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All Characters Tekken 8 Frame Data

CharCommandHit levelDamageStartupBlockHitCounter hitNotes
paulhFC.1+2,2,d+1,1,1+2t50,i26+0d FDFA
* Throw break 1
* Transition to Arm Breaker with 1+2 after third hit
paulhFC.1+2,2,1,2,1t30,i26+0d
* Throw break 1 or 2
* Alternate input 1,2,1,2
paulhFC.1+2,1+2,1+2t25,i26-9+1d
* Throw break 1+2
jack-8hFC.1+2,1+2l, m21, 23i24, i40-18+42a (+32)
* Combos from 1st hit
* Interrupt with i22 from 1st block
alisahFC.1+2L,L10,16i21~23, i6~8-11c+5c
* Enter DES with n,1+2
* Can be done from Crouch Level 1
* High crush 1~55
armor-kinghFC.1+2t(s)0i26-5+3d
* 1+2 throw break (except from behind).
* Catches standing and crouching opponent from all directions.
* Can be done from Crouch Level 1
azucenahFC.1+2t0i32-5+3
* Throw break 1+2 in a 6f window, frames 1~6
* Reverse tackle with 1+2 in a 17f window, frames 7~23, then 1+2 in a 2f window, frames 24~25
* Works on standing and crouching opponent
* Can be done from Crouch Level 1
jack-8hFC.1+2l21i24-15+13d
* Alternate input FC.db+1+2
* Can be done from Crouch Level 1
* High crush 1
kinghFC.1+2t(m)0i32-5+3d
* 1+2 throw break (except from behind).
* Throw break 1+2 in a 6f window, frames 1~6
* Reverse tackle with 1+2 in a 17f window, frames 7~23, then 1+2 in a 2f window, frames 24~25
* Transition to UT r30 on hit
* Catches standing and crouching opponent from all directions.
* Can be done from Crouch Level 1
kumahFC.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
* Can be done from Crouch Level 1
* Floating state 1~31
kunimitsuhFC.1+2l,sm8,15i18 i15-12+5 BT
* Weapon
* Can hit grounded when off-axis
* Transition to BT on hit
* High crush 1~24
larshFC.1+2l,l9,15i18,i14~i15-12+1c
* Transition to LEN on hit with input n,D (+3c)
* Can be done from Crouch Level 1
* High crush 1~
pandahFC.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
* Can be done from Crouch Level 1
* Floating state 1~31
paulhFC.1+2t0i26-5 BT+3d
* Throw break 1+2
* Transition to Takedown on hit
* Can be done from Crouch Level 1
victorhFC.1+2l,h10,10i16,i10~11-23, -13+0
* Weapon
* Not parryable (weapon low and weapon high)
* Can be done from Crouch Level 1
* Transition to PRF (-17 / +6) with F
ninahFC.1,4sl, m5, 10i10, i16~17-11+0
Combo from 1st CH
jack-8hFC.1,2L, m10, 24i19~21, i32-11+11a (+2)+43a (-4)
* Balcony Break
* Interrupt with i15 from 1st block
* Interrupt with i4 from 1st hit
* Whiffs vs SS, SW from 1st block
jack-8hFC.1,1L, L10, 14i19~21, i31~33-12~-10+4~+6
* Interrupt with i14 from 1st block
* Interrupt with i4 from 1st hit
* Move cannot be delayed
* Input can be delayed by 2F
* High crush 1~62
armor-kinghFC.1sl5i10-5+6
* Transition to standing r24 with f
* +6c on crouching hit
* High crush 1~
asukahFC.1sl5i10-5+6
* Transition to standing r24 with f at frame 25
* +6c on crouching hit
* High crush 1~
bobhFC.1sl5i10-5+6
* Transition to standing r24 with f at frame 25
* +6c on crouching hit
* High crush 1~
fahkumramhFC.1sl5i10-5+6
* Transition to standing r24 with f at frame 25
* +6c on crouching hit
* High crush 1~
jack-8hFC.1L10i19~21-8+3
* Can be done from Crouch Level 1
* +3c on crouching hit
* High crush 1~46
kazuyahFC.1sl5i10-5+6
* Transition to standing r24 with f at frame 25
* +6c on crouching hit
* High crush 1~
kumahFC.1L12i19~21-8+2c
* Can be done from Crouch Level 1
* High crush 0~46
kunimitsuhFC.1sl5i10-5+6
* Transition to standing r24 with f at frame 25
* +6c on crouching hit
* High crush 1~
lawhFC.1sl5i10-5+6
* High crush 4~
leohFC.1sl5i10-5+6
* Transition to standing r24 with f at frame 25
* +6c on crouching hit
* High crush 1~
lidiahFC.1sl5i10-5+6
* Transition to r25? with f
* Transition input can be delayed 16f
* High crush 1~
ninahFC.1sl5i10-5+6
* Transition to standing r24 with f at frame 25
* +6c on crouching hit
* High crush 1~
pandahFC.1L12i19~21-8+2c
* Can be done from Crouch Level 1
* High crush 0~46
xiaoyuhFC.1sl5i10-5+6
* High crush 1~34
yoshimitsuhFC.1sl5i10-5+6
* Transition to r24 with f
* Transition input can be delayed 16f
* High crush 1~
xiaoyuhdb+3+4
* Transition to BT FC
* High crush 1~25
jack-8HCF:df+1M36i20~23-17+66a (+50)
* Tornado
* Instant Tornado
* Just frame version of hcf,df+1, for a normal version search "one"
* Alternate input 1+4:df+1
jack-8HCF,df+1M25i22~, i20~23-17+52a (+42)
* Tornado
* Non blue spark version, for a just frame version search "EMGF"
* Alternate input 1+4,df+1
jack-8HCF,1m30i22~, i17(43~)+21g+7a (-2)+39d (-8)
* Balcony Break
* Alternate input 1+4,1
* Chip damage on block (9)
jack-8HCFi22~
* Alternate input 1+4
* Can be looped together in 360 motions for up to 5 spins
kumahcb,f+1+2th(h)50i11+0+5
* Throw break: 1+2
* 60 dmg if opponent hits the wall
* Opponent status on hit: FUFA
* Side switch on throw break and hit
pandahcb,f+1+2th(h)50i11+0+5
* Throw break: 1+2
* 60 dmg if opponent hits the wall
* Opponent status on hit: FUFA
* Side switch on throw break and hit
kumaHBS.f+3+4L25i16~22-11+37a (+28)+69a (+22)
* Balcony Break
* Hip
* Transition to SIT during attack active frames
* Unparryable?
* Very short hitbox reach
* Low crush 9~21
* Floating state 22~
pandaHBS.f+3+4
* Alternate input: HBS.b+3+4
* Transition to SIT
kumaHBS.f+1+2th(h)30i26~27-2d
* Removes Recoverable Health
* Spike
* Throw break: none
* Opponent status on hit: FUFA
* Panda: Reduced attack range and vertical hitbox (does not hit as high)
pandaHBS.f+1+2th(h)30i26~27-2d
* Removes Recoverable Health
* Spike
* Throw break: none
* Opponent status on hit: FUFA
* Panda: Reduced attack range and vertical hitbox (does not hit as high)
kumaHBS.f,fspi26~i31+14~+19+20~+25
* Transition to ROL
** Can transition to r20? HBS with D or 3+4
** Can transition to r13? FC
* 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
pandaHBS.f,fspN/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)
kumaHBS.df+2m20i15~16-17+35a (+25)
* Tornado
pandaHBS.df+2m20i15~16-17+35a (+25)
* Tornado
kumaHBS.df+1m23i25~27-7+20a (+11)
* Homing
* Balcony Break
* Strong Aerial Tailspin
* 9 chip damage
pandaHBS.df+1m23i25~27-7+20a (+11)
* Homing
* Balcony Break
* Strong Aerial Tailspin
* 9 chip damage
kumaHBS.d+3+4sp
* Transition to FDFA
pandaHBS.d+3+4sp
* Transition to FDFA
kumaHBS.d+1+2m22i16~20-3+4+76a (+60)
* Tornado
* Transition to HBS
* Tornado on CH only
* t44? r24? on hit
* Panda: Increased vertical attack hitbox height. Decreased attack range and height hitbox on frames 18-20 (does not hit as deep or high)
pandaHBS.d+1+2m22i16~20-3+4+76a (+60)
* Tornado
* Transition to HBS
* Tornado on CH only
* t44? r24? on hit
* Panda: Increased vertical attack hitbox height. Decreased attack range and height hitbox on frames 18-20 (does not hit as deep or high)
kumaHBS.b+1+2,1+2L, L16, 33i26~29, i22~24-29c+8a
* Balcony Break
* Head
* Combo from 1st CH
* Panda: Reduced attack range and vertical hitbox (does not hit as high)
* High crush 1~59
pandaHBS.b+1+2,1+2l, l16, 33i26~29, i22~24-29c+8a / -3a (-10)
* Balcony Break
* Less frame advantage occurs after Combo from last hit
kumaHBS.b+1+2L16i26~29-20c+3+7
* Head
* Transition to r40 HBS with input D or 3+4
* Panda: Reduced attack range and vertical hitbox (does not hit as high)
* High crush 1~67
pandaHBS.b+1+2l16i26~29-25c+14a
* Transition to HBS with input D or 3+4
kumaHBS.b,bsp
* Alternate input: SIT.B
* Transition to r12 HBS with input D or 3+4 at frame 35
pandaHBS.b,bsp
* Alternate input: SIT.B
* Transition to HBS with input D or 3+4
kumaHBS.3+4M21i20~24-14+9a (-1)
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Panda: Decreased attack range and height hitbox (does not hit as deep)
* Power crush 7~19
pandaHBS.3+4M21i20~24-14+9a (-1)
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Panda: Decreased attack range and height hitbox (does not hit as deep)
* Power crush 7~19
kumaHBS.3sp
* Transition to FUFA
* Alternative input: HBS.4 (HBS.3 is into background, HBS.4 is into foreground)
* Floating state 1~36
pandaHBS.3sp
* Transition to FUFA
* Alternative input: HBS.4 (HBS.3 is into background, HBS.4 is into foreground)
kumaHBS.2L16i21~24-15+21g
* Transition to HBS
* High crush 1~
pandaHBS.2L16i21~24-15+21g
* Transition to HBS
* High crush 1~
kumaHBS.1+2M24i19~22-15+79a
* Tornado
* 27dmg upon opponent landing
* High crush 1~18
pandaHBS.1+2m24i19~22-15+79a
* Tornado
kumaHBS.1,2**M, M10, 30i12, i44~45+3+49a
* Reversal Break
* Replaces HBS.1,2*: i33~34 startup during Heat (t83? r36?)
* 12 chip damage on block
pandaHBS.1,2**m, m10, 30i12~13, i44~45+3+49a
* chip damage on block
* Cannot absorb with power crush
* Heat reduces charge length (consumes partial Heat time)
kumaHBS.1,2*M, M10, 23i12, i33~34-12+13c+49a
* Combo from 1st CH with 30?F (charge) delay
* Move can be delayed by 9?F by holding 2
* Becomes HBS.1,2** during heat
* Consumes 240F? of remaining Heat time
* 9 chip damage on block
pandaHBS.1,2*m, m10, 20i12~13, i33~34-12+13c+49a
* chip damage on block
* Heat skips to Level 2 charge
kumaHBS.1,2M, M10, 23i12, i24~25-13+6c+13c
* Combo from 1st hit with 20?F (charge) delay
* Hold 2 to power up, up to 2 charge levels
* Move can be delayed by 10F by holding 2
pandaHBS.1,2m, m10, 20i12~13, i24~25-13+4+13c
*Hold 2 to power up, up to 2 charge levels
kumaHBS.1M10i12-13+5+12
* Elbow
pandaHBS.1m10i12~13-13+2+12
annaHAM.b+3
annaHAM.4m,m12,12i18~19 i4~6-12+6
* Balcony Break
* High crush 5~
annaHAM.3L17i20~21-14-3+6c
* Homing
* Transition to CJM r25 with B (-7/+4/+13c)
* High crush 8~
annaHAM.2,2m, M12, 23i15~16, i22~23-14+33a
* Tornado
* Weapon
* Combo from 1st hit
* Transition to r34 TOM on hit automatically
* Jails attack inputs from 1st block
* Steel Pedal
* 6 chip damage on block
annaHAM.2,1,2m, h, M12, 23, 32i15~16, ,i33~34+2c+17a (+7)
* Spike
* Weapon
* Combo from 1st hit
* Interrupt with i4 from 1st block
* 6 chip damage on block
* 9 chip damage on block in heat (30%)
annaHAM.2,1m, h12, 23i15~16, i25~26-3+17a (+8)
* Strong Aerial Tailspin
* Balcony Break
* Weapon
* Combo from 1st hit
* Interrupt with i1 from 1st block
* 4 chip damage on block
annaHAM.2m12i15~16-9+3
* Weapon
* 2 chip damage on block
annaHAM.1+3,2t, t15, 30i11, -3+3d
* Throw break 2
* 15 damage to Anna on break
annaHAM.1+3,1t, t15, 35i11, -3+0d
* Throw break 1
* 15 damage to Anna on break
annaHAM.1+3t15i11-2+0
* Throw break 1+2
annaHAM.1+2M30i24~25+2c+17a (+7)
* Balcony Break
* Spike
* Weapon
* 6 chip damage on block
* 9 chip damage on block in heat (30%)
annaHAM.1h20i13~14+6+30a (+20)
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Elbow
* 6 chip damage on block
* Recovers 5f faster on hit or block
lidiaHAE.b
After recovery, limited to blocking for 7 frames
lidiaHAE.2m,m10,20/24/28i13, i20~21+2+14a
* Balcony Break
* 7/11/12 chip damage on block
* Power up based on Heaven and Earth level
* +35a (-1) on hit with HAE level 3
* 2nd hit available on hit or block only
lidiaHAE.1+2h!35/38/41i16+0a
* Tornado
* Power up based on Heaven and Earth level
lidiaHAE.1m21/23i18~19-11+80a (+60)
* Spike
* Power up based on Heaven and Earth level
* 7/6/4 chip damage on block
* -7 frame advantage after absorbing an attack in power crush state
* Guarantees grounded hit vs airborne opponent
* +51a on BT hit
* Power crush 7~17
ninaH.ws4,3,1+2m, h, h,h,h,h,h15, 24, 6 (4),6 (3),6 (2),[5] ([1]),[5] ([1])i11~12, ,i28, i5, i5, i6, i6-2+29a (+3)
* Balcony Break
* Weapon
* Airborne combo from 2nd hit (+13a (+12))
* Jails from 3rd hit
* 13 chip damage on block
* Consumes 180F of remaining Heat time
ravenH.ws3,2m, sm,sm18, 21 (14),(30)i16~17, i19~20, i39~41-3~-1+65a (+49)
* Tornado
* Airborne combo from 1st hit
* Available only on hit or block
* 2nd hit only available on block (jailing)
* Interrupt with i1 from 1st block
* t80 r39 on hit
* Consumes 600F of remaining Heat time on block
* 10 chip damage on block
* Move is delayed by 4F
* Input cannot be delayed
* Low crush 44~57
* Floating state 58~60
ninaH.ws1,1+2m, h,h,h,h,h17, 6,6,6,[5],[5]i13~14, i25, i5, i6, i6, i6-2+29a (+3)
* Balcony Break
* Weapon
* Combo from 1st hit
* Jails from 2nd hit
* 13 chip damage on block
* Consumes 180F of remaining Heat time
reinaH.WRA.d+3+4l,m,m,m12,8,3,12i18~19-17+0
* Spike
* Floor Break
* Alternate input: H.WRA.R1
* Jails if any hit is blocked
* Transitions to attack throw on 1st hit for a total of 35 dmg
* +4a (-5) if any hit after the 1st connects
* Consumes 600F of remaining Heat time
lidiaH.WLF.U
* Stance moves can be delayed by 14F
* Parries all highs or mids
* Transition to +12g? HAE on successful parry
* Entering HAE increases Heaven and Earth level (carries over into next round)
* Partially uses remaining Heat time
* Heat consumption is reduced the higher the level
** Level 1: Consumes 900F of remaining Heat time
** Level 2: Consumes 300F of remaining Heat time
** Level 3: Consumes 210?F of remaining Heat time
* Parry state 5~39
lidiaH.WLF.1*m34i36+10g+66
* Tornado
* Cancel with b,b or f,f on frames 10~18
* Transition to HAE on hit or block only
* Cancel HAE transition with B
* Balcony break on airborne hit
lidiaH.WLF.1m24i22+6g+38a (+30)
* Balcony Break
* Tornado
* Cancel with b,b or f,f on frames 10~18
* Transition to HAE on hit or block only
* Cancel HAE transition with B
heihachiH.uf+4,1m, M17, 20i24~26, i25~30-3+5a
* Balcony Break
* Chip damage on block
* Consumes 300F of remaining Heat time
* Combo from 1st hit
* Jail from 1st block
devil-jinH.uf+3+4,1+2m,m, t8,20, 20i16~17 i13~14, i25~50-15+0d
* Weapon
* Projectile (unparryable)
* 4 chip damage on block
* Available only on hit or block
* Unavailable on whiff
* Jail from 1st block
* Shift to r96 attack throw on front-facing hit
* Combo from 1st hit with 13F delay
* Move cannot be delayed
* Input can be delayed by 13F
* Consumes 240F of remaining heat time
* -21a (-31) on BT hit
* Low crush 0~67
* Floating state 68~70
pandaH.uf+3+4m21 (8)i16~17+12g+7a
* Alternate input: H.ROL.uf+3+4
* Uses 240F of remaining heat time
* Transition to SIT (cannot cancel)
* Low crush 9?
annaH.uf+3,2m, h22, 30i23~24, i40~139-1~+98g+20a (-6)
* Strong Aerial Tailspin
* Balcony Break
* Weapon
* Combo from 1st hit
* Chip damage on block
* Consumes 300F of remaining Heat time
* Jails from 1st attack
miary-zoH.uf+3,2h,h,m, m6,6,12, 22i18~19 i9~10 i9~10, i24~25+4+17a (+7)
* Balcony Break
* Weapon
* Combos from 1st hit
* Jail from 1st block with ?F delay
* 4 chip damage on block
* Partially consumes remaining Heat Time
annaH.uf+3,1m, h22, 20i23~24, i40~89+4g~+53g+20a (-6)
* Strong Aerial Tailspin
* Balcony Break
* Weapon
* Combo from 1st hit
* Fragile debuff on hit or block, opponent receives chip damage from any attack, removed when land a hit on you
* 6 chip damage on block
* Consumes 300F of remaining Heat time
* Jails from 1st attack
jack-8H.uf+3L[16]i19-12+8c
* Spike
* Only deals recoverable damage
* Cannot K.O.
* Automatically transitions to GMH on hit
* Partially uses remaining heat time
* 3 chip damage on block
* Unparryable
* u+3/ub+3: less forward movement
* Low crush 9
lawH.uf+2h21i19~20+4+21d
* Weapon
* Strong Aerial Tailspin
* Balcony Break
* Consumes 120F of remaining Heat Time
* 4 chip damage on block
bobH.uf+1,2,2m, m, m10, 16, 24i16, ,i31+5+23a (+13)
* Balcony Break
* Combo from 1st hit
* Interrupt with i8 from 2nd block
* Whiffs vs SSL, SWL from 2nd block
* Consumes 300F of remaining Heat Time
* 20F timestop on hit
* Input cannot be delayed
armor-kingH.ub+1+2*M28i50~52+8+65a (+49)
* Tornado
* Can also be done during BAD
* Consumes 240F of remaining Heat time
* 8 chip damage on block
armor-kingH.ub+1h25i24~25+5+74a (+58)
* Strong Aerial Tailspin
* Homing
* Balcony Break
* Instant Tornado
* Transition to r26 BAD with F (+5/+75a(+59))
** Cancel 2nd active frame
* Consumes 150F of remaining Heat time
* 7 chip damage on block
miary-zoH.u+3,2m, m17, 27i17~18, i30~32-9+29a
* Tornado
* Weapon
* Combos from 1st hit
* Jail from 1st block with ?F delay
* Available only on hit or block
* 5 chip damage on block
* Partially consumes remaining Heat Time
* Low crush
cliveH.u+1+2,2,1M,m, h,h, M,M18,21, 10,12, 10,16i19~20,i20~21, ,i20~21,i11~12-12+15a(-2a)
* Tornado
* Balcony Break
* Weapon 2nd hit
* Combo from 4th hit with 17F delay
* Move cannot be delayed
* Input can be delayed by 17F
* 5 chip damage on block
* Same move as (df+1,H.1,2),1
* Tornado launching steel pedal
cliveH.u+1+2,2M,m, h,h18,21, 10,12i19~20,i20~21, i23~24,i12~13-9+8
* Weapon 1st hit
* Jail from 2nd normal hit
* 4 chip damage on block
* Transition to r15 PHX with F or 4 on hit or block (-3/+14)
* Same move as (df+1,H.1),2
cliveH.u+1+2,1M,m, m,m18,21, 17,22i19~20,i20~21, i25~26,i20~21-12+14a(+4a)
* Balcony Break
* Weapon 2nd hit
* Move cannot be delayed
* Input can be delayed by 25F
* Interrupt with i3 from 2nd block
* 7 chip damage on block
* Same move as (df+1,H.1),1
cliveH.u+1+2M,m18,21i19~20,i20~21-12+3c
* Weapon 2nd hit
* Consumes 150F of remaining Heat time
* Transition to r15 PHX with F or 4 on hit or block (-1/+14c)
* 7 chip damage on block
kunimitsuH.u+1+2m,m,m8,10,20i16 i9 i20+5+25a (+1)
* Balcony Break
* Weapon
* Consumes 240F of remaining Heat Time
* 7 chip damage on block
* Low crush 21~30
* Floating state 31~33
victorH.u+1+2M46i31~32-4+0a (-1)
* Balcony Break
* Weapon
* 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)
* 15 chip damage on block
* Consumes 450F of remaining Heat time
* Low crush 10~26
* Floating state 27~29
ravenH.SZN.3,2m, sm,sm16, 21,30i16~17, i19~20 i39~41-3~-1+24a (+9)
* Tornado
* Combo from 1st hit
* Available only on hit or block
ravenH.SZN.1,4h, sm,sm12, 25,30i14~15, i18~27, i44~45-3~-2+6c
* Balcony Break
* Spike
* Combo from 1st hit
* Available only on hit or block
* Forces tech backroll on hit
larsH.SS.2m,SM20,10i16~17, i8+6c+27d
* 6 chip damage on block
* Consumes 270F of remaining heat time
ninaH.SS.1+2,1+2m, sm,sm,sm,sm22, 8,8,[5],[5]i19, i30,i5,i6,i6-2+29a (+3)
* Balcony Break
* Weapon
* Combo from 1st hit
* Jails from 1st block
* 10 chip damage on block
* Consumes 180F of remaining Heat time
hwoarangH.RFS.f+4,4h,h, h8,10, 9i8, i10, i23-6+39a
* Tornado
* Combo from 1st or 2nd hit
* Transition to RFF
* Consumes 300F of remaining Heat time
* Interrupt with i3 from 1st block
* 2 chip damage on block
hwoarangH.RFS.f+4h,h8,10i8, i10+0+5
* Jail from 1st block
* Remains in RFS
* 2 chip damage on block
hwoarangH.RFS.d+4,3,4L, h, h15, 12 (8), 25 (12)i20~21, ,i27~28-9+28a (+2) / +10a (+9)
* Balcony Break
* Combo from 2nd hit
* Airborne combo from 1st hit (+10a (+9))
* 9 chip damage on block in heat
* Low crush 22~34
* Floating state 35~37
hwoarangH.RFS.d+4,3,4L, h, h15, 12 (8), 25 (12)i20~21, ,i27~28-9+28a (+2) / +10a (+9)
* Balcony Break
* Combo from 2nd hit
* Airborne combo from 1st hit (+10a (+9))
* Interrupt with i4 from 2nd block
* 9 chip damage on block in heat
* Low crush 22~34
* Floating state 35~37
hwoarangH.RFS.d+4,3L, h15, 12 (8)i20~21, i25-9-1 / +20a (+13)
* Consumes 600F of remaining Heat time
* Airborne combo from 1st hit in heat (+20a (+13))
* 3 chip damage on block in heat
liliH.RAB.4m36i23~29+5+20~26a (-6~+0)
* Balcony Break
* Partially consumes remaining Heat Time
* Low crush 15~
liliH.RAB.3L22i20~21-13+24a+70a (+54)
* Homing
* Tornado on CH
* Partially consumes remaining Heat time
* High crush 6~
liliH.RAB.224
* Heat Engager
* Heat Dash +36a (+26)
* Balcony Break
* Consumes 90F of remaining Heat Time
* Forces tech back roll on hit
* 7 chip damage on block
ninaH.qcf+4,3,1+2m, h, h,h,h,h,h15, 23, 6 (4),6 (3),6 (2),[5] ([1]),[5] ([1])i14, ,i28, i5, i5, i6, i6-2+29a (+3)
* Balcony Break
* Weapon
* Airborne combo from 2nd hit (+13a (+12))
* Jails from 3rd hit
* 13 chip damage on block
* Consumes 180F of remaining Heat time
eddyH.qcf+4h35i22~23+7+34a(+8)
* Balcony Break
* 7 chip damage on block
* Transition to RLX
* Low crush 14~?
paulH.qcf+2m51i13~14-13+26a (-10) FDFA
* Heat Dash +5, +36a (+26)
* Balcony Break
* Reversal Break
* Consumes Heat
* Chip damage (11)
* Clean Hit range 2.3
* Heat Dash disables Clean Hit
* 34 damage without Clean Hit
ravenH.qcf+1,2m, sm,sm15, 21,(30)i16, i19~20, i39~41-3~-1+24a (+9)
* Tornado
* Combo from 1st hit
* Available only on hit or block
* Consumes 240F of remaining Heat time on block
cliveH.PHX.2+3m42i15~16+8+0
* Heat Smash
* Floor Break
* Weapon
* Increases ZAN gauge by 1.16 on hit
* Increases ZAN gauge by 0.66 on block
* Transition to throw on hit
* Opponent recovers in FDFA state
* Only deals recoverable damage
* (32) damage balcony break on 1st whiff
* 6 chip damage on block
cliveH.PHX.2,1+2m, m12, 32i15, i23~24+4+25a(-1a)
* Balcony Break
* Weapon
* Combo from 1st hit
* Interrupt with i7 from 1st block
* 6 chip damage on block
* Consumes 150F of remaining Heat time
miary-zoH.MOR.4,3,1+2L, h, m10, 14, 20i17, ,i29~30-17+14a (-3)
* Balcony Break
* Weapon
* Combos from 1st hit
* Interrupt with i6 from 1st block
* Partially consumes remaining Heat Time
* High crush
devil-jinH.MCR.1+2h!,t12,27i20+0d
* Transition to attack throw on standing or airborne hit
* Consumes 600F of the heat timer
* Low crush 1~12
steveH.LNH.Pm,t15
* Parries high and mid punches and kicks?
* Active after LNH is actionable
* Transition to TFA after successful parry
* Throws received are unbreakable
* Parry state 25~95?
azucenaH.LIB.P (Low)m20i16~18-9+58a (+42)
* Tornado
* Restores 5 recoverable health on successful parry
* is1
* Floating state 2~48
azucenaH.LIB.P (High)m25i17~18-8+32a
* Restores 5 recoverable health on successful parry
* Opponent recovers FUFA
* is1~17
azucenaH.LIB.d+3+4M27i16~18+4~+6+22a
* Tornado
* Consumes 210F of remaining Heat time
* Transition to FC with D
* Floating state 2~48
azucenaH.LIB.1,2,F+4+26a
* Strong Aerial Tailspin
* Consumes 210F of remaining Heat time
* 70% scaling on combo
* 6 chip damage on block
* Floating state 15~33
larsH.LEN.2m25i16~17-9+29d
* Tornado
* Elbow
* Consumes 240F of remaining Heat time
* 10 chip damage on block
* High crush 1~15
* Low crush 16~34
larsH.LEN.1L,t20,10i16~17-12c+5d
* Consumes 600F of remaining Heat time
* Side switch and recover standing on hit throw
* Opponent is left FUFA
* High crush 1~50
kunimitsuH.KAT.d+1+2L,m,m8,8,14i20~21 i19~20 i7~8-14+23a (+5)
* Weapon
* Consumes 600F of remaining Heat Time
* 6 chip damage on block
* is1~4
* High crush 5~22
victorH.IAI.d+2M,M,M,SM,SM45i23~24, i6, i4, i3, i4+5+20 (+2)
* Weapon
* Projectile
* Transition to IAI
* 10 chip damage on block
* Consumes 210F of remaining Heat time
lidiaH.HRS.U
* Stance moves can be delayed by 14F
* Parries all highs or mids
* Transition to +12g? HAE on successful parry
* Entering HAE increases Heaven and Earth level (carries over into next round)
* Partially uses remaining Heat time
* Heat consumption is reduced the higher the level
** Level 1: Consumes 900F of remaining Heat time
** Level 2: Consumes 300F of remaining Heat time
** Level 3: Consumes 210?F of remaining Heat time
* Parry state 5~39
junH.GEN.1,1+2L,M14,26 (18)i20~21 i26~41-14+25a (+7)
* Reversal Break
* Balcony Break
* Jail from 1st block
* Airborne combo from 1st hit
* Has good left sidestep tracking
* Restores 6 recoverable (3 on block)
* 5 chip damage on block
* Consumes 600F of remaining Heat time
* Gain 5 Kazama Essence on normal hit, airborne hit or block
* High crush 11~21
heihachiH.FUJ.1+3t15i18+8
* Homing
* Cancel RAI transition with B (+7)
* Consumes 300f of remaining Heat time
* Throw is unbreakable
annaH.FC.df+2,1L, L12, 18i20, i27~28-21+64a (+48)
* Balcony Break (airborne)
* Weapon
* Jail from 1st attack
* Instant Tornado on hit
* 24 damage total from 1st hit
* Chip damage on block
* Consumes 210F of remaining Heat time
dragunovH.FC.df+1,1+2L, t8, 0i16~17, i40-2d
* Consumes 300F of remaining Heat time
* Shift to tackle on hit
* Interrupt with i28 from 1st block
* Interrupt with i19 from 1st hit
* Whiffs vs SSL, SWL and SWR from 1st block or hit
* High crush 24~40
miary-zoH.f+4,2m, m12, 25i18, i31+2+16a (+7)
* Balcony Break
* Weapon
* Combos from 1st hit
* Interrupt with i7 from 1st block
* 7 chip damage on block
* Partially consumes remaining Heat Time
* f+4,H.d+2 to push opponent to foreground
* f+4,H.u+2 to push opponent to background
reinaH.f+3+4*,4m, m30, 28i67, i27-8+23a (+3)
* Balcony Break
* Combo from 1st block
* Airborne combo from 1st hit
* does 19 damage if 1st connect on block or hit
reinaH.f+3+4,4m, m25, 28i43, i27-8+23a (+3)
* Balcony Break
* Combo from 1st hit
ninaH.f+3+4,2m, sm,sm,sm,sm12, 12,12,5,5i14, i30, i5, i6, i6-6+19a (+9)
* Balcony Break
* Combo from 1st CH with 5F delay
* Interrupt with i7 from 1st block
* Available only from 1st hit or block
* 12 chip damage on block
* Consumes 180F of remaining Heat time
* Move can be delayed by 4F
* Input can be delayed by 5F
azucenaH.f+3+4
* Parries all high or low attacks
* Consumes 120F of remaining Heat time
* Cancel to r20 with DB
* High crush 4~20
* Parry state 17~
jack-8H.f+3+4m30i22~23+0+9c
* Head
* Transition to GMH with D
** (+8 oB, +17c oH)
* Partially uses remaining heat time
* 6 chip damage on block
larsH.f+3+4sm5i18~24+5+10
* Transition to SEN
* Consumes 300F of remaining heat time
* Only deals recoverable damage
* High crush 33~43
cliveH.f+2,2,1*m, m, m10, 7, 30i15, ,i42~43+11+52a
* Guard Break
* Consumes 150F of remaining Heat time
* Interrupt with i23 from 2nd block
* Interrupt with i12 from 2nd hit
* Whiffs vs SSL, SW from 2nd block
* Whiffs vs SSR, SWR from 2nd hit
* 12 chip damage on block
cliveH.f+2,2,1m, m, m10, 7, 25i15, ,i26~27-9+14c
* Balcony Break
* Combo from 1st hit with 8F delay
* Interrupt with i7
* Move cannot be delayed
* Input can be delayed by 8F
* Consumes 150F of remaining Heat time
* Forces tech backroll on hit
* 5 chip damage on block
bobH.f+2,1+2,1h, m,m, M10, 10,10, 20 (14)i12, ,i25~30-12+15d (-20)
* Floor Break
* Combo from 1st hit
* Jail from 3rd block
* 14dmg with scaling from prev hit
* 20F timestop on hit
* +13d from 4th hit (impossible?)
* Low crush 2~29
* Floating state 30~32
bobH.f+2,1+2h, m,m10, 10,10i12, i19, i17-9+13a (+6)
* Combo from 1st hit with 5F delay
* Jail from 1st block with 1F delay
* Consumes 270F of remaining Heat Time
* Move can be delayed by 4F
* Input can be delayed by 5F
* Low crush 40~51
* Floating state 52~54
xiaoyuH.f+2,1,2m, h, m12, 14, 20i16~17, ,i26~28+6+23d+50a
* Balcony Break
* Spike
* Partially uses remaining Heat time
* Combo from 1st hit with no delay
* Combo from 2nd CH with 6F delay
* Interrupt with i6 from 1st block
* Whiffs vs SSR, SWR from 1st block
* Move can be delayed by 5-10F
* Transition to standing with F (+4, +21d, +47a)
* Low crush
alisaH.f+1+4
* Consumes 150F of remaining Heat time
* Low crush 26~48
* Floating state 49~51
paulH.f+1+2*m30i29~30+5c+55a
* Balcony Break
* Consumes Heat
* Chip damage (13)
* Requires 24f charge
* f+1+2 from 0~23f charge
junH.f+1+2,Ph0i12+40g
* Sabaki, parries mid or high punches or kicks
* Consumes 240F of remaining Heat time
* Parry state 5~
shaheenH.f+1+2m,m15,25 (17)i16~17+4c SNK+27d (-8)
* Floor Break
* Spike
* 32 damage with scaling from 1st hit
* +21a from 2nd hit
** Balcony Break from 2nd hit only
* Transition to SNK r27 on hit or block
* Consumes 450F of remaining Heat time
* Opponent recovers in FDFA
* Low crush 28~48
* Floating state 49~51
devil-jinH.f,n,d,DF+4,3L, SM7, 26 (18)i16, i31+72a (+56a)
* Tornado
* Available only on hit
* 18 damage with combo scaling from 1st
* Consumes 600F of remaining Heat timer on hit or block or whiff
* +70a (+54) FUFA on BT hit
* Low crush 15~27
* Floating state 28~30
devil-jinH.f,n,d,df+1+2,1+2m, SM25, 20i26~27, i25~36+2~+13+4cg~+15cg
* Tornado
* Weapon
* Projectile (unparryable)
* +60a(+44) from previous hit
* Jail from 1st block
* 4 chip damage on block
* Consumes 600F of remaining heat time
* No pushback on 1st CH
* Forces tech back roll on hit
* +1d on BT hit
armor-kingH.f,n,d,df+1+2h![10]i25~28+23g
* On hit, gives a special stun that makes throws unbreakable for the stun duration
* Consumes 600F of remaining Heat time
* Only deals recoverable damage
* Cannot K.O
liliH.f,F+3+436+5+20~26a (-6~+0)
* Balcony Break
* 14 chip damage on block
* Consumes 240F of remaining Heat time
miary-zoH.f,F+2,2m, m14, 33i15~16, i22~23-1+40a (+14)
* Balcony Break
* Weapon
* Combos from 1st hit
* Jail from 1st block with ?F delay
* Available only on hit or block
* 7 chip damage on block
* Partially consumes remaining Heat Time
alisaH.f,F+2,1+2m, m,m,m,m,m18, 28i16~17, i22~23+3+25a (-1)
* Balcony Break
* Weapon
* Combo from 1st hit
* Jail from 1st block
* 7 chip damage on block
* Consumes 210F of remaining Heat time
* Low crush 15~58
* Floating state 59~61
paulH.f,F+2,1+2m, m14, 31i15~17, i29~30+1+25a (-1)
* Balcony Break
* Consumes 270F of Heat
* Combos from 1st hit
* Jails from 1st hit
* 7 chip damage
lidiaH.f,F+2m22i13+5+17
* Reversal Break
* Transition to HRS on hit or block only
* Partially uses remaining Heat time
* Input H.f,f,F+2 to power up
fengH.f,F+1+2*m30i39~40+11+22a (+12)
* Balcony Break
* Guard Break
* Consumes 270F of remaining Heat time
* 12 chip damage on block
jinH.f,F+1+2m20i21~23+5+24cg
* Balcony Break
* Strong Aerial Tailspin
* Transition to DVS r32 on hit or block
** Stance moves can be delayed by 9F
** Transition to r42 FC with no input
* Consumes 240f of Heat time
* Cancel transition and recover Standing with B (-1/+18cg)
* 4 chip damage on block
* Low crush 11~48
* Floating state 49~51
xiaoyuH.f,F+1,2m, m13, 20i15, i26~28+6+24d+50a
* Balcony Break
* Partially uses remaining Heat time
* Combos from 1st hit
* Interrupt with i9 from 1st block
* Whiffs vs SSR, SWR from 1st block
* Transition to with F (+4, +22d, +48a)
* Low crush
ravenH.f,f,F+3,4m, sm20, 20i22~24, i19~20+7~+8+72a (+56)
* Tornado
* Instant Tornado on hit
* Consumes 600F of remaining Heat time
* Available only on hit or block
* 20f timestop on hit
* 6 chip damage on block
* Low crush 1~10
* Floating state 11~13
annaH.f,f,F+3,2L, SL,SL,SL12, 5,5,24i16~20, i28~77 i41~90 i60~109-5~+44g+21a (-5)
* Weapon
* Combo from 1st CH
* Jails from 2nd hit
* Chip damage on block
* Consumes 300F of remaining Heat time
dragunovH.f,f,F+2,1+2m, t22, 0i15~17, i40-2d
* Consumes 300F of remaining Heat time
* Shift to tackle on hit
* Interrupt with i24 from 1st block
* Whiffs vs SSL, SWL and SWR from 1st block
* High crush 24~40
lidiaH.f,f,F+1h37i13~15+5+31a (+23)
* Tornado
* Balcony Break
* Transition to HAE on hit or block only
* Cancel HAE transition with B
* Partially uses remaining Heat time
steveH.EXD.1+3h (th)i18~19
* Homing
* Unbreakable
* Transition to TFA
* Can buffer TFA.1 or TFA.2 throw breaks from frames 20-35 of TFA recovery
lawH.DSS,Pt38+0d
* Punches only
* Heat only
* Consumes 240F? of remaining Heat Time on successful parry
* Throws are unbreakable
* Parry state 5~?
yoshimitsuH.DGF.f+1+2h,h,h10,10,20i16~17 i11~12 i11~12+4+18a (+9)
* Homing
* Balcony Break
* Weapon
* Jail from 1st block
* Combo from 1st hit
* 16 chip damage on block
* Recovers 1 base health or 5 additional recoverable health on hit
* Consumes 90F of remaining Heat time
* Low crush 1~65
yoshimitsuH.DGF.1M26i30~31+2+30d+46a
* Floor Break
* Weapon
* 13 chip damage on block
* Recovers 1 base health or 6 additional recoverable health on hit
* Consumes 240F of remaining Heat time
* Low crush 1~27
bobH.df+3+4L20i21-13+7+75a (+59)
* Transition to BAL r29 on hit
** FC r52 transition with no input (Cannot block i16 moves)
* Consumes 300F of remaining Heat Time
leeH.df+3+4m30i16~17+2+9a (+0)
* Balcony Break
* 6 chip damage on block
* Consumes 300F of remaining Heat Time
* Has good left sidestep tracking
* Transition to MS r39 with F (+2/+9a (+0))
* 20f timestop on hit
steveH.df+3+4sp
* Transition to r13 EXD
* Transition to r25 FC with db
* Consumes 150F of remaining heat time
* Auto low parry effect
* High crush 1~19
* Parry state 1~14
kumaH.df+2+3*sm26i25~26+5+45 (+35)
* Reversal Break
* Uses 180F of remaining heat time
* 10 chip damage on block
* H.f,n,d,df+2* to power up (30dmg; 12 chip damage on block)
* High crush 6~22
kumaH.df+2+3sm20i15~160+39 (+29)
* Uses 180F of remaining heat time
* H.f,n,d,df+2 to power up (23dmg)
* High crush 6~12
jinH.df+2,1+2m, m12, 25i16~17, i24~25+2+30a (+4)
* Balcony Break
* Combo from 1st hit
* Jail from 1st block
* Consumes 240F of remaining Heat time
* 5 chip damage on block
paulH.df+1+3,qcf+2t, m22, 21i12~13, i13~14+16d (-20) FDFA
* Balcony Break
* Consumes Heat
* Strict qcf input required (d,F does not work)
* Perfect input window 55-56f
ravenH.df+1,4m, sm,sm13, 25,(30)i14~15, i18~27, i44~45-3~-2+6cg
* Balcony Break
* Spike
* Combo from 1st hit with 5F delay
* Interrupt with i1 from 1st block
* Available only on hit or block
* 2nd hit only available on block (jailing)
* 20F timestop on hit
* t78 r32 on hit
* 11 chip damage on block
* Consumes 240F of remaining Heat time on block
* Forces tech backroll on hit
* Move can be delayed by 1F
* Input can be delayed by 5F
* Low crush 51~54
* Floating state 55~57
ninaH.df+1,2,1,1+2m, h, h, h,h,h,h,h10, 10, 17, 6,6,6,[5],[5]i13~14, ,i25,i6,i6,i5,i5-2+29a (+3)
* Balcony Break
* Weapon
* Jail from 3rd attack
* Combo from 2nd CH with 4F? delay
* 13 chip damage on block
* Consumes 180F of remaining Heat time
* Move cannot be delayed
* Input can be delayed by 4F
lawH.df+1,2m, h10, 27i13, i20~21-5+16a (+7)
* Weapon
* Balcony Break
* Strong Aerial Tailspin
* Combo from 1st hit with 2F delay
* Interrupt with i2
* Consumes 120F of remaining Heat Time
* Move cannot be delayed
* 5 chip damage on block
cliveH.df+1,1,2,1m, M,m, h,h, M,M10, 13,15, 10,12, 10,16i14~15, ,i20~21,i11~12-12+15a(-2a)
* Tornado
* Balcony Break
* Weapon 2nd hit
* Combo from 5th hit with 17F delay
* Move cannot be interrupted
* Move cannot be delayed
* Input can be delayed by 17F
* 5 chip damage on block
* Tornado launching steel pedal
cliveH.df+1,1,2m, M,m, h,h10, 13,15, 10,12i14~15, ,i23~24,i12~13-9+8
* Weapon 1st hit
* Jail from 3rd normal hit
* Interrupt with i1
* Transition to r15 PHX with F or 4 on hit or block (-3/+14)
* 4 chip damage on block
cliveH.df+1,1,1m, M,m, m,m10, 13,15, 17,22i14~15, ,i25~26,i20~21-12+14a(+4a)
* Balcony Break
* Weapon 2nd hit
* Move cannot be delayed
* Input can be delayed by 25F
* Interrupt with i3 from 3rd block
* 7 chip damage on block
cliveH.df+1,1m, M,m10, 13,15i14~15, i22~23,i20~21-12+3c
* Weapon 2nd hit
* Combo from 1st hit with 1F delay
* Input can be delayed by 1F
* Move cannot be delayed by 2F
* Move is delayed by 2F
* Interrupt with i4 from 1st block
* Consumes 150F of remaining Heat time
* Transition to r15 PHX with F or 4 on hit or block (-1/+14c)
* 5 chip damage on block
liliH.DEW.1,4m, m12, 30i15~16, i25~31+5+20~26a (-6~+0)
* Balcony Break
* Combos from 1st hit CH
* Interrupt with i5 from 1st block
* 16 chip damage on block
* Partially consumes remaining Heat time
* Low crush 17~
larsH.DEN.3+4L,SM11,5i22~23, i9-14?+21d
* Available only on 1st hit
* Transition to r19 SEN with input F (-7/+34d)
* Consumes 600F of remaining heat time
kumaH.db+4,1l, m20, 14i21~22, i28~31+10a (+3)
* On hit only
* Combos from 1st hit
* Partially consumes remaining Heat time
* Low crush
pandaH.db+4,1l, m20, 14i21~22, i27~28+17a (-18)
* Floor Break
* On hit only
* Combos from 1st hit
* Partially consumes remaining Heat time
* Low crush
ravenH.db+2,1,1m, h, sm,sm13, 15, 24,(30)i13~14, ,i18~19, i39~47-3~+5+2a (-7)
* Balcony Break
* Combo from 2nd CH with 9F delay
* Available only on hit or block
* 2nd hit only available on block (jailing)
* Interrupt with i3 from 2nd block
* 20F timestop on hit
* t102 r41 on hit
* Consumes 240F of remaining Heat time on block
* 10 chip damage on block
* Move can be delayed by 5F
* Input can be delayed by 9F
* Low crush 48~61
* Floating state 62~64
armor-kingH.db+2,1m, m12, 25i14, i26~27+3+17a (+8)
* Balcony Break
* Combo from 1st hit
* Interrupt with i5 from 1st block
* Consumes 240F of 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
* Weapon?
* Transition to DVS r34 on hit or block
** Stance moves can be delayed by 9F
** Transition to r44 FC with no input
* Unparryable by traditional parries, Asuka, Nina, etc
* Consumes 300F of remaining Heat time
* Opponent recovers crouching
* Power crush 6~18
kunimitsuH.db+1+2M,M10,15i18~19,i18-9+59a (+43)
* Tornado
* Weapon
* Instant Tornado on normal hit
* Consumes 600F of remaining Heat Time
* 5 chip damage on block
* Steel pedal
* Low crush 41~65
* Floating state 66~68
victorH.db+1+2m30i28~29+6+6a (-4)
* Weapon
* Transition to IAI
* 9 chip damage on block
* Consumes 270F of remaining Heat time
heihachiH.d+3,2M, SM25, 25i22~23, i30+0-10a (-20)
* Tornado
* Reversal Break
* Combo from 1st hit
* 12 Chip damage on block
* Consumes 300f of remaining Heat time
reinaH.d+2,1+2m, m17, 28i15, i12~13+5 UNS+33a (+7)
* Balcony Break
* Jail from 1st block
* Combo from 1st hit
* Transition to UNS r34 on block (+5)
* 5 chip damage on block
* Consumes 300F 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 time
* Throws received are unbreakable
* 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 6~29
leeH.d+1+2m25i18+4+21a (+11)
* Balcony Break
* 5 chip damage on block
* Consumes 240F of remaining Heat Time
* Has good right sidestep tracking
* Transition to HMS r32 with 3+4 (+6/+23a (+13))
** Cancel to r1 standing or r1 FC with b_db_d_df
* 20f timestop on hit
reinaH.d+1+2
* Automatically parries limb-based, non-airborne mids and highs
* Deals 40 damage on successful parry
* +1d on successful parry
* Consumes 240F of remaining Heat time
* Throws received are unbreakable
* 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
* Interrupt with i24 from 1st block
* Interrupt with i13 from 1st hit
* Interrupt with i9 from 1st CH
* Whiffs vs SS, SW from 1st block
* Whiffs vs SSR, SWR from 1st hit or CH
* 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
* Interrupt with i10 from 1st block
* Whiffs vs SSR, SWR from 1st block
* H.d+1,2* at 27f charge
shaheenH.D*,u+2+13+63a (+47)
* Balcony Break
* Tornado
* Guard break
* i57~58 effective startup when unbuffered (Charge takes 40f)
* Consumes 450F of remaining Heat Time
* Read more
annaH.CJM.3,2m, m,m,m12, 5,5,24i12~14, i28~77 i41~90 i59~108-2~+47g+26a (+0)
* Weapon
* Combo from 1st hit
* Jails from 2nd hit
* Chip damage on block
* Consumes 300F of remaining Heat time
lidiaH.CAT.U
* Stance moves can be delayed by 14F
* Parries all highs or mids
* Transition to +12g? HAE on successful parry
* Entering HAE increases Heaven and Earth level (carries over into next round)
* Partially uses remaining Heat time
* Heat consumption is reduced the higher the level
** Level 1: Consumes 900F of remaining Heat time
** Level 2: Consumes 300F of remaining Heat time
** Level 3: Consumes 210?F of remaining Heat time
* 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
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 on block
* +7a (-10) on 4th hit
* High crush 4~16
* Low crush 25~45
* Floating state 46~48
xiaoyuH.BT.2+3m,m,m,m7,7,7,30i15~16, i7~8, i9~10, i23~27+9+20g
* Heat Smash
* Spike
* Transition to HYP 2nd step
* Transition to standing with F (+3/+5)
* Chip on block [7]
* Low crush 53~76
* Floating state 77~79
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
bobH.BAL.1,4m, m,m (t)16, 11,20 (14)i15~17, i24~25+4+0d
* Floor Break
* Balcony Break +17a from 3rd hit
* Shift to attack throw r86 on front hit
* Combo from 1st hit with 8F delay
* 25dmg with scaling from 2nd hit
* Move cannot be interrupted
* +22a (-13) on back hit
* Consumes 240F of remaining Heat Time
* Low crush 23~58
* Floating state 59~73
armor-kingH.BAD.3,2m,M15,25i34~36-9+1a
* Balcony Break
* Jail from 1st block
* Opponent left FDFA
* Consumes 240F of remaining Heat time
* 11 chip damage on block after absorbing an attack in power crush state
fengH.b+4,3+4m, M10, 20i12~13, i31~32+7cg+12d
* Balcony Break
* Spike
* Combo from 1st hit with 7F delay
* 4 chip damage on block
* Consumes 300F of remaining Heat time
* +38d on aerial hit
* Interrupt with i11 from 1st block
* Whiffs vs SSL from 1st block (Inconsistent; depends on character/body type)
* Move can be delayed by 6F
* Input can be delayed by 7F
ninaH.b+3+4,1+2h, h,h,h,h,h16, 6,6,6,[5],[5]i14~15, i28, i5, i5, i6, i6-2+29a (+3)
* Balcony Break
* Weapon
* Combo from 1st hit with 7F delay
* Interrupt with i1 from 1st block
* 13 chip damage on block
* Consumes 180F of 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
* 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
* 11 Chip damage on block
* Consumes 300f of remaining heat tiem
azucenaH.b+2,F+4+26a
* Strong Aerial Tailspin
* Homing
* 70% scaling on combo
* Consumes 210f of remaining Heat time
* 7 Chip damage on block
* Low crush 15~30
* Floating state 31~33
ravenH.b+2,4,2h, h, sm,sm12, 13, 21,(30)i15~17, ,i19~20, i39~41-3~-1+24a (+9)
* Tornado
* Combo from 2nd CH with 9F delay
* Interrupt with i5 from 2nd block
* Available only on hit or block
* 2nd hit only available on block (jailing)
* 20F timestop on hit
* t106 r39 on hit
* Consumes 240F of remaining Heat time on block
* 10 chip damage on block
* Move can be delayed by 4F
* Input can be delayed by 9F
* Low crush 44~57
* Floating state 58~60
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
* Interrupt with i29 WS from 1st block
* Interrupt with i20 WS from 1st hit
* Whiffs vs SSR, SW from 1st block or hit
* 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
* Jail from 1st block
* Combo from 1st hit
* Transition to FLK r22 with B (+3/+43a (+17))
* Consumes 300F of 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,h5,20,2,2,3,3i16, i8~10, i28, i5, i5, i6+0+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
* t109? r33 FC on hit
* 20f timestop on hit
* Consumes 240F of remaining Heat time
* 15 chip damage on block
azucenaH.b+1,1,2,F+4+26a
* Strong Aerial Tailspin
* Consumes 210F of remaining Heat time
* 70% scaling on combo
* 6 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~+13+4cg~+15cg
* Balcony Break
* Tornado
* Weapon
* Projectile (unparryable)
* Forces tech back roll on hit
* +59a(+43) from previous hit
* Jail from 3rd block
* 3 chip damage on block
* Consumes 210F of remaining heat time
* +1d on BT hit
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~+13+4cg~+15cg
* Tornado
* Weapon
* Balcony Break
* Projectile (unparryable)
* Forces tech back roll on hit
* +58a (+42) from previous hit
* Jail from 1st block
* 3 chip damage on block
* Consumes 210F of remaining heat time
* +1d on BT hit
reinaH.3+4,4,4m,m, m, m5,10, 20, 28i18 i26, ,i27-8+23a (+3)
* Balcony Break
* Combo from 2nd hit
* Consumes 240F of remaining Heat time
liliH.3+4,3+4h,h,m,M,t10,10,15,20i23~24, i14~15, i36~38, i9~11,+7-3d
* Homing
* Floor Break
* Shift to attack throw on 1st hit (45dmg)
* +20a (-15) on 2nd hit
* +21a (-14) on 3rd hit
* Balcony Break +15a on 4th hit
* Jail from 1st block
* Input 3+4 by frame 21
* Consumes 300F of remaining Heat time
* Low crush 22~36
* Floating state 37~39
* Low crush 61~85
* Floating state 86~88
eddyH.3+4m20i20~22+5+66a(+50)
* Tornado
* Transition to HSP
* 4 chip damage on block
* High crush 6~11?
* Floating state 11?~?
* Low crush 20~?
fengH.3+4M23i30~31+7c+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 1st hit
* Jail from 2nd block
* Consumes 240F of remaining Heat time
* 11 chip damage on block
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,m50i15~16+9+32a (-4)
* Heat Smash
* Reversal Break
* Balcony Break
* 7 chip damage on block
* Jail from 1st attack
alisaH.2+3m,m,m,M50i20~21, i1~2, i1, i33+8-17d
* Heat Smash
* Balcony Break
* Shift to attack throw on 1st hit
* -1a (-10) on last hit, +1a (-8) when transitioning to SBT/DBT
* Transition to DES r55 with 1+2 (+8/-17d)
* Transition to SBT r53 with 3_4 (+10/-15d)
* Transition to DBT r53 with f+3_f+4 (+10/-15d)
* 8 chip damage on block
* Low crush 9~90
* Floating state 91~93
annaH.2+3m23, 10 (50)i13~14, i22~23-5+0d
* Heat Smash
* Reversal Break
* Balcony Break
* Transition to attack throw on hit (50 damage)
* Fragile debuff on hit, opponent receives chip damage from any attack, removed when land a hit on you
* Jails
* +17a (+0) on 2nd hit
* 6 chip damage on block
* 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
* Jab evasion (frames 7 to 10?)
* Low crush 18~57
* Floating state 58~60
bobH.2+3m,t14,20 (50)i16~17, i29+6+0d
* Heat Smash
* Reversal Break
* Balcony Break
* Transition to attack throw on hit (50dmg)
* +10a (-7) on 2nd hit
* Just frame input (H.2+3:3:4) for 5-10 total damage
** Input 3 during frames 53~55, input 4 during frames 94~96
bryanH.2+3m,m,t20,20,35i16, i18~19+9-1d
* Heat Smash
* Reversal Break
* Spike
* Transition to attack throw on 1st or 2nd hit (55dmg total)
* 5 chip damage on block
* Low crush 9~36
* Floating state 37~39
claudioH.2+3L,M12,10 (40/45)i18~19, i32~33-14+11d
* Heat Smash
* Reversal Break
* Balcony Break
* Transition to attack throw on 1st or 2nd hit (40dmg or 36dmg)
* 5 damage on wall splat (45dmg total)
* 8 chip damage on block
* Pseudo homing low?
cliveH.2+3m,t,m,m,m,m,m,m55i18+5-10
* 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
* Balcony Break
* Jail from 1st attack
* Transition to attack throw on hit
* Transition to MCR r29 on block only
** -14 on an empty MCR transition
* Cancel to r37 on block with B (+2~+12)
* 5 chip damage on block
* +48? (+8?) on wall hit
* 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)50i16~17+7+0d
* Heat Smash
* Balcony Break
* Transition to Attack Throw on hit
* 55dmg on wall hit
* 2nd hit damage 25
* +27a (+1) If only last hit connects on standing opponent
* 5 chip damage on block
* Low crush 15~43
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
kunimitsuH.2+3m,t50i14~15+3-5d
* Heat Smash
* Reversal Break
* Balcony Break
* Transition to attack throw on hit
* 10 chip damage on block
* High evasion at frame 6?
* Low crush 20~44
* Floating state 45~47
larsH.2+3m,M55i18~19, i38~41+12c+0d / +81a
* Heat Smash
* Floor Break
* Transition to 30dmg attack throw on 1st hit
* 2nd hit +81a 25dmg on 1st block or whiff
* Transition to r35 DEN (+12c/+81a)
* Transition to r37 standing with B (+10c/+79a)
* 7 chip damage on block
* Opponent recovers FDFA
* Low crush 18~60
* Floating state 61~63
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(t),M,m15, 7, 20 (40)i20, i27~28, i25-14+0d
* Heat Smash
* Balcony Break
* Shift to attack throw on 1st hit (40 (17) damage)
* +18a (+8) on 2nd hit
* 20f timestop on 2nd hit
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, i25, i4, i4, i4, i3, i5, i10~11+6+0 / +5
* Heat Smash
* Balcony Break
* Alternate input: H.HRM.2+3
* Also possible after Twin Dragon Gate is successful
* Transition to HRM on block
* Transition to attack throw on 1st hit
* 12 chip damage
lidiaH.2+3m,m,m,h5,5,30 (55)i18+10g+0d
* Heat Smash
* Balcony Break
* Shift to attack throw on hit
* Transition to r31 HAE on block
** Cancel HAE transition with B on block
* Increases HAE level by 1 on hit
* +10a (+1) from 2nd hit
* 8 chip damage on block
* Low crush 77~102
* Floating state 103~105
liliH.2+3m,m,m,t55i16~17, i17~18, i24~25+7+0d
* Heat Smash
* Balcony Break
* H.RAB.2+3: i21 actual startup
* Transition to +14g DEW with F on block
* +16a (+7) on 2nd hit
* 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,m20,9, 12 (8), 14 (7), 14 (5), 30 (52)i16 i28, i5, i5, i6, i40~41+5~+6-2d
* Heat Smash
* Spike
* Transition to attack throw on hit (52 damage)
* Transition to CD r30 with F on block (+7)
* +11 FC from 2nd block
* Last hit is available only on 1st block or hit
* t151 r32 standing on block
* +40a (+7) from 2nd or 3rd or 4th hit
* +15a (+6) from 5th hit
* First received bullet is always 9dmg on hit
* 10f timestop on block
* 10 chip damage on block
* Jails
* Strong jab evasion (frames 7 to 11?)
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,m20,35i21+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
* +19a 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
* 52dmg and +13a (+3) from 2nd hit
* 8 chip damage on block
* Low crush 9~15
* Floating state 16~18
* Low crush 41~85
* Floating state 86~88
steveH.2+3m,th10,4,2,3,3,3,25i16~17, i18~19, i23~24, i17~18, i7~8, i10~11, i34+8 LNH+0
* Heat Smash
* Floor Break
* Spike
* Cancel to standing on block with B (-9)
* 7 chip damage on block
victorH.2+3L,M39,(25)i20, i39~40-14+5d
* Heat Smash
* Balcony Break
* Shift to attack throw on 1st hit (39dmg)
* +7a (-3) from 2nd hit
* Alternate input: H.R1
* 8 chip damage on block
* Low crush 36~56
* Floating state 57~59
xiaoyuH.2+3m,m,m,M8,10,12,20 (50)i15~16, i9~10, i7~8, i15~17+9+0d
* Heat Smash
* Balcony Break
* Shift to attack throw on 1st hit (50 damage)
* +9a (-8) BT or +5a (-12) standing from 2nd hit
* Transition to standing r42 with F_B_U_D (+5 oB)
* 7 chip damage on block
* Low crush 9~40
* Floating state 41~43
* Floating state 69~99
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
* 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 block
* 10 chip damage on block
* Transition to attack throw on hit
lidiaH.1+2**m55i65+10g+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+6g+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+30a+66a (+50)
* Tornado
* Weapon
* Consumes 240F remaining Heat Time on block or whiff
* Alternate input DSS.1+2
lidiaH.1+2m25i31+1+37a (+29)
* Reversal Break
* Balcony Break
* Cancel to r35 backdash with b,b at frame 10
* Cancel to r18 forward dash with f,f at frame 3
* Transition to HAE on hit or block only
* Cancel HAE transition with B
* Consumes 90F of 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
annaH.1,2,1,2h, h, h, m,m,m5, 8, 4, 5,5,24i10, ,i23~72 i36~85 i54~103-2~+47g+9a (+4)
* Weapon
* Combo from 3rd CH
* Interrupt with i1 from 3rd block
* Jails from 4th block
* Consumes 300F of remaining Heat time
* +13a (+8) on average?
ninaH.1,2,1,1+2h, h, h, h,h,h,h,h5, 10, 17, 6,6,6,[5],[5]i10, ,i25,i6,i6,i5,i5-2+29a (+3)
* Balcony Break
* Weapon
* Jail from 3rd attack
* Combo from 2nd CH with 4F? delay
* 13 chip damage on block
* Consumes 180F of remaining Heat time
* Move cannot be delayed
* Input can be delayed by 4F
liliH.,430+5~+10+18~23a (-8~-3)
* Balcony Break
* Interrupt with i11 from 1st block
* Whiffs vs SS, SW from 1st block (SSL/SWL less consistent w/ big bodies)
* 12 chip damage on block
* Input can be delayed 4f
* Move can be delayed 3f
* Consumes 270F of remaining Heat time
fahkumramGRF.f+2,1,2m, M, m14, 22, 20i15~16, ,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, 30i19~20, 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, +43d (+35)
* Balcony Break
* 9 chip damage on block
* Gain GMC on Heat activation
jack-8GMH.3+4SM20i20 pc6-13+14c
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* 6 chip damage on block when absorbing an attack
* Gain GMC on Heat activation
* Forces tech backroll on hit
* 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
* Move cannot be interrupted
* Deals 12 damage to self (8 recoverable)
* Unparryable
* Move can be delayed by 10F
* 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
* Jail from 1st block
* 8 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
* Interrupt with i4
* 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 (Fox Step)
kingFUFT.DB+2+4t(g)28i18~20+0+1d
* 2 throw break
* 7?F throw break window on NH or CH (press 1 after 15F of grab; throw escape cannot be buffered or held)
* Opponent recovers in FUFT
armor-kingFUFT.db+1+3th(g)30i18~20+0+20d
* Balcony Break
* Throw break 1
* 7F throw break window on NH or CH (throw escape cannot be buffered or held)
* Side swap
* Can wall splat
* Opponent recovers FDFT
kingFUFT.DB+1+3t(g)25i18~20+0+0d
Floor Break
* 1 throw break
* 7?F throw break window on NH or CH (press 1 after 5F of grab; throw escape cannot be buffered or held)
* 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~
jack-8FUFT.d+1+2m18i28+18g+39d
* Recovers in SIT, then stands up
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.
* Floating state 1~11
* Low crush 12~34
* Floating state 35~45
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
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-kingFUFL.db+1+3th(g)0i18~20+0+25d
* 1 or 2 throw break, depending on Armor King's input.
* Opponent recovers in FDFL/FDFR.
armor-kingFUFA.db+1+3th(g)35i18~20+0-19d
* Balcony Break
* Can wall splat
* 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!30i32~75-65cg~-22cg
* Balcony Break
* -52c~-50c on average?
* Forces tech back roll on hit
* Recovers front-facing when done from BT FLY
* -68d~-25d on BT hit
* Low crush 1~
devil-jinFLY.4,2,1+2M, m, m!,M!10, 20 (14), 14 (10/7), 20 (10/8)i20~21, ,i27~28 i22~60-6a
* Available only as airborne combo from 2nd hit
* Low crush 1~
devil-jinFLY.4,2,1,UFM, m, m, t10, 20 (14), 20 (14/10), 14 (10/7/6)i20~21, ,-4d
* Floor Break
* Airborne combo from 1st hit
* Transition to attack throw on hit
* Available only on hit
* Opponent recovers FDFA on hit
* Low crush 1~
devil-jinFLY.4,2,1M, m, m10, 20 (14), 20 (14/10)i20~21, ,i22~24-16+29a (+19a) / +17a (+10) / +16a (+9)
* Airborne combo from 1st hit or 2nd hit with 24F delay (+17a (+10) or +16a (+9))
* Interrupt with i24 from 2nd block
* Whiffs vs SS, SW from 2nd block
* Move cannot be delayed
* Input is delayed by 24F
* Effective startup i45~47
* Low crush 22~43
* Floating state 44~46
devil-jinFLY.4,2M, m10, 20 (14)i20~21, i22~23-27+14a (+4)/ +52a (+7)
* Airborne combo from 1st hit (+52a (+7))
* Interrupt with i1 from 1st block
devil-jinFLY.4,1M, h10, 20i20~21, i40~41+1+71a (+51)
* Strong Aerial Tailspin
* Balcony Break
* Interrupt with i19 from 1st block
* Whiffs vs SW from 1st block
* +40a (+33) on neutral guard hit from 1st hit
* +26a (+17) on BT hit
* Low crush 1~
devil-jinFLY.4M10i20~21-29-20s
* Low crush 1~50
* Floating state 51~53
devil-jinFLY.3M30i15~22-15~-8+8cg~+15cg
* Balcony Break
* Spike
* Forces tech back roll on hit
** Opponent recovers in FC?
* +5d on BT hit
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!30i50~100-72cg~-22cg
* Balcony Break
* -72c~-56c on average
* Forces tech back roll on hit
* -75d~-25d on BT hit
* Low crush 1~111
* Floating state 112~114
devil-jinFLY.1h20i18~19-3+67a (+47)
* Strong Aerial Tailspin
* Balcony Break
* +22a (+13) on BT hit
* 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 8~13
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+0c+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 ?F delay (crouch assist bufferable)
* Duckable on block
* 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+0c+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
* Duckable on block
* 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
* Interrupt with i3 from 2nd block
steveFLK.1,1,1,2h, h, h, m14, 8, 8, 22i12, ,i20~22-12+17a (+0)
* Tornado
* Combo from 3rd hit
* Interrupt with i4 from 3rd block
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
* Duckable on block
* 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
* Move can be delayed by 3F
* Jail from 1st block with ?F delay
* Duckable on block
* 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.n,FLE.dM, M7, 0i2~60, i10+30a (+20)
* Available only on hit
* Evades mids from frames 7-12
* Can be cancelled into other FLE moves (except FLE.n)
* Low crush 1~30
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~
<Showing 2001-2400 of 6584 moves>