mokujin

mokujin

Edit
CharCommandHit levelDamageStartupBlockHitCounter hitNotes
armor-kingH.db+2,1m, m12, 25i14, i26~27+3+17a (+8)
* Balcony Break
* Combo from 1st hit
* Interrupt with i5 from 1st block
* Partially uses remaining Heat time
pandaH.db+1+3t10i15+12
* Alternate input: H.db+2+4
* Unbreakable
* Uses 300F of remaining heat time
heihachiH.db+1+2SM25i30+0+0a (-17)
* Tornado
* Reversal Break
* Balcony Break
* 11 chip damage on block
* 12 chip damage on block after absorbing an attack in power crush state
* Consumes 300F of remaining Heat time
* Power crush 7~29
jinH.db+1+2M0i19~34+4+23g~+38g
* Strong Aerial Tailspin
* Balcony Break
* Transition to DVS r10 on hit or block
* Unparryable by traditional parries, Asuka, Nina, etc
* Partially uses remaining Heat time
* Causes wall splat on hit
* Opponent recovers crouching
* Power crush 6~18
victorH.db+1+2m30i28~29+9+6a (-4)
* Weapon
* Transitions to IAI
* Partially uses remaining Heat time
heihachiH.d+3,2M, SM25, 25i22~23, i30+0-10a (-20)
* Tornado
* Reversal Break
* Combo from 1st hit
* Chip damage on block
* Consumes 240F? of remaining Heat time
reinaH.d+2,1+2m, m17, 28i15, i12~13+7 UNS+33a (+7)
* Balcony Break
* Jail from 1st block
* Combo from 1st hit
* Transition to r20 +7 UNS on block
* 5 chip damage on block
* Consumes 300?F of remaining Heat time
heihachiH.d+1+2,Pt35i11
* Parries high or mid punches or kicks
* Regain health on a successful parry
* Consumes 240F? of remaining heat tiem
* Parry state 19~40
alisaH.d+1+2
* Cancel to r30 with db
* Consumes 60F of remaining Heat time
* 75% damage reduction when absorbing attacks
* Damage absorbed is recoverable
* No hitstop during attack absorption
* Automatic standing guard from frames 1 to 5
* Can standing or crouching guard starting at frame 31
* Power crush 6~30?
leeH.d+1+2m30i18~19+6+21a (+11)+21a (+11)
* Balcony Break
* 6 chip damage on block
* Partially consumes remaining Heat Time
* Transition to +8, +21a (+11) HMS with 3+4
reinaH.d+1+2
* Automatically parries limb-based, non-airborne mids and highs
* Deals 40 damage on successful parry
* +1d on successful parry
* Parry state 20~60
paulH.d+1,2*m, m16, 45i14~15, i43+12+30d (-6) FDFA
* Balcony Break
* Guard Break
* Reversal Break
* Consumes Heat
* Chip damage (13)
* Charge begins on frame 16
* Requires 27f charge
* H.d+1,2 from 0~26f charge
paulH.d+1,2m, m16, 32i14~15, i29-13+29d (-7) FDFA
* Balcony Break
* Reversal Break
* Consumes Heat
* Move can be delayed 14f (i43)
* Charge begins on frame 16
* Requires 0~26f charge
* Delayed startup from 1~26f charge
* Combo from 1st CH with 0~6f charge
* H.d+1,2* at 27f charge
shaheenH.D*,u+2h35i18~19+13+63a (+47)
* Balcony Break
* Tornado
* Guard break
* Read more
* Low crush
annaH.CJM.3,2m, m,m,m12, 9,9,32i12~14, i28~77 i41~90 i59~108-2~+47g+26a (+0)
* Weapon
* Combo from 1st hit
* Jails from 2nd hit
* Chip damage on block
* Partially uses remaining Heat time
lidiaH.CAT.U
* Increases Heaven and Earth level
* Parries all highs or mids
* Transition to +12g? HAE on successful parry
* Parry state 5~39
ravenH.BT.f+2,4,2m, h, sm,sm13, 17, 21,30i17~18, ,i19~20 i39~41-3~-1+24a (+9)
* Tornado
* Combo from 2nd CH
* Available only on hit or block
* Recover Heat on hit
liliH.BT.2+3l,M,M,M15,5,5,20i16 i27~28 i6~8 i20~22-8+23a (+5)
* Heat Smash
* Homing
* Balcony Break
* 5 chip damage
* High crush 4~?
* Low crush 25~?
xiaoyuH.BT.2+3m,m,m,m51i15~16+9+20g
* Heat Smash
* Spike
* Transition to HYP 2nd step
* Transition to standing with F (+3, +5)
* Chip on block [7]
ravenH.BT.2,2,1h, m, sm,sm9, 12, 24,30i10, ,i18~19, i39~47-3+2a (-7)
* Balcony Break
* Combo from 1st hit
* Available only on hit or block
* Recover Heat on hit
armor-kingH.BAD.3,2m,M15,25i34~36+5+1a
* Balcony Break
* Jail from 1st block
* Opponent left FDFA
* Partially uses remaining Heat time
* 11 chip damage on block after absorbing an attack in power crush state
fengH.b+4,3+4m, M10, 23i12~13, i31~32+7cg+12d
* Balcony Break
* Spike
* Combo from 1st hit with ?
* 4 chip damage on block
* Consumes 300F of remaining Heat time
* +38d on aerial hit
* Move can be delayed by ?
* Input can be delayed by ?
ninaH.b+3+4,1+2h,h,h,h,h16,6,6,6,10i14~15, i28 i35 i42-2+29a (+3)
* Balcony Break
* Weapon
* Combo from 1st hit
* Jails from 2nd hit
* Chip damage on block
* Partially uses remaining Heat time
miary-zoH.b+3+4
* Transition to WAL
* d+3+4 foreground jump, u+3+4 background jump (r60 js9~34 fs35~37)
* Partially consumes remaining Heat Time
liliH.b+3*
* Actionable after 48f
* Stance moves can be buffered
* Transition to r57 DEW with F
* Partially restores remaining Heat Time
* Low crush 38~50
* Floating state 51~53
heihachiH.b+3,3,2h, M, SM14, 25, 25i14~15, ,i30+0+0a (-17)
* Tornado
* Reversal Break
* Combo from 1st hit
* Jails from 2nd hit
* 10 Chip damage on block
* Consumes 240F? of remaining heat tiem
azucenaH.b+2,F+7+54a (+34)
* Strong Aerial Tailspin
* Homing
* 70% scaling on combo
* 7 Chip damage on block
* Low crush 15~30
* Floating state 31~33
ravenH.b+2,4,2h, h, sm,sm12, 13, 21,30i15~17, ,i19~20, i39~-41-3~-1+24a (+9)
* Tornado
* Combo from 2nd CH
* Available only on hit or block
* Recover Heat on hit
paulH.b+2,1*m, m22, 35i18, i60~61+12+56a
* Balcony Break
* Guard Break
* Consumes Heat
* Chip damage (13)
* Charge begins on frame 18
* Requires 42f charge
* b+2,1 from 0~41f charge
steveH.b+1+2,1+2m,h,m,h,m8,4,3,3,20i16,i12,i12,i12,i19-4+36a (+10)
* Balcony Break
* Jails from 1st hit
* Transition to FLK (+3/+43a(+17)) with B
* 8 chip damage on block
* Partially uses remaining heat time
leroyH.b+1+220-9+35a (+27)
* Balcony Break
* Consumes 210F of remaining Heat time
* Crumple stun +14F after CH
ninaH.b+1+2m,m,h,h,h,h5,20,5,5,5,5i16 i8~10, i28 i35 i42 i49+2+33a (+7)
* Balcony Break
* Weapon
* Removes Recoverable Health
* 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~-15
* Jails
* Partially uses remaining Heat time
azucenaH.b+1,1,2,F+7+54a (+34)
* Strong Aerial Tailspin
* 70% scaling on combo
* Chip damage on block
* Floating state 15~33
fengH.b+1h20i10~11-8+36a (+28)
* Balcony Break
* Consumes 210F of remaining Heat time
devil-jinH.b,f+2,1,4,1+2m, m, M, SM12, 12, 21, 15i15~17, ,i24~35+2+4c~+15c
* Balcony Break
* Tornado
* Weapon
* Projectile (unparryable)
* Forces backroll on hit
* +59a(+43) from previous hit
* Jail from 3rd block
* 3 chip damage on block
* Consumes 220F of remaining heat time
heihachiH.b,b,n,3+4
* Consumes all of the remaining Heat time
* Tremendous backwards travel
devil-jinH.4~3,1+2M, SM21, 15i29-32, i24~35+2+4c~+15c
* Tornado
* Weapon
* Projectile (unparryable)
* Forces backroll on hit
* +58a (+42) from previous hit
* Jail from 1st block
* 3 chip damage on block
* Consumes 220F of remaining heat time
reinaH.3+4,4,4m,m, m, m5,10, 20, 28i18 i26, ,i27-8+23a (+3)
* Balcony Break
* Combo from 2nd hit
liliH.3+4,3+4h,h,m,M10,10,15,20i23~24 i14~15 i36~38 i9~11+7+20d(-15)
* Homing
* Floor Break
* Partially consumes remaining Heat time
* Low crush 22?
liliH.3+4,3+4h,t45i23+7-3d
* Homing
* Floor Break
* Partially consumes remaining Heat time
* Low crush 22~
eddyH.3+4m20i20~22+9+66a(+50)
* Tornado
* Transition to HSP
* 6 chip damage on block
* High crush 6~11?
* Floating state 11?~?
* Low crush 20~?
fengH.3+4M23i30~31+12cg+22d
* Spike
* Consumes 300F of remaining Heat time
* 4 chip damage on block
* +38d on aerial hit
* Creates an unblockable low shockwave along the ground that deals 5 recoverable damage and +7g on hit and forces the opponent to crouch. The shockwave comes out even if the kick itself whiffs, or is parried by certain parries like Jin's or Reina's. It does not come out when the first hit is blocked or absorbed by a Power Crush.
* Recovers 3F faster on hit (t67 r35 BT)
reinaH.3,4,4h, m, m12, 20, 28i18~19, ,i27-8+23a (+3)
* Balcony Break
* Combo from 2nd hit
azucenaH.2+3+4h!0i45+35a
heihachiH.2+3,Fm50i15+10-2d
* Heat Smash
* Reversal Break
* Balcony Break
* 15 chip damage on block
* Transition to attack throw on hit
* Transition to RAI on block only
* Cancel RAI transition with B, +6 on block instead
dragunovH.2+3,db+1+2m,m,m, t25,14,23, 0i15~16, i30~32,i31~32, i26-2d
* Unbreakable on hit
* Shift to tackle on hit
* Interrupt with i15 on 1st block
jinH.2+3,4m,h,m48i15~16+9+32a (-4)
* Heat Smash
* Reversal Break
* Balcony Break
* 7 Chip damage on block
* Jail from 1st attack
alisaH.2+3m50 (28)i20~21+8-15d
* Heat Smash
* Transition to DES with 1+2 (+8)
* Transition to SBT with 3_4 (+10)
* Transition to DBT with f+3_f+4 (+10)
* 8 chip damage on block
annaH.2+3m50i13~14-5+0d
* Heat Smash
* Reversal Break
* Balcony Break
* Fragile debuff on hit or block, opponent receives chip damage from any attack, removed when land a hit on you
* Transition to attack throw on hit
* Jails
* High crush 6~27
armor-kingH.2+3m,t54i17, i42~43+9+1d
* Heat Smash
* Balcony Break
* Can also be done during BAD
* Transition to attack throw on hit
* 2nd hit 16dmg and +13a (-4) on hit after 1st whiff
* Opponent left FUFT after attack throw
* 5 chip damage on block
asukaH.2+3m,t12,11,27i16+10g-6
* Heat Smash
* Floor Break
* 7 chip damage on block
* Transition to attack throw on hit
* +15a if only the last hit connects
* +11d (-24) if only the last two hits connect
* 2nd hit damage 11 > 18 if 1st hit whiffs
* 3rd hit damage 27 > 30 if 1st hit whiffs
* Hit level becomes m,m,m on block/whiff
* Low crush 5~
azucenaH.2+3m,m,t15,9,29i15~16+6+0a
* Heat Smash
* Reversal Break
* Balcony Break
* 7 chip damage on block
* Transition to attack throw on hit
* Enter LIB +6 automatically on block/whiff
* +15a if only the last hit connects
* +30a (+20) if only the last two hits connect
* 2nd hit damage 9 > 15 if 1st hit whiffs
* 3rd hit damage 29 > 30 if 1st hit whiffs
* Hit level becomes m,h,m on block/whiff
* Spike on the last hit if the first two whiff
* Low crush 18~57
* Floating state 58~60
bryanH.2+3m,m,t20,20,35i16+9-1d
* Heat Smash
* Reversal Break
* Spike
* Transition to attack throw on hit
* Low crush 9~
claudioH.2+3L,M40i18~19-14+11d
* Heat Smash
* Reversal Break
* Balcony Break
* Transition to attack throw on hit
* Chip damage on block
* Pseudo homing low?
cliveH.2+3m,t,m,m,m,m,m,m55i18+8-10
* Heat Smash
* Balcony Break
* Transition to attack throw on 1st hit
* 45 damage Balcony Break on 1st whiff
* Recover 27-45 recoverable health on hit:
* Regain 18?-19? additional recoverable health on hit
* Recover 19 recoverable health on 1st whiff and 2nd hit:
* Regain 12? additional recoverable health on 1st whiff and 2nd hit
* 10 chip damage on block
* Low crush 23~117
* Floating state 118~120
devil-jinH.2+3m,h,t20,22,10i18~28+11 MCR+5d
* Heat Smash
* Jail from 1st attack
* Transition to attack throw on hit
* Transition to MCR on block only
** -14 on an empty MCR transition
* Can cancel transition to MCR on block with B at +2~+12
* 5 chip damage on block
* Low crush 15~52
* Floating state 53~55
dragunovH.2+3m,m,m25,14,23i15~16, i30~32,i31~32+6+3d
* Heat Smash
* Balcony Break
* Only 1st and 3rd hit
* 7 Chip damage on block
* Throw on 1st hit - 50 damage
eddyH.2+3m55i18~19+6+0
* Heat Smash
* Balcony Break
* Transition to RLX on block
* Low crush 34~
fahkumramH.2+3m,m (t)50i16+70d
* Heat Smash
* Balcony Break
* Transition to Attack Throw on hit
* 2nd hit damage 25
* +27a (+1) If only last hit connects on standing opponent
* 5 chip damage on block
* Low crush
fengH.2+3m,t20,35i20~21, i24~25+12+0
* Heat Smash
* Balcony Break
* 7 chip damage on block
* 2nd hit 26dmg +30a (-6) on 1st whiff
* Transition to STC on block
* Transition to standing with B (+7)
heihachiH.2+3m,m50i15+10+0d
* Heat Smash
* Reversal Break
* Floor Break
* 15 chip damage on block
* Transition to attack throw on hit
* Transition to RAI on block only
* Cancel RAI transition with B, +6 on block instead
hwoarangH.2+3m,(t),m,h13,(14,24), 12,25i17~18, i18~19, i29+11+13d / +35d (+14)
* Heat Smash
* Balcony Break
* Jails
* Transition to +13d attack throw on hit
* 5 chip damage on block
* Also possible during RFF and LFS
* Transition to RFS
* Low crush 55
jack-8H.2+3h,m,t50i10-9-2d (-12)
* Heat Smash
* Balcony Break
* 10 chip damage on block
jinH.2+3m,h,m57i15~16+3+0d
* Heat Smash
* Reversal Break
* Balcony Break
* Transition to attack throw after 1st hit
* Transition to CD automatically on block
* Transition to standing on block with B
* 6 Chip damage on block
* Jail from 1st attack
junH.2+3m,m20,30i13 i32~75-6~+37g+21a~+64a (-5~+38)
* Heat Smash
* Balcony Break
* Restores 32 recoverable on hit (16 on block)
* 10 chip damage on block
* Gain 8 Kazama Essence on normal hit and 6 on block or airborne hit
kazuyaH.2+3L,m,th9,14 (20),17 (34)i18, i27-14+0d
* Heat Smash
* Balcony Break
* 8 chip damage
kingH.2+3M,t20,40i17~18,i21~22+12 JGR+0d
* Heat Smash
* Floor Break
* Transition to attack throw on standing hit
* Transition to JGR on block
* Cancel transition to JGR on block with B (+7)
* Transition to 2nd i21~22 23dmg mid hit on 1st block or whiff
** Tornado
** Balcony Break
** Hard balcony break
** i21~22 23dmg
** Jail from 1st block
** Forces crouch on 2nd hit
** +24 JGR on hit
** Cancel transition to JGR on hit with B (+19)
* Hits OTG
* 5 chip damage on block
kumaH.2+3M,M51i13~15, i450+33a (+23)
* Heat Smash
* Balcony Break
* 10 chip damage
* Transition to attack throw on 1st hit
* +20a (+10) 45dmg on 2nd hit if 1st hit misses
larsH.2+3m,M55i18~19, i38~41+12c+0 / +81a
* Heat Smash
* Spike
* Transition to 30dmg attack throw on 1st hit (+0)
* +81a 25dmg 2nd hit on 1st block or whiff
* Transition to r30 DEN on block or whiff (+12c/+81a)
* Transition to r37 standing on block (+10c/+79a) or whiff with input B
* 7 chip damage on block
lawH.2+3m,t24,4,5,5,5,7 (50)i14+11g+5
* Heat Smash
* Balcony Break
* Transitions to DSS on block
* 8 chip damage on block
leeH.2+3l,t40i20-14+0d
* Heat Smash
* Balcony Break
leoH.2+3m,m,h14,13,23 (50)i16~17+8~+9+0d
* Heat Smash
* Balcony Break
* Transition to attack throw on 1st hit
* +8a(-1) on hit on first whiff
* Enter CD +16g with df on block
* 7 chip damage on block
leroyH.2+3m50 (25)i15+6+0
* Heat Smash
* Balcony Break
* Alternate input: H.HRM.2+3
* Also possible after Twin Dragon Gate is successful
* Transition to HRM on block
* 12 chip damage
lidiaH.2+3m,m,m,h55i18+10g+0d
* Heat Smash
* Balcony Break
* Transition to r31 HAE on block
** Cancel HAE transition with B on block
* Transition to attack throw on hit
* Increases HAE level by 1 on hit
* 8 chip on block
* Low crush 77~105
liliH.2+3m,t55i16+7+0d
* Heat Smash
* Balcony Break
* H.RAB.2+3: i21 actual startup
* Transition to +14g DEW with F on block
* 6 chip damage on block
miary-zoH.2+3m,th52i17~18+6-5d
* Heat Smash
* Floor Break
* Transition to BAO +6 r24 automatically on block only
Cancel BAO transition -13 -6 +23a (+13) r36 with B
* 6 chip damage on block
* Low crush
ninaH.2+3m,h,h,h,h,m20,30i16 i28 i35 i42 i49 i90~91+5~+6-2d
* Heat Smash
* Spike
* Transition to attack throw on hit
* Enter CD r30 with F on block
* 10 chip damage on block
* Jails
ninaH.2+3m,h,h,h,h20,9,12,9,12i16 i28 i35 i42 i49+14+43a (+10)
* Heat Smash
* Jails
pandaH.2+3m50i15~16+9-3d
* Heat Smash
* Floor Break
* Balcony Break
* Alternate input: H.HBS.2+3
* Transition to +8 ROL with F on block only
* Transition to +13g HBS with D or 3+4 on block only
* 9 chip damage on block
* Floor breaks if 1st hit connects, or if 2nd hit connects on airborne opponent
* Balcony breaks if only 2nd hit connects on standing opponent
* Low crush
paulH.2+3L,m,t9,23,25i18,i21,i38-14+3d
* Heat Smash
* Balcony Break
* Fully consumes Heat
* Chip damage (8)
* Transition to throw on 1st hit only
* 40 damage with throw transition
* 53 damage on 2nd + 3rd hit
* t134 r49 on block
* t124 on whiff
ravenH.2+3m,t20,35i18~20+14g+3a
* Heat Smash
* Balcony Break
* Transition to r20 SZN on block
* 9 chip damage on block
reinaH.2+3m,m20,25i21+8+0d
* Heat Smash
* Balcony Break
* Alternate inputs: H.R1, H.WRA.2+3, H.WRA.R1
* Jails from 1st block
* Transitions to attack throw on 1st hit for a total of 50 dmg
* Transitions to r53 WRA on 2nd block, whiff or hit
* +19d WRA if only second hit connects (25 dmg)
* 7 chip damage on block
shaheenH.2+3L,t40i20~21-14+24a (+14)
* Balcony Break
* Heat Smash
* Transition to attack throw on 1st hit
* 8 chip damage on block
steveH.2+3m,th10,4,2,3,3,3,25i16+8 LNH+0
* Heat Smash
* Floor Break
* Spike
* Can cancel transition to LNH on block with B at -9
* 7 chip damage on block
* Alternate input: H.FLK.2+3 or H.PAB.2+3
victorH.2+3l,m39i20-14th
* Heat Smash
* Balcony Break
* Alternate input: H.R1
* 8 chip damage on block
xiaoyuH.2+3m,m,m,M50i15~16+9+0d
* Heat Smash
* Balcony Break
* Transition to standing with F (+5 oB)
* Transition to attack throw on hit
* Chip on block [7]
* Low crush 9~
yoshimitsuH.2+3M,m,m,m51i18~19+4-3d
* Heat Smash
* Reversal Break
* Balcony Break
* Recovers 4 base health or 14 additional recoverable health on hit
* Enter DGF +10 r29 with U on block
* Transition to attack throw after 1st hit
* 9 chip damage on block
* Jail from 1st attack
* Ends Heat
* Low crush 68~89
* Floating state 90~92
zafinaH.2+3h,sm51i12~13 i47~53 i1~7 i1~7 i1~6 i1~2+3+0d
* Heat Smash
* Reversal Break
* Balcony Break
* Jail from 1st attack
* 10 chip damage on block
* Transition to attack throw on hit
lidiaH.1+2**m55i65+15g+63a
* Reversal Break
* Balcony Break
* Cancel with b,b or f,f
* Transition to HAE on hit or block only
* Cancel HAE transition with B
* Partially uses remaining Heat time
* Hold for 55 frames
paulH.1+2**m!50i71+30d (-6) FDFA
* Balcony Break
* Reversal Break
* Consumes Heat
* Charge begins on frame 1
* Requires 56f charge
* H.1+2 from 1~27f charge
* H.1+2* from 28~55f charge
lidiaH.1+2*m35i42~64+10g+37a (+29)
* Reversal Break
* Balcony Break
* Cancel with b,b or f,f
* Transition to HAE on hit or block only
* Cancel HAE transition with B
* Partially uses remaining Heat time
* Hold for 31~54 frames
paulH.1+2*m40i46+13g+30d (-6) FDFA
* Balcony Break
* Reversal Break
* Consumes Heat unless canceled
* Chip damage (16)
* Move can be delayed 21f (i67)
* Charge begins on frame 1
* Requires 28~55f charge
* Delayed startup from 35~55f charge
* Cancel to t27~35 r1 CS from 17~35f with f
** Sidestep u can be buffered 2f after cancel
** CS attacks can be buffered from 26f
** Decaying 13f delay on CS attacks
*** Decays to 0 delay 24f after cancel
* Cancel to t41~49 r12 SWA from 17~35f with b
** Sidestep u can be buffered from 27f
** SWA attacks can be buffered from 26f
* H.1+2 from 1~27f charge
* Burning Fist at 56f charge
lawH.1+2-8~-7+66a (+50)
* Tornado
* Weapon
* Consumes 270F remaining Heat Time on block or whiff
* Restores 60F of remaining Heat Time on hit
* Alternate input DSS.1+2
lidiaH.1+2m25i31+1+37a (+29)
* Reversal Break
* Balcony Break
* Cancel with b,b or f,f
* Transition to HAE on hit or block only
* Cancel HAE transition with B
* Partially uses remaining Heat time
* Hold for 20~30 frames
paulH.1+2m35i28-9+30d (-6) FDFA
* Balcony Break
* Reversal Break
* Consumes Heat unless canceled
* Chip damage (10)
* Move can be delayed 11f (i39)
* Charge begins on frame 1
* Requires 1~27f charge
* Delayed startup from 17~27f charge
* Cancel to t27~35 r1 CS from 17~35f with f
** Sidestep u can be buffered 2f after cancel
** CS attacks can be buffered from 26f
** Decaying 13f delay on CS attacks
*** Decays to 0 delay 24f after cancel
* Cancel to t41~49 r12 SWA from 17~35f with b
** Sidestep u can be buffered from 27f
** SWA attacks can be buffered from 26f
* H.1+2* from 28~55f charge
* Burning Fist at 56f charge
liliH.1,2,4h, h, m5, 12, 30i10, ,i29~34+5~+10+18~23a (-8~-3)
* Balcony Break
* 13 chip damage on block
* Input can be delayed 4?f
* Move can be delayed 3?f
* Partially consumes remaining Heat time
* Low crush 21?~41?
* Floating state 42?~44?
annaH.1,2,1,2h, h, h, m,m,m5, 8, 4i10, ,i23~72 i36~85 i54~103-2~+47g+23a (-3)
* Weapon
* Combo from 3rd CH
* Jails from 4th hit
* Partially uses remaining Heat time
fahkumramGRF.f+2,1,2m, m, m14, 22, 20i15, ,i29+2+15d
* Floor Break
* Elbow
* Consumes GRF
* Partially consumes remaining Heat Time
* Combos from 1st hit
* 6 chip damage on block
* Low crush
fahkumramGRF.f,F+4~3,2L, m (t)15, 30i19, i25+0+0d
* Balcony Break
* Consumes GRF
* Partially consumes remaining Heat Time
* Shift to attack throw on hit
* Combos from 1st hit
* 6 chip damage on block
fahkumramGRF.df+3+4,3m,m, m8,16, 23i13, i26-9+13g
* Consumes GRF
* Partially consumes remaining Heat Time
* Transition to +13g RAM on hit
* Combos from 1st hit
* 9 chip damage on block
fahkumramGRF.1+2,Psp, m20i21-9+13g
* Transitions to +13g RAM
* Only occurs when GRF.1+2 absorbs an attack
* r21? freeze for the opponent after absorbing an attack
* i36? effective startup
* 8 chip damage on block
fahkumramGRF.1+2sp
* Consumes GRF
* Partially consumes remaining Heat time
* Power crush 5~19
jack-8GMH.uf+1+2m20i21~22+5 GMH+17c GMH
* Transition to GMH on hit or block
* Input can be delayed by 14F
* 4 chip damage on block
* Low crush 15
jack-8GMH.ufjs12
* Recover in crouch
* Can cancel into Make Some Noise by pressing 1+2 (uf,n,1+2)
* Low crush 12
jack-8GMH.ubjs12
*Recover in crouch
* Low crush 12
jack-8GMH.f+2m34i17-13+30a (+4)
* Balcony Break
jack-8GMH.f+1M26i20-17+66a (+50)
* Tornado
* Instant Tornado
jack-8GMH.f
jack-8GMH.4h30i14~18+4+21d (+11)
* Heat Engager
* Heat Dash +5, +36a(+26)
* Balcony Break
* 9 chip damage on block
* Gain GMC on Heat activation
jack-8GMH.3+4SM20i20 pc6-13+40d (-18)
* Heat Engager
* Heat Dash +5, +36a(+26)
* Balcony Break
* 6 chip damage on block when absorbing an attack
* Gain GMC on Heat activation
* Power crush 6
jack-8GMH.3M28i24+4+9c+22a
* Floor Break
* Transition to FC with D
** (+7 oH, +2 oB)
jack-8GMH.2+4t25i15!+6d
* Heat Engager
* Cannot Heat Dash
* Crouch Throw (Unbreakable)
* Alternate input d+2+4
* Gain GMC on Heat activation
jack-8GMH.2h40i20+11g+21d (+11)
* Balcony Break
* Tornado
jack-8GMH.1+3t30i15!+0d
* Crouch Throw (Unbreakable)
* Floor Break
* Alternate input d+1+3
jack-8GMH.1+2th45 (57)i16-6+0d
* 57 Damage if opponent hits the wall
* Throw Break 1+2
* Swaps positions on break
jack-8GMH.1m20i22-9+25d
* Homing
* Balcony Break
jack-8GMC.3+4sm24i20 pc6-9+14c
* Heat Engager
* Heat Dash +5, +36a(+26)
* Balcony Break
* Partially uses remaining Heat time
* Consumes GMC upon use
* 7 chip damage on block
* Gain GMC on Heat activation
* Forces backroll on hit
* Power crush 6
jack-8GMC.2h42i20 pc1+11+31a (+5)
* Tornado
* Guard Break
* Reversal Break
* Balcony Break
* Partially uses remaining Heat time
* 4 chip damage on block
* Power crush 1
jack-8GMC.1m22i22-6+73a (+57)
* Strong Aerial Tailspin
* Homing
* Partially uses remaining Heat time
* Chip damage on block (4)
junGEN.P (Throw)t40+0d
* Restores 8 health and 8 recoverable
* Opponent recovers FUFA (sideways)
* Gain 20 Kazama Essence
junGEN.P (Low)t20+0d
* Restores 14 health and 14 recoverable
* Opponent recovers FDFA
* Gain 20 Kazama Essence
junGEN.4h24i26~28+4~+6+26a (+17)
* Homing
* Balcony Break
* Low crush 16~33
* Floating state 34~36
junGEN.3,2M, M14, 16i17~20, i24-9+33a (+18)
* Combo from 1st hit with 8f delay
* Input can be delayed 10f
* Deals 12 damage to self (8 recoverable)
* Unparryable
* Gain 8 Kazama Essence on normal hit and 6 on block or airborne hit
junGEN.3M14i17~20-4c~-1c+4c~+7c
Spike
junGEN.2m,t16,32i16~17-13~-12+0d
* Transition to attack throw on front standing or airborne hit
* Deals 12 damage to self (8 recoverable)
* Frame advantage is -9 if an attack is absorbed
* Chip damage on block if an attack is absorbed
* +10a (+1) and Balcony Break on BT hit
* Gain 8 Kazama Essence on normal hit or airborne hit
* Power crush 8~15
junGEN.1L22i20~21-12+3c+26a
* Has good left sidestep tracking
* High crush 11~
cliveGAR.4h10i10-4+2
* Balcony Break
* 13 damage with delayed input
* 8 damage, 11 delayed input damage with ub+4
* Jump takes 17f, effective minimum startup i27
* js1~27 fs28~30 with ub+4 and u+4
* Low crush 1~31
* Floating state 32~34
cliveGAR.3h12i12-3+21a (-4a)
* Balcony Break
* 15 damage with delayed input
* +6 on hit with ub+3
* Jump takes 17f, effective minimum startup i29
* Low crush 1~29
* Floating state 30~32
cliveGAR.2,2m, m,M20, 6,25i18~19, i26~27 i3~4-17+13d (-4d)
* Tornado
* Weapon
* Combo from 1st hit
* Low crush 1~26
* Floating state 27~29
cliveGAR.2m20i18~19-15-13
* Weapon
* 24 damage with delayed input
* -16 on block, -14 on hit, 12 damage, 15 delayed input damage with ub+2
* Jump takes 17f, effective minimum startup i35~36
* js1~48 with u+2
* Low crush 1~49
cliveGAR.1m18i15~17-5~-3+17a
* Balcony Break
* Spike
* 21 damage with delayed input
* Jump takes 17f, effective minimum startup i32~34
* 3 (4) chip damage on block
* -12 on block, +3c on hit, 15 damage, 18 delayed input damage, 3 chip damage with ub+1
* Low crush 1~23
* Floating state 24~26
heihachiFUJ.DF
* Transition to r4 CD after 4 frames in FUJ (r8?)
* Low parry on frames 1?~14?
* Doesn't require a just frame input for Electric or Omen Thunder God Fist
* Parry state 1?~14?
heihachiFUJ.4L20i18~19-14-4+12g
* Spike
heihachiFUJ.3,4m, m17, 20i28~29, i20~21+4+30a (+23)
* Strong Aerial Tailspin
* Balcony Break
* Combo from 1st hit
* Chip damage on block
* Unavailable on whiff
* Low crush 1~
heihachiFUJ.3m17i28~29-10-10a (-20)
* Balcony Break
* 2nd hit available only on hit or block
* Low crush 8~
heihachiFUJ.2m20i15~16-10+75a (+59)
* Tornado
* Chip damage on block
* High crush 6~14
heihachiFUJ.1+3t15i18+7
* Homing
* Unbreakable
heihachiFUJ.1+2m25i18~19-13+6a (-3)
* Homing
* Balcony Break
* -7 on block after absorbing an attack
* Chip damage on block after absorbing an attack
* Power crush 7~17
heihachiFUJ.1,2h, m13, 24i12~13, i21~22-13+13a
* Balcony Break
* Spike
* Combo from 1st hit with 8f delay
* Input can be delayed 9f
* Move can be delayed 7f
heihachiFUJ.1,1h, h13, 20i12~13, i17~18-2+34a (+9)
* Heat Engager
* Heat Dash +5, +34a (+27)
* Balcony Break
* Combo from 1st hit with 9f delay
* Move can be delayed 7f
* Gain 1 Ultimate Count on Heat activation
heihachiFUJ.1h13i12~13-4+7
devil-jinFUFT.u+3+4
FUFA shift to Fly leaves attacker in backturn
kingFUFT.DB+2+4t(g)28i18~20+0+1d
* 2 throw break.
* Opponent recovers in FUFT.
armor-kingFUFT.db+1+3th(g)30i18~20+0+20d
* Balcony Break
* Throw break 1
* Side swap
* Opponent recovers FDFT
kingFUFT.DB+1+3t(g)25i18~20+0+0d
Floor Break
* 1 throw break.
* Opponent recovers in FUFT.
kingFUFT.db+1+3t(g)20,10 / 35i18~20+0+1d(-40)
* 1 or 2 throw break, depending on King's input.
* Mash 1/2/3/4 to roll in midscreen to reduce 10 damage, on wall splat damage is 35.
* Opponent recovers in FUFT if fails to roll.
yoshimitsuFUFT.d+3+4
* Floating state 1~
kumaFUFT.d+1+2m21i29~31+18~+20+37a+37a
* Transition to SIT (Cannot cancel)
* Reverse direction when performed in FUFA
pandaFUFT.d+1+2m21i30+17+37a+37a
* Transition to SIT (Cannot cancel)
armor-kingFUFT.b+3+4m25i16~28-25+4a(-6)
Balcony Break
* Faster than normal spring kick and knocks down.
eddyFUFT.b+3+4m25i16-28-15~-27+2a(-10~)+18a(+6)
* Floating state 1~11
* Low crush 12~
fengFUFT.b+3+4m20i30~33-3~0+28d (+18)
*
Balcony Break
* Floating state 1~27
* Low crush 28~
kingFUFT.b+3+4m25i16~28-25+4a(-6)
Balcony Break
* Faster than normal spring kick and knocks down.
alisaFUFT.1+2,3m35i22~23-10+60a
* Balcony Break
* Floating state 1~5
* Low crush 6~54
* Floating state 55~57
alisaFUFT.1+2
* Floating state 1~5
* Low crush 6~40
* Floating state 41~43
armor-kingFUFL.db+1+3b+1+3th(g)0i18~20+0+25d
* 1 or 2 throw break, depending on Armor King's input.
* Opponent recovers in FDFL/FDFR.
kingFUFL.db+1+3b+1+3t(g)0i18~20+0+25d
* 1 or 2 throw break, depending on King's input.
* Opponent recovers in FDFL/FDFR.
armor-kingFUFA.db+1+3th(g)35i18~20+035
* Balcony Break
* Throw break 1
* Opponent recovers FDFT
kingFUFA.db+1+3t(g)28i18~20+0+0d
* 1 or 2 throw break, depending on King's input.
* Opponent recovers in FUFR.
kumaFUFA.1+2M15i17~19-2+6
* Transition to HBS (Cannot cancel)
* Reverse direction when performed in FUFT
pandaFUFA.1+2m15i17~19-2 (-2)+6 (+6)+6 (+6)
* Transition to HBS (Cannot cancel)
devil-jinFLY.f+1+2M!30i32~75-65c~-22c
* Balcony Break
* -52c~-50c on average?
* Forces backroll on hit
* Recovers front-facing when done from BT FLY
* Low crush 1~
devil-jinFLY.4,2,1+2M, m, m!,M!10, 20, 14, 20i20~21, ,i27~28 i22~60-6a
* Available only as combo from 2nd hit
* 15 (7+8) damage with combo scaling from 1st hit
* 39 damage total from 1st hit
* 20 damage (10+10) with combo scaling from 2nd hit
* 40 damage total from 2nd hit
* Low crush 1~
devil-jinFLY.4,2,1,UFM, m, m, t10, 20, 20, 14 (10)i20~21, ,-4d
* Floor Break
* Transition to attack throw on hit
* Available only on hit
* 10dmg with combo scaling from previous hit
* Opponent recovers FDFA on hit
* Low crush 1~
devil-jinFLY.4,2,1M, m, m10, 20, 20i20~21, ,i22~24-16+29a(+19a)
* Interrupt with i24 from 2nd block
* Attack is delayed 23f, effective startup i45~47
* Low crush 22~43
* Floating state 44~46
devil-jinFLY.4,2M, m10, 20i20~21, i22~23-27+52a (+7)
* 14 damage with combo scaling from 1st hit
* 24 damage total from 1st hit
* Interrupt with i1 from 1st block
devil-jinFLY.4,1M, h10, 20i20~21, i40~41+1+71a (+51)
* Strong Aerial Tailspin
* 14 damage with combo scaling from 1st hit
* 24 damage total from 1st hit
* Interrupt with i19 from 1st block
* Low crush 1~
devil-jinFLY.4M10i20~21-29-20s
* Low crush 1~50
* Floating state 51~53
devil-jinFLY.3M30i15~22-15~-8+8c~+15c
* Balcony Break
* Spike
* Forces backroll on hit
** Opponent recovers in FC?
devil-jinFLY.2h!,t20,20i36+0d
* Floor Break
* Transition to attack throw on front standing or airborne hit
* +1a (-8) on BT hit
* Low crush 1~60
* Floating state 61~63
devil-jinFLY.1+2M!30i50~100-72c~-22c
* Balcony Break
* -72c~-56c on average
* Forces backroll on hit
* Low crush 1~111
* Floating state 112~114
devil-jinFLY.1h20i18~19-3+67a (+47)
* Strong Aerial Tailspin
* Balcony Break
* Low crush 1~12
* Floating state 13~15
steveFLK.u+2m14i17~19-15+34a (+24)
* Tornado
* Low crush 12~32
steveFLK.b+2h21i14~15-9+35d (+27)
* Tornado
* Balcony Break
* +0 frame advantage and 8 chip damage on block after absorbing an attack in power crush state
* Power crush 8~
steveFLK.2m21i18~19-5c+7d+42a
* Spike
* 6 chip damage on block
steveFLK.1+2th40i12~14-6+0d
* 1+2 for throw break
steveFLK.1,f+1h, m14, 17i12, i15-5+0+10d
* Spike
* Combo from 1st CH with 14F delay
* Jail from 1st block with 3F delay
* Move can be delayed by 14F
steveFLK.1,d+1h, h14, 23i12, i15~17+0+18g+42a
* Balcony Break
* Combo from 1st CH with 14F delay
* Jail from 1st block with 3F delay
* Move can be delayed by 14F
steveFLK.1,2h, m14, 22i12, i20~22-12+17a (+0)
* Tornado
* Combo from 1st CH
* Same hit as (FLK.1,1,1),2
steveFLK.1,1,f+1h, h, m14, 8, 17i12, ,i15-5+0+10d
* Spike
* Combo from 2nd CH with 9F delay
* Jail from 2nd block with no delay
* Move can be delayed by 11F
* Same hit as (FLK.1),f+1
steveFLK.1,1,d+1h, h, h14, 8, 23i12, ,i15~17+0+18g+42a
* Balcony Break
* Combo from 2nd CH with 9F delay
* Jail from 2nd block with no delay
* Move can be delayed by 11F
* Same hit as (FLK.1),d+1
steveFLK.1,1,2h, h, m14, 8, 22i12, ,i20~22-12+17a (+0)
* Tornado
* Combo from 2nd CH
* Same hit as (FLK.1,1,1),2
steveFLK.1,1,1,2h, h, h, m14, 8, 8, 22i12, ,i20~22-12+17a (+0)
* Tornado
* Combo from 3rd hit
steveFLK.1,1,1h, h, h14, 8, 8i12, ,i15-9+0
* Combo from 2nd CH with 1F delay
* Jail from 2nd block with 1F delay
* Move can be delayed by 1F
* Transition to r18? FLK with b (-4/+5/+5)
* Transition to r1? ALB with 3+4 (+14g/+23g/+23)
steveFLK.1,1h, h14, 8i12, i15-9+0
* Combo from 1st CH with 3F delay
* Jail from 1st block with 3F delay
* Move can be delayed by 3F
* Transition to r18? FLK with b (-4/+5/+5)
* Transition to r1? ALB with 3+4 (+14g/+23g/+23)
* r18? FLK FC cancel?
steveFLK.1h14i12-4+7
* Transition to r18? FLK with b (-1/+10/+10)
* Transition to r1? ALB with 3+4 with 2?F delay (+17g/+28g/+28)
* r18? FLK FC cancel?
yoshimitsuFLE.ufm25i30~45+10g~25g+32a
* Balcony Break
* 10 chip damage on block
* Opponent recovers crouching on block
* Low crush 1~
yoshimitsuFLE.u+3+4m30i38~40+4~+6+21a (+12)
* Balcony Break
* Tech roll to r33 FC on frames 41-42
* Low crush 1~37
* Floating state 38~40
yoshimitsuFLE.u+1+2
* Low crush 1~
yoshimitsuFLE.nM7i2~60-18~+48a (+38a)
* Balcony Break
* Weapon
* Hitlines exist on the sword and directly behind Yoshimitsu
* Can be canceled at any time into another FLE move
* After hitting with this attack, FLE.n has no hitbox until another FLE action (other than FLE.d) is taken
* Low crush 1~
yoshimitsuFLE.f+2
yoshimitsuFLE.f,fM,M,M,M,M3,3,3,3,3i17~19 i6~8 i5~7 i6~8 i6~8-10+1
* Combos from any hit
* Floor break on all hits
* Sometimes combos into FLE.n
* Low crush 1~
yoshimitsuFLE.f
* In WFL from frames 2?-32?
* Cancel into FLE.f,f with f within 19? frames
* Low crush 1~
yoshimitsuFLE.db
* Low crush 1~12
* Floating state 13~15
yoshimitsuFLE.d+3+4
* Low crush 1~16
* High crush 16~30
* Floating state 17~
yoshimitsuFLE.d
* Evades jabs from frames 4-14
* Evades mids from frames 7-12
* Can be canceled into other FLE moves (except FLE.n)
* Low crush 1~4
* Floating state 5~15
* Low crush 16~
yoshimitsuFLE.dM0i10+31a (+24)
* Evades jabs from frames 4-14
* Evades mids from frames 7-12
* Can be cancelled into other FLE moves (except FLE.n)
* Only accessible after hitting with FLE.n
* Low crush 1~
yoshimitsuFLE.3+4m25i25~26-13+52a (+42)
* Tornado
* Floating state 1~26
* High crush 6~22
yoshimitsuFLE.3
* Evades like a sidestep
* Low crush 1~
yoshimitsuFLE.2L20i24~28-12~-8+30a
* Side switches on close hit
* Can combo to ws4 on no side switch
* Floating state 1~
* High crush 6~
yoshimitsuFLE.1+2m16i18~19-9+4+31a (+21)
* Tornado
* Head
* High crush 6~17
yoshimitsuFLE.1
* Floating state 1~25
* High crush 26~
armor-kingFDFT.db+1+3th(g)35i18~20+0+0d
* Throw break 1
* Opponent recovers FUFT
kingFDFT.db+1+3t(g)30i18~20+0+22d
* 1 or 2 throw break, depending on King's input.
* Side Switch.
* Opponent recovers in FDFL.
dragunovFDFT.3l,t8,30i19-9+0d
On close hit
* High crush 1~47
kingFDFR.db+1+3t(g)35i18~20+0+0d
* 1 or 2 throw break, depending on King's input.
* Side Switch.
* Opponent recovers in FDFL.
armor-kingFDFL.db+1+3+1+3th(g)0i18~20+8-10d
* 1 or 2 throw break, depending on Armor King's input.
* Transitions to Back Mount (BM), which has the Ultimate Punch followup
* Opponent recovers in FDFT.
kingFDFL.db+1+3t(g)37i18~20+0+0d
* 1 or 2 throw break, depending on King's input.
* Opponent recovers in FDFL.
armor-kingFDFA.db+1+3th(g)40i18~20+0+8d
* Throw break 1
* Opponent recovers FUFT
kingFDFA.db+1+3t(g)32i18~20+0+0d
* 1 or 2 throw break, depending on King's input.
* Opponent recovers in FDFA.
kumaFDFA.1+2l10i14~16-12+6+6
* Transition to HBS
* Move is airborne, requires strong parry
* Reverse direction when performed in FDFT
pandaFDFA.1+2l10i14~16-12+6+6
* Transition to HBS
* Move is airborne, requires strong parry
leeFC.UF+4m25i18~28-17+28a (+18)
* Transition to -17, +28a (+18) HMS with 3
* Alternate input FC.UB+4, FC.U+4
* Low crush
lawFC.UF+3+4m30i46~49-4+17a (+7)
* Low crush
leeFC.UF+3+4m,M30i46~49-4+18a (+8)
* Balcony Break
* Can hit cross-up
* Alternate input FC.UB+3+4, FC.U+3+4
* Low crush
xiaoyuFC.df+4,4L, L13, 13i18~20, i27~29-6+5
* Combo from 1st hit CH
* Alternate input AOP.f+4,4
* High crush 1~
jack-8FC.df+4,2m, M10, 17i12, i20-14+4c+19d
* Elbow
fengFC.df+4,1l, h13, 10i19~20, i20~21-2+6
* Combo from 1st hit
* -20 from 1st block
leroyFC.df+4,1L, m14, 15i15~16, i20~21-13~-12+31a (+21)
Combos from 1st hit CH
shaheenFC.df+4,1L, h16, 20i16~17, i26-2+24a (+15)
* Balcony Break
* Combo from 1st CH
azucenaFC.df+4L23i17~18-15+5+24d
* Transition to r33 LIB on hit only
* High crush 1~
bryanFC.df+4m21i15~16-10+13g+25d
Balcony Break
* High crush 1~14
eddyFC.df+4L25i24~25-21c+9+30a
* Transition to HSP
* Floating state 26~
fengFC.df+4l13i19~20-8c+3
* Can be input with D,df+4 (i27? effective startup)
* Transition to BT
* +3c on crouching opponent
heihachiFC.df+4L16i19~21-23+4c
* Clean hit +17a and 20 damage
* High crush 1~
jack-8FC.df+4m10i12-12+4
* Knee
jinFC.df+4L20i21~i22-26+2c+69a (+53)
Transition to +12cg ZEN with F on hit
* High crush 1~57
leeFC.df+4l17i16~17-14+3c+25d
* Transition to -14, +3, +25d HMS with 3
* High crush
leroyFC.df+4L14i15~16-13~-12-2~-1+3~+4
* High crush
liliFC.df+4m18i20~21-4+4+64
* Can be done from Crouch Level 1
* Enter RAB -15 -7 +53a r36 with b+3 or b+4
* High crush 6~12
miary-zoFC.df+4L16i18~19-26+4c
* Clean hit +9a, 4 extra damage
* Stagger on block
* High crush 1~44
reinaFC.df+4m20i15-14+54a
* Balcony Break
shaheenFC.df+4L16i16~17-14+1
* Transition to -11, +4 SNK with DF
xiaoyuFC.df+4L13i18~20-7+4
* Transition to AOP
* Alternate input AOP.f+4
* High crush 1~
jack-8FC.df+3+4*,uf+1+2m, m32, 20i30~35, i21~22+5 GMH+17c GMH
* Transition to GMH on hit or block
* Combo from 1st hit
* Interrupt from 1st block with i10?
* Input can be delayed by 14F
* Move cannot be delayed
* 4 chip damage on block
* Low crush 15
jack-8FC.df+3+4*,ufm32i30~35, +4+29d (+21d)
* Recover in crouch
* Can cancel into Make Some Noise by pressing 1+2 (uf,n,1+2)
* Low crush 15
jack-8FC.df+3+4*m32i30~35-4+21d (+13d)
* Balcony Break
* Reversal Break
* Shoulder
* Gain GMC on hit or block
* 9 chip damage on block
jack-8FC.df+3+4,uf+1+2m, m28, 20i21, i21~22+5 GMH+17c GMH
* Transition to GMH on hit or block
* Interrupt with i15 from 1st block
* Input can be delayed by 14F
* Move cannot be delayed
* 4 chip damage on block
* Low crush 15
jack-8FC.df+3+4,ufm28i21, -1+14g
* Recover in crouch
* Can cancel into Make Some Noise by pressing 1+2 (uf,n,1+2)
* Low crush 15
jack-8FC.df+3+4m28i21-9+6g
* Balcony Break
* Shoulder
* Can be charged to power up
kazuyaFC.df+3+4m24i23-11c+11a
* High crush
* Low crush 13~
ravenFC.df+3+4L,sm17,25i18~20 i34~36-23~-21-5a
* Spike
* Transition to r20 SZN on hit only
* Second hit available on hit only
** Airborne spike on 1st and 2nd hit
* Recovers heat on hit
* High crush 1~17
asukaFC.df+3*m30i26+8+37a
* 12 chip damage on block
asukaFC.df+3m20i17-9+34a (+26)
Balcony Break
azucenaFC.df+3L17i18~19-13+3c+13c
* High crush 1~
eddyFC.df+3m20i22~23+6+9c+41a
* Transition to RLX
* 6 Chip damage on block
junFC.df+3L12i21-19+0c
* Clean hit +10a, 15 damage
* Opponent recovers FDFA on CL
* High crush 1~47
leoFC.df+3L20i21~23-26~-24+37a
lidiaFC.df+3L16i20-26+2c
* +12a on clean hit, 4 extra damage
* High crush 1~
liliFC.df+3L19i19-28-18~-9-2~+7+26a
* Can be done from Crouch Level 1
* High crush 10~47
ravenFC.df+3L17i20~22-9~-7+2~+4+30d
Alternate input: d,DF+3
* High crush 1~35
reinaFC.df+3m25i20-17+54a (+34)
* Balcony Break
* Can evade some mids
* High crush 1~
zafinaFC.df+3L15i23~24-26+14a
* Enter MNT -26 +13a with D
* High crush 1~
jack-8FC.df+2,f+1m, h12, 23i17, i19-4+32a
* Balcony Break
* Combos from 1st hit
* High crush
jack-8FC.df+2,d+1m, l12, 8i17, i22-11+0
* Balcony Break
* Combos from 1st hit
* High crush
claudioFC.df+2,2m, h14, 20i14~16, i14~15-2c+6c
* Spike
* Combo from 1st hit with 13f delay
* Input can be delayed 13f
* Move can be delayed 6f
claudioFC.df+2,1+2m,m14,20i14~16-13+10a (+1)
* Balcony Break
* Combo from 1st hit with 10f delay
* Input can be delayed 13f
* Move can be delayed 10f
* Transition to r57 STB on hit without STB
jack-8FC.df+2,1,2m, m, m12, 10, 10i17, ,i27-12+29a (+19)
* Combos from 1st hit CH
* High crush
kumaFC.df+2,1,1+2,3,1+2,3+4,1+2,2,3,1m, h, M, L, M, m, m, m, h, h12, 12, 6, 5, 6, 6, 7, 6, 21, 35 (24)i18~19, ,i47+11+10c
* Balcony Break
* Aerial combo (+14a (+7)) from 8th or 9th hit
* Forces tech backroll on hit
* Interrupt with i33? from 9th block
* Can SSL/SSR and SWL/SWR from 9th block
kumaFC.df+2,1,1+2,3,1+2,3+4,1+2,2,3m, h, M, L, M, m, m, m, h12, 12, 6, 5, 6, 6, 7, 6, 21i18~19, ,i26-21+34a (+24)
* Combo from 8th hit
* Interrupt with i8 from 8th block
* Can SSL/SSR and SWL/SWR from 8th block
kumaFC.df+2,1,1+2,3,1+2,3+4,1+2,2m, h, M, L, M, m, m, m12, 12, 6, 5, 6, 6, 7, 6i18~19, ,i20~22-17-6
* Interrupt with i21? from 7th block
* Can SSL/SSR and SWL/SWR from 7th block
kumaFC.df+2,1,1+2,3,1+2,3+4,1+2m, h, M, L, M, m, m12, 12, 6, 5, 6, 6, 7i18~19, ,i55-49-38
* Interrupt float with i40? from 6th block
* Can SSL/SSR and SWL/SWR from 6th block
* Floating state 1~122
kumaFC.df+2,1,1+2,3,1+2,3+4m, h, M, L, M, m12, 12, 6, 5, 6, 6i18~19, ,i25~26-12-1
* Interrupt with i8 from 5th block
* Can SSL/SSR and SWL/SWR from 5th block
* Low crush 15~27
* Floating state ?
* High crush 28~
kumaFC.df+2,1,1+2,3,1+2m, h, M, L, M12, 12, 6, 5, 6i18~19, ,i26~27-19-8
* Interrupt with i10 from 4th block
* Can SSR hit from 4th block
kumaFC.df+2,1,1+2,3m, h, M, L12, 12, 6, 5i18~19, ,i32~33-18-7
* Interrupt with i15 from 3rd block
kumaFC.df+2,1,1+2m, h, M12, 12, 6i18~19, ,i22~23-17-6
* Interrupt with i6 from 2nd block
bryanFC.df+2,1m, h12, 25i13, i22~23-8+34a (+8)
* Balcony Break
* Combo from 1st hit with 7f delay
* Input can be delayed 11f
* Move can be delayed 10f
jack-8FC.df+2,1m, m12, 10i17, i26-4+7
*
* High crush
kumaFC.df+2,1m, h12, 12i18~19, i18~20-10~-8+1~+3
* Combo from 1st hit
* Jail from 1st block
xiaoyuFC.df+2,1L, l8, 10i19, i18-8+3
* Combo from 1st hit
* Jail from 1st block
* Transition to FC BT with DF_D_DB
* High crush 1~45
annaFC.df+2L12i20-21+70a (+54)
* Instant Tornado on hit
* Recovers 6f faster on hit
* Deals only 6 damage when using its follow up attack in Heat
* High crush 1~52
armor-kingFC.df+2m23i24~25+1+52a
* 6 chip damage on block
asukaFC.df+2L10i16~17-11+0+25g
* Only i17 or faster guaranteed on CH
* High crush 1~
bryanFC.df+2m12i13-9+4
Elbow
claudioFC.df+2m14i14~16-18-7
* Elbow
cliveFC.df+2L18i19~20-12+3c
* Weapon
* High crush 1~20
fahkumramFC.df+2L22i19-14+4+12d
* Elbow
* High crush
fengFC.df+2m21i18-14+55a
* High crush 18~40
heihachiFC.df+2m17i15-14+37a (+27)
* Tornado
jack-8FC.df+2m12i17-13-2
*
* High crush
junFC.df+2L12i16~17-11+0+18
Only i14 or faster attacks guaranteed on CH
* High crush 1~
kingFC.df+2m21i15-14+56a
* Crumple on hit.
kumaFC.df+2m12i18~19-13-2
*
larsFC.df+2m19i15~16-8+5+63a
lidiaFC.df+2m22i12-14+9a
* Heat Engager
* Heat Dash +5, +43a (+35)
* Balcony Break
* Elbow
shaheenFC.df+2m21i18~19-9+17a (+8)
* Strong Aerial Tailspin
* Balcony Break
* Partially restore remaining Heat time on hit
steveFC.df+2m20i16~17-15+34a (+24)
Tornado
xiaoyuFC.df+2L8i19-8+3
* Transition to FC BT with DF_D_DB
* High crush 1~27
dragunovFC.df+1,4L, m8, 10i16~17, i16~17+7
* Knee
* Combo from 1st hit
* Available only as combo from 1st hit
* Input 4 on frames 16~19 to power up - 14 damage
jack-8FC.df+1,2,1,1m, m, m, h5, 8, 11, 30i23, ,i21+15+13BT
* Guard Break
jack-8FC.df+1,2,1m, m, m5, 8, 11i23, ,i16-11+16cs
* Combos from 1st hit
jack-8FC.df+1,2m, m5, 8i23, i16-21-11c
* Combos from 1st hit
annaFC.df+1m22i20-10+21d (+11)
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
* Weapon
* Jab evasion?
* Chip damage on block
dragunovFC.df+1L8i16~17-13-4
fengFC.df+1l19i21~22-13c-2+13g
-2c on crouching opponent
* High crush 1~53
jack-8FC.df+1m5i23-21-11c
*
junFC.df+1sl,m6,30i10 i25~26-19+26a (+11)
* Deals 18 damage to self (12 recoverable)
* 2nd hit available only on hit or block
* Recovery listed is for the 1st hit, t74 both hits
* Gain 10 Kazama Essence on normal hit and 7 on block or airborne hit
* High crush 1~
kingFC.df+1L20i32~34-12+73a(+57)
* Can also be performed with f,n,d,DF+1/CD.1.
* Tornado on grounded hit.
* High crush 1~
liliFC.df+1m24i14~15-6+19a (+2)+34d (+26)
* Balcony Break
yoshimitsuFC.DF+1l![12;12]i26+70a (+54)
* Weapon
* 100% recoverable damage
* Cannot be buffered after Heat Dash
* Must hold DF for 5 frames
* i27 effective startup (with FC.db,b+1 input)
* i31 effective startup (with FC.DF+1 input)
* i37 effective startup (FC.db,b+1 from manual crouch)
* i41 effective startup (FC.DF+1 from manual crouch)
* High crush 1~34
lawFC.df,d,df+3l17i16~20-23+13
* Alternate input df+3 in Slide Step
leeFC.df,d,DF+3l20i18~24-15~-9+5+5d
* * Frame advantage on block depends on spacing: Ranges from -15 up close, to -9 at tip range.
* Bufferable from full crouch
* High crush
* Low crush
shaheenFC.df,d,DF+3L17i16~20-23a+7a
* Transitions to SNK on hit
* Low crush
leeFC.df,d,DF:3l26i18~24-15~-9+5+5d
* * Frame advantage on block depends on spacing.: Ranges from -15 up close, to -9 at tip range.
* Perfect Input not required during Heat
* Perfect input when DF and 3 are input during the same frame
* Partially consumes remaining Heat Time, while Perfect input restores Heat Time
* Is not bufferable from full crouch (regular version gets buffered instead)
* High crush
* Low crush
ravenFC.df,d,DF,f
leeFC.df,d,DF
*
* High crush
ravenFC.df,d,DF
* High crush 1~30
shaheenFC.df,d,DFsp
* High crush
alisaFC.db+1+2t45i11-4-4
* Throw break: 1+2
* Opponent recovery on hit: FUFA
* Side switch
asukaFC.db+1+2t15,15,15i14-6+56a (+28)
* Throw break 1+2
* Side switch on hit
* 2nd damage on landing
* 3rd damage without tech roll
bryanFC.db+1+2t45i11-6+1d
* Throw break 1+2
junFC.db+1+2t15,15,15i14~15-6+56a (+28)
* Throw break 1+2
* Opponent can tech roll to reduce the landing damage
kazuyaFC.db+1+2th(h)40i12~14-6-3d
Throw break: 1+2
jack-8FC.db+1,1,1*l, m, m14, 10, 30i14, ,i34~35-6+15a (+7)
* Balcony Break
* Gain GMC on hit or block
* 12 chip damage on block
jack-8FC.db+1,1,1l, m, m14, 10, 20i14, ,i20-14+9a
* Balcony Break
* Can be charged to power up
jack-8FC.db+1,1l, m14, 10i14, i24-6+5
* Spike
* High crush
jack-8FC.db+1l14i14-11+3
*
* High crush 1
kingFC.db,d,db+1+2t45i12-6+0d
Floor Break
* 1+2 throw break.
* Opponent recovers in FUFR.
alisaFC.d+4l6i12-15-4
* High crush 1~
azucenaFC.d+4l6i12-15-4
* High crush 1~
lidiaFC.d+4l6i12-15-4
* High crush 1~
yoshimitsuFC.d+4l6i12-15-4
* High crush 1~
zafinaFC.d+4l6i12-15-4
* High crush 1~
alisaFC.d+3L10i16-17-6
* High crush 1~
azucenaFC.d+3L10i16-17-6
* High crush 1~
kingFC.d+3L10i18-17-6
* Can also be done by FC.db+3.
* Get extra range by FC.df+3/CD.DF+3.
lidiaFC.d+3L10i16-17-6
* High crush 1~
reinaFC.d+3l10i16-17-6
* High crush 1~
yoshimitsuFC.d+3L10i16-17-6
* High crush 1~
zafinaFC.d+3l10i16-17-6
* High crush 1~
alisaFC.d+2sl8i11-4+7
* High crush 1~
azucenaFC.d+2sl8i11-4+7
* High crush 1~
lidiaFC.d+2sl8i11-4+7
* High crush 1~
yoshimitsuFC.d+2sl8i11-4+5
* High crush 1~
zafinaFC.d+2sl8i11-4+5
* High crush 1~
alisaFC.d+1sl5i10-5+6
Transition to standing with f
* High crush 1~
azucenaFC.d+1sl5i10-5+6
Can recover standing with F
* High crush 1~
lidiaFC.d+1sl5i10-5+6
* Transition to r25? with f
* Transition input can be delayed 16f
* High crush 1~
yoshimitsuFC.d+1sl5i10-5+6
* Transition to r25? with f
* Transition input can be delayed 16f
* High crush 1~
zafinaFC.d+1sl5i10-5+6
* Transition to r24 with f
* Transition input can be delayed 16f
* High crush 1~
paulFC.D,U+4m40i13~18-49d-9d (-24)
* Deals recoverable damage to self
paulFC.D
lawFC.4,3l, m7, 23i12, i29-14+14a
* Combos from 1st hit CH
* Alternate input d+3+4,3
* Low crush
armor-kingFC.4sl6i14-15-4
* High crush
eddyFC.4l6i13-15-4
* Hits grounded up-close
fahkumramFC.4l6i12-15-4
* High crush
jack-8FC.4l10i16-15-4
* Alternate input d+4
* High crush 1
lawFC.4l7i12-15-2
Alternate input d+3+4
* High crush 4~
leeFC.4l6i12-15-4
* Alternate input db+4
* High crush
liliFC.4l6i12-15-4
* High crush 1~
ravenFC.4l6i12-15-4
* High crush 1~
xiaoyuFC.4l6i12-15-4
*
* High crush 1~46
junFC.3+4,3m,m, m,m10,10, 10,10i21~22 i23~24, i31~32 i40~41+0~+1+15a
* Transition to r24 FC with D
* Low crush ~21~31
* Floating state 32~40
asukaFC.3+4m,m10,10i21~22 i9~10-6+5c
Transition to r22 FC with D
* Low crush 5~19
* Floating state 20~22
junFC.3+4m,m10,10i21~22 i23~24-6+5c
* Transition to r24 FC with D
* Low crush 5~19
* Floating state 20~22
lawFC.3,4l, m10, 27i16, i29-14+14a (-3)
Combo from 1st hit CH
* Low crush
xiaoyuFC.3,2,1,4L, h, h, m11, 6, 6, 12i15~17, ,i18~20-18+33a (+23)
* Combo from 3rd hit CH with 11F delay
* Jail from 3rd block with no delay
* Move can be delayed by 14F
xiaoyuFC.3,2,1L, h, h11, 6, 6i15~17, ,i14-1+6+10g
* Transition to HYP with B (-2, +5)
* Combo from 2nd hit
* Jail from 2nd block
xiaoyuFC.3,2L, h11, 6i15~17, i18+0+7
* Combo from 1st hit CH
armor-kingFC.3l12i18-16-2
* High crush
fahkumramFC.3L10i16-17-6
* High crush
jack-8FC.3l12i20-17-6
* Alternate input d+3
* High crush 1
lawFC.3l10i16-17-6
* High crush 4~
leeFC.3l10i13-17-6
*
* High crush
liliFC.3L10i16-17-6
* High crush 1~
ravenFC.3L10i16-17-6
* High crush 1~
xiaoyuFC.3L11i15~17-15-4
* High crush 1~49
jack-8FC.2,1sl, l8, 6i11, i24-14-3
* Alternate input d+2,1
Combos from 1st hit
First two hits of 10 hit combo
armor-kingFC.2sl8i11-4+7
* High crush
fahkumramFC.2sl13i12-9+2
* Elbow
* High crush
jack-8FC.2sl8i11-4+7
* Alternate input d+2
* High crush 1
lawFC.2sl8i11-4+7
Alternate input d+2
* High crush 4~
leeFC.2sl5i16-4+7
* Alternate input db+2
* High crush
liliFC.2sl8i11-4+7
* High crush 1~
ravenFC.2sl8i11-4+7
* High crush 1~
xiaoyuFC.2sl8i11-4+7
* High crush 1~34
paulFC.1+2,2,d+1,1,1+2t50,i26+0d FDFA
* Throw break 1
* Transition to Arm Breaker with 1+2 after third hit
paulFC.1+2,2,1,2,1t30,i26+0d
* Throw break 1 or 2
* Alternate input 1,2,1,2
paulFC.1+2,1+2,1+2t25,i26-9+1d
* Throw break 1+2
jack-8FC.1+2,1+2l, m21, 23i24, i40-18+42a (+32)
* Combos from 1st hit
alisaFC.1+2L,L10,16i21~23 i6~8-11c+5c
* Enter DES with n,1+2
* High crush 1~55
armor-kingFC.1+2t(s)0i26-5+3d
* 1+2 throw break (except from behind).
* Catches standing and crouching opponent from all directions.
azucenaFC.1+2t0i32-5+3
* Throw break 1+2 in a 4f window, frames 1~4
* Reverse tackle with 1+2 in a 2f window, frames 18~19
* Works on standing and crouching opponent
jack-8FC.1+2l21i24-15+13d
* Alternate input FC.db+1+2
* High crush 1
kingFC.1+2t(s)0i26-5+3d
* 1+2 throw break (except from behind).
* Catches standing and crouching opponent from all directions.
kumaFC.1+2spi26~i31+1~+6+7~+12
* Transition to ROL
* Becomes SM projectile 5dmg attack during Heat (Consumes 120F of remaining Heat time)
** +14~+19 or -6~-1 HBS or +1~+6 FC on block
** +20~+25 or +0~+5 HBS or +7~+12 FC on hit
* Floating state 1~31
larsFC.1+2l,l9,15i18,i14~i15-12+1c
* Transition to LEN on hit with input n,D (+3c)
* High crush 1~
pandaFC.1+2spN/A / i26~i31 Heat+1~+6 / -6~-1 HBS+7~+12 / 0~+5 HBS
* Transition to ROL
* Becomes Special Mid attack during Heat (partially uses remaining Heat time)
paulFC.1+2t0i26-5 BT+3d
* Throw break 1+2
* Transition to Takedown on hit
victorFC.1+2l,h10,10i16,i10~11-23, -13+0
*Not parryable (weapon low)
*Transition to PRF (-17 / +6) with F
jack-8FC.1,2l, m10, 24i19, i32-11+11a (+2)+43a (-4)
* Balcony Break
jack-8FC.1,1l, l10, 14i19, i31-12+5
*
* High crush
armor-kingFC.1sl5i10-5+6
* High crush 4~
cliveFC.1sl5i10-5+6
* Transition to Standing with f
* +6c on crouching hit
* High crush 4~
fahkumramFC.1sl5i10-5+6
* High crush
jack-8FC.1l10i19-8+3
*
* High crush 1
kumaFC.1l12i19~21-8+2c
* High crush 0~46
lawFC.1sl5i10-5+6
* High crush 4~
leeFC.1sl5i10-5+6
* Alternate input d+1, db+1
* High crush
liliFC.1sl5i10-5+6
* Transition to r24 with f
* High crush 1~
<Showing 2001-2400 of 6205 moves>