home

All Characters Tekken 8 Frame Data

CharCommandHit levelDamageStartupBlockHitCounter hitNotes
annad+2m17i16~17+1c+7c+24d
* Spike
armor-kingd+2m17i17~18-5+5c+13
asukad+2m20i18-4c+19a
* Heat Engager
* Heat Dash +5, +67a (+50)
* Spike
* Balcony Break
* Gain NWG on Heat activation
azucenad+2m15i17~18-9+5
bobd+2m12i15-9+2
*
bryand+2m17i14~15-2+8c
* Spike
* Elbow
* Transition to FC with D
claudiod+2L6i20-11+0
* High crush 6~
clived+2sl8i11-6+5
+5c on crouching hit
* High crush 4~
devil-jind+2sl8i11-4+7
* +7c on crouching hit
* High crush 4~
dragunovd+2L14i18~19-13-1c+13g
* High crush 6~
eddyd+2m10i17~18-9+0
* Elbow
fahkumramd+2sl13i12-9+2
* Elbow
* High crush
fengd+2L16i20~21-12-1
-1c on crouching hit
* High crush 6~51
hwoarangd+2sl8i11-4+7
* +7c on crouching hit
* High crush 4~
jack-8d+2sl8i11-4+7
* Alternate input FC.2
* High crush 4
jind+2L22i22~23-14+4c+25d
* Balcony break on airborne hit
* High crush 8~55
jund+2m18i20~21-4c+9c+18a
Spike
kazuyad+2sl8i11-4+7
* +7c on crouching hit
* High crush 4~
kingd+2sl8i11-4+7
kumad+2sl8i11-4+7
* +7c on crouching hit
* High crush 4~
kunimitsud+2m11i16-9+2c
* Floor Break
* Weapon
* Does not floor break if string is continued
larsd+2m17i18~19+0c+8c+30d
* Spike
* Elbow
* Transition to FC with input D
lawd+2sl8i11-4+7
Alternate input hFC.d+2
* High crush 4~
leed+2m17i18~19-6+8+13
* Jab evasion (frames 6 to 14?)
* 6f timestop on CH
leod+2m23i21+4c+9c+56a
* Spike
* 4 chip damage on block
leroyd+2L11i15~16-13~-12-2~-1+3~+4
* High crush
lidiad+2L12i18-14-4+12
* High crush 6~
lilid+2m16i16~17-7+1
miary-zod+2M20i26-4c+8d+53a
* Spike
* Weapon
* Chip damage on block
ninad+2L13i20-12+0+5
* Transition to CD r22/r23 with F (-8 r23/+2/+7)
* Recovers 6F faster on hit (t45 r25)
* High crush 6~51
pandad+2sl8i11-4+7
* +7c on crouching hit
* High crush 4~
pauld+2sl8i11-4+7
* cs1~ from 6f d/db/df input hold
* OTG.d+2 when opponent is downed
* High crush
ravend+2sl8i11-4+7
* High crush 4~
reinad+2m17i15+0c+3c+33d
* Spike
* Elbow
* Does not knockdown on counter hit after inputting d+2,H.1+2
shaheend+2m15i18~19-6+8
* Jab evasion
steved+2l11i17-18-5
* High crush 6~
victord+2m21i18+0+4c
* Heat Engager
* Heat Dash +5, +67a (+50)
* Weapon
* 6 chip damage on block
xiaoyud+2sl8i11-4+7
* Alternate input FC.2
* High crush 4~
yoshimitsud+2M12i16~17-9~-8+0~+1
Weapon
zafinad+2m17i19~20-16c-3c+17a
* Spike
yoshimitsud+1+4,B+1,1,1,1,1m!, m!, m!, m!, m!, m!60, 18, 20, 21, 28, 30i29~30, ,i1~35-30a
* Weapon
* 17 self-damage
* The entire string deals 111 self damage
yoshimitsud+1+4,B+1,1,1,1m!, m!, m!, m!, m!60, 18, 20, 21, 28i29~30, ,i1~18-29a
* Weapon
* 12 self damage
yoshimitsud+1+4,B+1,1,1m!, m!, m!, m!60, 18, 20, 21i29~30, ,i1~18-29a
* Weapon
* 10 self damage
yoshimitsud+1+4,B+1,1m!, m!, m!60, 18, 20i29~30, ,i1~18-29a
* Weapon
* 6 self damage
yoshimitsud+1+4,B+1m!, m!60, 18i29~30, i1~39-29a
* Weapon
* 6 self damage
heihachid+1+4m!50i60+18a
kingd+1+4t(c)35i12~13+0d
* Heat Engager
* Crouch throw, cannot throw break.
* Cannot heat dash
* Opponent recovers in FDFA.
yoshimitsud+1+4m!60i29~30-32a
* Weapon
* 60 self damage during 1st recovery frame
* Can connect from the front if the opponent attacks into it
armor-kingd+1+3th(m)35i12~13+0d
* Floor Break
* Unbreakable
* Opponent recovers FUFA
azucenad+1+3t(m)35i12~13+0d
* Heat Engager
* Crouch throw
* Unbreakable
* Can't Heat Dash cancel
dragunovd+1+3t (m)35i12~14+1d
* Side switch
* Crouch throw
eddyd+1+3th(m)30i12~13-5
* Heat Engager
* Throw break: none
jack-8d+1+3t30i12!+0d
* Crouch Throw (Unbreakable)
* Floor Break
* Can be done from crouch
* Alternate input GMH.1+3
kingd+1+3t(c)35i12~13+0d
Floor Break
* Crouch throw, cannot throw break.
* Can also be done by db+1+3 and in FC too.
* Opponent recovers in FDFA.
bryand+1+2~2m24i30+7+53a
* Spike
* 7 chip damage on block
bryand+1+2,3m,m, l10,15, 20i17, i27~28-13+5+25a
Interrupt with i7 from 1st block
bobd+1+2,2,1h,h, m, h6,6, 6, 20i14, i11, ,i7~8-16+12a
* Jail from 1st block
* Combo from 4th hit with 9F delay
* Transition to Ki Charge r53 with U on hit (-1d)
* Move cannot be delayed
* Input can be delayed by 9F
bobd+1+2,2h,h, m6,6, 6i14, i11, i10~11-8+3
* Jail from 1st block
* Combo from 1st hit
fengd+1+2,1M, m15, 20i20~21, i22~23-12+18a (+11)
* Tornado
* Combo from 1st hit with 12F delay
* Interrupt with i4 from 1st block
* Move can be delayed by 10F
* Input can be delayed by 12F
alisad+1+2
* Transition to r30 with db or d+1+2
* Transition to DBT with DES.f+3_f+4
annad+1+2L20i24~25-18+6c
* Balcony Break (airborne)
* Weapon
* Chip damage on block
* High crush 16~53
asukad+1+2L17i20-18+3a
* Floor Break
* Can be done from Crouch Level 1
* High crush 10~39
azucenad+1+2l[21;21]i25~26-4+0d
* Transition to throw on front standing hit only
* 18 damage to Azucena when hitting crouching opponent (block)
* Damage on hit and block is recoverable health
* Cannot KO Azucena when blocked
* r41 FC on whiff
* High crush 8~
* Floating state 25~
bobd+1+2h,h6,6i14, i11-9+2
*
bryand+1+2m,m10,15i17-10+3
* Combo from 1st hit
* Can be canceled into stances after 24 frames
* Enter SLS -3 +10g r13 with f
* Enter SWA -5 +8 r15 with b
* Opponent is further away on CH
* Can be done from Crouch Level 1
claudiod+1+2m28i13~14-18+7a (-2)
* Balcony Break
* Shoulder
clived+1+2M23i22~23-6+9a (-8)+63a (+47)
* Tornado
* Balcony Break
* Weapon
* 6 chip damage on block
dragunovd+1+240+5d
* Parries lows except weapons
* Can side switch on a successful parry
* 100% recoverable damage
* Parry state 5~15
* High crush 1~25
fengd+1+2M15i20~21-9+8c
heihachid+1+2
* Actionable after 30f
jack-8d+1+2m28i27-18+42a (+32)
*
* High crush 6
jund+1+2M28i26-9+72a (+56)
* Tornado
* Chip damage (11) on block
* Divine Aura: 12 chip damage on block
* Divine Aura: +4 damage on hit (32)
* Deals 12 damage to self (8 recoverable)
* Unparryable (projectile)
* Gain 8 Kazama Essence on normal hit and 6 on block or airborne hit
* High crush 8~24
kazuyad+1+2L20i23-14c+3c+27a
* Cancel to r36 FC at frame 21 with B
* 4f timestop on CH
* High crush 6~56
kingd+1+2m21i23-24+45a (+35)
* Tornado
* High crush 6~22
kumad+1+2M23i14~15-15+13d (+3)
* Balcony Break
* Hip
* 27 damage on clean hit
kunimitsud+1+2L17i20-14+0+15g
* Weapon
* Recovers 3f faster on hit (t50 r30)
* High crush 6~50
larsd+1+2l25i24~25-20+9d
* High crush 20~
lawd+1+2
* Transition to DSS
* Stance moves can be delayed by 51F
* Transition to Slide Step r15 with DF
leod+1+2
* Stance moves may be delayed by 8F
* Transtiion to FC r34 with no input
* Can buffer FC moves from frame 29
* Cannot block in stance
* i35 standing block (i37 from certain stance transitions)
* High crush 6~34
leroyd+1+2m21i17~18-4~-3+6c
* Heat Engager
* Heat Dash +5, +67a (+50)
lilid+1+2M25i20~21-13+13d
* Balcony Break
* Spike
* Recovers 2f slower on block
* Block advantage -9 on successful attack absorption, deals chip damage
* Power crush 7~19
miary-zod+1+2M23i19~20-17+35a (+25)
* Tornado
* Weapon
* Chip damage on block
* Recovers 3f faster on hit
* High crush 9~18
pandad+1+2M23i14~15-15+13d (+3)
* Balcony Break
* Hip
* 27 damage on clean hit
pauld+1+2m28i12~13-18+16d (+11)+24d (+16)
* Balcony Break
* Shoulder
reinad+1+2
* Transition to r14 SEN with f+3
* Transition to r2 WGS with DF
victord+1+2SM21i19~21-9+17a (+10)+35a
* Tornado
* Weapon
* Projectile
* 6 chip damage on block
xiaoyud+1+2
* Transition to AOP
* Transition to r10 FC with AOP.u
* Alternate input BT.d+1+2
* High crush 1~
yoshimitsud+1+2
* Unavailable in NSS
* Cancel to r38 standing with db (FLE.db)
* Low crush 8~17
* Floating state 18~20
zafinad+1+2
* Cancel to r30 with DB_UB_U_UF
* Cancel to r10 standing guard with DB
* Crawl with F
* High crush 6~33
* Floating state 34~
yoshimitsud+1*(6),nM!200i249~250+16a+52a
* Floor Break
* Weapon
* Slowly realigns while charging
* Can be canceled with b*
yoshimitsud+1*(5),nM!60i214~215+16a+52a
* Floor Break
* Weapon
* Slowly realigns while charging
* Can be canceled with b*
yoshimitsud+1*(4),nM!40i179~180+16a+52a
* Floor Break
* Weapon
* Slowly realigns while charging
* Can be canceled with b*
yoshimitsud+1*(3),nM!30i130~131+4c+6a
* Floor Break
* Weapon
* Slowly realigns while charging
* Can be canceled with b*
yoshimitsud+1*(2),nM!25i99~100+4c+6a
* Floor Break
* Weapon
* Slowly realigns while charging
* Can be canceled with b*
yoshimitsud+1*(1),nM!20i55~56+4c+6a
* Floor Break
* Weapon
* Slowly realigns while charging
* Can be canceled with b*
pauld+1,4,2m, L, m16, 15, 21 (14)i14~15, ,i21-14+3d (-6)+35a (-12)
* Balcony Break
* Elbow
* Airborne combo from 2nd CH +11d (+4)
annad+1,4sl, m5, 10i10, i16~17-11+0
* Combo from 1st CH
armor-kingd+1,4sl, m5, 13i10, i15-10+6
* Knee
* Jail from 1st block
* Combo from 1st CH
ninad+1,4sl, m5, 10i10, i16~17-11+0
* Combo from 1st CH
* Jail from 1st block with ?F delay
pauld+1,4m, L16, 15i14~15, i19-31c-17+14a FUFA
* Move cannot be delayed
* Input can be delayed 5f
* Combo from 1st CH with 5f delay
* Interrupt with i6 from 1st block
* Stagger low
lawd+1,3l, h15, 21i19~20, i24-9+20a (+11)
* Balcony Break
pauld+1,2*m, m16, 39i14~15, i43+9+20d (+10)
* Balcony Break
* H.d+1,2* with Heat
* Chip damage (11)
* Charge begins on frame 16
* Requires 27f charge
* d+1,2 from 0~26f charge
* Interrupt with i24 from 1st block
* Interrupt with i13 from 1st hit
* Interrupt with i9 from 1st CH
* Whiffs vs SS, SW from 1st block
* Whiffs vs SSR, SWR from 1st hit or CH
leroyd+1,2,4sl, m, m5, 8, 11i10, ,i15-9+3
* Transition to HRM
* Combos from 2nd hit
lilid+1,2,4L, h, m10, 8, 24i18~19, ,i30~32-12+17a (+8)
* Balcony Break
* Combo from 2nd CH with 2f delay
* Interrupt with i11 from 2nd block
* Whiffs vs SSR from 2nd block
* Input can be delayed 9f
* Move can be delayed 8f
claudiod+1,2m, m14, 15i17~18, i28~29-9+4
* Tornado
* Combo from 1st CH
* Interrupt with i8 from 1st block
* Whiffs vs SSL, SWL from 1st block
heihachid+1,2m, m12, 14i16, i27~28-9+9+35a (+28)
* Combo from 1st hit with 2f delay
* Input can be delayed 11f
* Move can be delayed 10f
* Enter RAI -5 +13 r24 with F
kingd+1,2sl, m5, 13i10, i15~17-11+5
* Jail from 1st block
* Combo from 1st CH
leroyd+1,2sl, m5, 8i10, i15~16-10~-9-1~0
Combos from 1st hit CH
lilid+1,2L, h10, 8i18~19, i18-8+3+5
* Combo from 1st hit with 4f delay
* Move can be delayed 4f
* -27 from 1st block
* Enter BT with B
pauld+1,2m, m16, 26i14~15, i29-17+20d (+10)
* Balcony Break
* H.d+1,2 with Heat
* Move can be delayed 14f (i43)
* Charge begins on frame 16
* Requires 0~26f charge
* Delayed startup from 1~26f charge
* Combo from 1st CH with 0~6f charge (i30)
* d+1,2* at 27f charge
* Interrupt with i10 from 1st block
victord+1,1L, h7, 15i16, i18-7+6
* Weapon
* Combo from 1st CH
* Jail on 1st hit
* -26 on 1st block
zafinad+1,1m, m11, 17i12, i17~18-12+19a (+12)+29a (+23)
* Combo from 1st hit CH with 18f delay
* Interrupt with i2 from 1st block
* Input can be delayed 18f
* Move can be delayed 10f
annad+1sl5i10-5+6
* Can recover standing with F
armor-kingd+1sl5i10-5+6
* Transition to standing r24 with f
* +6c on crouching hit
* High crush 4~34
azucenad+1m20i20~21+4+7c+44a
* Spike
* Elbow
bobd+1M18i18~19-8+7c+12d
* Spike
* Recovers 4F faster on hit or block (t46 r27)
claudiod+1m14i17~18-8+2
clived+1L14i18~19-13+2
* High crush 6~
devil-jind+1m25i18~19-14+20a (+10)
* Balcony Break
* Damage taken during power crush state is recoverable.
* Reversal Break and -9 on block if an attack is absorbed
* 10 chip damage on block after absorbing an attack in power crush state
* Power crush 7~17
dragunovd+1m18i18~19+1c+8c+13d
* Floor Break
* Elbow
fahkumramd+1M20i18-5+8c+13c
* Elbow
fengd+1sl5i10-5+6
* Transition to standing r24 with f at frame 25
* +6c on crouching hit
* High crush 4~34
heihachid+1m12i16-9+2
* Spike
* Enter FC r28 with D
hwoarangd+1sl5i10-5+6
* Transition to standing r24 with f
* +6c on crouching hit
* High crush 4~
jack-8d+1sl5i10-5+6
*
* High crush 4
jind+1m,t21,10i21-13+0d
* Balcony break on airborne hit
* Transition to attack throw on standing hit
* -9 on block after absorbing an attack and 8 chip damage on block
* Power crush 7~20
kazuyad+1sl5i10-5+6
* Transition to standing r24 with f at frame 25
* +6c on crouching hit
* High crush 4~
kingd+1sl5i10-5+6
* Transition to standing r24 with f
* High crush 4~
kumad+1sl5i10-5+6
* Transition to standing r24 with f at frame 25
* +6c on crouching hit
* High crush 4~
kunimitsud+1m23i19+3c+6c+13c
* Spike
lawd+1l15i19~20-12-1
Transition to Slide Step with DF
* High crush 6~
leod+1m18i18~19-2~-1+5c+13
* Spike
* Enter FC with d
leroyd+1sl5i10-5+6
* High crush
lidiad+1m20i19~20-7c+6c+21d
Spike
lilid+1L10i18~19-11+0
* Transition to FC with D
* High crush 9~29
ninad+1sl5i10-5+5
* Transition to standing r24 with f
* High crush 4~
pandad+1sl5i10-5+6
* Transition to standing r24 with f at frame 25
* +6c on crouching hit
* High crush 4~
pauld+1m16i14~15-9+2+3c
* Spike
* Transition to r27 FC with d
ravend+1sl5i10-5+6
* Can recover standing with f
* High crush 4~
reinad+1sl5i10-5+6
* Transition to standing r24 with f
* +6c on crouching hit
* High crush 4~
shaheend+1L16i20~21-13+4+28g
* High crush 6~52
steved+1l12i16-13-2
* High crush 6~
victord+1L7i16-17-6
* Weapon
* Cannot be parried (weapon low)
* High crush 6~52
xiaoyud+1m,m,M7,7,7i17~19 i4~6 i3~9-5+8c+9c
* Transition to AOP with D+1 (-10, +4c, +5c)
* This move can become more minus if the final hit whiffs
** Standing (-13, -2c)
** AOP (-17, -5c)
yoshimitsud+1M15i24~25-9+1c+6a
* Floor Break
* Weapon
* 4 chip damage on block
* Power up in NSS or Heat
zafinad+1m11i12-16-8-3c
* Spike
shaheenD*,u+2h35i17~18+6+30d
* Balcony Break
* Tornado
* Alternate input: SNK.D*,u+2
* 12 chip damage on block
* FUFA knockdown on hit
* Powered up during Heat
* Read more
* Low crush 18~
ninad,DF+4L20i20~24-37+14a+55a (+39)
* Faster version of df+3+4
* Instant Tornado on CH
* High crush 1~
leroyd,df,f+3+4,Fm!80i56~57-1~0d
* Strong Attack Reversal
* Follow-up upon successful reversal with input 1 or 2 to Chain Punch: Branch
* Parry state 20~60
pandad,df,f+2,2m, l15, 22i17~18, i33~34-18+21d
* Chip damage on block
pandad,df,f+2,1m, m15, 25i17~18, i27-10+33a (+7) / HE
* Balcony Break
* Heat Engager
pandad,df,f+2m15i17~18-8+3
leod,df,f
* Cancel to SS with U
* Stance moves can be delayed by 22F
* Cannot be buffered
* Stance moves can be buffered out of heat dash
* Cannot block in stance
* Transition to r6? hFC with alternate input d,DF
** cs1~20
** Cannot access stance moves
pauld,df,f
* Cannot be buffered
* t35 from 1+2~f
* Exits crouching state on frame 1
* 1.63 movement over 25f (includes CD)
* 1.98 movement over 35f from 1+2 cancel
* Transition to r9 DPD from 2f with df
* Cancel to r1 sidestep from 2f with u
* Cancel to r1 block from 24f with b
pauld,df
* Cannot be buffered
* 1.12 movement over 20f
* Transition to CS from 2f with f
* Transition to r9 DPD from 3~19f with df
* Transition to r6? hFC with alternate input d,DF
** Cannot access stance moves
* Cancel to r1 block from 2f with b
* Cancel to r1 sidestep from 2f with u
* High crush 1~21
reinad,db,b,f+2th(h)40i12-3+0
* Balcony Break
* Throw break: 2
* Opponent recovery on hit: FUFT
bryand,db,b
* Cancel to SS on any frame with u
* Minimum 3f needed to enter (one for each directional)
* Can perform u moves
* High crush 1~10
pauld,db,b
* Cannot be buffered
* Moves backward up to 1.04
* Less movement against distant opponent
* cs1~10 against distant opponent
* Less movement from attack transition
* No crouching state from attack transition
* High evasion from attack transition
* Transition to r9 DPD from 2f with df
* Minimum 3f needed to enter (one for each directional)
* High crush 1~14
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
alisaCLK(Two spins).3m22i13~14+0+63a (+43)
* Balcony Break
* Effective startup time is i32~33?
* 8 chip damage on block
alisaCLK.d+3L20i30~31-12+73a (+57)
* 8 chip damage on block
* High crush 9~
alisaCLK.Bm18i19~20-12-1
* Cancel with B
alisaCLK.3m20i13~14-9+12g
* Strong Aerial Tailspin
* Balcony Break
* Combo from 1st hit
* Power up after 2 or more spins (i19?)
* Interrupt with i8 from 1st block
annaCJM.uf+4m22i15~16-13+30a (+20)
* Tornado
* Low crush 8~29
* Floating state 30~32
annaCJM.uf+3m22i23~24+0+27d
* Balcony Break
* Low crush 9~30
* Floating state 31~33
annaCJM.uf+2M35i19~31-11~+1+3a
* Balcony Break
* 7 chip damage on block
* Unpunishable on block due to pushback
* Low crush 9~37
* Floating state 38~40
annaCJM.uf+1M25i19~31-11~+1+9a (-1)
* Balcony Break
* 5 chip damage on block
* Unpunishable on block due to pushback
* Fragile debuff on hit or block, opponent receives chip damage from any attack, removed when land a hit on you
* Low crush 9~37
* Floating state 38~40
annaCJM.Pm20i15~16-14+29a (+19)
* Tornado
* Tornado launch on hit
* is1~
annaCJM.f+3
* Transition to r10 FC with db
* Transition to r16 CJM with b+3
annaCJM.df
{{Plainlist
* Transition to r40 FC with no input
}}
* High crush 5~
* Floating state 8~35
annaCJM.d+3,3L, h8, 20i15, i21-7+7
* Combo from 1st hit
* -31 from 1st block
annaCJM.d+3L8i15-11+0
*
annaCJM.4M23i20~21-13+10a
* Balcony Break
* Spike
* -9 frame advantage and 9 chip damage on block after absorbing an attack in power crush state
* Power crush 7~19
annaCJM.3,2m, m12, 24i12~14, i28~77-14~+35+21a (+11)
* Weapon
* Combo from 1st hit
* Chip damage on block
annaCJM.3m12i12~14-12+3
annaCJM.2,1h, m10, 16i10, i20~21-11+24a (+19)
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Combo from 1st hit with 6f delay
annaCJM.2h10i10-11+0
annaCJM.1+2M23i17~18+2c+8c+23d
* Spike
* 4 chip damage on block
annaCJM.1h17i11~12+0+7+14
ninaCHD.2t8 (13)+0d+7
* Throw break 2
* Power up with 4,2,1+2 (+5 damage)
ninaCHD.1t25 (30)+0d+3d
* Removes Recoverable Health
* Throw break 1
* Power up with 3,4,1+2 (+5 damage)
armor-kingCH.ws2,2m,m20,22 (15) / 25 (17)i12, i11~12+1+35a (+28)
* Power up with input f,d,df+2 in a 20f sequence
* Can input during frames 25-74
kunimitsuCH.SET.2m,t20,10i12+55a (+48)
* Weapon
* Attack Throw
* Instant tornado
cliveCH.f,F+1+2m50i20+0d
* Weapon
* Throw from front hit
* Opponent recovers FUFA
reinaCH.df+3+4m,t6,35i16+0
Spike
victorCH.db+4l,th20,4i20~21+49a
lidiaCH.db+3t20/24,17/19/21/27i16~17-2
* Power up based on Heaven and Earth level:
** Level 0: 17 damage
** Level 1: 19 damage
** Level 2: 21 damage
** Level 3: 27 damage
* Restores recoverable health
victorCH.d+4L,t12,18i16+0d
leroyCH b+1h,th20,25i13+0d
xiaoyuCH AOP.d+1L,t40i19~20+0d
* Floor Break
* Attack throw on CH
* i19~20 on CH
* High crush 1~20
kingCD.DF+4m21i15~16-9+49a(+18)+53a
* Knee
* Special down state that allows low juggle (on normal hit).
* Crumple on CH for full combo.
paulCD.df
* Buffer window 2~9f (3~9f from SWA)
* Sidestep can be buffered with u
* DPD attacks can be buffered
* While standing attacks can be buffered
* Cancel to r1 block from 10f with b
* High crush 1~30
hwoarangCD.4m18i16-18+53a (+43)
* Tornado
* Also possible during RFF
hwoarangCD.3m27i18~19+4+25a (+16)+57a (+10)
* Tornado
* Balcony Break
* 8 chip damage on block
* Also possible during RFF
* Transition to LFS
kingCD.2+4t25i12 (i28~)-2+0d
* 2 throw break.
* i28 effective startup (i25 actual startup)
* Opponent recovers in FDFR.
fengCD.2m25i18~19-14+67a (+51)
* Tornado
kingCD.1+3t20i12 (i28~)-2+1d
* 1 Throw break.
* i28 effective startup (i25 actual startup)
* Opponent recovers in FUFT.
fengCD.1+2m25i16~17+0c+7c+13
Head
kingCD.1+2M24i20~23-5c+16d+52a
Balcony Break
* Bounce off ground on CH for full combo.
fengCD.1L18i18~19-14+0+12g
* Head
* Transition to FC with D
* High crush 6~19
lidiaCAT.F
* Actionable after 20f
* Stance moves can be delayed by 16F
lidiaCAT.b,B
* Low crush 11~25
* Floating state 26~28
lidiaCAT.b
After recovery, limited to blocking for 7 frames
lidiaCAT.4,3+4L, M14, 25i19~20, i38~39-18+5a
* Spike
* Combo from 1st CH
* Jails from 1st hit
* HAE lvl.3:
*** Combos from 1st hit and decreases Heaven and Earth level by 1
* Low crush 21~25
* Floating state 26~39
lidiaCAT.4L14i19~20-6+8c+33a
* Transition to WLF on hit or block only
* Crouching state ends early on frame 20 when transitioning to WLF
* WLF transition is -14
* Powered up based on Heaven and Earth Level
* HAE lvl.1 16 damage
* HAE lvl.2 18 damage
* HAE lvl.3 20 damage
* High crush 11~31
lidiaCAT.3h20i13~14-4+11g
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
lidiaCAT.2,3,1h, m, m12, 13, 22i14~15, ,i18-10+12a (+3)
* Balcony Break
* Elbow
* Combo from 2nd hit with 10f delay
* Combo from 1st CH
* Move can be delayed 9f
lidiaCAT.2,3h, m12, 13i14~15, i18~19-10+1
Combo from 1st CH
lidiaCAT.2,2h, m12, 18i14~15, i26~27-10+19a (+12)+73a (+57)
* Tornado
* Combo from 1st CH
* Just frame input within a 3f window (13~15) adds 2 damage
lidiaCAT.2h12i14~15-10+1
lidiaCAT.1+2m25i16-1+27g+37 (+29)
* Tornado
* Transition to WLF on hit or block only
lidiaCAT.1m26i17-4+18a (+9)+38a (+30)
Balcony Break
ninaBTR.2t10 (15)-3+3d
* Throw break 2
* Power up with 2,1,1+2 (+5 damage)
ninaBTR.1t13 (18)-3+4d
* Throw break 1
* Power up with 1,3,1 (+5 damage)
ninaBT+1h15i8-8+3
Links to 1 jab extensions
xiaoyuBT.uf+1L15i33-7+12
* Transition to AOP
* Cancel to FC with D
* Alternate input BT.u+1
* Low crush 9~
kazuyaBT.u+3m18i9-12+19a (+9)
* Low crush 9~24
* Floating state 25~27
ravenBT.f+4,1L, h13, 15i16, i22~23-9~-8+5~+6
* Tornado
* Combo from 1st hit
* Interrupt with i2
* Transition to r26 t36 SZN with 3+4 or D (-6~-5/+8~+9)
ravenBT.f+4L13i16-9+4
ravenBT.f+3+4,FM24i25~27, -36-22
* Will phase through opponent up-close
* While vanished, Raven has no hurtbox
* Low crush 18~49
* Floating state 50~52
xiaoyuBT.f+3+4,3+4M23i12-11+40a (+30)
* "Cali Roll"
* High crush 1?~13?
* Floating state 1?~13?
azucenaBT.f+3+4
* Low crush 6~21
* Floating state 22~24
ravenBT.f+3+4M24i25~27-9~-7+5a
Spike
* Low crush 5~24
* Floating state 25~27
* High crush 28~51
xiaoyuBT.f+3+4
* Transition to FC BT
* High crush 1~8
* Low crush 9~
* High crush 28~30
ravenBT.f+3m17i13~14-5~-4+6+14
* Knee
* Transition to r45 BT at -8/+3/+11 with input B
xiaoyuBT.f+2+3t20i31~33-2+20a
* Homing
* Balcony Break
* Throw Break 1+2
* 16 additional damage on wall splat
* Cancel to r40 FC with D
* Low crush 1~23
* Floating state 24~26
ravenBT.f+2,4,2m, h, sm13, 17, 21i17~18, ,i19~20-13+24a (+9)
* Tornado
* Weapon
* Projectile
* Combo from 2nd CH
* Interrupt with i5
* Available only on hit or block
ravenBT.f+2,4m, h13, 17i17~18, i20~21-7~-6+4~+5
* Combo from 1st hit with 1f delay
* Interrupt with i1
* Input can be delayed 12f
ravenBT.f+2,3m, M13, 15i17~18, i24~25-7~-6+14c~+15c
* Spike
* Combo from 1st CH with 5f delay
* Interrupt with i5
* Input can be delayed 12f
ravenBT.f+2m13i17~18-5~-4+6~+7
xiaoyuBT.f+1+3t35i31~33-6+1d
* Homing
* Throw Break 1
* Alternate input BT.f+2+4 (Throw Break 2)
* Cancel to r40 FC with D
* Low crush 1~23
* Floating state 24~26
ravenBT.f+1+2,Pt25+5d
Opponent recovers FUFA
kunimitsuBT.f+1+2m21i16~17-13+54a
* Tornado
* Balcony Break (airborne)
* Weapon
* Hit vs BT +9a (+0)
ravenBT.f+1+2
Parries mid or high punches or kicks
* Parry state 1~8
xiaoyuBT.f+1+2m21i23-8+3+5
* Sabaki punch parry
** 50 damage, +20d
** Transition to BT
* Parry state 1~5?
ravenBT.f+1m18i16-8+6
* Balcony Break
* Transitions to throw on hit only
* Opponent recovers BT on hit
ravenBT.f,F+3+4L17i23~30-18~-11+24a
* Floating state 13~21
* High crush 18~49
xiaoyuBT.f,F+3+4M (t)15 (43)i39+4+39a
* Unbreakable throw when connecting at close range on front standing hit
* Chip on block [9]
* Low crush 10~
ravenBT.f,F+3m25i21~22-9~-8+8a
* High crush 4~22
ravenBT.f,f,f
* Will phase through opponent up-close
* While vanished, Raven has no hurtbox
* Low crush 12?~41
* Floating state 42~44
xiaoyuBT.db+4L0i15+2c+2c+14
* Alternate input BT.df+4
kingBT.d+4l20i22~24-14-2d+28d
* Transitions to FC r40 on hit
* Also can be done in backturn crouching.
* Low crush 11~25
* Floating state 26~55
kunimitsuBT.d+4L,L10,18i20~21 i26~27-14+5c
* Jail from 1st attack
* High crush 4~
lawBT.d+4l17i23-13+6c+26d
liliBT.d+4L9i14-11+1
* High crush 4~
ravenBT.d+4l6i12-15-4
* High crush 1~
xiaoyuBT.d+4L19i20~22-26-1+27d
* Instant Tornado
* Clean hit damage: 20
* +27d on clean hit
* High crush 8~
lawBT.d+3+4M25i26-15+0
* Transition to FUFA with D
** (-2 oB, +13d oH)
liliBT.d+3+4L25i20~22-26+19a
* Transition to t63 r41 with F (cs8~46)
* Stagger on block
* High crush 8~41
xiaoyuBT.d+3+4
* Xiaoyu spins and steps to the right
* Alternate input BT.u+3+4 (steps to the left)
liliBT.d+3,4L, m8, 20i17~19, i22~24-13+27a (+12)
* Combo from 1st CH
* Interrupt with i4 from 1st block
xiaoyuBT.d+3,4L, h12, 20i16, i19-5+20a (+11)+37a
* Strong Aerial Tailspin
* Balcony Break
* Combo from 1st CH with 12F delay
* Interrupt with i1 from 1st block
* Move can be delayed by 10F
* Input can be delayed by 12F
dragunovBT.d+3l20i16-11+10d
fengBT.d+3L20i18~20-26c-4~-2+70a (+54)
* Has clean hit effect (+70a (+54))
* -4~-2 on normal hit
* High crush 6~52
hwoarangBT.d+3L20i18~19-13-2+31a
* High crush 4~50
kazuyaBT.d+3l6i12-15-4
* High crush 1~
lawBT.d+3l6i12-15-4
liliBT.d+3L8i17~19-17-1+2c
* High crush 4~40
ravenBT.d+3L16i25~27-26~-24+0~+2
* Tornado
* on Clean hit only
* Clean hit +74a (+58), 20 damage
* High crush 4~48
xiaoyuBT.d+3L12i16-12+7c
*
bobBT.d+2m17i15~16-9+14a (+5)+59a
* Balcony Break
* 4f timestop on CH
* Crumple stun +13F on CH
kunimitsuBT.d+2L20i17~18-13+4+8d
* Floor Break
* Weapon
* Transition to FC with D
* High crush 6~18
liliBT.d+2L17i16-12+5c+14d
* High crush 4~
ravenBT.d+2L20i20~21-12+4+13g
* Transition to Blind Fall (standing) on hit
* Transition to +4 BT (Blind Labyrinth) with B on hit
* Transition to +4 FC (Blind Fall) with D on hit
* High crush 4~
xiaoyuBT.d+1+3+51a (+35)
* Low Parry from BT
* Alternate input BT.d+2+4
* Parry state 1?~14?
fengBT.d+1l20i20~21-13c+4+16a
* High crush 15~52
kazuyaBT.d+1sl15i10-5+6
* High crush 1~
ravenBT.d+1sl5i10-5+6
* High crush 1~
yoshimitsuBT.d+1L20i17~18-13+3+38a
Weapon
* High crush 6~
azucenaBT.b+3+4
* High crush 6~20
ravenBT.b+3+4
Can block mid or high attacks after 5f
azucenaBT.b+3
liliBT.b+3
* Actionable after 20f
* Stance duration 40f, cannot input moves on frame 26~
* Stance moves can be buffered
* Transition to r29? DEW with F
* Low crush 12~22
* Floating state 23~25
ravenBT.b+3h22i18~19+4~+5+41a
* Homing
* Balcony Break
* Strong Aerial Tailspin
* 6 chip damage on block
ravenBT.b+2,4m, h14, 13i16~17, i17~18+0+5
* Transition to BT (+0/+5) with B
* Transition to FC (+0/+5) with D
* Combos from 1st hit CH
* Jail from 1st attack with 3f delay
ravenBT.b+2,3m, m,m14, 5,16i16~17, i20 i39~40-14+34a (+24)
* Combo from 1st CH
* Interrupt with i1
* Low crush 18~36
* Floating state 37~39
ravenBT.b+2m14i16~17-2~-1+6~+7
* Elbow
xiaoyuBT.b+1+3+6
* Transition to BT on successful parry
* Alternate input BT.b+2+4
* Also possible front-facing and during HYP
* Parry state 1~16
azucenaBT.b+1+2
Parries all mids
* Parry state 2~8
xiaoyuBT.b+1+2m25i17~18-14+21a (+16)
* Balcony Break
* Shoulder
* -9 on block if an attack is absorbed
* 10 chip damage on block after absorbing an attack in power crush state
* Power crush 6~16
liliBT.4,3+4m,M, M,M10,20, 5,10i26~28 i21~22, i28~29 i8~10-10~-8-1d
* Floor Break
* Combo from 1st hit
* Interrupt with i7 from 2nd block
* +21a on hit when only the last kick connects
* Input can be delayed 1f
* Move cannot be delayed
* Floating state 15~32
azucenaBT.4,3m, m15, 21i15~16, i23~24-14+16a (-1)+70a (+54)
* Tornado
* Balcony Break
* Combo from 1st hit with 6f delay
* Interrupt with i2 from 1st block
* Move can be delayed 10f
* Only hits grounded when up-close and off-axis
lawBT.4,3h, m14, 24i11, i24-12+12a (+3)
* Balcony Break
* Combos from 1st hit CH
alisaBT.4m20i16~17-3+19a (+2)
* Balcony Break
* High crush 5~12
armor-kingBT.4m20i18-10+11a (+2)
* Balcony Break
azucenaBT.4m15i15~16-3+6
hwoarangBT.4M20i14~16-13+40a (+30)
* Transition to RFF
kunimitsuBT.4h20i16~17+6+35d
* Strong Aerial Tailspin
* Homing
* Balcony Break
* Transition to SET +6 +35d r31 with F
* 6 chip damage on block
* Low crush 6~16
* Floating state 17~19
lawBT.4h14i11-9+2
liliBT.4m,M10,20i26~28 i21~22-7+11d
* Floor Break
* Combo from 1st hit
* Interrupt with i5 from 1st block
* 2nd kick is delayed 6f, effective startup of 2nd hit i28~29
* Floating state 13~48
ravenBT.4m21i19~20-5~-4+18c
* Heat Engager
* Heat Dash +36a (+26) on hit, +5 on block
* Balcony Break
* Forces tech backroll on hit
* Low crush 6~19
reinaBT.4m20i17-14+54a
Strong Aerial Tailspin
xiaoyuBT.4M13i13~15-18+33a (+23)
*
azucenaBT.3+4M23i27~29-5c~-3c+20a
* Spike
* 6 chip damage on block
* Evasive, can evade mids and some highs
* Low crush 9~29
kingBT.3+4
* Jaguar Step away from the oppponent while keeping backturn stance on recovery.
* Can cancel into BT.1+2 / BT.1+4 unblockable.
* Can hold 3+4 to keep spinning.
* Cannot Reverse Jaguar Step in BT stance.
* Low crush 6~
kunimitsuBT.3+4m!25i19~20+3a
* Spike
* Parry mid and high punches and kicks
* Parry state 5~18
liliBT.3+4M24i29~32+2~+5+7c~+10c
* Spike
* Chip on block [9]
* Evasive, can jump over some mids
* Low crush 5~31
* Floating state 32~34
ravenBT.3+4m,m5,16i15 i34~35-14+34a (+24)
* Low crush 13~31
* Floating state 32~34
xiaoyuBT.3+4m25i18~19-16+10a (+1)+33a
* Balcony Break
* Transition to BT
* Low crush 9
kingBT.3:1+2M, t18, 20i13~14, +0d
* Floor Break
* Throw when hit standing in front close range.
* Just frame input.
ravenBT.3,4,4,Fh, m, M10, 17, 21i10, ,-36
* Will phase through opponent up-close
* While vanished, Raven has no hurtbox
* Low crush 18~49
* Floating state 50~52
ravenBT.3,4,4h, m, M10, 17, 21i10, ,i32~34-9~-8+5a
* Spike
* Combo from 2nd CH
* Interrupt with i5
* Low crush 12~31
* Floating state 32~34
ravenBT.3,4,3h, m, M10, 17, 22i10, ,i27~30-6~-3+18a
* Interrupt with i24
* Same move as (df+4,4),3
* Low crush 1~27
* Floating state 28~30
liliBT.3,4m, m12, 20i14~15, i30~33-12+39d (+31)
* Balcony Break
* Combo from 1st hit
* Interrupt with i8 from 1st block
* Whiffs vs SSR, SWR from 1st block
* Low crush 26~43
* Floating state 44~46
ravenBT.3,4h, m10, 17i10, i28~30+0~+2+1~+3+11g~+13g
* Combo from 1st hit with 2f delay
* Interrupt with i9
* Input can be delayed 6f
* Move can be delayed 5f
* Forces crouch on CH
* i10 attacks guaranteed on CH (1st active frame)
armor-kingBT.3M20i13~14-14+49a
* Tornado
* Unparryable by traditional kick parries (bug?)
azucenaBT.3L23i19~20-13+4 LIB+14c
* Strong Aerial Tailspin
* Balcony break on airborne hit
* Transition to LIB on hit
fengBT.3M33i32~33+8c+8c
* 9 chip damage on block
* Transition to STC with f (+8c/+8c)
hwoarangBT.3M20i14~16-13+38a (+28)
kazuyaBT.3h18i10-8+8
kingBT.3M18i13~14-13+9s+50d
* Tornado
* Hits OTG. Forces standing on normal hit.
* Crumple on CH for full combo.
kunimitsuBT.3m20i24~26-3+11d
* Floor Break
* Low crush 6~29
* Floating state 30~32
lawBT.3h18i10-8+8
liliBT.3m12i14~15-10+0
* Homing
* High crush 4~37
ravenBT.3h10i10-11+0
xiaoyuBT.3M13i16-5+12
* +21d on backturned hit
* Transition to BT
* Low crush 5~
yoshimitsuBT.3m20i24~26-3~-1+11a
Floor Break
* Low crush 6~29
* Floating state 30~32
azucenaBT.2:2m, t15, 23i17~18, +0d
Transition to attack throw on front standing hit by inputting 2 on frames 10~16
ravenBT.2,2,1h, m, sm9, 12, 24i10, ,i18~19-13+2a (-7)
* Balcony Break
* Weapon
* Projectile
* Available only on hit or block
* Combo from 2nd hit
* Combo from 1st CH
* Interrupt with i3
xiaoyuBT.2,2,1h, m, m,M,M9, 12, 7,7,7i12, ,i12~14,i17~19,i21~27-11+5c
* Transition to FC
* Transition to AOP with D (-10, +5c)
* Combos from 2nd hit
* Jail from 2nd block with ?F delay
lawBT.2,2m, m17, 20i15, i14-14+5c
* Elbow
* Combos from 1st hit
* Delay-able
* Forces tech backroll on hit
ravenBT.2,2h, m9, 12i10, i21~22-9~-8+2~+3
* Combo from 1st CH
* Interrupt with i2
* Transition to t45 r25 SZN with 3+4 or D (-7~-6/+8~+9)
xiaoyuBT.2,2h, m9, 12i12, i21~23-7+5
* Combos from 1st CH
* Interrupt with i1 from 1st block
* Transition to BT
xiaoyuBT.2,1,4h, h, M9, 8, 15i12, ,i18~20-18+33a (+23)
* Combo from 2nd CH with 11F delay
* Jail from 2nd block with no delay
* Move can be delayed by 14F
ravenBT.2,1h, h9, 10i10, i14-1+3
* Elbow?
* Combo from 1st hit
* Jails
* Transition to r36 BT with B
* Transition to t31 r18 +3/+7 CD with F
xiaoyuBT.2,1h, h9, 8i12, i14-1+6+10
* Transition to HYP r41 with B (-2, +5)
* Combo from 1st hit
* Jail from 1st block
azucenaBT.2m15i17~18-8+3
Transition to attack throw on front standing hit by inputting 2 on frames 10~16
fengBT.2m20i19~21-9+13a
* Heat Engager
* Heat Dash +5, +67a (+50)
* Balcony Break
*
kunimitsuBT.2h,t10,20i19~20-7-4d
* Balcony Break (airborne)
* Weapon
* Transitions to attack throw on front standing hit
* Hit vs BT/Side +5
* Chip damage and +0 block advantage on successful attack absorption
* Power crush 7~18
lawBT.2m17i15-14-1+52a
* Elbow
liliBT.2m22i14~16-13+8g
* Balcony Break
* Hit vs BT +15a (+6)
* Block advantage -7 on successful attack absorption, deals 2 chip damage on block, becomes a Reversal Break
* Power crush 6~13
ravenBT.2h9i10+0+7
shaheenBT.2m20i14~15-3+42a
xiaoyuBT.2h9i12+0+6
* Transition to BT
yoshimitsuBT.2h18i16~17-4+14g+39a
* Balcony Break
* Leads to f+2 extensions
armor-kingBT.1+4M!20i41~47+0d
* Armor King recovers FDFR on close hit on frames 41~42 (t91 r49 fs43~91), and FUFT on far hit (frames 43 to 47) or whiff
* Low crush 12~42
* Floating state 43~47
fengBT.1+4t45i12~14-6-5d
* Throw break 1+2
kingBT.1+4M!30i41~47+6d
* Unblockable mid attack.
* Low crush 8~
kunimitsuBT.1+4t45i12~14+0-5d
* Throw break: 1+2
* Opponent recovers in FDFA
xiaoyuBT.1+2,4m,m, h6,6, 20i16~18,i3~5, i23~24+3+19a (+10)
* Heat Engager
* Heat Dash +5, +62a (+42)
* Balcony Break
* Combo from 1st hit with 14F delay
* Interrupt with i6 from 1st block
* Whiffs vs SSR from 1st block
* Move can be delayed by 8F
* Input can be delayed by 15F
* 6 chip damage on block
* Transition to BT
xiaoyuBT.1+2,1+2m,m, m6,6, 6,6i16~18,i3~5, i17~18, i4~5-13+8d
* Combo from 1st hit with 15F delay
* Move cannot be interrupted
* Move can be delayed by 8F
* Input can be delayed by 15F
azucenaBT.1+2m17i14~15-11+3+58a
fengBT.1+2m20i16~17-3+8+41a (+33)
* Balcony Break (CH only)
* Elbow
kingBT.1+2h!45i26~30+2d
* Unblockable high attack.
kunimitsuBT.1+2m,m10,15i14 i10~11-2+7
* Balcony Break (airborne)
* Weapon
lawBT.1+2h20i15~16+1+16g
* Balcony Break
* Homing
* Jab evasion
leoBT.1+2m21i11-20+1a (-8)+22a (-14)
* Balcony Break
* Elbow
liliBT.1+2m,m5,20i13~14 i3~4-11c+16a
* Floor Break
ravenBT.1+2m23i15~16-13+30a (+22)
* Balcony Break
* -7 and 9 chip damage on block on attack absorption
* Power crush 6~14
xiaoyuBT.1+2m,m6,6i16~18,i3~5-6+8
*
azucenaBT.1,4h, m9, 21i10~11, i24~25-11+8+53a
* Combo from 1st hit
* Combo from 1st CH with 2f delay
* Interrupt with i3 from 1st block
* Move can be delayed 10f
* Will not combo if the kick impacts on i25
kunimitsuBT.1,4h, h10, 20i11, i21+3+15c
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Combo from 1st hit with 8f delay
* Interrupt with i5 from 2nd block
* Input can be delayed 8f
* Move can be delayed 4f
* Forces tech backroll on hit
* 4 chip damage on block
liliBT.1,4h, h8, 21i8, i22~24-1+10g
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Combo from 1st hit with 8f delay
* Interrupt with i2 from 1st block
* Move can be delayed 10f
ravenBT.1,4h, h7, 23i8, i16~17-8~-7+14c+67a (+51)
* Balcony Break
* Combo from 1st hit
* Interrupt with i1
* Forces tech backroll on hit
kunimitsuBT.1,3h, m10, 12i11, i22~23-5+2+11
* Knee
* Combo from 1st hit with 8f delay
* Interrupt with i6 from 1st block
* Input can be delayed 8f
* Move can be delayed 4f
* Transition to SET -1 +6 +15 r19 with F
yoshimitsuBT.1,3h, h16, 25i15, i25~26-7+27a (+17)
* Balcony Break
* Combo from 1st CH
* Interrupt with i5 from 1st block
kunimitsuBT.1,2,4h, m, m10, 14, 23i11, ,i26~27+3+5d
* Spike
* Available on hit or block only
* Interrupt with i15 from 2nd block
* Whiffs vs SS, SW from 2nd block
* Input can be delayed 10f
* Move cannot be delayed
* 4 chip damage on block
* Low crush 5~29
* Floating state 30~32
kunimitsuBT.1,2,2h, m, m10, 14, 24i11, ,i19~20-9+14a (+5)+46a (-1)
* Balcony Break
* Weapon
* Available on hit or block only
* Combo from 2nd hit CH with 10f delay
* Interrupt with i8 from 2nd block
* Input can be delayed 10f
* Move cannot be delayed
kunimitsuBT.1,2,1h, m, M10, 14, 18i11, ,i21~22-11+15a (-2)
* Tornado
* Balcony Break
* Weapon
* Available on hit or block only
* Combo from 2nd hit CH with 10f delay
* Interrupt with i10 from 2nd block
* Whiffs vs SSR from 2nd block (Inconsistent w/ all body types)
* Input can be delayed 10f
* Move cannot be delayed
* Low crush 5~15
* Floating state 16~18
azucenaBT.1,2h, h9, 23i10~11, i22~23-1+19a (+10)
* Balcony Break
* Combo from 1st hit with 2f delay
* Combo from 1st CH with 4f delay
* Interrupt with i1 from 1st block
* Move can be delayed 10f
* 6 chip damage on block
* Cancel to LIB -19 -13 r37 with F at frame 17
<Showing 4401-4800 of 6584 moves>