mokujin

mokujin

Edit
CharCommandHit levelDamageStartupBlockHitCounter hitNotes
eddyu+4~3L20i32~33-14c+18
* Balcony Break
* Transition to RLX
* Low crush 7?~
xiaoyuu+4,1,2m, h, h20, 4, 7i23~26, ,i11-10+1
* Combo from 2nd hit
* Jail from 2nd block
xiaoyuu+4,1m, h20, 4i23~26, i18-10-4-1
*
devil-jinu+4m22i20~21-25+15a (+5)
* Tornado
* May evade some highs during frames 5-9
* Might evade some mids during frames 7-9
* Increased evasion when performed from crouching state
* Enter FLY +35a (+25) with ub_u_uf on hit
* Low crush 9~44
* Floating state 45~47
dragunovu+4m21i22~23-12~13+15a
* Balcony Break
** on airborne hit
* Low crush 9~27
* Floating state 28~30
eddyu+4sp
* Transition to FC
* Low crush 7~
hwoarangu+4m18i16~18+3+11g+11
* Also possible during RFF
* Transition to RFS
* Low crush 9~
jack-8u+4m25i25-16+15a (+5)
* Balcony Break
* Alternate input ub+4, uf+4
* Low crush
junu+4m21i22~23-3~-2+22a
* Balcony Break (airborne)
* Low crush 8~28
* Floating state 29~31
lawu+4m12i15-13+19a (+9)+33a (+23)
* Low crush
liliu+4m15i15~17-13+19a (+9)+33a (+23)
* Balcony Break
* Low crush 9~27
* Floating state 28~30
miary-zou+4m17i16~17-13+6+35a (+25)
* Knee
* Transition to BAO +6 r24 automatically on hit only
* Cancel BAO transition -13 -6 +23a (+13) r36 with B
* Low crush 9~32
* Floating state 33~35
ninau+4M21i23~28+0c~+5c+5g~+10g+22a
* Spike
* Opponent recovers crouching on hit
* Low crush 7~30
* Floating state 31~33
xiaoyuu+4m20i23~26-7+4c+24a
* Spike
* Transition to FC with D (-7, +4c, +24a)
* Transition with AOP with d+1+2 (-9, +2, +22)
* Low crush 9~
hwoarangu+3+4m20i25~26-7+24a
* Also possible during RFF
* Low crush 8~
jack-8u+3+4m40i94~100!+17d
* Unblockable
* Can input additional 3+4 (up to 4 times) to fly farther and deal more damage
* Alternate input ub+3+4
* Low crush
kumau+3+4m21i34~39+10+20
* Transition to SIT (cannot cancel)
* Low crush 8~36
* Floating state 37~39
* High crush 51~
liliu+3+4M18i36~39-8~-5+6d
* Floor Break
* Transitions to attack throw on standing hit when at range 1.65 or closer (+10 damage, +39a)
* Low crush 5~37
* Floating state 38~40
pandau+3+4m21i34~39+14cg+20d
* Transition to SIT (cannot cancel)
* Low crush
yoshimitsuu+3+4M,M10,12i39~42 i3~6+1c~+4c+24a
* Floor Break
* Floor break occurs on 2nd hit
* Evades some mid attacks from frames ?-?
* Yoshimitsu becomes invisible on frames 15~30 but can still be floated
* Low crush 11~42
* Floating state 43~45
liliu+3,3,3+4m, m, m,m20, 15, 5,20i22~23, ,i27~29 i5~6-8+13d
* Floor Break
* Combo from 1st hit
* Available only on hit or block
* Low crush 1~27
* Floating state 28~32
ravenu+3,3,3h, L, M23, 18, 22i27~28, ,i27~30-6~-4+18a
* Alternate input: ub+3,3,3
* Can be performed during CD (Shadow Sprint)
* Low crush 1~27
* Floating state 28~30
liliu+3,3m, m20, 15i22~23, i28-12+5c
* Combo from 1st hit
* Input can be delayed 13f
* Move cannot be delayed
* Enter DEW -3 +14c r21 with F
* Low crush 22~48
* Floating state 49~51
ravenu+3,3h, L23, 18i27~28, i31~32-16~-15+16a
* Transitions to r76 Ki Charge on hit only
* Alternate input: ub+3,3
* Can be performed during CD (Shadow Sprint)
* High crush 14~39
dragunovu+3m16i17~21-13+14a (+4)
Balcony Break
* Low crush 9~27
* Floating state 28~30
eddyu+3M30i38~42+0+5a(-5)
*
Balcony Break
* 9 chip damage on block
* Low crush 10~42?
hwoarangu+3h25i20+5+44a (+38)
* Also possible during RFF
* Transition to LFS
* Low crush 9~
leeu+3
* Transition to FC with D
* Transition to HMS with 3+4
* Low crush
liliu+3m20i22~23-16+25a (+15)
* Enter DEW -13 +28a (+18) r31 with F
* Low crush 16~33
* Floating state 34~36
miary-zou+3m17i17~18-9+27g+40a
* Weapon
* Opponent recovers crouching on hit
* Low crush 9~28
* Floating state 29~31
ninau+3m20i14-15+16a (+6)
Balcony Break
* Low crush 6~26
* Floating state 27~29
ravenu+3h23i27~28+2+6~+7
* Strong Aerial Tailspin
* Chip damage on block
* Alternate input: ub+3
* Can be performed during CD (Shadow Sprint)
* Low crush 9~30
* Floating state 31~33
reinau+3sp
* Transitions to UNS (Kou, u)
* Can transition to UNS (Kou, d) with input d+3
* Can transition to WGS with input DF
* Can execute EWGF or EWGK by inputting 2/3 exactly one frame after DF
* Punch parry, transitions to WGS on successful parry with +10
* Parry state 5~12?
fengu+2M25i38~40+2c+10
7 chip damage on block
* Low crush 9~35
* Floating state 36~38
hwoarangu+2h18i13~15-9+15
* Balcony Break
* Homing
* Also possible during RFF
* Sidesteps to the left
* Wall splats
junu+2h17i23~24+4+11+20c
* Homing
* Restores 2 health and 2 recoverable on hit
* Gain 6 Kazama Essence on normal hit and 5 on airborne hit
steveu+2m14i17~19-15+34a (+24)
* Tornado
* Low crush 12~32
liliu+1+2**m!50i18~19+16a (+7)
* Strong Aerial Tailspin
* Homing
* Balcony Break
* Move is delayed 56f, effective startup i74~75
armor-kingu+1+2*m!45i67!+11a
* Low crush
kingu+1+2*m!40i67+11d
* Unblockable mid.
* Auto switch side if fly over opponent.
* Low crush 9?~
liliu+1+2*m30i18~19+12g+17a (+8)
* Strong Aerial Tailspin
* Homing
* Balcony Break
* Move is delayed 33f, effective startup i51~52
* 9 chip damage on block
xiaoyuu+1+2,2,1m,m, m, m5,5, 12, 20i16~18 i2~4, ,i27~28-12+16a (+7)
* Balcony Break
* Combo from 2nd hit
* Combo from 1st CH
* Cancel to BT with B (-19/-8)
xiaoyuu+1+2,2m,m, m5,5, 12i16~18 i2~4, i27-12-1
* Combo from 1st CH
alisau+1+2m21i33~34-5+56a
* Spike
* Low crush 7~33
* Floating state 34~36
armor-kingu+1+2m25i35~36+2c+22a
* Low crush
asukau+1+2m20i31~32-13~-12+19a
* Spike
* Chip damage when guarded
* Power up when using NWG or in Heat
* Low crush 9~31
devil-jinu+1+2h27i18-35
Hits airborne opponents only
eddyu+1+2h20i16~17+0+18d
* Low crush 9~
jack-8u+1+2h23i19-13+49a (+39)
*
kingu+1+2m25i35~36+2c+22a
* Parryable by traditional punch parries
* Low crush 9~
kumau+1+2m24i18~23-4+3
* Transition to HBS with D or 3+4 (-3/+4)
* Low crush 17~33
* Floating state 34~36
liliu+1+2m28i18~19-9+17a (+8)
* Strong Aerial Tailspin
* Homing
* Balcony Break
* Move is delayed 10f, effective startup i28~29
miary-zou+1+2m20i22+4+13c
* Floor Break
* Chip damage on block
* Hit vs BT +25d
* Low crush 9~22
pandau+1+2m24i18~23-4 / -3 HBS+3 / +4 HBS
* Transition to HBS with input D or 3+4
* Low crush
reinau+1+2sp
* Can transition to Wind God Step with input DF
* Can execute EWGF or EWGK by inputting 2/3 exactly one frame after DF
* Low crush 10~24
victoru+1+2m32i31~32-20+1a
* Deals 11 chip damage on block
* Victor teleports overhead on frame 10 and descends downward for the rest of the startup; evades some highs and mids but vulnerable on descent (lows, throws, etc. hit)
* is10~?
* Low crush ?~
xiaoyuu+1+2m,m5,5i16~18 i2~4-11+0c
*
yoshimitsuu+1+2
* Cancel to r12 with db_d_df (js1~10)
* Unavailable in NSS
* Actionable after 15 frames, except when using DGF.2 which can be performed after 10 frames
* Low crush 8~
leou+1m17i19~20-6~-5+2+22a (+5)
* Tornado
* Balcony Break
** CH only
** Doesn't Balcony Break on airborne
yoshimitsuu+1m20i24~25-4+5c+50a
* Floor Break
* Weapon
* Low crush 9~27
* Floating state 28~30
ninaTSS.2t20+3d
* Removes Recoverable Health
* Throw break 2
* Powered up input: TSS.1,2,4,3,1+3
ninaTSS.1t15-3+0d
* Removes Recoverable Health
* Throw break 1
* Powered up input: TSS.1,1,2,1+2
zafinaTRT.df+1M30i19~20+6+30a (+15)
* Heat Engager
* Heat Dash +5, +35a (+27)
* Balcony Break
* Weapon
* 12 chip damage on block
* Deal 8 recoverable damage to self without Heat
* Gain ORB on hit or heat activation
* Azazel's Power
zafinaTRT.d+1+2L20i25-21+10a
zafinaTRT.4,3m, m10, 10i26, i28~31-13+18a
* Combo from 1st CH
zafinaTRT.4m10i26-22-4-4c
* Transition to TRT with D
* Floating state 1~70?
zafinaTRT.3m16i14~i15-7+5c+19c
* Spike
* Floating state 1~49?
zafinaTRT.2M24i34~36-13+38a
* Tornado
* Recover 4f faster on hit (t64 r28)
* -9 frame advantage and 9 chip damage on block after absorbing an attack in power crush state
* Power crush 8~33
zafinaTRT.1+2m,M7,20i19~20 i9~10-12c+14a
* Balcony Break on airborne hit
* Homing
* Low crush 7~24
* Floating state 25~27
zafinaTRT.1L13i18-11+5+15a
miary-zoTromba
* Miary Zo clings to the wall for a short time
* Cancel with DB
* Can enter WAL without wall contact when in Heat with H.b+3+4
* Low crush
annaTOM.4L21i15-13+28g
annaTOM.3
* Actionable after 16f
* i3? low parry: parries all lows (including Heat Smash lows)
* i3? throw parry: +0d and 25 damage
* Transition to r13 HAM with f+3
* Parry state 3~47
annaTOM.2m30i8~107-1~+98+20a (-6)
* Balcony Break
* Weapon
* Wall Crush +10g~ minimum
* 12 chip damage on block
* 16 chip damage on block in heat (40%)
* Power up in Heat: 40dmg
* Partially uses remaining Heat time
annaTOM.1m20i8~57+4~+53+20a (-6)
* Balcony Break
* Weapon
* Fragile debuff on hit or block, opponent receives chip damage from any attack, removed when Anna is damaged
* 4 chip damage on block
* 6 chip damage on block in Heat
* Power up in Heat: 30dmg
* Partially uses remaining Heat time
steveTFA.2th50+0+0d
* Press 2 for throw break
* Partially uses remaining heat time
steveTFA.1th15+0+14
* Press 1 for throw break
* Partially uses remaining heat time
asukaTackle.2,1,2,15,5,5,10+3c+0d
* Unbreakable unless reversed
* only 1st and 4th hits can be blocked
* 1 to defend left side (against right punch)
* 2 to defend right side (against left punch)
* 1, 2 or 1+2 to defend tackle from behind
* Does not consume CH state on hit
azucenaTackle.2,1,2,1t5,5,5,15+0d
* Throw break 1 for right punches
* Throw break 2 for left punches
* Only 1st and 4th hits can be blocked
* Inputs are reversed for tackle from behind
* Can cancel the last punch to Arm Breaker with 1+2
dragunovTackle.2t40+3d
* Throw break 2
azucenaTackle.1+2t25-9+1d
* Throw break 1+2
dragunovTackle.1+2t45+3d
* Throw break 1+2
dragunovTackle.1t35+0d
* Throw break 1
* Removes Recoverable Health
ravenSZN.U
* Low crush 1~17
* Floating state 15~17
ravenSZN.F
ravenSZN.D
* Low crush 1~17
* Floating state 15~17
ravenSZN.B
* Low crush 1~17
* Floating state 15~17
ravenSZN.4L21i17~24-14~-7+4~+11g+13a~+20a
* High crush 6~
ravenSZN.3,2m, sm16, 21i16~17, i19~20-13+24a (+9)
* Tornado
* Combo from 1st hit
* Available only on hit or block
* Power up during Heat
ravenSZN.3m16i16~17-1+5~+6
* Transition to BT (-1/+5) with B
* Transition to FC (-1/+5) with D
* Low crush 9~17
ravenSZN.2m,sm20,10i18, i23~24-9+7a (-2)
* Heat Engager
* Heat Dash +36a (+26) on hit, +5 on block
* Balcony Break
* Transition to second hit on hit
* Recovers heat on normal hit
ravenSZN.1+2h25i15~16+0~+1+23a+69a (+53)
* Homing
* Balcony Break
* Strong Aerial Tailspin
* Tornado on CH
* Chip damage on block
ravenSZN.1,4h, sm12, 25i14~15, i18~27-13+32a (-26)
* Spike
* Balcony Break
* Combo from 1st hit
* Available only on hit or block
ravenSZN.1h12i14~15+1+8~+9
Can transition to t30 r2? CD at +5~+6/+12~+13 with input F
steveSWY.2m30i17~18-18+36a
* High crush 1~
steveSWY.1+2~bthi10~15-2+1 / +13~23?wc
* 3 damage on wall crush
* +13 when opponent hits the wall after being rotated by < 90 degrees
* +17 when opponent hits the wall after being rotated by > 90 degrees
* +23? when opponent hits the wall after being rotated by 180 degrees?
* Frame advantage on wall crush increases up to +23? the further the opponent is from the wall
* Throw break 1+2
* 14F? throw break window for NH and CH SWY.1+2
steveSWY.1+2thi10~15-2+1 / +10~17wc
* 3 damage on wall crush
* +10 when opponent hits the wall, if the throw is successful
* Frame advantage on wall crush increases up to +17 the further the opponent is from the wall
* Throw break 1+2
* 10F throw break window for NH and CH SWY.1+2
steveSWY.1m26i16~17-1c~+0c+14c~+15c
* Can be +15c at farther ranges
* 10 chip damage on block
fengSTC.Pm21i18~19-17+53a
* Only occurs during STC after absorbing 2 hits
fengSTC.4l20i20-13+3+14
fengSTC.3h25i22~23+6+23d
* Homing
* Balcony Break
* 7 chip damage on block
fengSTC.2h18i14~15-3+25g
* Transition to BT with B (+0/+28g)
* Transition to CD on hit or block with DF (+1/+29g)
** Transition to r1 FC with DF~db (+0/+28g)
fengSTC.1+2m20i18-9c+17d
fengSTC.1m20i20~21-15+38a
* -9 frame advantage and 8 chip damage on block after absorbing an attack in power crush state
* Power crush 8~19
claudioSTB.ws1,2m, M12, 23i12~13, i28~29+6+28a (+13)
* Tornado
* Combo from 1st hit with 1f delay
* Interrupt with i10 from 1st block
* 4 chip damage on block
* 8 chip damage on block in heat
* Consumes STB, but if in Heat, partially depletes the remaining Heat time instead
claudioSTB.f+1+2,1+2m, m8, 16i16, i18-9+64a
* Balcony Break
* Jail from 1st attack with 1f delay
* Combo from 1st hit with 11f delay
* Input can be delayed 11f
* Move can be delayed 10f
* 3 chip damage on block
* 6 chip damage on block in heat
* Consumes STB, but if in Heat, partially depletes the remaining Heat time instead
claudioSTB.f,F+3,2*m, m,m8, 4,25i15~16, i20,i39~40+12+67a (+51)
* Tornado
* Balcony Break
* Guard Break
* Instant Tornado on hit
* 7 chip damage on block
* Consumes STB, but if in Heat, partially depletes the remaining Heat time instead
* Combo from 1st if uncharged
claudioSTB.f,F+3,2m, m,m8, 4,20i15~16, i20,i16-9+22a (+17)
* Tornado
* Balcony Break on airborne hit only
* Can be charged
* Roughly 5 levels of charge
* 6 chip damage on block
* Consumes STB, but if in Heat, partially depletes the remaining Heat time instead
* Combo from 1st if uncharged
claudioSTB.f,f,F+1+2h45i13~16+8g~+11g+28a (+18)
* Balcony Break
* 22 damage on block in heat
* Consumes STB, but if in Heat, partially depletes the remaining Heat time instead
* Assuming i19 startup from buffered manual input (temporary tracking score result)
* Low crush 3~26
* Floating state 27~29
claudioSTB.db+1+2M25i17~18-9+62a (+46)
* Tornado
* 5 chip damage on block
* 9 chip damage on block in heat
* Consumes STB, but if in Heat, partially depletes the remaining Heat time instead
* High crush 6~16
* Low crush 20~32
* Floating state 33~35
claudioSTB.d+1,2m, M14, 23i17~18, i28+6+28a (+13)
* Tornado
* Combo from 1st hit
* 4 chip damage on block
* 8 chip damage on block in heat
* Interrupt with i8 from 1st block
* Consumes STB, but if in Heat, partially depletes the remaining Heat time instead
claudioSTB.b+4,3,2m, h, M10, 14, 38i17, ,i31~32-1c43a (+33)
* Balcony Break
* Spike
* Combo from 2nd CH
* Interrupt with i5 from 2nd block
* 7 chip damage on block
* 14 chip damage on block in heat
* Consumes STB, but if in Heat, partially depletes the remaining Heat time instead
* Low crush 1~31
claudioSTB.4,2h, sm13, 32i12, i28-36-19~-11+27a (+1)
* Tornado
* Balcony Break
* Weapon
* Combo from 1st hit with 1f delay
* 6 chip damage on block
* 12 chip damage on block in heat
* Consumes STB, but if in Heat, partially depletes the remaining Heat time instead
ninaSTB.2t30+0-6d
* Removes Recoverable Health
* Unbreakable
* Side switch
* Powered up input: STB.2,1,3
reinaSSH.uf+4h28i32~33+4+31a (+5)
* Homing
* Balcony Break
* Can transition to WRA (+8/+35a (+9)/-) with input D
reinaSSH.uf+3m22i30~33+6+32a (+24)
* Balcony Break
reinaSSH.ufsp
reinaSSH.CH.3l33,18i22+0
* Spike
reinaSSH.3L26i32-26-4c
* High crush
kingss3+4h50i27~310+0d
* Deals a lot of chip damage on block.
* Tracks side steps.
* In game frame data incorrectly shows that SSL 3+4 is i21
lawss3+4m,h9,10i15-12+63a (+43)
Balcony Break
* Low crush
lawss3l17i18-13+7+16c
* Transition to DSS on hit
kingss2+4,b/db
* Side Step that ducks high and covers long distance quickly, recovers in crouch.
* Input by u/d,n,n+2+4,b/db.
kingss2+4t15 / 20i13-3+0d / +1d
* Homing
* 2 throw break (except from behind).
* RSSB2 from side/behind, RSSB1 from front, doesn't change to left/right/behind throw.
* Opponent recovers in FUFT.
* Throw can be canceled by input b/db.
jack-8ss2h20i17+9+35d (+27)
* Balcony Break
* Transition to GMH with D
** (+9 oB, +35d (+27) oH)
* Chip damage on block (6)
kingss2h25i19~20-5+18a(+9)
Balcony Break
lawss2m23i18+0+16d (+6)
* Balcony Break
* 4 chip damage on block
jack-8ss1M23i32+6c+59a
ninaSS.4,2L, h14, 22i20, i22-7+37d (-21)
* Tornado
* Balcony Break
* Combo from 1st CH
* Chip damage on block
alisaSS.4,1+2L, h,h,h,m16, 5,5,5,5i24~25, i18~19 i3~5 i5~7 i4~5-10+8
* Spike
* Combo from 1st CH
* Low crush 15~34
* Floating state 35~37
kazuyaSS.4,1m, m14, 22i15, i21~22-13+21a (+12)
* Strong Aerial Tailspin
* Elbow
* Combo from 1st hit with 9f delay
* Move can be delayed 9F
* Recovers 5F faster on hit (t65 r28)
alisaSS.4L16i24~25-12+2
* High crush 6~35
armor-kingSS.4m22i19~20-8+13a+58a
asukaSS.4h18i17~21-6~-2+7~+11+30a
claudioSS.4L20i20~21-12+6c+27d
* Side step takes 9f, effective startup i29
* Tracking and range notes:
* Assuming i29 startup with 9f left sidestep
* SSL4 range: 2.45
* SSR4 range: 2.39
* Pseudo homing low?
eddySS.4L,L7,10i21~22-13c+3c
* High crush 6~31
fahkumramSS.4m23i15-11+38a
* Tornado
* Knee
* Low crush
fengSS.4l19i20~22-31c-3~-1+71a (+55)
* Has a clean hit effect (+71a (+55) on hit)
* -3~-1 on hit with no clean hit
* High crush 10~31
hwoarangSS.4l18i19~20-13+5c+31a
* Transition to RFF
junSS.4m20i18~20+6+8c
* Heat Engager
* Heat Dash +5, +67a (+50)
* Spike
* Gain 10 Kazama Essence on Heat activation
kazuyaSS.4m14i15-6+4
Balcony Break
leroySS.4L17i18~19-12+4+14
* Can be delayed
lidiaSS.4h21i16~17-6+16g+14
Balcony Break
liliSS.4m18i20~21-4+4+64
* Enter RAB -15 -7 +53a r36 with b+3 or b+4
* Sidestep takes 9f, effective startup i29~30
* High crush 6~12
ninaSS.4L14i20-14+6c
Sidestep adds minimum 9f, effective startup i29
* High crush 6~39
reinaSS.4l17i18~19-13+0+13g
xiaoyuSS.4l19i18-13-2+29a
*
* High crush 6~
eddySS.3+4h,h6,10i14~15-7+31a(+24)
* Transition to FC
* Low crush 11~30
* Floating state 31~?
* High crush ?~?
leroySS.3+4m,m20,6i20~21, i9~10+3+8
* Transitions to HRM
* Low crush 23~36
hwoarangSS.3,3m, h13, 16i18~19, i9~10+3+14
* Jail from 1st block
* Combo from 1st hit
* +34a (+27) on 1st CH
* Transition to LFS
annaSS.3M23i21~23+4c+8c+25d
* Spike
* Sidestep adds minimum 9f, effective startup i30~32
eddySS.3m17i25~26+0+8
* Transition to RLX
* Cancel to RLX with D
* High crush 6~54
hwoarangSS.3m13i18~19-12-1+5s
kazuyaSS.3m23i23-7+16a (+7)+50a
Balcony Break
liliSS.3M20i16~17-9+35d (+27)
* Balcony Break
* Sidestep takes 9f, effective startup i25~26
* Hit vs BT +15d
paulSS.3L17i19-12c+4+12c
* Effective minimum startup 28f
devil-jinSS.2,Um, m!,M!25, 35 (24), 40 (20)i17~18, i37~38 i22~60-5a
* Only available as combo from 1st hit
* 44 damage with scaling
dragunovSS.2,3m, h,t16, 20,20i20~21, i18-9+1d
* Throw when hit from the front
* Removes Recoverable Health
* Side switch on front hit
* +5 on side or BT hit
* Combo from 1st hit
dragunovSS.2,1+2,4m, m,m, h16, 8,12, 28i20~21, ,i26~27-10+45a
* Combo from 1st hit
dragunovSS.2,1+2m, m,m16, 8,12i20~21, i27~29 i8~9-4+2c
* Combo from 1st hit
bryanSS.2,1M, h15, 20i17~18, i21~22-5+43d (-15)
* Heat Engager
* Heat Dash +5, +62a (+42)
* Balcony Break
* Elbow
* Combo from 1st hit with 8f delay
* Input can be delayed 11f
* Move can be delayed 10f
cliveSS.2,1M, m12, 23i17~18, i22~23-15+9c
* Heat Engager
* Heat Dash +5, +45a (+35a)
* Balcony Break
* Weapon
* Input 1 during the 1st hit animation on frames 16~18 to add +3 damage
* Combo from 1st hit with 11f delay
* Input can be delayed 11f
* Move can be delayed 10f
* Force tech backroll on hit
annaSS.2L12i20~21-12+0+14g
* Sidestep adds minimum 9f, effective startup i29~30
* High crush 6~
armor-kingSS.2l17i19~20-12+3+6c
* High crush
asukaSS.2m23i13~14-13+13a (+4)
* Heat Engager
* Heat Dash +5, +36a (+26)
* Gain NWG on Heat activation
* Balcony break on airborne hit
bryanSS.2M15i17~18-9+1
cliveSS.2M12i17~18-9-2
* Weapon
* Side step takes 9f, effective startup i26
devil-jinSS.2m25i17~18-22+72a
* Transition to Hell's Gate on hit with U
* Sidestep adds 9f, effective move startup: i26
dragunovSS.2m16i20~21-10+1
Spike
fengSS.2h18i15+3+9+31g
* Homing
* Transition to BT
heihachiSS.2m20i23~24-9+9+36a (+28)
* Enter RAI -5 +13 r24 with F
junSS.2m27i16-9+14a (+5)+34d (+26)
* Balcony Break
* Tornado
* Restores 3 health and 3 recoverable on hit
* Gain 6 Kazama Essence on normal hit and 5 on airborne hit
larsSS.2m20i16~17-7+22d
* 4 chip damage on block
lidiaSS.2m18i18-1c+10c+17c
* Floor Break
* Elbow
* Transition to HRS
miary-zoSS.2m22i20+1+3+59a
* Balcony Break (airborne)
* Enter MOR +4 +6 r32 with F
* 4 chip damage on block
* Sidestep takes 9f, effective startup i29
ninaSS.2m15i13~14-14+33a (+23)
shaheenSS.2L14i20-12+1c
* Sidestep takes 9f; effective startup i29
* High crush 15~
yoshimitsuSS.2m22i16~17-13+28a (+18)
* Tornado
* Sidestep adds minimum 9f, effective startup i25~26
ninaSS.1+2,1+2m, sm,sm22, 8,8i19, i30,i5-9+16a (+16)
* Balcony Break
* Weapon
* Only occurs on 1st hit hit or block
* Combos from 1st hit
* Jails from 1st hit
* 6 Chip damage on block
annaSS.1+2m,m5,7i19~20 i5~9-11+32a (+22)
* Sidestep adds minimum 9f, effective startup i28~29
cliveSS.1+2M21i25~26+2+49a
* Spike
* Weapon
* 6 Chip Damage on block
* Transition to FC with D
* Side step takes 9f, effective startup i34~35
fengSS.1+2m24i22~23+1~+2+21a (+12)
* Balcony Break
* 7 chip damage on block
junSS.1+2h,h,m7,9,18i16 i17 i15~16-4+7c
* Homing
* Spike
* Jail from 1st attack
* Combo from 1st or 2nd hit
kazuyaSS.1+2h25i19~20+5+26g
* Homing
* 7 chip damage on block
* Transition to r18 CD with DF
** Transition to r19? forward dash with f,n,f (+4?/+25g?)
kumaSS.1+2m23i22~23-3+6c
* 9 chip damage
* Transition to +12 +3 HBS with D
leoSS.1+2m30i19-9+14a (+5)+29d
* Balcony Break
leroySS.1+2h,h,h3, 3, 20i14, i6, i6+7+25g
* Balcony Break
* Opponent recovers crouching on hit
* 8 chip damage on block
* Power up during Heat (partially uses remaining Heat time)
liliSS.1+2m21i19~20+0+25a (+16)+64a
* Balcony Break
* Sidestep takes 9f, effective startup i28~29
ninaSS.1+2m22i19-8+3+37a
* Balcony Break
* Sidestep adds minimum 9f, effective startup i28
* Chip damage on block
pandaSS.1+2m23i22~23-3+6c
* 9 chip damage
* Transition to +12 +3 HBS with D
shaheenSS.1+2m23i19~20+3+22g+35a
* Partially restore remaining Heat time on hit
* Sidestep takes 9f; effective startup i28
* 6 chip damage on block
victorSS.1+2m25i18~19-9+15 (+5)
* Balcony Break
zafinaSS.1+2m22i17~18-2c+8c+28a
* Spike
ninaSS.1,2m, m15, 15i14~15, i16~18-3+3
bryanSS.1h23i17~18-5+8+15c
Balcony break on airborne hit
ninaSS.1m15i14~15-10+3
* Enter CD +10g +23g with F
* Enter SWA +10g +23g with B
paulSS.1h21i20+8+35a (+27)
* Balcony Break
* Elbow
* Chip damage (6)
* Effective minimum startup 30f
yoshimitsuSS.1m21i17~18-9+2+27a (+17)
Sidestep adds minimum 9f, effective startup i26~27
shaheenSNK.df+1,3m, m12, 28i15~16, i27~28-13+19a (+9)
* Heat Engager
* Heat Dash +43d (+35)
* Balcony Break
* Combo from 1st hit with 1F delay
* Move can be delayed by 6F
* Input can be delayed by 7F
* Low crush
shaheenSNK.df+1,2m, h12, 40i15~16, i20-40
* Tornado
* Removes Recoverable Health
* Combo from 1st hit with 7F delay
* Move can be delayed by 6F
* Input can be delayed by 7F
* Transition to attack throw on standing front hit
shaheenSNK.df+1m12i15~16-5+6
* Good left sidestep tracking
dragunovSNK.4m22i19~20+7+8c
* Heat Engager
* Heat Dash +5, +67a (+50)
* Balcony Break
* Spike
* 4 chip damage on block
shaheenSNK.4L20i20~22-14+3c+14c
dragunovSNK.3+4m20i17~18-13+27g
* Knee
* Absorb a hit to transition to Snap Knee Assault
** +1d 45dmg total
* -7 frame advantage and 8 chip damage on block after absorbing an attack in power crush state
* Power crush 8~16
dragunovSNK.3L,t17,20i17~18-16+0+1d/(+26a)
* Throw when CH from the front or on airborne hit in close range
** Called "Needle Hold" in-game
* +26a on CH from distance
* Floating state 10~42
* High crush 12~
shaheenSNK.3m23i20-12+63 (+48)
* Tornado
* Hit throw which side switches
* Low crush 13
dragunovSNK.2m25i18~19-14+36a (+26)
* Tornado
* Elbow
shaheenSNK.2M17i15~16-9+8+23a (+6)
Balcony BreakOn counterhit
shaheenSNK.1+2m21i19+4c+8c
* Heat Engager
* Heat Dash +67a (+50)
* Floor Break
* 6 chip damage on block
dragunovSNK.1h20i15~16-8+51a
* Balcony Break
** on airborne hit
shaheenSNK.1h10i12-1+5+14
dragunovSNK
* Lapses to standing
* Cancel to SS with u
* Input d, DF to transition to FC instead of SNK
bryanSNE.uf+2,2,2,2,2,3m, m, m, m, m, m6, 4, 4, 9, 9, 23i13, ,i22~23-15+3a
* Knee
* Combo from 3rd or 4th or 5th hit
** +35a (+17) from 3rd hit
** +31a (+13) from 4th hit
** +30a (+12) from 5th hit
* 9 chip damage (39%) on block
bryanSNE.uf+2,2,2,2,2m, m, m, m, m6, 4, 4, 9, 9i13, ,i10-12-2s
* Combo from 1st hit
* Chip damage 2 (22%) on block
bryanSNE.uf+2,2,2,2m, m, m, m6, 4, 4, 9i13, ,i10-12-1s
* Combo from 1st hit
* Consumes SNE
* Chip damage on block (2)
bryanSNE.FC.df+3l24i20-13+7+25a
* Balcony Break
* Consumes SNE
* Unparryable
bryanSNE.f+2,1,2,3,2m, m, m, m, m10, 12, 5, 7, 20i15, ,i35~36-10+25a (-1)
* Balcony Break
* Combo from 1st hit
* Chip damage on block (8)
* Unparryable by traditional parries, Asuka, Nina, etc
bryanSNE.f+2,1,2,3m, m, m, m10, 12, 5, 7i15, ,i22-3+18a (+11)
* Knee
* Combo from 1st hit
* Chip damage on block (2)
bryanSNE.f+2,1,2m, m, m10, 12, 5i15, ,i14~15-2+9c
* Elbow
* Spike
* Combo from 1st hit
* Consumes SNE
* Chip damage on block (1)
bryanSNE.f,F+1+2,Ph, m36, 20i13, i13~14+15g+43d (-15)
* Balcony Break
* Chip damage on block (8)
* Consumes SNE
* Initial attack absorbing animating takes 9 frames (pc1~9), effective startup is i22~23
* Power crush 1~14
bryanSNE.f,F+1+2h36i13+5+33a (+7)
* Balcony Break
* Consumes SNE
* Can not be buffered
* Chip damage 14 (40%) on block
* Strong parry, parries all mid or high attacks except charge moves, throws and unlockables
* On a successful parry, the attack is canceled and Bryan automatically retaliates
* Unparryable with traditional parries, Asuka, Nina, etc
* Parry state 2~10
bryanSNE.b+1+2m,m9,15i20,i14+4+33d (+25)
* Balcony Break
* Elbow
* Consumes SNE
* Chip damage on block (6)
bryanSNE.3+4,2*m, M20, 30i18, i55~56+9g~+10g+66a (+50)
* Tornado
* Reversal Break
* Balcony Break
* Consumes SNE
* Chip damage on block (12)
* Wall splat on block
bryanSNE.3+4,2m, m20, 20i18, i14~15-1+25a (+20)
* Balcony Break
* Combo from 1st hit
* Consumes SNE
* Chip damage on block (8)
* Interrupt with i5 from 1st block
* Unparryable by traditional parries, Asuka, Nina, etc
bryanSLS.4,1,4m, h, M13, 13, 20i18, ,i25-10+37a
* Tornado
* Combo from 2nd hit
* Opponent recovers FUFA on hit
bryanSLS.4,1,2m, h, h13, 13, 22i18, ,i24-9+41d (-17)
* Balcony Break
* Combo from 2nd hit
bryanSLS.4,1m, h13, 13i18, i27+0+55a
* Combo from 1st CH
* Cancel to SS -12 -5 -3 r9 with u_d
bryanSLS.4m13i18-5+1+3
bryanSLS.2,4h, m16, 22i15~16, i16~17-10+5a
* Tornado
* Knee
* Combo from 1st hit with 4f delay
* Gain SNE on hit, -12a
* Low crush 9~26
* Floating state 27~29
bryanSLS.2,2h, m16, 25i15~16, i25-7+14a
* Balcony Break
* Spike
* Combo from 1st hit with 4f delay
* +9a on BT hit
bryanSLS.2,1h, m16, 23i15~16, i15~16-11+33a (+18)
Combo from 1st hit with 4f delay
bryanSLS.2h16i15~16-6+2
bryanSLS.1+2m28i15~16-9+23a (+13)
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
* Elbow
* Chip damage 8 (30%) on block
jack-8SIT.f
*
* Floating state
kumaSIT.fspN/A / i26~i31 Heat+1~+6 / -6~-1 HBS+7~+12 / 0~+5 HBS
* Alternative input: FC.3+4 or FDFA.f
* Transition to ROL
* Transition to HBS with input ROL.D or ROL.3+4
* Transition to FC with no input
* Becomes special mid attack during Heat (Uses 120F of remaining Heat time)
pandaSIT.fspN/A / i26~i31 Heat+1~+6 / -6~-1 HBS+7~+12 / 0~+5 HBS
* Alternative input: FC.3+4 or FDFA.f
* Transition to ROL
* Transition to HBS with input ROL.D or ROL.3+4
* Becomes special mid attack during Heat (partially uses remaining Heat time)
jack-8SIT.b
*
* Floating state
jack-8SIT.3+4M35i54+13cg+20d
* Can access other SIT moves on recovery.
* Cannot access SIT3+4 on recovery.
* Low crush
kumaSIT.3+4M20i25-12 / -10 ROL-4a / -2a ROL
* Transition to ROL with input SIT.F
pandaSIT.3+4m20i25-12 / -10 ROL-4a / -2a ROL
* Transition to ROL with input F
kumaSIT.2m18i19~21-12+73a (+57)
* Tornado
pandaSIT.2m18i19~21-12+73a (+57)
* Tornado
jack-8SIT.1+2m21i24-44-12d
*
* Floating state
jack-8SIT.1,2,1,2l, l, l, l10, 10, 10, 10i19, ,i15-47-36
* Combos from 1st hit
* Alternate input SIT.2,1,2,1
** String moves recover 4 frames faster with alternate input
* Floating state
jack-8SIT.1,2,1l, l, l10, 10, 10i19, ,i15-47-36
* Combos from 1st hit
* Floating state
jack-8SIT.1,2l, l10, 10i19, i15-47-36
* Combos from 1st hit
* Floating state
kumaSIT.1,1l, l15, 13i21~22, i25~26-12+6
Combo from 1st CH
pandaSIT.1,1l, l15, 13i21~22, i25~26-12+6
Combo from 1st CH
jack-8SIT.1l10i19-48-37
*
* Floating state
kumaSIT.1l15i21~22-12+4+9
pandaSIT.1l15i21~22-12+4+9
kingSHH2c.3,4,1+2,3+4t40+0d
* Cannot throw break.
* Opponent recovers in FDFT. Max Damage 85.
kingSHH1.2,1,1+3t30-10+0d
* 2 throw break.
* King suffers 10 recoverable damage on successful throw break
* Opponent recovers in FDFR. Max damage 55.
kingSHH1.1+2,1,3t20-10+0d
* 1+2 throw break.
* King suffers 10 recoverable damage on successful throw break
* Opponent recovers in FDFL.
kingSHH1.1,2,1+2t25-10+0d
* 1 throw break. Side Switch.
* King suffers 10 recoverable damage on successful throw break
* Opponent recovers in FDFR. Max damage 50.
larsSEN.Dsp
* Transition to LEN
* Transition to r1 FC with no input
* Recover 30F heat on transition
* High crush 24~27?
larsSEN.Bsp
* Transition to DEN
* Recover 30F heat on transition
larsSEN.4h19i17~18+4+31a
* Strong Aerial Tailspin
* Homing
* Balcony Break
* 7 chip damage on block
reinaSEN.4M24i26~27+4+12d
* Deals chip damage on block
* Spike
* Low crush 8~16
* Floating state 17~19
larsSEN.3+4m,m22 (11)i13~14,i18~19+0c+22d (-13)
* Spike
* 6 chip damage on block
* Low crush 7~
reinaSEN.3+4L,h10,12i20~21, i35~36-29/-11+4
* Homing
* -29 stagger block on 1st block
* -11 on 2nd block
* High crush 10~34
larsSEN.3M20i14~16-13+29a (+19)
* Low crush 14~
reinaSEN.3h22i12~13+1+7
* Homing
* Heat Engager
* Heat Dash +5, +34a (+27)
* Deals chip damage on block
larsSEN.2L23i17~19-12+6c+73a (+57)
* Tornado
* High crush 1~
reinaSEN.2m20i13-4+8
* Tornado
* Transition to WRA (-4/+8) with D
* Transition to WRA is safe (can cancel WRA with crouch dash early enough)
reinaSEN.1+3th(h)12i16-3
* Throw break: none
* Opponent recovery on hit: FUFA
larsSEN.1+2m21i14~16-14+20a (+13)
* Tornado
* Recovers 7F? faster on hit (t44 r28?)
* Power crush 6~13
reinaSEN.1+2m,m13,17i14~15,i12~13-6 WRA+31a (+23)
* Tornado
* Balcony Break
* Transitions to r32? WRA after recovery
reinaSEN.1,2m, m12, 25i16, i26-16+21a (+0)
* Balcony Break
* Blue spark with input qcf+2 for 5 extra damage
* Hit-confirmable from 1st hit or if attack was absorbed
* Combo from 1st hit even with 9?F delay
* Can be delayed by 10?F
* Becomes -9 on block if 1st hit absorbed an attack
larsSEN.1m26i12~13-6+23a (+13)
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
reinaSEN.1m12i16-14+1
* Power crush 6~15
zafinaSCR.df+4L17i19~20-14+7c+37a
* High crush 6~
zafinaSCR.df+3,3L, L10, 10i28~30, i29~31-23+54a (+38)
* Homing
* Combo from 1st hit
* High crush 1~
zafinaSCR.df+3L10i28~30-23-10c
* Homing
* High crush 6~
zafinaSCR.df+1m,M10,30i18 i17~19-9+68a (+52)
* Tornado
* Weapon
* Instant tornado on 1st hit
* Jail from 1st attack
* 15 chip damage on block
* Deal 18 recoverable damage to self without Heat
* Gain ORB on hit
* Azazel's Power
zafinaSCR.d+4L20i24~30-25-4a
* Enter MNT with D
* High crush 10~
zafinaSCR.d+3+4
* High crush 1~70
* Floating state 6~50
zafinaSCR.d+3,3l, h10, 28i18, i24+3+77a (+61)
* Combo from 1st CH
* Cancel SCR transition -1 +73a (+57) t55 r31 with B
* Tornado launches on standing hit only
zafinaSCR.d+3l10i18-6-3+9c
* Interrupt with i13 if Zafina uses SCR.4
* Can hit grounded when off-axis
zafinaSCR.b+1+2L20i16-18+23g
* Weapon
* Evasive (can go under some mids)
* Deal 10 recoverable damage to self without Heat
* Gain ORB on hit
* Azazel's Power
* High crush 7~35
zafinaSCR.4M20i15~16-18+58a (+42)
* Tornado
* -8 frame advantage and 8 chip damage on block after absorbing an attack in power crush state
* Power crush 8~14
zafinaSCR.3+4m,m10,20i18~19 i6~8-12+8g
* Strong Aerial Tailspin
* Balcony Break
* Jail from 1st attack
* Low crush 6~22
* Floating state 23~25
zafinaSCR.3,3m, h15, 20i13, i16+0+25a (+15)
* Balcony Break
* Combo from 1st hit with 14f delay
* Move can be delayed 9f
zafinaSCR.3m15i13-6+5
zafinaSCR.2,2m, m17, 17i14, i22-10+8c+8a
* Spike
* Combo from 1st hit with 6f delay
* Delay does not change the timing of the attack
zafinaSCR.2,1m, m17, 25i14, i21-6+30a (+20)
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
* Weapon
* Combo from 1st hit
* 10 chip damage on block
* Deal 10 recoverable damage to self without Heat
* Gain ORB on hit
* Azazel's Power
zafinaSCR.2m17i14-7+7
zafinaSCR.1+2m20i17~19+6+17a
* Spike
* Enter TRT with D
zafinaSCR.1,4h, m12, 18i10~11, i22-6+7+32a
* Spike
* Combo from 1st hit
* Unparryable with traditional kick parries
zafinaSCR.1h12i10~11-2+9
alisaSBT.D
* Transition to r32 BKP with B (Backswing)
* High crush 34~
alisaSBT.4M22,5i17~19-27+68a
Steel pedal
* Low crush 26~71
* Floating state 72~74
alisaSBT.3L17i16~20, i1~5-14+4c~+8c+28a
* Frame advantage +8c~+12c on shallow hit, +32 on CH
* Listed states are on hit only
* Low crush 26~34
* High crush 35~
* Floating state 34~38
alisaSBT.2m25i16~27-8+6a (-4)
* Balcony Break
* Elbow
* Transition to DES with SBT.1+2
* Hitstop 20f on hit
* Low crush 26~63
* Floating state 64~66
alisaSBT.1+2h!20i27~28+8
* Balcony Break
* Weapon
* Low crush 26~53
alisaSBT.1,2,1,3+4m, m, m, m,m12, 13, 7, 33i13~14, ,i18-18+4 (-13)
* Balcony Break
* Combo from 3rd hit
* Combo from 2nd CH
* Transition to DES with input SBT.1,2,1,3+4,1+2
* Low crush 26~150
* Floating state 151~153
alisaSBT.1,2,1m, m, m12, 13, 7i13~14, ,i20~21-12-20-12
* Combo from 2nd CH
* Less safe on hit than on block without CH
* Low crush 26~102
* Floating state 103~105
alisaSBT.1,2m, m12, 13i13~14, i18~19-9+2+7c
* Spike
* Combo from 1st hit with 1f delay
* Rest of the string is natural on CH
* Low crush 26~64
* Floating state 65~67
alisaSBT.1m12i13~14-15+0
* Low crush 26~46
* Floating state 47~49
steveRWV.2m22i14-13+10a (+1)+31a (+5)
*
Balcony Break
steveRWV.1,2~1m, m13, 17i14~16, i30~31-8+4+63a
* Input 1 at frame 17 of RWV.1,2
steveRWV.1,2m, h13, 17i14~16, i22~23+3+8
* Strong Aerial Tailspin
* Homing
* Combo from 1st hit with 2F delay
* Move can be delayed by 11F
* Transition into LNH
* Input b to cancel LNH at r34? (-1/+4/+4)
steveRWV.1m13i14~16-5~-3+4~+6
* Transition to r10? PAB with f (-1~+1/+8~+10)
* r10? PAB FC cancel?
kingRSSB4.2t20/25+1d
* 2 throw break.
* Input with 3,1,2,3+4,1+2 for more damage.
* King recovers in backturn stance.
* Opponent recovers in FUFA. Max damage 88.
kingRSSB4.1t15/20/31+1d
* 1 throw break. Side Switch.
* Input with 2,1,3,4 for more damage.
* Opponent recovers in FUFT. Max damage 94.
kingRSSB3.1t9/13+1d
* Cannot throw break.
* Input with 1,2,3+4,1+2 for more damage.
* Opponent recovers in FUFT.
kingRSSB2.1t7/15-3+0d
* 1 or 2 throw break, depending on King's input.
* Input with 3+4,1 or 3+4,2 for more damage.
* Opponent recovers in FDFA.
kingRSSB1.1t7/15+1d
* Cannot throw break.
* Input with 2,2,1+2 for more damage.
* Opponent recovers in FUFT.
annaROLL.4h21i20+7+32a (+22)+57a
* Tornado
* Chip damage on block
* Roll adds minimum 20f, effective startup i40
* High crush 39~69
* Low crush 20~35
* Floating state 36~38
annaROLL.3m27i10~11-9+32d (+24)
* Balcony Break
* High crush 1~
kumaROL.4M20i26~30+7+26a
Recovers in FUFT
pandaROL.4m20i26~30+7+26a
Recovers in FUFT
kumaROL.3l20i18~26-18+33a
Recovers in FUFT
pandaROL.3l20i18~26-18+33a
Recovers in FUFT
kumaROL.2m21i17~19-17+28a (+18)
pandaROL.2m21i17~19-17+28a (+18)
kumaROL.1+2SM22i10~40-30+45a
* Recovers in FUFT on hit
* Recovers in off axis FUFT on block
pandaROL.1+2sm22i10~40-30+45a
* Recovers in FUFT on hit
* Recovers in off axis FUFT on block
kumaROL.1h31i15~16+4+35d (+27)
* Balcony Break
* Tornado
* Power up during Heat: +13 on block guard break (Uses 240F of remaining Heat time)
pandaROL.1h31i15~16+4+35d (+27)
* Balcony Break
* Tornado
* Power up during Heat (partially uses remaining Heat time)
eddyRLX.uf+1+2th(h)40i17~18-6+0
* Throw break: 1+2
* Sideswitch on break
eddyRLX.n,f
* Transition to RLX
* Recover in FC after 48F?
eddyRLX.n,d
* Transition to HSP
eddyRLX.4,3m, m14, 25i15~16, i28~30-13+16a/HE
* Heat Engager
* Balcony Break
* Heat Dash +67a(+50) on hit
* Combo from 1st hit with 9F delay
* Move can be delayed by 8F
* Low crush 16~?
eddyRLX.4m14i15~16-8+8
* Transition to FC
eddyRLX.3+4M24i17~18-18+29a(+19)
Tornado
* Floating state 1~56
eddyRLX.3,3L, h12, 30i16~17, i25~26-13+12a (+3) / +7a (+6)
* Balcony Break
* Combo from 1st clean hit
* Jails from 1st hit
* +7a (+6) from 1st clean hit
* Mandinga level increases by 1 on hit
** Becomes -3a (-6) on 2nd hit when gaining Mandinga
eddyRLX.3L12i16~17-26c-4+27a
* Transition to FC
* High crush 1~50
eddyRLX.2,4,4m, h, m16, 17, 25i18~19, ,i32~33-14+15a(+6)
Balcony Break
eddyRLX.2,4m, h16, 17i18~19, i29~30-5+2
* Combo from 1st hit
* Transition to RLX with D (+3/+10)
eddyRLX.2m16i18~19-2+8
eddyRLX.1+2m25i18~19-8+25a(+20)
* Balcony Break
* Head
* 7 chip damage on block
* High crush 1~17
eddyRLX.1,3L, m11, 17i17, i25~26-14+5c+42a
* Transition to RLX
* Combo from 1st CH with 5F delay
* Move can be delayed by 9F
* Input can be delayed by 10F
eddyRLX.1L11i17-11c+0
* Transition to FC with D
* High crush 1~19
alisaRight throwt40-3+0d
* Floor Break
* Throw break: 2
* Opponent recovery on hit: FUFA perpendicular to Alisa
annaRight throwt38-3+0d
* Throw break 2
* Side switch on hit
asukaRight throwt40-3+0d
* Throw break 2
* Side switch on hit
* Opponent recovers FUFA on hit
azucenaRight throwt40-3-3d
* Throw break 2
bryanRight throwt40-3+6d
* Throw break 2
claudioRight throwt40-3+1d
* Throw break 2
* Can side switch on hit
* Opponent recovers in FUFT
cliveRight Throwt40i12~14-3+0d
* Throw break 2
* Side switch on hit
* Opponent recovers in FUFT
devil-jinRight Throwt40-3+0d
* Throw break 2
* Side switch on hit
* Opponent recovers FDFA on hit
dragunovRight throwt40-3+1d
* Throw break 2
eddyRight throwth(h)40i12~14-3-6
Throw break: 2
fahkumramRight Throwt40i12-3+0d
* Homing
* Throw break 2
* Sideswaps on hit
fengRight Throwt40-3-4d
* Throw break 2
heihachiRight throwt45-4d
* Floor Break
* Throw break 2
hwoarangRight throwth(h)44i12~14-3+8d
* Break: 2
* Opponent recovery on hit: FDFT off-axis to the right
* Also possible during RFF
jack-8Right Throwt40i12-3+0d
* Throw Break 2
* Side Swap
jinRight throwt40-3+0d
* Throw break 2
* Side switch on hit
junRight throwt40-3+0d
* Throw break 2
* Side switch on hit
kazuyaRight throwth(h)40i12~14-3-4d
Throw break: 2
kumaRight throwth(h)40i12~14-3+1
* Throw break: 2
* Opponent status on hit: FUFT off axis
larsRight throwt40i12~14-3+1
* Throw break: 2
* Opponent status on hit: FUFA
lawRight Throwt42i12~14-3+0d
Throw break 2
leeRight Throwt40i12~14-3+0d
Floor Break Throw break 2
leoRight throwt40i12~14-3+1d
* Throw break 2
* Side switch on hit
leroyRight throwt40i12~14
* Throw break: 2
* Opponent status on hit: FUFA
* Side switch on hit
lidiaRight throwt40-3+0d
* Floor Break
* Throw break: 2
* Opponent on hit: FUFA
* Side switch on hit
liliRight Throwt43-3+1d
* Throw break 2
* Side switch on hit
miary-zoRight Throwt40i12~14-3-3d
* Floor Break
* Homing
* Throw break 2
* Side switch on hit
ninaRight throwt38-3+1d
Throw break 2
pandaRight throwth(h)40i12~14-3+1
* Throw break: 2
* Opponent status on hit: FUFT off axis
paulRight Throwt40i12~14-3-2d FUFA
* Throw break 2
* Side switch
ravenRight throwt40-3-4d
* Floor Break
* Throw break 2
reinaRight throwth(h)40i12~14-3+0
* Throw break 2
* Opponent recovery on hit: FUFA
shaheenRight throwth(h)40i12~14-3+0d
Removes Recoverable Health
* Throw escape: 2
* Opponent status on hit: FUFA
steveRight throwt40-3+0d
* Throw break 2
* Opponent left FUFL?
victorRight throwt40i12~14-3-4
* Throw break: 2
* Opponent recovery on hit: opp. side FDFT off-axis to the right
xiaoyuRight Throwt45i12-3+0d
* Throw break 2
yoshimitsuRight Throwt40-3-3d
Throw break 2
zafinaRight Throwt40-3+0d
* Throw break 2
* Side switch on hit
hwoarangRFS.uf+4m20i17~18-13+30a (+20)
* Tornado
* Transition to RFF
* Increased chip damage scaling on block during heat
** 6 chip damage on block in heat
* Low crush 11~33
hwoarangRFS.uf+3M22i24~27-7+19d
* Increased chip damage scaling on block during heat
** 6 chip damage on block in heat
* Low crush 9~
hwoarangRFS.u+4h17i25~26-2+8
* Homing
* Transition to RFF
* Link to LFF.(4,4,4),4 extension
** Combo from 1st hit with 4F input delay
** Extension cannot be delayed
* Increased chip damage scaling on block during heat
** 5 chip damage on block in heat
* Low crush 19~
hwoarangRFS.f+4,4h,h, h8,8, 9i8, i10, i23-6+75a (+59)
* Tornado
* Combo from 1st or 2nd CH
* Transition to RFF
hwoarangRFS.f+4h,h8,8i8, i10+0+2+5
* Jail from 1st block
* +6 on 2nd CH
* Remains in RFS
* Power up during Heat
hwoarangRFS.f+3m18i20~21-10+5+15a (+6)
* Homing
* Increased chip damage scaling on block during heat
** 5 chip damage on block in heat
hwoarangRFS.df+4m17i17~19+1+8c+26a
* Increased chip damage scaling on block during heat
** 4 chip damage on block in heat
hwoarangRFS.d+4,3,4L, h, h15, 12 (8), 20 (10)i20~21, ,i27~28-9+28a (+2) / +10a (+9)
* Balcony Break
* Power up in Heat: 30dmg and increased chip damage on block
* Combo from 2nd CH
* Airborne combo from 1st CH
** +10a (+9) on hit
** 10 dmg, 36 total dmg from 1st CH
* Low crush 22~
hwoarangRFS.d+4,3L, h15, 12 (8)i20~21, i25-9-1 / +20a (+13)
* Combo from 1st hit
* Airborne combo from 1st CH
** 8 dmg, +20a (+13) on hit
** 26 total dmg from 1st CH
hwoarangRFS.d+4L15i20~21-23+7c
* Transition to RFF
hwoarangRFS.d+3,3L, h13, 28i15, i25~27-2+34a (+8)
* Balcony Break
* Combo from 1st CH with 4F delay
* Move cannot be delayed
* Input can be delayed by 4F
* 11 chip damage on block
* Increased chip damage scaling on block during heat
** 14 chip damage on block in heat
hwoarangRFS.d+3L13i15-13-5+2
* Transition to RFF
* Increased chip damage scaling on block during heat
** 3 chip damage on block in heat
* cs10~19 crush state when canceled into followup
* High crush 10~25
hwoarangRFS.b+4m23i20~22-12+14g
* Balcony Break
* Power up if an attack is absorbed
** Reversal Break
** 9 chip damage on block
** -8 on block
* Increased chip damage scaling on block during heat
** 6 chip damage on block in heat
** 9 chip damage on block after absorbing an attack
* Power crush 8~19
hwoarangRFS.b+3m21i16~17-9+7
* Heat Engager
* Heat Dash +5, +42a (+27)
* Increased chip damage scaling on block during heat
** 6 chip damage on block in heat
hwoarangRFS.4,3m, m17, 21i14, i23~24+4+25a (+16)
* Tornado
* Balcony Break
* Transition to LFS
* Combo from 1st CH
* Combo from 1st hit during heat
* Increased chip damage scaling on block during heat
** 4 chip damage on block in heat
hwoarangRFS.4m17i14-9+3
* Transition to RFF
* Increased chip damage scaling on block during heat
** 5 chip damage on block in heat
hwoarangRFS.3~4m,m11,21i16,i7-3+26 (+16)
* Balcony Break
* Jail from 1st block
* Increased chip damage scaling on block during heat
** 9 chip damage on block in heat
* Input 4 the following frame after 3 to power up
** 37dmg on hit, +1 on block
** 14 chip damage on block in heat
* Low crush 16~
hwoarangRFS.3+4
* Transition to LFS
hwoarangRFS.3h24i14~16+4+27a (+18)
* Balcony Break
* Transition to LFS
* Sidesteps to the left
* Increased chip damage scaling on block during heat
** 7 chip damage on block in heat
* Low crush 8~
hwoarangRFS.2h6i13+5+7
* Transition to RFF
* Links to RFF.2 extensions
hwoarangRFS.1m15i16-2+9
* Links to 10-hit string
hwoarangRFF.f+4~4M20i18~20-13+41a (+31)
* Tornado
* Remains in RFF
hwoarangRFF.f+4
* Transition to RFS
hwoarangRFF.f+3h21i14~17+12~+15+23~+26
* Transition to LFS
* Transition to r44? BT with B (-11~-8/+0~+3)
hwoarangRFF.f+1,2h, h5, 10i10, i10-3+6
* Jail from 1st block with 4F delay
* Combo from 1st hit with 4F delay
hwoarangRFF.f+1h5i10+1+8
hwoarangRFF.f,F+3M22i22~25-7+19d
* Low crush 3~
hwoarangRFF.df+4m12i13-7+1g+1
* Remains in RFF
* Transition to RFS with F_B_D_U (+4/+13g/+13)
<Showing 801-1200 of 6205 moves>