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All Characters Tekken 8 Frame Data

CharCommandHit levelDamageStartupBlockHitCounter hitNotes
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)
* Interrupt with i10 from 3rd block
* Whiffs vs SS, SW from 3rd block
* Move can be delayed by 12F
* Low crush 38
fengKNP.4l10i18-31c-4
Stagger low
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
bobLeft Throwt40 (45)-3+0d
* Throw break: 1
* Can fully wall splat (45 damage)
* Opponent recovers FDFA
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
* Opponent recovers in FUFA (FUFL?)
eddyLeft throwth(h)40-3+0d
* Throw break: 1
* Opponent recovers FUFR
fahkumramLeft Throwt40i12-3+0d
* Homing
* Throw break 1
fengLeft Throwt40-3-6d
* Throw break 1
heihachiLeft throwt40-3-3d
* 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
kunimitsuLeft Throwt40-3-2d
* Throw break: 1
* Opponent recovers FUFA
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 throwt40i12~14-3
* 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 Throwt45i12~14-3+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+2m13i15~16-10+4c
*
hwoarangLFS.1+2,4m, m13, 16i15~16, i23~27-13+5c+28d
* Spike
* Combos from 1st hit
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 (i20~21), i8~9+6+24a (+14)
* Balcony Break
* 7 chip damage on block
* Jail from 1st block
* i20 actual startup: cancel takes 5f
* Input 4 on frame 1 to power up
** 45dmg on hit, 8 chip damage on block
* Low crush 12~
hwoarangLFS.b+1m15i15-15-1
* 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
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
* Move cannot be interrupted
* 6 chip damage on block
* Cancel to BT -15 -10 r40 with B at frame 20
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+21~22cg
* Heat Engager
* Heat Dash +5, +43d (+35)
* 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
* Interrupt with i3 from 1st block
* 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
* Interrupt with i1 from 1st block
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
* Interrupt with i9 from 2nd block
* Whiffs vs SS, SW from 2nd block
azucenaLIB.4,2m, M14, 21i15~16, i25~26-13+16a
* Balcony Break
* Spike
* Combo from 1st hit with 5f delay
* Interrupt with i3 from 1st block
* 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
* Parry state 1~
azucenaLIB.f,f
azucenaLIB.P (High)0
* Restores recoverable health
* Frame advantage depends on the move that gets evaded
* is1~16
azucenaLIB.P (Low)m,m15,20i7~8 i11~12+8
* Restores recoverable health
* Will cause a juggle on lows with float properties
* is1~6
* Floating state 7
* Low crush 8~19
* Floating state 20~22
azucenaLIB.U
* Completely evades high or low attacks
* Parry state 1~
steveLNH.1m21i14-15-9+15g
* Balcony Break
* Heat Engager
* Heat Dash +5, +43d (+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
* Interrupt with i1 from 1st block
* 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)
* Jail from 2nd block with ?F delay
* 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~?+16d
* Balcony Break
* Spike
* Combo from 1st hit
* Jail from 1st block with ?F delay
* Transition to BOK with D (0c~?/+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)i20~21, 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
* Interrupt with i4 from 1st block
* 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
* Interrupt with i2 from 1st block
* 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
* Interrupt with i15 from 1st block
* Interrupt with i4 from 1st hit
* Whiffs vs SWL from 1st block (must perform delayed sidewalk by performing SSL -> SWL)
steveLWV.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?
* Move cannot be interrupted
steveLWV.1+2h20i14-9+8+35d (+27)
* Balcony Break
steveLWV.2m13i14~16-5+4
* Shoulder
* 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
* Interrupt with i2 from 1st block
* 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, +43d (+35)
* Floor Break
* Combo from 1st hit with 2F delay
* Opponent recovers FDFA on hit
* Interrupt with i3
* 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
* 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
* Balcony Break
* Interrupt with i19 from 1st block
* Whiffs vs SW from 1st block
* +40a (+33) on neutral guard hit from 1st hit
* +26a (+17) on BT hit
* Low crush 1~
devil-jinMCR.4,2M, m10, 20 (14)i20~21, i22~23-27+14a (+4)/ +52a (+7)
* Airborne combo from 1st hit (+52a (+7))
* Interrupt with i1 from 1st block
devil-jinMCR.4,2,1M, m, m10, 20 (14), 20 (14/10)i20~21, ,i22~24-16+29a (+19a) / +17a (+10) / +16a (+9)
* Airborne combo from 1st hit or 2nd hit with 24F delay (+17a (+10) or +16a (+9))
* Interrupt with i24 from 2nd block
* Whiffs vs SS, SW from 2nd block
* Move cannot be delayed
* Input is delayed by 24F
* Effective startup i45~47
* Low crush 22~43
* Floating state 44~46
devil-jinMCR.4,2,1,UFM, m, m, t10, 20 (14), 20 (14/10), 14 (10/7/6)i20~21, ,-4d
* Floor Break
* Airborne combo from 1st hit
* Transition to attack throw on hit
* Available only on hit
* Opponent recovers FDFA on hit
* Low crush 1~
devil-jinMCR.4,2,1+2M, m, m!,M!10, 20 (14), 14 (10/7), 20 (10/8)i20~21, ,i27~28 i22~60-6a
* Available only as airborne combo from 2nd hit
* Low crush 1~
eddyMD1.HSP.3+4L,m,m6,6,16i21~22, i19~20, i9~10-14+4c
* Low crush 28~45
* Floating state 46~48
eddyMD1.HSP.b+4M23i23~25+5+15d
* Floor Break
* Transition to RLX r37 with D (cs50~62)
* 6 chip damage on block
* Floating state 1~8
* Low crush 9~23
* Floating state 24~49
eddyMD2.HSP.3+4L,m,m16,6 (4),24 (12)i21~22, i19~20, i9~10-14+18a(-17)
* Floor Break
* +17d on 2nd/3rd hit
* 32dmg (10) from 1st hit
* Low crush 28~45
* Floating state 46~48
eddyMD2.HSP.b+4M23i23~25+5+36a
* Floor Break
* Transition to RLX r37 with D (cs50~62)
* 6 chip damage on block
* Floating state 1~8
* Low crush 9~23
* Floating state 24~49
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
* Can be done from Crouch Level 1
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 8~21
junMIA.2sm28i16-20+26a (+0)
* Heat Engager
* Heat Dash +5, +43d (+35)
* 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
* Transition to r18 FC with D
* Stance moves can be delayed by 24F
* 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
* Jail from 1st block with ?F delay
* 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
* Interrupt with i8 from 1st block
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
* Interrupt with i5 from 1st block
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
* Interrupt with i8 from 1st block
* 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
* Interrupt with i10 from 1st block
* Whiffs vs SSL, SWL from 1st block
zafinaMNT.d+4L19i20~27-22~-15+4c~+11c+19a~+26a
* Knee
* 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 right sidestep tracking
miary-zoMOR.1,2m, h,h,h14, 5,8,12i13, i21~23 i4~5 i5~6-3+24cg
* Heat Engager
* Heat Dash +43d (+35)
* Balcony Break
* Weapon
* Combo from 1st hit with 10f delay
* Move cannot be interrupted
* Input can be delayed 10f
* Move can be delayed 7f
* 4 chip damage on block
miary-zoMOR.1,4m, m14, 20i13, i22~23-13+6+35a (+25)
* Knee
* Combo from 1st hit with 10f delay
* Interrupt with i1 from 1st block
* 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+29d+84a (+64)
* Spike
* Transition to BAO automatically on hit or block only
* Cancel BAO transition +6 +23d +83a (+63) r31 with B
* Chip damage on block
* Low crush 6~24
miary-zoMOR.2M20i15~17-6+18a (+1)+72a (+56)
* Tornado
* Balcony Break
* Elbow
* Jab evasion?
* Steel pedal
miary-zoMOR.3m20i17-13+12a (+3)
* Balcony Break
* -9 and 8 chip damage on block after absorbing an attack
* 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
* -36 from 1st block
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
leeMS.b,n
*
leeMS.b,n,4l20i21-13+3+12
*
* High crush
kunimitsuMUS.2L25i25-18+21d+39a
Weapon
* High crush 11~43
kunimitsuMUS.3+4
* Initial uf+3+4 jump takes 35f
* Evasive jump, can side switch
* Low crush 10~42
* Floating state 43~45
kunimitsuMUS.4m30i13~15-14-8a
* Floor Break
* Massive pushback, difficult to punish without walls
* Low crush 1~28
* Floating state 29~31
yoshimitsuNSS.1+2+3h25i22~40-18~+0+26d (-32)+16~+34
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
* Can be done from Crouch Level 1
* Crumple stun +14~17 after hit
* H.1+4: Consumes 300F of remaining Heat time
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
* Can be done from Crouch Level 1
* Crumple stun +14~17 after hit
* H.1+4: Consumes 300F of remaining Heat time
yoshimitsuNSS.b+1+2
* Cannot block during transition
* 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*
* H.d+1: Consumes 90F of remaining Heat time
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
* Transition to 1SS.IND with D
* Transition to DGF with U
yoshimitsuNSS.db+1sl5i10-5+6
* Transition to standing r24 with f at frame 25
* +6c on crouching hit
* 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 +5, +62a (+42)
* Balcony Break
* Weapon
* 8 chip damage on block
* Recovers 1 base health or 6 additional recoverable health on hit
* Recovers 1 base health when remaining recoverable health is 5 or less
* Extended range
* H.f+1+2: Consumes 270F of heat timer during heat
* Steel pedal
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
* Can be done from Crouch Level 1
* Crumple stun +14~17 after hit
* H.1+4: Consumes 300F of remaining Heat time
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
* H.KIN.f+1: Consumes 90F of remaining Heat time
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
* H.KIN.f+1*: Consumes 90F of remaining Heat time
yoshimitsuNSS.KIN.f+1+2m20i24~25+14c+14c+49a
* Weapon
* Transition to FLE on hit or block only
* Recovers 1 base health or 6 additional recoverable health on hit
* Recovers 1 base health when remaining recoverable health is 5 or less
* H.KIN.f+1+2: Consumes 90F of remaining Heat time
* Low crush 8~
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
* H.ub+1+2: Consumes 180F of remaining Heat time
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 (20)-3+3d
* Removes Recoverable Health
* Throw break 1
* Power up with 1,1,2,1+2 (+5 damage)
ninaNTM.2t20 (25)-3+3d
* Removes Recoverable Health
* Throw break 2
* Power up with 1,2,4,3,1+3 (+5 damage)
asukaNWG.f,f,F+1+2h26i17~18+7+33a+67a (+51)
* Tornado
* Homing
* Balcony Break
* Wall Crush +18g~19g on block
* 7 chip damage on block
* Increased attack range
* Consumes NWG
* Consumes 300F of remaining Heat time
* Unparryable by traditional punch parries (running attack)
asukaNWG.f,F+1+2M24i19~20+2+32a+68a (+52)
* Tornado
* 7 chip damage on block
* Consumes NWG
* Consumes 300F of remaining Heat time
* Grounded hit can be inconsistent sometimes
* Unparryable with traditional punch parries (bug?)
asukaNWG.u+1+2M33i31~32+8~+9+44a
* Floor Break
* 13 chip damage on block
* Consumes NWG
* Consumes 180F of remaining Heat time
* Low crush 9~31
zafinaORB.SCR.df+3+4L,m,m,sm6,13,3,10i19-14-13a (-14)
* Transition to 3rd hit on 2nd hit
* Consumes ORB
* Consumes 450F of Heat time
* Deals 4 additional damage when Zafina's remaining health is below 48
* 4 chip damage on block
** Deals 6 chip damage on block when Zafina's remaining health is below 48
* Jail from 1st block
* 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)
* Can be done from Crouch Level 1
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
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+4L30 (21)i17~18-17-7d
Spike
armor-kingOTG.d+4L18i19~21-16c-5d (-13)
* -5 on hit when opponent is standing
* -5c on crouching hit
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, 8 (5)i19~21, i18~21-16c-8d
* Floor Break
* Scaled combo from 1st hit on grounded opponent
* -5 on hit when opponent is standing
* -5c on crouching hit
armor-kingOTG.d+4,4,3+4L, L, SM18, 8 (5), 20i19~21, ,i30~32-17c+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 (5), 6 (3)i19~21, ,i18~21-16c-8d
* Floor Break (Airborne)
* Scaled combo 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 / +9
* Throw break 2
* 7F throw break window on NH or CH (throw escape cannot be buffered or held)
* 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
* Performed when opponent attack connects on ps5~6 (ps3~4 from HRM)
* Shift to r7 t34 on successful parry
** Can perform Twin Dragon Thunderclap and Superior Chain Punch: Branch
** Recover to r16 standing with any input
** Can automatically parry successive hits (ps1~34) and return to r7 t34 on each hit
** Successive hits recover 15F of remaining Heat time
leroyP:b+2,1m40i13,i-10+29a
* Elbow (last two hits)
* Alternate input: P:b+2,2
* Power up during Heat (recovers heat)
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+2,1m35i13-10+21g
* Balcony Break
* Elbow (last hit)
* Alternate input: P.b+2,2
* power up during Heat (partially uses remaining Heat time)
lidiaP.HAE
* Transition to HAE
* Strong parry effect
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 cannot be interrupted
* 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 cannot be interrupted
* 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
* Jails attack inputs 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~
stevePAB.d+2l25i28~29-12+7+32a
* Cancel into FC with DB
* High crush 6~
stevePAB.df+1m12i15~16-9+2
stevePAB.df+1,1m, m12, 14i15~16, i19~20-10+1
* Combo from 1st hit with 7F delay
* Interrupt with i2 from 1st block
* Move can be delayed by 12f
stevePAB.df+1,1,2m, m, m12, 14, 12i15~16, ,i22-11-3
* Combo from 2nd CH with 5F delay
* Interrupt with i4 from 2nd block
* Whiffs vs SSR, SWR from 2nd block
* Move can be delayed by 10F
stevePAB.df+1,1,2,1m, m, m, m12, 14, 12, 20i15~16, ,i16-13+17d
* Spike
* Combo from 3rd hit with 2F delay
* Jail from 3rd block with no delay
* Move can be delayed by 2F
stevePAB.df+1,2m, h12, 20i15~16, i17-18+3+8
* Strong Aerial Tailspin
* Homing
* Combo from 1st hit with 8F delay
* Transition to LNH
* Transition to standing with B (-1/+4)
stevePAB.df+1,2~1m, m12, 17i15~16, i30~31-8+4+63a
Move cannot be interrupted
stevePAB.df+2m16i16~17-10+31a (+21)
* Elbow
stevePAB.f+1+2h,h12,23i12, i15~16-5+24a (+15)
* Balcony Break
stevePAB.f+2m18i18~19-13+31a (+16)
stevePAB.f+2,1m, m18, 24i18~19, i34~35+1+24a (+14)
* Balcony Break
* Combo from 1st hit
* Interrupt with i15 from 1st block
stevePAB.uf+2m23i17~19-15+34a (+24)
* Tornado
* Low crush 9~
kingPD.1+2,1+2t35i11-7-14d
Floor Break
* 2 throw break. (when legs lifted to the top)
* Opponent recovers in FDFA.
kingPD.1+2,3,4,1+2t45i11-7+0d
* 1+2 throw break. (when legs lifted to the top)
* Could use ki charge button for 1+2 input.
* Opponent recovers in FDFL.
dragunovPGR.1+2m(t)i26-5+3d
* Throw break: 1+2
* Transition to BT on throw break
* Shift to tackle on hit
* Unbreakable and -2d on hit in heat (Consumes 300F of remaining Heat time)
* High crush 1~26
dragunovPGR.2M24i16~17-9+19a (+2)
* Strong Aerial Tailspin
* Balcony Break
dragunovPGR.3l21i18~19-26-1d
* Homing
* Shift to Clipping Heel Hook on front hit only for 20 more damage
* +3 on hit from the side or back
* High crush 8~50
clivePHX.1M,m,t16,15,10i21-14+0d
* Weapon
* Transition to attack throw on front standing hit
* -9 frame advantage and 6 chip damage on block after absorbing an attack in power crush state
* On 1st hit regain 5 additional recoverable health
* +4d on side or BT hit
* Power crush 7~20
clivePHX.1+2m,m10,23i23~24, i19~20-7+9a (+0)
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Weapon
* 6 chip damage on block
* On hit regain 3 additional recoverable health
clivePHX.1+48-63
* Increases ZAN gauge by 0.20 on ZAN1 hit
* Increases ZAN gauge by 0.10 on ZAN1 block
* Transitions to attack throw on hit with ZAN2-5
* Resets ZAN gauge on hit with ZAN2-5
* Damage increases with ZAN gauge level:
* ZAN1: 8
* ZAN2: 33
* ZAN3: 38
* ZAN4: 48
* ZAN5: 63
clivePHX.2m12i15-9+4c+35d (+27)
* Balcony Break on CH
* Weapon
* 3 chip damage on block
clivePHX.2,1m, M12, 23i15, i25~26-12+24a (+9)
* Tornado
* Weapon
* On hit regain 5 additional recoverable health
* Combo from 1st hit with 9f delay
* Airborne combo from 1st CH with 12F delay
** Grounded combo with more than 12F delay
* Interrupt with i9 from 1st block
* Input can be delayed 16f
* Move can be delayed 10f
clivePHX.2,2m, m,t12, 8,18i15, i20-13+5d / +5a (-4)
* Balcony Break
* Weapon
* Combo from 1st hit with 6F delay
* Interrupt with i4 from 1st block
* Transition to attack throw on hit
* Cancel throw transition with B
* Increases ZAN gauge by 0.72 on hit
* Increases ZAN gauge by 0.40 on hit without throw
* Increases ZAN gauge by 0.10 on block
* Side switch on hit
* Move cannot be delayed
* Input can be delayed by 6F
clivePHX.3L8i21-26-3c
* Stagger on block
clivePHX.3,1+2L, m,M8, 12 (8),20 (10)i21, i27~28 i23~24+6d (-29)
* Spike
* Available only as combo from 1st hit
* Increases ZAN gauge by 0.70 on hit (0.30 + 0.40)
* Increases ZAN gauge by 0.24 on block (0.10 + 0.14)
* 30 damage in total for the full string with scaling
* Only deals recoverable damage
* -13c on 2nd block (impossible?)
* Low crush 41~54
* Floating state 55~57
clivePHX.3,2L, m,m8, 18 (12),20/36 (10/18)i21, i30 i29~34+39a (+29)
* Balcony Break
* Power up in Heat
* Available only as combo from 1st hit
* 30 (38 in heat) damage in total for the full string with scaling
* 20f timestop on hit during Heat
* -20 on 2nd block (impossible?)
clivePHX.3+4m20i28~29+7+18a (+8)
* Homing
* Balcony Break
* 6 chip damage on block
* Low crush 18~39
* Floating state 40~42
clivePHX.4L15i15~16-13-1c+13c
* High crush 6~47
victorPRF.1L15i19~20-12+4c+14g
* Weapon
* Unparryable (weapon low)
* High crush 6~50
victorPRF.1+2m25i25~27+6+14a
* Balcony Break
* Weapon
* 7 chip damage on block
* Transition to IAI (+6/+14a) on hit or block with D
victorPRF.2m9i12~13-8+1+1
* Weapon
victorPRF.2,2m, m9, 13i12~13, i13~14-4 IAI+5 IAI
* Weapon
* Combo from 1st hit
* Transition to IAI (Cannot cancel)
victorPRF.2,2,1m, m, h9, 13, 20i12~13, ,i12~13-1+12+55a
* Strong Aerial Tailspin
* Balcony Break
* Weapon
* Combo from 2nd CH
victorPRF.2,2,1+2m, m, m9, 13, 31i12~13, ,i12-13+7d
* Weapon
* Combo from 2nd CH
victorPRF.3m21i15~17-8+15c
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Knee
* Forces tech backroll on hit
* Low crush 11~23
* Floating state 24~25
victorPRF.3+4sp
* 10?f of intangibility on transition
victorPRF.4h20i18~19-2+14
* Homing
* Balcony Break
* 6 chip damage on block
victorPRF.b+2h5i10-6+5+14
* Weapon
* Deals recoverable damage only; cannot cause a K.O.
victorPRF.dfspi21
* Recovers crouched
* High crush 5~20
ninaqcb
* Cancel to SS with u
* Buffer to r10 SS with d
* Recovers in FC for 5 frames (21~25)
* High crush 1~20
ninaqcb,B+1+3t15i12+6c
* Unbreakable
* qcb,B+2+4
yoshimitsuqcb,f+2t0i15~16+0
* Unbreakable
* Opponent recovers 26 health
* Yoshimitsu loses 35 health
bryanqcb+1h22i13~14+1+19cg+72a (+56)
* Tornado
* Balcony Break
* 4 chip damage on block
* Forces tech back roll on hit
paulqcb+1M24i21~22+0c+27d FDFA+53a
* Floor Break
* Floor Breaks even on a standing or crouching opponent
* Chip damage (7)
armor-kingqcb+1+2th(h)40(45)i11-3+0d
* Balcony Break
* Homing during heat
* Opponent takes 5 additional damage when they hit the ground
* Opponent takes 4 additional damage when they hit a wall
* Throw break 1+2
* Opponent left FUFA
kingqcb+1+2t50i11-6-6d
* Floor Break
* Homing during heat
* 1+2 throw break
* Side switch
* King recovers in BT
* Opponent recovers in FUFA.
paulqcb+1+2m22i16~17-14+37a (+27)
* Tornado
* Elbow
* High evasion
devil-jinqcb+1+3t40i12-2+0d
* Throw break 1
* Opponent recovers FUFA on hit
* Can be done from FC
jinqcb+1+3t40i12-20
* Throw break 1
* Opponent recovers FUFA
kingqcb+1+3t8i14-2+51a
* Tornado
* Tornado on hit
* 1 throw break
bryanqcb+2m16i15~16-9+6
dragunovqcb+2m23i26~27-15+32a
* Tornado
* Elbow
jack-8qcb+2t45i11-2+5d
* Throw Break 2
paulqcb+2m27i15-9+39d (-19)
* Heat Engager
* Heat Dash +5, +36a (+26)
* Clean Hit range 2.45
* Heat Dash disables Clean Hit
* 21 damage without Clean Hit
bryanqcb+2,4m, h16, 25i15~16, i22~25-9c+15a
* Balcony Break (airborne)
* Combo from 1st hit with 10f delay
* Interrupt with i3 from 1st block
* Move is delayed 3f
* Move can be delayed 7f
* 7 chip damage on block
steveqcb+2+4t40i12~14-2+0d
* 2 Throw break
* Opponent left FUFA
bryanqcb+3l23i19~20-13+5+25a
Balcony Break (airborne)
hwoarangqcb+3th(h)45i11-2-5d
* Floor Break
* Break: 1
* Opponent recovery on hit: FUFA, sideswap
paulqcb+3L14i18~19-21c-10g+21a
* High crush 1~
paulqcb+3,2L, m14, 20i18~19, i27~28-10+6
* Combo from 1st CH +20d (+13)
paulqcb+3,2,1L, m, h14, 20, 25i18~19, ,i18~19-5+21d (-5)
* Tornado
* Combo from 1st CH +63a (+47) T!
paulqcb+3,2,3L, m, M14, 20, 22i18~19, ,i25~26-13c+10d FDFA+46a
* Spike
* Combo from 1st CH +15d (-20) FDFA
* Move can be delayed 10f
* Input can be delayed 17f
bryanqcb+4M23i17~18-12+31a (+21)
* Recovers 2f faster on hit (t48 r30)
eddyqcb+4h25i21~22+3+34a (+8)
* Homing
* Balcony Break
* Mandinga level increases on hit
* Becomes +19a (-7) r45 on hit when Mandinga level increases
* 10f timestop on hit
* 7 chip damage on block
* Low crush 10~21
ninaqcb+4M20i19~20-12+68a (+52)
* Tornado
paulqcb+4h17i15~16+1+23d (+14)+59a
* Homing
* Chip damage (6)
bryanqcf
* Enter FC r25 with no input
* Cancel to SS on any frame with u
* Cancel to block on frames 1~9 with b from manual transition
* Actionable on frame 1~
* Access ws2, ws4, FCdf+2, FCdf+4 with b+2_4_df+2_df+4 from manual transition
* Access SNE.FC.df+3 with df+3 from stance transitions, or with b,df,df+3 from manual transition
* Can perform u moves
* High crush 1~25
fengqcf
* Minimum 3f needed to enter (one for each directional)
* Transition to r6? hFC with alternate input d,DF
** Cannot access stance moves
** Can access FC.df+4 with input d,DF+4 (i27? effective startup)
* Cancel to sidestep with U
* Can access df+3 and db+3 from a manual qcf input
liliqcf
* Minimum 3f needed to enter (one for each directional, d can be buffered)
* Stance moves available for 25 frames
* Transition to r6? hFC with alternate input d,DF
** Cannot access stance moves
* Cancel to r32 RAB with b+3 or b+4
* Cancel to SS with u
ninaqcf
* Perform WS moves with any direction except f
* Transition to r6? hFC with alternate input d,DF
** Cannot access stance moves
* High crush 1~20
ravenqcf
Cancel to t30 r1? FC with d,DF
annaqcf+1h20i13~17+1~+5+3~+7+47a (+37)
* Elbow
* Bufferable
* Chip damage on block
* Perfect input d,df,f#1, f and 1 must be pressed on the same frame, grants +3 damage and increased chip damage on block
cliveqcf+1h5i20-31-12~-10+8cg~+10cg
* Balcony Break
* Weapon
* Hold to power up
* 1 chip damage on block
* Cancel to r15 PHX with 4 or F from frames 10-16
* Transitions to unbreakable throw from i23-31 5,10 +3
* Throw deals recoverable damage only
* Forces tech backroll on hit
jack-8qcf+1t40i11-2-2d
* Throw Break 1
* Floor Break
kingqcf+1t30i11-2/-7+8d
* 1 throw break.
* Opponent recovers in FUFT.
kunimitsuqcf+1sm,t10,28i15~26-13-4d
* Weapon
* Bufferable
* Block advantage is always -13
* Transitions to attack throw on hit
* 25 total scaled damage
leoqcf+1L17i18~19-13~-12-1+11
* High crush 6~50
miary-zoqcf+1m25i17-9+25a (+15)
* Balcony Break
* Elbow
* Bufferable
ninaqcf+1h19i14~16+1~+3+3~+5+47a (+37)
* 5 chip damage on block,
* bufferable
paulqcf+1h21i16~17-4+33a (+26)
* Elbow
* Chip damage (4)
ravenqcf+1m15i16-6+9+13
* Elbow
* Transition to -2/+13g/+18 t44 r24 SZN with 3+4 or D
steveqcf+1m21i16-10+16a (+7)
Heat Engager
Heat Dash (+5, +36a (+26)
* Balcony Break
* Transition to r18? FLK with B (-3/+23a (+14)/+23a (+14))
** r18? FLK FC cancel?
yoshimitsuqcf+1h,h,M24,15,35i28~34 i37 i58~60+0~+2+30a
* Floor Break 2nd and 3rd
* Weapon
* 14 chip damage on block
* Can be buffered
* Can be performed in FC
* 1st and 2nd hits connect only vs airborne opponent
* Low crush 10~55
* Floating state 56~58
ravenqcf+1,2m, sm15, 21i16, i19~20-13+24a (+9)
* Tornado
* Weapon
* Projectile
* Combo from 1st hit with 7F delay
* Interrupt with i1
* Available only on hit or block
* Move can be delayed by 2F
* Input can be delayed by 7F
kunimitsuqcf+1,Fsm,t10,28i15~26-13-4d
* Weapon
* Bufferable
* Block advantage is always -13
* Transitions to attack throw on hit
* 25 total scaled damage
* Available on hit only
* Side switch on hit
cliveqcf+1*h10i30-41-5~-3+16a~+18a (+6~+8)
* Balcony Break
* Weapon
* 2 chip damage on block
* Cancel to r25 PHX with 4 or F from frames 10-16
* Transitions to unbreakable throw from i33-41 10,15 +3
* Throw deals recoverable damage only
kunimitsuqcf+1+2m25i20~21-9+6a
* Tornado
* Balcony Break
* Weapon
* Bufferable
* 5 chip damage on block
* Low crush 21~38
* Floating state 39~41
lidiaqcf+1+2m18i16~17-12+2
Alternate input: db+1+2 but does 3 less damage
paulqcf+1+2L20i32~33-12c+71a (+55)
* Cancel to t41 FC with B
* High crush 1~33
ravenqcf+1+2m,m10,20i24 i350+11a (+2)
* Balcony Break
lidiaqcf+1+2,2m, m18, 20i16~17, i24~25-4+24g+58a
* Tornado
* Combo from 1st hit
* Combo from 1st CH with 12f delay
* Transition to WLF on hit or block only
* Balcony break on airborne hit
* Can be charged to enhance
* WLF transition is -12
lidiaqcf+1+2,2*m, m18, 26i16~17, i35~36+8+34d (+26)+58a
* Tornado
* Balcony Break
* Transition to WLF on hit or block only
* 10 Chip damage on block
annaqcf+2m10i16-12+3
* Elbow
* Can be buffered
heihachiqcf+2m30i14~15-17+18a (+8)
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Gain 1 Ultimate Count on Heat activation
* Can be buffered
kumaqcf+2m15i17~18-8+3
kunimitsuqcf+2M24i13~14-12c+8a
* Balcony Break
* Spike
* Weapon
* Bufferable
* 2 chip damage on block
* Hit vs BT +3d
leoqcf+2m14i17-9+9
* Transition to KNK r28 with b (-9/+9)
leroyqcf+2h20i16~17-6~-5+29a (+22)
* Elbow
* 4 chip damage on block
lidiaqcf+2m12i16-8+0
Input qcf,qcf+2 to power up, adds 3 damage
ninaqcf+2M25i16~17-8+32a (+17)
* Heat Engager
* Heat Dash +5, +42a (+27)
* Balcony Break
paulqcf+2m45i13~14-17+26a (-10) FDFA
Heat Engager
Balcony Break
* H.CS.2 with Heat
* Clean Hit range 2.3
* 30 damage without Clean Hit
ravenqcf+2L18i22~23-12~-11+5~+6+14~+15
Cancel to r41? BT with qcf+2~B
* High crush 10~45
steveqcf+2l18i19-18+2c
* Transition to r36? PAB with F (-18/+2c)
** r36? FC cancel?
* High crush 10~
victorqcf+2h16i22-3+4
* Strong Aerial Tailspin
* Wall Crush +12g on hit
* Weapon
* Projectile
* Transition to IAI
* Deals 6 chip damage on block
yoshimitsuqcf+2t22i15~16+0+0
* Throw break 1+2
* 35 damage as a backthrow
* Yoshimitsu recovers 16 health
* On break:
** -Opponent recovers 22 health (35 on backthrow)
** -Yoshimitsu loses 16 health
annaqcf+2,1m, m10, 16i16, i22~24-16+67a (+51)
* Tornado
* Elbow
* Combo from 1st hit with 8f delay
* Move cannot be interrupted
* Input can be delayed 8f
* Move can be delayed 7f
* Can be buffered
* Cancel to CJM -13 +2 r34 with B on frame 14
kumaqcf+2,1m, m15, 25i17~18, i27-10+33a (+7)
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
* Combo from 1st hit with 5F delay
* Interrupt with i5
leoqcf+2,1m, m14, 17i17, i18~19-6~-5+10g+59a
* Wall Crush on hit +22cg~23cg; 3 chip damage
* Elbow
* Combo from 1st hit with 8F delay
* Interrupt with i2 from 1st block
* Move can be delayed by 4F
* Input can be delayed by 8F
kumaqcf+2,2m, L15, 22i17~18, i33~34-18c+21d
* Interrupt with i11
* Move can be delayed by 5F
* 6 chip damage on block
lidiaqcf+2,2m, m12, 17i16, i20-14-1
Combo from 1st CH
lidiaqcf+2,2,1+2m, m, m12, 17, 25i16, ,i20~21-17+18a (+13)
* Combo from 2nd hit
* Combo from 1st CH
* Input qcf,qcf+2,2,b,f,F+1+2 to power up, adds 5 damage
* Full string deals 47 damage with power up input, 42 damage without
leoqcf+2,4m, h14, 26i17, i25~28-4~-1+10d (+0)
* Balcony Break
* Combo from 1st hit with 8F delay
* Interrupt with i9 from 1st block
* Whiffs vs SS and SW from 1st block
* Move can be delayed by 4F
* Input can be delayed by 8F
* 7 chip damage on block
* Low crush 13~
ninaqcf+2+3h![10;10]i24~38+36g~+50g
* Opponent can recover in crouch on hit with D
* High crush 1~37
ravenqcf+2~1m25i20~21-9~-8+24a (+14)
* Balcony Break
* 7 chip damage on block
* Actual startup is i40~41
ninaqcf+3L17i19~28-20~-11+0c~+9c+21a
* High crush 10~49
paulqcf+3L18i18~19-14c+0+20a
* Clean hit range 2.0
* 17 damage on hit without Clean Hit
* +7 on CH without Clean Hit
* High crush 7~40
ravenqcf+3h,t16,14i16~17-7~-6-4d
* Spike
* Transitions to attack throw on front hit only, otherwise launch +33a (+23)
leoqcf+3+4m,m6,20i18~20 i22~24-6~-4+13g
* Homing
* Balcony Break
* Low crush 17~
paulqcf+3+4m22i19~20-9+35a (+27)+74a (+58)
* Tornado
* Balcony Break
* Knee
* High Evasion (brief)
* Low crush 19~39
leeqcf+4M24i22-17+50a (+40)
* Tornado
lidiaqcf+4h21i17~19+5+17
* Homing
* Transitions to HRS
* 8 Chip damage on block
* Low crush 10~22
* Floating state 23~25
ninaqcf+4m15i14-8+6s
Knee
ravenqcf+4M15i18~20-14~-12+32a (+22)
Tornado
* Floating state 20~32
ninaqcf+4,3m, h15, 23i14, i25-10+14a (+5)
* Balcony Break
* Combo from 1st hit with 4f delay
* Move cannot be interrupted
* Move can be delayed 3f
ninaqcf+4,3,1+2m, h, h,h,h15, 23, 6,6,6i14, ,i28,i5,i5-9+8c
* Balcony Break
* Weapon
* Aerial combo from 1st hit (+24a (-9))
* Interrupt with i2 from 2nd block
* 12 chip damage on block
* Powered up in heat
* Forces tech backroll on hit
alisaR.df+1+2m,t55+i20-18+0d
* Rage Art
* Removes Recoverable Health
* Reversal Break
* Damage increases with lower health, maximum 82
* Freezes match timer on activation and on hit
* Restores recoverable health on hit
* Transition to attack throw on hit
* Consumes Rage
* Power crush 8~
<Showing 4801-5200 of 6584 moves>