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All Characters Tekken 8 Frame Data

CharCommandHit levelDamageStartupBlockHitCounter hitNotes
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
kumaOTG.d+1+4l,ub(l)16 (11),48 (33)i55~110,i25~38N/A8 (0) / +14
* Cancel to BT with input OTG.d+1+4,3+4
* More frame advantage when hitting standing opponent
kumaROL.1h31i15~16+4+35d (+27)
* Balcony Break
* Tornado
* Guard Break during Heat
* Power up during Heat: +13 on block guard break (Uses 240F of remaining Heat time)
kumaROL.2m21i17~19-17+28a (+18)
kumaROL.3l20i18~26-18+33a
Recovers in FUFT
kumaROL.4M20i26~30+7+26a
Recovers in FUFT
kumaROL.1+2SM22i10~40-30+45a
* Recovers in FUFT on hit
* Recovers in off axis FUFT on block
kumaSIT.1,1l, l15, 13i21~22, i25~26-12+6
Combo from 1st CH
kumaSIT.2m18i19~21-12+73a (+57)
* Tornado
kumaSIT.3+4M20i25-12 / -10 ROL-4a / -2a ROL
* Transition to ROL with input SIT.F
kumaSIT.fspN/A / i26~i31 Heat+1~+6 / -6~-1 HBS+7~+12 / 0~+5 HBS
* Alternative input: FC.3+4 or FDFA.f
* Transition to ROL
* Transition to HBS with input ROL.D or ROL.3+4
* Transition to FC with no input
* Becomes special mid attack during Heat (Uses 120F of remaining Heat time)
kumahFC.1L12i19~21-8+2c
* Can be done from Crouch Level 1
* High crush 0~46
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
kuma1+3th(h)35i12~14-3+1
* Homing
* Throw break: 1 or 2
* Opponent status on hit: FUFT
kuma2+4th(h)35i12~14-6+1
* Homing
* Throw break: 1 or 2
* Opponent status on hit: FUFT
* Side switch on hit
kumaBack throwth(h)70i12~14+1
* Throw break: none
* Opponent status on hit: FUFA
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)
kumaLeft throwth(h)50i12~14-3+1
* Throw break: 1
* Spike
* Opponent status on hit: FUFT
kumaRight throwth(h)40i12~14-3+1
* Throw break: 2
* Opponent status on hit: FUFT off axis
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
kumauf+1+2th(h)35i12~140+26d (+7)
* Throw break: 1+2
* Balcony Break
* Opponent status on hit: FUFT
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
kunimitsu2+3m[12;12]i16+1+2c
* Heat Burst
* Cancel to r45 with b,b on frame 42
* 2 chip damage on block
* 12 chip damage on hit
* Only deals recoverable damage
* Cannot cause a K.O.
* Power crush 7~16
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
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
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
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
kunimitsuR.df+1+2m,t55+i20-18+0d
* Rage Art
* Removes Recoverable Health
* Reversal Break
* Damage increases with lower health, maximum 82
* Freezes match timer on activation and on hit
* Restores recoverable health on hit
* Transition to attack throw on hit
* Consumes Rage
* Power crush 8~
kunimitsu1h5i10+1+8
Recovers 2f faster on hit or block (t27 r17)
kunimitsu1,1h, m5, 12i10, i21-5+6
* Combo from 1st hit with 2f delay
* Interrupt with i2 from 1st block
* Move can be delayed 2f
* Enter KAT -7 +4 r26 with 1+2
kunimitsu1,1,1h, m, M5, 12, 18i10, ,i21~22-11+15a (-2)
* Tornado
* Balcony Break
* Weapon
* Combo from 2nd CH with 9f delay
* Interrupt with i10 from 2nd block
* Input can be delayed 9f
* Move cannot be delayed
* Available on hit or block only
* Low crush 5~15
* Floating state 16~18
kunimitsu1,1,4h, m, m5, 12, 23i10, ,i26~27+3+5a
* Spike
* Interrupt with i15 from 2nd block
* Whiffs vs SS, SW from 2nd block
* Input can be delayed 9f
* Move cannot be delayed
* Available on hit or block only
* 4 chip damage on block
* Low crush 5~29
* Floating state 30~32
kunimitsu1,2h, h5, 8i10, i12-3+7
* Jail from 1st attack with 2f delay
* Move can be delayed 2f
kunimitsu1,2,2h, h, h5, 8, 10i10, ,i20~21-12+5
* Balcony Break (airborne)
* Weapon
* Combo from 1st hit
* Move cannot be interrupted
* Transition to BT with B
kunimitsu1,2,4h, h, m5, 8, 20i10, ,i23~24-14+12d
* Balcony Break
* Combo from 1st CH with 3F delay
* Interrupt with i3 from 1st block
* Hit vs BT +9d
* Low crush 12~32
* Floating state 33~35
kunimitsu1+3+4
kunimitsu2h12i12-5+1
* Weapon
kunimitsu2,2h, m12, 14i12, i12~13-6+5
* Weapon
* Jail from 1st block with 5f delay
* Combo from 1st hit with 5f delay
* Transition to KAT -6 +5 r26 with 1+2
* Input can be delayed 5f
* Move cannot be delayed
kunimitsu2,2,2h, m, h12, 14, 16i12, ,i18~19-9+2
* Weapon
* Combo from 2nd CH with 4f delay
* Interrupt with i4 from 2nd block
* Enter SET -4 +7 r27 with F
* Input can be delayed 4f
* Move is delayed 7f
* Move cannot be delayed
kunimitsu2,2,2,2h, m, h, h12, 14, 16, 16i12, ,i15~16-6+3
* Balcony Break (airborne)
* Weapon
* Jail from 3rd block with 5F delay
* Combo from 2nd CH or 3rd hit with 5f delay
* Input can be delayed 5f
* Move cannot be delayed
kunimitsu3h17i16~17-7+7
* Homing
* Balcony Break (airborne)
kunimitsu4h15i12~13-9-3
kunimitsu4,2h, h15, 13i12~13, i19~20-3+6
* Balcony Break (airborne)
* Weapon
* Transition to BT
* Jail from 1st attack with 1F delay
* Combo from 1st hit with 1F delay
* Input can be delayed 1f
* Move cannot be delayed
* Low crush 15~25
* Floating state 26~28
kunimitsu1+2
* Actionable after 17f
* Stance moves can be delayed by 18F
* Transition to r22 BT with B
* Transition to r14 SET with F
kunimitsu2+3+4
kunimitsu3+4h18i21~22-1+21a (+12)
* Strong Aerial Tailspin
* Balcony Break
* Low crush 11~30
* Floating state 31~33
kunimitsuf+2h12i13-9+2
kunimitsuf+2,3h, h12, 20i13, i16~18-6+20a (+11)
* Combo from 1st hit with 8f delay
* Input can be delayed 8f
* Move can be delayed 3f
kunimitsuf+3
* Transition to r16 FC with D
* Cancel to r25 with B (can block mids or highs on frame 12~)
kunimitsuf+1+2m23i17~18-6+9a (+0)
* Heat Engager
* Heat Dash +5, +45a (+35)
* Balcony Break
* Weapon
* 4 chip damage on block
kunimitsuf+3+4m,h10,13i15 i13-5+23a (+6)
* Balcony Break
* BT transition is -11
* Low crush 19~24
* Floating state 25~27
kunimitsudf+1m10i13~14-2+5
kunimitsudf+1,2m, m10, 12i13~14, i18~19-10+1
* Weapon
* Combo from 1st CH with 7f delay
* Input can be delayed 9f
* Move can be delayed 8f
* Move cannot be interrupted
kunimitsudf+1,2,2m, m, M10, 12, 20i13~14, ,i22~23-14c+8a
* Balcony Break
* Spike
* Combo from 2nd hit with 1f delay
* Input can be delayed 1f
* Move cannot be delayed
* Interrupt with i2 from 2nd block
* Combo from 1st CH
* Chip damage on block
kunimitsudf+2M13i15~16-14+30a (+20)
* Weapon
* Can launch crouching opponent
* Recovers 5f faster on hit
kunimitsudf+3,2m, L14, 20i17~18, i28~29-15+1c
* Balcony Break (airborne)
* Weapon
* Combo from 1st CH
* Cancel to FC -13 -5 -3 r34 with D
* Interrupt with i6 from 1st block
* High crush 22~35
kunimitsudf+4m13i12-9+2
kunimitsudf+3+4m,m8,12i17~18 i7~9-2+5
* Floor Break
* Transition to BT
* Can hit grounded when off-axis
* High evasion at frame 5?
* Floating state 10~24
kunimitsud+2m11i16-9+2c
* Floor Break
* Weapon
* Does not floor break if string is continued
kunimitsud+2,1m, m11, 7i16, i16~17-12-1
* Jail from 1st block
* Combo from 1st CH
* Input cannot be delayed
kunimitsud+2,1,2m, m, m11, 7, 7i16, ,i11~12-12+4
* Weapon
* Jail from 1st block with 1f delay
* Combo from 2nd hit with 1f delay
* Input can be delayed 1f
* Move cannot be delayed
kunimitsud+2,1,2,1+2m, m, m, m11, 7, 7, 20i16, ,i23~24-13+7a
* Balcony Break
* Jail from 1st block
* Combo from 3rd CH
* Hitstop 20f on hit
kunimitsud+3L11i16~17-14-3
-3c on crouching hit
kunimitsud+3,4L, h11, 12i16~17, i21~22-9+0
* Combo from 1st CH with 7f delay
* Interrupt with i3 from 1st block
* Input can be delayed 7f
* Move can be delayed 6f
kunimitsud+3,4,1L, h, sm,t11, 12, 10,28i16~17, ,i26~37-13-4d
* Weapon
* Combo from 2nd hit with 1f delay
* Combo from 1st CH
* Interrupt with i6 from 2nd block
* Input can be delayed 1f
* Move cannot be delayed
* Recovers 11f faster on block (t115 r38)
* Transitions to attack throw automatically on hit
* 15 scaled damage on attack throw
* Shift to Piercing Kunai Throw with F (Side switch on hit)
kunimitsud+3+4M22i20~23-13+12a (-5)
* Balcony Break
* Weapon
* On successful attack absorption shift to Wrathful Bloom:
** Reversal Break
** -9 on block
** 8 chip damage on block
** Two additional mid hits (i9~12 i7~10)
** 28 damage in total
* Power crush 7~19
kunimitsudb+2M10i16~17-6+7
* Weapon
kunimitsudb+2,4M, m10, 15i16~17, i24~25-9+2
* Balcony Break (airborne)
* Combo from 1st hit with 7f delay
* Input can be delayed 7f
* Move can be delayed 6f
* Interrupt with i3 from 1st block
kunimitsudb+2,4,2M, m, M10, 15, 23i16~17, ,i35-8c+15a
* Weapon
* Input can be delayed 1f
* Move cannot be delayed
* Interrupt with i17 from 2nd block
kunimitsudb+3l8i18-15-14
* High crush 6~
kunimitsudb+3,3l, l8, 7i18, i15~17-19-7
* Jail from 1st attack
* High crush 1~
kunimitsudb+3,3,3l, l, l8, 7, 7i18, ,i15~17-19-7
* Jail from 1st block
* Combo from 2nd CH
* Interrupt with i13 from 2nd block
* High crush 1~
kunimitsudb+3,3,3,3l, l, l, l8, 7, 7, 5i18, ,i15~17-19-7
* Jail from 1st block
* Combo from 3rd CH
* High crush 1~
kunimitsudb+3,3,3,3,3l, l, l, l, l8, 7, 7, 5, 5i18, ,i15~17-19-7
* Jail from 1st block
* Combo from 4th CH
* High crush 1~
kunimitsudb+3,3,3,3,3,3l, l, l, l, l, l8, 7, 7, 5, 5, 5i18, ,i15~17-47-35
* Jail from 1st block
* Combo from 5th CH
* High crush 1~
kunimitsudb+3,3,3,3,3,4l, l, l, l, l, m8, 7, 7, 5, 5, 15i18, ,i12~13-8+23a (+13)
* Balcony Break
* Same animation as ws4
* Can be performed following any number of db+3 lows except the first and last
kunimitsub+1+3m!25i19~20+3a
* Spike
* Parry mid and high punches and kicks
* Parry state 5~12
kunimitsub+3M10i21~24-10~-7+1c~+4c
Floor Break
* Floating state 10~26
kunimitsub+3,4M, M10, 23i21~24, i17~18-20+9a (+2)
* Combo from 1st hit
* Move is delayed 1f
* Steel pedal
* Floating state 15~45
kunimitsub+4M15i18~19-8+6
* Low crush 17~30
* Floating state 31~33
kunimitsub+1+2m,t13,25i15~16-7-3a
* Balcony Break (airborne)
* Transitions to attack throw on grounded hit automatically
* Does not transition on BT hit
* Hit vs BT +9
kunimitsub+3+4
Actionable after 20f
kunimitsuub+2m!21i51+10a
* Floor Break
* Weapon
* Hitstop 20f on hit
* Low crush 27~50
kunimitsuub+3
Evasive
* Low crush 6~17
* Floating state 18~20
kunimitsuub+3+4m,t15,7,13i19-17+31a (+26)
* Tornado
* Transitions to attack throw on front hit
* Does not transition on BT hit
* Hit vs BT +36a (+26)
* Low crush 9~40
* Floating state 41~43
kunimitsuu+3+4M,M10,12i39~42 i4~6+1c+24a
* Spike
* Kunimitsu is invisible on frames 12~29, but can still be hit
* Low crush 12~42
* Floating state 43~45
kunimitsuuf+1h,t22,20i16~27+31a (+26)
* Tornado
* Weapon
* Only hits airborne opponents
* Transitions to attack throw on airborne hit
* Does not transition on BT hit or after Tornado
* Hit vs BT or after Tornado +15a (+8)
* 25 total scaled damage
kunimitsuuf+2M,M9,20i17~18 i22~24-14~-12+11a
* Floor Break
* Weapon
* Low crush 23~34
* Floating state 35~37
kunimitsuuf+3m,m13,20i15~16 i13~14-13~-12+25a (+18)
* Knee
* 2nd hit available on hit or block only
* 27 total scaled damage
* Low crush 9~32
* Floating state 33~35
kunimitsuuf+4m22i24~25-8+20a
Balcony Break (airborne)
* Low crush 9~26
kunimitsuuf+3+4
* Actionable after 18f
* Transition to FC on frame 40~
* Low crush 8~30
* Floating state 31~33
kunimitsu1+2+3+4
* Can't block for 5 seconds
* CH state on your next attack for 5 seconds ''(Tekken 7 and prior games)''
* 10% damage increase on the next attack for 5 seconds ''(Tekken 8 season 2 patch onward)''
* Attacks taken will be CH for 5 seconds
kunimitsuf,F+4m11i9~11-17~-15-1~+1
Knee
* Low crush 9~25
* Floating state 26~28
kunimitsuf,F+4,2m, h11, 23i9~11, i13~14-17~-16+10c
* Balcony Break
* Spike
* Weapon
* Jail from 1st attack with 1f delay
* Forces tech backroll on hit
* Low crush 1~15
* Floating state 16~18
kunimitsuf,d,df+2M,h15,21i14~15 i25~26-17~-16+73a (+57)
* Tornado
* Weapon
* 2nd hit available only as combo from 1st hit
* Bufferable
* 29 total scaled damage
* 3 chip damage on block
* Low crush 16~36
* Floating state 37~39
kunimitsuqcf+1sm,t10,28i15~26-13-4d
* Weapon
* Bufferable
* Block advantage is always -13
* Transitions to attack throw on hit
* 25 total scaled damage
kunimitsuqcf+1,Fsm,t10,28i15~26-13-4d
* Weapon
* Bufferable
* Block advantage is always -13
* Transitions to attack throw on hit
* 25 total scaled damage
* Available on hit only
* Side switch on hit
kunimitsuqcf+2M24i13~14-12c+8a
* Balcony Break
* Spike
* Weapon
* Bufferable
* 2 chip damage on block
* Hit vs BT +3d
kunimitsuqcf+1+2m25i20~21-9+6a
* Tornado
* Balcony Break
* Weapon
* Bufferable
* 5 chip damage on block
* Low crush 21~38
* Floating state 39~41
kunimitsuuf,n,3m25i31-29+2a (-8)
* Balcony Break
* Low crush
kunimitsuuf,n,4m15i24-14+17a (+7)
* Balcony Break
* Low crush
kunimitsuf,f,F+2h,t20,20i15~17+6+0d
* Balcony Break (airborne)
* Weapon
* Transitions to attack throw on front standing hit
* 4 chip damage on block
* Side switch on hit
* Hit vs Side +15a
* Hit vs BT +15a (+6)
kunimitsuf,f,F+3m30i23~27+3~+7+18c
* Balcony Break
* Hit vs BT +15d
* Forces tech backroll on hit
* Low crush 3~29
kunimitsuws1m11i12-7+4
kunimitsuws2m14i13~14-9+1
* Weapon
kunimitsuws2,1m, m14, 20i13~14, i20-13+18a (+9)
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Weapon
* Combo from 1st hit with 9f delay
* Interrupt with i1 from 1st block
* Input can be delayed 9f
* Move can be delayed 6f
kunimitsuws3m16i15~16-13+32a (+22)
* Low crush 9~25
* Floating state 26~28
kunimitsuws4m15i11~12-6+5
kunimitsuSS.2,1+2m, M,M13, 10,20i17~18, i22~23 i9~10-12+5c
* Floor Break
* Weapon
* Combo from 1st hit CH
* Interrupt with i4 from 1st block
* Sidestep adds 9f, effective startup i31~32
* Move is delayed 1f
kunimitsuSS.4l16i20~22-37+4c
* Clean Hit +13d
* Clean Hit damage 20
* Sidestep adds 9f, effective startup i29~31
* Stagger on block
* High crush 6~
kunimitsu(Airborne).ub+3+4m,t15,15i19-17-5d
* Balcony Break
* Transitions to attack throw on front airborne hit
* Does not transition on BT hit
* Hit vs BT +36a (+26)
* 17 total scaled damage
* Low crush 9~40
* Floating state 41~43
kunimitsu(Back to wall).b,b,UBM21i37~38-3c+15a
* Floor Break
* Weapon
* Floating state 5~13
* is8~13
* Low crush 14~31
* Floating state 32~34
kunimitsuBT.1h10i11-8+8
* Elbow
kunimitsuBT.1,2h, m10, 14i11, i21~22-8+3
* Weapon
* Combo from 1st hit with 8f delay
* Input can be delayed 8f
* Move can be delayed 4f
* Interrupt with i5 from 1st block
* Transition to KAT -8 +3 r28 with 1+2
kunimitsuBT.1,2,1h, m, M10, 14, 18i11, ,i21~22-11+15a (-2)
* Tornado
* Balcony Break
* Weapon
* Available on hit or block only
* Combo from 2nd hit CH with 10f delay
* Interrupt with i10 from 2nd block
* Whiffs vs SSR from 2nd block (Inconsistent w/ all body types)
* Input can be delayed 10f
* Move cannot be delayed
* Low crush 5~15
* Floating state 16~18
kunimitsuBT.1,2,4h, m, m10, 14, 23i11, ,i26~27+3+5d
* Spike
* Available on hit or block only
* Interrupt with i15 from 2nd block
* Whiffs vs SS, SW from 2nd block
* Input can be delayed 10f
* Move cannot be delayed
* 4 chip damage on block
* Low crush 5~29
* Floating state 30~32
kunimitsuBT.1,4h, h10, 20i11, i21+3+15c
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Combo from 1st hit with 8f delay
* Interrupt with i5 from 2nd block
* Input can be delayed 8f
* Move can be delayed 4f
* Forces tech backroll on hit
* 4 chip damage on block
kunimitsuBT.2h,t10,20i19~20-7-4d
* Balcony Break (airborne)
* Weapon
* Transitions to attack throw on front standing hit
* Hit vs BT/Side +5
* Chip damage and +0 block advantage on successful attack absorption
* Power crush 7~18
kunimitsuBT.3m20i24~26-3+11d
* Floor Break
* Low crush 6~29
* Floating state 30~32
kunimitsuBT.4h20i16~17+6+35d
* Strong Aerial Tailspin
* Homing
* Balcony Break
* Transition to SET +6 +35d r31 with F
* 6 chip damage on block
* Low crush 6~16
* Floating state 17~19
kunimitsuBT.1+2m,m10,15i14 i10~11-2+7
* Balcony Break (airborne)
* Weapon
kunimitsuBT.3+4m!25i19~20+3a
* Spike
* Parry mid and high punches and kicks
* Parry state 5~18
kunimitsuBT.d+4L,L10,18i20~21 i26~27-14+5c
* Jail from 1st attack
* High crush 4~
kunimitsuBT.f+1+2m21i16~17-13+54a
* Tornado
* Balcony Break (airborne)
* Weapon
* Hit vs BT +9a (+0)
kunimitsuKAT.1h12i11-7+4
* Has good left sidestep tracking
kunimitsuKAT.1,2h, m12, 20i11, i21-9+9g
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Weapon
* Combo from 1st hit with 11f delay
* Interrupt with i3 from 1st block
* Input can be delayed 11f
* Move can be delayed 7f
* Cancel to FC -14 -3 r31 with D on frame 12 (cs7~)
kunimitsuKAT.3M8i18~25-12~-5+2c~+9c
* Floor Break
* Evasive, can go over mids and some highs
* is1~4
* Floating state 1~4
* Low crush 5~26
kunimitsuKAT.3,2M, M8, 8i18~25, i20~22-16+34a (+24)
* Weapon
* Combo from 1st hit with 3f delay
* Interrupt with i9 from 1st block
* Whiffs vs SSR or SWR from 1st block (inconsistent)
* Input can be delayed 3f
* Move cannot be delayed
* Steel pedal
* Low crush 21~38
* Floating state 39~41
kunimitsuKAT.4L16i22~28-16~-10-2~+4
* is1~4
* Floating state 1~4
* Low crush 5~18
* Floating state 19~21
kunimitsuKAT.4,2L, h16, 23i22~28, i23~24-9+15a (+6)
* Strong Aerial Tailspin
* Balcony Break
* Weapon
* Combo from 1st CH with 2f delay
* Interrupt with i11 from 1st block
* Whiffs vs SSL from 1st block
* Input can be delayed 2f
* Move cannot be delayed
kunimitsuKAT.1+2h!20i24~36+0d~+12d
kunimitsuKAT.U
* Kunimitsu teleports upwards and lands in place
* Floating state 1~4
* Low crush 5~19
kunimitsuMUS.4m30i13~15-14-8a
* Floor Break
* Massive pushback, difficult to punish without walls
* Low crush 1~28
* Floating state 29~31
kunimitsuMUS.3+4
* Initial uf+3+4 jump takes 35f
* Evasive jump, can side switch
* Low crush 10~42
* Floating state 43~45
kunimitsuSET.1h8i10~11-1+8
* Elbow
kunimitsuSET.1,2h, h8, 13i10~11, i17~18-6+8
* Weapon
* Combo from 1st hit with 12f delay
* Jail from 1st attack with 3f delay
* Input can be delayed 12f
* Move can be delayed 10f
* Transition to BT with B
kunimitsuSET.1,2,1h, h, M8, 13, 18i10~11, ,i21~22-11+15a (-2)
* Tornado
* Balcony Break
* Weapon
* Combo from 2nd CH with 10f delay
* Input can be delayed 10f
* Move cannot be delayed
* Available on hit or block only
* Interrupt with i10 from 1st block
* Low crush 5~15
* Floating state 16~18
kunimitsuSET.1,2,3h, h, M8, 13, 23i10~11, ,i33~34-4+25d
* Floor Break
* Combo from 2nd CH
* Interrupt with i12 from 1st block
* Whiffs vs SS, SW from 1st block
* Available on hit or block only
* Low crush 14~33
* Floating state 34~36
kunimitsuSET.1,2,4h, h, m8, 13, 23i10~11, ,i26~27+3+5a
* Spike
* Input can be delayed 10f
* Move cannot be delayed
* Available on hit or block only
* Interrupt with i15 from 1st block
* Whiffs vs SS, SW from 1st block
* 4 chip damage on block
* Low crush 5~29
* Floating state 30~32
kunimitsuSET.4M13i18~19-8+6
Hits grounded but can miss when too close vs small bodies
kunimitsuSET.4,3M, m13, 21i18~19, i22-13+5a
* Spike
* Combo from 1st hit with 9f delay
* Input can be delayed 9f
* Move can be delayed 5f
* Interrupt with i5 from 1st block
* Low crush 5~17
* Floating state 18~20
kunimitsuSET.1+2m,m8,18i15 i18-5+22a (+12)
* Heat Engager
* Heat Dash +5, +45a (+35)
* Balcony Break
* Weapon
kunimitsuSET.1+4i15
kunimitsuSET.B
* Cancels to standing block (blocks at frame 12)
kunimitsuSET.uf+4m,t8,16i13~14-14+0d
* Floor Break
* Shift to Attack Throw when hit from the front
* Hit vs BT/Side +8a (+1)
* Low crush 11~32
* Floating state 33~35
kunimitsuSET.uf+1+2i16
kunimitsuhFC.1sl5i10-5+6
* Transition to standing r24 with f at frame 25
* +6c on crouching hit
* High crush 1~
kunimitsuhFC.2sl8i11-4+7
* High crush 1~
kunimitsuhFC.3L10i16-17-6
* High crush 1~
kunimitsuhFC.4l6i12-15-4
* High crush 1~
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
kunimitsu1+3t35i12~14+0+0d
* Homing
* Throw break: 1 or 2
* Opponent recovers in FUFL.
kunimitsu2+4t35i12~14+0-3d
* Floor Break
* Homing
* Throw break: 1 or 2
* Side switch
* Opponent recovers in FDFA.
kunimitsuBT.1+4t45i12~14+0-5d
* Throw break: 1+2
* Opponent recovers in FDFA
kunimitsuBack Throwt50+0d
* Unbreakable
* Opponent recovers FDFT
kunimitsuLeft Throwt40-3-2d
* Throw break: 1
* Opponent recovers FUFA
kunimitsuRight Throwt40-3+0d
* Throw break: 2
* Randomly side switches
* Opponent recovers FDFT or FDFR on side switch
kunimitsuf+1+4t38i11-3 BT+0d
* Throw break: 1
* Side switch
* Kunimitsu and the opponent recover in BT on break
* Opponent recovers in FUFA
* SET.1+4: i15 (t43 r28)
kunimitsuuf+1+2t40i12+0+0d
* Throw break: 1+2
* Side switch
* Opponent recovers in FDFT
* SET.uf+1+2: i16 (t44 r28)
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
lars2+3m[12;12]i16+1+2c
* Heat Burst
* 46f timestop at frame 14 of activation (t92)
* Cancel to r87 with b,b on frame 42 (frame 28 of timestop)
** t41 r27 effective recovery
* 20f timestop on block or hit
* 2 chip damage on block
* 12 chip damage on hit
* Only deals recoverable damage
* Cannot cause a K.O.
* Power crush 7~16
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
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
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.SS.2m,SM20,10i16~17, i8+6c+27d
* 6 chip damage on block
* Consumes 270F of remaining heat time
larsH.f+3+4sm5i18~24+5+10
* Transition to SEN
* Consumes 300F of remaining heat time
* Only deals recoverable damage
* High crush 33~43
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
larsR.df+1+2m,t55+i20-18+0d
* Rage Art
* Removes Recoverable Health
* Reversal Break
* Damage increases with lower health, maximum 82
* Freezes match timer on activation and on hit
* Restores recoverable health on hit
* Transition to attack throw on hit
* Consumes Rage
* Power crush 8~
lars1h5i10+1+8
Recovers 2f faster on hit or block (t27 r17)
lars1,1h, m5, 8i10, i18~19-8+0
* Combo from 1st CH with 3f delay
* Jail from 1st block
lars1,1,1h, m, m5, 8, 20i10, ,i25~26-12+17a
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Spike
* Combo from 1st CH or 2nd hit with 4f delay
* Interrupt with i2 from 1st block
* Move can be delayed 4f
lars1,2h, h5, 9i10, i10-3+8
* Jail from 1st attack with 4f delay
* Move can be delayed 4f
lars1,4h, L5, 10i10, i22-12+1
* Combo from 1st CH with 2f delay
* Interrupt with i3 from 1st block
* Move can be delayed 2f
* Transition to LEN -12 +3 r32 with D
lars2h10i10+0+8
lars2,1h, m10, 12i10, i20~21-6+8
* Combo from 1st hit with 3f delay
* Interrupt with i3 from 1st block
* Input can be delayed 3f
* Move cannot be delayed
lars3h16i15-17+0
* Transition to LEN -11 +6 r34 with D
* cs31~ on LEN transition
lars4h27i17~18-7+18a (+9)
* Balcony Break
lars1+2m25i25-12+7d
* Spike
* -7 on block and chip damage on successful attack absorption
* Power crush 7~24
lars3+4m22i17~18-8+17d
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
* Forces tech backroll on hit
* Hit vs BT +14d
larsf+1h10i13-5+6
larsf+1,2h, m10, 11i13, i12-5+6
* Transition to SEN
* Combo from 1st hit with 1F delay
* Input can be delayed by 1F
* Jails from 1st block
* Transition to standing with B (-8/+3)
larsf+2h10i12-6+3
larsf+2,1h, h10, 15i12, i13-5+6
* Combo from 1st hit
* Jails
* Transition to SEN
* Cancel SEN and transition to standing with input B (-6/+5)
larsf+2,4h, h10, 22i12, i18~19-12+15 (+6)
* Balcony Break
larsf+3sp
* Transition to DEN
* Stance moves can be delayed by 19F
larsf+4m12i17-9+7
* Knee
larsf+4,1m, m12, 8i17, i21~22-9+2
* Jail from 1st block with ?F delay
* Combo from 1st CH
larsf+4,1,2m, m, m12, 8, 8i17, ,i12-10+2
* Jail from 1st block with ?F delay
* Combo from 2nd hit
larsf+4,1,2,1m, m, m, m12, 8, 8, 20i17, ,i24~25-14+19 (+9)
* Balcony Break
* Combo from 3rd CH
* Interrupt with i5 from 1st block
larsf+1+2m20i15~16-13+28
larsf+1+4m28i13~14-18+18a (+8)
* Balcony Break
* Shoulder
larsdf+1m12i13-3+5
Recovers 2F faster on hit (t33 r20)
larsdf+1,1m, h12, 12i13, i21-6+6
* Combo from 1st hit with 1F delay
* Interrupt with i2 from 1st block
* Transition to DEN r25 with D (-2/+10)
* Move cannot be delayed
* Input can be delayed by 1F
larsdf+1,1,3m, h, m12, 12, 25i13, ,i25~26-12+15cg
* Balcony Break
* Combo from 2nd CH with 10F delay
* Interrupt with i5 from 1st block
* Move can be delayed by 10F
* Input can be delayed by 14F
* Forces tech back roll on hit
larsdf+1,3m, m12, 20i13, i24-12+13a (+4)
* Balcony Break
* Combo from 1st CH with 1F delay
* Interrupt with i5 from 1st block
* Move cannot be delayed
* Input can be delayed by 1F
larsdf+3m15i16-11+8
* Transition to DEN with D (-4/+15)
** Only +11 guaranteed on hit
larsdf+3,3m, m15, 24 (16)i16, i25~26-15+29a (+14a)
* Combo from 1st hit with 2F delay
* 16 damage with scaling from 1st hit
* Interrupt with i4 from 1st block
* Input can be delayed by 2F
* Move cannot be delayed
* Low crush 23~50
* Floating state 51~53
larsdf+4m16i15~16-8+2
larsd+3l8i15-14-3
larsd+3,1l, h,h8, 4,10i15, i19,i18-7+4
* Combo from 1st hit CH
larsd+3,1(wall stun)l, h,h, m8, 4,10, 27i15, ,i35~36-3a (-15)
* Spike?
larsd+1+2l25i24~25-20+9d
* High crush 20~
larsdb+1l9i17-12-1
* High crush 6~
larsdb+1,3l, h9, 10i17, i19-12-1
* Combo from 1st hit
* -31 on 1st block
* Transition to LEN with input D (-31/-12/+3)
larsdb+2m12i15-8+3
* Transition to SEN with input F (-5/+6)
larsdb+2,1m, m12, 8i15, i15~16-8+6
* Jail from 1st block with ?F delay
larsdb+2,3m, m12, 15i15, i19-13+8
* Tornado
* Wall Crush +20g on hit
* Input can be held to power up and deal more chip damage on block
* Input can be delayed by 5F? from 1st?
* Interrupt with i4 from 1st block
larsdb+2,3*m, m12, 25i15, i51+13+24d (+14)
* Tornado
* Balcony Break
* Input can be partially held from i? to i?
* Interrupt with i36 from 1st block
* Interrupt with i25 from 1st hit
* Whiffs vs SSL, SW from 1st block
* Whiffs vs SS, SW from 1st hit
* 10 chip damage on block
larsdb+1+2m12i26-13+8
* Transition to DEN with input D (-6/+11)
* Backsway
larsb+2m12i15-7+4
Has good left sidestep tracking
larsb+2,3m, h12, 21i15, i18-8+38d (-20)
* Balcony Break
* Tornado
* Combo from 1st hit with 5F delay
* Interrupt with i1 from 1st block
* Move cannot be delayed
* Input can be delayed by 5F
larsb+3m14i17-12+4
* Transition to SEN with input F (-5/+11)
larsb+3,4m, h14, 20i17, i23~24-8+19 (+10)
* Balcony Break
* Combo from 1st hit with ?F delay
* Interrupt with i3 from 1st block
larsb+4m23i15-8+8
Knee
larsb+4,1+2m, th23, 15i15, +0d
* Available on b+4 frontal standing hit
larsb+1+2m,m4,20i21~22,i8~9-9+9
* Balcony Break
* Homing
* Can evade jabs from range
larsub+1+2m!45i84~85+61a
larsuf+1m,m10,20i15,i25-12+3
* Combo from 1st hit
* Cancel 2nd hit to r35? with B (-12/-5) at frame 16
* Transition to LEN r29 on hit with D (+3)
* Interrupt with i2 from 1st block
* Has good right sidestep tracking
larsuf+2h17i15-i16-12+9
* Normal hit offsets opponent slightly to the left of the axis and rotates them.
* Counter hit pushes the opponent on axis like most moves and does not rotate the opponent.
larsuf+3m,m12,14 (20)i16~17,i15~18-26+33a (+15)
* Knee
* Second hit available on 1st hit (t75 r38, js12~61, fs62~64)
* Transition to FC on hit
* Low crush 12~44
* Floating state 45~47
larsuf+4m20i25~27-8+42a
* Has high and mid evasive frames from frames 4? to 10?
* Increased evasion when performed from crouching state or LEN
* Low crush 9~29
* Floating state 30~32
larsuf+3+4sp
* Low crush 11~38
* Floating state 39~41
larsuf+3+4,4sp, m,t20,20i17~18-4+0d
* Shift to attack throw on front hit
* +8c on BT hit
* i37~38 effective startup (uf+3+4 takes i20)
* Low crush 1~21
* Floating state 22~24
larsuf+3+4,1+2sp, t(h)40i9~11-7+1
* Throw break: 1+2
* i29~31 effective startup (uf+3+4 takes i20)
* Side switch on break
* Low crush 1~23
* Floating state 24~26
lars1+2+3+4sp
larsf,F+2M20i21~22-13+35a
* Tornado
* Transition to SEN on hit with input F (+37a)
** Switches sides
larsf,F+4l12i21-31+5
larsf,F+4,2l, h12, 15i21, i24-7+11
* Cannot cancel DEN transition (cannot block i36 moves?)
* Combo from 1st hit
larsf,F+4,3l, m12, 20i21, i28-16-3
larsf,F+3+4l,l26i19~20-16+0c
* High crush 21~
larsf,n,b+2m10i14-120
larsf,n,b+2,1m, m10, 10i14, i16-18+47a (+39)
* Jail from 1st block with ?F delay
* Combo from 1st hit with ?F delay
larsuf,n,4m20i23~25-13+32a (+22)
* Low crush 9~30
* Floating state 31~33
larsf,f,F+1h23i18~20+4+36a
* Balcony Break
* 9 chip damage on block
* Transition to t51? r33? standing with B (+2/+34a)
* Effectively homing?
* Unparryable (bug?)
larsf,f,F+3m30i20~26+6+15a (+5)
* Balcony Break
* 9 chip damage on block
* Low crush 3~
larsws1m16i15~16-12+38a
* Tornado
* Transition to SEN r32 with F on hit (+36a)
** Switches sides
larsws2m13i13~14-8+3
* Transition to DEN r30 with D (-12/-1)
** Retreats during stance transition
* Transition to SEN r23 with F (-5/+6)
* Jab evasion (from frames 1 to 11?)
larsws2,3m, h13, 20i13~14, i20-15-3
* Combo from 1st hit with 6F delay
* Interrupt with i7
* Move cannot be delayed
* Transition to LEN r34 with D (-11/+6)
larsws3h30i20+0+21a (+15)
* Transition to LEN r34 with input D (+4/+26a (+20))
larsws4m16i11~12-6+5
larsSS.2m20i16~17-7+22d
* 4 chip damage on block
lars(Back to wall).b,b,UBm25i29~33-1+19cg
* Balcony Break
* Bryan
* Fahkumram
* Heihachi
* Kazuya
* Lars
* Law
* Forces tech back roll on hit
* Floating state 5~13
* is8~13
* Low crush 14~46
* Floating state 47~49
lars(airborne).DEN.2+4
larsDEN.1h14i11~12+1+8
* Elbow
* Transition to SEN with input F (-3/+4)
larsDEN.1,2h, h14, 20i11~12, i14~15-6+21c
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Jail from 1st block
* Combo from 1st hit with 6F delay?
* Move cannot be delayed
* Input can be delayed by 6F
* Forces tech backroll on hit
larsDEN.2+4
larsDEN.3m23i22~23+5+5
* Heat Engager
* Heat Dash +5, +43d (+35)
* Homing
* Transition to SEN (cannot cancel, does not transition when using Heat Dash)
* 9 chip damage on block
* Low crush 8~
larsDEN.4l14i23~25-12+1
* Transition to LEN with input D (-12/+3)
larsDEN.1+2h24i12~13-1+29a
* Tornado
* Balcony Break
* 4 chip damage on block
larsDEN.Bsp
* Transition to DEN
* Can only performed on first DEN transition starting with frame 17
* Stance moves can be delayed by 19F
larsDEN.n,Fsp
* Transition to SEN
* Stance moves can be delayed by 20F
* High crush 12~39
larsLEN.1L20i16~17-12+4c
* High crush 1~
larsLEN.2m25i16~17-9+25 (+15)
* Tornado
* Elbow
* 8 chip damage on block
* Powers up during Heat (Uses Heat Time, Tornado launches on hit)
* High crush 1~15
* Low crush 16~
larsSEN.1m26i12~13-9+23a (+13)
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
larsSEN.3M20i14~16-13+29a (+19)
* Recovers 3F faster on hit (t45 r29)
* Low crush 14~39
* Floating state 40~42
larsSEN.4h19i17~18+4+31a
* Strong Aerial Tailspin
* Homing
* Balcony Break
* 7 chip damage on block
larsSEN.1+2m21i14~16-14+20a (+13)
* Tornado
* Recovers 7F? faster on hit (t44 r28?)
* -7 and 8 chip damage on block after attack absorption
* Power crush 6~13
larsSEN.3+4m,m6,16 (23)i13~14,i18~19+0c+22d (-13)
* Floor Break
* Jail from 1st block
* 6 chip damage on block
* +17d and balcony break on 2nd hit
* Low crush 7~35
* Floating state 36~38
larsSEN.Bsp
* Transition to DEN (backwards movement)
larsSEN.Dsp
* Transition to LEN
* Perform WS moves immediately with f_b+1_2_3_4
* Transition to r1 FC with no input
* High crush 24~27?
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~
lars(airborne).f,f,F+2+4t31 (21)i110
* Throw break: none
* Opponent status on hit: FUFT
lars1+3t35i12~14-3+1
* Spike
* Homing
* Throw break: 1 or 2
* Opponent status on hit: FUFA
lars2+4t35i12~14-30
* Homing
* Throw break: 1 or 2
* Opponent status on hit: FDFT perpendicular
* Side switch on hit
larsBack throwt50i12~140
* Throw break: none
* Opponent status on hit: FDFT
larsLeft throwt40i12~14-30
* Throw break: 1
* Opponent status on hit: FUFT
larsRight throwt40i12~14-3+1
* Throw break: 2
* Opponent status on hit: FUFA
larsf,f,F+2+4t40i11-30
* Throw break: 1+2
* Opponent status on hit: FDFA
larsuf+1+2t35i12~14-30
* Throw break: 1+2
* Opponent status on hit: FUFT
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
law2+3m[12;12]i16+1+2c
* Heat Burst
* Cancel to r45 with b,b on frame 42
* 2 chip damage on block
* 12 chip damage on hit
* Only deals recoverable damage
* Cannot cause a K.O.
* Power crush 7~16
lawH.uf+2h21i19~20+4+21d
* Weapon
* Strong Aerial Tailspin
* Balcony Break
* Consumes 120F of remaining Heat Time
* 4 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
lawR.df+1+2m,t55+i20-18+0d
* Rage Art
* Removes Recoverable Health
* Reversal Break
* Damage increases with lower health, maximum 82
* Freezes match timer on activation and on hit
* Restores recoverable health on hit
* Transition to attack throw on hit
* Consumes Rage
* Power crush 8~
law1h5i10+1+8
Recovers 2f faster on hit or block (t27 r17)
law1,1,1h, h, m5, 5, 20i10, ,i20-12+15cg
* Heat Engager
* Heat Dash +5, +43d (+35)
* Combos from 1st or 2nd hit CH
* Balcony Break
* Forces tech backroll on hit
law1,1,2h, h, h5, 5, 12i10, ,i17-6+6
* Transition to DSS with F
** (-6 oB, +6 oH)
law1,2,2,1+2h, h, m, m5, 8, 10, 23i10, ,i19-13+5a (-4)
Balcony Break
law1,2,3h, h, m5, 8, 10i10, ,i15-5+13g
* Wall Crush +24g on hit
* Knee
* Combos from 1st hit CH
* Jails from 1st attack
law1,2,uf+3,4h,h,Special,M20i15-12+31a (+21)
law2h8i10+0+6
law2,2h, m8, 10i10, i20-8+4
Delay-able
law2,2,1+2h, m, m8, 10, 20i10, ,i19-13+5a (-4)
* Balcony Break
* Combos from 2nd hit CH
* Delay-able
law2,b+2h, h8, 8i10, i17-4+7
* Elbow
* Combos from 1st hit
* Delay-able
law2,b+2,1h, h, h8, 8, 8i10, ,i23-3+3
* Combos from 2nd hit CH
* Delay-able
law3h12i12-9+2
law3,4h, h12, 20i12, i22-10+19a (+10)
* Combos from 1st hit
* Balcony Break
law4,3h, h15, 12i13, i18~19-8+1
* Combo from 1st hit
* Airborne combo from 1st CH (+24a (+17))
* Transition to DSS with F (+7/+16g/+39a (+32))
law4,u+3h, m15, 23i13, i33-1+30a (+13)
Move can be delayed by 4F
* Low crush 23~
law2+3+4
law3+4m,m5,10i14~15, i11-13+3
Alternate input DSS.3+4
* Low crush 14~
law3+4,4m,m, h5,10, 25i14~15, i11, i30+7+5c
* Balcony Break
* Combos from 1st hit
* 5 chip damage on block
* Forces tech backroll on hit
* Alternate input DSS.3+4,4
* Low crush 22~
lawf+2h10i12+0+6
* Can route into:
** Rave War Combo (f+2,2,2), or
** Blazing Fist Combo (f+2,2,1+2)
* Alternate input DSS.f+2
lawf+3m12i18-10+1
lawf+3,1m, m12, 15i18, i20-2+8
* Transition to DSS with F
** (+3 oB, +13g)
lawdf+1m10i13-1+5
First hit of Law's 10 String
lawdf+1,2m, h10, 24i13, i20~21-8+9
* Weapon
* Balcony Break
* Strong Aerial Tailspin
* Combo from 1st hit with 2F delay
* Interrupt wiht i2
* Powered up in Heat
* Move cannot be delayed
lawdf+1,3m, l10, 6i13, i20-16-5
* Combo from 1st hit with 2F delay
* Interrupt with i2
* Move cannot be delayed
* Links to 10-hit combo
lawdf+1,3,2m, l, m10, 6, 6i13, ,i28-12-1
* Combo from 1st hit
* Interrupt with i8
lawdf+1,3,2,2,3,3,3,4,4,4
First 3 hits are a natural combo
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
lawdf+2m12i15~16-7+34a (+24)
+4s on crouching normal hit
lawdf+3m23i21-13+52a (+21)
* High crush 6~55
lawdf+4m15i13-8+3
lawdf+4,3m, m15, 23i13, i29~31-14+68a (+52)
* Tornado
* Instant tornado
* Combo from 1st CH
* Low crush 14~
lawd+1l15i19~20-12-1
Transition to Slide Step with DF
* High crush 6~
lawd+1,3l, h15, 21i19~20, i24-9+20a (+11)
* Balcony Break
lawd+2sl8i11-4+7
Alternate input hFC.d+2
* High crush 4~
lawd+2,3sl, m8, 21i11, i23-15+30a (+20)
* Combos from 1st hit CH
* Tornado
lawd+3l8i16-14-3
Transition to FC with D
lawd+4l7i15-11+0
lawd+1+2
* Transition to DSS
* Stance moves can be delayed by 51F
* Transition to Slide Step r15 with DF
lawd+3+4l7i12-15-2
Alternate input hFC.4
* High crush 4~
lawd+3+4,3l, m7, 23i12, i29-14+14a
* Balcony Break
* Combos from 1st hit CH
* Alternate input hFC.4,3
* Low crush 19~
lawdb+1sl5i10-5+6
* High crush 4~
lawdb+2m15i14-4+7
* Elbow
lawdb+2,4m, M15, 25i14, i33-15+1d
Transition to FUFA with D
* Low crush
lawdb+4l20i26-37+15a
Homing
* High crush 6~
lawdb+4,4l, m20, 27i26, i37-8+30a (+12)
* Low crush
lawdb+1+2m,h,m8,8,8i17-4+7
* Transition to DSS
** Reduced input window for blue spark moves (input f+1_3_4 on frame 2 of DSS only)
lawdb+1+2,1m,h,m, m8,8,8, 28i17, i22-16+16d (+6)
* Balcony Break
* Combo from 3rd CH
lawb+1m12i14-9+2
* Transition to DSS with F
** (-4 oB, +7 oH)
lawb+1,2m, m12, 12i14, i19-12+2
* Combo from 1st hit with 11F delay
* Move can be delayed by 14F
* Transition to DSS with F
** (-10 oB, +4 oH)
lawb+1,2,2m, m, m12, 12, 22i14, ,i18-14+12a (+5)
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Combo from 1st or 2nd hit CH with 12F delay
* Move can be delayed by 8F
* Input can be delayed by 16F
lawb+1+3+7
* Transition to DSS on successful parry with F to be +20g (i14? guaranteed followups)
* Parry state 5?~11?
lawb+2m12i16-8+4
lawb+2,1m, m12, 16i16, i26-15+11a
* Tornado
* Balcony Break
* Combos from 1st hit CH
lawb+2,3m, l12, 10i16, i23-12-1
Delay-able
lawb+2,3,4m, l, m12, 10, 23i16, ,i23-7+36a (+26)
* Tornado
* Combos from 2nd hit CH
* Delay-able
* Transition to DSS with F
** (+5 oB, +48a (+38) oH)
lawb+2,3,d+4m, l, l12, 10, 23i16, ,i34-37+11a
Delay-able
* High crush
lawb+3m27i23-12+17a (+8)
* Homing
* Balcony Break
* Transition to BT with B
** (-11 oB, +18a (+9) oH)
lawb+4m13i14-7+3
* Homing
* Transition to BT with B
** (-4 oB, +6 oH)
lawb+4,3m, h13, 21i14, i32-5+24a (+15)
* Balcony Break
* Combos from 1st hit
lawb+1+2m21i20-14+31a (+23)
Balcony Break
* Power crush 7~
lawb+3+4m25i23-18+16a (+6)
* Balcony Break
* High crush 6~10?
lawub+1,1+2,2h,h,h,h3,3,3,25i12,i6,i6,i13-14+28a (+13)
* Combos from 1st CH
* Jails from 1st to 4st attack
* Last hit delay-able
* Frame data for 1st, 2nd and 3rd hits:
** (-9 oB, -3 oH)
lawub+2h17i15-12+9
lawub+3
* Transition to Slide Step with DF
* Alternate input u+3
* Low crush 9~
lawub+3,4M20i15-12+31a (+21)
lawub+1+2h20i16~17+1+16g
* Balcony Break
* Homing
* Jab evasion
lawUF+4m23i18-17+28a (+18)
* Alternate input
** UB+4, U+4, FC.ub+4, FC.u+4, FC.uf+4
* 18 dmg when performed with UB+4 or FC.ub+4
* Low crush 9~
lawUF+4,3m, m23, 16i18, i19-14+78a (+62)
* Combos from 1st hit
* Tornado
* 2nd hit Instant Tornado
** (+68a (+52) oH)
* Alternate input
** UB+4,3 U+4,3
** FC.ub+4,3 FC.u+4,3 FC.uf+4,3
* Low crush
lawuf+1h10i12-5+6
* Alternate input:
** Ki Charge~1
** b,B+2+3~1,3
lawuf+1,3h, l10, 10i12, i19-13-1
* Combos from 1st hit
* Alternate input:
** Ki Charge~1,3
** b,B+2+3~1,3
lawuf+3m20i18-8+16c
* Heat Engager
* Heat Dash +5, +36d (+26)
* Balcony Break
* Forces tech backroll on hit
* Low crush 9~
lawuf+4m14i15-13+33a (+23)
* Low crush 9~
lawuf+3+4l27i29-24+5
Alternate input DSS.uf+3+4
* Low crush 8~30?
law1+2+3+4
law1+2+3+4
law1+2+3+4~1h10i12-5+6
* Alternate input:
** uf+1
** b,B+2+3~1,3
law1+2+3+4~1,3h, l10, 10i12, i19-13-1
* Combos from 1st hit
* Alternate input:
** uf+1,3
** b,B+2+3~1,3
law(While down, facing up) 1+2+3+4
lawb,B+2+3m!60i78+0d
Can cancel and transition to DSS with b,b
lawf,F+2,1m, h12, 12i14~16, i22~23-4+2
* Combo from 1st hit with 8F delay
* Combo from 1st CH with 13F delay
* Move can be delayed by 17F
* Input can be delayed by 19F
lawf,F+2,1,3m, h, m12, 12, 23i14~16, ,i28~30-13+11a
* Balcony Break
* Combo from 2nd hit CH with 1F delay
* Move can be delayed by 17F
* Input can be delayed by 18F
lawf,F+2,3m, h12, 20i14~16, i16-14+11c
* Tornado
* Balcony Break
* Jail from 1st block with 6F delay
* Combo from 1st hit with 13F delay
* Move can be delayed by 11F
* Input can be delayed by 13F
* Forces tech backroll on hit
lawf,F+3M30i23~26+0c+7d
* Spike
* 6 chip damage
* Low crush 11~26
* Floating state 27~29
lawf,F+4M17i20~21-9+19cg
Balcony Break
* Low crush 23~36
* Floating state 37~39
lawuf,n,4m20i19-15+30a (+20)
* Low crush
lawf,f,F+3m30i20~28+6+9c
* Balcony Break
* 6 chip damage on block
* Forces tech backroll on hit
* Low crush 3~29
* Floating state 30~32
lawws1m10i13-7-1
* Transition to DSS with F
** (-5 oB, +1 oH)
lawws1,2m, h10, 25i13, i16-9+14c
* Balcony Break
* Delayable
* Forces tech backroll on hit
lawws2m20i15-18+31a (+21)
lawws3h16i16+16g+18
* Transition to DSS
lawws4,3m, m14, 23i11, i27-14+68a (+52)
* Tornado
** Combos from 1st hit CH
* Low crush
lawws3+4m30i14-21+0a (-17)
Balcony Break
* Low crush
lawss2m23i18+0+16d (+6)
* Balcony Break
* 4 chip damage on block
lawss3+4m,h9,10i15-12+63a (+43)
Balcony Break
* Low crush
lawFC.UF+3+4m30i46~49-4+17a (+7)
* Low crush
lawFC.df,d,df+3l17i16~20-23+13
* Alternate input df+3 in Slide Step
law(Back to wall).b,b,UBm25i29~33-1+19cg
* Balcony Break
* Forces tech backroll on hit
* Floating state 5~13
* is8~13
* Low crush 14~46
* Floating state 47~49
lawBT.1h7i10+1+8
Can route into the same strings as his normal 1
lawBT.2,2m, m17, 20i15, i14-14+5c
* Elbow
* Combos from 1st hit
* Delay-able
* Forces tech backroll on hit
lawBT.3h18i10-8+8
lawBT.4h14i11-9+2
lawBT.4,3h, m14, 24i11, i24-12+12a (+3)
* Balcony Break
* Combos from 1st hit CH
lawBT.1+2h20i15~16+1+16g
* Balcony Break
* Homing
* Jab evasion
lawBT.d+3l6i12-15-4
lawBT.d+3+4M25i26-15+0
* Transition to FUFA with D
** (-2 oB, +13d oH)
lawDSS.3h25i19+3+40a
* Homing
* Balcony Break
* 5 Chip damage on block
lawDSS.f+1m20 (24)i14-11+12c
* Heat Engager
* Heat Dash +43d (+35)
* Balcony Break
* 4 chip damage on block
* 7 chip damage on block (Just Frame)
* Forces tech backroll on hit
* While transitioning to DSS from other moves, it is possible to input DSS.f+1 on frame 1 or 2 of DSS (ex; 4,3~F:DSS.f+1) for 4 more damage on hit, 3 more chip damage on block, and startup becomes i13~14 with increased pushback on block
lawDSS.f+3m27 (32)i20-9+22d (+12)
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
* 8 chip damage on block
* 9 chip damage on block (Just Frame)
* While transitioning to DSS from other moves, it is possible to input DSS.f+3 on frame 1 or 2 of DSS (ex; 4,3~F:DSS.f+3) for 5 more damage with increased pushback on block
lawDSS.f+4h36 (40)i19+7+5c
* Balcony Break
* 7 chip damage on block
* 12 chip damage on block (Just Frame)
* Forces tech backroll on hit
* While transitioning to DSS from other moves, it is possible to input DSS.f+4 on frame 1 or 2 of DSS (ex; 4,3~F:DSS.f+4) for 4 more damage.
lawhFC.1sl5i10-5+6
* High crush 4~
lawhFC.2sl8i11-4+7
Alternate input d+2
* High crush 4~
lawhFC.3l10i16-17-6
* High crush 4~
lawhFC.3,4l, m10, 27i16, i29-14+14a (-3)
Combo from 1st hit CH
* Low crush
lawhFC.4l7i12-15-2
Alternate input d+3+4
* High crush 4~
lawhFC.4,3l, m7, 23i12, i29-14+14a
* Combos from 1st hit CH
* Alternate input d+3+4,3
* Low crush
law1+3t35i12~14-3+0d
* Homing
* Throw break 1 or 2
law2+4t35i12~14+0d
* Homing
* Throw break 1 or 2
* Side swap
* Transition to BT with D
** (+5 BT)
lawBack Throwt50i12~14+0d
Unbreakable
lawDSS.uf+1+2t35i12-2+0d
Throw break 1+2
lawH.DSS,Pt38+0d
* Punches only
* Heat only
* Consumes 240F? of remaining Heat Time on successful parry
* Throws are unbreakable
* Parry state 5~?
lawLeft Throwt40i12~14-3+0d
Throw break 1
lawRight Throwt42i12~14-3+0d
Throw break 2
lawb+2+4t34+0d
* Punches only
* Partially restores remaining Heat Time
* Does 38 damage in Heat
* Parry state 5?
lawf,F+3+4t10i14-3+55a (+28)
Throw break 1+2
lawf+2+3t35i12-2+6d
Throw break 1
lawuf+1+2t35i12-6+3d
Throw break 1+2
<Showing 4001-4400 of 6584 moves>