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All Characters Tekken 8 Frame Data

CharCommandHit levelDamageStartupBlockHitCounter hitNotes
lawH.DSS,Pt38+0d
* Punches only
* Heat only
* Consumes 240F? of remaining Heat Time on successful parry
* Throws are unbreakable
* Parry state 5~?
steveH.EXD.1+3h (th)i18~19
* Homing
* Unbreakable
* Transition to TFA
* Can buffer TFA.1 or TFA.2 throw breaks from frames 20-35 of TFA recovery
lidiaH.f,f,F+1h37i13~15+5+31a (+23)
* Tornado
* Balcony Break
* Transition to HAE on hit or block only
* Cancel HAE transition with B
* Partially uses remaining Heat time
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
annaH.f,f,F+3,2L, SL,SL,SL12, 5,5,24i16~20, i28~77 i41~90 i60~109-5~+44g+21a (-5)
* Weapon
* Combo from 1st CH
* Jails from 2nd hit
* Chip damage on block
* Consumes 300F of remaining Heat time
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
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
jinH.f,F+1+2m20i21~23+5+24cg
* Balcony Break
* Strong Aerial Tailspin
* Transition to DVS r32 on hit or block
** Stance moves can be delayed by 9F
** Transition to r42 FC with no input
* Consumes 240f of Heat time
* Cancel transition and recover Standing with B (-1/+18cg)
* 4 chip damage on block
* Low crush 11~48
* Floating state 49~51
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
lidiaH.f,F+2m22i13+5+17
* Reversal Break
* Transition to HRS on hit or block only
* Partially uses remaining Heat time
* Input H.f,f,F+2 to power up
alisaH.f,F+2,1+2m, m,m,m,m,m18, 28i16~17, i22~23+3+25a (-1)
* Balcony Break
* Weapon
* Combo from 1st hit
* Jail from 1st block
* 7 chip damage on block
* Consumes 210F of remaining Heat time
* Low crush 15~58
* Floating state 59~61
paulH.f,F+2,1+2m, m14, 31i15~17, i29~30+1+25a (-1)
* Balcony Break
* Consumes 270F of Heat
* Combos from 1st hit
* Jails from 1st hit
* 7 chip damage
miary-zoH.f,F+2,2m, m14, 33i15~16, i22~23-1+40a (+14)
* Balcony Break
* Weapon
* Combos from 1st hit
* Jail from 1st block with ?F delay
* Available only on hit or block
* 7 chip damage on block
* Partially consumes remaining Heat Time
liliH.f,F+3+436+5+20~26a (-6~+0)
* Balcony Break
* 14 chip damage on block
* Consumes 240F of remaining Heat time
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
devil-jinH.f,n,d,df+1+2,1+2m, SM25, 20i26~27, i25~36+2~+13+4cg~+15cg
* Tornado
* Weapon
* Projectile (unparryable)
* +60a(+44) from previous hit
* Jail from 1st block
* 4 chip damage on block
* Consumes 600F of remaining heat time
* No pushback on 1st CH
* Forces tech back roll on hit
* +1d on BT hit
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
shaheenH.f+1+2m,m15,25 (17)i16~17+4c SNK+27d (-8)
* Floor Break
* Spike
* 32 damage with scaling from 1st hit
* +21a from 2nd hit
** Balcony Break from 2nd hit only
* Transition to SNK r27 on hit or block
* Consumes 450F of remaining Heat time
* Opponent recovers in FDFA
* Low crush 28~48
* Floating state 49~51
junH.f+1+2,Ph0i12+40g
* Sabaki, parries mid or high punches or kicks
* Consumes 240F of remaining Heat time
* Parry state 5~
paulH.f+1+2*m30i29~30+5c+55a
* Balcony Break
* Consumes Heat
* Chip damage (13)
* Requires 24f charge
* f+1+2 from 0~23f charge
alisaH.f+1+4
* Consumes 150F of remaining Heat time
* Low crush 26~48
* Floating state 49~51
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
bobH.f+2,1+2h, m,m10, 10,10i12, i19, i17-9+13a (+6)
* Combo from 1st hit with 5F delay
* Jail from 1st block with 1F delay
* Consumes 270F of remaining Heat Time
* Move can be delayed by 4F
* Input can be delayed by 5F
* Low crush 40~51
* Floating state 52~54
bobH.f+2,1+2,1h, m,m, M10, 10,10, 20 (14)i12, ,i25~30-12+15d (-20)
* Floor Break
* Combo from 1st hit
* Jail from 3rd block
* 14dmg with scaling from prev hit
* 20F timestop on hit
* +13d from 4th hit (impossible?)
* Low crush 2~29
* Floating state 30~32
cliveH.f+2,2,1m, m, m10, 7, 25i15, ,i26~27-9+14c
* Balcony Break
* Combo from 1st hit with 8F delay
* Interrupt with i7
* Move cannot be delayed
* Input can be delayed by 8F
* Consumes 150F of remaining Heat time
* Forces tech backroll on hit
* 5 chip damage on block
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
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~
jack-8H.f+3+4m30i22~23+0+9c
* Head
* Transition to GMH with D
** (+8 oB, +17c oH)
* Partially uses remaining heat time
* 6 chip damage on block
larsH.f+3+4sm5i18~24+5+10
* Transition to SEN
* Consumes 300F of remaining heat time
* Only deals recoverable damage
* High crush 33~43
ninaH.f+3+4,2m, sm,sm,sm,sm12, 12,12,5,5i14, i30, i5, i6, i6-6+19a (+9)
* Balcony Break
* Combo from 1st CH with 5F delay
* Interrupt with i7 from 1st block
* Available only from 1st hit or block
* 12 chip damage on block
* Consumes 180F of remaining Heat time
* Move can be delayed by 4F
* Input can be delayed by 5F
reinaH.f+3+4,4m, m25, 28i43, i27-8+23a (+3)
* Balcony Break
* Combo from 1st hit
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
miary-zoH.f+4,2m, m12, 25i18, i31+2+16a (+7)
* Balcony Break
* Weapon
* Combos from 1st hit
* Interrupt with i7 from 1st block
* 7 chip damage on block
* Partially consumes remaining Heat Time
* f+4,H.d+2 to push opponent to foreground
* f+4,H.u+2 to push opponent to background
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
annaH.FC.df+2,1L, L12, 18i20, i27~28-21+64a (+48)
* Balcony Break (airborne)
* Weapon
* Jail from 1st attack
* Instant Tornado on hit
* 24 damage total from 1st hit
* Chip damage on block
* Consumes 210F of remaining Heat time
heihachiH.FUJ.1+3t15i18+8
* Homing
* Cancel RAI transition with B (+7)
* Consumes 300f of remaining Heat time
* Throw is unbreakable
junH.GEN.1,1+2L,M14,26 (18)i20~21 i26~41-14+25a (+7)
* Reversal Break
* Balcony Break
* Jail from 1st block
* Airborne combo from 1st hit
* Has good left sidestep tracking
* Restores 6 recoverable (3 on block)
* 5 chip damage on block
* Consumes 600F of remaining Heat time
* Gain 5 Kazama Essence on normal hit, airborne hit or block
* High crush 11~21
lidiaH.HRS.U
* Stance moves can be delayed by 14F
* Parries all highs or mids
* Transition to +12g? HAE on successful parry
* Entering HAE increases Heaven and Earth level (carries over into next round)
* Partially uses remaining Heat time
* Heat consumption is reduced the higher the level
** Level 1: Consumes 900F of remaining Heat time
** Level 2: Consumes 300F of remaining Heat time
** Level 3: Consumes 210?F of remaining Heat time
* Parry state 5~39
victorH.IAI.d+2M,M,M,SM,SM45i23~24, i6, i4, i3, i4+5+20 (+2)
* Weapon
* Projectile
* Transition to IAI
* 10 chip damage on block
* Consumes 210F of remaining Heat time
kunimitsuH.KAT.d+1+2L,m,m8,8,14i20~21 i19~20 i7~8-14+23a (+5)
* Weapon
* Consumes 600F of remaining Heat Time
* 6 chip damage on block
* is1~4
* High crush 5~22
larsH.LEN.1L,t20,10i16~17-12c+5d
* Consumes 600F of remaining Heat time
* Side switch and recover standing on hit throw
* Opponent is left FUFA
* High crush 1~50
larsH.LEN.2m25i16~17-9+29d
* Tornado
* Elbow
* Consumes 240F of remaining Heat time
* 10 chip damage on block
* High crush 1~15
* Low crush 16~34
azucenaH.LIB.1,2,F+4+26a
* Strong Aerial Tailspin
* Consumes 210F of remaining Heat time
* 70% scaling on combo
* 6 chip damage on block
* Floating state 15~33
azucenaH.LIB.d+3+4M27i16~18+4~+6+22a
* Tornado
* Consumes 210F of remaining Heat time
* Transition to FC with D
* Floating state 2~48
azucenaH.LIB.P (High)m25i17~18-8+32a
* Restores 5 recoverable health on successful parry
* Opponent recovers FUFA
* is1~17
azucenaH.LIB.P (Low)m20i16~18-9+58a (+42)
* Tornado
* Restores 5 recoverable health on successful parry
* is1
* Floating state 2~48
steveH.LNH.Pm,t15
* Parries high and mid punches and kicks?
* Active after LNH is actionable
* Transition to TFA after successful parry
* Throws received are unbreakable
* Parry state 25~95?
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
miary-zoH.MOR.4,3,1+2L, h, m10, 14, 20i17, ,i29~30-17+14a (-3)
* Balcony Break
* Weapon
* Combos from 1st hit
* Interrupt with i6 from 1st block
* Partially consumes remaining Heat Time
* High crush
cliveH.PHX.2,1+2m, m12, 32i15, i23~24+4+25a(-1a)
* Balcony Break
* Weapon
* Combo from 1st hit
* Interrupt with i7 from 1st block
* 6 chip damage on block
* Consumes 150F of remaining Heat time
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
ravenH.qcf+1,2m, sm,sm15, 21,(30)i16, i19~20, i39~41-3~-1+24a (+9)
* Tornado
* Combo from 1st hit
* Available only on hit or block
* Consumes 240F of remaining Heat time on block
paulH.qcf+2m51i13~14-13+26a (-10) FDFA
* Heat Dash +5, +36a (+26)
* Balcony Break
* Reversal Break
* Consumes Heat
* Chip damage (11)
* Clean Hit range 2.3
* Heat Dash disables Clean Hit
* 34 damage without Clean Hit
eddyH.qcf+4h35i22~23+7+34a(+8)
* Balcony Break
* 7 chip damage on block
* Transition to RLX
* Low crush 14~?
ninaH.qcf+4,3,1+2m, h, h,h,h,h,h15, 23, 6 (4),6 (3),6 (2),[5] ([1]),[5] ([1])i14, ,i28, i5, i5, i6, i6-2+29a (+3)
* Balcony Break
* Weapon
* Airborne combo from 2nd hit (+13a (+12))
* Jails from 3rd hit
* 13 chip damage on block
* Consumes 180F of remaining Heat time
liliH.RAB.224
* Heat Engager
* Heat Dash +36a (+26)
* Balcony Break
* Consumes 90F of remaining Heat Time
* Forces tech back roll on hit
* 7 chip damage on block
liliH.RAB.3L22i20~21-13+24a+70a (+54)
* Homing
* Tornado on CH
* Partially consumes remaining Heat time
* High crush 6~
liliH.RAB.4m36i23~29+5+20~26a (-6~+0)
* Balcony Break
* Partially consumes remaining Heat Time
* Low crush 15~
hwoarangH.RFS.d+4,3L, h15, 12 (8)i20~21, i25-9-1 / +20a (+13)
* Consumes 600F of remaining Heat time
* Airborne combo from 1st hit in heat (+20a (+13))
* 3 chip damage on block in heat
hwoarangH.RFS.d+4,3,4L, h, h15, 12 (8), 25 (12)i20~21, ,i27~28-9+28a (+2) / +10a (+9)
* Balcony Break
* Combo from 2nd hit
* Airborne combo from 1st hit (+10a (+9))
* 9 chip damage on block in heat
* Low crush 22~34
* Floating state 35~37
hwoarangH.RFS.d+4,3,4L, h, h15, 12 (8), 25 (12)i20~21, ,i27~28-9+28a (+2) / +10a (+9)
* Balcony Break
* Combo from 2nd hit
* Airborne combo from 1st hit (+10a (+9))
* Interrupt with i4 from 2nd block
* 9 chip damage on block in heat
* Low crush 22~34
* Floating state 35~37
hwoarangH.RFS.f+4h,h8,10i8, i10+0+5
* Jail from 1st block
* Remains in RFS
* 2 chip damage on block
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
ninaH.SS.1+2,1+2m, sm,sm,sm,sm22, 8,8,[5],[5]i19, i30,i5,i6,i6-2+29a (+3)
* Balcony Break
* Weapon
* Combo from 1st hit
* Jails from 1st block
* 10 chip damage on block
* Consumes 180F of remaining Heat time
larsH.SS.2m,SM20,10i16~17, i8+6c+27d
* 6 chip damage on block
* Consumes 270F of remaining heat time
ravenH.SZN.1,4h, sm,sm12, 25,30i14~15, i18~27, i44~45-3~-2+6c
* Balcony Break
* Spike
* Combo from 1st hit
* Available only on hit or block
* Forces tech backroll on hit
ravenH.SZN.3,2m, sm,sm16, 21,30i16~17, i19~20 i39~41-3~-1+24a (+9)
* Tornado
* Combo from 1st hit
* Available only on hit or block
cliveH.u+1+2M,m18,21i19~20,i20~21-12+3c
* Weapon 2nd hit
* Consumes 150F of remaining Heat time
* Transition to r15 PHX with F or 4 on hit or block (-1/+14c)
* 7 chip damage on block
kunimitsuH.u+1+2m,m,m8,10,20i16 i9 i20+5+25a (+1)
* Balcony Break
* Weapon
* Consumes 240F of remaining Heat Time
* 7 chip damage on block
* Low crush 21~30
* Floating state 31~33
victorH.u+1+2M46i31~32-4+0a (-1)
* Balcony Break
* Weapon
* Victor teleports overhead on frame 10 and descends downward for the rest of the startup; evades some highs and mids but vulnerable on descent (lows, throws, etc. hit)
* 15 chip damage on block
* Consumes 450F of remaining Heat time
* Low crush 10~26
* Floating state 27~29
cliveH.u+1+2,1M,m, m,m18,21, 17,22i19~20,i20~21, i25~26,i20~21-12+14a(+4a)
* Balcony Break
* Weapon 2nd hit
* Move cannot be delayed
* Input can be delayed by 25F
* Interrupt with i3 from 2nd block
* 7 chip damage on block
* Same move as (df+1,H.1),1
cliveH.u+1+2,2M,m, h,h18,21, 10,12i19~20,i20~21, i23~24,i12~13-9+8
* Weapon 1st hit
* Jail from 2nd normal hit
* 4 chip damage on block
* Transition to r15 PHX with F or 4 on hit or block (-3/+14)
* Same move as (df+1,H.1),2
cliveH.u+1+2,2,1M,m, h,h, M,M18,21, 10,12, 10,16i19~20,i20~21, ,i20~21,i11~12-12+15a(-2a)
* Tornado
* Balcony Break
* Weapon 2nd hit
* Combo from 4th hit with 17F delay
* Move cannot be delayed
* Input can be delayed by 17F
* 5 chip damage on block
* Same move as (df+1,H.1,2),1
* Tornado launching steel pedal
miary-zoH.u+3,2m, m17, 27i17~18, i30~32-9+29a
* Tornado
* Weapon
* Combos from 1st hit
* Jail from 1st block with ?F delay
* Available only on hit or block
* 5 chip damage on block
* Partially consumes remaining Heat Time
* Low crush
armor-kingH.ub+1h25i24~25+5+74a (+58)
* Strong Aerial Tailspin
* Homing
* Balcony Break
* Instant Tornado
* Transition to r26 BAD with F (+5/+75a(+59))
** Cancel 2nd active frame
* Consumes 150F of remaining Heat time
* 7 chip damage on block
armor-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
bobH.uf+1,2,2m, m, m10, 16, 24i16, ,i31+5+23a (+13)
* Balcony Break
* Combo from 1st hit
* Interrupt with i8 from 2nd block
* Whiffs vs SSL, SWL from 2nd block
* Consumes 300F of remaining Heat Time
* 20F timestop on hit
* Input cannot be delayed
lawH.uf+2h21i19~20+4+21d
* Weapon
* Strong Aerial Tailspin
* Balcony Break
* Consumes 120F of remaining Heat Time
* 4 chip damage on block
jack-8H.uf+3L[16]i19-12+8c
* Spike
* Only deals recoverable damage
* Cannot K.O.
* Automatically transitions to GMH on hit
* Partially uses remaining heat time
* 3 chip damage on block
* Unparryable
* u+3/ub+3: less forward movement
* Low crush 9
annaH.uf+3,1m, h22, 20i23~24, i40~89+4g~+53g+20a (-6)
* Strong Aerial Tailspin
* Balcony Break
* Weapon
* Combo from 1st hit
* Fragile debuff on hit or block, opponent receives chip damage from any attack, removed when land a hit on you
* 6 chip damage on block
* Consumes 300F of remaining Heat time
* Jails from 1st attack
annaH.uf+3,2m, h22, 30i23~24, i40~139-1~+98g+20a (-6)
* Strong Aerial Tailspin
* Balcony Break
* Weapon
* Combo from 1st hit
* Chip damage on block
* Consumes 300F of remaining Heat time
* Jails from 1st attack
miary-zoH.uf+3,2h,h,m, m6,6,12, 22i18~19 i9~10 i9~10, i24~25+4+17a (+7)
* Balcony Break
* Weapon
* Combos from 1st hit
* Jail from 1st block with ?F delay
* 4 chip damage on block
* Partially consumes remaining Heat Time
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?
devil-jinH.uf+3+4,1+2m,m, t8,20, 20i16~17 i13~14, i25~50-15+0d
* Weapon
* Projectile (unparryable)
* 4 chip damage on block
* Available only on hit or block
* Unavailable on whiff
* Jail from 1st block
* Shift to r96 attack throw on front-facing hit
* Combo from 1st hit with 13F delay
* Move cannot be delayed
* Input can be delayed by 13F
* Consumes 240F of remaining heat time
* -21a (-31) on BT hit
* Low crush 0~67
* Floating state 68~70
heihachiH.uf+4,1m, M17, 20i24~26, i25~30-3+5a
* Balcony Break
* Chip damage on block
* Consumes 300F of remaining Heat time
* Combo from 1st hit
* Jail from 1st block
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
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.WLF.U
* Stance moves can be delayed by 14F
* Parries all highs or mids
* Transition to +12g? HAE on successful parry
* Entering HAE increases Heaven and Earth level (carries over into next round)
* Partially uses remaining Heat time
* Heat consumption is reduced the higher the level
** Level 1: Consumes 900F of remaining Heat time
** Level 2: Consumes 300F of remaining Heat time
** Level 3: Consumes 210?F of remaining Heat time
* Parry state 5~39
reinaH.WRA.d+3+4l,m,m,m12,8,3,12i18~19-17+0
* Spike
* Floor Break
* Alternate input: H.WRA.R1
* Jails if any hit is blocked
* Transitions to attack throw on 1st hit for a total of 35 dmg
* +4a (-5) if any hit after the 1st connects
* Consumes 600F of remaining Heat time
ninaH.ws1,1+2m, h,h,h,h,h17, 6,6,6,[5],[5]i13~14, i25, i5, i6, i6, i6-2+29a (+3)
* Balcony Break
* Weapon
* Combo from 1st hit
* Jails from 2nd hit
* 13 chip damage on block
* Consumes 180F of remaining Heat time
ravenH.ws3,2m, sm,sm18, 21 (14),(30)i16~17, i19~20, i39~41-3~-1+65a (+49)
* Tornado
* Airborne combo from 1st hit
* Available only on hit or block
* 2nd hit only available on block (jailing)
* Interrupt with i1 from 1st block
* t80 r39 on hit
* Consumes 600F of remaining Heat time on block
* 10 chip damage on block
* Move is delayed by 4F
* Input cannot be delayed
* Low crush 44~57
* Floating state 58~60
ninaH.ws4,3,1+2m, h, h,h,h,h,h15, 24, 6 (4),6 (3),6 (2),[5] ([1]),[5] ([1])i11~12, ,i28, i5, i5, i6, i6-2+29a (+3)
* Balcony Break
* Weapon
* Airborne combo from 2nd hit (+13a (+12))
* Jails from 3rd hit
* 13 chip damage on block
* Consumes 180F of remaining Heat time
lidiaHAE.1m21/23i18~19-11+80a (+60)
* Spike
* Power up based on Heaven and Earth level
* 7/6/4 chip damage on block
* -7 frame advantage after absorbing an attack in power crush state
* Guarantees grounded hit vs airborne opponent
* +51a on BT hit
* Power crush 7~17
lidiaHAE.1+2h!35/38/41i16+0a
* Tornado
* Power up based on Heaven and Earth level
lidiaHAE.2m,m10,20/24/28i13, i20~21+2+14a
* Balcony Break
* 7/11/12 chip damage on block
* Power up based on Heaven and Earth level
* +35a (-1) on hit with HAE level 3
* 2nd hit available on hit or block only
lidiaHAE.b
After recovery, limited to blocking for 7 frames
annaHAM.1h20i13~14+6+30a (+20)
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Elbow
* 6 chip damage on block
* Recovers 5f faster on hit or block
annaHAM.1+2M30i24~25+2c+17a (+7)
* Balcony Break
* Spike
* Weapon
* 6 chip damage on block
* 9 chip damage on block in heat (30%)
annaHAM.1+3t15i11-2+0
* Throw break 1+2
annaHAM.1+3,1t, t15, 35i11, -3+0d
* Throw break 1
* 15 damage to Anna on break
annaHAM.1+3,2t, t15, 30i11, -3+3d
* Throw break 2
* 15 damage to Anna on break
annaHAM.2m12i15~16-9+3
* Weapon
* 2 chip damage on block
annaHAM.2,1m, h12, 23i15~16, i25~26-3+17a (+8)
* Strong Aerial Tailspin
* Balcony Break
* Weapon
* Combo from 1st hit
* Interrupt with i1 from 1st block
* 4 chip damage on block
annaHAM.2,1,2m, h, M12, 23, 32i15~16, ,i33~34+2c+17a (+7)
* Spike
* Weapon
* Combo from 1st hit
* Interrupt with i4 from 1st block
* 6 chip damage on block
* 9 chip damage on block in heat (30%)
annaHAM.2,2m, M12, 23i15~16, i22~23-14+33a
* Tornado
* Weapon
* Combo from 1st hit
* Transition to r34 TOM on hit automatically
* Jails attack inputs from 1st block
* Steel Pedal
* 6 chip damage on block
annaHAM.3L17i20~21-14-3+6c
* Homing
* Transition to CJM r25 with B (-7/+4/+13c)
* High crush 8~
annaHAM.4m,m12,12i18~19 i4~6-12+6
* Balcony Break
* High crush 5~
annaHAM.b+3
kumaHBS.1M10i12-13+5+12
* Elbow
pandaHBS.1m10i12~13-13+2+12
kumaHBS.1,2M, M10, 23i12, i24~25-13+6c+13c
* Combo from 1st hit with 20?F (charge) delay
* Hold 2 to power up, up to 2 charge levels
* Move can be delayed by 10F by holding 2
pandaHBS.1,2m, m10, 20i12~13, i24~25-13+4+13c
*Hold 2 to power up, up to 2 charge levels
kumaHBS.1,2*M, M10, 23i12, i33~34-12+13c+49a
* Combo from 1st CH with 30?F (charge) delay
* Move can be delayed by 9?F by holding 2
* Becomes HBS.1,2** during heat
* Consumes 240F? of remaining Heat time
* 9 chip damage on block
pandaHBS.1,2*m, m10, 20i12~13, i33~34-12+13c+49a
* chip damage on block
* Heat skips to Level 2 charge
kumaHBS.1,2**M, M10, 30i12, i44~45+3+49a
* Reversal Break
* Replaces HBS.1,2*: i33~34 startup during Heat (t83? r36?)
* 12 chip damage on block
pandaHBS.1,2**m, m10, 30i12~13, i44~45+3+49a
* chip damage on block
* Cannot absorb with power crush
* Heat reduces charge length (consumes partial Heat time)
kumaHBS.1+2M24i19~22-15+79a
* Tornado
* 27dmg upon opponent landing
* High crush 1~18
pandaHBS.1+2m24i19~22-15+79a
* Tornado
kumaHBS.2L16i21~24-15+21g
* Transition to HBS
* High crush 1~
pandaHBS.2L16i21~24-15+21g
* Transition to HBS
* High crush 1~
kumaHBS.3sp
* Transition to FUFA
* Alternative input: HBS.4 (HBS.3 is into background, HBS.4 is into foreground)
* Floating state 1~36
pandaHBS.3sp
* Transition to FUFA
* Alternative input: HBS.4 (HBS.3 is into background, HBS.4 is into foreground)
kumaHBS.3+4M21i20~24-14+9a (-1)
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Panda: Decreased attack range and height hitbox (does not hit as deep)
* Power crush 7~19
pandaHBS.3+4M21i20~24-14+9a (-1)
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Panda: Decreased attack range and height hitbox (does not hit as deep)
* Power crush 7~19
kumaHBS.b,bsp
* Alternate input: SIT.B
* Transition to r12 HBS with input D or 3+4 at frame 35
pandaHBS.b,bsp
* Alternate input: SIT.B
* Transition to HBS with input D or 3+4
kumaHBS.b+1+2L16i26~29-20c+3+7
* Head
* Transition to r40 HBS with input D or 3+4
* Panda: Reduced attack range and vertical hitbox (does not hit as high)
* High crush 1~67
pandaHBS.b+1+2l16i26~29-25c+14a
* Transition to HBS with input D or 3+4
kumaHBS.b+1+2,1+2L, L16, 33i26~29, i22~24-29c+8a
* Balcony Break
* Head
* Combo from 1st CH
* Panda: Reduced attack range and vertical hitbox (does not hit as high)
* High crush 1~59
pandaHBS.b+1+2,1+2l, l16, 33i26~29, i22~24-29c+8a / -3a (-10)
* Balcony Break
* Less frame advantage occurs after Combo from last hit
kumaHBS.d+1+2m22i16~20-3+4+76a (+60)
* Tornado
* Transition to HBS
* Tornado on CH only
* t44? r24? on hit
* Panda: Increased vertical attack hitbox height. Decreased attack range and height hitbox on frames 18-20 (does not hit as deep or high)
pandaHBS.d+1+2m22i16~20-3+4+76a (+60)
* Tornado
* Transition to HBS
* Tornado on CH only
* t44? r24? on hit
* Panda: Increased vertical attack hitbox height. Decreased attack range and height hitbox on frames 18-20 (does not hit as deep or high)
kumaHBS.d+3+4sp
* Transition to FDFA
pandaHBS.d+3+4sp
* Transition to FDFA
kumaHBS.df+1m23i25~27-7+20a (+11)
* Homing
* Balcony Break
* Strong Aerial Tailspin
* 9 chip damage
pandaHBS.df+1m23i25~27-7+20a (+11)
* Homing
* Balcony Break
* Strong Aerial Tailspin
* 9 chip damage
kumaHBS.df+2m20i15~16-17+35a (+25)
* Tornado
pandaHBS.df+2m20i15~16-17+35a (+25)
* Tornado
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
pandaHBS.f,fspN/A / i26~i31 Heat+1~+6 / -6~-1 HBS+7~+12 / 0~+5 HBS
* Transition to ROL
* Becomes Special Mid attack during Heat (partially uses remaining Heat time)
kumaHBS.f+1+2th(h)30i26~27-2d
* Removes Recoverable Health
* Spike
* Throw break: none
* Opponent status on hit: FUFA
* Panda: Reduced attack range and vertical hitbox (does not hit as high)
pandaHBS.f+1+2th(h)30i26~27-2d
* Removes Recoverable Health
* Spike
* Throw break: none
* Opponent status on hit: FUFA
* Panda: Reduced attack range and vertical hitbox (does not hit as high)
kumaHBS.f+3+4L25i16~22-11+37a (+28)+69a (+22)
* Balcony Break
* Hip
* Transition to SIT during attack active frames
* Unparryable?
* Very short hitbox reach
* Low crush 9~21
* Floating state 22~
pandaHBS.f+3+4
* Alternate input: HBS.b+3+4
* Transition to SIT
kumahcb,f+1+2th(h)50i11+0+5
* Throw break: 1+2
* 60 dmg if opponent hits the wall
* Opponent status on hit: FUFA
* Side switch on throw break and hit
pandahcb,f+1+2th(h)50i11+0+5
* Throw break: 1+2
* 60 dmg if opponent hits the wall
* Opponent status on hit: FUFA
* Side switch on throw break and hit
jack-8HCFi22~
* Alternate input 1+4
* Can be looped together in 360 motions for up to 5 spins
jack-8HCF,1m30i22~, i17(43~)+21g+7a (-2)+39d (-8)
* Balcony Break
* Alternate input 1+4,1
* Chip damage on block (9)
jack-8HCF,df+1M25i22~, i20~23-17+52a (+42)
* Tornado
* Non blue spark version, for a just frame version search "EMGF"
* Alternate input 1+4,df+1
jack-8HCF:df+1M36i20~23-17+66a (+50)
* Tornado
* Instant Tornado
* Just frame version of hcf,df+1, for a normal version search "one"
* Alternate input 1+4:df+1
xiaoyuhdb+3+4
* Transition to BT FC
* High crush 1~25
armor-kinghFC.1sl5i10-5+6
* Transition to standing r24 with f
* +6c on crouching hit
* High crush 1~
asukahFC.1sl5i10-5+6
* Transition to standing r24 with f at frame 25
* +6c on crouching hit
* High crush 1~
bobhFC.1sl5i10-5+6
* Transition to standing r24 with f at frame 25
* +6c on crouching hit
* High crush 1~
fahkumramhFC.1sl5i10-5+6
* Transition to standing r24 with f at frame 25
* +6c on crouching hit
* High crush 1~
jack-8hFC.1L10i19~21-8+3
* Can be done from Crouch Level 1
* +3c on crouching hit
* High crush 1~46
kazuyahFC.1sl5i10-5+6
* Transition to standing r24 with f at frame 25
* +6c on crouching hit
* High crush 1~
kumahFC.1L12i19~21-8+2c
* Can be done from Crouch Level 1
* High crush 0~46
kunimitsuhFC.1sl5i10-5+6
* Transition to standing r24 with f at frame 25
* +6c on crouching hit
* High crush 1~
lawhFC.1sl5i10-5+6
* High crush 4~
leohFC.1sl5i10-5+6
* Transition to standing r24 with f at frame 25
* +6c on crouching hit
* High crush 1~
lidiahFC.1sl5i10-5+6
* Transition to r25? with f
* Transition input can be delayed 16f
* High crush 1~
ninahFC.1sl5i10-5+6
* Transition to standing r24 with f at frame 25
* +6c on crouching hit
* High crush 1~
pandahFC.1L12i19~21-8+2c
* Can be done from Crouch Level 1
* High crush 0~46
xiaoyuhFC.1sl5i10-5+6
* High crush 1~34
yoshimitsuhFC.1sl5i10-5+6
* Transition to r24 with f
* Transition input can be delayed 16f
* High crush 1~
jack-8hFC.1,1L, L10, 14i19~21, i31~33-12~-10+4~+6
* Interrupt with i14 from 1st block
* Interrupt with i4 from 1st hit
* Move cannot be delayed
* Input can be delayed by 2F
* High crush 1~62
jack-8hFC.1,2L, m10, 24i19~21, i32-11+11a (+2)+43a (-4)
* Balcony Break
* Interrupt with i15 from 1st block
* Interrupt with i4 from 1st hit
* Whiffs vs SS, SW from 1st block
ninahFC.1,4sl, m5, 10i10, i16~17-11+0
Combo from 1st CH
alisahFC.1+2L,L10,16i21~23, i6~8-11c+5c
* Enter DES with n,1+2
* Can be done from Crouch Level 1
* High crush 1~55
armor-kinghFC.1+2t(s)0i26-5+3d
* 1+2 throw break (except from behind).
* Catches standing and crouching opponent from all directions.
* Can be done from Crouch Level 1
azucenahFC.1+2t0i32-5+3
* Throw break 1+2 in a 6f window, frames 1~6
* Reverse tackle with 1+2 in a 17f window, frames 7~23, then 1+2 in a 2f window, frames 24~25
* Works on standing and crouching opponent
* Can be done from Crouch Level 1
jack-8hFC.1+2l21i24-15+13d
* Alternate input FC.db+1+2
* Can be done from Crouch Level 1
* High crush 1
kinghFC.1+2t(m)0i32-5+3d
* 1+2 throw break (except from behind).
* Throw break 1+2 in a 6f window, frames 1~6
* Reverse tackle with 1+2 in a 17f window, frames 7~23, then 1+2 in a 2f window, frames 24~25
* Transition to UT r30 on hit
* Catches standing and crouching opponent from all directions.
* Can be done from Crouch Level 1
kumahFC.1+2spi26~i31+1~+6+7~+12
* Transition to ROL
* Becomes SM projectile 5dmg attack during Heat (Consumes 120F of remaining Heat time)
** +14~+19 or -6~-1 HBS or +1~+6 FC on block
** +20~+25 or +0~+5 HBS or +7~+12 FC on hit
* Can be done from Crouch Level 1
* Floating state 1~31
kunimitsuhFC.1+2l,sm8,15i18 i15-12+5 BT
* Weapon
* Can hit grounded when off-axis
* Transition to BT on hit
* High crush 1~24
larshFC.1+2l,l9,15i18,i14~i15-12+1c
* Transition to LEN on hit with input n,D (+3c)
* Can be done from Crouch Level 1
* High crush 1~
pandahFC.1+2spi26~i31+1~+6+7~+12
* Transition to ROL
* Becomes SM projectile 5dmg attack during Heat (Consumes 120F of remaining Heat time)
** +14~+19 or -6~-1 HBS or +1~+6 FC on block
** +20~+25 or +0~+5 HBS or +7~+12 FC on hit
* Can be done from Crouch Level 1
* Floating state 1~31
paulhFC.1+2t0i26-5 BT+3d
* Throw break 1+2
* Transition to Takedown on hit
* Can be done from Crouch Level 1
victorhFC.1+2l,h10,10i16,i10~11-23, -13+0
* Weapon
* Not parryable (weapon low and weapon high)
* Can be done from Crouch Level 1
* Transition to PRF (-17 / +6) with F
jack-8hFC.1+2,1+2l, m21, 23i24, i40-18+42a (+32)
* Combos from 1st hit
* Interrupt with i22 from 1st block
paulhFC.1+2,1+2,1+2t25,i26-9+1d
* Throw break 1+2
paulhFC.1+2,2,1,2,1t30,i26+0d
* Throw break 1 or 2
* Alternate input 1,2,1,2
paulhFC.1+2,2,d+1,1,1+2t50,i26+0d FDFA
* Throw break 1
* Transition to Arm Breaker with 1+2 after third hit
armor-kinghFC.2sl8i11-4+7
* +7c on crouching hit
* High crush 1~
asukahFC.2sl8i11-4+7
* High crush 1~
bobhFC.2sl8i11-4+7
* +7c on crouching hit
* High crush 1~
fahkumramhFC.2sl13i12-9+2
* Elbow
* High crush 1~40
jack-8hFC.2sl8i11-4+7
* Alternate input d+2
* High crush 1
kazuyahFC.2sl8i11-4+7
* +7c on crouching hit
* High crush 1~
kunimitsuhFC.2sl8i11-4+7
* High crush 1~
lawhFC.2sl8i11-4+7
Alternate input d+2
* High crush 4~
leohFC.2sl8i11-4+7
lidiahFC.2sl8i11-4+7
* High crush 1~
ninahFC.2sl8i11-4+7
* +7c on crouching hit
* High crush 1~
xiaoyuhFC.2sl8i11-4+7
* High crush 1~34
yoshimitsuhFC.2sl8i11-4+5
* High crush 1~
jack-8hFC.2,1sl, l8, 6i11, i24-14-3
* Alternate input d+2,1
* Combos from 1st hit
* First two hits of 10 hit combo
* Interrupt with i4 from 1st block
armor-kinghFC.3L12i18-16-2
-2c on crouching hit
* High crush 1~
asukahFC.3L10i16-17-6
* High crush 1~
bobhFC.3L12i16-16-6
-2c on crouching hit
* High crush 1~
fahkumramhFC.3L10i16-17-6
* -6c on crouching hit
* High crush 1~
hwoaranghFC.3L10i16-17-6
* -6c on crouching hit
* High crush 1~
jack-8hFC.3l12i20-17-6
* Alternate input d+3
* High crush 1
kazuyahFC.3L10i16-17-6
* -6c on crouching hit
* High crush 1~
kinghFC.3L10i18-17-6
* Get extra range by FC.df+3/CD.DF+3.
kunimitsuhFC.3L10i16-17-6
* High crush 1~
lawhFC.3l10i16-17-6
* High crush 4~
leohFC.3l10i16-17-6
lidiahFC.3L10i16-17-6
* High crush 1~
ninahFC.3L10i16-17-6
* -6c on crouching hit
* High crush 1~
xiaoyuhFC.3L11i15~17-15-4
* High crush 1~49
xiaoyuhFC.3,2L, h11, 6i15~17, i18+0+7
* Combo from 1st hit CH
* Interrupt with i3 from 1st block
* Whiffs vs SSL, SWL from 1st block
xiaoyuhFC.3,2,1L, h, h11, 6, 6i15~17, ,i14-1+6+10
* Transition to HYP with B (-2, +5)
* Combo from 2nd hit
* Jail from 2nd block with ?F delay
xiaoyuhFC.3,2,1,4L, h, h, M11, 6, 6, 12i15~17, ,i18~20-18+33a (+23)
* Combo from 3rd hit CH with 11F delay
* Jail from 3rd block with no delay
* Move can be delayed by 14F
lawhFC.3,4l, m10, 27i16, i29-14+14a (-3)
Combo from 1st hit CH
* Low crush
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
junhFC.3+4m,m10,10i21~22 i23~24-6+5c
* Transition to r24 FC with D
* Can be done from Crouch Level 1
* Low crush 5~19
* Floating state 20~22
junhFC.3+4,3m,m, m,m10,10, 10,10i21~22 i23~24, i31~32 i40~41+0~+1+15a
* Transition to r24 FC with D
* Interrupt with i11 from 1st block
* Whiffs vs SS, SW from 1st block
* Low crush ~21~31
* Floating state 32~40
armor-kinghFC.4l6i14-15-4
* -4c on crouching hit
* High crush 1~
asukahFC.4l6i12-15-4
* High crush 1~
bobhFC.4l6i12-15-4
* -4c on crouching hit
* High crush 1~
fahkumramhFC.4l6i12-15-4
* -4c on crouching hit
* High crush 1~
hwoaranghFC.4l6i12-15-4
* -4c on crouching hit
* High crush 1~
jack-8hFC.4l10i16-15-4
* Alternate input d+4
* High crush 1
kazuyahFC.4l6i12-15-4
* -4c on crouching hit
* High crush 1~
kunimitsuhFC.4l6i12-15-4
* High crush 1~
lawhFC.4l7i12-15-2
Alternate input d+3+4
* High crush 4~
leohFC.4l6i12-15-4
lidiahFC.4l6i12-15-4
* High crush 1~
ninahFC.4l6i12-15-4
* -4c on crouching hit
* High crush 1~
xiaoyuhFC.4l6i12-15-4
*
* High crush 1~46
lawhFC.4,3l, m7, 23i12, i29-14+14a
* Combos from 1st hit CH
* Alternate input d+3+4,3
* Low crush
yoshimitsuhFC.d+3L10i16-17-6
* High crush 1~
yoshimitsuhFC.d+4l6i12-15-4
* High crush 1~
jack-8hFC.db+1l14i14-11+3
* Can be done from Crouch Level 1
* High crush 1
jack-8hFC.db+1,1l, m14, 10i14, i24-6+5
* Spike
* Interrupt with i5 from 1st block
* High crush
jack-8hFC.db+1,1,1l, m, m14, 10, 20i14, ,i20-14+9a
* Balcony Break
* Interrupt with i4 from 2nd block
* Can be charged to power up
jack-8hFC.db+1,1,1*l, m, m14, 10, 30i14, ,i34~35-6+15a (+7)
* Balcony Break
* Gain GMC on hit or block
* Interrupt with i18 from 2nd block
* Interrupt with i7 from 2nd hit
* Whiffs vs SS, SW from 2nd block
* Whiffs vs SSR, SWR from 2nd hit
* 12 chip damage on block
yoshimitsuhFC.db+3l8i18~19-25-14
* Leads to db+3 extensions
* Can be done from Crouch Level 1
* High crush 1~
yoshimitsuhFC.df+4L18i18~19-26+4c+31a
* Homing
* Enter IND -26 +8c +35a r24 with d+3+4
* Can be done from Crouch Level 1
* High crush 1~
ninaHHD.1t20 (25)-9+3
* Removes Recoverable Health
* Throw break 1
* Power up with 3,4,2+4 (+5 damage)
ninaHHD.2t25 (30)-9+0d
* Removes Recoverable Health
* Throw break 2
* Power up with 1,3,2+4,1+2 (+5 damage)
leeHMS.1h7i12+2+9
* Cancel to MS r18 with F at frame 10
* Cancel to Scatter Kick (HMS.3) with 3 at frames 1 to 10 (i19 to i28)
leeHMS.1,1h, h7, 7i12, i14~15-2+8
* Combo from 1st hit
* Jail from 1st block
* Cancel to MS r20 with F (+1/+8) at frame 12
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
leeHMS.1,4h, m7, 17i12, i15-8+4+57a
* Combo from 1st hit with 10F delay
* Jail from 1st block with 6F
* Transition to HMS r32 with 3 (-8/+4/+58a)
leeHMS.1+2m,m10,15i15~16, i9~10-5+6
* Combo from 1st hit
* Transition to HMS r23 with 3+4 (-3/+8)
* 1st forces crouching against crouching opponents (opponents recover standing after 2nd hit)
leeHMS.2m23i19~20-13+39a (+29)
* Tornado
* High evasion
* Backsway motion
* Hits grounded from certain angles
leeHMS.3h,t21,20i18~19-3+0d
* Strong Aerial Tailspin
* Homing
* Shifts to throw on hit from the front
* 6 chip damage on block
* +1 and 8 chip damage on block after attack absorption
* Power crush 8~17
leeHMS.4L20i22~24-13+4c+72a (+56)
* Instant Tornado on CH
* High crush 6~54
leeHMS.u+3m32i20~22-9+23d (+13)
* Balcony Break
* Transition to FC r30 with D
* 20f timestop on hit
* 9 chip damage on block
* Low crush 9~29
* Floating state 30~32
leeHMS.u+4M20i26~27+5c+8c+13c
* 6 chip damage on block
* 4f timestop on CH
* Low crush 16~27
* Floating state 28~30
leroyHRM.1m17i24~25-10~-9+0~+1
* Sabaki: parries high or mid punches or kicks
** Shift to HRM.1,2 on successful parry
* Parry state 3~12
leroyHRM.1,2m, h17, 17i24~25, i20~21-3+28g+59a
* Elbow
* Jail from 1st block with no delay
* Duckable
* Combo from 1st hit with 11F delay
* Combo from 1st hit on successful parry
* Move can be delayed by 10F
* Input can be delayed by 11F
leroyHRM.1+2m,h,h,h3,3,3,3i14, i5, i5, i5-2+5
* 12 damage total
* Power up during Heat (Consumes 150F of remaining Heat time)
* 16 damage on hit, and 8 chip damage on block
leroyHRM.1+2,1m,h,h,h, m3,3,3,3, 20i14, i5, i5, i5, i17~18-17+7a(-2)
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Elbow
* Jail from 1st block with 11F delay
* Combo from 1st hit with 11F delay
* Move can be delayed by 10F
* Input can be delayed by 11F
leroyHRM.2h14i12~13-2+5~+6
leroyHRM.2,3h, h14, 23i12~13, i24~25-9~-8+16a (-1)+34a
* Tornado
* 9 chip damage on block
* Combo from 1st hit with 5F delay
* Move can be delayed by 10F
* Low crush 22~35
* Floating state 36~38
leroyHRM.3L8i16-13-2
-2c on crouching opponents
leroyHRM.3,4L, m8, 16i16, i22~23-15~-14+1~+2
* Combo from 1st hit
* Interrupt with i2 from 1st block
leroyHRM.4M13i11~12-7~-6+7~+8
Transition to HRM
leroyHRM.4,1+2M, M,m13, 5,20i11~12, i24~25 i8~9-14~-13+27a (+12)
* Tornado
* Combo from 1st hit with 3F delay
* Interrupt with i8 from 1st block
* Move cannot be delayed
* Input can be delayed by 3F
leroyHRM.b+1M21i20~22+4+7c+52a
6 chip damage on block
leroyHRM.b+3L12i20~21-26-9
-9c on crouching hit
leroyHRM.b+3,2L, m12, 27 (18)i20~21, i31~32-16+4a (-5) / +0a (-1)
* Balcony Break
* Airborne combo from 1st hit (+0a (-1))
** Combo deals [30; 12] damage
leroyHRM.b+4L17i20~21-13+4c+28a
Homing
* High crush 8~37
leroyHRM.f+1h17i14~15+0+15g
Balcony Break
leroyHRM.f+4M21i26~29+0+40a
8 chip damage on block
* Low crush 13~30
leroyHRM.Psp15+16
Low parry
leroyHRM.SSsp
Can access sidestep moves
lidiaHRS.1h22i17~18+1+16g
* Balcony Break
* Homing
* Transition to WLF on hit or block
* +8 WLF frame advantage and 8 chip damage on block after absorbing an attack in power crush state
* Power crush 7~16
lidiaHRS.1+2L17i20~21-18-1c+67a (+51)
* Powered up based on Heaven and Earth Level
** HAE lvl.1 19 damage
** HAE lvl.2 21 damage
** HAE lvl.3 23 damage +21a on hit, and decreases HAE level by 1
* High crush 8~
lidiaHRS.2m,t18,10i16-10+8
* Heat Engager
* Heat Dash +5, +67a (+50)
* Transitions to attack throw on front hit
* Does not transition to throw when using Heat Dash
* Activates Heat when throw is completed
* Transition to r33 HAE on hit only when heat is not depleted
* Cancel HAE transition with B (+6)
* +6 on hit when heat is depleted
lidiaHRS.3m21i22~24-4+14
* Strong Aerial Tailspin
* Balcony Break
* Homing
* 4 chip damage on block
* Low crush 9~27
* Floating state 28~30
lidiaHRS.3+4h28i20~21+6+32d
* Homing
* Transitions to WLF
lidiaHRS.4m20i28+8+22d+44a
* Spike
* 6 chip damage on block
* Transition to WLF on hit or block only
lidiaHRS.b
* After recovery, limited to blocking for 13 frames
* Takes 8f to cancel into block
lidiaHRS.b,B
* Low crush 11~25
* Floating state 26~28
lidiaHRS.F
* Actionable after 20f
* Stance moves can be delayed by 16F
eddyHSP.1M21i23~25+6+8c+19d
* Elbow
* Transition to RLX
* 6 Chip damage on block
* Floating state 1~12
eddyHSP.1+2m20i22~23-12+14c
* Spike
* Head
* -9 frame advantage and 8 chip damage on block after absorbing an attack in power crush state
* Floating state 1~?
* Power crush 7~21
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
eddyHSP.2m15i17~18-8+8
* Floating state 1~9
eddyHSP.2,3m, m15, 23i17~18, i26~27-13+10a (+1)
* Balcony Break
* Combo from 1st hit with 10F delay
* Mandinga level increases by 1 on hit
* Becomes -2(-11) on hit when gaining Mandinga
* Cancel to r25 HSP with F at frame 18 (-24/-8)
* Move can be delayed by 9F
eddyHSP.3m10i17~18-8+7
* Floating state 1~5
* High crush 6~18
eddyHSP.3,3m, h10, 10i17~18, i27~28-3+8
Combos from 1st hit
eddyHSP.3,3,3m, h, h10, 10, 23i17~18, ,i30~31-5+13cg
* Tornado
* Balcony Break
* Transition to RLX
* Combo from 1st CH with 4F delay
* Move can be delayed by 7F
eddyHSP.4m10i12~13-1+10+31a
* Transition to HSP
* Floating state 1~36?
eddyHSP.4,2m, m10, 21i12~13, i23~24-13+12a(+3)
* Tornado
* Balcony Break
* Combo from 1st hit
* Floating state 1~9?
eddyHSP.4,2~3m, M10, 20i12~13, i28~30+4c+14d
* Combo from 1st CH
* 6 chip damage on block
* Low crush
* Floating state
eddyHSP.b+3m20i36~37-12+13a+58a
Balcony Break
* Floating state 36?
eddyHSP.n,d
* Transition to RLX
* Floating state 1~10?
* High crush 6?~
eddyHSP.n,f
* Transition to HSP
* Floating state 1~
xiaoyuHYP.1+2
* Starts taking steps in the opposite direction
* Can be performed any time in HYP after 25F from manual stance transition, or 20?F after other stance transitions?
* Parry state 2?~11?
xiaoyuHYP.2m25i18-4+22 (-13)
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
* Powered UpBased on the number of steps taken in HYP:HYP.2 damage increases and becomes plus on block. See the charts in th HYP section for more details. up when in Heat or based on the number of steps taken.
* Consumes 240?F of heat timer during heat
* 9 chip damage on block (2 steps)
* 14 chip damage on block (3 steps)
xiaoyuHYP.2+3m!40i61+10d
* Unblockable
* Cancel to BT with BB
xiaoyuHYP.3L17i20-13+7c
* Homing
* Powered UpBased on the number of steps taken in HYP:HYP.3 damage increases and becomes more plus on hit. See the charts in th HYP section for more details. up when in Heat or based on the number of steps taken.
* Consumes 600F of heat timer during heat
* High crush 6~30
xiaoyuHYP.3+4h20i25+8+30a
* Strong Aerial Tailspin
* Cancel to BT with B
* Chip on block [8]
* Low crush 12~
xiaoyuHYP.4h20i14-2+57a
* Balcony Break
victorIAI.1m9i13~14-9+4
* Weapon
victorIAI.1,1m, m9, 21i13~14, i25~26-14+15g
* Tornado
* Balcony Break
* Weapon
* Combo from 1st hit with 9F delay
* Move can be delayed by 10F
* Input can be delayed by 11F
* Opponent recovers crouching on hit
* Transition to PRF with F (-10/+19gc)
* Cancel to IAI with D or 3+4 (-9/+4)
victorIAI.1,1+2m, h9, 23i13~14, i20~21+3+20a (-6)+21a
* Homing
* Weapon
* Combo from 1st hit
* Deals 9 chip damage on block
* Hit confirmable 11F
* Opponent is FUFA on CH
* Low crush
victorIAI.1,2m, m9, 15i13~14, i22~24-19+25a (+10)+25a (+10)
* Weapon
* Combo from 1st hit
* Hit Confirmable 11F
* 6 chip damage on block
* Low crush
victorIAI.1,2,2m, m, m9, 15, 16i13~14, ,i23~24-18c+8a (-27)+8a (-27)
* Spike
* Weapon
* Combo from 1st hit
* 9 chip damage on block
* is?
* Low crush ?
victorIAI.1+2h30i20~21+3+20 (-6)+21a
* Homing
* Weapon
* 12 chip damage on block
* Opponent is FUFA on CH
* Low crush 10
victorIAI.2m23i16~17-9+15 (+5)+26a
* Balcony Break
* Tornado
* Weapon
* 9 chip damage on block
* FUFA knockdown on CH
victorIAI.3m,th(m)13 (25)i17-13+25 (+10)
* Knee
* Power crush 8~16
victorIAI.4L17i18~19-12+4+9
victorIAI.4,2L, h17, 20i18~19, i26~27-5+26 (+0)+55a (+35a)
* Strong Aerial Tailspin
* Balcony Break
* Weapon
* Combo from 1st CH
* Jail from 1st hit
* Interrupt with i7 from 1st block
* 8 chip damage on block
victorIAI.bsp
victorIAI.dsp
* High crush 1~30
victorIAI.d+1M25i180+24a (+9)
* Heat Engager
* Heat Dash +5, +42a (+27)
* Balcony Break
* Weapon
* 7 chip damage on block
victorIAI.d+1+2l,l10,20i20~21,i14~15-29-3
* Weapon
* Unparryable (weapon low,low)
victorIAI.d+2M,M,SM31i23~24, i6, i7+4+0 (-7)
* Weapon
* Projectile
* Transition to IAI
* Deals 6 chip damage on block
victorIAI.fsp
* Parries low attacks
* Parry state 3?~11?
* High crush 4~17
victorIAI.P.fm21i16~17+60a (+44)
* Balcony Break
* Tornado
victorIAI.usp
yoshimitsuIND.1M!15i53~55+0c~+2c
* Floor Break
* Weapon
* Same animation as the ending of qcf+1
* Low crush 30~52
* Floating state 53~55
yoshimitsuIND.1+2
Unavailable in NSS
* Low crush 1~27
* Floating state 28~30
yoshimitsuIND.2m7i39~43-8~-5+2~+6
* Leads to db+2 extensions
* Greater forward momentum than a standing db+2
yoshimitsuIND.3m15i32~38-31-2a (-12)
* Balcony Break
* Automatically recovers to r55 IND on self-wallsplat
* Low crush 12~34
* Floating state 35~90
yoshimitsuIND.3,3+4m, m15, 20i32~38, i27-13+52a (+42)
* Tornado
* Combo from 1st hit
* Tremendous forward travel
* Low crush 1~13
* Floating state 14~54
yoshimitsuIND.3+4m,m6,22i17~18 i10~11-6+3
* Homing
* Transition to DGF r18 with 1SS.U (+5/+14)
* Low crush 12~37
* Floating state 38~40
yoshimitsuIND.4L18i47~48-26+4c+31a
* Homing
* Enter IND -26 +8 +35a r24 with d+3+4
* High crush 1~
yoshimitsuIND.D+3+4*
* Allows 8-way directional movement in IND
* Continues as long as 3+4 is held
* Holding a directional input and pressing 1, 2 or 1+2 will play different voicelines
* Yoshimitsu must rest his arms before he can move, this animation takes 30 frames, this animation does not occur when using NSS.d+1+2
* High crush 1~
* Floating state 1~
yoshimitsuIND.f
* If closer than 1.75 units, recovers r49, 1 unit behind the opponent
* If in BT.IND closer than 1.75 units, recovers r49, 4.2 units away from the opponent
* If farther than 1.75 units, recovers r49 BT in the same location
* Evasive, can go under some attacks
* Floating state 1~50
yoshimitsuIND.n
* Recovers 3 recoverable health with each pulse
* Can be cancelled into other IND moves
* Inputting anything other than IND.3+4 or IND.u will put Yoshimitsu in a spinning animation that takes 29 frames to complete before any move comes out
* High crush 1~
* Floating state 1~
yoshimitsuIND.u
* Evasive, can go under some attacks if timed
* Floating state 1~29
yoshimitsuIND.u+1+2
Unavailable in NSS
* Low crush 1~
junIZU.1h7i13~14-7+4
Enter GEN -6, +5 r18 with F
Enter MIA -6, +5 r18 with B
junIZU.1,1h, h7, 26i13~14, i23~24-4+22d
* Balcony Break
* Tornado
* Combo from 1st hit with 6f delay
* Interrupt with i4 from 1st block
* Restores 1 health on hit
* Restores 1 additional recoverable on hit
* Non-limb attack, unparryable by Asuka, Nina, etc
* Gain 6 Kazama Essence on normal hit and 5 on airborne hit
junIZU.1,2h, m7, 20i13~14, i24-13+6a+15a
* Spike
* Combo from 1st hit with 5F delay
* Interrupt with i5 from 1st block
* Move can be delayed by 6F
junIZU.1+2M24i21~22-12+19a
* Balcony Break
* Spike
* Frame advantage is -6c if an attack is absorbed
* Power crush 8~20
junIZU.1+3t35i14-6+0d
* Throw break 1+2
* Restores 8 life and 12 recoverable
* Gain 8 Kazama Essence on hit
junIZU.2M24i23~25-13~-11+34a (+24)
* Tornado
* Chip damage (9) on block
* Deals 12 damage to self (8 recoverable)
* Unparryable
* Gain 6 Kazama Essence on normal hit and 5 on block or airborne hit
* High crush 6~20
junIZU.3m,h10,16i16~15 i14~15-6+12a (+3)
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
* Jail from 1st attack
* Gain 10 Kazama Essence on Heat activation
* Low crush 20~53
* Floating state 54~56
junIZU.4L10i19-37-1c+23a
Stagger low
* High crush 13~
junIZU.4,1L, M10, 21i19, i19~20-14~-13+14a (+3)
* Balcony Break
* 2nd hit only available as combo from 1st hit
* DA: +9 damage on hit (30)
* Deals 18 damage to self (12 recoverable)
* Unparryable
* Gain 20 Kazama Essence on normal or airborne hit
* Low crush 22~38
* Floating state 39~41
junIZU.f+1+2m21i16~17-6+5+25
* Homing
* Balcony Break (airborne)
* Only i15 or faster attacks guaranteed on CH
* Jab evasion
* Gain 6 Kazama Essence on normal hit and 5 on airborne hit
kingJGR.1m21i16~17-8+26c
* Balcony Break
* Elbow
* Power up into JGR.1* after 30F? or during Heat
** Partially uses remaining Heat time during Heat.
kingJGR.1*m25i16~17-4+75a (+59)
* Tornado
* Elbow
* Effective startup i46~47?
* Partially uses remaining Heat time during Heat.
kingJGR.1+2M,t20,15i21~43-16c~+2c-19c~+3c/-5d
* Throw when hit standing in front close range.
* King recovers off axis
* Power up into JGR.1+2* after 30F? or during Heat
** 24,15dmg and i51~73? effective startup (without Heat)
** Partially uses remaining Heat time during Heat
kingJGR.1+3t45i23+1d
* Heat Engager
* Homing
* Cannot throw break. Cannot heat dash.
* Opponent recovers in FUFA.
* Power up into JGR.1+3* after 30F? or during Heat
** 49dmg and i53? effective startup (without Heat)
** Partially uses remaining Heat time during Heat.
kingJGR.2h24i18~19+3+5a
* Strong Aerial Tailspin
* 4 chip damage on block.
* Power up into JGR.2* after 30F? or during Heat
** Partially uses remaining Heat time during Heat.
kingJGR.2*h28i18~19+8+32a
* Balcony Break
* Effective startup i48~49?
* 8 chip damage on block
* Partially uses remaining Heat time during Heat
kingJGR.3m30i22~23-9+12d (+2)
* Balcony Break
* Homing
* Power up into JGR.3* after 30F? or during Heat
** Partially uses remaining Heat time during Heat.
* Low crush 11~30
* Floating state 31~33
kingJGR.3*m34i22~23+2+21a (-5)
* Balcony Break
* Homing
* Effective startup i52~53?
* 10 chip damage on block
* Partially uses remaining Heat time during Heat
* Low crush 11~30
* Floating state 31~33
kingJGR.4L20i20~24-21+0c
* Power up into JGR.4* after 30F? or during Heat
** Partially uses remaining Heat time during Heat.
* Low crush 7~23
* Floating state 24~
kingJGR.4*L24i20~24-21+20a
* Effective startup i50~54?
* Partially uses remaining Heat time during Heat.
* Low crush 7~23
* Floating state 24~
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.
kingJGS.1+3t20i12-3+0d
* Homing
* 1 or 2 throw break, depending on King's input.
* Opponent recovers in FDFT.
* Becomes f,hcf+1 / 2+4 on air grab / wall splat.
kingJGS.2m15/18/22i11~12-9/-2/0c+12c
* Forces Crouching on hit.
* Forces Crouching on block from 3rd spin on.
* Damage increase up to 3rd spin.
kingJGS.3m23/27/34i22~23-5/-1+21a(+12)/+25a(+16)
* Balcony Break
* Strong Aerial Tailspin
* On block / hit increases up to 2nd spin.
* Damage increase up to 3rd spin.
kingJGS.3,2+3m, M,t23/27/34, 20,15i22~23, i21~43-16c~+2c-19c~+3c/-5d
* Throw when hit standing in front close range.
* Doesn't combo from JGS.3, but trades with 10 frame jab.
* Properties not changed with extra spins.
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.
kingJGS.df+4m30/36/45i17~19-16/+8+5a(-4)
Balcony Break
* On block increases up to 2nd spin.
* Damage increase up to 3rd spin.
kunimitsuKAT.1h12i11-7+4
* Has good left sidestep tracking
kunimitsuKAT.1,2h, m12, 20i11, i21-9+9g
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Weapon
* Combo from 1st hit with 11f delay
* Interrupt with i3 from 1st block
* Input can be delayed 11f
* Move can be delayed 7f
* Cancel to FC -14 -3 r31 with D on frame 12 (cs7~)
kunimitsuKAT.1+2h!20i24~36+0d~+12d
kunimitsuKAT.2m21i23~24+5+20d+80a (+60)
* Spike
* Weapon
* Transition to FC with D
* is1~6
* Low crush 7~24
* Floating state 25~27
kunimitsuKAT.3M8i18~25-12~-5+2c~+9c
* Floor Break
* Evasive, can go over mids and some highs
* is1~4
* Floating state 1~4
* Low crush 5~26
kunimitsuKAT.3,2M, M8, 8i18~25, i20~22-16+34a (+24)
* Weapon
* Combo from 1st hit with 3f delay
* Interrupt with i9 from 1st block
* Whiffs vs SSR or SWR from 1st block (inconsistent)
* Input can be delayed 3f
* Move cannot be delayed
* Steel pedal
* Low crush 21~38
* Floating state 39~41
kunimitsuKAT.4L16i22~28-16~-10-2~+4
* is1~4
* Floating state 1~4
* Low crush 5~18
* Floating state 19~21
kunimitsuKAT.4,2L, h16, 23i22~28, i23~24-9+15a (+6)
* Strong Aerial Tailspin
* Balcony Break
* Weapon
* Combo from 1st CH with 2f delay
* Interrupt with i11 from 1st block
* Whiffs vs SSL from 1st block
* Input can be delayed 2f
* Move cannot be delayed
kunimitsuKAT.U
* Kunimitsu teleports upwards and lands in place
* Floating state 1~4
* Low crush 5~19
yoshimitsuKIN.1m10i17-12-1
* Floor Break
* Weapon
* 2 chip damage on block in NSS
* H.KIN.1: Consumes 90F of remaining Heat time
yoshimitsuKIN.1,1m, m,m10, 5,15i17, i23~24 i14~15-9+7c
* Floor Break
* Weapon
* Combo from 1st hit with 2f delay
* Power up in NSS or Heat
yoshimitsuKIN.1,NSS.1m, m,m10, 5,20i17, i23~24 i14~15-1+37a (+29)
* Balcony Break
* Floor Break
* Weapon
* Combo from 1st hit with 2f delay
* 4 chip damage on block
* Recovers 1 base health or 6 additional recoverable health on hit
* Recovers 1 base health when remaining recoverable health is 5 or less
yoshimitsuKIN.1+2m,m,m,m4,4,4,24i12~13 i6~7 i7~8 i11~13-6+11a
* Floor Break
* Weapon
* Combos from any hit
* Despite being i12, it always connects on i13 after f,F+3,1+2 on hit
* Low crush 25~39
* Floating state 40~42
yoshimitsuKIN.1+4m20i10~13-20+14c
* Weapon
* 70% proration on standing hit
* Recovers 12f faster on hit
* Hit vs BT +11d (FDFT)
* Power up in NSS or Heat
* Can be done from Crouch Level 1
yoshimitsuKIN.2m15i21~22-14+26a (+16)
Weapon
yoshimitsuKIN.2,1+2m, M15, 30i21~22, i32~34-15~-13+2a
* Balcony Break
* Floor Break
* Weapon
* 6 chip damage on block
* Power in NSS or Heat
* -3d on backturned hit
yoshimitsuKIN.2,1+2*m, M15, 30i21~22, i47~49+2~+4+2a
* Balcony Break
* Floor Break
* Weapon
* 9 chip damage on block
* Power in NSS or Heat
* -3d on backturned hit
yoshimitsuKIN.2,NSS.1+2m, M15, 30i21~22, i32~34-3+15a
* Balcony Break
* Floor Break
* Weapon
* 9 chip damage on block
* Recovers 5 base health or 10? additional recoverable health on hit
* Recovers 1 base health on hit when remaining recoverable health is 7 to 12
* Recovers 5 additional total health on hit when remaining recoverable health is 6 or less (recoverable + base -> 5)
* +15d on backturned hit
* KIN.2,H.1+2: Consumes 90F of remaining Heat time
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
yoshimitsuKIN.3L17i25~32-16~-9+13a+25a
* Low crush 10~20
* Floating state 21~23
* High crush 24~
yoshimitsuKIN.4h23i16~17+0+20a (+11)+49a
* Homing
* Balcony Break
* Enter KIN +3 +23a (+14) r26 with 1+2
* Enter MED -1 +19a (+10) r28 with 3+4
yoshimitsuKIN.b+1+2m!25i46+6a
* Weapon
* Backswing blow
* Unavailable in NSS
* Move is delayed by 5f
yoshimitsuKIN.b+2m15i15~16-9+2
Weapon
yoshimitsuKIN.b+2,1m, M15, 19i15~16, i23~24-12+30a (+20)
* Tornado
* Weapon
* Combo from 1st hit
yoshimitsuKIN.d+1L20i23~24-13+3+38a
* Weapon
* Cancel to r34 FC with DB on frame 16
* High crush 22~
yoshimitsuKIN.f
* High crush 5~25
yoshimitsuKIN.f+1M,M,M6,6,10i19~20 i6~7 i7~8-5-2
* Weapon
* Combos from any hit
* 8 chip damage on block
* Powers in NSS or Heat
yoshimitsuKIN.f+1*M,M,M,M,M,M6,6,6,6,6,10i19~20 i6~7 i7~8 i6~7 i7~8 i7~8-12+29a (+14)
* Weapon
* Combos from any hit
* 14 chip damage on block
* Powers in NSS or Heat
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~
yoshimitsuKIN.f+2h25i12~13-1+9a (+0)
* Heat Engager
* Heat Dash +5, +43d (+35)
* Homing
* Balcony Break
* Weapon
yoshimitsuKIN.u+1+2
Can be counterhit on frames 1~19
* Low crush 14~
leoKNK.1h12i18~19-9+2
* Transition to BOK r25 with D (-7/+4)
leoKNK.1,2h, m12, 17i18~19, i18~19-10+12a (+3)
* Heat Engager
* Heat Dash +36a (+26)
* Balcony Break
* Combo from 1st hit with 11F delay
* Move cannot be interrupted
* Move can be delayed by 10F
* Input can be delayed by 11F
leoKNK.1,4h, h12, 20i18~19, i22~24+4+32a (+6)
* Strong Aerial Tailspin
* Balcony Break
* Combo from 1st hit with 7F delay
* Interrupt with i4 from 1st block
* Transition to BOK r32 with D (+8/+32a (+6))
* 4 chip damage on block
* Move can be delayed by 10F
* Input can be delayed by 11F
leoKNK.1+2M20i22~24-6+21cg+41a (+31)
* Tornado
* Balcony Break
** On non-CH grounded connect
* Opponent recovers crouching
* 6 chip damage on block
leoKNK.2h20i13~14-4+22a (+13)+58a
* Balcony Break
leoKNK.3m13i20~21-13+28a (+18)
* Low crush 13~31
* Floating state 32~34
leoKNK.3,4m, m13, 18 (16)i20~21, i15~17-12+28a (+18) / +80a (+64)
* Tornado
* Jail from 1st block
* Airborne combo from 1st hit (+80a (+64))
* Recovers 2F faster on hit (t67 r30)
* Low crush 1~Low crush 16
* Floating state 17~19
leoKNK.3+4L24i24~25-26+19a
* High crush 8~55
leoKNK.4L18i20~21-12+4c+17a
* Spike
* Transition to CD r28 with df (-10/+6c/+19d)
** CD SS cancel is -12
leoKNK.DF
i15 sidestep cancel or block
fengKNP.1l20i20~21-13c+4+16a
* High crush 15~52
fengKNP.2h20i14-9+22a (+12)
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
<Showing 4401-4800 of 6584 moves>