home

All Characters Tekken 8 Frame Data

CharCommandHit levelDamageStartupBlockHitCounter hitNotes
eddyb+2m12i15~16-8+3
* Elbow
fahkumramb+2h17i14~15-15-6
fengb+2m13i17-11+0c
Floor Break
heihachib+2m20i22~23+2+7
* Balcony break on airborne hit
* Chip damage on block
hwoarangb+2h18i14-4+6+14c
* Elbow
* Good right sidestep tracking
jack-8b+2m27i19+2+2a
* Heat Engager
* Heat Dash +5, +36a(+26)
* Balcony Break
* Gain GMC on Heat activation
* Can be charged to power up
jinb+2m12i15~16-11+0
junb+2m10i14~15-9+2
kazuyab+2m12i14-8+4
kingb+2h16i14-5+1
kumab+2m12i15-9+2
kunimitsub+2m17i17~18-9+5+57
* Balcony Break (airborne)
* Weapon
larsb+2m12i15-7+4
Has good left sidestep tracking
lawb+2m12i16-8+4
leeb+2h9i14-5+1
* Transition to -1, +5 MS with F
leob+2m11i14-9+0
leroyb+2sp
* Parry
* Becomes Superior Twin Dragon Gate upon perfect parry (ps5~6 or ps3~4 from HRM)
* Is ps3~15 from HRM.b+2
* Shift to r7 t34 on successful parry
** Can perform Twin Dragon Thunderclap and 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
* Parry state 5~15
lidiab+2h14i13-9+1
lilib+2h15i13-11+0
miary-zob+2h10i13-12+0
* Homing
ninab+2h12i12-14-3
* Homing
* Female characters can slap back with 2 on hit
pandab+2m12i15-9+2
paulb+2m22i18-5c+4c
* Spike
ravenb+2h12i15~17-14~-12-3~-1
reinab+2m14i16~17-9+3
Homing
shaheenb+2m(th)12,16i14~15-9-2d
* Removes Recoverable Health
* Transition to attack throw on standing front hit
steveb+2m20i17~18-13+14
* Can evade highs
victorb+2h5i10-6+5+14
* Weapon
* Deals recoverable damage only; cannot cause a K.O.
xiaoyub+2m13i15~16-6+5
* Homing
* Transition to BT
yoshimitsub+2m12i14~15-9+2
Enter KIN r27 with 1+2
zafinab+2h22i22~23-5+14
* Homing
* Balcony Break on airborne hit
* +23a on BT hit
bryanb+1+4*m!45i53+7a
Spike
kumab+1+4,f,fSM40i55~i130-20~+55+42a~+117a
* Projectile
* Hold F to extend attack
* Recovers in FUFT on hit or block
* If attack is extended to where you roll past the opponent, recovers in FUFA
* Floating state 55~147?
pandab+1+4,f,fsm40i55~i130-20~+55+42a~+117a
* Hold F to extend attack
* Recovers in FUFT on hit or block
* If attack is extended to where you roll past the opponent, recovers in FUFA
asukab+1+4,4h,L, m15,8, 23i12 i17~18, i25~26-14+5b
* Balcony Break (airborne)
* Combo from 2nd CH
* Interrupt with i6 from 2nd block
asukab+1+4,3h,L, L15,8, 18i12 i17~18, i32~33-13-2+16a
* Combo from 2nd CH
* Interrupt with i13 from 2nd block
asukab+1+4h,L15,8i12 i17~18-8+5+7
* Combo from 1st hit
* Interrupt with i1 from 1st block
bryanb+1+4m26i28-9+7c
Spike
devil-jinb+1+4m!60i63~64+20a (+10)
* Floating state 64~85
fahkumramb+1+4m!50i60!+9a
* Unblockable
kazuyab+1+4m!60i63+20a(+10)
kumab+1+4m!25i60~62+16a/+21a HBS
* Transition to HBS with input D or 3+4
leob+1+4h,l6,12i19, i2-12~-10+3+14
lidiab+1+4m!35i60~61+9a
Balcony Break
lilib+1+4m!50i63~65+9a (-17)
* Balcony Break
* Low crush 56~76
* Floating state 77~79
ninab+1+4m,m4,14i15 i13~14-15+34a (+24)
Tornado
pandab+1+4ub(m)25i60~62+16a/+21a HBS
* Transition to HBS with input D or 3+4
paulb+1+4t40i11-2+6d FUFA
* Throw break 1
* Side switch
* Transition to BT on hit
reinab+1+4ub(m)50i64+20d (-1)
* Balcony Break
* Cancel to r40 with b,b at frame 40
victorb+1+4m24i26~27-21+37a (+6)
* Weapon
* ~i5-6 backsway
asukab+1+3*25
* Opponent recovers FUFT
* Reverses high or mid attacks
* Parry state 5~54
hwoarangb+1+3,P.4m,h,h10,8,10i15,i8,i9+17a (+8)
* Balcony Break
* Pressing 4 after successful parry
bryanb+1+3,P.2h30,i13~14-10+6cg
* Balcony Break
* Gain SNE on hit
* SNE gain is r25
* +14cg if Bryan has SNE already
* Forces tech back roll on hit
* Chip damage on block
leob+1+3,P.2m30i14~15-9~-8-9a
* Balcony Break
* Combo from parry
* Gain LTG on hit
* +9a on hit during LTG
alisab+1+3,Pm!25i20~21-5a (-14)+27a (-20)
* Balcony Break
* Interrupt with i2 or i19 mid extension after parry
* High crush 1~39
junb+1+3,Pt25-4d
* Opponent recovers FDFT
ravenb+1+3,P-31
* Deals recoverable self-damage on a successful parry
* Raven will teleport back a safe distance
* Can input b+1+3/b+2+4 again at frame 40 before recovering in FC
* Low crush 1~32
* High crush 33~
leeb+1+3,4m35i20+22a (+13)
* Balcony Break
* Only available upon successful parry
* Guaranteed hit
armor-kingb+1+3,2m17i17 (i38)-9+3+27a
* i38 effective startup (b+1+3 takes 21 frames)
* On CH transition to True Dark Smash
alisab+1+3
* Parries all highs
* Parry state 3~15
annab+1+325+3d
* Parries high or mid punches or kicks
* Can side switch depending on the parried attack
* Parry state 5~12
armor-kingb+1+325+0d
* Reverses High or Mid punches only
* Opponent recovers FUFA when parrying a left punch
* Opponent recovers FDFL when parrying a right punch
* Has a followup on whiff only
* Parry state 5~12
asukab+1+325
* Opponent recovers FUFT
* Reverses high or mid attacks
* Parry state 5~12
bobb+1+3sp(10),20 (25)i41?, i30+5g / +26a (+0)
* Balcony Break (Perfect)
* Parries high and mid punches
* On successful parry, shift to Steak and Fries (FC.db+1+2)
** Input 3 during frames 26 to 29 of 2nd hit to power up
* Parry state 5~12
bryanb+1+3+31
* Parries high or mid punches
* Parry state 5~12
devil-jinb+1+3m30i15-8+16a (+6)
* Balcony Break
* 50% damage reduction when absorbing attacks
* Devil Jin automatically retaliates on successful power crush
* Reversal Break, -8 on block and 12 chip damage on block after attack absorption
* r34 on hit
* Power crush 4~14
dragunovb+1+325-5d
* Parries mid and high punches and kicks
* +1d on a successful kick parry
* 100% recoverable damage
* Sometimes Side switches on hit
* Parry state 5~12
fahkumramb+1+3m,m,h40i19+19a (+10)
* Balcony Break
* Kick parry; parries high, mid and low kicks
* Parry state 5~12
fengb+1+325-3d
* Timed with opponent punch
* Sideswitch on parry
* Parry state 5~12
hwoarangb+1+3+9
* Parries high and mid punches. Pressing 4 on successful parry gives Shotgun Shuffle
* Parry state 5~12?
jinb+1+3
* Strong parry: parries all highs or mids except throws, unblockables and charge moves
* r14 after parrying
* Plus frames after parrying depend on the recovery of the parried move
* Parry state 3~9
junb+1+3
* Parries mid or high punches or kicks
* Parry state 5~12
kingb+1+3r(m)25i10+2d
Floor Break
* Parry opponent's right punch.
* Side Switch. Opponent recovers in FUFR.
* Parry state 5~15?
kunimitsub+1+3m!25i19~20+3a
* Spike
* Parry mid and high punches and kicks
* Parry state 5~12
lawb+1+3+7
* Transition to DSS on successful parry with F to be +20g (i14? guaranteed followups)
* Parry state 5?~11?
leeb+1+3+14BT
* High and Mid parry
* Puts you behind opponent
* Alternate input b+2+4, HMS.b+1+3, HMS.b+2+4
* Parry state 5?
leob+1+3
* Parries high and mid punches and kicks
* Parry state 5~12
lidiab+1+3
Parries high or mid punches
* Parry state 5~12
lilib+1+3t25+1d
* Punch parry (high and mid)
* Side switch on successful parry
* Parry state 5~15
ninab+1+3-6
* Damage is 25 + 50% of the opponent's attack
* Parries mid or high punches or kicks
* Parry state 5~12
paulb+1+325+1d FUFA
* Parry
* Parry state 5~12
ravenb+1+3
* Parries all attacks except for Rage Arts
* Parry state 1~10
reinab+1+3
* Parry mids and highs
* Converts incoming damage to recoverable health
* Transitions to WRA on successful parry with +(recv - 17) where recv is the recovery of the parried move
* Parry state 3~9
shaheenb+1+3sp15 (15)
* Removes Recoverable Health
* Alternate input: b+2+4
* Punch parry
* Hit throw on successful parry
* Side switch on parry
* Parry state 5~12
steveb+1+3sp
* Parry h and m punches
* +7? on successful parry
* Press 1 on successful parry for follow-up
** i14,30dmg (-12/+24a (+18)/+26a (+16))
* Parry state 5~12
xiaoyub+1+3+6
* Transition to BT on successful parry
* Alternate input b+2+4
* Also possible during HYP and BT
* Parry state 5~12?
* Parry state 1~7?
* (BT)
zafinab+1+3m,m5,23i30~34, i29~30+2+12d
* Zafina automatically retaliates on successful power crush
* Deal 8 recoverable damage to self without Heat
* +2 and 11 chip damage on block after attack absorption
* Gain ORB on hit
* Power crush 6~29
zafinab+1+2,ORB.1+2m17,5,15i19~20+2+10a (-16)
* Balcony Break
* Deals 12 recoverable damage to self without Heat
* Consumes ORB
* Consumes 240F of remaining Heat time
* Azazel's Power
* Deals 5 additional damage when Zafina's remaining health is below 48
* 8 chip damage on block
** Deals 13 chip damage on block when Zafina's remaining health is below 48
* Available only on hit or block
* Jail from 1st block
leob+1+2,1+2,2m, m, m15, 13, 25 (30)i17~18, ,i20~21-13~-12+17d (+12)
* Combo from 2nd CH
* Power up with motion input d,df,f+2
* Interrupt with i2 from 1st block
* 12 chip damage on block with motion input
* Deals 25 damage without motion input
kingb+1+2,1+2t0i12~17+11g
* 1+2 throw break.
* Damage becomes 15 on wall splat.
* Transition to JGR
** Can range from +20 to +30(?) on wall hit depending on angle and distance to the wall
* Cancel to standing with f,F or b,B (-6)
** Can range from +15 to +25(?) on wall hit depending on angle and distance to the wall
leob+1+2,1+2m, m15, 13i17~18, i21~22-14~-13-3+7
* Shoulder
* Combo from 1st hit
* Jail from 1st block with ?F delay
bobb+1+2,1,2m, m, h20, 10, 20i17~18, ,i12-16+8a (-1)
* Balcony Break
* Jail from 2nd block with 9F delay
* Combo from 1st CH or 2nd hit with 20F delay
* 20F timestop on hit
* Move can be delayed by 12F
* Input can be delayed by 20F
bobb+1+2,1m, m20, 10i17~18, i30-11+0
* Combo from 1st CH with 8F delay
* Interrupt with i5 from 1st block
* Move can be delayed by 9F
alisab+1+2m25i19~20-13+8
* Balcony Break
* Weapon
* 7 chip damage on block
* 12 chip damage on block in Heat
* 10 chip damage and -9 block advantage on attack absorption
** 12 chip damage in Heat
* Power crush 7~18
annab+1+2m21i20~21-13+20a (+15)
* Balcony Break
* -8 frame advantage and 9 chip damage on block after absorbing an attack in power crush state
* Power crush 7~19
armor-kingb+1+2m0i16~17+0+4+15
bobb+1+2m20i17~18-9+8c
* Spike
* Head
claudiob+1+2m25i22-13+15a
* Balcony Break
* Spike
* -9 frame advantage and 10 chip damage on block after absorbing an attack in power crush state
* Power crush 7~21
cliveb+1+2m25i24~25-14+14a (+4a)
* Balcony Break
* Weapon
* Reversal Break (after attack absorb)
* 34 in total damage after absorbing an attack in power crush state
* Damage taken during power crush state is recoverable
* -7 frame advantage and 12 chip damage on block after absorbing an attack in power crush state
* Power crush 7~23
devil-jinb+1+2m21i20~21+3c+7c+24d
* Spike
* Opponent recovers FDFA on CH
* 4 chip damage on block
dragunovb+1+2m26i22~23+6+13c
Floor Break
eddyb+1+2
* Auto low parry ps8?~ at Mandinga Level 1
** Transition to Ogum Mandinga on successful parry
* Transition to HSP
* Floating state 14~61
fengb+1+2m31i13~14-19+18a (+13)
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Shoulder
heihachib+1+2m20i42-11+23a (+13)
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Gain 1 Ultimate Count on Heat activation
* Parries all mid or high punches or kicks
* Attack is guaranteed after a successful parry
* Parry state 5~25
jack-8b+1+2m28i14-19-1d (-10)
* Heat Engager
* Heat Dash +5, +43d(+35)
* Balcony Break
* Gain GMC on Heat activation
jinb+1+2m20i23~24-12+6
Punch sabaki: balcony break and +34d (+26) on hit
* Parry state 3~10
junb+1+2
* Enter SS r16 with u_d
* r30 when blocking after SS
* Cancel to r15 with DB
* Stays in stance indefinitely
* Restores 3 recoverable health and gain Kazama Essence with each pulse
kazuyab+1+2m21i22-8+5
* Heat Engager
* Heat Dash +5, +43d (+35)
* 6 chip damage on block
kingb+1+2t0i12~17-3+14g
* Homing
* 1+2 throw break. Side switch.
* Damage becomes 15 on wall splat.
* Transition to JGR
** Can range from +22 to +47 (?) on wall hit depending on angle and distance to the wall
* Cancel to standing with f,F or b,B (-2)
** Can range from +6? to +31 (?) on wall hit depending on angle and distance to the wall
kumab+1+2h,m10,20i18~19 i12~13-8+13d
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Floor Break on airborne hit
* Homing
* Strong Aerial Tailspin 1st hit only
* 12 chip damage
* Transition to HBS r36 with input D or 3+4 (does not shift when using Heat Dash)
kunimitsub+1+2m,t13,25i15~16-7-3a
* Balcony Break (airborne)
* Transitions to attack throw on grounded hit automatically
* Does not transition on BT hit
* Hit vs BT +9
larsb+1+2m,m4,20i21~22,i8~9-9+9
* Balcony Break
* Homing
* Can evade jabs from range
lawb+1+2m21i20-14+31a (+23)
Balcony Break
* Power crush 7~
leob+1+2m15i17~18-24~-23-11
Elbow
leroyb+1+2m17i12-10+2+60a
* Crumple stun +14F after CH
lidiab+1+2m25i20-13+11a (+2)
* Balcony Break
* -8 frame advantage and 10 chip damage on block after absorbing an attack in power crush state
* Power crush 7~19
lilib+1+2m28i23~24-12+29a (-7)
* Balcony Break
* Backswing blow
* Hit vs BT +8 (-1)
miary-zob+1+2m25i18-13+20a (+15)
* Balcony Break
* Spike
* Block advantage -9 on successful attack absorption, deals chip damage
* Power crush 7~17
ninab+1+2m,m5,20i16 i8~10-4+5a
* Removes Recoverable Health
* Balcony break on airborne hit
* Combo from 1st hit only if the second hit connects on i8
* 2nd hit available only as combo from 1st
* If the second hit connects on i9~10, frame advantage on hit will be -16
* Powered up in heat
pandab+1+2h,m10,20i18~19 i12~13-8+13d
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Floor Break on airborne hit
* Homing
* Strong Aerial Tailspin 1st hit only
* 12 chip damage
* Transition to HBS r36 with input D or 3+4 (does not shift when using Heat Dash)
paulb+1+2h28i24-9+21d (+16)
* Balcony Break
* Chip damage (11) if attack is absorbed
* Power crush 7~23
ravenb+1+2m30i28~30-15~-13+20a (+10)
* Balcony Break
* Backswing blow
* Evades on 6f
reinab+1+2m20i18-13+14cg
* Balcony Break
* -8 frame advantage and 8 chip damage on block after absorbing an attack in power crush state
* Power crush 7~17
steveb+1+2m,h8,20i16, i12-8+19d
* Balcony Break
* Jail from 1st attack
victorb+1+2h25i19~20-9+16cg
* Balcony Break
* Weapon
* Forces tech back roll on hit
* 7 chip damage on block
* +0 and 10 chip damage on block after attack absorption
* Power crush 7~18
xiaoyub+1+2M,M8,12i15~16 i5~6-13+29a (+19)
*
yoshimitsub+1+2
* Cannot block during transition
* High crush 8~50
zafinab+1+2m27i19~20-6+12a (+3)
* Balcony Break
* Weapon
* Deals 12 recoverable damage to self without Heat
* Gain ORB on hit
* Azazel's Power
* 5 chip damage on block
zafinab+1:ORB.1+2m, t14, 19,10,16i18, +0d
* Consumes ORB
* Consumes 180F of remaining Heat time
* Azazel's Power
* Deals (5) 8 recoverable damage to Zafina without Heat
* Deals 5 additional damage when Zafina's remaining health is below 48
* Available only from 1st front hit
leeb+1:1+2h,h12,25i14,i21-6+39d (-19)
* Balcony Break
* Combos from 1st hit
* 10 chip damage
* Perfect Input not required during Heat
* Partially consumes remaining Heat Time
leeb+1:1,2h,m, h12,6, 23i14,i20, i20~21-6+39d (-19)
* Balcony Break
* Combos from 1st hit
* Perfect Input not required during Heat
* Partially consumes remaining Heat Time
leeb+1:1h,m12,6i14,i20-5+6
* Transition to -1, +10g HMS with 3+4
* Cancel and transition to -5, +1 MS with F
* +6c on crouching hit
* Perfect Input not required during Heat
* Does not partially consume remaining Heat Time
* Heat Time is only consumed after the 2 followup
zafinab+1:1m, t14, 36i18, +0d
* Deal 5 (8) recoverable damage to self without Heat
* Side switch on hit
* Gain ORB on hit
* Azazel's Power
* Low crush 80~92
* Floating state 93~95
steveb+1,d+2,1h, l, m10, 10, 10i13~14, ,i25~27-9+35a (+20a)
* Tornado
* Combo from 2nd CH
* Interrupt with i6 from 2nd block
steveb+1,d+2h, l10, 10i13~14, i27~28-11+0
* Combo from 1st hit
* Interrupt with i10 from 1st block
* Transition to r25? PAB with f (-9/+2)
* r25? PAB FC cancel?
* High crush 13~
eddyb+1,4,3+4m, m, L15, 10, 7,7i14~15, ,i22~24-24c+12
* Combo from 1st CH or 2nd hit with 3F delay
* Interrupt with i2 from 1st block
* Move cannot be delayed
* Input can be delayed by 3F
* Floating state 1~46
* High crush 10~54
eddyb+1,4,3,3+4m, m, m, M,M15, 10, 8, 7,20i14~15, ,i24~26-12+8a
* Combo from 3rd CH with 5F delay
* Interrupt with i8 from 3rd block
* Move can be delayed by 8F
* Input can be delayed by 11F
* Floating state 21~39
eddyb+1,4,3m, m, m15, 10, 8i14~15, ,i23~24-13-1c
* Combo from 1st CH or 2nd hit with 10F delay
* Interrupt with i3 from 1st block
* Move can be delayed by 7F
* Input can be delayed by 10F
* Floating state 1~23
eddyb+1,4m, m15, 10i14~15, i25~27-8+8c
* Transition to HSP
* Combo from 1st CH with 8F delay
* Interrupt with i10 from 1st block
* Floating state 19~57
heihachib+1,4m, m12, 24i14~15, i22~23-13+7a
* Tornado
* Knee
* Combo from 1st hit with 12f delay
* Move can be delayed 10f
* Low crush 24~
kingb+1,4h, m13, 23i12, i26~28-10d+1d
* Spike
* Combo from 1st CH with 4f delay
* Move can be delayed by 6f
* Input can be delayed by 10f
* Low crush 16~35
* Floating state 36~38
leob+1,4m, m17, 14i18~19, i23+9+15g+19
* Knee
* Combo from 1st CH
* Interrupt with i5 from 1st block
* Whiffs vs SSL from 1st block
lilib+1,4m, m16, 22i17, i25~26-11+32a (+17)
* Tornado
* Combo from 1st hit with 5f delay
* Interrupt with i5 from 1st block
* Input can be delayed 10f
* Move can be delayed 9f
miary-zob+1,4h, h10, 21i12~13, i22~23-13+16a (-1)
* Tornado
* Balcony Break
* Combo from 1st hit with 3f delay
* Interrupt with i3 from 1st block
* Move can be delayed 3f
* Launches opponent if first hit is CH +71a (+55)
* Low crush 19~39
* Floating state 40~42
ninab+1,4h, M10, 22i12~13, i28~29-12+7+71a (+55)
* Tornado
* Combo from 1st hit with 1f delay
* Interrupt with i9 from 1st block
* Whiffs vs SSR from 1st block
* Can hit grounded when off-axis
steveb+1,2~1h, m10, 17i13~14, i30~31-8+4+63a
* Interrupt with i14 from 1st block
* Interrupt with i3 from 1st hit
annab+1,2,2m, h, m14, 12, 24i16~17, ,i26~27-12+20a (+15)+29d (+21)
* Balcony Break (airborne)
* Elbow
* Combo from 1st CH
* Combo from 2nd CH with 9f delay
* Input can be delayed 15f
lawb+1,2,2m, m, m12, 12, 22i14, ,i18-14+12a (+5)
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Combo from 1st or 2nd hit CH with 12F delay
* Move can be delayed by 8F
* Input can be delayed by 16F
annab+1,2m, h14, 12i16~17, i24-11+5
* Combo from 1st hit
* Jails from 1st attack
armor-kingb+1,2h, m12, 20i12~13, i20~21-12+8+11
* Combo from 1st hit with 11F delay
* Jail from 1st block with 2F delay
* Transition to r30 BAD with F (-12/+8/+11)
* Move can be delayed by 10F
* Input can be delayed by 11F
bobb+1,2m, m15, 16i18~19, i23~24-8+7
* Combo from 1st hit
* Jails attack inputs from 1st block (cannot CH)
devil-jinb+1,2h, m10, 20i12, i23-14+23a (+13)
* Balcony Break
* Combo from 1st hit with 7f delay
* Interrupt with i8 from 1st block
* Whiffs vs SSL, SSR, SWL, SWR after 1st block
* Input can be delayed by 15f
* Move can be delayed by 10f
* Cancel to r32 with B on frame 17 (-18/-7)
dragunovb+1,2m, m14, 18i17, i25~26-12+18cg
* Tornado
* Balcony Break
* Combo from 1st hit with 1f delay
* Interrupt with i6 from 1st block
* Whiffs vs SSR, SWR from 1st block
* Opponent recovers crouching
jack-8b+1,2m, m17, 17i20, i26-14c+15d+47a
* Elbow
* Combo from 1st hit with 5F delay
* Combo from 1st CH with 11F delay
* Interrupt with i8 from 1st block
* Whiffs vs SSR from 1st block
* Move can be delayed by 7F
* Input can be delayed by 11F
jinb+1,2h, h11, 20i12, i22~24-10+32a (+17)
* Tornado
* Combo from 1st hit with 8f delay
* Interrupt with i2 from 1st block
kazuyab+1,2h, m10, 20i11, i20-14+9 (+0)
* Balcony Break
* Combo from 1st hit
* Can be delayed 14F
* Combo can be delayed 10F from hit
kingb+1,2h, h13, 20i12, i19~20-13+5
* Tornado
* Combo from 1st hit with 8f delay
* Combo from 1st CH with 10f delay
* Launches opponent if b+1 counterhits, +70a (+54)
* Move can be delayed by 6f
* Input can be delayed by 10f
lawb+1,2m, m12, 12i14, i19-12+2
* Combo from 1st hit with 11F delay
* Move can be delayed by 14F
* Transition to DSS with F
** (-10 oB, +4 oH)
paulb+1,2h, m10, 21i12~13, i20~21-14+16d (-1) FDFA
* Tornado
* Balcony Break
* Move can be delayed 5f
* Input can be delayed 5f
* Combo from 1st hit with 5f delay
steveb+1,2h, h10, 17i13~14, i17~18+3+8
* Homing
* Strong Aerial Tailspin
* Combo from 1st hit
* Interrupt with i1 from 1st block
* Transition to LNH
* Transition to r34? standing with b (-1/+4)
victorb+1,2m, h,th11, 16(15)i14, i20-8+0
* Combo from 1st CH with 10F delay
* Move cannot be interrupted
* Move can be delayed by 9F
* Input can be delayed by 10F
* Side switch after attack throw connects
alisab+1,1+2m, SL,m15, 1,30i15~16, i25~40 i26~28-16+71a
* Tornado
* Head
* Input can be delayed 13f
* 2nd hit combos into 3rd on CH only
leob+1,1+2m, m17, 18i18~19, i22~23-12~-11+9
* Shoulder
* Combo from 1st hit with 2F delay
* Combo from 1st CH with 10F delay
* Interrupt with i3 from 1st block
* Transition to BOK r28? with d (-10/+11)
* Move can be delayed by 16F
* Input can be delayed by 18F
yoshimitsub+1,1,db+3,3h, h, l, l8, 9, 7, 5i17, ,i15~17-19-7
* Combo from 3rd CH
* Can combo to db+3 extensions
* Enter IND r20 with d+3+4
* Can be performed after one or three b+1
* High crush 1~
yoshimitsub+1,1,db+3h, h, l8, 9, 7i17, ,i13~14-20-9
* Combo from 1st hit
* Can combo to DB+3 extensions
* Can be performed after one or three b+1
* High crush 10~
reinab+1,1,3,3h, m, m, m14, 15, 13, 20i18, ,i32-16+48 (+17)+53a
reinab+1,1,3h, m, m14, 15, 13i18, ,i15~17-10+3
* Transition to SEN r18 with F (+0/+13)
* Cannot block up to i14 on empty transition on block
* Combo from 2nd CH
* Jails from 2nd block
azucenab+1,1,2h, h, h10, 14, 20i14~15, ,i24~25-5+17a (+8)
* Balcony Break
* Combo from 1st CH
* Combo from 2nd CH with 6f delay
* Input can be delayed 9f
* Move can be delayed 7f
* Interrupt with i6 from 1st block
* 6 chip damage on block
* Cancel to BT -21 -10 r18 with B
leeb+1,1,2h, m, h9, 6, 18i14, ,i20-11+1
* Combos from 1st hit
kunimitsub+1,1,1,1,1,1h, h, h, h, h, h8, 9, 10, 12, 14, 16i17, ,i12-72-71-66
* Combo from 4th hit
* Combo from 3rd CH
yoshimitsub+1,1,1,1,1,1h, h, h, h, h, h8, 9, 10, 12, 14, 16i17, ,i11~12-73-71-67
* Combo from 4th hit
* Combo from 3rd CH
kunimitsub+1,1,1,1,1h, h, h, h, h8, 9, 10, 12, 14i17, ,i12+5+6+11
* Combo from 4th hit
* Combo from 3rd CH
yoshimitsub+1,1,1,1,1h, h, h, h, h8, 9, 10, 12, 14i17, ,i11~12+4+5+10
* Combo from 4th hit
* Combo from 3rd CH
* Can transition to Spinning Evade with b+3 or b+4
kunimitsub+1,1,1,1h, h, h, h8, 9, 10, 12i17, ,i12+5+6+11
* Combo from 3rd CH
yoshimitsub+1,1,1,1h, h, h, h8, 9, 10, 12i17, ,i11~12+4+5+10
* Combo from 3rd CH
* Can transition to Spinning Evade with b+3 or b+4
kunimitsub+1,1,1h, h, h8, 9, 10i17, ,i12+5+6+11
* Combo from 1st hit
* Combo from 2nd hit
yoshimitsub+1,1,1h, h, h8, 9, 10i17, ,i11~12+4+5+10
* Combo from 1st hit
* Can transition to Spinning Evade with b+3 or b+4
azucenab+1,1h, h10, 14i14~15, i23-8+3
* Combo from 1st CH hit with 6f delay
* Jail from 1st block with 1f delay
* 4 chip damage on block
kunimitsub+1,1h, h8, 9i17, i12+5+6+11
* Combo from 1st hit
leeb+1,1h, m9, 6i14, i20-5+6
* Transition to -1, +10g HMS with 3+4
* Cancel and transition to -5, +1 MS with F
* +6c on crouching hit
reinab+1,1h, m14, 15i18, i22-10-4
* Combo from 1st hit with 8F delay
* Interrupt with i3 from 1st block
* Move can be delayed by 10F
* Input can be delayed by 12F
yoshimitsub+1,1h, h8, 9i17, i11~12+4+5+10
* Combo from 1st hit
* Can transition to Spinning Evade with b+3 or b+4
alisab+1m15i15~16-5+8
* High crush 12~
annab+1m14i16~17-2+1
armor-kingb+1h12i12~13-7+5
asukab+1L17i29~30-10+6+0d
* Transition to attack throw on CH, +22 damage
* Cancel to r39 FC with D at frame 25
* High crush 6~58
azucenab+1h10i14~15-3+3
bobb+1m15i18~19-8+5c
* Elbow
* Spike
bryanb+1m21i20~21+4+7c+78a (+58)
* Spike
* Elbow
claudiob+1m17i18~19-8+9a
* Homing
* Balcony Break
cliveb+1m18i17~18-13+10g+57a
* Homing
* Balcony Break
* Weapon
devil-jinb+1h10i12-6+5
Tracks SSR/SWR completely
dragunovb+1m14i17-10+1
eddyb+1m15i14~15-7+8
* Transition to FC
fahkumramb+1m20i14~15-13~-12+34a
* Jab evasion (frames 8 to 11?)
fengb+1h17i10~11-12+1+36a (+28)
* Balcony Break on CH
heihachib+1m12i14~15-9+4
hwoarangb+1m15i15-15-1
* Spike
* Sidesteps to the right
jack-8b+1m17i20-11+8
*
jinb+1h11i12-9+2
junb+1L19i29~30-10~-9+6~+7+0d
* Cancel to r39 FC with D on frame 25
* Transition to attack throw on CH, +22 damage, total 44
* Opponent recovers FDFA on CH
* High crush 6~58
kazuyab+1h10i11-10+1
kingb+1h13i12-8+3+3s
kumab+1M24i22~23-13+13a
* Balcony Break
* Transition to -13 HBS with input D or 3+4
* 9 chip damage on block
* 12 chip damage on block after absorbing an attack in power crush state
* -3 on block after absorbing an attack in power crush state
* Power crush 7~21
kunimitsub+1h8i17+1+7+12
Can continue into db+3 up to 3 times (at 13,15,16f respectively) after up to 3 b+1 hits.
larsb+1m17i15~17-9+4+14a (+5)
* Homing
* Balcony Break on CH
lawb+1m12i14-9+2
* Transition to DSS with F
** (-4 oB, +7 oH)
leeb+1h9i14-0+6
leob+1m17i18~19-12+1
* Elbow
leroyb+1h17i13-6+5
Shifts to throw "Knee Snap" on front grounded CH
lidiab+1m24i18+2+22cg
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
* 4 chip damage on block
* Forces tech backroll on hit
lilib+1m16i17-8+2+8
* Enter DEW -2 +8 +14 r22 with F
miary-zob+1h10i12~13-9+4+4s
* Elbow
ninab+1h10i12~13-7+4
pandab+1M24i22~23-13+13a
* Balcony Break
* Transition to -13 HBS with input D or 3+4
* 9 chip damage on block
* 12 chip damage on block after absorbing an attack in power crush state
* -3 on block after absorbing an attack in power crush state
* Power crush 7~21
paulb+1h10i12~13-9+2
ravenb+1h21i16~17+7c~+8c+10c~+11c+33d
* Spike
* Elbow
* 6 chip damage on block
* Transitions to r26 SZN on hit or block only
reinab+1h14i18-4+6
shaheenb+1m20i19~20+0c+6c
* Heat Engager
* Heat Dash +67a (+50)
* Transition to +0c, +6c FC with D
steveb+1h10i13~14-14+2+61a
* Transition to r16? FLK with B (-1/+10/+69)
** r16? FLK FC cancel?
victorb+1m11i14-13-3
* Weapon
* Transition to PRF r25 with F (-5/+5) with 9F delay
xiaoyub+1m10i8~13-12+1~+6
* Transition to BT on hit
* Transition to standing on hit with B+1 (-1~+4)
yoshimitsub+1h8i17+1+7+12
Can transition to Spinning Evade with b+3 or b+4
zafinab+1m14i18-14+2
* Transition to attack throw on standing or airborne front hit with 1+2
* 8f input window for attack throw (frames 10~17)
heihachib:2*m23i29~30+6+24a (+14)
* Strong Aerial Tailspin
* Reversal Break
* Balcony Break
* Chip damage on block
* recover an additional 3 health on hit or block
* 23 damage upon releasing input within the 5f window (frames 1822)
* 28 damage on a perfect input release exactly on frame 17
eddyb,ub
* Transition to r66 RLX
* Can perform Trovo with 3 (i69~71 effective startup)
* Low crush 9~40
* Floating state 41~42
* High crush 52~
fahkumramb,f+4h25i18~19+6+47a
* Reversal Break
* Has good left sidestep tracking
* Crumple stun
* 20f timestop on hit
* Recovers 3f faster on hit (t57 r38)
* 10 chip damage on block
devil-jinb,f+2,3m, h12, 21i15~17, i19~20-5+16cg
* Balcony Break
* Combo from 1st hit with 6F delay
* Interrupt with i4 from 1st block
* Opponent recovers crouching on hit
* Transition to MCR r35 with F on hit (+14)
** -11 on an empty MCR transition
* Move cannot be delayed
* Input can be delayed by 6F
* +11d (+9d MCR) on BT hit
jinb,f+2,3m, m15, 17i15~16, i25-9+6+59a
* Combo from 1st hit with 4f delay
* Interrupt with i6 from 1st block
* Input can be delayed 9f
* Enter ZEN +2 +17g +71a r20 with F
devil-jinb,f+2,1,df+2m, m, m12, 12, 20i15~17, ,i18~19-13+25a (+8)
* Tornado
* Balcony Break on grounded hit only
* Combo on 2nd CH with 11f delay
* Interrupt with i5 from 1st block
* Whiffs vs SSR, SWR from 1st block
* Input can be delayed 20f
* Move can be delayed 14f
* Opponent recovers FDFA on hit
jinb,f+2,1,df+2m, h, M15, 14, 22i15~16, ,i28~29-14+37a (+27)
* Tornado
* Combo from 2nd CH
* Interrupt with i13 from 2nd block
* Whiffs vs SSR, SWL from 2nd block
* Input can be delayed 16f
* Move can be delayed 10f
devil-jinb,f+2,1,4m, m, M12, 12, 21i15~17, ,i26~29-8c+14a
* Floor Break
* Interrupt with i13 from 1st block
* Whiffs vs SS, SW from 1st block
* Move can be delayed by 14f
* Input can be delayed by 20f
* Low crush 12~20
* Floating state 21~23
devil-jinb,f+2,1,2m, m, m12, 12, 24i15~17, ,i22~23-8+15a (+6)+45a (+0)
* Balcony Break
* Combo on 2nd CH with 7f delay
* Interrupt with i8 from 1st block
* Whiffs vs SSR, SWR from 1st block (SSL & SWL inconsistent with less evasive sidesteps)
* Input can be delayed 20f
* Move can be delayed 15f
* 7 chip damage on block
jinb,f+2,1,2m, h, m15, 14, 20i15~16, ,i19~20-5+18a (+9)+50a (+3)
* Balcony Break
* Combo from 2nd CH with 15f
* Interrupt with i4 from 1st block
* Input can be delayed 16f
* Move can be delayed 10f
devil-jinb,f+2,1m, m12, 12i15~17, i14~15-10+1
* Elbow
* Jail from 1st block with 6f delay
* Combo from 1st hit with 13f delay
* Move can be delayed by 7f
* Input can be delayed by 13f
jinb,f+2,1m, h15, 14i15~16, i21-5+6+9
* Combo from 1st hit with 8f delay
* Interrupt with i2 from 1st block
* Input can be delayed 12f
devil-jinb,f+2m12i15~17-9-1
* Input bufferable
* -1c on hit against crouching opponents
jinb,f+2m15i15~16-7+4
* Has good left sidestep tracking
kumab,f+2h26i15~17-5+17a (+8)+62a (+42)
* Balcony Break
* 10 chip damage on block
pandab,f+2h26i15~17-5+17a (+8)+62a (+42)
* Balcony Break
Tailspin
* Chip damage on block
devil-jinb,f+1+2,2m, M6,6,6,6,6,6, 30 (9)i25 i6 i6 i6 i6 i6, i28~31-31-14a (-23)
* Balcony break on standing hit only
* Combo from 1st hit with 7F delay
* 9 damage with scaling from 1st
* Move cannot be delayed
* Input can be delayed by 7F
* Low crush 28~69
* Floating state 70~72
devil-jinb,f+1+2m6,6,6,6,6,6i25 i6 i6 i6 i6 i6-17+31a (-2)
* Weapon
* Projectile (unparryable)
* 17 damage on hit with scaling
* 6 chip damage on block
* Low crush 24~80
* Floating state 81~83
bryanb,df+4l25i29-13+14g+29a
* Cancel to r26 with B
jack-8b,db,d,df+2m31i22-9+31d (-5)
* Balcony Break
* Alternate input df+2+3
jack-8b,db,d,df+1l28i29-37+18d
* Homing
* Alternate input df+1+4
bryanb,B+4M24i21~33-19~-7-7a~+5a
Spike
* Low crush 18~32
* Floating state 33~
leeb,B+4h23i19+2+25a
* Strong Aerial Tailspin
* Homing
* Transition to +5, +28a HMS with 3
* 6 chip damage
alisab,B+2+3m!50i75~76+44
* Balcony Break
* Head
armor-kingb,B+2+3m!50i63~66+52a
* Cancel to r45 FC with D at frame 36
* Low crush 62~78
* Floating state 79~81
bobb,B+2+3h!25i48~50+13d
* Strong Aerial Tailspin
* Low crush 20~47
* Floating state 48~50
claudiob,B+2+3m!60i72+15a (-11)
Balcony Break
eddyb,B+2+3h!, h!25,30i77~79, i8~9-37a(-46)
* Balcony Break
* Cancel to r78 standing with input b,B+2+3,b,b at frame 48
* 20f timestop on hit
* Low crush 76~78
* Floating state 79
* Low crush 82~94
* Floating state 95~97
hwoarangb,B+2+3m!40i61~62+17a
* Also possible during RFF
* Cancel and transition to r24? LFS at frame 25? with b,b
lawb,B+2+3m!60i78+0d
Can cancel and transition to DSS with b,b
miary-zob,B+2+3m!30i62~63-6d
* Balcony Break
ninab,B+2+3m!50i65+25a
Cancel to r25 with b,b
victorb,B+2+3ub(m)50i65~66+2a (-8)
* Balcony Break
ravenb,B+2,Pm,h, t15,21, 35i17~18 i30~31, i15~25-8~+2+0d
ravenb,B+2m,h15,21i17~18 i30~31-10~-9+5~+6
* Balcony Break
* Jail from 1st attack
* Parries high or mid punches or kicks
* Parry state 1?~
yoshimitsub,B+1+4,Bm20i22~25-20+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
bobb,B+1+4,2m25i15~16 (i57~58)-11+11a
* Balcony Break
* Spike
* i57~58 actual startup
* Input 2 at frame 42
alisab,B+1+4h!50i63~84+37a (-18)
* Balcony Break
* Weapon
* Low crush 12~79
* Floating state 80~82
bobb,B+1+4m!60i72~74+7d
* Spike
* 20f timestop on hit
* Cancel to r47 FC with DB at frame 42
* Low crush 51~69
* Floating state 70~72
cliveb,B+1+4m!40i80~81+56a
* Hitstop on frame 80 for 20f
yoshimitsub,B+1+4m!50i59~61+2a
* Weapon
* Cannot be buffered
* Poor hitbox, will go over crouching opponents sometimes
reinab,b,UBm21i39-41+4c+22a
Requires back close to wall to execute
* Low crush
xiaoyuAOP.uf+4,4m, m12, 12i16~26, i23-12-1
* Combo from 1st hit only AOP.uf+4 connects on frame 21 or later
* Interrupt with i14 from 1st block
* Alternate input AOP.u+4,4
* Low crush
xiaoyuAOP.uf+4m12i16~26-10+1
* Transition to AOP with D (-12, +0)
* Transition to BT with B (-15, -3)
* Alternate input AOP.u+4
* Low crush
xiaoyuAOP.uf+3,4m, M14, 17i15~17, i15~17-14-3+22g
* Alternate input AOP.ub+3,4 AOP.u+3,4
* Interrupt with i6 from 1st block
xiaoyuAOP.uf+3,1m, m14, 22 (15)i15~17, i24~25-4+7c~+8c
* Spike
* Airborne combo from 1st hit with 5F delay (+9a)
* Interrupt with i8 from 1st block
* Low crush 1~19
* Floating state 20~22
* High crush 27~47
xiaoyuAOP.uf+3m14i15~17-17+27a (+17)
* Alternate input AOP.ub+3, AOP.u+3
* AOP.u+3: No forward momentum
* AOP.ub+3: Backwards momentum
* Low crush 10~35
* Floating state 36~38
xiaoyuAOP.uf
* Alternate input AOP.ub AOP.u
* Low crush
xiaoyuAOP.f+4,4L, L13, 13i18~20, i27~29-6+5
* Combo from 1st CH
* Interrupt with i8 from 1st block
* High crush 1~
xiaoyuAOP.f+4L13i18~20-7+4
* Transition to AOP
* i18~19 when AOP.f+4,4 is input.
* High crush 1~
xiaoyuAOP.f+3+4
* Transition to AOP r44 with D
* High crush 1~29
* Floating state 11~24
xiaoyuAOP.f+2,1L, l8, 10i19, i18-8+5c
* Combo from 1st hit
* Jail from 1st block with ?F delay
* Transition to FC BT with DF_D_DB
* High crush 1~45
xiaoyuAOP.f+2L8i19-8+3
* Transition to FC BT with DF_D_DB
* High crush 1~27
xiaoyuAOP.d+1+2m21i26-8+42a (+32)
*
* High crush 1~25
xiaoyuAOP.d+1L13i19~21-12-1+0d
* Floor Break
* Shift to attack throw on CH
* High crush 1~50
xiaoyuAOP.d
* Xiaoyu ducks lower
* will evade most mids
* High crush 1~40
xiaoyuAOP.4m14i12~13-3+8
* Inconsistent grounded hit (more consistent on side hit)
xiaoyuAOP.3+4L22i23~25-33+1d FC
* Transition to FC r53 on hit
* High crush 1~44
* Floating state 45~75
xiaoyuAOP.3L19i25~30-16~-11+0~+5+27a
* 4f timestop on CH
* High crush 1~60
xiaoyuAOP.2,1m, m10, 20i13~14, i21~22-12+13a (+4)
* Heat Engager
* Heat Dash +43d (+35)
* Balcony Break
* Combo from 1st hit with 8F delay
* Interrupt with i2 from 1st block
* Move can be delayed by 12F
* Cancel to BT r32 with B at frame 19 (-14/-3)
xiaoyuAOP.2m10i13~14-11+0
*
xiaoyuAOP.1+3t35i12-6+1d
* Actual startup: i32
* AOP.1+3: Xiaoyu rolls to her left and throws (Throw break 1)
* AOP.2+4: Xiaoyu rolls to her right and throws (Throw break 2)
* Cancel to r40 FC with D
* High crush 1~30
xiaoyuAOP.1+2m25i19-1+19a (+10)+64a
* Tornado
* Balcony Break
xiaoyuAOP.1,4m, M11, 20i18, i25~27-9+15d (-2)
* Tornado
* Balcony Break
* Combo from 1st hit with 5F delay
* Interrupt with i6 from 1st block
* Move can be delayed by 11F
* Input can be delayed by 12F
xiaoyuAOP.1,2m, h11, 15i18, i21~22-3+30g
* Combo from 1st hit with 9F delay
* Interrupt with i2 from 1st block
* Move can be delayed by 11F
* Input can be delayed by 12F
xiaoyuAOP.1m11i18-5+6
* Transition to HYP r21 with B (-2/+9)
* +6c on crouching hit
steveALB.d+2l17i34-12+1c+14d
* High crush 6~
steveALB.d,d+1sp, l30i13, i22~23-12+14d
* ALB.d_u takes 37 frames, effective startup time is i59~60
* High crush 6~
steveALB.d,1sp, m34i13, i12~13-3+16a (+7)
* Balcony Break
* ALB.d_u takes 37 frames, effective startup is i49~50
steveALB.dspi13
* Transition to r10 PAB with F after 20F
steveALB.2m22i23~24-3+16a (+7)
Heat Engager
Heat Dash (+36a (+26))
* Balcony Break
hwoarangAIR.ub+3+4th(m)26i15~16+10d
* Break: none
* Opponent recovery on hit: FUFA, sideswap
* Also possible during RFF
armor-kingAIR.f,hcf+1t(a)40(45)i10+0d
* Floor Break
* Cannot throw break.
* Input all 6 directions of throw, press df for 1-3F, at most 1F of f followed by f+1 for blue spark (+5 damage).
* AIR.BAD1+3: i14 startup. Cannot execute blue spark variant
* Opponent recovers in FDFA.
* Side switch
kingAIR.f,hcf+1t(a)55(60)i10 / i12~14+3d
* Floor Break
* Cannot throw break.
* Also by JGR.1+3 against airborne opponent.
* Input all 6 directions of throw, press df for 1-3F, at most 1F of f followed by f+1 or f+2 for blue spark (+5 damage).
* Opponent recovers in FUFT.
armor-kingAIR.f,f,F+2+4t(a)50(55)i10+0d
* Floor Break
* Cannot throw break.
* Input n,f,F+2+4 within 6 frames after dash startup (f,n,f) to execute "blue spark" (+5 damage).
* Opponent recovers in FUFT.
kingAIR.f,f,F+2+4t(a)65(70)i10+4d
* Floor Break
* Cannot throw break.
* Input n,f,F+2+4 within 6 frames after dash startup (f,n,f) to execute "blue spark" (+5 damage).
* Opponent recovers in FUFT.
kingAIR.d+1+3t(a)15i12~13-5d
* Cannot throw break.
* Opponent recovers in FDFL.
armor-kingAIR.BAD.2+4t(a)45i14+0d
* Cannot throw break
* Opponent recovers in FDFA.
kingAIR.2+4 / AIR.f+2+4t(a)20i12~14 / i15~17+40d(+35)
* Tornado
* Homing
* Cannot throw break.
* Input f+2+4 to increase throw range, but its startup is 3 frames slower.
* Opponent recovers in FUFT.
kingAIR.1+3 / AIR.f+1+3t(a)30i12~14 / i15~17+0d
* Homing
* Cannot throw break.
* Input f+1+3 to increase throw range, but its startup is 3 frames slower.
* Opponent recovers in FDFT.
steve-afterafters+1l23i16-12+17d
* High crush 6~
ninaABK.2t15 (20)-3+3d
* Removes Recoverable Health
* Throw break 2
* Power up with 2,1,3,4,1+2 (+5 damage)
ninaABK.1t15 (20)-3+0d
* Removes Recoverable Health
* Throw break 1
* Power up with 3,1,1+2 (+5 damage)
kingAB2c.2,1,3,1+2t25-3+1d
* 1 throw break.
* Opponent recovers in FUFA. Max damage 65.
kingAB2c.1,3,4,2,1+2t60-3+1d
* 2 throw break.
* Opponent recovers in FUFL. Max damage 100.
kingAB2b.3,4,3+4,1+2t20+1d
* Cannot throw break.
* Opponent recovers in FUFR. Max Damage 60.
kingAB1.2,4,2+4t20-3+1d
* 2 throw break.
* Opponent recovers in FUFL.
kingAB1.2,1,1+3t20-3+0d
* 1+2 throw break.
* Opponent recovers in FDFT.
kingAB1.1,1+2t12,18-3+2d
* 1 throw break.
* Opponent recovers in FUFT. Max damage 50.
raven4~3,4m,m, m8,10, 20i16 i29~30, i33~34-14~-13+15a
* Balcony Break
* Interrupt with i14
* Can be delayed
raven4~3,3m,m, h8,10, 18i16 i29~30, i24~27-3~+0+14a
* Balcony Break
* Interrupt with i7
* Can be delayed
raven4~3,1m,m, l8,10, 15i16 i29~30, i34~35-13~-2+4~+5
* Interrupt with i15
* Can be delayed
* High crush 1~
devil-jin4~3M21i29-32-7c+14a
* Floor Break
* Parryable by traditional kick parries
* Effective startup i30
* Low crush 14~23
* Floating state 24~26
feng4~3M25i28~i34-3+1c+16a~+22a
7 chip damage on block
* Low crush 15~32
* Floating state 33~35
heihachi4~3M25i35~37-11a+21a
* Spike
* Low crush 10~37
* Floating state 38~
jin4~3M27i24~34-11~-2+2a~+12a
* Spike
* Low crush 12~31
* Floating state 32~
kazuya4~3m,M18,25 (17)i31~33 i2~4-11a-1a
* Floor Break
* Airborne combo from 1st hit
* +21a on hit if the 1st hit whiffs
* Low crush 10~37
* Floating state 38~40
raven4~3m,m8,10i16 i29~30-16~-15+31a (+21)
Recovery listed is for the second hit
* Low crush 14~27
* Floating state 28~30
yoshimitsu4~3m25i25~26-13+52a (+42)
* Tornado
* Evasive, can go under some mids
* High crush 4~22
* Floating state 10~50
heihachi4*h27i24~25+6+67a (+51)
* Tornado
* Balcony Break
* 21F minimum charge
* Tornado on standing hit
* 8 chip damage on block
law4,u+3h, m15, 23i13, i33-1+30a (+13)
Move can be delayed by 4F
* Low crush 23~
lee4,u+3h, m14, 23i11, i33~35-1+48a
* Transition to MS r26 with F (-9/+40)
* Interrupt with i14 from 2nd block
* Whiffs vs SSR, SW from 2nd block
* Low crush 25~46
* Floating state 47~49
lee4,4:4h, h, h14, 5 (3), 12 (6)i11, ,i20~21-9+15a (+6)
* Heat Engager
* Heat Dash +43d (+35)
* Strong Aerial Tailspin
* Balcony Break
* Combo from 2nd hit with 1f-5f delay only
* Airborne combo from 1st CH (+29a (+22))
* Input 4 during frames 12~16 of previous hit
* Interrupt with i2 from 2nd block
* Consumes 60F of remaining Heat time without perfect input
* 4 chip damage on block
hwoarang4,4,4,4h, h, h, h14, 13, 17, 20i11~12, ,i31~32+0+10cg
* Balcony Break
* Tornado
* Combo from 3rd hit with 3F delay
* Input can be delayed by 3F
* Move cannot be delayed
* 6 chip damage on block
* Forces tech back roll on hit
* Alternate input:(RFS.u+4),4
* Low crush 20~
hwoarang4,4,4h, h, h14, 13, 17i11~12, ,i25~26-2+8
* Transition to RFF
* Combo from 2nd CH with 1F delay
* Cancel and transition to r15 RFS with F (-17/-6)
* Input can be delayed by 1F
* Move cannot be delayed
* Low crush 19~
lee4,4,4h, h, h14, 5 (3), 5 (2)i11, ,i10-13-2
* Jail from 1st block with 1F delay
* Combo from 2nd hit with 1F delay
* Airborne combo from 1st CH (+25a (+18))
* Consumes 60F of remaining Heat time
* Move cannot be delayed
* Input can be delayed by 1F
nina4,4,4h, h, L15, 21, 20i11, ,i30~31-12+4c+46a
* Balcony break on airborne hit
* Combo from 2nd CH
* Interrupt with i5 from 2nd block
* High crush 16~55
yoshimitsu4,4,4h, h, h16, 16, 20i12~13, ,i24~25-4+18a (+9)
* Balcony Break
* Combo from 2nd CH with 4f delay
* Move cannot be delayed
nina4,4,3+4h, h, M,M15, 21, 8,21i11, ,i35~39 i43~49-6~+0+20a
* Spike
* Combo from 2nd CH
* Interrupt with i10 from 2nd block
* Whiffs vs delayed SWL from 2nd block (Must perform SSL->SWL)
* Low crush 29~36
* Floating state 37~42
hwoarang4,4,3h, h, M14, 13, 20i11~12, ,i25~31-14c+14d
* Transition to RFF
* Combo from 2nd CH
yoshimitsu4,4,2,2,NSS.1~1h, h, m, h, m, h!16, 16, 5, 6, 30, 40i12~13, ,i20~105-49a (-75)
* Balcony Break
* Cancel early to r30 with B
yoshimitsu4,4,2,2,NSS.1h, h, m, h, m16, 16, 5, 6, 30i12~13, ,i67-54-17a
yoshimitsu4,4,2,2,1~1h, h, m, h, m!, m!16, 16, 5, 6, 30, 22i12~13, ,i28~113-58
* Weapon
* Cancel early to r26 with B (earliest cancel -12a)
* Possible to double-hit
yoshimitsu4,4,2,2,1h, h, m, h, m!16, 16, 5, 6, 30i12~13, ,i67-18
* Weapon
yoshimitsu4,4,2,2h, h, m, h16, 16, 5, 6i12~13, ,i22~23-24-13b
* Combo from 3rd hit
yoshimitsu4,4,2h, h, m16, 16, 5i12~13, ,i30~31-22-12
Yoshimitsu recovers sideturned on block
bob4,4h, M15, 22i13, i32~37+2c+5d
* Spike
* Airborne combo from 1st CH with 2F delay (-7d)
* Interrupt with i14 from 1st block
* Whiffs vs SS, SW from 1st block
* Low crush 19~37
clive4,4m, h8, 13i12, i25-8+0
* Combo from 1st hit
* Input can be delayed 3f
* Enter PHX +6 +14 r21 with F or 4 on hit or block
dragunov4,4h, m10, 23i12, i35~36+5+29a (+20)+46a
* Balcony Break
* 6 chip damage on block
* Interrupt with i15 from 1st block
* Interrupt with i8 from 1st hit
* Whiffs vs SS, SW from 1st block
* Whiffs vs SSR, SWR from 1st hit
* Low crush 22~42
* Floating state 43~45
eddy4,4m, m10, 20i13~14, i30~31-7+12g
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Combo from 1st CH with 4f delay
* Input can be delayed 7f
* Low crush 22~33
* Floating state 34~36
fahkumram4,4h, L10, 15i12, i25-15-4+0d
* Combos from 3rd hit
* Shift to attack throw Murderous Sweep and gain GRF on CH
hwoarang4,4h, h14, 13i11~12, i16-1+10g+10
* Jail from 1st block
* Combo from 1st hit
* Transition to RFS
lee4,4h, h14, 5 (3)i11, i10-13-2
* Jail from 1st block
* Combo from 1st hit
* Airborne combo from 1st CH +20a (+13)
leroy4,4h, m15, 13i12, i15~16-13~-12+3~+4
Combo from 1st hit
miary-zo4,4h, h12, 20i12, i29~30-13+6
* Interrupt with i2 from 1st block
* Transition to BAO +6 r26 automatically on hit only
* Cancel BAO transition -13 +0 r32 with B
* Low crush 30~50
* Floating state 51~53
nina4,4h, h15, 21i11, i28~39-7+4
* Balcony break on airborne hit
* Airborne combo from 1st CH (+19a (+12))
* Interrupt with i8 from 1st block
* Low crush 21~34
* Floating state 35~37
shaheen4,4h, m16, 25i13, i24~25-13+20d
* Aerial combo from 1st CH
* When combo from 1st CH:
Floor Break
* Interrupt with i4 from 1st block
yoshimitsu4,4h, h16, 16i12~13, i24~25-4+4
* Combo from 1st hit with 4f delay
* Move cannot be delayed
fahkumram4,3~4*~Bh, m10, 25i12, i22-7+6
*
Homing
* Balcony Break
fahkumram4,3~4*h, m10, 25i12, i36+9+73a (+57)
* Tornado
* Knee
* Powered up with GRF
* Cancel to FC with F
fahkumram4,3~4h, m10, 20i12, i21-5+9+44a
* Knee
* Can be charged
* r25 on block
bryan4,3,f+4h, m, h15, 12, 18i12, ,i24~25-5+6+31a (+21)
* Combo from 2nd CH
* Interrupt with i5 from 2nd block
* Whiffs vs SSR from 2nd block
bryan4,3,4*h, m, m15, 12, 25i12, ,i40~41-6+35a (+9)
* Balcony Break
* 10 chip damage on block
* Whiffs vs SWR from 2nd block
* Interrupt with i21 from 2nd block
* Interrupt with i10 from 2nd hit
bob4,3,4h, h, M15, 15, 20i13, ,i28~33-10+4c+3d
* Spike
* Combo from 2nd CH with 6F delay
* Airborne combo from 1st CH (-7d)
* Interrupt with i6 from 1st block
* Low crush 18~35
bryan4,3,4h, m, m15, 12, 16i12, ,i24~25-12+14a (+5)+33d (+25)
* Balcony Break
* Hold to power up and deal more chip damage on block
* Interrupt with i6 from 1st block
law4,3,4h, h, h15, 12, 14i13, ,i20-6-1+31a (+24)
* Airborne combo from 1st CH (+31a (+24)/+44a (+37))
* Transition to DSS with F (+7/+12g/+43a (+33))
lee4,3,4h, h, m14, 14 (9), 25 (12)i11, ,i30~32-9+42a
* Tornado
* Combo from 2nd CH with 5F delay
* Airborne combo from 1st CH (+80a (+64))
* Interrupt with i10 from 2nd block
* Whiffs vs SSR, SW from 2nd block (SSL inconsistent on big bodies)
* Recovers 5F faster on hit (t85 r24)
* Move can be delayed by 7F
* Low crush 22~40
* Floating state 41~43
lee4,3,3h, h, m14, 14 (9), 20 (10)i11, ,i19~21-13+8d
* Spike
* Combo from 2nd CH with 11F delay
* Airborne combo from 1st CH (+23a (-12))
* Move cannot be interrupted
* Move can be delayed by 10F
* Input can be delayed by 11F
victor4,3,2h, m, m15, 17, 25i13~14, ,i25~26-13+34d (+13)
* Balcony Break
* Weapon
* Combo from 2nd CH with 10F delay
* 7 chip damage on block
* Move can be delayed by 9F
* Input can be delayed by 10F
armor-king4,3h, h17, 18i13, i25~26+0+9+27d
* Balcony Break on 2nd CH
* Combo from 1st hit with 5F delay
* Combo from 1st CH with 5F delay (+23a (+16))
* Interrupt with i5 from 1st block
* Whiffs vs SSR, SWR from 1st block
* i18 r17 cancel with B (-16/-5)
* Move can be delayed by 6F
azucena4,3h, M15, 20i12~13, i26~27-11+37a
* Balcony Break
* Combo from 1st CH with 8f delay
* Interrupt with i7 from 1st block
* Whiffs vs SSR, SWR from 1st block
* Move can be delayed 12f
bob4,3h, h15, 15i13, i19~20-9+6
* Combo from 1st hit with 2F delay
* Airborne combo from 1st CH with 2F delay (+21a (+14))
* Interrupt with i1 from 1st block
* Move cannot be delayed
* Input can be delayed by 2F
bryan4,3h, m15, 12i12, i24~25-10+2
* Combo from 1st hit
* Interrupt with i4 from 1st block
claudio4,3h, h13, 14i12, i25~26+1+15g
* Homing
* Balcony Break
* Combo from 1st hit with 1f delay
* +22a (+15) if the 1st hit counterhits
* Interrupt with i6 from 1st block
* Low crush 17~30
dragunov4,3h, m10, 18i12, i23~24-12+14c
* Spike
* Combo from 1st CH
* Interrupt with i4 from 1st block
fahkumram4,3h, h10, 14i12, i19-7+6+29a
* Combos from 1st hit
hwoarang4,3h, m14, 16i11~12, i22-6+5+20a (+11)
* Balcony Break on CH
* Combo from 1st hit
* +5c on crouching hit
* Cancel the second hit and transition to r8 LFS with F (-6/+5)
law4,3h, h15, 12i13, i18~19-8+1
* Combo from 1st hit
* Airborne combo from 1st CH (+24a (+17))
* Transition to DSS with F (+7/+16g/+39a (+32))
lee4,3h, h14, 14 (9)i11, i18-14-3+2
* Combo from 1st hit
* Airborne combo from 1st CH (+19a (+12))
* Move cannot be interrupted
lidia4,3h, m14, 20i13, i29~30-14+27a
* Balcony Break
* Combo from 1st CH
* Interrupt with i7 from 1st block
* Low crush 20~36
* Floating state 37~45
nina4,3h, m15, 20i11, i29~30-2c+5c+21a
* Spike
* Interrupt with i13 from 1st block
* Whiffs vs SSR from 1st block
shaheen4,3h, h16, 21i13, i31-1+26a (+17)+71a (51)
* Balcony Break
* Crouch assist bufferable
* Interrupt with i11 from 1st block
* Whiffs vs SSR from 1st block
victor4,3h, m15, 17i13~14, i23~24-10+5
* Combo from 1st hit with 7F delay
* Move can be delayed by 7F
* Input can be delayed by 8F
anna4,2,1+2h, h, m15, 12, 21i11, ,i27-15+8a (-1)+28d (+20)
* Tornado
* Balcony Break
* Combo from 2nd hit
* Airborne combo from 1st CH
* Interrupt with i1
anna4,2h, h15, 12i11, i25~26-8-4
* Combo from 1st CH
* Interrupt with i5
* Whiffs vs SSR from 1st block
clive4,2m, M8, 17i12, i20~21-11+3
* Weapon
* Combo from 1st hit
* Input can be delayed 3f
kunimitsu4,2h, h15, 13i12~13, i19~20-3+6
* Balcony Break (airborne)
* Weapon
* Transition to BT
* Jail from 1st attack with 1F delay
* Combo from 1st hit with 1F delay
* Input can be delayed 1f
* Move cannot be delayed
* Low crush 15~25
* Floating state 26~28
nina4,2h, m15, 22i11, i19-9+3+37a
* Balcony Break
* Side roll takes 35 frames, effective startup i54
* Interrupt with i34 from 1st block
* Interrupt with i23 from 1st hit
* Whiffs vs SW from 1st normal hit (whiffs vs delayed SS/SW from 1st block)
* 6 chip damage on block
* Cancel to r38 FC with D
azucena4,1h, h15, 14i12~13, i21~22-2+4+6~+7
* Combo from 1st hit
* Interrupt with i2 from 1st block
* Unparryable by traditional punch parries (bug?)
bryan4,1h, h15, 15i12, i23~24-1+7
* Combo from 1st hit
* Interrupt with i3 from 1st block
* Transition to +8 +0 r15 SWA with B
dragunov4,1h, h10, 17i12, i17~18-4+8
* Balcony Break (airborne)
* Combo from 1st hit
* Jails attack inputs from 1st block (movement bufferable)
* Duckable
* Recovers 3f faster on hit or block
raven4,1h, h16, 13i12~13, i19~20-3~-2+7~+8
* Combo from 1st hit
* Jail from 1st block
shaheen4,1h, h16, 14i13, i18-5+5
* +31a (+24) from 1st CH
* Combo from 1st hit
* Jails attack inputs from 1st block (crouch assist bufferable)
* Duckable
alisa4h24i13~14-5+14g+38a
* Homing
* Balcony Break
* Enter DES with 1+2
* Hit vs BT +21a (+12)
anna4h15i11-9+7+7s
armor-king4h17i13-5+6+6s
asuka4h18i11-9+7+32a
Balcony Break (CH)
azucena4h15i12~13-8+3+8
* Has good left sidestep tracking
bob4h15i13-9+4+9s
*
bryan4h15i12-7+6
claudio4h13i12-11+5+9s
* Pseudo homing to sidestep left and sidewalk left?
clive4m8i12-10+1
devil-jin4h24i17~18-5+10g
* Homing
* Balcony Break
* 7 chip damage on block
* +17a (+8) on BT hit
dragunov4h10i12-9-1+2
eddy4m10i13~14-9+7
fahkumram4h10i12-12+3
* r27 on hit
<Showing 5201-5600 of 6584 moves>