
All Characters
All Characters Tekken 8 Frame Data
| Char | Command | Hit level | Damage | Startup | Block | Hit | Counter hit | Notes |
|---|---|---|---|---|---|---|---|---|
| law | H.DSS,P | t | 38 | +0d | * Punches only * Heat only * Consumes 240F? of remaining Heat Time on successful parry * Throws are unbreakable * Parry state 5~? | |||
| steve | H.EXD.1+3 | h (th) | i18~19 | * Homing * Unbreakable * Transition to TFA * Can buffer TFA.1 or TFA.2 throw breaks from frames 20-35 of TFA recovery | ||||
| lidia | H.f,f,F+1 | h | 37 | i13~15 | +5 | +31a (+23) | * Tornado * Balcony Break * Transition to HAE on hit or block only * Cancel HAE transition with B * Partially uses remaining Heat time | |
| dragunov | H.f,f,F+2,1+2 | m, t | 22, 0 | i15~17, 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 | ||
| anna | H.f,f,F+3,2 | L, SL,SL,SL | 12, 5,5,24 | i16~20, 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 | |
| raven | H.f,f,F+3,4 | m, sm | 20, 20 | i22~24, 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 | |
| xiaoyu | H.f,F+1,2 | m, m | 13, 20 | i15, 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 |
| jin | H.f,F+1+2 | m | 20 | i21~23 | +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 | |
| feng | H.f,F+1+2* | m | 30 | i39~40 | +11 | +22a (+12) | * Balcony Break * Guard Break * Consumes 270F of remaining Heat time * 12 chip damage on block | |
| lidia | H.f,F+2 | m | 22 | i13 | +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 | |
| alisa | H.f,F+2,1+2 | m, m,m,m,m,m | 18, 28 | i16~17, 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 | |
| paul | H.f,F+2,1+2 | m, m | 14, 31 | i15~17, i29~30 | +1 | +25a (-1) | * Balcony Break * Consumes 270F of Heat * Combos from 1st hit * Jails from 1st hit * 7 chip damage | |
| miary-zo | H.f,F+2,2 | m, m | 14, 33 | i15~16, 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 | |
| lili | H.f,F+3+4 | 36 | +5 | +20~26a (-6~+0) | * Balcony Break * 14 chip damage on block * Consumes 240F of remaining Heat time | |||
| armor-king | H.f,n,d,df+1+2 | h! | [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-jin | H.f,n,d,df+1+2,1+2 | m, SM | 25, 20 | i26~27, 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-jin | H.f,n,d,DF+4,3 | L, SM | 7, 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 | ||
| shaheen | H.f+1+2 | m,m | 15,25 (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 | |
| jun | H.f+1+2,P | h | 0 | i12 | +40g | * Sabaki, parries mid or high punches or kicks * Consumes 240F of remaining Heat time * Parry state 5~ | ||
| paul | H.f+1+2* | m | 30 | i29~30 | +5c | +55a | * Balcony Break * Consumes Heat * Chip damage (13) * Requires 24f charge * f+1+2 from 0~23f charge | |
| alisa | H.f+1+4 | * Consumes 150F of remaining Heat time * Low crush 26~48 * Floating state 49~51 | ||||||
| xiaoyu | H.f+2,1,2 | m, h, m | 12, 14, 20 | i16~17, ,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 |
| bob | H.f+2,1+2 | h, m,m | 10, 10,10 | i12, 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 | |
| bob | H.f+2,1+2,1 | h, m,m, M | 10, 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 | |
| clive | H.f+2,2,1 | m, m, m | 10, 7, 25 | i15, ,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 | |
| clive | H.f+2,2,1* | m, m, m | 10, 7, 30 | i15, ,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 | |
| azucena | H.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-8 | H.f+3+4 | m | 30 | i22~23 | +0 | +9c | * Head * Transition to GMH with D ** (+8 oB, +17c oH) * Partially uses remaining heat time * 6 chip damage on block | |
| lars | H.f+3+4 | sm | 5 | i18~24 | +5 | +10 | * Transition to SEN * Consumes 300F of remaining heat time * Only deals recoverable damage * High crush 33~43 | |
| nina | H.f+3+4,2 | m, sm,sm,sm,sm | 12, 12,12,5,5 | i14, 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 | |
| reina | H.f+3+4,4 | m, m | 25, 28 | i43, i27 | -8 | +23a (+3) | * Balcony Break * Combo from 1st hit | |
| reina | H.f+3+4*,4 | m, m | 30, 28 | i67, 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-zo | H.f+4,2 | m, m | 12, 25 | i18, 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 | |
| dragunov | H.FC.df+1,1+2 | L, t | 8, 0 | i16~17, 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 | ||
| anna | H.FC.df+2,1 | L, L | 12, 18 | i20, 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 | |
| heihachi | H.FUJ.1+3 | t | 15 | i18 | +8 | * Homing * Cancel RAI transition with B (+7) * Consumes 300f of remaining Heat time * Throw is unbreakable | ||
| jun | H.GEN.1,1+2 | L,M | 14,26 (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 | |
| lidia | H.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 | ||||||
| victor | H.IAI.d+2 | M,M,M,SM,SM | 45 | i23~24, i6, i4, i3, i4 | +5 | +20 (+2) | * Weapon * Projectile * Transition to IAI * 10 chip damage on block * Consumes 210F of remaining Heat time | |
| kunimitsu | H.KAT.d+1+2 | L,m,m | 8,8,14 | i20~21 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 | |
| lars | H.LEN.1 | L,t | 20,10 | i16~17 | -12c | +5d | * Consumes 600F of remaining Heat time * Side switch and recover standing on hit throw * Opponent is left FUFA * High crush 1~50 | |
| lars | H.LEN.2 | m | 25 | i16~17 | -9 | +29d | * Tornado * Elbow * Consumes 240F of remaining Heat time * 10 chip damage on block * High crush 1~15 * Low crush 16~34 | |
| azucena | H.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 | ||||
| azucena | H.LIB.d+3+4 | M | 27 | i16~18 | +4~+6 | +22a | * Tornado * Consumes 210F of remaining Heat time * Transition to FC with D * Floating state 2~48 | |
| azucena | H.LIB.P (High) | m | 25 | i17~18 | -8 | +32a | * Restores 5 recoverable health on successful parry * Opponent recovers FUFA * is1~17 | |
| azucena | H.LIB.P (Low) | m | 20 | i16~18 | -9 | +58a (+42) | * Tornado * Restores 5 recoverable health on successful parry * is1 * Floating state 2~48 | |
| steve | H.LNH.P | m,t | 15 | * 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-jin | H.MCR.1+2 | h!,t | 12,27 | i20 | +0d | * Transition to attack throw on standing or airborne hit * Consumes 600F of the heat timer * Low crush 1~12 | ||
| miary-zo | H.MOR.4,3,1+2 | L, h, m | 10, 14, 20 | i17, ,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 | |
| clive | H.PHX.2,1+2 | m, m | 12, 32 | i15, 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 | |
| clive | H.PHX.2+3 | m | 42 | i15~16 | +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 | |
| raven | H.qcf+1,2 | m, sm,sm | 15, 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 | |
| paul | H.qcf+2 | m | 51 | i13~14 | -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 | |
| eddy | H.qcf+4 | h | 35 | i22~23 | +7 | +34a(+8) | * Balcony Break * 7 chip damage on block * Transition to RLX * Low crush 14~? | |
| nina | H.qcf+4,3,1+2 | m, h, h,h,h,h,h | 15, 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 | |
| lili | H.RAB.2 | 24 | * 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 | |||||
| lili | H.RAB.3 | L | 22 | i20~21 | -13 | +24a | +70a (+54) | * Homing * Tornado on CH * Partially consumes remaining Heat time * High crush 6~ |
| lili | H.RAB.4 | m | 36 | i23~29 | +5 | +20~26a (-6~+0) | * Balcony Break * Partially consumes remaining Heat Time * Low crush 15~ | |
| hwoarang | H.RFS.d+4,3 | L, h | 15, 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 | |
| hwoarang | H.RFS.d+4,3,4 | L, h, h | 15, 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 | |
| hwoarang | H.RFS.d+4,3,4 | L, h, h | 15, 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 | |
| hwoarang | H.RFS.f+4 | h,h | 8,10 | i8, i10 | +0 | +5 | * Jail from 1st block * Remains in RFS * 2 chip damage on block | |
| hwoarang | H.RFS.f+4,4 | h,h, h | 8,10, 9 | i8, 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 | |
| nina | H.SS.1+2,1+2 | m, sm,sm,sm,sm | 22, 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 | |
| lars | H.SS.2 | m,SM | 20,10 | i16~17, i8 | +6c | +27d | * 6 chip damage on block * Consumes 270F of remaining heat time | |
| raven | H.SZN.1,4 | h, sm,sm | 12, 25,30 | i14~15, 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 | |
| raven | H.SZN.3,2 | m, sm,sm | 16, 21,30 | i16~17, i19~20 i39~41 | -3~-1 | +24a (+9) | * Tornado * Combo from 1st hit * Available only on hit or block | |
| clive | H.u+1+2 | M,m | 18,21 | i19~20,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 | |
| kunimitsu | H.u+1+2 | m,m,m | 8,10,20 | i16 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 | |
| victor | H.u+1+2 | M | 46 | i31~32 | -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 | |
| clive | H.u+1+2,1 | M,m, m,m | 18,21, 17,22 | i19~20,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 | |
| clive | H.u+1+2,2 | M,m, h,h | 18,21, 10,12 | i19~20,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 | |
| clive | H.u+1+2,2,1 | M,m, h,h, M,M | 18,21, 10,12, 10,16 | i19~20,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-zo | H.u+3,2 | m, m | 17, 27 | i17~18, 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-king | H.ub+1 | h | 25 | i24~25 | +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-king | H.ub+1+2* | M | 28 | i50~52 | +8 | +65a (+49) | * Tornado * Can also be done during BAD * Consumes 240F of remaining Heat time * 8 chip damage on block | |
| bob | H.uf+1,2,2 | m, m, m | 10, 16, 24 | i16, ,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 | |
| law | H.uf+2 | h | 21 | i19~20 | +4 | +21d | * Weapon * Strong Aerial Tailspin * Balcony Break * Consumes 120F of remaining Heat Time * 4 chip damage on block | |
| jack-8 | H.uf+3 | L | [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 | |
| anna | H.uf+3,1 | m, h | 22, 20 | i23~24, 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 | |
| anna | H.uf+3,2 | m, h | 22, 30 | i23~24, 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-zo | H.uf+3,2 | h,h,m, m | 6,6,12, 22 | i18~19 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 | |
| panda | H.uf+3+4 | m | 21 (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-jin | H.uf+3+4,1+2 | m,m, t | 8,20, 20 | i16~17 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 | |
| heihachi | H.uf+4,1 | m, M | 17, 20 | i24~26, i25~30 | -3 | +5a | * Balcony Break * Chip damage on block * Consumes 300F of remaining Heat time * Combo from 1st hit * Jail from 1st block | |
| lidia | H.WLF.1 | m | 24 | i22 | +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 | |
| lidia | H.WLF.1* | m | 34 | i36 | +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 | |
| lidia | H.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 | ||||||
| reina | H.WRA.d+3+4 | l,m,m,m | 12,8,3,12 | i18~19 | -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 | |
| nina | H.ws1,1+2 | m, h,h,h,h,h | 17, 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 | |
| raven | H.ws3,2 | m, sm,sm | 18, 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 | |
| nina | H.ws4,3,1+2 | m, h, h,h,h,h,h | 15, 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 | |
| lidia | HAE.1 | m | 21/23 | i18~19 | -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 | |
| lidia | HAE.1+2 | h! | 35/38/41 | i16 | +0a | * Tornado * Power up based on Heaven and Earth level | ||
| lidia | HAE.2 | m,m | 10,20/24/28 | i13, 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 | |
| lidia | HAE.b | After recovery, limited to blocking for 7 frames | ||||||
| anna | HAM.1 | h | 20 | i13~14 | +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 | |
| anna | HAM.1+2 | M | 30 | i24~25 | +2c | +17a (+7) | * Balcony Break * Spike * Weapon * 6 chip damage on block * 9 chip damage on block in heat (30%) | |
| anna | HAM.1+3 | t | 15 | i11 | -2 | +0 | * Throw break 1+2 | |
| anna | HAM.1+3,1 | t, t | 15, 35 | i11, | -3 | +0d | * Throw break 1 * 15 damage to Anna on break | |
| anna | HAM.1+3,2 | t, t | 15, 30 | i11, | -3 | +3d | * Throw break 2 * 15 damage to Anna on break | |
| anna | HAM.2 | m | 12 | i15~16 | -9 | +3 | * Weapon * 2 chip damage on block | |
| anna | HAM.2,1 | m, h | 12, 23 | i15~16, 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 | |
| anna | HAM.2,1,2 | m, h, M | 12, 23, 32 | i15~16, ,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%) | |
| anna | HAM.2,2 | m, M | 12, 23 | i15~16, 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 | |
| anna | HAM.3 | L | 17 | i20~21 | -14 | -3 | +6c | * Homing * Transition to CJM r25 with B (-7/+4/+13c) * High crush 8~ |
| anna | HAM.4 | m,m | 12,12 | i18~19 i4~6 | -12 | +6 | * Balcony Break * High crush 5~ | |
| anna | HAM.b+3 | |||||||
| kuma | HBS.1 | M | 10 | i12 | -13 | +5 | +12 | * Elbow |
| panda | HBS.1 | m | 10 | i12~13 | -13 | +2 | +12 | |
| kuma | HBS.1,2 | M, M | 10, 23 | i12, 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 |
| panda | HBS.1,2 | m, m | 10, 20 | i12~13, i24~25 | -13 | +4 | +13c | *Hold 2 to power up, up to 2 charge levels |
| kuma | HBS.1,2* | M, M | 10, 23 | i12, 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 |
| panda | HBS.1,2* | m, m | 10, 20 | i12~13, i33~34 | -12 | +13c | +49a | * chip damage on block * Heat skips to Level 2 charge |
| kuma | HBS.1,2** | M, M | 10, 30 | i12, i44~45 | +3 | +49a | * Reversal Break * Replaces HBS.1,2*: i33~34 startup during Heat (t83? r36?) * 12 chip damage on block | |
| panda | HBS.1,2** | m, m | 10, 30 | i12~13, i44~45 | +3 | +49a | * chip damage on block * Cannot absorb with power crush * Heat reduces charge length (consumes partial Heat time) | |
| kuma | HBS.1+2 | M | 24 | i19~22 | -15 | +79a | * Tornado * 27dmg upon opponent landing * High crush 1~18 | |
| panda | HBS.1+2 | m | 24 | i19~22 | -15 | +79a | * Tornado | |
| kuma | HBS.2 | L | 16 | i21~24 | -15 | +21g | * Transition to HBS * High crush 1~ | |
| panda | HBS.2 | L | 16 | i21~24 | -15 | +21g | * Transition to HBS * High crush 1~ | |
| kuma | HBS.3 | sp | * Transition to FUFA * Alternative input: HBS.4 (HBS.3 is into background, HBS.4 is into foreground) * Floating state 1~36 | |||||
| panda | HBS.3 | sp | * Transition to FUFA * Alternative input: HBS.4 (HBS.3 is into background, HBS.4 is into foreground) | |||||
| kuma | HBS.3+4 | M | 21 | i20~24 | -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 | |
| panda | HBS.3+4 | M | 21 | i20~24 | -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 | |
| kuma | HBS.b,b | sp | * Alternate input: SIT.B * Transition to r12 HBS with input D or 3+4 at frame 35 | |||||
| panda | HBS.b,b | sp | * Alternate input: SIT.B * Transition to HBS with input D or 3+4 | |||||
| kuma | HBS.b+1+2 | L | 16 | i26~29 | -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 |
| panda | HBS.b+1+2 | l | 16 | i26~29 | -25c | +14a | * Transition to HBS with input D or 3+4 | |
| kuma | HBS.b+1+2,1+2 | L, L | 16, 33 | i26~29, 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 | |
| panda | HBS.b+1+2,1+2 | l, l | 16, 33 | i26~29, i22~24 | -29c | +8a / -3a (-10) | * Balcony Break * Less frame advantage occurs after Combo from last hit | |
| kuma | HBS.d+1+2 | m | 22 | i16~20 | -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) |
| panda | HBS.d+1+2 | m | 22 | i16~20 | -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) |
| kuma | HBS.d+3+4 | sp | * Transition to FDFA | |||||
| panda | HBS.d+3+4 | sp | * Transition to FDFA | |||||
| kuma | HBS.df+1 | m | 23 | i25~27 | -7 | +20a (+11) | * Homing * Balcony Break * Strong Aerial Tailspin * 9 chip damage | |
| panda | HBS.df+1 | m | 23 | i25~27 | -7 | +20a (+11) | * Homing * Balcony Break * Strong Aerial Tailspin * 9 chip damage | |
| kuma | HBS.df+2 | m | 20 | i15~16 | -17 | +35a (+25) | * Tornado | |
| panda | HBS.df+2 | m | 20 | i15~16 | -17 | +35a (+25) | * Tornado | |
| kuma | HBS.f,f | sp | i26~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 | ||
| panda | HBS.f,f | sp | N/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) | ||
| kuma | HBS.f+1+2 | th(h) | 30 | i26~27 | -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) | ||
| panda | HBS.f+1+2 | th(h) | 30 | i26~27 | -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) | ||
| kuma | HBS.f+3+4 | L | 25 | i16~22 | -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~ |
| panda | HBS.f+3+4 | * Alternate input: HBS.b+3+4 * Transition to SIT | ||||||
| kuma | hcb,f+1+2 | th(h) | 50 | i11 | +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 | |
| panda | hcb,f+1+2 | th(h) | 50 | i11 | +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-8 | HCF | i22~ | * Alternate input 1+4 * Can be looped together in 360 motions for up to 5 spins | |||||
| jack-8 | HCF,1 | m | 30 | i22~, i17(43~) | +21g | +7a (-2) | +39d (-8) | * Balcony Break * Alternate input 1+4,1 * Chip damage on block (9) |
| jack-8 | HCF,df+1 | M | 25 | i22~, i20~23 | -17 | +52a (+42) | * Tornado * Non blue spark version, for a just frame version search "EMGF" * Alternate input 1+4,df+1 | |
| jack-8 | HCF:df+1 | M | 36 | i20~23 | -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 | |
| xiaoyu | hdb+3+4 | * Transition to BT FC * High crush 1~25 | ||||||
| armor-king | hFC.1 | sl | 5 | i10 | -5 | +6 | * Transition to standing r24 with f * +6c on crouching hit * High crush 1~ | |
| asuka | hFC.1 | sl | 5 | i10 | -5 | +6 | * Transition to standing r24 with f at frame 25 * +6c on crouching hit * High crush 1~ | |
| bob | hFC.1 | sl | 5 | i10 | -5 | +6 | * Transition to standing r24 with f at frame 25 * +6c on crouching hit * High crush 1~ | |
| fahkumram | hFC.1 | sl | 5 | i10 | -5 | +6 | * Transition to standing r24 with f at frame 25 * +6c on crouching hit * High crush 1~ | |
| jack-8 | hFC.1 | L | 10 | i19~21 | -8 | +3 | * Can be done from Crouch Level 1 * +3c on crouching hit * High crush 1~46 | |
| kazuya | hFC.1 | sl | 5 | i10 | -5 | +6 | * Transition to standing r24 with f at frame 25 * +6c on crouching hit * High crush 1~ | |
| kuma | hFC.1 | L | 12 | i19~21 | -8 | +2c | * Can be done from Crouch Level 1 * High crush 0~46 | |
| kunimitsu | hFC.1 | sl | 5 | i10 | -5 | +6 | * Transition to standing r24 with f at frame 25 * +6c on crouching hit * High crush 1~ | |
| law | hFC.1 | sl | 5 | i10 | -5 | +6 | * High crush 4~ | |
| leo | hFC.1 | sl | 5 | i10 | -5 | +6 | * Transition to standing r24 with f at frame 25 * +6c on crouching hit * High crush 1~ | |
| lidia | hFC.1 | sl | 5 | i10 | -5 | +6 | * Transition to r25? with f * Transition input can be delayed 16f * High crush 1~ | |
| nina | hFC.1 | sl | 5 | i10 | -5 | +6 | * Transition to standing r24 with f at frame 25 * +6c on crouching hit * High crush 1~ | |
| panda | hFC.1 | L | 12 | i19~21 | -8 | +2c | * Can be done from Crouch Level 1 * High crush 0~46 | |
| xiaoyu | hFC.1 | sl | 5 | i10 | -5 | +6 | * High crush 1~34 | |
| yoshimitsu | hFC.1 | sl | 5 | i10 | -5 | +6 | * Transition to r24 with f * Transition input can be delayed 16f * High crush 1~ | |
| jack-8 | hFC.1,1 | L, L | 10, 14 | i19~21, 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-8 | hFC.1,2 | L, m | 10, 24 | i19~21, 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 |
| nina | hFC.1,4 | sl, m | 5, 10 | i10, i16~17 | -11 | +0 | Combo from 1st CH | |
| alisa | hFC.1+2 | L,L | 10,16 | i21~23, i6~8 | -11c | +5c | * Enter DES with n,1+2 * Can be done from Crouch Level 1 * High crush 1~55 | |
| armor-king | hFC.1+2 | t(s) | 0 | i26 | -5 | +3d | * 1+2 throw break (except from behind). * Catches standing and crouching opponent from all directions. * Can be done from Crouch Level 1 | |
| azucena | hFC.1+2 | t | 0 | i32 | -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-8 | hFC.1+2 | l | 21 | i24 | -15 | +13d | * Alternate input FC.db+1+2 * Can be done from Crouch Level 1 * High crush 1 | |
| king | hFC.1+2 | t(m) | 0 | i32 | -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 | |
| kuma | hFC.1+2 | sp | i26~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 | ||
| kunimitsu | hFC.1+2 | l,sm | 8,15 | i18 i15 | -12 | +5 BT | * Weapon * Can hit grounded when off-axis * Transition to BT on hit * High crush 1~24 | |
| lars | hFC.1+2 | l,l | 9,15 | i18,i14~i15 | -12 | +1c | * Transition to LEN on hit with input n,D (+3c) * Can be done from Crouch Level 1 * High crush 1~ | |
| panda | hFC.1+2 | sp | i26~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 | ||
| paul | hFC.1+2 | t | 0 | i26 | -5 BT | +3d | * Throw break 1+2 * Transition to Takedown on hit * Can be done from Crouch Level 1 | |
| victor | hFC.1+2 | l,h | 10,10 | i16,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-8 | hFC.1+2,1+2 | l, m | 21, 23 | i24, i40 | -18 | +42a (+32) | * Combos from 1st hit * Interrupt with i22 from 1st block | |
| paul | hFC.1+2,1+2,1+2 | t | 25 | ,i26 | -9 | +1d | * Throw break 1+2 | |
| paul | hFC.1+2,2,1,2,1 | t | 30 | ,i26 | +0d | * Throw break 1 or 2 * Alternate input 1,2,1,2 | ||
| paul | hFC.1+2,2,d+1,1,1+2 | t | 50 | ,i26 | +0d FDFA | * Throw break 1 * Transition to Arm Breaker with 1+2 after third hit | ||
| armor-king | hFC.2 | sl | 8 | i11 | -4 | +7 | * +7c on crouching hit * High crush 1~ | |
| asuka | hFC.2 | sl | 8 | i11 | -4 | +7 | * High crush 1~ | |
| bob | hFC.2 | sl | 8 | i11 | -4 | +7 | * +7c on crouching hit * High crush 1~ | |
| fahkumram | hFC.2 | sl | 13 | i12 | -9 | +2 | * Elbow * High crush 1~40 | |
| jack-8 | hFC.2 | sl | 8 | i11 | -4 | +7 | * Alternate input d+2 * High crush 1 | |
| kazuya | hFC.2 | sl | 8 | i11 | -4 | +7 | * +7c on crouching hit * High crush 1~ | |
| kunimitsu | hFC.2 | sl | 8 | i11 | -4 | +7 | * High crush 1~ | |
| law | hFC.2 | sl | 8 | i11 | -4 | +7 | Alternate input d+2 * High crush 4~ | |
| leo | hFC.2 | sl | 8 | i11 | -4 | +7 | ||
| lidia | hFC.2 | sl | 8 | i11 | -4 | +7 | * High crush 1~ | |
| nina | hFC.2 | sl | 8 | i11 | -4 | +7 | * +7c on crouching hit * High crush 1~ | |
| xiaoyu | hFC.2 | sl | 8 | i11 | -4 | +7 | * High crush 1~34 | |
| yoshimitsu | hFC.2 | sl | 8 | i11 | -4 | +5 | * High crush 1~ | |
| jack-8 | hFC.2,1 | sl, l | 8, 6 | i11, 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-king | hFC.3 | L | 12 | i18 | -16 | -2 | -2c on crouching hit * High crush 1~ | |
| asuka | hFC.3 | L | 10 | i16 | -17 | -6 | * High crush 1~ | |
| bob | hFC.3 | L | 12 | i16 | -16 | -6 | -2c on crouching hit * High crush 1~ | |
| fahkumram | hFC.3 | L | 10 | i16 | -17 | -6 | * -6c on crouching hit * High crush 1~ | |
| hwoarang | hFC.3 | L | 10 | i16 | -17 | -6 | * -6c on crouching hit * High crush 1~ | |
| jack-8 | hFC.3 | l | 12 | i20 | -17 | -6 | * Alternate input d+3 * High crush 1 | |
| kazuya | hFC.3 | L | 10 | i16 | -17 | -6 | * -6c on crouching hit * High crush 1~ | |
| king | hFC.3 | L | 10 | i18 | -17 | -6 | * Get extra range by FC.df+3/CD.DF+3. | |
| kunimitsu | hFC.3 | L | 10 | i16 | -17 | -6 | * High crush 1~ | |
| law | hFC.3 | l | 10 | i16 | -17 | -6 | * High crush 4~ | |
| leo | hFC.3 | l | 10 | i16 | -17 | -6 | ||
| lidia | hFC.3 | L | 10 | i16 | -17 | -6 | * High crush 1~ | |
| nina | hFC.3 | L | 10 | i16 | -17 | -6 | * -6c on crouching hit * High crush 1~ | |
| xiaoyu | hFC.3 | L | 11 | i15~17 | -15 | -4 | * High crush 1~49 | |
| xiaoyu | hFC.3,2 | L, h | 11, 6 | i15~17, i18 | +0 | +7 | * Combo from 1st hit CH * Interrupt with i3 from 1st block * Whiffs vs SSL, SWL from 1st block | |
| xiaoyu | hFC.3,2,1 | L, h, h | 11, 6, 6 | i15~17, ,i14 | -1 | +6 | +10 | * Transition to HYP with B (-2, +5) * Combo from 2nd hit * Jail from 2nd block with ?F delay |
| xiaoyu | hFC.3,2,1,4 | L, h, h, M | 11, 6, 6, 12 | i15~17, ,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 | |
| law | hFC.3,4 | l, m | 10, 27 | i16, i29 | -14 | +14a (-3) | Combo from 1st hit CH * Low crush | |
| asuka | hFC.3+4 | m,m | 10,10 | i21~22 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 | |
| jun | hFC.3+4 | m,m | 10,10 | i21~22 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 | |
| jun | hFC.3+4,3 | m,m, m,m | 10,10, 10,10 | i21~22 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-king | hFC.4 | l | 6 | i14 | -15 | -4 | * -4c on crouching hit * High crush 1~ | |
| asuka | hFC.4 | l | 6 | i12 | -15 | -4 | * High crush 1~ | |
| bob | hFC.4 | l | 6 | i12 | -15 | -4 | * -4c on crouching hit * High crush 1~ | |
| fahkumram | hFC.4 | l | 6 | i12 | -15 | -4 | * -4c on crouching hit * High crush 1~ | |
| hwoarang | hFC.4 | l | 6 | i12 | -15 | -4 | * -4c on crouching hit * High crush 1~ | |
| jack-8 | hFC.4 | l | 10 | i16 | -15 | -4 | * Alternate input d+4 * High crush 1 | |
| kazuya | hFC.4 | l | 6 | i12 | -15 | -4 | * -4c on crouching hit * High crush 1~ | |
| kunimitsu | hFC.4 | l | 6 | i12 | -15 | -4 | * High crush 1~ | |
| law | hFC.4 | l | 7 | i12 | -15 | -2 | Alternate input d+3+4 * High crush 4~ | |
| leo | hFC.4 | l | 6 | i12 | -15 | -4 | ||
| lidia | hFC.4 | l | 6 | i12 | -15 | -4 | * High crush 1~ | |
| nina | hFC.4 | l | 6 | i12 | -15 | -4 | * -4c on crouching hit * High crush 1~ | |
| xiaoyu | hFC.4 | l | 6 | i12 | -15 | -4 | * * High crush 1~46 | |
| law | hFC.4,3 | l, m | 7, 23 | i12, i29 | -14 | +14a | * Combos from 1st hit CH * Alternate input d+3+4,3 * Low crush | |
| yoshimitsu | hFC.d+3 | L | 10 | i16 | -17 | -6 | * High crush 1~ | |
| yoshimitsu | hFC.d+4 | l | 6 | i12 | -15 | -4 | * High crush 1~ | |
| jack-8 | hFC.db+1 | l | 14 | i14 | -11 | +3 | * Can be done from Crouch Level 1 * High crush 1 | |
| jack-8 | hFC.db+1,1 | l, m | 14, 10 | i14, i24 | -6 | +5 | * Spike * Interrupt with i5 from 1st block * High crush | |
| jack-8 | hFC.db+1,1,1 | l, m, m | 14, 10, 20 | i14, ,i20 | -14 | +9a | * Balcony Break * Interrupt with i4 from 2nd block * Can be charged to power up | |
| jack-8 | hFC.db+1,1,1* | l, m, m | 14, 10, 30 | i14, ,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 | |
| yoshimitsu | hFC.db+3 | l | 8 | i18~19 | -25 | -14 | * Leads to db+3 extensions * Can be done from Crouch Level 1 * High crush 1~ | |
| yoshimitsu | hFC.df+4 | L | 18 | i18~19 | -26 | +4c | +31a | * Homing * Enter IND -26 +8c +35a r24 with d+3+4 * Can be done from Crouch Level 1 * High crush 1~ |
| nina | HHD.1 | t | 20 (25) | -9 | +3 | * Removes Recoverable Health * Throw break 1 * Power up with 3,4,2+4 (+5 damage) | ||
| nina | HHD.2 | t | 25 (30) | -9 | +0d | * Removes Recoverable Health * Throw break 2 * Power up with 1,3,2+4,1+2 (+5 damage) | ||
| lee | HMS.1 | h | 7 | i12 | +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) | |
| lee | HMS.1,1 | h, h | 7, 7 | i12, i14~15 | -2 | +8 | * Combo from 1st hit * Jail from 1st block * Cancel to MS r20 with F (+1/+8) at frame 12 | |
| lee | HMS.1,1,1 | h, h, h | 7, 7, 20 | i12, ,i20 | -7 | +18cg | * Heat Engager * Heat Dash +43d (+35) * Balcony Break * Combo from 1st hit * Interrupt with i1 from 1st block | |
| lee | HMS.1,4 | h, m | 7, 17 | i12, 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) |
| lee | HMS.1+2 | m,m | 10,15 | i15~16, 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) | |
| lee | HMS.2 | m | 23 | i19~20 | -13 | +39a (+29) | * Tornado * High evasion * Backsway motion * Hits grounded from certain angles | |
| lee | HMS.3 | h,t | 21,20 | i18~19 | -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 | |
| lee | HMS.4 | L | 20 | i22~24 | -13 | +4c | +72a (+56) | * Instant Tornado on CH * High crush 6~54 |
| lee | HMS.u+3 | m | 32 | i20~22 | -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 | |
| lee | HMS.u+4 | M | 20 | i26~27 | +5c | +8c | +13c | * 6 chip damage on block * 4f timestop on CH * Low crush 16~27 * Floating state 28~30 |
| leroy | HRM.1 | m | 17 | i24~25 | -10~-9 | +0~+1 | * Sabaki: parries high or mid punches or kicks ** Shift to HRM.1,2 on successful parry * Parry state 3~12 | |
| leroy | HRM.1,2 | m, h | 17, 17 | i24~25, 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 |
| leroy | HRM.1+2 | m,h,h,h | 3,3,3,3 | i14, 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 | |
| leroy | HRM.1+2,1 | m,h,h,h, m | 3,3,3,3, 20 | i14, 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 | |
| leroy | HRM.2 | h | 14 | i12~13 | -2 | +5~+6 | ||
| leroy | HRM.2,3 | h, h | 14, 23 | i12~13, 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 |
| leroy | HRM.3 | L | 8 | i16 | -13 | -2 | -2c on crouching opponents | |
| leroy | HRM.3,4 | L, m | 8, 16 | i16, i22~23 | -15~-14 | +1~+2 | * Combo from 1st hit * Interrupt with i2 from 1st block | |
| leroy | HRM.4 | M | 13 | i11~12 | -7~-6 | +7~+8 | Transition to HRM | |
| leroy | HRM.4,1+2 | M, M,m | 13, 5,20 | i11~12, 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 | |
| leroy | HRM.b+1 | M | 21 | i20~22 | +4 | +7c | +52a | 6 chip damage on block |
| leroy | HRM.b+3 | L | 12 | i20~21 | -26 | -9 | -9c on crouching hit | |
| leroy | HRM.b+3,2 | L, m | 12, 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 | |
| leroy | HRM.b+4 | L | 17 | i20~21 | -13 | +4c | +28a | Homing * High crush 8~37 |
| leroy | HRM.f+1 | h | 17 | i14~15 | +0 | +15g | Balcony Break | |
| leroy | HRM.f+4 | M | 21 | i26~29 | +0 | +40a | 8 chip damage on block * Low crush 13~30 | |
| leroy | HRM.P | sp | 15 | +16 | Low parry | |||
| leroy | HRM.SS | sp | Can access sidestep moves | |||||
| lidia | HRS.1 | h | 22 | i17~18 | +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 | |
| lidia | HRS.1+2 | L | 17 | i20~21 | -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~ |
| lidia | HRS.2 | m,t | 18,10 | i16 | -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 | |
| lidia | HRS.3 | m | 21 | i22~24 | -4 | +14 | * Strong Aerial Tailspin * Balcony Break * Homing * 4 chip damage on block * Low crush 9~27 * Floating state 28~30 | |
| lidia | HRS.3+4 | h | 28 | i20~21 | +6 | +32d | * Homing * Transitions to WLF | |
| lidia | HRS.4 | m | 20 | i28 | +8 | +22d | +44a | * Spike * 6 chip damage on block * Transition to WLF on hit or block only |
| lidia | HRS.b | * After recovery, limited to blocking for 13 frames * Takes 8f to cancel into block | ||||||
| lidia | HRS.b,B | * Low crush 11~25 * Floating state 26~28 | ||||||
| lidia | HRS.F | * Actionable after 20f * Stance moves can be delayed by 16F | ||||||
| eddy | HSP.1 | M | 21 | i23~25 | +6 | +8c | +19d | * Elbow * Transition to RLX * 6 Chip damage on block * Floating state 1~12 |
| eddy | HSP.1+2 | m | 20 | i22~23 | -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 | |
| eddy | HSP.1+3 | th(h) | 26 | i23~24 | +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 | ||
| eddy | HSP.2 | m | 15 | i17~18 | -8 | +8 | * Floating state 1~9 | |
| eddy | HSP.2,3 | m, m | 15, 23 | i17~18, 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 | |
| eddy | HSP.3 | m | 10 | i17~18 | -8 | +7 | * Floating state 1~5 * High crush 6~18 | |
| eddy | HSP.3,3 | m, h | 10, 10 | i17~18, i27~28 | -3 | +8 | Combos from 1st hit | |
| eddy | HSP.3,3,3 | m, h, h | 10, 10, 23 | i17~18, ,i30~31 | -5 | +13cg | * Tornado * Balcony Break * Transition to RLX * Combo from 1st CH with 4F delay * Move can be delayed by 7F | |
| eddy | HSP.4 | m | 10 | i12~13 | -1 | +10 | +31a | * Transition to HSP * Floating state 1~36? |
| eddy | HSP.4,2 | m, m | 10, 21 | i12~13, i23~24 | -13 | +12a(+3) | * Tornado * Balcony Break * Combo from 1st hit * Floating state 1~9? | |
| eddy | HSP.4,2~3 | m, M | 10, 20 | i12~13, i28~30 | +4c | +14d | * Combo from 1st CH * 6 chip damage on block * Low crush * Floating state | |
| eddy | HSP.b+3 | m | 20 | i36~37 | -12 | +13a | +58a | Balcony Break * Floating state 36? |
| eddy | HSP.n,d | * Transition to RLX * Floating state 1~10? * High crush 6?~ | ||||||
| eddy | HSP.n,f | * Transition to HSP * Floating state 1~ | ||||||
| xiaoyu | HYP.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? | ||||||
| xiaoyu | HYP.2 | m | 25 | i18 | -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) | |
| xiaoyu | HYP.2+3 | m! | 40 | i61 | +10d | * Unblockable * Cancel to BT with BB | ||
| xiaoyu | HYP.3 | L | 17 | i20 | -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 | |
| xiaoyu | HYP.3+4 | h | 20 | i25 | +8 | +30a | * Strong Aerial Tailspin * Cancel to BT with B * Chip on block [8] * Low crush 12~ | |
| xiaoyu | HYP.4 | h | 20 | i14 | -2 | +57a | * Balcony Break | |
| victor | IAI.1 | m | 9 | i13~14 | -9 | +4 | * Weapon | |
| victor | IAI.1,1 | m, m | 9, 21 | i13~14, 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) | |
| victor | IAI.1,1+2 | m, h | 9, 23 | i13~14, 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 |
| victor | IAI.1,2 | m, m | 9, 15 | i13~14, i22~24 | -19 | +25a (+10) | +25a (+10) | * Weapon * Combo from 1st hit * Hit Confirmable 11F * 6 chip damage on block * Low crush |
| victor | IAI.1,2,2 | m, m, m | 9, 15, 16 | i13~14, ,i23~24 | -18c | +8a (-27) | +8a (-27) | * Spike * Weapon * Combo from 1st hit * 9 chip damage on block * is? * Low crush ? |
| victor | IAI.1+2 | h | 30 | i20~21 | +3 | +20 (-6) | +21a | * Homing * Weapon * 12 chip damage on block * Opponent is FUFA on CH * Low crush 10 |
| victor | IAI.2 | m | 23 | i16~17 | -9 | +15 (+5) | +26a | * Balcony Break * Tornado * Weapon * 9 chip damage on block * FUFA knockdown on CH |
| victor | IAI.3 | m,th(m) | 13 (25) | i17 | -13 | +25 (+10) | * Knee * Power crush 8~16 | |
| victor | IAI.4 | L | 17 | i18~19 | -12 | +4 | +9 | |
| victor | IAI.4,2 | L, h | 17, 20 | i18~19, 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 |
| victor | IAI.b | sp | ||||||
| victor | IAI.d | sp | * High crush 1~30 | |||||
| victor | IAI.d+1 | M | 25 | i18 | 0 | +24a (+9) | * Heat Engager * Heat Dash +5, +42a (+27) * Balcony Break * Weapon * 7 chip damage on block | |
| victor | IAI.d+1+2 | l,l | 10,20 | i20~21,i14~15 | -29 | -3 | * Weapon * Unparryable (weapon low,low) | |
| victor | IAI.d+2 | M,M,SM | 31 | i23~24, i6, i7 | +4 | +0 (-7) | * Weapon * Projectile * Transition to IAI * Deals 6 chip damage on block | |
| victor | IAI.f | sp | * Parries low attacks * Parry state 3?~11? * High crush 4~17 | |||||
| victor | IAI.P.f | m | 21 | i16~17 | +60a (+44) | * Balcony Break * Tornado | ||
| victor | IAI.u | sp | ||||||
| yoshimitsu | IND.1 | M! | 15 | i53~55 | +0c~+2c | * Floor Break * Weapon * Same animation as the ending of qcf+1 * Low crush 30~52 * Floating state 53~55 | ||
| yoshimitsu | IND.1+2 | Unavailable in NSS * Low crush 1~27 * Floating state 28~30 | ||||||
| yoshimitsu | IND.2 | m | 7 | i39~43 | -8~-5 | +2~+6 | * Leads to db+2 extensions * Greater forward momentum than a standing db+2 | |
| yoshimitsu | IND.3 | m | 15 | i32~38 | -31 | -2a (-12) | * Balcony Break * Automatically recovers to r55 IND on self-wallsplat * Low crush 12~34 * Floating state 35~90 | |
| yoshimitsu | IND.3,3+4 | m, m | 15, 20 | i32~38, i27 | -13 | +52a (+42) | * Tornado * Combo from 1st hit * Tremendous forward travel * Low crush 1~13 * Floating state 14~54 | |
| yoshimitsu | IND.3+4 | m,m | 6,22 | i17~18 i10~11 | -6 | +3 | * Homing * Transition to DGF r18 with 1SS.U (+5/+14) * Low crush 12~37 * Floating state 38~40 | |
| yoshimitsu | IND.4 | L | 18 | i47~48 | -26 | +4c | +31a | * Homing * Enter IND -26 +8 +35a r24 with d+3+4 * High crush 1~ |
| yoshimitsu | IND.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~ | ||||||
| yoshimitsu | IND.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 | ||||||
| yoshimitsu | IND.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~ | ||||||
| yoshimitsu | IND.u | * Evasive, can go under some attacks if timed * Floating state 1~29 | ||||||
| yoshimitsu | IND.u+1+2 | Unavailable in NSS * Low crush 1~ | ||||||
| jun | IZU.1 | h | 7 | i13~14 | -7 | +4 | Enter GEN -6, +5 r18 with F Enter MIA -6, +5 r18 with B | |
| jun | IZU.1,1 | h, h | 7, 26 | i13~14, 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 | |
| jun | IZU.1,2 | h, m | 7, 20 | i13~14, i24 | -13 | +6a | +15a | * Spike * Combo from 1st hit with 5F delay * Interrupt with i5 from 1st block * Move can be delayed by 6F |
| jun | IZU.1+2 | M | 24 | i21~22 | -12 | +19a | * Balcony Break * Spike * Frame advantage is -6c if an attack is absorbed * Power crush 8~20 | |
| jun | IZU.1+3 | t | 35 | i14 | -6 | +0d | * Throw break 1+2 * Restores 8 life and 12 recoverable * Gain 8 Kazama Essence on hit | |
| jun | IZU.2 | M | 24 | i23~25 | -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 | |
| jun | IZU.3 | m,h | 10,16 | i16~15 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 | |
| jun | IZU.4 | L | 10 | i19 | -37 | -1c | +23a | Stagger low * High crush 13~ |
| jun | IZU.4,1 | L, M | 10, 21 | i19, 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 | |
| jun | IZU.f+1+2 | m | 21 | i16~17 | -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 |
| king | JGR.1 | m | 21 | i16~17 | -8 | +26c | * Balcony Break * Elbow * Power up into JGR.1* after 30F? or during Heat ** Partially uses remaining Heat time during Heat. | |
| king | JGR.1* | m | 25 | i16~17 | -4 | +75a (+59) | * Tornado * Elbow * Effective startup i46~47? * Partially uses remaining Heat time during Heat. | |
| king | JGR.1+2 | M,t | 20,15 | i21~43 | -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 | |
| king | JGR.1+3 | t | 45 | i23 | +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. | ||
| king | JGR.2 | h | 24 | i18~19 | +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. | |
| king | JGR.2* | h | 28 | i18~19 | +8 | +32a | * Balcony Break * Effective startup i48~49? * 8 chip damage on block * Partially uses remaining Heat time during Heat | |
| king | JGR.3 | m | 30 | i22~23 | -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 | |
| king | JGR.3* | m | 34 | i22~23 | +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 | |
| king | JGR.4 | L | 20 | i20~24 | -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~ | |
| king | JGR.4* | L | 24 | i20~24 | -21 | +20a | * Effective startup i50~54? * Partially uses remaining Heat time during Heat. * Low crush 7~23 * Floating state 24~ | |
| king | JGS.1 | h | 21/25/31 | i17~18/i19~20 | -7/-1 | +47d/+53d | * Crumple on hit. * On block / hit / startup increases up to 2nd spin. * Damage increase up to 3rd spin. | |
| king | JGS.1+3 | t | 20 | i12 | -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. | |
| king | JGS.2 | m | 15/18/22 | i11~12 | -9/-2/0c | +12c | * Forces Crouching on hit. * Forces Crouching on block from 3rd spin on. * Damage increase up to 3rd spin. | |
| king | JGS.3 | m | 23/27/34 | i22~23 | -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. | |
| king | JGS.3,2+3 | m, M,t | 23/27/34, 20,15 | i22~23, 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. | |
| king | JGS.4 | h | 40/42/52 | i17~18 | +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. | |
| king | JGS.df+4 | m | 30/36/45 | i17~19 | -16/+8 | +5a(-4) | Balcony Break * On block increases up to 2nd spin. * Damage increase up to 3rd spin. | |
| kunimitsu | KAT.1 | h | 12 | i11 | -7 | +4 | * Has good left sidestep tracking | |
| kunimitsu | KAT.1,2 | h, m | 12, 20 | i11, 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~) | |
| kunimitsu | KAT.1+2 | h! | 20 | i24~36 | +0d~+12d | |||
| kunimitsu | KAT.2 | m | 21 | i23~24 | +5 | +20d | +80a (+60) | * Spike * Weapon * Transition to FC with D * is1~6 * Low crush 7~24 * Floating state 25~27 |
| kunimitsu | KAT.3 | M | 8 | i18~25 | -12~-5 | +2c~+9c | * Floor Break * Evasive, can go over mids and some highs * is1~4 * Floating state 1~4 * Low crush 5~26 | |
| kunimitsu | KAT.3,2 | M, M | 8, 8 | i18~25, 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 | |
| kunimitsu | KAT.4 | L | 16 | i22~28 | -16~-10 | -2~+4 | * is1~4 * Floating state 1~4 * Low crush 5~18 * Floating state 19~21 | |
| kunimitsu | KAT.4,2 | L, h | 16, 23 | i22~28, 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 | |
| kunimitsu | KAT.U | * Kunimitsu teleports upwards and lands in place * Floating state 1~4 * Low crush 5~19 | ||||||
| yoshimitsu | KIN.1 | m | 10 | i17 | -12 | -1 | * Floor Break * Weapon * 2 chip damage on block in NSS * H.KIN.1: Consumes 90F of remaining Heat time | |
| yoshimitsu | KIN.1,1 | m, m,m | 10, 5,15 | i17, i23~24 i14~15 | -9 | +7c | * Floor Break * Weapon * Combo from 1st hit with 2f delay * Power up in NSS or Heat | |
| yoshimitsu | KIN.1,NSS.1 | m, m,m | 10, 5,20 | i17, 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 | |
| yoshimitsu | KIN.1+2 | m,m,m,m | 4,4,4,24 | i12~13 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 | |
| yoshimitsu | KIN.1+4 | m | 20 | i10~13 | -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 | |
| yoshimitsu | KIN.2 | m | 15 | i21~22 | -14 | +26a (+16) | Weapon | |
| yoshimitsu | KIN.2,1+2 | m, M | 15, 30 | i21~22, i32~34 | -15~-13 | +2a | * Balcony Break * Floor Break * Weapon * 6 chip damage on block * Power in NSS or Heat * -3d on backturned hit | |
| yoshimitsu | KIN.2,1+2* | m, M | 15, 30 | i21~22, i47~49 | +2~+4 | +2a | * Balcony Break * Floor Break * Weapon * 9 chip damage on block * Power in NSS or Heat * -3d on backturned hit | |
| yoshimitsu | KIN.2,NSS.1+2 | m, M | 15, 30 | i21~22, 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 | |
| yoshimitsu | KIN.2,NSS.1+2* | m, M | 15, 30 | i21~22, 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 | |
| yoshimitsu | KIN.3 | L | 17 | i25~32 | -16~-9 | +13a | +25a | * Low crush 10~20 * Floating state 21~23 * High crush 24~ |
| yoshimitsu | KIN.4 | h | 23 | i16~17 | +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 |
| yoshimitsu | KIN.b+1+2 | m! | 25 | i46 | +6a | * Weapon * Backswing blow * Unavailable in NSS * Move is delayed by 5f | ||
| yoshimitsu | KIN.b+2 | m | 15 | i15~16 | -9 | +2 | Weapon | |
| yoshimitsu | KIN.b+2,1 | m, M | 15, 19 | i15~16, i23~24 | -12 | +30a (+20) | * Tornado * Weapon * Combo from 1st hit | |
| yoshimitsu | KIN.d+1 | L | 20 | i23~24 | -13 | +3 | +38a | * Weapon * Cancel to r34 FC with DB on frame 16 * High crush 22~ |
| yoshimitsu | KIN.f | * High crush 5~25 | ||||||
| yoshimitsu | KIN.f+1 | M,M,M | 6,6,10 | i19~20 i6~7 i7~8 | -5 | -2 | * Weapon * Combos from any hit * 8 chip damage on block * Powers in NSS or Heat | |
| yoshimitsu | KIN.f+1* | M,M,M,M,M,M | 6,6,6,6,6,10 | i19~20 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 | |
| yoshimitsu | KIN.f+1+2 | m | 20 | i24~25 | +14c | +14c | +49a | * Weapon * Transition to FLE on hit or block only * Power up in NSS or Heat * Low crush 8~ |
| yoshimitsu | KIN.f+2 | h | 25 | i12~13 | -1 | +9a (+0) | * Heat Engager * Heat Dash +5, +43d (+35) * Homing * Balcony Break * Weapon | |
| yoshimitsu | KIN.u+1+2 | Can be counterhit on frames 1~19 * Low crush 14~ | ||||||
| leo | KNK.1 | h | 12 | i18~19 | -9 | +2 | * Transition to BOK r25 with D (-7/+4) | |
| leo | KNK.1,2 | h, m | 12, 17 | i18~19, 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 | |
| leo | KNK.1,4 | h, h | 12, 20 | i18~19, 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 | |
| leo | KNK.1+2 | M | 20 | i22~24 | -6 | +21cg | +41a (+31) | * Tornado * Balcony Break ** On non-CH grounded connect * Opponent recovers crouching * 6 chip damage on block |
| leo | KNK.2 | h | 20 | i13~14 | -4 | +22a (+13) | +58a | * Balcony Break |
| leo | KNK.3 | m | 13 | i20~21 | -13 | +28a (+18) | * Low crush 13~31 * Floating state 32~34 | |
| leo | KNK.3,4 | m, m | 13, 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 | |
| leo | KNK.3+4 | L | 24 | i24~25 | -26 | +19a | * High crush 8~55 | |
| leo | KNK.4 | L | 18 | i20~21 | -12 | +4c | +17a | * Spike * Transition to CD r28 with df (-10/+6c/+19d) ** CD SS cancel is -12 |
| leo | KNK.DF | i15 sidestep cancel or block | ||||||
| feng | KNP.1 | l | 20 | i20~21 | -13c | +4 | +16a | * High crush 15~52 |
| feng | KNP.2 | h | 20 | i14 | -9 | +22a (+12) | * Heat Engager * Heat Dash +5, +43d (+35) * Balcony Break |