mokujin

mokujin

Edit
CharCommandHit levelDamageStartupBlockHitCounter hitNotes
leroyHRM.2h14i12~13-6~-5+5~+6
leroyHRM.2,3h, h14, 23i12~13, i24~25-9~-8+16a (+9)
* Tornado
* 9 chip damage on block
* Combo from 1st hit with 6F delay
* Move can be delayed by 10F
* Input can be delayed by 11F
* Low crush 22~37
leroyHRM.3L8i16-13-2
leroyHRM.3,4L, m8, 16i16, i22~23-15~-14+1~+2
Combo from 1st hit
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
leroyHRM.b+1M21i20~22+4+7c+52a
chip damage on block
leroyHRM.b+3L12i20~21-31-9
leroyHRM.b+3,2L, m12, 27i20~21, i31~32-16+0a (-1)
* Balcony Break
* Combo from 1st hit
* Combo deals [30; 12] damage
leroyHRM.b+4L17i20~21-13+4c+28a
Homing
* High crush
leroyHRM.f+1h17i14~15+0+15g
Balcony Break
leroyHRM.f+4M21i26~29+0+40a
chip damage on block
* Low crush
leroyHRM.SSsp
Can access sidestep moves
lidiaHRS.1h22i17+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)
* 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
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
* Throw break: none
* Transition to RLX on hit
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+13
* Tornado
* 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 450F 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.1m9i13~14-12+1
victorIAI.1,1m, m9, 21i13~14, i25~26-14+15g
* Tornado
* Balcony Break
* 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 (-11/+2)
victorIAI.1,1+2m, h9, 23i13~14, i20~21+3+20a (-6)+21a
* Homing
* 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)
* Combo from 1st hit
* Hit Confirmable 11F
* Deals 6 chip damage on block
* Low crush
victorIAI.1,2,2m, m, m9, 15, 16i13~14, ,i23~24-18c+8a (-27)+8a (-27)
* Spike
* Combo from 1st hit
* Deals 15 (6+9) chip damage on block
* is?
* Low crush ?
victorIAI.1+2h30i20~21+3+20 (-6)+21a
* Homing
* Deals 12 chip damage on block
* Opponent is FUFA on CH
* Low crush 10
victorIAI.2m23i16~17-9+15 (+5)+26a
* Balcony Break
* Tornado
* Deals 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.4L17i18~19-13+3+8
victorIAI.4,2L, h17, 20i18~19, i26~27-5+26 (+0)+55a (+35a)
Strong Aerial Tailspin
* Balcony Break
* Combo from 1st CH
* Deals 8 chip damage on block
victorIAI.bsp
victorIAI.dsp
* High crush 1~30
victorIAI.d+1M25i18-2+24a (+9)
* Heat Engager
* Heat Dash +5, +42a (+27a)
* Balcony Break
* Weapon
* 7 chip damage on block
victorIAI.d+1+2l,l10,20i20~21,i14~15-29-3
victorIAI.d+2M,SM31i23~24+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+60 (+44)
* Balcony Break
* Tornado
victorIAI.usp
* is1-4
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.1~u+1+2
* Unavailable in NSS
* 1f input window
* u+1+2 must be pressed on the 1st frame of the IND spin animation
* Low crush 1~
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
* Enter DGF r18 with 1SS.U
* 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+30a (+20)
* Balcony Break
* Tornado
* Combo from 1st hit with 6f delay
* 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
* Input can be delayed 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
* 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.
* Restores some Heat Gauge in Heat on successful hit.
* 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.
yoshimitsuKIN.1m10i17-12-1
* Floor Break
* Weapon
* Deals 2 chip damage in NSS
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
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
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
* Consumes 210F of Heat
* +26d (+26) on airborne hit
* +40a on backturned hit
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 +5g, +34a (+27)
* Homing
* Balcony Break
* Weapon
yoshimitsuKIN.u+1+2
Can be counterhit
* Low crush 14~
leoKNK.1h12i18-9+2
* Transition to r25 BOK with D (-7/+4)
leoKNK.1,2h, m12, 17i18, i18-10+17
* Heat Engager
* Heat Dash +5 +36a (+26)
* Combo from 1st hit with 11F delay
* Move can be delayed by 10F
* Input can be delayed by 12F
leoKNK.1,4h, h12, 20i18, i22~24+4+32a (+6)
* Strong Aerial Tailspin
* Balcony Break
* Combo from 1st hit with 7F delay
* Transition to r18 BOK with D (+8/+32a (+6))
* 4 chip damage on block
* Move can be delayed by 10F
* Input can be delayed by 12F
leoKNK.1+2M20i22~24-6+21+41a (+31)
* Tornado
* Balcony Break
** On non-CH grounded connect
* 6 chip damage on block
leoKNK.2h20i13~14-4+22a (+13)+58a
* Balcony Break
leoKNK.3m13i20-13+28a (+18)
* Low crush 13~
leoKNK.3,4m, m13, 18i20, i15-12+80a
Tornado
* Low crush 1~
leoKNK.3+4L24i24-26+19d
* High crush 8~
leoKNK.4L18i20-12+4c+17d
* Spike
* Enter CD -10 +6c +19d with df
leoKNK.DF
fengKNP.1l20i20~21-13c+4+16a
* High crush 15~52
fengKNP.2h20i14-9+22a (+12)
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
fengKNP.3m20i22~23-14+77a (+55)
* Tornado
* Low crush 15~30
* Floating state 31~33
fengKNP.3+4M30i31~34-7-3d
* Low crush 15
fengKNP.3+4,3+4M, m30, 20i31~34, i39~42-3~0+31a (+21)
* Balcony Break
* Same attack as Spring Up (FUFT.b+3+4)
* Move can be delayed by 12F
* Low crush 38
fengKNP.4l10i18-31c-4
fengKNP.4,1+2l, h10, 35 (24)i18, i28-6+15a (+6)
* Balcony Break
* Shoulder
* Aerial combo from 1st hit (+30a (+20))
alisaLeft throwt40-3-5d
* Throw break: 1
* Opponent recovery on hit: FDFA
* Can side switch on hit
annaLeft throwt40-3+0d
* Throw break 1
* Can side switch on hit
asukaLeft throwt40-3-3d
* Throw break 1
* Opponent recovers FDFT on hit
azucenaLeft throwt40-3+0d
* Throw break 1
bryanLeft throwt40-3+1d
* Floor Break
* Throw break 1
* Side switch on hit
claudioLeft throwt40-3+1d
* Break: 1
* Opponent recovers in off-axis FUFT
cliveLeft Throwt40i12~14-3+0d
* Throw break 1
* Opponent recovers in FUFA
devil-jinLeft Throwt43-3+1d
* Throw break 1
* Opponent recovers FUFA on hit
dragunovLeft throwt40-3+1d
* Throw break 1
eddyLeft throwth(h)40i12~14-3+0
Throw break: 1
fahkumramLeft Throwt40i12-3+0d
* Homing
* Throw break 1
fengLeft Throwt40-3-6d
* Throw break 1
heihachiLeft throwt40-3d
* Throw break 1
hwoarangLeft throwth(h)45i12~14-3-1d
* Break: 1
* Opponent recovery on hit: FUFT off-axis to the left
* Also possible during RFF
jack-8Left Throwt40i12-3+1d
* Throw Break 1
* Balcony Break
jinLeft throwt43-3+0
Throw break 1
junLeft throwt40-3+0d
* Throw break 1
kazuyaLeft throwth(h)40i12~14-3+0d
* Throw break: 1
* Floor Break
kumaLeft throwth(h)50i12~14-3+1
* Throw break: 1
* Spike
* Opponent status on hit: FUFT
larsLeft throwt40i12~14-30
* Throw break: 1
* Opponent status on hit: FUFT
lawLeft Throwt40i12~14-3+0d
Throw break 1
leeLeft Throwt40i12~14-3-3d
Throw break 1
leoLeft throwt40i12~14-3+0d
* Throw break 1
* Side switch on hit
* Deals 4 more damage at the wall
leroyLeft throwt40i12~14
* Spike
* Throw break: 1
* Opponent status on hit: FUFT perpendicular
lidiaLeft throwt40-3+4
* Throw break: 1
* Opponent on break: standing
liliLeft Throwt42-3+0d
* Throw break 1
* Can side switch on hit
miary-zoLeft Throwt40i12~14-3-6d
* Floor Break
* Homing
* Throw break 1
ninaLeft throwt40-3+1d
* Removes Recoverable Health
* Throw break 1
* Can side switch on hit
pandaLeft throwth(h)50i12~14-3+1
* Throw break: 1
* Spike
* Opponent status on hit: FUFT
paulLeft Throwt45i12~14-6+1d FUFA
* Throw break 1
ravenLeft throwt40-3-3d
* Floor Break
* Throw break 1
* Side switch on hit
reinaLeft throwth(h)40i12~14-3+0
* Throw break: 1
* Opponent recovery on hit: FUFA off-axis to the left
shaheenLeft throwth(h)40i12~14-3+0d
* Throw escape: 1
* Opponent status on hit: FUFT
* Side switch on hit
steveLeft throwt40-3+0d
* Throw break 1
* Opponent left FUFR?
victorLeft throwt40i12~14-3-2
* Throw break: 1
* Opponent recovery on hit: FDFT
xiaoyuLeft Throwt45i12-3+0d
* Throw break 1
yoshimitsuLeft Throwt45-3+0d
* Throw break 1
* Side switch on hit
zafinaLeft Throwt40-3+7d
* Throw break 1
* Side switch on hit
larsLEN.1L20i16~17-12+4c
* High crush 1~
larsLEN.2m25i16~17-9+25 (+15)
* Tornado
* Elbow
* 8 chip damage on block
* Powers up during Heat (Uses Heat Time, Tornado launches on hit)
* High crush 1~15
* Low crush 16~
hwoarangLFS.1h6i13+5+7
hwoarangLFS.1+4m!80i66~69-2a~+1a
* Cancel with b,b
* Low crush 55~
hwoarangLFS.2m15i16-2+9
* Transition to RFF
* Links to 10-hit string
hwoarangLFS.2,2m, h15, 7i16, i20+0+4+9
Combo from 1st hit
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.2,2,3,4m, h, h, L15, 7, 10, 7i16, ,i22-14-3
hwoarangLFS.2,2,3,4,3m, h, h, L, m15, 7, 10, 7, 7i16, ,i31-9-9
* Interrupt from 4th block with i13
hwoarangLFS.2,2,3,4,3,4m, h, h, L, m, m15, 7, 10, 7, 7, 8i16, ,i22~24-21-10
* Combo from 5th hit
hwoarangLFS.2,2,3,4,3,4,4m, h, h, L, m, m, l15, 7, 10, 7, 7, 8, 7i16, ,i19-27-16
* Interrupt from 6th block with i18
* Can be sidestepped
hwoarangLFS.2,2,3,4,3,4,4,4m, h, h, L, m, m, l, h15, 7, 10, 7, 7, 8, 7, 10i16, ,i23-28+23a (+13)
* Interrupt from 7th block with i3
hwoarangLFS.2,2,3,4,3,4,4,4,4m, h, h, L, m, m, l, h, m15, 7, 10, 7, 7, 8, 7, 10, 21 (14)i16, ,i22-18-16
* Airborne combo from 8th hit
* Interrupt from 8th block with i33
* Can be sidestepped
hwoarangLFS.2,2,3,4,3,4,4,4,4,3m, h, h, L, m, m, l, h, m, h15, 7, 10, 7, 7, 8, 7, 10, 21 (14), 42 (21)i16, ,i16~19+3+4a (-6)
* Balcony Break
* Airborne combo from 8th hit
* Combo from 9th hit
* Jail from 9th block
* Low crush 5~
hwoarangLFS.3m10i14-13-7-2
* Transition to r17 LFS with F (+2/+8/+13)
* -7c on crouching hit
hwoarangLFS.3,2m, M10, 20i14, i21~22-11+1c
* Combo from 1st CH with 9?F delay
* Move can be delayed by 10F
hwoarangLFS.3,3m, m10, 15i14, i21-14+32d (+24)
* Balcony Break
* Combo from 1st CH with 9?F delay
* Move can be delayed by 10F
hwoarangLFS.3,4m, h10, 15i14, i21~23+8+19g+19
* Transition to RFS
* Combo from 1st CH with 9?F delay
* Move can be delayed by 10F
hwoarangLFS.3,f+4m, h10, 20i14, i21~27-1+40a (+14)
* Balcony Break
* Combo from 1st CH with 6?F delay
* -1 on block on average. Frame advantage may range from -4~+2 on block
hwoarangLFS.3+4
* Transition to RFS
hwoarangLFS.4h24i14~16+4+27a (+18)
* Balcony Break
* Transition to RFS
* Low crush 8~27
* Floating state 28~30
hwoarangLFS.4~3h,h17,26i15~16, i8~9+6+24a (+14)
* Balcony Break
* 7 chip damage on block
* Jail from 1st block
* Input 4 the following frame after 3 to power up
** 45dmg on hit, 8 chip damage on block
* Low crush 12~
hwoarangLFS.b+1m15i15-14-1
* Sidesteps to the right
hwoarangLFS.b+3m23i20~22-12+14
* Balcony Break
* Power up if an attack is absorbed
** Reversal Break
** 9 chip damage on block
** -8 on block
* Transition to RFF
* Power crush 8~19
hwoarangLFS.b+4m15i16~17-8+0
* Transition to RFF
hwoarangLFS.b+4,3m, h15, 20i16~17, i16~19+0+20a (+11)
* Balcony Break
* Combo from 1st CH
* Jail from 1st block
* 6 chip damage on block
* Transition to RFF
* Low crush 5~
hwoarangLFS.d+3L7i16-17-6
* -6c on crouching hit
hwoarangLFS.d+3,4L, h7, 13i16, i21~23+8g~+10g+14g~+16g+19~+21
* Combo from 1st hit with 1F delay
* Move cannot be delayed
* Input can be delayed by 1F
* Transition to RFS
hwoarangLFS.d+4L17i20~21-12+4+14d
* Transition to RFF
hwoarangLFS.df+3m12i22~23-14-4
* Cancel and transition to r1 LFS with F_U_D at frame 20 of move startup
* Power up if an attack is absorbed
** Reversal Break
** 2 chip damage on block
** -9 on block
* Power crush 7~21
hwoarangLFS.df+3,4m, m12, 20i22~23, i24~25-14+7
* Combo from 1st hit with 7F delay
* Move can be delayed by 5F
* Input can be delayed by 7F
* Power up if an attack is absorbed by previous hit
** Reversal Break?
** 4 chip damage on block
** -9 on block
hwoarangLFS.f+3m23i19~20+4+26a
* Balcony Break
* Heat Engager
* Heat Dash +5, +36a (+26)
* Remains in LFS (does not transition on Heat activation or when using Heat Dash)
hwoarangLFS.f+4m18i17~18-10+6+16a (+7)
* Homing
* Balcony Break on CH
hwoarangLFS.uf+3m11i28~29-6-7
* Low crush 9~
hwoarangLFS.uf+3,4m, m11, 12i28~29, i20~21+2+13
* Available on hit or block only
* Jail from 1st block
* Combo from 1st hit
* Transition to RFS
* Floating state 1~
hwoarangLFS.uf+3,4,3m, m, m11, 12, 20i28~29, ,i27~28-14+0c
Combo from 1st hit
* Floating state 1~
hwoarangLFS.uf+3+4m,h10,8i14, i9-10+1
* Jails from 1st block
* Transition to LFS with F (-2/+9)
* Low crush 9~
hwoarangLFS.uf+3+4,4m,h, m10,8, 13i14, i9, i14~15-10+7
* Combo from 1st hit
* Transition to RFF
* Low crush 1~
hwoarangLFS.uf+4M20i19~20-14+32a (+22)
* Tornado
* Low crush 6~18
azucenaLIB.1h14i13+3+8
* 4 chip damage on block
* 5 chip damage on block during heat
azucenaLIB.1,2h, h14, 20i13, i24~25-5+17a (+8)
* Balcony Break
* Combo from 1st hit with 6f delay
* Input can be delayed 9f
* Move can be delayed 7f
* 6 chip damage on block
* Cancel to BT -15 -10 r18 with B
azucenaLIB.1+2M23i18~19-14+38a (+28)
* Tornado
* Cancel to r20 BT with B
* Low crush 20~30
* Floating state 31~33
azucenaLIB.2m22i14~15-8+22g
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
azucenaLIB.3L15i16~17-9+2
azucenaLIB.3,1L, m15, 20i16~17, i22~23-10+21d
* Spike
* Combo from 1st CH with 7f delay
* Move can be delayed 8f
* On block only regular i10 punishers are guaranteed, even though she is backturned
azucenaLIB.3+4h25i16~17-2+32a
* Strong Aerial Tailspin
* Homing
* Balcony Break
* 7 chip damage on block
* +3 frame advantage and 10 chip damage on block after absorbing an attack in power crush state
* Power crush 7~15
azucenaLIB.4m14i15~16-3+10+10a
azucenaLIB.4,1m, h14, 10i15~16, i23~24-1+5+10
* Combo from 1st hit with 9f delay
* Launches from first counter hit
azucenaLIB.4,1,2m, h, m14, 10, 23i15~16, ,i28~29-10+67a (+51)
* Tornado
* Balcony Break
* Combo from 2nd CH with 1f delay
* Move can be delayed 10f
azucenaLIB.4,2m, M14, 21i15~16, i25~26-13+16a
* Balcony Break
* Spike
* Combo from 1st hit with 5f delay
* Will not wall splat when the first hit is a counter hit due to float state
azucenaLIB.B
Completely evades high or low attacks
* Parry state 1~
azucenaLIB.b,b
* Can be canceled at r20 with b+1 or uf+1, performs the same attack as uf+1
azucenaLIB.d+3m25i24~26+2+13a+38a
* Balcony Break
* Floor Break on airborne hit
* High crush 6~
azucenaLIB.d+4L14i19~20-31-2
azucenaLIB.d+4,4L, h14, 27i19~20, i30~31-7+14a (+5)
* Balcony Break
* Combo from 1st hit
azucenaLIB.F
* Completely evades high or low attacks
* Regenerates heat with each step
* Parry state 1~
azucenaLIB.f,f
azucenaLIB.P (High)0
* Restores recoverable health
* Frame advantage depends on the move that gets parried
* is1~16
azucenaLIB.P (Low)m,m15,20i7~8 i19~20+8
* Restores recoverable health
* Will cause a juggle on lows with float properties
* is1~6
* Floating state 7
* Low crush 8~19
* Floating state 20~22
azucenaLIB.U
* Completely evades high or low attacks
* Regenerates heat with each step
* Parry state 1~
steveLNH.1m21i14-15-9+15g
* Balcony Break
* Heat Engager
* Heat Dash +5g +43a(+35)
* Homing
* Transition to r18 FLK (-3/+21g) with B
steveLNH.1+2h24i18-19+12+51a (+31)
* Guard Break
* Reversal Break
* Balcony Break
* 9 chip damage on block
steveLNH.2m22i16-17-13+61a (+51)
* Tornado
leoLTG.b+3,1,2m, m, m12, 13, 17 (25)i14~15, ,i17-12+25a (+15)
* Balcony Break
* Combo from 1st hit
* +10a on 2nd whiff and 3rd hit
* 42 damage from 1st hit with scaling
* 10 chip damage on block
* Consumes 210F of heat timer during heat
leoLTG.db+4,1,1+2L, m, m11, 27, 20i20~22, ,i15~16-15~-14+6a (-3)
* Balcony Break
* Shoulder
* Combo from 1st hit
** +27a (+17)
* 8 chip damage on block
* Partially consumes remaining heat time during heat
leoLTG.f+2,4,3h, h, M14, 16, 20i14~16, ,i32~35+3c~+7c+16d
* Balcony Break
* Spike
* Combo from 1st hit
* Transition to BOK with D (+6c~+10c/+19d~+22d
* 8 chip damage on block
* Consumes 240F of heat timer during heat
* Low crush 16~
leoLTG.KNK.4,1+2L, m,m18, 13,14 (20)i20, i20~21,i31~32-14~-13+31a (+13)
* Balcony Break
* 35 damage with scaling from 1st hit
* Combo from 1st hit
* +15a (-2) on 2nd whiff and 3rd hit
* Consumes 450F of heat timer during heat
steveLWV.1m14i14-10+1
* Input b to r18? FLK (-3/+8/+8)
steveLWV.1,1m, m14, 22i14, i24~26-13+28a (+19)
* Strong Aerial Tailspin
* Balcony Break
* Combo from 1st hit with 5F delay
* Move can be delayed by 10F
steveLWV.1,2m, h14, 14i14, i22~23+3+8
* Strong Aerial Tailspin
* Homing
* Combo from 1st hit with 7F delay
* Move can be delayed by 10F
* Transition to LNH
* Input b to cancel LNH at r34? (-1/+4/+4)
steveLWV.1,2~1m, m14, 17i14, i30~31-8+4+63a
* Input 1 at frame 17 of LWV.1,2
steveLWV.1,f+1m, m14, 9i14, i17-3+3
* Combo from 1st hit with 10F delay
* Jail from 1st block with 1F delay
* Move can be delayed by 10F
steveLWV.1,f+1,1m, m, h14, 9, 8i14, ,i16+3+7+68a
* Combo from 1st or 2nd hit
* Transition to r14? FLK with b (+4/+8/+69a)
* r14? FLK FC cancel?
steveLWV.2m13i14~16-5+4
* Transition to r10? PAB with f (-1/+8)
* r10? PAB FC cancel?
steveLWV.2,1m, m13, 21i14~16, i19-8+4c+7d
* Spike
* Combo from 1st CH with 5F delay
* Move can be delayed by 11F
devil-jinMCR.1m20i22+8+20d
* Spike
* Opponent recovers FDFA on hit
* 6 chip damage on block
* Low crush 1~38
* Floating state 39~41
devil-jinMCR.1+2h!12i20+0
* Balcony Break (airborne)
* Low crush 1~12
* Floating state 13~15
devil-jinMCR.2m12i15~16-9-1
Homing
* Low crush 1~37
* Floating state 38~40
devil-jinMCR.2,2m, M12, 20i15~16, i24-26-14c+2a
* Heat Engager
* Heat Dash +5, +67a (+50)
* Spike
* 6 chip damage on blocked Heat Dash
* Combo from 1st hit with 2F delay
* Opponent recovers FDFA on hit
* Input can be delayed by 2F
* Move cannot be delayed
* Low crush 1~17
* Floating state 18~20
devil-jinMCR.3SM26i23-7+70a (+54)
* Tornado
* Balcony Break
* 7 chip damage on block
* Projectile (unparryable)
* Low crush 1~19
* Floating state 20~22
devil-jinMCR.4M10i20~21-29-20s
* Low crush 1~50
* Floating state 51~53
devil-jinMCR.4,1M, h10, 20i20~21, i40~41+1+71a (+51)
* Strong Aerial Tailspin
* 14 damage with combo scaling from 1st hit
* 24 damage total from 1st hit
* Interrupt with i19 from 1st block
* Low crush 1~
devil-jinMCR.4,2M, m10, 20i20~21, i22~23-27+52a (+7)
* 14 damage with combo scaling from 1st hit
* 24 damage total from 1st hit
* Interrupt with i1 from 1st block
devil-jinMCR.4,2,1M, m, m10, 20, 20i20~21, ,i22~24-16+29a(+19a)
* Interrupt with i24 from 2nd block
* Attack is delayed 23f, effective startup i45~47
* Low crush 22~43
* Floating state 44~46
devil-jinMCR.4,2,1,UFM, m, m, t10, 20, 20, 14 (10)i20~21, ,-4d
* Floor Break
* Transition to attack throw on hit
* Available only on hit
* 10dmg with combo scaling from previous hit
* Opponent recovers FDFA on hit
* Low crush 1~
devil-jinMCR.4,2,1+2M, m, m!,M!10, 20, 14, 20i20~21, ,i27~28 i22~60-6a
* Available only as combo from 2nd hit
* 15 (7+8) damage with combo scaling from 1st hit
* 39 damage total from 1st hit
* 20 damage (10+10) with combo scaling from 2nd hit
* 40 damage total from 2nd hit
* Low crush 1~
eddyMD1.HSP.3+4L,m,m6,6,18i21~22-13+4c
* Low crush 28?~
eddyMD1.HSP.b+4m25i23~25+7+15d
* Spike
* Transition to RLX with D
* 7 chip damage on block
* Low crush 9~
eddyMD2.HSP.3+4L,m,m16,4,15i21~22-13+18a(-17)
Floor Break
* Low crush 28?~
eddyMD2.HSP.b+4m25i23~25+7+36a
* Spike
* Transition to RLX with D
* 7 chip damage on block
* Low crush 9~
yoshimitsuMED.1
yoshimitsuMED.1+2m!10i30~34-1a
Recovers 12 base health
yoshimitsuMED.1+4m20i6~9-20+14c
* Weapon
* 70% proration on standing hit
* Recovers 12f faster on hit
* Hit vs BT +11d (FDFT)
* Power up in NSS or Heat
yoshimitsuMED.3m,M15,15i17~28 i28~39+2~+13+43a
* Floor Break
* BT.d+3 is guaranteed on meaty block
* 1st hit only connects if the opponent is close enough
* Low crush 14~41
* Floating state 42~44
yoshimitsuMED.3+4
yoshimitsuMED.d
Transitions into sidewalk with held input
yoshimitsuMED.f
* Transition to BT with 3+4
* Can be cancelled into instant while standing
* Closes distance with the opponent
yoshimitsuMED.n
* May be canceled into another MED move
* at 26-28 frames into the animation:
* Restores recoverable health successively
** +1 health (1st pulse)
** +2 health (2nd pulse)
** +3 health (3rd onward)
junMIA.1M30i24~25-9+72a (+56)
* Tornado
* 12 Chip damage on block
* Deals 9 damage to self (8 recoverable)
* Unparryable
* Gain 8 Kazama Essence on normal hit and 6 on block or airborne hit
junMIA.1+2m17i20~21+4+11g
* Homing
* Strong Aerial Tailspin
* Balcony Break on airborne hit
* Transitions to IZU on hit or block
* Gain 6 Kazama Essence on normal hit and 5 on block or airborne hit
* High crush
junMIA.2sm28i16-20+26a (+0)
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
* DA: Range increases to 4.0
* Deals 8 (DA:11) chip damage on block
* Deals 6 damage to self (4 recoverable)
* Unparryable
* Gain 16 Kazama Essence on Heat activation
* Gain 6 Kazama Essence on normal hit and 5 on block or airborne hit
junMIA.F
* Cancel to r34 FC with D on frame 16
* Parries low punches or kicks
* Parries throws
* Parry state 1~40
kingMMD1.1,4,2,3t12+1d
* Cannot throw break.
* Opponent recovers in FUFL.
kingMMD2.1,1+3/ MMD2.2,2+4t13-6+0d
* 1 or 2 throw break, depending on King's input.
* Opponent recovers in FDFA.
kingMMD3.1+2,1,1+3/ MMD3.1+2,2,2+4t12-6+1d
* 1 or 2 throw break, depending on King's input.
* Opponent recovers in FUFA.
kingMMD3.2,3,1,1+2t24-6+0d
* 1+2 Throw break.
* Opponent recovers in FDFR. Max Damage 69.
kingMMD4.3+4,1+2t10+0d
* Cannot throw break.
* Opponent recovers in FDFA.
kingMMD5.1+2,3,1+3/ MMD5.1+2,4,2+4t18-3+0d
* 1 or 2 throw break, depending on King's input.
* Opponent recovers in FDFA.
kingMMD5.1+2,4,2,1+2t11,15-3+0d
* 1+2 throw break.
* Opponent recovers in FDFL. Max Damage 93.
kingMMD6.2,4,3,1,1+3/ MMD6.2,4,3,1,2+4t31-6-10d
* 1 or 2 throw break, depending on King's input.
* Opponent recovers in FUFA. Max Damage 116.
zafinaMNT.1m12i13-6+5
zafinaMNT.1,3m, h12, 12i13, i190+9
* Jails from first attack
* Cancel SCR transition -8 +1 t46 r27 with B
zafinaMNT.1+2m21i20-12+18a
* Spike
* -9 frame advantage and 8 chip damage on block after absorbing an attack in power crush state
* Power crush 8~19
zafinaMNT.2m19i13~14-14-3+57a
zafinaMNT.2,1m, m19, 10i13~14, i18~19-14-3
* Input can be delayed 5f
zafinaMNT.2,1,4m, m, m19, 10, 25i13~14, ,i27~28-13+13a (+4)
* Balcony Break
* Combo from 2nd hit
zafinaMNT.2+3
zafinaMNT.3L12i15~16-12-1
* High crush 1~46
zafinaMNT.3,1L, m12, 16i15~16, i24-9+22a (+15)
* Combo from 1st CH
zafinaMNT.4L13i17~18-19-3+7
* Enter TRT with D
* High crush 1~62
zafinaMNT.4,3L, m13, 23i17~18, i27-30+32a (+22)
* Tornado
* Combo from 1st CH
* Floating state 10~63
zafinaMNT.d+1L14i15~16-110
* High crush 1~58
zafinaMNT.d+1,4L, m14, 23i15~16, i27~30-16+15 (+6)+60a (+40)
* Balcony Break
* Combo from 1st CH
zafinaMNT.d+4L19i20~27-22~-15+4c~+11c+19a~+26a
* Knee
* Evasive (can go under mids)
* High crush 1~
zafinaMNT.df+1M30i20~21+10+11a
* Heat Engager
* Heat Dash +5, +67a (+50)
* Balcony Break
* Spike
* Weapon
* 12 chip damage on block
* Transition to SCR on normal hit
* Transition to standing with B (+6/+11a)
* Deal 8 recoverable damage to self without heat
* Gain ORB on hit or heat activation
* Azazel's Power
zafinaMNT.df+2m10i19~20-9+32a (+22)
zafinaMNT.df+3m20i15~16-17+19g
* Balcony break on airborne hit
* Hitbox extends to both legs, can hit while Zafina is BT
* Floating state 10~43
zafinaMNT.df+4m18i17~18-5+13g
* Homing
* Balcony Break
* High crush 1~40
* gs41~56
zafinaMNT.uf+3M25i26~28-9c+11d
* Spike
* Enter MNT with D
* Low crush 7~23
* Floating state 24~26
* High crush 27~50
miary-zoMOR.1m14i13-4+8
* Good SSR tracking
miary-zoMOR.1,2m, h,h,h14, 5,8,12i13, i21~23 i4~5 i5~6-3+24d
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
* Weapon
* Combo from 1st hit with 10f delay
* Input can be delayed 10f
* Move can be delayed 7f
* Jail from 2nd attack
* Chip damage on block
miary-zoMOR.1,4m, m14, 20i13, i22~23-13+6+35a (+25)
* Knee
* Combo from 1st hit with 10f delay
* Input can be delayed 10f
* Move can be delayed 7f
* Transition to BAO +6 r24 automatically on hit only
* Cancel BAO transition -13 -6 r36 with B
* Low crush 15~38
* Floating state 39~41
miary-zoMOR.1+2m23i26+6+23d+84a (+64)
* Spike
* Transition to BAO automatically on hit or block only
* Cancel BAO transition +6 +23d +83a (+63) r31 with B
* Chip damage on block
* Low crush 6~24
miary-zoMOR.2M20i15~16-6+18a (+1)+72a (+56)
* Tornado
* Balcony Break
* Elbow
* Jab evasion?
* Steel pedal
miary-zoMOR.3m20i17-13+12a (+3)
* Balcony Break
* Block advantage -9 on successful attack absorption, deals chip damage
* Power crush 7~16
miary-zoMOR.3+4
* Low crush 6~15
miary-zoMOR.4L10i17-12-1
* High crush 1~29
miary-zoMOR.4,3L, h10, 14i17, i22~23-13+6
* Balcony Break (airborne)
* Combo from 1st hit
miary-zoMOR.u+1+2m16i16~17-2+4
* Low crush 13~29
* Floating state 30~32
leeMS.3m10i15-12-1
*
* Low crush
leeMS.3,4m, m10, 10i15, i15-13+32a (+22)
*
leeMS.3+4l20i25~31-15~-9+5c+5d
* High crush
* Low crush
yoshimitsuNSS.1+2+3h25i22~40-18~+0+26d (-32)
Balcony Break
yoshimitsuNSS.1+4m20i8~11-20+14 +64a
* Strong Aerial Tailspin
* Weapon
* Knockdown against BT opponent, +19a (+9)
* 4 chip damage on block
* Recovers 1 base health or 6 additional recoverable health on hit
yoshimitsuNSS.b,B+1+4m!40i65~70-3a (-12)+29a (-18)
Balcony Break
yoshimitsuNSS.b,B+1+4,Bm20,i22~25-20+14 +64a
* Strong Aerial Tailspin
* Weapon
* Knockdown against BT opponent, +19a (+9)
* 4 chip damage on block
* Recovers 1 base health or 6 additional recoverable health on hit
yoshimitsuNSS.b+1+2
* High crush 8~50
yoshimitsuNSS.BT.d+1l15
Yoshimitsu remains in NSS
yoshimitsuNSS.d+1M24i24~25-9+16a+52a
* Floor Break
* Weapon
* Recovers 1 base health or 6 additional recoverable health on hit
* Recovers 1 base health when remaining recoverable health is 5 or less
* 9 chip damage on block
* Input can be held to transition to d+1*
yoshimitsuNSS.d+1+2
* High crush 7~
* Floating state 7~
yoshimitsuNSS.d+1+4
Yoshimitsu is invisible on frames 50~64, but can still be hit
yoshimitsuNSS.db+1sl5i10-5+6
* Transition to r24 with f
* High crush 4~
yoshimitsuNSS.df+1+4m19i20~21-17+35a (+25)
* Enter KIN r37 with 1+2
* Can be buffered
* Can be performed in FC
* Power up input NSS.f,n,d,df+1
* Replaced by 1SS.df+1+4 when performed in BT
* Low crush 20~42
* Floating state 43~45
yoshimitsuNSS.f,n,d,df+1m19i17~18-17+35a (+25a)
* Weapon
* Can be buffered
* Enter KIN r30 with 1+2
* Can be performed from FC
* Low crush 17~39
* Floating state 40~42
yoshimitsuNSS.f+1+2M29i20-7+29a (+3)
* Heat Engager
* Heat Dash +5g, +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
* Consumes 270F of heat timer during heat
yoshimitsuNSS.f+3+4m20i21~25-13~-9+20a (+11)
* Balcony Break
* Head
* Cancel to r55 BT with b
* Enter IND +12a (+3) r29 with d+3+4 on hit
* Automatically recovers to r55 IND on self-wallsplat
* Recovers 12f faster on hit
* +20a on side hit
yoshimitsuNSS.FC.DF+1l12i25~26-16+27a
* High crush 1~34
yoshimitsuNSS.FC.DF+1,2l, L12, 20i25~26, i25~26-14+14
* Floor Break
* Combo from 1st hit
* Interrupt with i7 from 1st block
* High crush 1~45
yoshimitsuNSS.FC.df+3L12i20~21-26+67a (+51)
* High crush 1~
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.KIN.1+4m20i12~15-20+14 +64a
* Strong Aerial Tailspin
* Weapon
* Knockdown against BT opponent, +19a (+9)
* 4 chip damage on block
* Recovers 1 base health or 6 additional recoverable health on hit
yoshimitsuNSS.KIN.d+1L17i23~24-13+3+38a
Cancel to r34 FC with DB on frame 16
* High crush 22~
yoshimitsuNSS.KIN.f+1M,M,M6,6,12i19~20 i6~7 i7~8-5+18a (+11)
* Weapon
* Combos from any hit
* 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
yoshimitsuNSS.KIN.f+1*M,M,M,M,M,M6,6,6,6,6,12i19~20 i6~7 i7~8 i6~7 i7~8 i7~8-9+29a (+14)
* Weapon
* Combos from any hit
* 14 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 10-15
* Recovers 2/3/4 base health on hit when remaining recoverable health is 9-8/7-6/5-4
* Recovers 5 base health on hit when remaining recoverable health is 3 or less
yoshimitsuNSS.KIN.f+1+2m20i24~25+14c+14c+49a
* Weapon
* Transition to FLE on hit or block only
* Recovers 1 base health or 6 additional recoverable health on hit
* Recovers 1 base health when remaining recoverable health is 5 or less
* Partially uses remaining Heat time
* Low crush 8~
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.u+1m24i25~26-4+5c+15a
Floor Break
* Low crush 9~27
* Floating state 28~30
yoshimitsuNSS.u+1+2L18i27~29+5+21g
* Floor Break
* Can't be low parried
* Opponent recovers crouching
* Low crush 9~24
* Floating state 25~
yoshimitsuNSS.ub+1m21i25~26-5+4c
Floor Break
* Low crush 9~27
* Floating state 28~30
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
yoshimitsuNSS.ub+1+3m!50i51~65-23
* Punishable on close hit with FUFT.3
yoshimitsuNSS.ub+1+3,1+2m!, h50, 15i51~65, i18~19-15-4+45a
Floor Break
yoshimitsuNSS.ub+1+3,n,1m!, h!50, 40i51~65, i20~105-49a (-75)
* Balcony Break
* Cancel to r94 with B on frame 64
yoshimitsuNSS.uf+1+3
* Low crush 9~35
* Floating state 36~38
ninaNTM.1t15-3+3d
* Removes Recoverable Health
* Throw break 1
* Powered up input: NTM.1,1,2,1+2
ninaNTM.2t25-3+3d
* Removes Recoverable Health
* Throw break 2
* Powered up input: NTM.1,2,4,3,1+3
asukaNWG.f,f,F+1+2h30i17~18+11g+66a (+50)
* Tornado
* Homing
* Balcony Break
* Wall Crush +18g~19g on block
* Chip damage on block
* Consumes NWG
* During Heat, remaining Heat is consumed
* Unparryable by traditional punch parries (running attack)
asukaNWG.f,F+1+2M24i19~20+2+67a (+51)
* Tornado
* Chip damage on block
* Consumes NWG
* During Heat, remaining Heat is consumed
* Grounded hit can be inconsistent sometimes
* Unparryable with traditional punch parries (bug?)
asukaNWG.f+2,1+2m,m10, 15i17, i31-8+67a (+51a)
* Tornado
* Consumes NWG
* 4 chip damage on block
* Combos from 1st hit
* Jail from 1st block
asukaNWG.u+1+2M33i31~32+8~+9+44a
* Spike
* 13 chip damage on block
* Consumes Naniwa Gusto
* During Heat, remaining Heat is consumed
* Low crush 9~31
asukaNWG.uf+1,2h,mi26~27+0+19a (+10)
* Balcony Break
* Strong Aerial Tailspin
* Combo from 1st hit
* Unparryable by traditional punch parries (bug?)
* Cancel to -3 -15 FC with D
zafinaORB.SCR.df+3+4L,m,m,sm6,15,3,10i19-14-13a (-14)
* Transition to 3rd hit on 2nd hit
* Consumes ORB
* Consumes 450F of Heat time
* Deals 5 additional damage when Zafina's remaining health is 42 or lower
* 4 chip damage on block
** Deals 6 chip damage on block when Zafina's remaining health is 42 or lower
* High crush 6~
devil-jinOTG.d+1+2L25i23~31-16~-8+5a~+13a
* Weapon
* Projectile (unparryable)
* Balcony break on CH
* Typically connects grounded on frames i25~26 of startup at -14~-13/+12a~+13a(+0a~+1a)
jinOTG.d+1+2L24i19~20-13-2 (-10)
* Spike
lidiaOTG.d+1+2L24i18~19-13+6c
* Spike
* Power up based on Heaven and Earth level
* Regain recoverable health
steveOTG.d+1+2L16i17-11c+2
* Recovers in crouch
* +0d (-8) on grounded hit
kumaOTG.d+1+4l,ub(l)16 (11),48 (33)i55~110,i25~38N/A8 (0) / +14
* Cancel to BT with input OTG.d+1+4,3+4
* More frame advantage when hitting standing opponent
pandaOTG.d+1+4l,ub(l)16 (11),48 (33)i55~110,i25~38N/A8 (0) / +14
* Cancel into BT with input OTG.d+1+4,3+4
* More frame advantage when hitting standing opponent
paulOTG.d+2L16i18-12c-1d (-9)
* Spike
* +4 on hit against standing opponent
annaOTG.d+3+4L30i17~18-17-7d
* Spike
* Partially restores remaining Heat time on grounded hit
fengOTG.d+3+4L24 (19)i24~25-13-2
-2d (-10) on grounded hit
kazuyaOTG.d+3+4L25i23-12-1
leoOTG.d+3+4L22i21~22-13~-12+3
* Spike
* -2d (-10) on grounded hit
ninaOTG.d+3+4L30i17~18-17-7d
Spike
armor-kingOTG.d+4L18i19~21-16-5d (-13)
* -5 on hit when opponent is standing
heihachiOTG.d+4L30i19~20-14-3a (-11)
* Spike
reinaOTG.d+4L14 (11)i19-19-8 / -8a (-16)
22 (17) dmg if done with input OTG.d+4 alone
reinaOTG.d+4,1L, L14 (11), 17 (20)i19, i20~21-26-10 / -15a (-23)
* Blue spark with input OTG.d+4:1 on frames 15-18 for 20 (16) dmg
* Jails from 1st block
* Combo from 1st hit
armor-kingOTG.d+4,4L, L18, 8i19~21, i18~21-16-8d
* Floor Break
* Combos from 1st hit on grounded opponent
* -5 on hit when opponent is standing
armor-kingOTG.d+4,4,3+4L, L, SM18, 8, 20i19~21, ,i30~32-17+0d
* Combos from 1st hit on grounded opponent
* +5 on hit when opponent is standing
* Low crush 13~32
armor-kingOTG.d+4,4,4L, L, L18, 8, 6i19~21, ,i18~21-16-8d
* Floor Break
* Combos from 1st hit on grounded opponent
* -5 on hit when opponent is standing
alisaOTG.db+1+2L25i25~27-14+4a
* Spike
* Weapon
leroyOTG.db+2li17~18-16-5
Power up during Heat (partially uses remaining Heat time)
leroyOTG.db+2,1+2l, li17~18, -13-2
armor-kingOTG.db+2+4th(g)0i18~20+0+12
* Throw break 2
* Opponent recovers standing (+12)
* Opponent can be FUFT,FUFA,FDFT,FDFA
* If opponent was FUFA or FDFA, opponent recovers BT (+9)
dragunovOTG.db+3L24i24-11+0
* Floor Break
* +0a (-8) on grounded
leroyP:b+2sp
* Alternate input: P:HRM.b+2
* Parry (partially restores remaining Heat time when successful during Heat)
leroyP:b+2,1m40i13+29a
* Alternate input: P:b+2,2
* power up during Heat (partially uses remaining Heat time)
lidiaP.b+1+3h,h,h5,5,20i16, i16, i16+23a (+18)
Input 2 within a 2f window (15~16) on the second punch, adds 2 damage
* 15
* 16
leroyP.b+2,1m35i13+21g
* Balcony Break
* Alternate input: P.b+2,2
* power up during Heat (partially uses remaining Heat time)
lidiaP.HAE
* Transition to HAE
* Strong parry effect
* Partially restore remaining Heat time
stevePAB.1h10i12~13-2+9
stevePAB.1,2h, h10, 14i12~13, i15~16+0+8
* Combo from 1st hit
* Jail from 1st block
stevePAB.1,2,1h, h, m10, 14, 21i12~13, ,i18~20-13+8c+44a
* Spike
* Combo from 2nd CH with 8F delay
* Jail from 1st block with no delay
* Move can be delayed by 10F
stevePAB.1+2th45i110+0d
* 1+2 for throw break
stevePAB.2h19i14+5+14c
* Homing
* Transition to standing with B (+1/+10c)
* Punch parry
** +0d and 25 damage on a successful parry
* 5 chip damage on block
* Parry state 7?-13
stevePAB.2~1m17i27~28-8+4+63a
stevePAB.b+1m15i17~18-19-6
stevePAB.b+1,1m, h15, 10i17~18, i18~19-7-1
* Combo from 1st hit with 11F delay
* Move can be delayed by 13F
stevePAB.b+1,1,2m, h, m15, 10, 12i17~18, ,i18~20-11-5
* Combo from 2nd CH with 4F delay
* Move can be delayed by 10F
stevePAB.b+1,1,2,1m, h, m, m15, 10, 12, 21i17~18, ,i21-10+16a (+7)
* Balcony Break
* Combo from 3rd hit
* Jail from 3rd block
* Transition to r18? FLK with b (-3/+23a (+14))
** r18? FLK FC cancel?
stevePAB.b+2m25i28~29-13+11a (+2)
* Balcony Break
* Backswing Blow
stevePAB.d+1l11i15~16-12+2
* Alternate input: FC df1
* High crush 6~
<Showing 4401-4800 of 6206 moves>