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All Characters Tekken 8 Frame Data

CharCommandHit levelDamageStartupBlockHitCounter hitNotes
liliu+3,3,3+4m, m, m,m20, 15, 5,20i22~23, ,i27~29 i5~6-8+13d
* Floor Break
* Combo from 1st hit
* Interrupt with i8 from 2nd block
* Whiffs vs SS, SW from 2nd block
* Available only on hit or block
* Low crush 1~27
* Floating state 28~32
liliu+3+4M18i36~39-8~-5+6d
* Floor Break
* Transitions to attack throw on standing hit when at range 1.65 or closer (+10 damage, +39a)
* Low crush 5~37
* Floating state 38~40
lilif,F+3,3+4m, m,m15, 5,20i22, i27~29 i5~6-8+13d
* Floor Break
* Combo from 1st hit
* Interrupt with i7 from 1st block
* Whiffs vs SSR, SWR from 1st block
* Available only on hit or block
* Floating state 1~3
liliBT.1h8i8-8+3
miary-zows1m12i13~14-8+7
ninadf+3,1m, h13, 10i14, i30-8+3
* Combo from 1st CH
* Interrupt with i11 from 1st block
* Whiffs vs SSR, SWR from 1st block
** Must delay SSR or perform SSR to delayed SWR
* Move can be delayed by 10f
* Cancel to SS -19 -8 -7 with D_U
ninad+3,4L, h10, 14i16, i20-8+1
* Combo from 1st CH
* Move cannot be interrupted
ninab+3,4m, h10, 17i18, i20~21-8+14c+45a
* Combo from 1st hit with 16f delay
* Interrupt with i2 from 1st block
* Move can be delayed by 10F
* Input can be delayed by 17F
ninaBT+1h15i8-8+3
Links to 1 jab extensions
ninauf,n,D+3,4L, h15, 14i43, i20-8+1
* Combo from 1st CH
* Move cannot be interrupted
ninaf,f,F+3m10i20~21-8+1
* Low crush 4~18
* Floating state 19~21
ninaSS.1+2m22i19-8+3+37a
* Balcony Break
* Sidestep adds minimum 9f, effective startup i28
* 6 chip damage on block
ninaqcf+2M25i16~17-8+32a (+17)
* Heat Engager
* Heat Dash +5, +42a (+27)
* Balcony Break
ninaqcf+4m15i14-8+6s
Knee
pandab+1+2h,m10,20i18~19 i12~13-8+13d
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Floor Break on airborne hit
* Homing
* Strong Aerial Tailspin 1st hit only
* 12 chip damage
* Transition to HBS r36 with input D or 3+4 (does not shift when using Heat Dash)
pandau+1+2m24i18~23-8 / -7 HBS+6 / +7 HBS+8a / +9a
* Transition to HBS with input D or 3+4
* Low crush
pandad,df,f+2m15i17~18-8+3
pandahFC.1L12i19~21-8+2c
* Can be done from Crouch Level 1
* High crush 0~46
pauldf+2m13i15~16-8+33a (+23)
* High evasion
* +4s on crouching normal hit
paulws3M16i13~14-8+6
* Knee
raven2,4h, h9, 16i10, i18~19-8~-7+8
* Wall Crush +16g on hit, +18g on hit when transitioning into CD
* Transition to +8 BT on hit with B
* Transition to +8 FC on hit with D
* Transition to +10 CD on hit with F
raven3m10,i14~15-8~-7+3~+4
raven3,3m, h10, 16,i14~15, i17~18-8~-7+5~+6
* Combo from 1st hit
* Jail from 1st block
ravendf+2,3m, h15, 17i16~18, i12~13-8~-7+28a (+19)
Balcony Break
ravenb+4,4m, m13, 20i14~15, i17~19-8~-6+6c~+8c
* Spike
* Combo from 1st hit
* Jail from 1st block
ravenb,B+2,Pm,h, t15,21, 35i17~18 i30~31, i15~25-8~+2+0d
ravenws2m17i13~14-8~-7+8~+9+37a (+27)
Elbow
ravenws3m18i16~17-8~-7+0s
ravenBT.1,4h, h7, 23i8, i16~17-8~-7+14c+67a (+51)
* Balcony Break
* Combo from 1st hit
* Interrupt with i1
* Forces tech backroll on hit
ravenBT.f+1m18i16-8+6
* Balcony Break
* Transitions to throw on hit only
* Opponent recovers BT on hit
reinaH.3,4,4h, m, m12, 20, 28i18~19, ,i27-8+23a (+3)
* Balcony Break
* Combo from 1st hit
* Jail from 2nd block
* Consumes 240F of remaining Heat time
* 11 chip damage on block
reina4h20i13~14-8+11g+35a
* Balcony Break
* Opponent is FUFA on CH
reina3+4m,m5,10i18 i26-8+3c
Spike
* Low crush 9~26
reinaH.3+4,4,4m,m, m, m5,10, 20, 28i18 i26, ,i27-8+23a (+3)
* Balcony Break
* Combo from 2nd hit
* Consumes 240F of remaining Heat time
reinaH.f+3+4*,4m, m30, 28i67, i27-8+23a (+3)
* Balcony Break
* Combo from 1st block
* Airborne combo from 1st hit
* does 19 damage if 1st connect on block or hit
reinaH.f+3+4,4m, m25, 28i43, i27-8+23a (+3)
* Balcony Break
* Combo from 1st hit
reinadf+4,2m, m14, 10i15, i18-8+6
* Transition to WRA r28 with D (-6/+8)
* Combo from 1st hit
reinadf+4,2,3m, m, h14, 10, 20i15, ,i27-8+35a+71a (+55)
* Tornado
* Combo from 2nd CH with 8F delay
* Move can be delayed by 9F
* Input can be delayed by 10F
* High crush 7~15
reinab+4h20i18-8+35a+71a (+55)
* Tornado
* High crush 6~17
reinaws2m20i18-8+9+14c
Balcony Break
* High crush 1~6
reinaws3+4m14i14~15-8+14
* High crush 1~13
reinaUNS.4m23i18~19-8+43a (-15)
* Balcony Break
* Heat Engager
* Heat Dash +5, +62a (+42)
* 6 chip damage on block
* Can be cancelled into crouch with DB/D/DF
* High crush 6~16
shaheen1,2,3h, h, h5, 9, 18i10, ,i20-8+3
* Transition to -1, +10 SNK with DF
* Combo from 1st CH with 7F delay
* Interrupt with i2 from 1st block
* Move can be delayed by 5F
* Input can be delayed by 7F
shaheen2,3h, h10, 13i10, i20-8+3
* Transition to -1, +10 SNK with DF
* Combo from 1st hit with 2F delay
* Interrupt with i2 from 1st block
* Move cannot be delayed
* Input can be delayed by 2F
shaheen3h18i14-8+3
* Transition to -1, +10 SNK with DF
shaheenf+2h10i12-8-2
steveb+1,2~1h, m10, 17i13~14, i30~31-8+4+63a
* Interrupt with i14 from 1st block
* Interrupt with i3 from 1st hit
steveb+1+2m,h8,20i16, i12-8+19d
* Balcony Break
* Jail from 1st attack
steveub+2~1m17i30~31-8+4+63a
steveDCK.f+2~1m17i28~29-8+4+63a
steveEXD.f+2~1m17i28~29-8+4+63a
steveLWV.1,2~1m, m14, 17i14, i30~31-8+4+63a
* Input 1 at frame 17 of LWV.1,2
* Interrupt with i15 from 1st block
* Interrupt with i4 from 1st hit
* Whiffs vs SWL from 1st block (must perform delayed sidewalk by performing SSL -> SWL)
steveLWV.2,1m, m13, 21i14~16, i19-8+4c+7d
* Spike
* Combo from 1st CH with 5F delay
* Interrupt with i2 from 1st block
* Move can be delayed by 11F
stevePAB.2~1m17i27~28-8+4+63a
stevePAB.df+1,2~1m, m12, 17i15~16, i30~31-8+4+63a
Move cannot be interrupted
steveRWV.1,2~1m, m13, 17i14~16, i30~31-8+4+63a
* Input 1 at frame 17 of RWV.1,2
* Interrupt with i18 from 1st block
* Interrupt with i9 from 1st hit
* Whiffs vs SSL, SWL from 1st block
victorb+1,2m, h,th11, 16(15)i14, i20-8+0
* Combo from 1st CH with 10F delay
* Move cannot be interrupted
* Move can be delayed by 9F
* Input can be delayed by 10F
* Side switch after attack throw connects
victorws2m15i14~15-8+6+35a (+25)
* Weapon
victorws1+2m,m10,12i13~14,i9~10-8+8
* Weapon
* Transition to PRF (-8/+8) with F
victorPRF.2m9i12~13-8+1+1
* Weapon
victorPRF.3m21i15~17-8+15c
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Knee
* Forces tech backroll on hit
* Low crush 11~23
* Floating state 24~25
xiaoyudb+2L13i18~19-8+5c+12
*
* High crush 6~
xiaoyuWhile landing 4m25i8-8+23a (+13)
* Balcony Break
* Low crush
xiaoyuf,F+1+2,1+2m, m12, 20i14~16, i19~20-8+7c+43a
* Spike
* Combo from 1st hit with 8F delay
* Jail from 1st block with no delay
* Move can be delayed by 14F
* Input can be delayed by 16F
xiaoyuws1+2,1+2m, m12, 20i14~16, i19~20-8+7c+43a
* Spike
* Combo from 1st hit with 8F delay
* Jail from 1st block with no delay
* Move can be delayed by 14F
* Input can be delayed by 16F
xiaoyuFC.df+2L8i19-8+3
* Transition to FC BT with DF_D_DB
* High crush 1~27
xiaoyuFC.df+2,1L, l8, 10i19, i18-8+5c
* Combo from 1st hit
* Jail from 1st block with ?F delay
* Transition to FC BT with DF_D_DB
* High crush 1~45
xiaoyuAOP.d+1+2m21i26-8+42a (+32)
*
* High crush 1~25
xiaoyuAOP.f+2L8i19-8+3
* Transition to FC BT with DF_D_DB
* High crush 1~27
xiaoyuAOP.f+2,1L, l8, 10i19, i18-8+5c
* Combo from 1st hit
* Jail from 1st block with ?F delay
* Transition to FC BT with DF_D_DB
* High crush 1~45
xiaoyuBT.f+1+2m21i23-8+3+5
* Sabaki punch parry
** 50 damage, +20d
** Transition to BT
* Parry state 1~5?
yoshimitsu1+2+3m0i22~40-8~+10g+0~+18+16~+34
* Weapon
* Can hit grounded when up-close and off-axis
yoshimitsudb+3,3,3,3,3,4l, l, l, l, l, m8, 7, 7, 5, 5, 15i18~19, ,i12~13-8+23a (+13)
* Balcony Break
* Enter KIN -6 +25a (+15) r21 with 1+2
* Enter NSS -6 +25a (+15) r24 with B
* Same animation as ws4
* Can be performed following any number of db+3 lows except the first and last
yoshimitsuub+1+2M25i24~25-8c+27a (+17)
* Balcony Break
* Weapon
* 5 chip damage on block
* Power up in NSS or Heat
yoshimitsuf,F+1+2m22i22~24-8+3c
* Floor Break
* Cannot be buffered
* Visually similar to f,F+3+4
* Low crush 10~21
* Floating state 22~24
* Low crush 25~29
* Floating state 30~32
yoshimitsuIND.2m7i39~43-8~-5+2~+6
* Leads to db+2 extensions
* Greater forward momentum than a standing db+2
yoshimitsuNSS.IND.1M15i48~51-8c+5a
* Floor Break
* Same animation as the ending of NSS.qcf+1
* Low crush 30~52
* Floating state 53~55
yoshimitsuNSS.qcf+1M30i53~56-8c+5a
* Floor Break
* Can be buffered
* Can be performed in FC
* Low crush 10~55
* Floating state 56~58
yoshimitsuNSS.ub+1+2M30i24~25-8c+16a (+6)
* Balcony Break
* Weapon
* 12 chip damage on block
* Clean hit 39 damage
* Recovers 1 base health or 6 additional recoverable health on hit
* Recovers 1 base health when remaining recoverable health is 5 or less
* -12c if blocked at tip range
* H.ub+1+2: Consumes 180F of remaining Heat time
zafinadb+3L13i18-8+3
* Cancel SCR transition -11 +0 t48 r30 with B
zafinauf+3m19i22~23-8+19a
* Strong Aerial Tailspin
* Balcony Break
* Transition to MNT -8 +19a with D
* No forward movement when using input ub+3
* Low crush 8~31
* Floating state 32~34
zafinaf,F+4m16i17~19-8+6
* Homing
*
alisadf+4m13i12-7+4
+4c on hit against crouching opponent
alisab+2,4m, h12, 20i18, i16~17-7+12g+36a
* Balcony Break
* Enter DES with 1+2
* Combo from 1st hit with 12f delay
* Jails attack inputs (movement buffering prioritized)
* Duckable
alisaub+1m,M9,9i19 i1~2-7+8c+33d
* Floor Break
* Weapon
* 2 chip damage on block
alisaf,f,F+3,4m, m15, 20i18~19, i20~22-7+31a (+5)
* Balcony Break
* Combo from 1st hit
* Jail from 1st block
* Low crush 3~50
* Floating state 51~53
alisa1+3t35i12~14-7+0d
* Homing
* Throw break: 1 or 2
* Opponent recovery on hit: FDFT
* Side switch on break
annaf+2,3h, h14, 20i14, i19~20-7+12g
* Balcony Break
* Combo from 1st hit with 3f? delay
* Input can be delayed 12f
* Move can be delayed 7f
* Jails on block with 5f? delay
* jails on hit
annaf,F+3,2m, M14, 20i15, i28~29-7+20d
* Heat Engager
* Heat Dash +5, +67a (+50)
* Balcony Break
* Spike
* Weapon
* Combo from 1st hit with 5f delay
* Interrupt with i6 from 1st block
* 6 chip damage on block
annaCJM.d+3,3L, h8, 20i15, i21-7+7
* Combo from 1st hit
* -31 from 1st block
armor-king3+4M14i25~32-7+3
* BT.3+4 spins backwards and recovers frontfacing
* Low crush 11~36
* Floating state 37~39
armor-kingdb+3+4h20i20~21-7+18cg
* Tornado
* Balcony Break
* 4 chip damage on block
* Opponent recovers crouching
* Hit vs BT +13a (+4)
* High crush 6~19
armor-kingb+1h12i12~13-7+5
armor-kingb+2,1,2m, m, h10, 8, 20i13, ,i25~26-7+19a (+10)
* Balcony Break
* Combo from 1st or 2nd CH with 5F delay
* Interrupt with i5 from 2nd block
* Move can be delayed by 20F
armor-kinguf+3+4m23i32~38-7+22a (+9)
* Can tech roll
* -17 on tech roll
* Ukemi input timing 6F
* Low crush 8~38
* Floating state 39~65
armor-kingBAD.2m12i15~16-7+4
armor-kingBAD.2,3m, h12, 24i15~16, i22~23-7+18cg
* Balcony Break
* Tornado
* Combo from 1st hit with 7F delay
* Interrupt with i6 from 1st block
* Input can be delayed by 8F
* Move can be delayed by 5F
* Forces crouching on hit
armor-kingf,hcf+1th(h)40(45)/70,5i10-7-20d (-50)
* Homing during Heat
* Throw break 1
* Perform tech ukemi to reduce 5 damage.
* Side switch
* 70 damage on wall splat regardless of input.
* Input all directions, df for 1-3F, f for 0-1F, and f+1 to execute bluespark.
* f,b,d,f are required inputs for normal throw
* i11 startup for Bluespark throw with buffered input
* BAD.1+3: i14 startup (t43). Cannot execute blue spark variant
* Opponent recovers in FDFT.
asuka1,1h, m5, 15i10, i24-7+4
* Combo from 1st CH with 3f delay
* Links to f+1 extensions
* Interrupt with i4 from 1st block
asuka2h9i12-7+2
asuka3m17i14-7+9
asukaf+1m17i20-7+4
asukadb+4,4L, L14, 15i22~24, i31~33-7+4+35a
* Transition to r22 FC with D
* Interrupt with i12 from 1st block
* Slight mid evasion
* Can be low parried from block or normal hit only
* High crush 1~49
asukadb+4,4,4L, L, L14, 15, 16i22~24, ,i31~33-7+4+35a
* Transition to r22 FC with D
* Interrupt with i12 from 2nd block
* Can be low parried from block or normal hit only
* High crush 1~49
asukab+2,1m, m12, 14i15, i28-7+4
* Combo from 1st CH
* Interrupt with i2 WS from 1st block
* Links to f+1 extensions
asukab+4m17i15~16-7+8+56a
Knee
asukaf,F+2,3m, M16, 22i15~16, i27~28-7+15a
* Balcony Break
* Combo from 1st CH with 5f delay
* Interrupt with i7 from 1st block
* Input can be delayed 12f
* Move can be delayed 10f
asukaws1m12i14~15-7+4
azucena2,1h, m9, 11i10, i17~18-7+3
* Combo from 1st hit with 4f delay
* Jail from 1st attack with 2f delay
azucena3m13i14-7+4
azucenaf+4,4m, h16, 21i17~18, i24~25-7+19a (+10)
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Combo from 1st hit
* Interrupt with i3 from 1st block
* Cancel 2nd hit into BT -19 -10 r39 with B at frame 19
* Low crush 15~23
* Floating state 24~26
azucenadf+1,4m, h11, 13i13~14, i17~18-7+4
* Jail from 1st block
* Combo from 1st hit
* Enter BT -5 +6 r23 with B
azucenadf+4m15i16~17-7+2
azucenadb+3L14i16~17-7+4
azucenab+4,3,4,3m, m, m, h10, 10, 16, 23i15~16, ,i27~28-7+13cg
* Balcony Break
* Combo from 2nd CH with 6f delay
* Combo from 3rd hit with 2f delay
* Interrupt with i5 from 3rd block
* Whiffs vs SSR, SWR from 3rd block
* Forces tech back roll on hit
* Move can be delayed 6f
azucenaLIB.d+4,4L, h14, 27i19~20, i30~31-7+14a (+5)
* Balcony Break
* Combo from 1st hit
bob2,1h, m8, 10i10, i23~25-7+0+3
* Combo from 1st hit with 2F delay
* Interrupt with i3 from 1st block
* Move can be delayed by 7F
bobf+2h10i12-7+3
*
bobd+4,3l, h11, 12i16, i23~24-7-2
* Combo from 1st CH
* Interrupt with i3 from 1st block
bobb+2,2,4,4m, h, m, h12, 12, 13, 20i13~14, ,i23~24-7+18a (+9)
* Balcony Break
* Combo from 2nd CH or 3rd hit with 3F delay
* Interrupt with i3 from 3rd block
bobb+3+4m26i18~20-7+18a (+8)
* Balcony Break
* Hip
* 20F timestop on hit
* 5 chip damage on block
* Low crush 10~22
* Floating state 23~25
bobws2m10i14-7+4
*
bobFC.df+2,1m, m14, 12i14, i21-7+4
* Combo from 1st hit
* Interrupt with i1 from 1st block
* +4c on crouching hit
bryan1,4h, h5, 14i10, i15-7+4
Jail from 1st attack
bryan1,4,2h, h, h5, 14, 18i10, ,i24-7+4+53a
* Combo from 2nd CH with 10f delay
* Input can be delayed 18f
* Move can be delayed 16f
* Interrupt with i8 from 3rd block
* Whiffs vs SSR, SWR from 1st block
* Crouch assist bufferable from 1st block or hit
* Cancel into 1,4,2,1 with f+1
** Interrupt with i21 from 1st block
** Interrupt with i10 from 1st hit
** Whiffs vs SWR from 1st block
** Whiffs vs SS, SW from 1st hit
* Cancel into 1,4,2,4 with f+4
** Interrupt with i35 from 1st block
** Interrupt with i24 from 1st hit
** Whiffs vs SSR, SW from 1st block
** Whiffs vs SS, SW from 1st hit
bryan1,4,3,3h, h, m, h5, 14, 15, 18i10, ,i23-7+7+14a
* Combo from 3rd CH
* Interrupt with i3 from 3rd block
bryan3,3,2m, h, h14, 13, 20i16, ,i22~23-7+43a (+33)
* Tornado
* Combo from 2nd CH
* Interrupt with i3 from 2nd block
bryan4h15i12-7+6
bryan1+2m15i17~18-7+6
Homing
bryanSNE.f+2,1,2m, m, m10, 12, 5i15, ,i14~15-7+9c
* Floor Break
* Elbow
* Combo from 1st hit
* Jail from 1st block with ?F delay
* Consumes SNE
* Consumes 240f of Heat Time
* Chip damage on block (1)
bryand+3,2l, h10, 22i16, i21-7+35a (+9)
* Balcony Break
* Combo from 1st CH
* Interrupt with i1 from 1st block
* Gain SNE on hit with 1+2
bryanb+2h18i17-7+4+53a
* Cancel into b+2,1 with f+1
* Cancel into b+2,4 with f+4
bryanb+3m12i19-7+4
* Enter SLS +1 +12g +12 r18 with f
* Links to 10-hit string
bryanuf+3+4m22i16~17-7+8a
* Tornado
* Knee
* Gain SNE on hit
* Low crush 9~26
* Floating state 27~29
bryanf,n,b+2h20i14~15-7+43a (+33)
* Tornado
* Can be buffered
bryanSLS.2,2h, m16, 25i15~16, i25-7+14a
* Balcony Break
* Spike
* Combo from 1st hit with 4f delay
* Interrupt with i7 from 1st block
* +9a on BT hit
claudiodf+3m12i14-7+6
* Completely homing to SSR/SWR?
claudioub+2m20i17~18-7+20d
* Balcony Break
* Gain STB on hit (+4d r49)
* 20f timestop on hit
claudiows1,1m, h12, 15i12~13, i20-7+19g c
* Balcony Break
* Transition to STB on hit without STB
** Frame advantage +44g on STB gain
* Combo from 1st hit with 1f delay
* Interrupt with i1 from 1st block
clivef,F+2m21i19~20-7+13a+38a
* Balcony Break
* Spike
* Weapon
* Increases ZAN gauge by 0.50 on hit
* Increases ZAN gauge by 0.14 on block
* Only deals recoverable damage
clivePHX.1+2m,m10,23i23~24, i19~20-7+9a (+0)
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Weapon
* 6 chip damage on block
* On hit regain 3 additional recoverable health
devil-jin4~3M21i29-32-7c+14a
* Floor Break
* Parryable by traditional kick parries
* Effective startup i30
* Low crush 14~23
* Floating state 24~26
devil-jinMCR.3SM26i23-7+70a (+54)
* Tornado
* 7 chip damage on block
* Projectile (unparryable)
* Low crush 1~19
* Floating state 20~22
dragunov1,3h, h5, 14i10, i16~17-7+1+9
* Jail from 1st attack
* Combo from 1st hit
dragunovf+2,4h, m16, 24i19~20, i19~20-7+28a (+23)+31a (+25)
* Balcony Break
* Knee
* Combo from 1st CH with 10f delay
* Move cannot be interruptable
* Input can be delayed 10f
dragunovf+4h16i14~15-7+8
Knee
dragunovdf+1,4m, h13, 23i13, i22~23-7+22a (+13)+58a
* Balcony Break
* Combo from 1st CH with 8f delay
* Interrupt with i2 from 1st block
* Input can be delayed 12f
dragunovdf+3+4m19i22~24-7+12g+24d
* Strong Aerial Tailspin
* Homing
* Balcony Break
dragunovdb+2m12i14~15-7+4
dragunovb+4m15i14-7+4
+4c on crouching opponents
dragunovb+4,2m, m15, 10i14, i21-7+4
* Floor Break
* Combo from 1st CH with 5f delay
* Interrupt with i1
* Enter FC r26 with D or DB
* Enter SNK -6 +5 r25 with DF
dragunovuf+3m16i17~21-7+20a (+10)
Balcony Break
* Low crush 9~27
* Floating state 28~30
dragunovf,f,F+4m,t20,25i20~21-7+1d
* Tornado
** on wall hit only (Death's Fragrance)
* Knee
* Transition to attack throw on front standing or wall hit
* Throw is unbreakable
* Sometimes Side switches on hit
dragunovws1,2m, h11, 14i12~13, i22~23-7+10g
* Balcony Break
* Combo from 1st hit
* Interrupt with i4 from 1st block
eddy4,4m, m10, 20i13~14, i30~31-7+12g
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Combo from 1st CH with 4f delay
* Input can be delayed 7f
* Low crush 22~33
* Floating state 34~36
eddydf+1,3m, h10, 21i13, i26~27-7+22a (+5)
* Tornado
* Balcony Break
* Combo from 1st hit with 2f delay
* Input can be delayed 10f
* Move can be delayed 9f
* Low crush 16~43
* Floating state 44~46
eddyb+1m15i14~15-7+8
* Transition to FC
eddyb+2,4m, h12, 23i15~16, i25~26-7+14a(+5)
* Combo from 1st hit with 7F delay
* Interrupt with i4 from 1st block
* Move can be delayed by 6F
* Input can be delayed by 7F
* Low crush 19~23
* Floating state 24~26
eddyws1,4h, h6, 23i13~14, i23~25-7+8
* Balcony Break
* Strong Aerial Tailspin
* Combos from 1st hit
eddySS.3+4h,h6,10i14~15-7+31a(+24)
* Transition to FC
* Low crush 11~30
* Floating state 31~?
* High crush ?~?
fahkumram1,2,4,3h, h, h, h5, 8, 10, 14i10, ,i19~20-7+6+29a
* Balcony Break (airborne)
* Combo from 3rd hit
* Move cannot be interrupted
fahkumram1,2,4,3~4*~Bh, h, h, m5, 8, 10, 25i10, ,i22-7+6
* Homing
* Balcony Break
* Effective startup i53
* Interrupt with i34 from 3rd block
* Interrupt with i22 from 3rd hit
* Input B during frames 16-24 of Eruption Maw (charged)
* Move can be delayed by 8F from Eruption Maw (charged)
fahkumram3,4~3m, m11, 20i13, i18-7+9+37d (+29)
* Tornado
* Balcony Break on CH
* Effective startup i34
* Interrupt with i16 from 1st block
* Interrupt with i5 from 1st hit
* Combo from 1st CH with no delay
* Move cannot be delayed
* Input can be delayed by 15F
* Can be charged
fahkumram3,4~3*~Bm, m11, 25i13, i22-7+9
* Homing
* Balcony Break
* Effective startup i54
* Interrupt with i36 from 3rd block
* Interrupt with i25 from 3rd hit
* Input B during frames 16-24 of Tornado Maw (charged)
* Move can be delayed by 8F from Tornado Maw (charged)
fahkumram4,3h, h10, 14i12, i19-7+6+29a
* Combos from 1st hit
fahkumram4,3~4*~Bh, m10, 25i12, i22-7+6
*
Homing
* Balcony Break
fahkumramf+3,2,4~3m, m, m16, 13, 20i17~18, ,i18-7+9+37d (+29)
* Tornado
* Wallbreak on CH
* Can be charged
fahkumramf+3,2,4~3*~Bm, m, m16, 13, 25i17~18, ,i22~23-7+9
* Homing
* Balcony Break
fahkumramdf+1,4~3m, m12, 20i15~16, i18-7+9+37a (+29)
* Tornado
* Balcony Break on CH
* Can be charged with up to 24F (up to i29) without performing charged version
* Can input 3 on frame 22 of df1,4
* i40 actual startup (cancel takes 22f)
* Interrupt with i18 from 1st block
* Interrupt with i9 from 1st hit
fahkumramdf+1,4~3*~Bm, m12, 25i15~16, i22-7+9
*
Homing
* Balcony Break
* Interrupt with i38 from 1st block
* Interrupt with i29 from 1st hit
fahkumramdf+2m10i15-7+4
fahkumramd+3,4,3L, h, h11, 10, 14i16, ,i19-7+6+29a
* Combos from 1st hit CH
fahkumramd+3,4,3~4*~BL, h, m11, 10, 25i16, ,i22-7+6
*
Homing
* Balcony Break
fahkumramb+3h27i16~17-7+15a (+6)
* Heat Engager
* Heat Dash +43d (+35)
* Homing
* Balcony Break
* 5 chip damage on block
fahkumramuf+2h20i18~19-7+22a (+13)
* Balcony Break
* Elbow
* +0 and 8 chip damage on block after attack absorption
* Power crush 7~17
feng3~4m27i34~36-7c+19a
* Transition to BT with B (-2c/+24a)
* Low crush 20~34
* Floating state 35~37
fengdf+3+4m23i23~27-7+21a
* Homing
fengdb+1,2,4m, m, M15, 18, 30i16, ,i31-7-3a
* Floor Break
* Combo from 2nd CH with 2F delay
* Interrupt with i11 from 2nd block
* Whiffs vs SS, SW from 2nd block
* Move cannot be delayed
* Input can be delayed by 2F
* Low crush 15~31
* Floating state 32~34
fenguf+3m16i22~23-7+22a
* Strong Aerial Tailspin
* No forward momentum with input u+3
* Low crush 9~32
* Floating state 33~35
fengws2m17i15~16-7+29g+78a (+62)
* Tornado (CH Only)
fengws4m18i11~12-7+7+29g
fengKNP.3+4M30i31~34-7-3d
* Low crush 15
heihachidf+2m8i13~14-7+4
heihachid+3M25i22~23-7+3a
* Spike
* Chip damage on block
heihachiRAI.3M30i22~23-7+3a
* Spike
* Chip damage on block
hwoarang3h15i14-7+4
hwoarangdf+2m13i15~16-7+34a (+24)
* +4s on crouching normal hit
* Also possible during RFF
hwoarangu+3+4m20i25~26-7+24a
* Also possible during RFF
* Low crush 8~
hwoarangf,F+4m22i17~18-7+19a (+10)
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
* Also possible during RFF
* Transition to RFF (does not transition on Heat activation or when using Heat Dash)
hwoarangws2m12i15~16-7+4s
hwoarangRFF.df+4m12i13-7+1g+1
* Remains in RFF
* Transition to RFS with F_B_D_U (+4/+13g/+13)
hwoarangRFF.f,F+3M22i22~25-7+19d
* Low crush 3~
hwoarangRFS.uf+3M22i24~27-7+19d
* 6 chip damage on block in heat
* Low crush 9~25
jack-8f+1,1m, h13, 25i14~15, i25-7+8d (-1)+40d (-7)
* Combos from 1st hit
* Interrupt with i6 from 1st block
* Whiffs vs SSR from 1st block
jack-8df+3,2m, h16, 20i16, i20-7+25d
* Balcony Break
* Elbow
* Move cannot be interrupted
jack-8b+3,2,2*m, h, m14, 13, 40i16, ,i67-7+13d (+5)
* Balcony Break
* Wall Crush +3 on block
* Gain GMC on hit or block
* Interrupt with i47 from 2nd block
* Interrupt with i42 from 2nd hit
* Whiffs vs SS, SW from 2nd hit or block
* 16 chip damage on block
jack-8ws2m10i14-7+4
* Elbow
jin3h17i14-7+4
jinb+4m21i17~18-7+15a
Balcony Break
jinb,f+2m15i15~16-7+4
* Has good left sidestep tracking
jinf,F+4m32i17~18-7+22a (+12)
Balcony Break
jinws4,4m, h13, 15i11~12, i19~20-7+4
* Combo from 1st hit with 1f delay
* Interrupt with i1 from 1st block
* Move cannot be delayed
jundb+4,4L, L14, 15i22~24, i31~33-7~-5+4~+6+35a
* Combo from 1st CH
* Interrupt with i12 from 1st block
* Slight mid evasion
* Can be low parried from block or normal hit only
* Transition to r28 FC with D
* High crush 1~49
jundb+4,4,4L, L, L14, 15, 16 (11)i22~24, ,i31~33-7~-5+4~+6+35a
* Airborne combo from 2nd CH (+24a (+17))
* Transition to r28 FC with D
* Interrupt with i12 from 2nd block
* Can be low parried from block or normal hit only
* High crush 1~49
junb+4m14i13~14-7+5
Knee
junIZU.1h7i13~14-7+4
Enter GEN -6, +5 r18 with F
Enter MIA -6, +5 r18 with B
kazuyadf+1m11i15~16-7+9
kazuyadf+3m13i18~19-7+9
Knee
kazuyauf+1m16i20-7+3+3
kazuyaSS.3m23i23-7+16a (+7)+50a
Balcony Break
kingJGS.1h21/25/31i17~18/i19~20-7/-1+47d/+53d
* Crumple on hit.
* On block / hit / startup increases up to 2nd spin.
* Damage increase up to 3rd spin.
kingPD.1+2,3,4,1+2t45i11-7+0d
* 1+2 throw break. (when legs lifted to the top)
* Could use ki charge button for 1+2 input.
* Opponent recovers in FDFL.
kingPD.1+2,1+2t35i11-7-14d
Floor Break
* 2 throw break. (when legs lifted to the top)
* Opponent recovers in FDFA.
kumaHBS.df+1m23i25~27-7+20a (+11)
* Homing
* Balcony Break
* Strong Aerial Tailspin
* 9 chip damage
kunimitsu3h17i16~17-7+7
* Homing
* Balcony Break (airborne)
kunimitsub+1+2m,t13,25i15~16-7-3a
* Balcony Break (airborne)
* Transitions to attack throw on grounded hit automatically
* Does not transition on BT hit
* Hit vs BT +9
kunimitsuws1m11i12-7+4
kunimitsuBT.2h,t10,20i19~20-7-4d
* Balcony Break (airborne)
* Weapon
* Transitions to attack throw on front standing hit
* Hit vs BT/Side +5
* Chip damage and +0 block advantage on successful attack absorption
* Power crush 7~18
kunimitsuKAT.1h12i11-7+4
* Has good left sidestep tracking
lars4h27i17~18-7+18a (+9)
* Balcony Break
larsd+3,1l, h,h8, 4,10i15, i19,i18-7+4
* Combo from 1st hit CH
larsb+2m12i15-7+4
Has good left sidestep tracking
larsuf+3+4,1+2sp, t(h)40i9~11-7+1
* Throw break: 1+2
* i29~31 effective startup (uf+3+4 takes i20)
* Side switch on break
* Low crush 1~23
* Floating state 24~26
larsf,F+4,2l, h12, 15i21, i24-7+11
* Cannot cancel DEN transition (cannot block i36 moves?)
* Combo from 1st hit
larsSS.2m20i16~17-7+22d
* 4 chip damage on block
larsDEN.2M17i17~19-7+7+62a
* Transition to Avalanche Flip on hit or CH with input UF (+9/+64a)
* Jab evasion
lawdf+2m12i15~16-7+34a (+24)
+4s on crouching normal hit
lawd+3,3l, h8, 17i16, i16-7+20a+46CS
* Combos from 1st hit CH
* -30 on block from 1st block
* Delay-able
lawb+2,3,4m, l, m12, 10, 23i16, ,i23-7+36a (+26)
* Tornado
* Combos from 2nd hit CH
* Delay-able
* Transition to DSS with F
** (+5 oB, +48a (+38) oH)
lawb+4m13i14-7+3
* Homing
* Transition to BT with B
** (-4 oB, +6 oH)
lawws1m10i13-7-1
* Transition to DSS with F
** (-5 oB, +1 oH)
leef+4h13i11-7+4
leedf+2m12i15~16-7+34a (+24)
* +4s on crouching normal hit
* Very slight jab evasion when performed from certain low-profile animations
leews1,2m, h12, 17i13~14, i20-7+2+7
* Combo from 1st hit with 7F delay
* Transition to MS r22 cs10~23 with F (-3/+6/+11)
* Move can be delayed by 10F
leeHMS.1,1,1h, h, h7, 7, 20i12, ,i20-7+18cg
* Heat Engager
* Heat Dash +43d (+35)
* Balcony Break
* Combo from 1st hit
* Interrupt with i1 from 1st block
leo2,1h, h9, 12i11, i16~17-7~-6+4
* Jail from 1st block
* Combo from 1st hit
leo3,2,3h, h, m15, 10, 23i14, ,i23~24-7~-6+13a (+4)
*
Tornado
*
Balcony Break
* Combo from 2nd CH
* Interrupt with i3 from 2nd block
* Cancel to -15 -4 with B
leo4h17i12-7+6+31a
leob+3m12i14~15-7~-6+4
leof,F+3M20i26~29-7c~-4c+3d
* Enter BOK +0 +10d with d
* Low crush 9~
leroy2,1h, m10, 12i12, i12~13-7~-6+4~+5
* Elbow
* Jail from 1st block
leroy2,1,2h, m, h10, 12, 17i12, ,i20~21-7~-6+4~+5
Elbow
* Strong Attack Reversal
* Follow-up after successful parry with input 1 or 2
* Delayable
* Combo from 2nd hit CH
* Parry state 2~16
leroy2,2h, h10, 20i12, i25~26-7~-6+7~+8
* Elbow
* chip damage on block
leroyf+3m14i14~15-7~-6+7~+8
* Knee
* Alternative input: ws3
leroyf+2+3m,m,m10,10,15i16~17 i24 i26~27-7+73a
* Weapon
* Only once per match
* chip damage on block
leroyws1m14i13~14-7+3
Elbow
leroyHRM.4M13i11~12-7~-6+7~+8
Transition to HRM
lidiaf+2h10i12-7+4
Elbow
lidiad+1m20i19~20-7c+6c+21d
Spike
lidiadb+2m14i16~17-7+7
lidiab+3m16i17~18-7+4
lidiaWLF.2M21i15~16-7+22a (+5)
* Balcony Break
* Steel pedal
lilif+1+2m17i14~15-7+4c+12c
* Floor Break
* Transition to BT -3 +8cg +8 with B
lilidf+3+4,3+4M, m,m14, 5,20i24~29, i26~28 i5~6-7+2d
* Floor Break
* Combo from 1st hit
* Interrupt with i13 from 1st block
* Whiffs vs SS, SW from 1st block
* +25a on hit when only the last kick connects
* Low crush 15~36
* Floating state 37~39
lilid+2m16i16~17-7+1
liliBT.4m,M10,20i26~28 i21~22-7+11d
* Floor Break
* Combo from 1st hit
* Interrupt with i5 from 1st block
* 2nd kick is delayed 6f, effective startup of 2nd hit i28~29
* Floating state 13~48
miary-zo1,2,2h, h, h5, 6, 20i10, ,i28~30-7+14d+67a (+51)
* Tornado
* Balcony Break
* Weapon
* Combo from 1st CH
* Interrupt with i8 from 1st block
* Whiffs vs SSR, SWR from 1st block
* Chip damage on block
* Instant Tornado on CH
* Hit vs BT +11d
miary-zo2,2h, h10, 20i11, i28~30-7+14d+67a (+51)
* Tornado
* Balcony Break
* Weapon
* Combo from 1st hit with 2f delay
* Interrupt with i8 from 1st block
* Whiffs vs SSR, SWR from 1st block
* Move can be delayed 2f
* Chip damage on block
* Instant Tornado on CH
* Hit vs BT +11d
miary-zodf+2m12i15~16-7+34a (+24)
* +4s against crouching
* Launches crouching on CH
miary-zouf+3h,h,m6,6,12i18~19 i9~10 i9~10-7+6
* Balcony Break (airborne)
* Weapon
* Low crush 9~38
* Floating state 39~41
nina4,4h, h15, 21i11, i28~39-7+4
* Balcony break on airborne hit
* Airborne combo from 1st CH (+19a (+12))
* Interrupt with i8 from 1st block
* Low crush 21~34
* Floating state 35~37
ninadf+2m12i15~16-7+34a (+24)
* +4s on hit against crouching opponent
* Does not launch crouching opponent
ninad+3,4,3L, h, m10, 14, 20i16, ,i29~30-7+22a
* Balcony Break
* Spike
* Combo from 2nd hit
* Combo from 1st CH
* Interrupt with i5 from 2nd block
ninab+1h10i12~13-7+4
ninauf,n,D+3,4,3L, h, m15, 14, 20i43, ,i29~30-7+22a
* Balcony Break
* Spike
* Combo from 2nd hit
* Combo from 1st CH
* Interrupt with i5 from 2nd block
ninaSS.4,2L, h14, 22i20, i22-7+11cg
* Tornado
* Balcony Break
* Combo from 1st CH
* Interrupt with i3 from 1st block
* Forces tech back roll on hit
* 6 chip damage on block
pandaHBS.df+1m23i25~27-7+20a (+11)
* Homing
* Balcony Break
* Strong Aerial Tailspin
* 9 chip damage
paul3m14i15~16-7+4
paul4h17i12-7+7+32d
* Balcony Break (CH only)
paulf+3,2h, h11, 24i16~17, i18~19-7+17a (+8)+32a (+24)
* Balcony Break
* Combo from 1st hit
* Interrupt with i2 from 1st block
* Move is delayed by 5F
* Move cannot be delayed
* Input cannot be delayed
paulws3,2M, h16, 21i13~14, i21~22-7+17d (+8)+46a
* Balcony Break
* Move can be delayed 12f
* Input can be delayed 12f
* Combo from 1st hit with 12f delay
raven4h16i12~13-7~-6+3~+4
ravenb+2,4h, h12, 13i15~17, i24~25-7~-6+4~+5
* Combo from 1st hit with 4F delay
* -22 on whiff after 1st hit
* Interrupt with i6 from 1st block
* Whiffs vs SS, SWL from 1st block
* Input can be delayed 13f
ravenqcf+3h,t16,14i16~17-7~-6-4d
* Spike
* Transitions to attack throw on front hit only, otherwise launch +33a (+23)
ravenws4m18i11~12-7~-6+7~+8
ravenBT.f+2,3m, M13, 15i17~18, i24~25-7~-6+14c~+15c
* Spike
* Combo from 1st CH with 5f delay
* Interrupt with i5
* Input can be delayed 12f
ravenBT.f+2,4m, h13, 17i17~18, i20~21-7~-6+4~+5
* Combo from 1st hit with 1f delay
* Interrupt with i1
* Input can be delayed 12f
reinaWGS.1,4m, h24/26, 26 (18)i19~21, i23~27-7+13a (-13) / +1a (+0)
* Balcony Break
* Wall Crush +0c on block
* Airborne combo from 1st hit (+1a (+0))
* Interrupt with i2 from 1st block
* 10 chip damage on block
* Low crush 1~30
* Floating state 31~33
shaheenf+2,4,4h, L, h10, 16, 21i12, ,i26~27-7+10g+14c
* Strong Aerial Tailspin
* Balcony Break
* Aerial combo from 2nd CH
* Interrupt with i7 from 2nd block
* Whiffs vs SSR, SWR from 2nd block
shaheendf+2m13i15~16-7+34a (+24)
* Only launches standing opponents
* +4s on hit against crouching opponents
* Launches crouching on CH
shaheendf+4m13i14-7+0
shaheenuf+3m22i25~26-7+24
* Alternate input: ub+3 or u+3
* Low crush 9
steve1,1,2h, h, h5, 7, 13i10, ,i13~14-7+4
* Combo from 1st hit with 3F delay
* Jail from 1st block with 3F delay
* Move can be delayed by 3F
* Transition to LWV with 3 (-5/+6)
* Transition to RWV with 4 (-5/+6)
* Transition to SWY with b+3_4 (-5/+6)
* Transition to r20? DCK with f+3_4 (-3/+8)
** r22? DCK FC cancel?
steveWS.2m17i13~15-7+4
* Transition to r22? LWV with 3 (-7/+4)
* Transition to r22? RWV with 4 (-7/+4)
* Transition to r22? SWY with b+3_4 (-7/+4)
* Transition to r20? DCK with f+3_4 (-5/+6)
* r22? DCK FC cancel?
steveDCK.1m17i19~20-7+58a (+27)+34a (+24)
steveEXD.1m21i19~20-7+44d (+36)+41a (+31)
* 8 chip damage on block
stevePAB.b+1,1m, h15, 10i17~18, i18~19-7-1
* Combo from 1st hit with 11F delay
* Move cannot be interrupted
* Move can be delayed by 13F
victord+1,1L, h7, 15i16, i18-7+6
* Weapon
* Combo from 1st CH
* Jail on 1st hit
* -26 on 1st block
victordb+1,1m, m9, 9i14~15, i21~22-7+2
* Weapon
* Transition to PRF with F (-5/+4)
* Combo from 1st hit
xiaoyu1+2m24i20~21-7+20a
*
xiaoyub+2,2m, L13, 15i15~16, i21~23-7+4+22a
* Transition to BT
* Combo from 1st hit with 9F delay
* Interrupt with i6 from 1st block
* Move can be delayed by 6F
* Input can be delayed by 11F
xiaoyuu+4m20i23~26-7+4c+24a
* Spike
* Transition to FC with D (-7, +4c, +24a)
* Transition with AOP with d+1+2 (-9, +2c, +22)
* Low crush 9~
xiaoyuuf+1L15i33-7+10g c
* Cancel to r42? FC with D
* Low crush 9~
xiaoyuuf+4m20i23~26-7+4c+24a
* Spike
* Transition to FC with D (-7, +4c, +24a)
* Transition with AOP with d+1+2 (-9, +2c, +22)
* Low crush 9~
xiaoyuws1m8i12~13-7+4
xiaoyuFC.df+4L13i18~20-7+4
* Transition to AOP
* Alternate input AOP.f+4
* High crush 1~
xiaoyuAOP.f+4L13i18~20-7+4
* Transition to AOP
* i18~19 when AOP.f+4,4 is input.
* High crush 1~
xiaoyuBT.2,2h, m9, 12i12, i21~23-7+5
* Combos from 1st CH
* Interrupt with i1 from 1st block
* Transition to BT
xiaoyuBT.uf+1L15i33-7+12
* Transition to AOP
* Cancel to FC with D
* Alternate input BT.u+1
* Low crush 9~
yoshimitsudf+2m13i15~16-7+34a (+24)
* +4s against crouching
* Launches crouching on CH
* Can evade jabs on frames ?~?
yoshimitsudf+4m15i12-7+4
Recovers 2f faster on hit or block
yoshimitsuBT.1,3h, h16, 25i15, i25~26-7+27a (+17)
* Balcony Break
* Combo from 1st CH
* Interrupt with i5 from 1st block
yoshimitsuNSS.f+1+2M29i20-7+29a (+3)
* Heat Engager
* Heat Dash +5, +62a (+42)
* Balcony Break
* Weapon
* 8 chip damage on block
* Recovers 1 base health or 6 additional recoverable health on hit
* Recovers 1 base health when remaining recoverable health is 5 or less
* Extended range
* H.f+1+2: Consumes 270F of heat timer during heat
* Steel pedal
zafina2h8i10-7-1
zafinaws4m14i11-7+4
zafinaSCR.2m17i14-7+7
zafinaTRT.3m16i14~i15-7+5c+19c
* Spike
* Floating state 1~49?
alisa2h10i12-6+5
alisadf+1m10i13-6+5+8
* +5c on hit against crouching opponent
anna1,2,4h, h, h5, 8, 22i10, ,i22-6+20a (+11)+49a
* Balcony Break
* Combo from 2nd CH with 8F delay
* Interrupt with i2
* Move can be delayed by 10F
anna2,4h, h10, 22i10, i22-6+20a (+11)+49a
* Balcony Break
* Interrupt with i2
* Move can be delayed 10f
anna3m17i14~16-6+3
* Knee
* Floating state 14~16
* Low crush 17~27
* Floating state 28~30
annadf+3,2,4m, h, h13, 9, 22i14, ,i22-6+20a (+11)+49a
* Balcony Break
* Combo from 2nd CH with 9f delay
* Input can be delayed 10f
annaws4m16i11~12-6+5
anna1+3t35i12~14-6+0d
* Homing
* Throw break 1 or 2
annadb+1+2t40i12-6+0d
* Throw break 1+2
armor-kingdf+1,2m, h12, 19i13~14, i18~19-6+8+12c
* Tornado
* Combo on 1st CH with 8F delay
* 4f timestop on CH
* Interrupt with i1 from 1st block
* Move can be delayed 8F
* Input can be delayed 9F
armor-kingf,F+2m20i16~17-6+6+44a
armor-kingws3m12i13~14-6+6
Knee
armor-kingws4m20i11~12-6+5
armor-king1+3th(h)35i12~14-6+0
* Homing
* Throw break 1 or 2
* f+1+3: Extended range, i15~17, t50 r33
* Opponent left FUFA
armor-kingdb+1+2th(h)40i11-6+2d
* Throw break 1+2
* Side switch on hit
* Opponent left FUFA
* Armor King recovers FUFA on hit
armor-kinguf+1+2th(h)40i12-6+0d
* Floor Break
* Throw break 1+2
* Opponent left FUFA
asuka2,1h, h9, 10i12, i18~19-6+6
* Elbow
* Jail from 1st attack with 1f delay
asuka3+4m,M10,21i23~24 i6~8-6+25a
* Floor Break
* Cancel to FC with D
* r44 on grounded hit
* Low crush 5~33
* Floating state 34~36
asukadf+2m14i15~16-6+35a (+25)
+5s on crouch hit
asuka1+2+3+4,1+2m,t0,0i16-6+3
* Throw break 1+2
* Works on standing or crouching opponent
* Tackle is reversed on the player on break
* Opponent recovers FUFT on hit
asukaf,F+1+2M20i19~20-6+29a (+14)+68a (+52)
* Tornado
* 4 chip damage on block
* Grounded hit can be inconsistent sometimes
asukaSS.4h18i17~21-6~-2+7~+11+30a
asukahFC.3+4m,m10,10i21~22 i9~10-6+5c
* Transition to r22 FC with D
* Can be done from Crouch Level 1
* Low crush 5~19
* Floating state 20~22
asukaFC.db+1+2t15,15,15i14-6+56a (+28)
* Throw break 1+2
* Side switch on hit
* 2nd damage on landing
* 3rd damage without tech roll
asukadf+2+3t40i12-6-6d
* Floor Break
* Throw break 2
* Opponent recovers off-axis FUFT on hit
* Can side switch on hit
azucenaws4m13i11~12-6+5
bob1,4h, h5, 15i10, i16-6+5
* Jails from 1st block with 2F delay
* Combo from 1st hit with 3F delay
bob3m14i15~16-6+5
*
bobf+4h20 (38)i16~17-6+19a+3d
* Homing
* Shift to 14dmg throw on CH from the front
bobdf+4h12i13~14-6+5
*
bobf,F+3h18i18~19-6+32a
* Balcony Break
* Strong Aerial Tailspin
* Transition to CD r26 with DF (+2/+40a)
* Has good left sidestep tracking
* Low crush 11~27
* Floating state 28~30
bobws4m16i11~12-6+5
*
bryan1,2,1h, h, m5, 8, 18i10, ,i19-6+6+30d
* Combo from 1st CH with no delay
* Combo from 2nd CH with 10F delay
* Move cannot be interrupted
* Move can be delayed by 10F
bryan3,3m, h14, 13i16, i23-6+6
* Combo from 1st CH
* Interrupt with i3 from 1st block
bryan4,3,4*h, m, m15, 12, 25i12, ,i40~41-6+35a (+9)
* Balcony Break
* 10 chip damage on block
* Whiffs vs SWR from 2nd block
* Interrupt with i21 from 2nd block
* Interrupt with i10 from 2nd hit
bryandf+2m12i13-6+5
Elbow
bryandf+4m23i22~24-6~-4+19a
* Homing
* Balcony Break (airborne)
bryandb+2m13i15~17-6+8
bryanb+3,1+2m, m12, 25i19, i22-6+4c+26d
* Floor Break
* Combo from 1st CH with 8f delay
* Interrupt with i4 from 1st block
* Transition to FC with d
* Input can be delayed 12f
* Move can be delayed 10f
bryanws4m16i11~12-6+5
bryanSLS.2h16i15~16-6+2
bryan2+4t35i12~14-6+0d
* Floor Break
* Homing
* Throw break 1 or 2
* Side switch on hit
bryanFC.db+1+2t45i11-6+1d
* Throw break 1+2
bryanuf+1+2t40i12-6-5d
* Floor Break
* Throw break 1+2
claudio2,1h, m10, 13i12, i20-6+5
* Combo from 1st hit with 2f delay
* Interrupt with i2 from 1st block
claudio3,2m, h14, 22i14~15, i22~23-6+25a (+16)
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Transition to r55 STB on hit without STB
* -6a (-13) upon STB gain on an airborne hit
* Interrupt with i5 from 1st block
claudiouf+3m22i23~25-6+23d
* Floor Break
* 20 damage with input ub+3
* 21 damage with input u+3
* Linear move?
* No tracking to SSL/SWL side?
* Low crush 9~26
* Floating state 27~29
claudiows4m18i11~12-6+5
claudio2+4t35i12~14-6+0d
* Homing
* Throw break 1 or 2
* Side switch on hit
* Both players transition to FUFA on hit
claudiouf+1+2t40i12-6+1d
* Throw break 1+2
* Side switch on hit
* Can be buffered
* Opponent recovers in FUFA
clived+2sl8i11-6+5
+5c on crouching hit
* High crush 4~
clived+1+2M23i22~23-6+9a (-8)+63a (+47)
* Tornado
* Balcony Break
* Weapon
* 6 chip damage on block
cliveb+2h20i20~21-6+9
* Strong Aerial Tailspin
* Balcony Break
* Weapon
* Enter PHX +4 +23 r24 with F or 4 on block or hit
* Hit vs BT +15a (+6)
* Effectively homing?
devil-jindf+1m11i13-6+5+9
devil-jinb+1h10i12-6+5
Tracks SSR/SWR completely
devil-jinf,F+4m22i20~21-6+16cg+55a
* Balcony Break on normal hit
* Active frame 1 range: 3.70
* +11a (+2) on BT hit
* Low crush 10~30
* Floating state 31~33
devil-jinws1m12i13~14-6+5+9
devil-jinf,hcf+1+2t45i12-6+0d
* Throw break 1+2
* Side switch on hit when done on opponent's front and left sides from P1 side
* Sideswap on hit when done on opponent's left side from P2 side
* Can be done from FC
dragunovf+3m11i20-6+5
Enter SNK +0 +11 r19 with DF
dragunovdf+3m16i17~20-6~-3+5c~+8c
* Floor Break
* +20 damage throw when hit from the front in close range
* Removes Recoverable Health
dragunovuf+1+2t40i12-6-10d
* Floor Break
* Throw break: 1+2
* Side switch on hit
eddydb+3+4m,M12,12i20~22-6+1
* Transition to FC
* Floating state 18~30
eddyws1h6i13~14-6+5
* Elbow
eddy2+4th(h)35i12~14-6-9d
* Floor Break
* Homing
* Throw break: 1 or 2
* Sideswitch on break
* Opponent recovers in FDFA
eddyRLX.uf+1+2th(h)40i17~18-6+0
* Throw break: 1+2
* Sideswitch on break
eddyuf+1+2th(h)40i12~14-6-4a (-34)
* Throw break: 1+2
* Opponent recovers in FUFA
* 45dmg on wall splat (Opponent recovers in FDFT)
** -4d? minimum hit frames on wall splat (higher frame advantage when wall splatted from a further distance)
fahkumramdf+4m15i16-6+3
fahkumramdf+4,1m, h15, 25i16, i22-6+14a (+5)
* Balcony Break
* Combos from 1st hit
fahkumramdb+4h23i20~21-6+35d
* Strong Aerial Tailspin
* Balcony Break
* Recovers 1f slower on block
* High crush 6~19
fahkumramws4m20i11~12-6+5
fahkumram2+4t35i12-6+0d
* Homing
* Throw break 1 or 2
* Sideswaps on hit
fengdf+2,2m, m15, 21i20~21, i13~14-6+14a (+4)
* Balcony Break
* Combo from 1st hit with 1F delay
* Jail from 1st block with 1F delay
* 20f timestop on hit
* Move cannot be delayed
* Input can be delayed by 1F
fengdf+4m13i15-6+5
fengb+2,3,4,2m, l, m, M13, 6, 13, 22i17, ,i24~25-6c+4c
* Spike
* Aerial combo from 3rd hit (-6a~-9a) with 13F delay
* Interrupt with i7 from 3rd block
* Move can be delayed by 10F
* Input can be delayed by 13F
fengb+4,2m, h10, 19i12~13, i22-6+3+20cg
* Balcony Break on CH
* Combo from 1st hit with 7F delay
* Interrupt with i2 from 1st block
* Move can be delayed by 6F
* Input can be delayed by 7F
* Transition to CD with df on hit or block (-1/+8/+25cg)
** Transition to r1 FC with DF~db (-2/+7/+24cg)
fenguf+3+4,3M,h,h, h10,10,7 (10), 23 (11)i24,i4~6,i3~4, i17~18-6+14c
* Balcony Break
* Tornado
* Aerial combo from 1st hit
* Jails from 3rd block (3rd hit only blockable by big characters)
* Interrupt with i3 from 2nd block
* Previous hit crouching state is canceled when 3 is input
** Previous hit is cs6~23 when extension is delayed by at least 21F
* Input can be delayed by 37F
* Move cannot be delayed
* Duckable from 2nd block (by normal bodies)
* Forces tech backroll on normal hit
* Floating state 1~2
* Low crush 3~16
* Floating state 17~19
fengws1,3m, h13, 20i13, i22~23-6+4c
* Heat Engager
* Heat Dash +43d (+35)
* Combo from 1st hit with 3F delay
* Move can be delayed by 10F
* Input can be delayed by 12F
* Unparryable by traditional kick parries (bug?)
fengKNP.4,1+2l, h10, 35 (24)i18, i28-6+15a (+6)
* Balcony Break
* Shoulder
* Aerial combo from 1st hit (+30a (+20))
feng1+3t35i12~14-6-4d
* Homing
* Throw break 1 or 2
fengBT.1+4t45i12~14-6-5d
* Throw break 1+2
fenguf+1+2t40-6+0d
* Floor Break
* Throw break 1+2
heihachidf+3m10i15~16-6+5
* Knee
heihachidf+4m10i13~14-6+5
heihachiub+2h25i18~19-6+14c
* Balcony Break
* Parries mid or high punches
* Forces backroll on normal hit
* 28dmg, +22a (+12) on successful parry
* Balcony Break
* Parry state 5~12
heihachiuf+1+4t30i12 i48-6+28d (-30)
* Balcony Break
* Throw break 1+2
* Headbutt can be reversed with input 1 or 2 or 3 or 4
* Only works on Male characters and Reina
hwoarangH.RFS.f+4,4h,h, h8,10, 9i8, i10, i23-6+39a
* Tornado
* Combo from 1st or 2nd hit
* Transition to RFF
* Consumes 300F of remaining Heat time
* Interrupt with i3 from 1st block
* 2 chip damage on block
hwoarang4h14i11~12-6+5
hwoarang4,3h, m14, 16i11~12, i22-6+5+20a (+11)
* Balcony Break on CH
* Combo from 1st hit
* +5c on crouching hit
* Cancel the second hit and transition to r8 LFS with F (-6/+5)
hwoaranguf+3m11i28~29-6-7
* Also possible during RFF
* Low crush 9~
hwoarangws3+4,3m, M16, 20i20~21, i21~26-6+5c~+10c+29d
* Combo from 1st hit with 7F delay
* Input can be delayed by 7F
* Move cannot be delayed
hwoarangLFS.2,2,3m, h, h15, 7, 10i16, ,i14~17-6~-3-3~+0
* Combo from 2nd hit (1st active frame only)
* Combo from 2nd CH
* Interrupt from 2nd block with i3
hwoarangLFS.uf+3m11i28~29-6-7
* Low crush 9~
hwoarangRFS.f+4,4h,h, h8,8, 9i8, i10, i23-6+75a (+59)
* Tornado
* Combo from 1st or 2nd CH
* +39a on hit during heat
* Interrupt with i3 from 1st block
* Transition to RFF
* 2 chip damage on block during Heat
<Showing 3201-3600 of 6584 moves>