, i60~61+12+56a
* Balcony Break
* Guard Break
* Consumes Heat
* Chip damage (13)
* Charge begins on frame 18
* Requires 42f charge
* Interrupt with i29 WS from 1st block
* Interrupt with i20 WS from 1st hit
* Whiffs vs SSR, SW from 1st block or hit
* b+2,1 from 0~41f charge
steveLNH.1+2h24i18-19+12+51a (+31)
* Guard Break
* Reversal Break
* Balcony Break
* 9 chip damage on block
fahkumram...GRF.3*m25i36+13 RAM+58cs
* Tornado
* Guard Break
* Reversal Break
* Consumes GRF
* Partially consumes remaining Heat time
* Transition to +13 RAM on block
* Cancel to FC with F
* Cancel to Surendrajit with D at frames 16-24? of Tornado Kick
* 10 chip damage on block
fahkumram...GRF.4*m25i36+13 RAM+42a (+32)
* Tornado
* Guard Break
* Reversal Break
* Consumes GRF
* Partially consumes remaining Heat time
* Transition to +13 RAM on block
* Cancel to FC with F
* Cancel to Surendrajit with D at frames 16-24? of Tornado Kick
* 10 chip damage on block
jack-8uf+3+4M23i34 js8+13cg+20d
* Spike
* Automatically transitions to SIT on hit or block
* Low crush 8
jack-8SIT.3+4M35i54+13cg+20d
* Can access other SIT moves on recovery.
* Cannot access SIT3+4 on recovery.
* Low crush
larsdb+2,3*m, m12, 25i15, i51+13+24d (+14)
* Tornado
* Balcony Break
* Input can be partially held from i? to i?
* Interrupt with i36 from 1st block
* Interrupt with i25 from 1st hit
* Whiffs vs SSL, SW from 1st block
* Whiffs vs SS, SW from 1st hit
* 10 chip damage on block
paulH.1+2*m40i46+13g+30d (-6) FDFA
* Balcony Break
* Reversal Break
* Consumes Heat unless canceled
* Chip damage (16)
* Move can be delayed 21f (i67)
* Charge begins on frame 1
* Requires 28~55f charge
* Delayed startup from 35~55f charge
* Cancel to t27~35 r1 CS from 17~35f with f
** 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 t41~49 r12 SWA from 17~35f with b
** Sidestep u can be buffered from 27f
** SWA attacks can be buffered from 26f
* H.1+2 from 1~27f charge
* Burning Fist at 56f charge
shaheenH.D*,u+2+13+63a (+47)
* Balcony Break
* Tornado
* Guard break
* i57~58 effective startup when unbuffered (Charge takes 40f)
* Consumes 450F of remaining Heat Time
* Read more
jack-8db+3, ... 1+2l, h15, 21i21, i34+14g+17cg
* Balcony Break
* Interrupt with i14 from 1st block
* Interrupt with i3 from 1st hit
* Forces tech backroll on hit
kumaHBS.f,fspi26~i31+14~+19+20~+25
* Transition to ROL
** Can transition to r20? HBS with D or 3+4
** Can transition to r13? FC
* 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
pandau+3+4m21i34~39+14cg+20d
* Transition to SIT (cannot cancel)
* Low crush
ravenH.2+3m,t20,35i18~20+14g+3a
* Heat Smash
* Balcony Break
* Transition to r20 SZN on block
* 9 chip damage on block
yoshimitsuKIN.f+1+2m20i24~25+14c+14c+49a
* Weapon
* Transition to FLE on hit or block only
* Power up in NSS or Heat
* Low crush 8~
yoshimitsuNSS.KIN.f+1+2m20i24~25+14c+14c+49a
* Weapon
* Transition to FLE on hit or block only
* Recovers 1 base health or 6 additional recoverable health on hit
* Recovers 1 base health when remaining recoverable health is 5 or less
* H.KIN.f+1+2: Consumes 90F of remaining Heat time
* Low crush 8~
jack-8FC.df+1,2,1,1m, m, m, h5, 8, 11, 30i23, ,i21+15+13BT
* Guard Break
* Interrupt with i9 from 1st block
lawws3h16i16+16g+18
* Transition to DSS
armor-kingf,f,F+3+4m40i28~34+17g+6cg
* Balcony Break
* Forces tech backroll on hit
* Low crush 9~40
* Floating state 41~70
kingf,f,F+3+4m40i28~34+17+32d(-26)
Balcony Break
* Low crush 9~
pandaFUFT.d+1+2m21i30+17+37a+37a
* Transition to SIT (Cannot cancel)
jack-8FUFT.d+1+2m18i28+18g+39d
* Recovers in SIT, then stands up
kumaFUFT.d+1+2m21i29~31+18~+20+37a+37a
* Transition to SIT (Cannot cancel)
* Reverse direction when performed in FUFA
jack-81+4,1m25i22~, i17(43~)+21g+7a (-2)+39d (-8)
* Balcony Break
* Alternate input hcf,1 to power up
* Chip damage on block (7)
jack-8HCF,1m30i22~, i17(43~)+21g+7a (-2)+39d (-8)
* Balcony Break
* Alternate input 1+4,1
* Chip damage on block (9)
alisaH.d+1+2
* Cancel to r30 with db
* Consumes 60F of remaining Heat time
* 75% damage reduction when absorbing attacks
* Damage absorbed is recoverable
* No hitstop during attack absorption
* Automatic standing guard from frames 1 to 5
* Can standing or crouching guard starting at frame 31
* Power crush 6~29
alisaH.f+1+4
* Consumes 150F of remaining Heat time
* Low crush 26~48
* Floating state 49~51
alisa1+2+3
Can transition to DES with held input 1+2
alisa1+2+4
alisaf+3+4
* Low crush 26~54
* Floating state 55~57
alisad+1+2
* Transition to r30 with db or d+1+2
* Transition to DBT with DES.f+3_f+4
alisadb+1
* Backsway
* Transition to r9? FC with D or after d+3 BKP transition
* Can perform WS moves after 24 frames
* High crush 4~15
alisab+1+3
* Parries all highs
* Parry state 3~15
alisab+1+3,Pm!25i20~21-5a (-14)+27a (-20)
* Balcony Break
* Interrupt with i2 or i19 mid extension after parry
* High crush 1~39
alisa1+2+3+4
* Cannot block for 5 seconds
* CH state for 5 seconds
* Transition to DES with 1+2
* Low crush 11~49
* Floating state 50~52
alisab,B+1+4h!50i63~84+37a (-18)
* Balcony Break
* Weapon
* Low crush 12~79
* Floating state 80~82
alisab,B+2+3m!50i75~76+44
* Balcony Break
* Head
alisaub,bsp
* Low crush 9~40
* Floating state 41~43
alisa(Back to wall).b,b,UB
Side switch
* is8~13
* Low crush 14~70
* Floating state 71~73
alisaBKP.1+2h!20,3i34~71+58a
* Weapon
alisaDES.2,1M,M,m, h!5,5,5, 20i20~21 i1~2 i1~2, i28~56+85a (+69)
* Tornado
* Weapon
* Available only as a combo from 1st hit
alisaDES.3
alisaDES.b,b
alisaDES.b+3
* Low crush 7~33
* Floating state 34~36
alisaDES.d+3
* DES.d+3_4 goes to foreground, DES.u+3_4 goes to background
* Transition to r20 DBT with 3_4
* Low crush 5~22
* Floating state 23~25
alisaDES.f,f
alisaDES.f+3
* Cancel to r33? standing block with DBT.B
* Transition to r50? Evasive Action with DBT.u_d
* Low crush 18~40
* Floating state 41~43
alisaDES.uf+2h,h,h,h,h5,5,5,5,5i10~14 i1~5 i1~5 i1~5 i1~1+35a (+28)
* Weapon
* Only hits airborne opponents
alisaFUFT.1+2
* Floating state 1~5
* Low crush 6~40
* Floating state 41~43
alisaSBT.1+2h!20i27~28+8
* Balcony Break
* Weapon
* Low crush 26~53
alisaSBT.D
* Transition to r32 BKP with B (Backswing)
* High crush 34~
alisaBack throwt55+0d
* Floor Break
* Throw break: none
* Opponent recovery on hit: FDFA
* Side switch
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
annaf+3
* Transition to r10 FC with db
* Transition to r16 CJM with b+3
annadf+3,2,1m, h13, 9i14, ,
annadf+3,2,1,2m, h13, 9i14, ,
annadf+3,2,1,2,4m, h13, 9i14, ,
* Transition to -21 -10 +9a CJM with B
annadf+3,2,1,2,4,1m, h13, 9i14, ,
annadf+3,2,1,2,4,1,2m, h13, 9i14, ,
annadf+3,2,1,2,4,1,2,2m, h13, 9i14, ,
annadf+3,2,1,2,4,1,2,2,3+4m, h13, 9i14, ,
annadf+3,2,1,2,4,1,2,2,3+4,2m, h13, 9i14, ,
annab+1+325+3d
* Parries high or mid punches or kicks
* Can side switch depending on the parried attack
* Parry state 5~12
annab+3
* Actionable after 16f
* i3? low parry: parries all lows (including Heat Smash lows)
* i3? throw parry: +0d and 25 damage
* Transition to r13 HAM with f+3
* Parry state 3~47
annaub+1+2m!50i60+46a (+15)
annaub,bsp
* Low crush 9~40
* Floating state 41~43
annaCJM.df
{{Plainlist
* Transition to r40 FC with no input
}}
* High crush 5~
* Floating state 8~35
annaCJM.f+3
* Transition to r10 FC with db
* Transition to r16 CJM with b+3
annaHAM.b+3
annaTOM.3
* Actionable after 16f
* i3? low parry: parries all lows (including Heat Smash lows)
* i3? throw parry: +0d and 25 damage
* Transition to r13 HAM with f+3
* Parry state 3~47
annaBack throwt50+0d
* Unbreakable
* Side switch on hit
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
armor-kingH.f,n,d,df+1+2h![10]i25~28+23g
* On hit, gives a special stun that makes throws unbreakable for the stun duration
* Consumes 600F of remaining Heat time
* Only deals recoverable damage
* Cannot K.O
armor-king1+3+4h!25i37~44+12g?
* Extremely high hitbox
armor-king3+4(hold)M, t (h)14, 40i25~32, i35+0
* Floor Break
* Shift to attack throw on front grounded hit
* Interrupt with i24 from 1st block
* Interrupt with i14 from 1st hit
* Whiffs vs SS, SW from 1st block or hit
* Cannot throw break
* Opponent is left FUFL
* Low crush 14~38
* Floating state 39~41
armor-kingf+3+4sp
* Transition to BAD
* Parries mid and high punches
* Cannot block in stance
* Stance moves can be delayed by 25f
* Parry state 5-12?
armor-kingf+3+4,Ph![5]i25~34+23g
* On successful parry, gives a special stun that makes throws unbreakable for the stun duration
* Cannot K.O
armor-kingb+1+325+0d
* Reverses High or Mid punches only
* Opponent recovers FUFA when parrying a left punch
* Opponent recovers FDFL when parrying a right punch
* Has a followup on whiff only
* Parry state 5~12
armor-kingb+4,1+2m, t15, 20i15~16, +0d
* Throw only comes out on front hit
* Input 1+2 during frames 1-17 of b+4
armor-kingub+415+19a (+9)+33a (+29)
* Balcony Break
* No forward momentum
* Recovers 2f faster on hit (t46 r29)
armor-kingu+1+2*m!45i67+11a
* Low crush 15~63
* Floating state 64~66
armor-kingb,B+2+3m!50i63~66+52a
* Cancel to r45 FC with D at frame 36
* Low crush 62~78
* Floating state 79~81
armor-kingf,n,d,DF+3h!30i35~37+19a (+10)
* Balcony Break
* Cancel to r41 standing with B at frame 19
* 20f timestop on hit
armor-kingf,n,d,df
* Cannot be buffered
* Stance moves can be buffered out of heat dash
* Recovers in FC at frame 20
* Cancel to SS with u
* Cancel to standing block with b from frames 1 to 9
armor-kingf,n,d,df+1+2h![5]i35~38+23g
*On hit, gives a special stun that makes throws unbreakable for the stun duration
*Comes out faster in heat
*Cannot K.O
armor-king(Back to wall).b,b,UBh!,t40i40~45+0d
* Floor Break
* Shift to attack throw on hit
* Opponent recovers FUFR?
* is8~24
* Floating state 24~33
* Low crush 34~39
* Floating state 40~47
armor-kingBT.1+4M!20i41~47+0d
* Armor King recovers FDFR on close hit on frames 41~42 (t91 r49 fs43~91), and FUFT on far hit (frames 43 to 47) or whiff
* Low crush 12~42
* Floating state 43~47
armor-king(Back Throw)th(h)60i12~14!-4d
* Unbreakable throw
* Opponent left FUFA
armor-king2+4,d+1+2th(h)35, 38i12~14, -10d
* Floor Break
* Unbreakable throw extension
* Input d+1+2 by frame 101
* Opponent left FUFA
armor-kingAIR.BAD.2+4t(a)45i14+0d
* Cannot throw break
* Opponent recovers in FDFA.
armor-kingAIR.f,f,F+2+4t(a)50(55)i10+0d
* Floor Break
* Cannot throw break.
* Input n,f,F+2+4 within 6 frames after dash startup (f,n,f) to execute "blue spark" (+5 damage).
* Opponent recovers in FUFT.
armor-kingAIR.f,hcf+1t(a)40(45)i10+0d
* Floor Break
* Cannot throw break.
* Input all 6 directions of throw, press df for 1-3F, at most 1F of f followed by f+1 for blue spark (+5 damage).
* AIR.BAD1+3: i14 startup. Cannot execute blue spark variant
* Opponent recovers in FDFA.
* Side switch
armor-kingWALL.1+3t(w)65?i10+0d
* Homing
* Cannot throw break.
* Opponent recovers in FUFT.
armor-kingd+1+3th(m)35i12~13+0d
* Floor Break
* Unbreakable
* Opponent recovers FUFA
armor-kingd+2+4th(m)35i12~13+0d
* Heat Engager
* Unable to Heat Dash
* Unbreakable
* Opponent recovers FUFA
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
asukaf+3**m!28i70~71+28a (+19)
* Balcony Break
* Cancel to r58? with B
asukadb+4,1+4L, sl,h14, 5,8i22~24, i22 i17--3+9
* Jail from 2nd attack
* Links to 1+4 string extensions
* Interrupt with i12 from any block
* Can be low parried from block or normal hit only
* -19 if entire string is ducked
asukab+1+325
* Opponent recovers FUFT
* Reverses high or mid attacks
* Parry state 5~12
asukab+1+3*25
* Opponent recovers FUFT
* Reverses high or mid attacks
* Parry state 5~54
asukau+4
* Recovers 4F faster on hit (t49 r28)
* No forward momentum
asuka1+2+3+4
* Transition to Ultimate Tackle throw with 1+2
* Cannot block for 5 seconds
* CH state for 5 seconds
asukaub,bsp
* Perform f,f,f+3 (Ame-no-Uzume) with 3; i68~72 effective startup
* Low crush 9~40
* Floating state 41~43
asukaws2,1,1,3m, h, m, m18, 10, 8, 10i13~14, ,i21+11a (+1)
* Balcony Break
asukaBack throwt50+7d
* Unbreakable
* Side switch on hit
* Opponent recovers FDFA on hit
asukaf+1+3t0i19~20+17
* -3 when exiting stance with no input
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
azucenaH.f+3+4
* Parries all high or low attacks
* Consumes 120F of remaining Heat time
* Cancel to r20 with DB
* High crush 4~20
* Parry state 17~
azucenaH.2+3+4h!0i45+35a
azucena1+3+4
azucena1+3+4*
* Regenerates heat
* Heat meter won't disappear, even if it fully depletes
azucena2+3+4h!0i45-1
azucenaf+3+4
* Completely evades all high/low attacks
* Stays indefinitely in stance
* Cancel to r20 with DB
* Parry state 18~
azucenaf+3+4*
* Restores 120F, 150F and 240F of remaining Heat time
* Heat meter won't disappear, even if it fully depletes
* Parry state 1~
azucenab+3+4
* Low crush 6~19
* Floating state 20~22
azucenab+3+4*
Regenerates heat
azucenauf+1,Ph, t18, 25i18~19, -4d
Opponent recovers FUFA
azucena1+2+3+4
* Can't block for 5 seconds
* CH state on your next attack for 5 seconds ''(Tekken 7 and prior games)''
* 10% damage increase on the next attack for 5 seconds ''(Tekken 8 season 2 patch onward)''
* Attacks taken will be CH for 5 seconds
azucena1+2+3+4,3+4m!54i75-8a
Base damage is 45
azucenaUB,bsp
Transition to r28 LIB with F (js17~36, fs37~39, cs47~63)
* Low crush 17~36
* Floating state 37~39
azucenaBT.2:2m, t15, 23i17~18, +0d
Transition to attack throw on front standing hit by inputting 2 on frames 10~16
azucenaBT.b+3
azucenaBT.b+1+2
Parries all mids
* Parry state 2~8
azucenaBT.b+3+4
* High crush 6~20
azucenaBT.f+3+4
* Low crush 6~21
* Floating state 22~24
azucenaLIB.B
Completely evades high or low attacks
* Parry state 1~
azucenaLIB.F
* Completely evades high or low attacks
* Parry state 1~
azucenaLIB.P (High)0
* Restores recoverable health
* Frame advantage depends on the move that gets evaded
* is1~16
azucenaLIB.P (Low)m,m15,20i7~8 i11~12+8
* Restores recoverable health
* Will cause a juggle on lows with float properties
* is1~6
* Floating state 7
* Low crush 8~19
* Floating state 20~22
azucenaLIB.U
* Completely evades high or low attacks
* Parry state 1~
azucenaLIB.b,b
* Can be canceled at r20 with b+1 or uf+1, performs the same attack as uf+1
azucenaLIB.f,f
azucenaBack throwt50+0d
* Unbreakable
* Side switch
azucenaTackle.2,1,2,1t5,5,5,15+0d
* Throw break 1 for right punches
* Throw break 2 for left punches
* Only 1st and 4th hits can be blocked
* Inputs are reversed for tackle from behind
* Can cancel the last punch to Arm Breaker with 1+2
azucenad+1+3t(m)35i12~13+0d
* Heat Engager
* Crouch throw
* Unbreakable
* Can't Heat Dash cancel
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
bobf+3+4sp
* Transition to BAL
* Transition to FC r48 with no input
* Stance moves can be delayed by 18F
* Cannot block in stance
* High crush 8~48
bobb+1+3sp(10),20 (25)i41?, i30+5g / +26a (+0)
* Balcony Break (Perfect)
* Parries high and mid punches
* On successful parry, shift to Steak and Fries (FC.db+1+2)
** Input 3 during frames 26 to 29 of 2nd hit to power up
* Parry state 5~12
bobub+4
* Transition to BAL r51 with F at frame 38
* Low crush 9~33
* Floating state 34~36
bob1+2+3+4
* Can't block for 5 seconds
* CH state on your next attack for 5 seconds ''(Tekken 7 and prior games)''
* 10% damage increase on the next attack for 5 seconds ''(Tekken 8 season 2 patch onward)''
* Attacks taken will be CH for 5 seconds
bob1+2+3+4*
* Can't block for 5 seconds
* CH state on your next attack for 5 seconds ''(Tekken 7 and prior games)''
* 10% damage increase on the next attack for 5 seconds ''(Tekken 8 season 2 patch onward)''
* Attacks taken will be CH for 5 seconds
* Low crush 55~82
* Floating state 83~85
bobb,B+1+4m!60i72~74+7d
* Spike
* 20f timestop on hit
* Cancel to r47 FC with DB at frame 42
* Low crush 51~69
* Floating state 70~72
bobb,B+2+3h!25i48~50+13d
* Strong Aerial Tailspin
* Low crush 20~47
* Floating state 48~50
bobf,n,d,df
* Cannot be buffered
* Stance moves can be buffered out of heat dash
* Recovers in FC at frame 20
* Cancel to SS with u
* Cancel to standing block with b from frames 1 to 9
bobBack Throwt50 (60)+0d
* Unbreakable
* Can fully wall splat (60 damage)
* Opponent recovers FDFA
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
bryan1+3+4m!0i28~31+16
* Cancellable with any input on frames 1~31
* Gain SNE
* -34 if not cancelled
bryanb+1+3+31
* Parries high or mid punches
* Parry state 5~12
bryanb+3,4m, m12, 18i19,
bryanb+3,4,1m, m, m12, 18, 5i19,
bryanb+3,4,1,2m, m, m, m12, 18, 5, 7i19,
bryanb+3,4,1,2,1m, m, m, m, h12, 18, 5, 7, 3i19,
bryanb+3,4,1,2,1,4m, m, m, m, h, h12, 18, 5, 7, 3, 8i19,
bryanb+3,4,1,2,1,4,2m, m, m, m, h, h, h12, 18, 5, 7, 3, 8, 5i19,
bryanb+3,4,1,2,1,4,2,1m, m, m, m, h, h, h, h12, 18, 5, 7, 3, 8, 5, 5i19,
bryanb+3,4,1,2,1,4,2,1,4m, m, m, m, h, h, h, h, m12, 18, 5, 7, 3, 8, 5, 5, 10i19,
bryanb+3,4,1,2,1,4,2,1,4,2m, m, m, m, h, h, h, h, m, h12, 18, 5, 7, 3, 8, 5, 5, 10, 20i19,
bryanb+1+4*m!45i53+7a
Spike
bryan1+2+3+4
* Can't block for 5 seconds
* CH state on your next attack for 5 seconds ''(Tekken 7 and prior games)''
* 10% damage increase on the next attack for 5 seconds ''(Tekken 8 season 2 patch onward)''
* Attacks taken will be CH for 5 seconds
bryand,db,b
* Cancel to SS on any frame with u
* Minimum 3f needed to enter (one for each directional)
* Can perform u moves
* High crush 1~10
bryanqcf
* Enter FC r25 with no input
* Cancel to SS on any frame with u
* Cancel to block on frames 1~9 with b from manual transition
* Actionable on frame 1~
* Access ws2, ws4, FCdf+2, FCdf+4 with b+2_4_df+2_df+4 from manual transition
* Access SNE.FC.df+3 with df+3 from stance transitions, or with b,df,df+3 from manual transition
* Can perform u moves
* High crush 1~25
bryanBack throwt60-1d
Unbreakable
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
claudio1+2,1+2m, t20, 10i17, i17+0
* Combo from 1st hit
* Only comes out on standing hit
* Doesn't work at tip range
* Doesn't work in the side or back
* Not a timed input
claudio1+2,1+2,2m, t, t20, 10, 18i17, ,i17-5d or +0d
* Combo from 1st hit
* Gain STB on hit
* -5d vs FUFT when gaining STB
* +0d vs FUFA if already STB
* Deals 20 damage with input b,f+2
* Not a timed input
* Transition to r101 STB on hit without STB
claudio1+2+3+4
* Can't block for 5 seconds
* CH state on your next attack for 5 seconds ''(Tekken 7 and prior games)''
* 10% damage increase on the next attack for 5 seconds ''(Tekken 8 season 2 patch onward)''
* Attacks taken will be CH for 5 seconds
claudiob,B+2+3m!60i72+15a (-11)
Balcony Break
claudioBack throwt50+0d
* Unbreakable
* Can side switch on hit
* Opponent recovers in FDFT
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
clive3+4
* Strong low parry effect (active while moving)
* Move backward/forward with b_f
* Cancel to r53 with db_d_df
* Floating state 5~
* Parry state 9~
clive3+4,PM20,i27~28+61a (+45)
* Tornado
* is1~27
* Floating state 28~70
clivef+4
* Actionable after 15f
* Stance moves can be delayed by 9F
* Block at frame 35 (i35 standing guard)
clivedf+2,2m,m, m5,10, 20i15~16 i26~27, i18~19+5a (-2)
* Weapon
* Available only as combo from 2nd hit
* Available on standing hit only
* Low crush 9~
clivedf+2,2,2m,m, m, m,M5,10, 20, 6,25i15~16 i26~27, ,i26~27 i3~4+60a (+44)
* Tornado
* Weapon
* Available only as combo from 3rd hit
* Available on standing hit only
clivedf+3,1L, M,M20, 18,20i29~30, i27~29 i3~10+3c
* Available only as combo from 1st hit
* 38 damage in total for the full string with scaling
* Input 1 during the 1st hit animation on frames 25~28 to add +4 damage
clivedb+1,1h, m,m10, 7,20i17~18, i21~22 i18~19+31d (+10d)
* Tornado
* Homing
* Balcony Break
* Available only as combo from 1st hit
* Input 1 during the 2nd hit animation on frames 18~21 to add +5 damage
cliveb+3
* Strong parry effect: parries all highs or mids, except throws, unblockables and charge moves
* Parry state 5~13
cliveb+3,P
* 13f timestop
* Earliest cancel to parry attacks r23 (r36?)
* is1~16
clive1+2+3+4
* Can't block for 5 seconds
* CH state on your next attack for 5 seconds ''(Tekken 7 and prior games)''
* 10% damage increase on the next attack for 5 seconds ''(Tekken 8 season 2 patch onward)''
* Attacks taken will be CH for 5 seconds
cliveb,B+1+4m!40i80~81+56a
* Hitstop on frame 80 for 20f
cliveuf
* Low crush 9~43
cliveCH.f,F+1+2m50i20+0d
* Weapon
* Throw from front hit
* Opponent recovers FUFA
clivePHX.3,2L, m,m8, 18 (12),20/36 (10/18)i21, i30 i29~34+39a (+29)
* Balcony Break
* Power up in Heat
* Available only as combo from 1st hit
* 30 (38 in heat) damage in total for the full string with scaling
* 20f timestop on hit during Heat
* -20 on 2nd block (impossible?)
clivePHX.3,1+2L, m,M8, 12 (8),20 (10)i21, i27~28 i23~24+6d (-29)
* Spike
* Available only as combo from 1st hit
* Increases ZAN gauge by 0.70 on hit (0.30 + 0.40)
* Increases ZAN gauge by 0.24 on block (0.10 + 0.14)
* 30 damage in total for the full string with scaling
* Only deals recoverable damage
* -13c on 2nd block (impossible?)
* Low crush 41~54
* Floating state 55~57
clivePHX.1+48-63
* Increases ZAN gauge by 0.20 on ZAN1 hit
* Increases ZAN gauge by 0.10 on ZAN1 block
* Transitions to attack throw on hit with ZAN2-5
* Resets ZAN gauge on hit with ZAN2-5
* Damage increases with ZAN gauge level:
* ZAN1: 8
* ZAN2: 33
* ZAN3: 38
* ZAN4: 48
* ZAN5: 63
cliveWOL.4
* Actionable after 15f
* Stance moves can be delayed by 9F
* Block at frame 35 (i35 standing guard)
cliveBack throwt50+0d
* Unbreakable
* Opponent recovers in FUFA
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
devil-jinH.MCR.1+2h!,t12,27i20+0d
* Transition to attack throw on standing or airborne hit
* Consumes 600F of the heat timer
* Low crush 1~12
devil-jin3+4
* Low crush 20~58
* Floating state 59~61
devil-jinf+3
* Stance moves can be delayed by 10f
* Low crush 18~32
* Floating state 33~35
devil-jindb+1+4h!40i32~63-30cg~+1cg
* Balcony Break
* -22cg~-19cg on average
* Forces tech back roll on hit
* -25d~-22d on average on BT hit (-33d~-2d)
devil-jinb+1+4m!60i63~64+20a (+10)
* Floating state 64~85
devil-jinu+1+2h27i18-35
Hits airborne opponents only
devil-jin1+2+3+4
* Can't block for 5 seconds
* CH state on your next attack for 5 seconds ''(Tekken 7 and prior games)''
* 10% damage increase on the next attack for 5 seconds ''(Tekken 8 season 2 patch onward)''
* Attacks taken will be CH for 5 seconds
* Low crush 6~47
* Floating state 48~50
devil-jinf,n,d,DF+4,1+2L, SM7, 14 (9)i16, i29~40+58a (+42)
* Tornado
* Available only on hit
* Opponent recovers FUFA on hit
* 9 damage with scaling from previous hit
devil-jinf,n,d,df
* Cannot be buffered
* Stance moves can be buffered out of heat engager or heat dash
* Recovers in FC at frame 20
* Cancel to sidestep with u
* Cancel to block with b from frames 1 to 6
* Cancel to t1~t3 hFC with b from frames 7 to 9
devil-jinf,n,d,df,UF
* Can access wr3 by inputting 3 on frames 1~2
* Unable to act from frames 3~26
* Low crush 1~20
* Floating state 21~23
devil-jinf,n,d,df+1,UFm, t30, 10i22~24, -4d
* Floor Break
* Transition to attack throw on hit
* Available only on hit
* Opponent recovers FDFA on hit
devil-jinSS.2,Um, m!,M!25, 35 (24), 40 (20)i17~18, i37~38 i22~60-5a
* Only available as combo from 1st hit
* 44 damage with scaling
devil-jinFLY.2h!,t20,20i36+0d
* Floor Break
* Transition to attack throw on front standing or airborne hit
* +1a (-8) on BT hit
* Low crush 1~60
* Floating state 61~63
devil-jinFLY.4,2,1,UFM, m, m, t10, 20 (14), 20 (14/10), 14 (10/7/6)i20~21, ,-4d
* Floor Break
* Airborne combo from 1st hit
* Transition to attack throw on hit
* Available only on hit
* Opponent recovers FDFA on hit
* Low crush 1~
devil-jinFLY.4,2,1+2M, m, m!,M!10, 20 (14), 14 (10/7), 20 (10/8)i20~21, ,i27~28 i22~60-6a
* Available only as airborne combo from 2nd hit
* Low crush 1~
devil-jinFLY.1+2M!30i50~100-72cg~-22cg
* Balcony Break
* -72c~-56c on average
* Forces tech back roll on hit
* -75d~-25d on BT hit
* Low crush 1~111
* Floating state 112~114
devil-jinFLY.f+1+2M!30i32~75-65cg~-22cg
* Balcony Break
* -52c~-50c on average?
* Forces tech back roll on hit
* Recovers front-facing when done from BT FLY
* -68d~-25d on BT hit
* Low crush 1~
devil-jinFUFT.u+3+4
FUFA shift to Fly leaves attacker in backturn (Fox Step)
devil-jinMCR.4,2,1,UFM, m, m, t10, 20 (14), 20 (14/10), 14 (10/7/6)i20~21, ,-4d
* Floor Break
* Airborne combo from 1st hit
* Transition to attack throw on hit
* Available only on hit
* Opponent recovers FDFA on hit
* Low crush 1~
devil-jinMCR.4,2,1+2M, m, m!,M!10, 20 (14), 14 (10/7), 20 (10/8)i20~21, ,i27~28 i22~60-6a
* Available only as airborne combo from 2nd hit
* Low crush 1~
devil-jinMCR.1+2h!12i20+0
* Balcony Break (airborne)
* Low crush 1~12
* Floating state 13~15
devil-jinH.f,n,d,DF+4,3L, SM7, 26 (18)i16, i31+72a (+56a)
* Tornado
* Available only on hit
* 18 damage with combo scaling from 1st
* Consumes 600F of remaining Heat timer on hit or block or whiff
* +70a (+54) FUFA on BT hit
* Low crush 15~27
* Floating state 28~30
devil-jinBack Throwt50+1d
* Unbreakable
* Side switch on hit
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
dragunovH.2+3,db+1+2m,m,m, t25,14,23, 0i15~16, i30~32,i31~32, i26-2d
* Unbreakable on hit
* Shift to tackle on hit
* Interrupt with i15 on 1st block
dragunov3+4
* Transitions to FC on frame 28~
* High crush 6~38
dragunovd+1+240+5d
* Parries lows except weapons
* Can side switch on a successful parry
* 100% recoverable damage
* Parry state 5~15
* High crush 1~25
dragunovb+1+325-5d
* Parries mid and high punches and kicks
* +1d on a successful kick parry
* 100% recoverable damage
* Sometimes Side switches on hit
* Parry state 5~12
dragunovb+3+4:1+2h, t22, 20i28~29, i28~29+1d
* Removes Recoverable Health
* Unbreakable
* Transitions to throw when blocked from the front
* Just frame not required during Heat
* Partially consumes remaining Heat time
dragunovub+1+2m!60i63~64+26d (-32)
Balcony Break
* Unblockable
dragunov1+2+3+4
* Can't block for 5 seconds
* CH state on your next attack for 5 seconds ''(Tekken 7 and prior games)''
* 10% damage increase on the next attack for 5 seconds ''(Tekken 8 season 2 patch onward)''
* Attacks taken will be CH for 5 seconds
dragunovSNK
* Lapses to standing
* Cancel to SS with u
* Input d, DF to transition to FC instead of SNK
* Stance moves can be delayed by 20F
dragunovH.f,f,F+2,1+2m, t22, 0i15~17, i40-2d
* Consumes 300F of remaining Heat time
* Shift to tackle on hit
* Interrupt with i24 from 1st block
* Whiffs vs SSL, SWL and SWR from 1st block
* High crush 24~40
dragunovFC.df+1,4L, m8, 10i16~17, i16~17+7
* Knee
* Combo from 1st hit
* Available only as combo from 1st hit
* Input 4 on frames 16~19 to power up - 14 damage
dragunovH.FC.df+1,1+2L, t8, 0i16~17, i40-2d
* Consumes 300F of remaining Heat time
* Shift to tackle on hit
* Interrupt with i28 from 1st block
* Interrupt with i19 from 1st hit
* Whiffs vs SSL, SWL and SWR from 1st block or hit
* High crush 24~40
dragunov(During enemy wall stun).f,f,F+4m,t20,20,25,35i20~21
* Tornado
* Deals maximum 32 (20) damage due to scaling
dragunovFDFA.1+2
* Floating state 1~29
* High crush 30~40
dragunovBack throwt50+1d
Unbreakable
dragunovTackle.1t35+0d
* Throw break 1
* Removes Recoverable Health
dragunovTackle.2t40+3d
* Throw break 2
dragunovTackle.1+2t45+3d
* Throw break 1+2
dragunovdb+3~1+2t35i19~20+1d
* Side switch
* Crouch throw
* Cancel to FC with D, DB or DF
* High crush 1~19
dragunovd+1+3t (m)35i12~14+1d
* Side switch
* Crouch throw
dragunovuf+3+4t35i38~42-12d
Unbreakable (avoid by ducking)
* Low crush 20~46
* Floating state 47~49
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
eddyf+1+2
* Auto low parry ps20~79? at Mandinga Level 1
** Transition to Ogum Mandinga on successful parry
* Transition to HSP
* Cannot block in stance
** Must transition to r25 RLX with HSP.d_u to block in 25 frames
* Floating state 14~53
* Parry state 20~79
* (MD1/2)
eddyd+3+4
* Can block at frame 20? with B or DB
* Stance moves can be delayed by 19F
* Transition to FC r55 with no input
* High crush 6~55
eddyb+1+2
* Auto low parry ps8?~ at Mandinga Level 1
** Transition to Ogum Mandinga on successful parry
* Transition to HSP
* Floating state 14~61
eddyu+4sp
* Transition to FC
* Low crush 7~
eddy1+2+3+4
eddyb,B+2+3h!, h!25,30i77~79, i8~9-37a(-46)
* Balcony Break
* Cancel to r78 standing with input b,B+2+3,b,b at frame 48
* 20f timestop on hit
* Low crush 76~78
* Floating state 79
* Low crush 82~94
* Floating state 95~97
eddyb,ub
* Transition to r66 RLX
* Can perform Trovo with 3 (i69~71 effective startup)
* Low crush 9~40
* Floating state 41~42
* High crush 52~
eddyHSP.n,d
* Transition to RLX
* Floating state 1~10?
* High crush 6?~
eddyHSP.n,f
* Transition to HSP
* Floating state 1~
eddyRLX.n,d
* Transition to HSP
eddyRLX.n,f
* Transition to RLX
* Recover in FC after 48F?
eddyBack throwth(h)50+0d
* Throw break: none
* Opponent recovers in FUFA
eddyHSP.1+3th(h)26i23~24+6
* Balcony Break
* Throw break: none
* Transition to RLX on hit
** higher frame advantage when wall splatted from a further distance
* Floating state 1~47
eddyd+1+3th(m)30i12~13-5
* Heat Engager
* Throw break: none
eddyd+2+4th(m)35i12~13+0
Throw break: none
<Showing 5601-6000 of 6584 moves>