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All Characters Tekken 8 Frame Data

CharCommandHit levelDamageStartupBlockHitCounter hitNotes
devil-jinBack Throwt50+1d
* Unbreakable
* Side switch on hit
devil-jinLeft Throwt43-3+1d
* Throw break 1
* Opponent recovers FUFA on hit
devil-jinRight Throwt40-3+0d
* Throw break 2
* Side switch on hit
* Opponent recovers FDFA on hit
devil-jindf+2+3t40i12-2-6d
* Floor Break
* Throw break 2
* Can be done from FC
devil-jinf,hcf+1+2t45i12-6+0d
* Throw break 1+2
* Side switch on hit when done on opponent's front and left sides from P1 side
* Sideswap on hit when done on opponent's left side from P2 side
* Can be done from FC
devil-jinqcb+1+3t40i12-2+0d
* Throw break 1
* Opponent recovers FUFA on hit
* Can be done from FC
devil-jinuf+1+2t35i12+0+25d (+7)
* Balcony Break
* Throw break 1+2
* Side switch on throw break
* Can be done from FC
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
dragunov2+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
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
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
dragunovR.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~
dragunov1h5i10+1+8
* Recovers 2f faster on hit or block (t27 r17)
* Increased tracking and different animation when 1,3 is input
dragunov1,1h, h5, 8i10, i20-4+7
* Combo from 1st hit
* Interrupt with i1 from 1st block
dragunov1,2h, m5, 8i10, i18-9+2
* Jail from 1st attack
* Combo from 1st hit
dragunov1,2,1h, m, m5, 8, 20i10, ,i19~20-14+15cg
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Combo from 1st or 2nd CH
* Jail from 1st block
* Opponent recovers Crouching
dragunov1,3,1h, h, h5, 14, 10i10, ,i27~28-3+8
* Combo from 2nd CH
* Interrupt with i8 from 1st block
* Whiffs vs SS, SW from 1st block
* Links to 10-hit strings
dragunov1,3,2h, h, m5, 14, 20i10, ,i22~23-13+41a
* Spike
* Combo from 2nd CH
* Interrupt with i4 from 1st block
dragunov1,3,2~1+2h, h, t5, 14, 40i10, ,i29~32+5-2d
* Homing
* Input 1+2 at frame 21 of 1,3,2
* i50 effective startup
* Throw break: 1+2
** Unbreakable during Heat
** Consumes 180F of remaining Heat time
* Cancel to r28 with B
dragunov2h10i10+0+9
dragunov2,1h, h10, 10i10, i12-3+8
* Jail from 1st attack
* Combo from 1st hit
* Enter SNK -1 +10 r20 with DF
* Enter -3, -14 PGR with 3+4 (or d+3+4)
dragunov2,1,3h, h, h10, 10, 24i10, ,i18~19-9+14cg
* Balcony Break
* Interrupt with i2 from 1st block
* Forces tech back roll on hit
* Input can be delayed 14f
* Move can be delayed 10f
dragunov2,1,4h, h, L10, 10, 14i10, ,i23-12+3c
* Floor Break
* Interrupt with i7 from 2nd block
dragunov3m10i15~16-9+2
dragunov3,1m, h10, 8i15~16, i21~22-2+7
* Combo from 1st hit
* Interrupt with i3 from 1st block
* Enter SNK -3 +6 r23 with DF
dragunov3,1,2m, h, m10, 8, 24i15~16, ,i19~21-12+12a (+3)
* Balcony Break
* Jail from 2nd block with 1F delay
* Combo from 2nd CH with 10f delay
* Input can be delayed 11f
* Move can be delayed 10f
dragunov3,1,4m, h, h10, 8, 24i15~16, ,i22~23-9+16cg
* Balcony Break
* Combo from 2nd CH with 7f delay
* Interrupt with i2 from 2nd block
* Input can be delayed 11f
* Move can be delayed 10f
dragunov4,1h, h10, 17i12, i17~18-4+8
* Balcony Break (airborne)
* Combo from 1st hit
* Jails attack inputs from 1st block (movement bufferable)
* Duckable
* Recovers 3f faster on hit or block
dragunov4,3h, m10, 18i12, i23~24-12+14c
* Spike
* Combo from 1st CH
* Interrupt with i4 from 1st block
dragunov1+2m25i21~22-14+19a
* Balcony Break
* Spike
* -9 frame advantage and 10 chip damage on block after absorbing an attack in power crush state
* Power crush 7~20
dragunov3+4
* Transitions to FC on frame 28~
* High crush 6~38
dragunovf+3m11i20-6+5
Enter SNK +0 +11 r19 with DF
dragunovf+3,3m, m11, 14i20, i17~20-10+1d / +1c
* Floor Break
* Combo from 1st CH
* Interrupt with i4 from 1st block
* Side switch on hit
* +20 damage throw when hit from the front in close range
** Removes Recoverable Health
* +1c on normal hit at long range
dragunovf+3,1+2m, m11, 27i20, i30~31-3+22a
* Heat Engager
* Heat Dash +5, +67a (+50)
* Balcony Break
* Spike
* Combo from 1st hit
* 8 chip damage on block
* Interrupt with i10 from 1st block
dragunovf+4h16i14~15-7+8
Knee
dragunovf+4,3h, h16, 22i14~15, i30~32-9+20a
* Tornado
* Balcony Break
* Combo from 1st hit with 3f delay
* Interrupt with i14 from 1st block
* Whiffs vs SS, SW from 1st block
dragunovf+4,4,3h, h, h16, 11, 17i14~15, ,i22~23-5+21a (+12)
* Balcony Break
* Interrupt with i6 from 2nd block
dragunovf+4,d+4h, L16, 12i14~15, i25-12+3c
* Floor Break
* Combo from 1st hit with 5f delay
* Interrupt with i6 from 1st block
dragunovf+1+2h27i16~17-9+35d
* Balcony Break
* Elbow
dragunovf+3+4h25i25~26-13+41a
* Tech-rollable on frames 34~38
* Low crush 13~37
* Floating state 38~40
* gs41~
dragunovdf+1m13i13-2+7
Enter -2, -11 PGR with 3+4 (or d+3+4)
dragunovdf+2m14i15~16-12+28a (+18)
Launches crouching opponent
dragunovdf+3m16i17~20-6~-3+5c~+8c
* Floor Break
* +20 damage throw when hit from the front in close range
* Removes Recoverable Health
dragunovdf+4m14i12-9+2
dragunovd+3,2L, h13, 18i17~18, i24~25-8+6
* Combo from 1st CH
* Interrupt with i5 from 1st block
dragunovd+3,2,1+2L, h, m13, 18, 24i17~18, ,i35~36-2c+20a
* Balcony Break
* Spike
* 7 chip damage on block
* Interrupt with i14 from 2nd block
dragunovd+4,1L, h12, 8i15~16, i14~15-11+5
* Combo from 1st CH with 1f delay
* -27 from 1st block
dragunovd+4,1,3L, h, h12, 8, 21i15~16, ,i15~16-16+9a (+0)
* Balcony Break
* Combo from 1st CH or 2nd hit
* Jails from 2nd block
* Interrupt with i12 from 1st block
* Whiffs vs SS, SW from 1st block
dragunovd+4,4L, h12, 23i15~16, i22~23-14+16a (+6)
* Balcony Break
* Combo from 1st CH
* Interrupt with i3 from 1st block
dragunovd+1+240+5d
* Parries lows except weapons
* Can side switch on a successful parry
* 100% recoverable damage
* Parry state 5~15
* High crush 1~25
dragunovdb+2m12i14~15-7+4
dragunovdb+2,1,2m, m, m12, 10, 20i14~15, ,i25-14+29a (+23)
* Combo from 2nd CH with 6f delay
* Interrupt with i6
* Whiffs vs SSR from 2nd block
* Input can be delayed 14f
dragunovb+1m14i17-10+1
dragunovb+1,2m, m14, 18i17, i25~26-12+18cg
* Tornado
* Balcony Break
* Combo from 1st hit with 1f delay
* Interrupt with i6 from 1st block
* Whiffs vs SSR, SWR from 1st block
* Opponent recovers crouching
dragunovb+1+325-5d
* Parries mid and high punches and kicks
* +1d on a successful kick parry
* 100% recoverable damage
* Sometimes Side switches on hit
* Parry state 5~12
dragunovb+2m14i15-3+8
dragunovb+2,1m, h14, 11i15, i17~19-5+6
* Combo from 1st hit with 3F delay
* Move cannot be interrupted
* Move cannot be delayed
* Input can be delayed by 3F
dragunovb+3h17i14~15-9+11g
* Homing
* Balcony Break
* +18a (+9) on BT hit
* Transitions to throw on counterhit from the front
* 20 damage, +1d
* Removes Recoverable Health
dragunovb+4m15i14-7+4
+4c on crouching opponents
dragunovb+4,2m, m15, 10i14, i21-7+4
* Floor Break
* Combo from 1st CH with 5f delay
* Interrupt with i1
* Enter FC r26 with D or DB
* Enter SNK -6 +5 r25 with DF
dragunovb+4,2,1+2m, m, t15, 10i14, ,i40-5 BT+3d
* Throw break 1+2
** Recovery in BT
** Unbreakable during Heat
** Consumes 300F of remaining Heat time
* Interrupt with i21 from 2nd block
* Interrupt with i9 from 2nd hit
* Whiffs vs SSL, SW from 2nd block
* Whiffs vs SSL, SWL from 2nd hit
* High crush 24~40
dragunovb+4,3m, h15, 16i14, i17~18-9+21a (+12)
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Combo from 1st hit with 1f delay
* Jails attack inputs (movement bufferable)
* Duckable
dragunovb+1+2m26i22~23+6+13c
Floor Break
dragunovb+3+4h22i28~29-2+1d
* Balcony Break (airborne)
* Transitions to throw on block front hit
* +26a on side or back hit
* Punch parry
* Parry state 7~15
dragunovb+3+4:1+2h, t22, 20i28~29, i28~29+1d
* Removes Recoverable Health
* Unbreakable
* Transitions to throw when blocked from the front
* Just frame not required during Heat
* Partially consumes remaining Heat time
dragunovub+3m16i17~21-17-6
* Low crush 9~27
* Floating state 28~30
dragunovub+4m21i22~23-16~17+11a
* Balcony Break (airborne)
* Low crush 9~27
* Floating state 28~30
dragunovub+1+2m!60i63~64+26d (-32)
Balcony Break
* Unblockable
dragunovu+3m16i17~21-13+14a (+4)
Balcony Break
* Low crush 9~27
* Floating state 28~30
dragunovu+4m21i22~23-12~13+15a
* Balcony Break (airborne)
* Low crush 9~27
* Floating state 28~30
dragunovuf+1h20i14-9+12c
* Tornado
* Balcony Break
dragunovuf+2M20i30-31-5+42a
Floor Break
* Low crush 9~30
dragunovuf+3m16i17~21-7+20a (+10)
Balcony Break
* Low crush 9~27
* Floating state 28~30
dragunovuf+4m21i22~23-9+19a
* Balcony Break (airborne)
* Low crush 9~27
* Floating state 28~30
dragunov1+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
dragunovSNK
* Lapses to standing
* Cancel to SS with u
* Input d, DF to transition to FC instead of SNK
* Stance moves can be delayed by 20F
dragunovf,F+3h35i21~23+5+30a (+4)
* Homing
* Balcony Break
* 14 chip damage on block
dragunovf,F+4M21i26~28-1+13c
Floor Break
* Floating state 10~30
dragunovqcb+2m23i26~27-15+32a
* Tornado
* Elbow
dragunovuf,n,4m20i23~i25-13+32a (+22a)
* Low crush 9~30
* Floating state 31~33
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
dragunovf,f,F+4m,t20,25i20~21-7+1d
* Tornado
** on wall hit only (Death's Fragrance)
* Knee
* Transition to attack throw on front standing or wall hit
* Throw is unbreakable
* Sometimes Side switches on hit
dragunovws1m11i12~13-3+4
Enter SNK -5 +2 r22 with DF
dragunovws1,2m, h11, 14i12~13, i22~23-7+10g
* Balcony Break
* Combo from 1st hit
* Interrupt with i4 from 1st block
dragunovws2m15i15~16-12+28a (+18)
dragunovws4m15i11~12-5+6
dragunovws1+2m28i12~13-14+19a (+9)
* Heat Engager
* Heat Dash +43d (+35)
* Balcony Break
* Shoulder
dragunovSS.2m16i20~21-10+1
Floor Break
dragunovSS.2,3m, h,t16, 20,20i20~21, i18-9+1d
* Throw when hit from the front
* Removes Recoverable Health
* Side switch on front hit
* +5 on side or BT hit
* Combo from 1st hit with 12F delay
* Interrupt with i1 from 1st block
* Move can be delayed by 15F
* Input can be delayed by 18F
dragunovSS.2,1+2m, m,m16, 8,12i20~21, i27~29 i8~9-4+2c
* Combo from 1st hit with 1F delay
* Interrupt with i8 from 1st block
* Move cannot be delayed
* Input can be delayed by 1F
dragunovSS.2,1+2,4m, m,m, h16, 8,12, 28i20~21, ,i26~27-10+45a
* Move can be delayed by 15F
* Interrupt with i6 from 3rd block
* Whiffs vs SSR, SWR from 3rd block
dragunovSS.2,1+2,1+2m, m,m, m (t)16, 8,12i20~21, ,i40-5+3d
* Throw break: 1+2
* Transition to BT on throw break
* Shift to tackle on hit
* Interrupt with i22 from 3rd block
* Whiffs vs SSL, SW from 3rd block
* Whiffs vs SSL, SWL from 3rd hit
* Unbreakable and -2d on hit in heat (Consumes 300F of remaining Heat time)
* High crush 24~40
dragunovFC.df+1L8i16~17-13-4
dragunovFC.df+1,4L, m8, 10i16~17, i16~17+7
* Knee
* Combo from 1st hit
* Available only as combo from 1st hit
* Input 4 on frames 16~19 to power up - 14 damage
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
dragunov(During enemy wall stun).f,f,F+4m,t20,20,25,35i20~21
* Tornado
* Deals maximum 32 (20) damage due to scaling
dragunovBT.d+3l20i16-11+10d
dragunovFDFA.1+2
* Floating state 1~29
* High crush 30~40
dragunovFDFA.1+2,1+2m (t)i20~21-5+3
* Throw break: 1+2
* Transition to BT on throw break
* Shift to tackle on hit
* Unbreakable and -2d on hit in heat (Consumes 300F of remaining Heat time)
dragunovFDFT.3l,t8,30i19-9+0d
On close hit
* High crush 1~47
dragunovOTG.db+3L24i24-11+0
* Floor Break
* +0a (-8) on grounded
dragunovPGR.2M24i16~17-9+19a (+2)
* Strong Aerial Tailspin
* Balcony Break
dragunovPGR.3l21i18~19-26-1d
* Homing
* Shift to Clipping Heel Hook on front hit only for 20 more damage
* +3 on hit from the side or back
* High crush 8~50
dragunovPGR.1+2m(t)i26-5+3d
* Throw break: 1+2
* Transition to BT on throw break
* Shift to tackle on hit
* Unbreakable and -2d on hit in heat (Consumes 300F of remaining Heat time)
* High crush 1~26
dragunovSNK.1h20i15~16-8+51a
* Balcony Break (airborne)
dragunovSNK.2m25i18~19-14+36a (+26)
* Tornado
* Elbow
* High evasion?
dragunovSNK.4m22i19~20+7+8c
* Heat Engager
* Heat Dash +5, +67a (+50)
* Balcony Break
* Spike
* 4 chip damage on block
dragunovSNK.3+4m20i17~18-13+27g
* Knee
* Absorb a hit to transition to Snap Knee Assault
** +1d 45dmg total
* -7 frame advantage and 8 chip damage on block after absorbing an attack in power crush state
* Power crush 8~16
dragunovWR.F+3L,t20,20i17~18-15+1d
* Transition to attack throw on front standing hit
* Must run for 32f to access this move
* +27a on BT hit
* Normally Side switches on hit
* High crush 12~44
* Floating state 10~42
dragunov1+3t35i12~14-2+1d
* Homing
* Throw break 1 or 2
* Opponent recovers in FUFA
dragunov2+4t35i12~14-2+1d
* Homing
* Throw break 1 or 2
* Side switch on hit or break
* Opponent recovers in FDFL
dragunovBack throwt50+1d
Unbreakable
dragunovLeft throwt40-3+1d
* Throw break 1
* Opponent recovers in FUFA (FUFL?)
dragunovRight throwt40-3+1d
* Throw break 2
* Opponent recovers in FUFL
dragunovTackle.1t35+0d
* Throw break 1
* Removes Recoverable Health
dragunovTackle.2t40+3d
* Throw break 2
dragunovTackle.1+2t45+3d
* Throw break 1+2
dragunovdb+3~1+2t35i19~20+1d
* Side switch
* Crouch throw
* Cancel to FC with D, DB or DF
* High crush 1~19
dragunovd+1+3t (m)35i12~14+1d
* Side switch
* Crouch throw
dragunovf+1+4t40i11-2+0d
* Throw break 1
* Side switch on hit
* Opponent recovers in FDFT
dragunovf+2+3t40i11-2-1d
* Throw break 2
* Opponent recovers in FUFA (FUFL?)
dragunovuf+1+2t40i12-6-10d
* Floor Break
* Throw break: 1+2
* Side switch on hit
dragunovuf+3+4t35i38~42-12d
Unbreakable (avoid by ducking)
* Low crush 20~46
* Floating state 47~49
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
eddy2+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
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~?
eddyH.qcf+4h35i22~23+7+34a(+8)
* Balcony Break
* 7 chip damage on block
* Transition to RLX
* Low crush 14~?
eddyH.2+3m55i18~19+6+0
* Heat Smash
* Balcony Break
* Transition to RLX on block
* Low crush 34~
eddyR.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~
eddy1h5i10+1+8
Recovers 2f faster on hit or block (t27 r17)
eddy1,2h, h5, 12i10, i10-3+8
* Jail from 1st block with 4f delay
* Combo from 1st hit with 4f delay
* Enter HSP -5 +6 r24 with F
eddy1,2,3h, h, h5, 12, 21i10, ,i24~25-9+21a (+11)
* Balcony Break
* Combo from 1st or 2nd CH with 4F delay
* Interrupt from 2nd block with i5
eddy1,2,4h, h5, 12i10, ,+6+17
* Low crush 7~37
* Floating state 38~40
eddy1,2,4~3h, h, L5, 12, 20i10, ,i32~33-14c+18a
* Interrupt with i25
* Whiffs vs SWL and SWR from 1st block
* High crush 32~
eddy1,2,4~4h, h, h5, 12, 27i10, ,i18~20+8~+10+42d (-16)
* Balcony Break
* Interrupt with i11
* Whiffs vs SSL, SSR, SWR from 1st block
* Tech roll to r45 FC on frames 30~31
* Low crush 7~32
eddy1,3h, m5, 16i10, i23~24-14+7c
* Floor Break
* Combo from 1st hit with 2f delay
eddy2h10i12-9+2
eddy2,1h, h10, 13i12, i17~18-9+2
Jail from 1st attack
eddy2,3h, m10, 20i12, i20~21-8+8s
Combo from 1st hit
eddy3m12i14~15-9+2
eddy3,3m, m12, 22i14~15, i23~25-3+8s
* Combo from 1st CH
* Transition to HSP
eddy4m10i13~14-9+7
eddy4,4m, m10, 20i13~14, i30~31-7+12g
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Combo from 1st CH with 4f delay
* Input can be delayed 7f
* Low crush 22~33
* Floating state 34~36
eddyf+2m15i18-9+6
eddyf+3h16i16~18-5+7
Homing
eddyf+4m13i23~25-8+8c
Floor Break
* Floating state 16~
eddyf+4,3m, m13, 8i23~25, i23~24-13-2c
* Floor Break
* Combo from 1st hit with 10f delay
* Move can be delayed 7f
eddyf+4,3,3+4m, m, M,M13, 8, 7,20i23~25, ,i24~26-12+8a
* Floor Break
* Combo from 2nd CH
* Floating state 21~39
eddyf+4,3+4m, L,L13, 7,7i23~25, i22~24 i5~6-24c+12a
* Transition to RLX on hit or whiff
* Combo from 1st CH
* Floating state 1~70
* High crush 10~86
eddyf+1+2
* Auto low parry ps20~79? at Mandinga Level 1
** Transition to Ogum Mandinga on successful parry
* Transition to HSP
* Cannot block in stance
** Must transition to r25 RLX with HSP.d_u to block in 25 frames
* Floating state 14~53
* Parry state 20~79
* (MD1/2)
eddyf+3+4m25i19~21-9+18a (+8)
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
* 5 chip damage on block
* Floating state 9~18
* Low crush 19~32
* Floating state 33~35
eddydf+1m10i13-3+6
eddydf+1,3m, h10, 21i13, i26~27-7+22a (+5)
* Tornado
* Balcony Break
* Combo from 1st hit with 2f delay
* Input can be delayed 10f
* Move can be delayed 9f
* Low crush 16~43
* Floating state 44~46
eddydf+3m17i15~18-18~-16+31a (+21)
Tornado
* Floating state 19~33
eddydf+3+4m,M10,16i18~19 i8~11-3~+0+1a
* Floor Break
* +23a if only the 2nd hit connects
* Floating state 9~26
eddyd+2m10i17~18-9+0
* Elbow
eddyd+2,3m, M10, 20i17~18, i24~25-4c+5c
* Combos from 1st CH
* Transition to RLX
eddyd+4L10i15~16-16c-5
* Transition to FC
* High crush 6~50
eddyd+4,3L, m10, 20i15~16, i21~22-13c+12c
eddyd+3+4
* Can block at frame 20? with B or DB
* Stance moves can be delayed by 19F
* Transition to FC r55 with no input
* High crush 6~55
eddydb+2,3L, m10, 23i18~19, i27~28-18+65a (+49)
* Tornado
* Combo from 1st CH with 7F delay
* Interrupt with i8
* Floating state 30~49
eddydb+4m14i17~18-8+2
eddydb+4,4m, h14, 27i17~18, i33~34+1+35a (+9)
* Balcony Break
* Combo from 1st hit
* Interrupt with i8
* Mandinga level increases by 1 on hit
* Becomes +19a(-7) on hit when gaining Mandinga
* 8 chip damage on block
* Low crush 22~30
* Floating state 31~33
eddydb+1+2m20i30-8+14c
Floor Break
eddydb+3+4m,M12,12i20~22-6+1
* Transition to FC
* Floating state 18~30
eddydb+3+4,4m,M, m12,12, 10i20~22, i21~22-8+5
* Combo from 2nd CH with 7F delay
* Interrupt with i3
* Move can be delayed by 10F
* Input can be delayed by 14F
eddyb+1m15i14~15-7+8
* Transition to FC
eddyb+1,4m, m15, 10i14~15, i25~27-8+8c
* Transition to HSP
* Combo from 1st CH with 8F delay
* Interrupt with i10 from 1st block
* Floating state 19~57
eddyb+1,4,3m, m, m15, 10, 8i14~15, ,i23~24-13-1c
* Combo from 1st CH or 2nd hit with 10F delay
* Interrupt with i3 from 1st block
* Move can be delayed by 7F
* Input can be delayed by 10F
* Floating state 1~23
eddyb+1,4,3,3+4m, m, m, M,M15, 10, 8, 7,20i14~15, ,i24~26-12+8a
* Combo from 3rd CH with 5F delay
* Interrupt with i8 from 3rd block
* Move can be delayed by 8F
* Input can be delayed by 11F
* Floating state 21~39
eddyb+1,4,3+4m, m, L15, 10, 7,7i14~15, ,i22~24-24c+12
* Combo from 1st CH or 2nd hit with 3F delay
* Interrupt with i2 from 1st block
* Move cannot be delayed
* Input can be delayed by 3F
* Floating state 1~46
* High crush 10~54
eddyb+2m12i15~16-8+3
* Elbow
eddyb+2,3m, m12, 13i15~16, i22~23-11+4
* Combo from 1st hit with 7F delay
* Interrupt with i1 from 1st block
* Move can be delayed by 6F
* Input can be delayed by 7F
eddyb+2,3,3m, m, M12, 13, 25i15~16, ,i33~35-14+13a(-4)
* Balcony Break
* Combo from 2nd CH with 1F delay
* Interrupt with i12 from 2nd block
* Move cannot be delayed
* Input can be delayed by 1F
eddyb+2,4m, h12, 23i15~16, i25~26-7+14a(+5)
* Combo from 1st hit with 7F delay
* Interrupt with i4 from 1st block
* Move can be delayed by 6F
* Input can be delayed by 7F
* Low crush 19~23
* Floating state 24~26
eddyb+3m10i13~14-9+8
* Knee
eddyb+3,3m, M10, 21i13~14, i26~28-15+33a(+23)
* Transition to RLX
* Combo from 1st CH with 7F delay
* Interrupt with i6 from 1st block
eddyb+4h14i21~22+0+8
eddyb+4,4h, M,M14, 6,6i21~22, i29~31-9+8c
* Balcony Break
* Combo from 1st CH with 3F delay
* Cancel to HSP with F (-26/-18)
* Move cannot be delayed
* Input can be delayed by 3F
* Floating state 15~40
eddyb+4,4,3h, M,M, M14, 6,6, 10i21~22, ,i28~30+4c+14a
* Combo from 1st CH or 3rd hit with
* 3 Chip damage on block
* Low crush 8~27
* Floating state 28~30
eddyb+1+2
* Auto low parry ps8?~ at Mandinga Level 1
** Transition to Ogum Mandinga on successful parry
* Transition to HSP
* Floating state 14~61
eddyb+3+4h28i20~21-9+21a(+11)
* Balcony Break
* +0 and 10 chip damage on block after attack absorption
* Power crush 7~19
eddyub+3M25i31~33+4c+13a
7 Chip damage on block
eddyub+4m12i19~21-17-6
* Floating state 20~?
eddyu+3M30i38~42+0+5a(-5)
*
Balcony Break
* 9 chip damage on block
* Low crush 10~42?
eddyu+4sp
* Transition to FC
* Low crush 7~
eddyu+4~3L20i32~33-14c+18
* Balcony Break
* Transition to RLX
* Low crush 7?~
eddyu+4~4h27i18~20+8+42d(-16)
Balcony Break
* Low crush 7?~
eddyu+1+2h20i16~17+0+18d
* Low crush 9~
eddyuf+1m12i14~15-5+5
eddyuf+1,3m, m12, 23i14~15, i29~30-13+10a (+1)
* Balcony Break
* Combo from 1st hit
* Mandinga level increases by 1 on hit
* becomes -2a (-11) on hit when Mandinga level increases
* Cancel and transition to -12, -22 HSP with F
eddyuf+1,4m, h12, 25i14~15, i29~30-8+11g
* Heat Engager
* Heat Dash +43d (+35)
* Balcony Break
* Combo from 1st hit
* Low crush 18~?
eddyuf+2m21i22~23-13+32a(+24)
Balcony Break
eddyuf+3,3m, m15, 20i26~28, i21~24-18+31a(+21)
Tornado
eddyuf+4m20i22~24-9+12
* Strong Aerial Tailspin
* Homing
* Balcony Break
* Transition to RLX on hit
* Low crush 9~
eddyuf+3+4m,h10,14i17~18-13+32a (+25)
* Balcony Break
* Strong Aerial Tailspin
* +20a if only the 2nd hit connects
* Low crush 15~
eddy1+2+3+4
eddyb,B+2+3h!, h!25,30i77~79, i8~9-37a(-46)
* Balcony Break
* Cancel to r78 standing with input b,B+2+3,b,b at frame 48
* 20f timestop on hit
* Low crush 76~78
* Floating state 79
* Low crush 82~94
* Floating state 95~97
eddyb,ub
* Transition to r66 RLX
* Can perform Trovo with 3 (i69~71 effective startup)
* Low crush 9~40
* Floating state 41~42
* High crush 52~
eddyf,F+4M25i19~20-12+37a (+27)
* Tornado
* Transition to HSP
* Low crush 12~26
* Floating state 27~
eddyf,F+3+4m,M10,20i23~24, i5~7+5+17a
* Balcony Break
* Cancel to r35 HSP with n,f at frame 17
* 6 chip damage on block
* Floating state 8~31
eddyqcb+4h25i21~22+3+34a (+8)
* Homing
* Balcony Break
* Mandinga level increases on hit
* Becomes +19a (-7) r45 on hit when Mandinga level increases
* 10f timestop on hit
* 7 chip damage on block
* Low crush 10~21
eddyuf,n,4m20i23~25-13+32a(+22)
* Low crush 9~
eddyf,f,F+3m30i25~27+8+14a (+4)
* Balcony Break
* Transition to HSP r38 on block
* ub,b+3: i69~71 effective startup
* 9 chip damage on block
* Low crush 9~35
* Floating state 36~38
eddyws1h6i13~14-6+5
* Elbow
eddyws1,3h, M6, 14i13~14, i19~21-15+38a(+20)
* Transition to RLX
* Combo from 1st hit
eddyws1,4h, h6, 23i13~14, i23~25-7+8
* Balcony Break
* Strong Aerial Tailspin
* Combos from 1st hit
eddyws2m20i15~16-18+51
* Elbow
eddyws3M20i19~21-13+72a(+56)
Tornado
eddyws4m13i11~13-4+7
eddyws4,4m, h13, 10i11~13, i26~27-4+8
Combos from 1st hit
eddyws4,4,4m, h, M,M13, 10, 6,6i11~13, ,i29~31-9+8c
* Cancel to HSP with F (-28/-16)
eddyws4,4,4,3m, h, M,M, M13, 10, 6,6, 10i11~13, ,i28~30+4c+14a
* Combos from 3rd hit
* 3 Chip damage on block
eddyws3+4M20i25~27+5c+14d
* Floor Break
* Transition to RLX
* 6 chip damage on block
* Floating state 12~30
eddySS.4L,L7,10i21~22-13c+3c
* High crush 6~31
eddySS.3+4h,h6,10i14~15-7+31a(+24)
* Transition to FC
* Low crush 11~30
* Floating state 31~?
* High crush ?~?
eddyFC.4l6i13-15-4
* Hits grounded up-close
eddy(back to wall).b,b,UBm21i35~38+1+34d
* Floating state 5~7
* is8~24
* Floating state 25~33
* Low crush 34~37
* Floating state 38~40
eddyFUFT.b+3+4m25i16-28-15~-27+2a(-10~)+18a(+6)
* Floating state 1~11
* Low crush 12~
eddyHSP.2m15i17~18-8+8
* Floating state 1~9
eddyHSP.2,3m, m15, 23i17~18, i26~27-13+10a (+1)
* Balcony Break
* Combo from 1st hit with 10F delay
* Mandinga level increases by 1 on hit
* Becomes -2(-11) on hit when gaining Mandinga
* Cancel to r25 HSP with F at frame 18 (-24/-8)
* Move can be delayed by 9F
eddyHSP.3m10i17~18-8+7
* Floating state 1~5
* High crush 6~18
eddyHSP.3,3m, h10, 10i17~18, i27~28-3+8
Combos from 1st hit
eddyHSP.3,3,3m, h, h10, 10, 23i17~18, ,i30~31-5+13cg
* Tornado
* Balcony Break
* Transition to RLX
* Combo from 1st CH with 4F delay
* Move can be delayed by 7F
eddyHSP.4,2m, m10, 21i12~13, i23~24-13+12a(+3)
* Tornado
* Balcony Break
* Combo from 1st hit
* Floating state 1~9?
eddyHSP.4,2~3m, M10, 20i12~13, i28~30+4c+14d
* Combo from 1st CH
* 6 chip damage on block
* Low crush
* Floating state
eddyHSP.1+2m20i22~23-12+14c
* Spike
* Head
* -9 frame advantage and 8 chip damage on block after absorbing an attack in power crush state
* Floating state 1~?
* Power crush 7~21
eddyHSP.n,d
* Transition to RLX
* Floating state 1~10?
* High crush 6?~
eddyHSP.n,f
* Transition to HSP
* Floating state 1~
eddyMD1.HSP.3+4L,m,m6,6,16i21~22, i19~20, i9~10-14+4c
* Low crush 28~45
* Floating state 46~48
eddyMD1.HSP.b+4M23i23~25+5+15d
* Floor Break
* Transition to RLX r37 with D (cs50~62)
* 6 chip damage on block
* Floating state 1~8
* Low crush 9~23
* Floating state 24~49
eddyMD2.HSP.3+4L,m,m16,6 (4),24 (12)i21~22, i19~20, i9~10-14+18a(-17)
* Floor Break
* +17d on 2nd/3rd hit
* 32dmg (10) from 1st hit
* Low crush 28~45
* Floating state 46~48
eddyMD2.HSP.b+4M23i23~25+5+36a
* Floor Break
* Transition to RLX r37 with D (cs50~62)
* 6 chip damage on block
* Floating state 1~8
* Low crush 9~23
* Floating state 24~49
eddyRLX.1L11i14-11c+0
* Transition to FC with D
* High crush 1~16
eddyRLX.2m16i18~19-2+8
eddyRLX.2,4m, h16, 17i18~19, i29~30-5+2
* Combo from 1st hit
* Interrupt with i8 from 1st block
* Whiffs vs SWR from 1st block
* Transition to RLX r24 with D (+3/+10)
* Floating state 21~30
eddyRLX.2,4,4m, h, m16, 17, 25i18~19, ,i32~33-14+15a (+6)
* Balcony Break
* Combo from 2nd CH
* Interrupt with i4 from 2nd block
* Floating state 27~33
eddyRLX.3,3L, h12, 30i16~17, i25~26-13+12a (+3) / +7a (+6)
* Balcony Break
* Combo from 1st clean hit
* Jails from 1st hit
* +7a (+6) from 1st clean hit
* Mandinga level increases by 1 on hit
** Becomes -3a (-6) on 2nd hit when gaining Mandinga
* Clean hit less consistent vs SSR?
eddyRLX.4m14i15~16-8+8
* Transition to FC
eddyRLX.4,3m, m14, 25i15~16, i28~30-13+16a
* Heat Engager
* Heat Dash +5, +67a (+50)
* Balcony Break
* Combo from 1st hit with 9F delay
* Move can be delayed by 8F
* Low crush 16~34
* Floating state 35~37
eddyRLX.4,3+4m, m14, 27i15~16, i34~36-13+22a (+12)
* Balcony Break
* Combo from 1st hit with 5f delay
* Move can be delayed by 8f
* Cancel to HSP -21 -5 r23 with F
* Floating state 1~20
* Low crush 21~40
* Floating state 41~43
eddyRLX.1+2m25i18~19-8+25a(+20)
* Balcony Break
* Head
* 7 chip damage on block
* High crush 1~17
eddyRLX.3+4M24i17~18-18+29a(+19)
Tornado
* Floating state 1~56
eddyRLX.n,d
* Transition to HSP
eddyRLX.n,f
* Transition to RLX
* Recover in FC after 48F?
eddy1+3th(h)35i12~14-5-7d
* Floor Break
* Homing
* Throw break: 1 or 2
* Opponent recovers in FUFA
eddy2+4th(h)35i12~14-6-9d
* Floor Break
* Homing
* Throw break: 1 or 2
* Sideswitch on break
* Opponent recovers in FDFA
eddyBack throwth(h)50+0d
* Throw break: none
* Opponent recovers in FUFA
eddyHSP.1+3th(h)26i23~24+6
* Balcony Break
* Throw break: none
* Transition to RLX on hit
** higher frame advantage when wall splatted from a further distance
* Floating state 1~47
eddyLeft throwth(h)40-3+0d
* Throw break: 1
* Opponent recovers FUFR
eddyRLX.uf+1+2th(h)40i17~18-6+0
* Throw break: 1+2
* Sideswitch on break
eddyRight throwth(h)40-3-6d
* Throw break: 2
* Opponent recovers in FDFL
eddyd+1+3th(m)30i12~13-5
* Heat Engager
* Throw break: none
eddyd+2+4th(m)35i12~13+0
Throw break: none
eddyuf+1+2th(h)40i12~14-6-4a (-34)
* Throw break: 1+2
* Opponent recovers in FUFA
* 45dmg on wall splat (Opponent recovers in FDFT)
** -4d? minimum hit frames on wall splat (higher frame advantage when wall splatted from a further distance)
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
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
fahkumramR.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~
fahkumram1h5i10+1+8
Recovers 2f faster on hit or block (t27 r17)
fahkumram1,1h, m5, 20i10, i20~21-9+8c
* Floor Break
* Elbow
* Combo from 1st CH with 2F delay
* Input can be delayed by 2F
* Move cannot be delayed
* +10a on BT hit
* Interrupt with i3 from 1st block
fahkumram1,2h, h5, 8i10, i10-3+5
* Jail from 1st block with 2f delay
* Combo from 1st hit with 2F delay
fahkumram1,2,1h, h, m5, 8, 15i10, ,i17~18-10+3
* Move cannot be interrupted
* Move can be delayed by 10F
* Input can be delayed by 12F
fahkumram1,2,1,4h, h, m, m5, 8, 15, 23i10, ,i21~22-14+13a (+4)
* Balcony Break
* Knee
* Combo from 3rd hit with 10f delay
* Interrupt with i4 from 1st block
* Input can be delayed 12f
* Move can be delayed 10f
fahkumram1,2,4h, h, h5, 8, 10i10, ,i17-9+6
* Move cannot be interrupted
* Input can be delayed 2f
* Move cannot be delayed
fahkumram1,2,4,3~4*h, h, h, m5, 8, 10, 25i10, ,i36~37+9+73a (+57)
* Knee
* Unparryable
* Instant Tornado on hit
* Chip damage on block
* Effective startup i51~52
* Interrupt with i32 from 3rd block
* Interrupt with i20 from 3rd hit
* Whiffs vs SS, SW from 3rd block
* Whiffs vs SWL from 3rd hit (SSR/SWR inconsistent)
* Cancel to r20 FC with F at frames 16-24 (frames 31-39 from 3rd attack)
** Interrupt with i33? mid/low from 3rd block
** Interrupt with i21? mid/low from 3rd hit
* Move can be delayed by 2F
* Power up in Heat or GRF
fahkumram1,2,4,3~4*~Bh, h, h, m5, 8, 10, 25i10, ,i22-7+6
* Homing
* Balcony Break
* Effective startup i53
* Interrupt with i34 from 3rd block
* Interrupt with i22 from 3rd hit
* Input B during frames 16-24 of Eruption Maw (charged)
* Move can be delayed by 8F from Eruption Maw (charged)
fahkumram1,4h, h5, 17i10, i17~18-8+8
* Combo from 1st hit with 2F delay
* Move cannot be interrupted
* Move cannot be delayed
* Input can be delayed by 2F
fahkumram2h13i12~13-8+3
* Elbow
fahkumram2,1h, h13, 20i12~13, i20~21-12+15a (+6)
* Balcony Break
* Elbow
* Combo from 1st hit with 5F delay
* Interrupt with i1
* r29 on hit
fahkumram2,3h, m13, 22i12~13, i31~32-4+27a (+17)
*
Balcony Break
* Combo from 1st CH
* Interrupt with i12
* Move can be delayed by 5F
fahkumram3,1m, h11, 12i13, i18-3+7
* Combo from 1st hit with 2F delay
* Move cannot be interrupted
* Move cannot be delayed
* Input can be delayed by 2F
fahkumram3,1,2m, h, h11, 12, 20i13, ,i21~22+0+38d (+30)
* Balcony Break
* Tornado
* Combo from 2nd CH with 6F delay
* Interrupt with i3 from 2nd block
* Move can be delayed by 5F
* Input can be delayed by 6F
fahkumram3,1,4m, h, m11, 12, 23i13, ,i21-14+8d (-1)
* Balcony Break
* Combo from 2nd CH with 6F delay
* Interrupt with i3 from 2nd block
* Move can be delayed by 5F
* Input can be delayed by 6F
fahkumram3,4~3*m, m11, 23i13, i36+9+70a (+54)
* Tornado
* Balcony Break
* Effective startup i52
* Interrupt with i34 from 1st block
* Interrupt with i23 from 1st hit
* Cancel to r20 FC with F at frames 20-24 (frames 36-40 from 1st attack)
** Interrupt with i39? from 1st block
** Interrupt with i28? from 1st attack
* 9 chip damage on block
* Powered up with GRF
fahkumram3,4~3*~Bm, m11, 25i13, i22-7+9
* Homing
* Balcony Break
* Effective startup i54
* Interrupt with i36 from 3rd block
* Interrupt with i25 from 3rd hit
* Input B during frames 16-24 of Tornado Maw (charged)
* Move can be delayed by 8F from Tornado Maw (charged)
fahkumram4h10i12-12+3
* r27 on hit
fahkumram4,3~4*h, m10, 25i12, i36+9+73a (+57)
* Tornado
* Knee
* Powered up with GRF
* Cancel to FC with F
fahkumram4,3~4*~Bh, m10, 25i12, i22-7+6
*
Homing
* Balcony Break
fahkumramf+2m14i15~16-9+0
fahkumramf+2,1m, M14, 22i15~16, i20~21-14+33a (+18)
* Combo from 1st hit with 1F delay
* Move cannot be delayed
* Input can be delayed by 1F
* Recovers 3F faster on hit (t69 r31)
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
fahkumramf+3m16i17~18-8+3
* Knee
fahkumramf+3,2m, m16, 13i17~18, i20-12-1
fahkumramf+3,2,1m, m, h16, 13, 20i17~18, ,i19~20-5+24a (+15)
* Balcony Break
* Combos from 2nd hit
* Delayable
fahkumramf+3,2,4~3*m, m, m16, 13, 23i17~18, ,i36+9+70a (+54)
* Tornado
* Balcony Break
* 9 chip damage on block
* Powered up with GRF
* Cancel to FC with F
fahkumramf+3,2,4~3*~Bm, m, m16, 13, 25i17~18, ,i22~23-7+9
* Homing
* Balcony Break
fahkumramf+1+2m25i21~22-4+24a (+14)
* Heat Engager
* Heat Dash +36a (+26)
* Balcony Break
* 7 chip damage on block
fahkumramf+3+4m22i22-14+19a (+14)
* Knee
* -9 frame advantage and 8 chip damage on block after absorbing an attack in power crush state
* Grants GRF on hit
* Power crush 7~21
fahkumramdf+1m12i15~16-3+6
fahkumramdf+1,2m, M12, 20i15~16, i27~28-13+12d
* Floor Break
* Elbow
* Combo from 1st hit with 3F delay
* Grants GRF on hit
* Interrupt with i7 from 1st block
* Move can be delayed by 2F
* Input can be delayed by 4F
* Low crush 12~27
fahkumramdf+1,4m, h12, 23i15~16, i25~26-5+20a (+11)
* Heat Engager
* Heat Dash +62a (+42)
* Knee
* Combo from 1st hit with 4F delay
* Interrupt with i3 from 1st block
* 4 chip damage on block
fahkumramdf+1,4~3*m, m12, 23i15~16, i36+9+70a (+54)
* Tornado
* Balcony Break
* 9 chip damage on block
* Powered up with GRF
* Cancel to FC with F
** Interrupt with i41? from 1st block or i32? from 1st hit
* Interrupt with i36 from 1st block
* Interrupt with i27 from 1st hit
fahkumramdf+1,4~3*~Bm, m12, 25i15~16, i22-7+9
*
Homing
* Balcony Break
* Interrupt with i38 from 1st block
* Interrupt with i29 from 1st hit
fahkumramdf+2m10i15-7+4
fahkumramdf+2,1m, m10, 22i15, i24-13+13d
* Balcony Break
* Floor Break
* Elbow
* Combos from 1st hit
fahkumramdf+2,3m, h10, 11i15, i21-13+52cs
* Balcony Break
* Combos from 1st hit
fahkumramdf+3~3m20i17+2+12d
* 6 chip damage on block
fahkumramdf+3~4M20i25-10+21a (+4)
* Balcony Break
* Knee
* Just frame input 4 on frames 1-2 for 6 more damage
fahkumramdf+4m15i16-6+3
fahkumramdf+4,1m, h15, 25i16, i22-6+14a (+5)
* Balcony Break
* Combos from 1st hit
fahkumramdf+4,3m, m15, 23i16, i25-12+9d
* Tornado
* Knee
* Combos from 1st hit
* Low crush
fahkumramdf+3+4m,m8,16i13-10+8
* Good right sidestep tracking
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
fahkumramd+2sl13i12-9+2
* Elbow
* High crush
fahkumramd+3L11i16-16-5
fahkumramd+3,4L, h11, 10i16, i20-9+6
* Combos from 1st hit CH
fahkumramd+3,4,3~4*L, h, m11, 10, 25i16, ,i36+9+73a (+57)
* Tornado
* Knee
* Powered up with GRF
* Cancel to FC with F
fahkumramd+3,4,3~4*~BL, h, m11, 10, 25i16, ,i22-7+6
*
Homing
* Balcony Break
fahkumramd+4 (counterhit)l (t)41i14+0d
* Shifts to throw on front grounded CH
* Grants GRF on hit
fahkumramdb+1sl5i10-5+6
* Transition to standing r24 with f at frame 25
* +6c on crouching hit
* High crush 1~
fahkumramdb+2m16i16~17-10+1
* High evasion (frames 9 to 13?)
* +1c on crouching hit
fahkumramdb+2,2m, m16, 16i16~17, i25-13+1
* Elbow
* Combos from 1st hit
fahkumramdb+4h23i20~21-6+35d
* Strong Aerial Tailspin
* Balcony Break
* Recovers 1f slower on block
* High crush 6~19
fahkumramdb+3+4m25i30-9+15a
* Balcony Break
fahkumramb+1m20i14~15-13~-12+34a
* Jab evasion (frames 8 to 11?)
fahkumramb+1+3m,m,h40i19+19a (+10)
* Balcony Break
* Kick parry; parries high, mid and low kicks
* Parry state 5~12
fahkumramb+2h17i14~15-15-6
fahkumramb+2,1h, h17, 25i14~15, i21~22-9+15a (+6)
* Balcony Break
* Combo from 1st hit
* Interrupt with i2 from 1st block
fahkumramb+2+4+7
* Parries high and mid punches
* Grants GRF on successful parry
* Regain 10 recoverable health on successful parry
* Parry state 5~12
fahkumramb+3h27i16~17-7+15a (+6)
* Heat Engager
* Heat Dash +43d (+35)
* Homing
* Balcony Break
* 5 chip damage on block
fahkumramb+4m14i14-5+6
* Knee
fahkumramb+4,3m, m14, 14i14, i24-10-1
* Knee
* Combo from 1st hit with 1F delay
* Interrupt with i5 from 1st block
* -1c on crouching hit
* Move cannot be delayed
* Input can be delayed by 1F
fahkumramb+4,3,2m, m, m14, 14, 21i14, ,i31~32-12+16a
* Knee
* Elbow
* Interrupt with i13 from 1st block
* Grants GRF on hit
* 20f timestop on hit
* Move cannot be delayed
* Input can be delayed by 4F
fahkumramb+1+4m!50i60!+9a
* Unblockable
fahkumramuf+1m20i28+6+24d
* Floor Break
* Elbow
* ub+1,u+1: no forward momentum
* 4 chip damage on block
* Low crush 9~28
fahkumramuf+2h20i18~19-7+22a (+13)
* Balcony Break
* Elbow
* +0 and 8 chip damage on block after attack absorption
* Power crush 7~17
fahkumramuf+3m23i14~15-14+9a (+0)
* Heat Engager
* Heat Dash +43d (+35)
* Knee
* Balcony Break
* Recovers 3F faster on hit (t50 r35)
* Low crush 9~26
* Floating state 27~29
fahkumramuf+4m22i20~21-16+66a (+55)
* Tornado
* Balcony Break
* Instant tornado
* Low crush 9~19
fahkumramuf+3+4m,h10,20i18~19 i7~8-11+16a (-1)
* Tornado
* Balcony Break
* Knee
* Low crush 18~42
fahkumram1+2+3+4
fahkumramb,f+4h25i18~19+6+47a
* Reversal Break
* Has good left sidestep tracking
* Crumple stun
* 20f timestop on hit
* Recovers 3f faster on hit (t57 r38)
* 10 chip damage on block
fahkumramf,F+3L20i21-14+4
fahkumramf,F+4m25i22~23-13+33a
* Homing
* Balcony Break
fahkumramf,F+4~3L15i19~20-23+1c
* Stagger on block
* Input 3 at frame 18 of f,F+4
* Effective startup i37~38, cancel adds 18f
fahkumramf,F+4~3,2L, m15, 20i19~20, i25~26+0~+1+13d (-4)
* Balcony Break
* Elbow
* Powered up in GRF
* Combo from 1st CH
* Move is delayed 2F
* Move cannot be interrupted from 1st hit (Cannot be counterhit)
* Input cannot be delayed
* 6 chip damage on block
* Inconsistent grounded hit
fahkumramf,F+1+2m22i18~19-14+43a (+33)
* Grants GRF on hit
* Jab evasion (frames 7 to 9?)
* Recovers 4F faster on hit (t49 r30)
fahkumramuf,n,4m20i23~25-13+32a (+22a)
* Low crush 9~30
* Floating state 31~33
fahkumramf,f,F+3m30i19~22+6+15a (+5)
* Balcony Break
* Knee
* 9 chip damage on block
* Low crush 3~29
* Floating state 30~32
fahkumramws1m12i13~14-4+4
* Elbow
fahkumramws1,2m, h12, 25i13~14, i18~19-9+20a (11)
* Heat Engager
* Heat Dash +43d (+35)
* Elbow
* Balcony Break
* Combo from 1st hit with 8F delay
* Move can be delayed by 10F
* Input can be delayed by 12F
fahkumramws2m13i14~15-9+7
fahkumramws2,4m, m13, 20i14~15, i22~23-13+34a
* Balcony Break
* Homing
* Combo from 1st hit with 5F delay
* Interrupt with i6 from 1st block
* Move cannot be delayed
* Input can be delayed by 5F
* Can cancel into the same options as f,F+4 (f,F+4~1 and f,F+4~3,2)
fahkumramws2,4~3m, L13, 15i14~15, i19~20-23+1c
* Input 3 at frame 18 of ws2,4
* Interrupt with i21 from 1st block (i5 from 1st hit)
* Effective startup i37~38, cancel adds 18f
* Whiffs vs SS, SW from 1st block
fahkumramws2,4~3,2m, L, m13, 15, 20i14~15, ,i25~26+0~+1+13d (-4)
* Balcony Break
* Elbow
* Combo from 1st CH
* Powered up in GRF
* Move is delayed 2F
* Move cannot be interrupted from 2nd hit (Cannot be counterhit)
* Input cannot be delayed
* 6 chip damage on block
* Inconsistent grounded hit
fahkumramws3m20i15~16-14+55a
* Knee
* Crumple stun
fahkumramws4m20i11~12-6+5
fahkumramSS.4m23i15~16-11+38a
* Tornado
* Knee
* Sidestep adds 9f, effective move startup: i24
* Low crush 9~15
fahkumram...GRF.3*m25i36+13 RAM+58cs
* Tornado
* Guard Break
* Reversal Break
* Consumes GRF
* Partially consumes remaining Heat time
* Transition to +13 RAM on block
* Cancel to FC with F
* Cancel to Surendrajit with D at frames 16-24? of Tornado Kick
* 10 chip damage on block
fahkumram...GRF.3*~dL,h15,17i27,i23-12+11a (+10)
* Balcony Break
* Consumes GRF
* Partially consumes remaining Heat time
* +31a (+5) if only the 2nd hit hits
fahkumram...GRF.4*m25i36+13 RAM+42a (+32)
* Tornado
* Guard Break
* Reversal Break
* Consumes GRF
* Partially consumes remaining Heat time
* Transition to +13 RAM on block
* Cancel to FC with F
* Cancel to Surendrajit with D at frames 16-24? of Tornado Kick
* 10 chip damage on block
fahkumramGRF.1+2sp
* Consumes GRF
* Partially consumes remaining Heat time
* Power crush 5~19
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
fahkumramRAM.1m20i19+1+20a (+3)
* Balcony Break
* Elbow
* 6 chip damage on block
fahkumramRAM.2m!43i40!+18a (+8)
* Balcony Break
* Unblockable
fahkumramRAM.3m20i21-11-6
fahkumramRAM.3,4m, h20, 25i21, i24-9+13a
* Balcony Break
* Combos from 1st hit
* 10 chip damage on block
* Jail from 1st attack
fahkumramRAM.4l31i21-13+11a
* Balcony Break
fahkumramRAM.db
* Cancels RAM
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
fahkumramhFC.1sl5i10-5+6
* Transition to standing r24 with f at frame 25
* +6c on crouching hit
* High crush 1~
fahkumramhFC.2sl13i12-9+2
* Elbow
* High crush 1~40
fahkumramhFC.3L10i16-17-6
* -6c on crouching hit
* High crush 1~
fahkumramhFC.4l6i12-15-4
* -4c on crouching hit
* High crush 1~
fahkumram1+3t35i12-3+0d
* Homing
* Throw break 1 or 2
fahkumram2+4t35i12-6+0d
* Homing
* Throw break 1 or 2
* Sideswaps on hit
fahkumramBack Throwt50i12+0d
* Unbreakable throw
fahkumramLeft Throwt40i12-3+0d
* Homing
* Throw break 1
fahkumramRAM.1+3t!40i23!-3d
* Homing
* Floor Break
* Unbreakable throw
* Grants GRF on hit
fahkumramRight Throwt40i12-3+0d
* Homing
* Throw break 2
* Sideswaps on hit
fahkumramuf+1+2t40i12-3+0d
* Balcony Break
* Throw break 1+2
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
feng2+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
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)
fengH.b+1h20i10~11-8+36a (+28)
* Balcony Break
* Consumes 210F of remaining Heat time
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
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)
fengR.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~
feng1h5i10+1+8
Recovers 2f faster on hit or block (t27 r17)
feng1,2h, h5, 9i10, i10-3+8
* Jail from 1st block with 4F delay
* Combo from 1st hit with 4F delay
feng1,2,2h, h, h5, 9, 12i10, ,i17-13+3
* Combo from 1st hit with 3F delay
* Jails attack inputs with 2F delay (crouch assist bufferable)
* Duckable
* Transition to BT with B (-11/+5)
feng1,3h, h5, 19i10, i16~17-5+8~+9
* Combo from 1st hit with 4F delay
* Move cannot be interrupted
* Move can be delayed by 1F
* Input can be delayed by 4F
feng1+3+4
feng2h8i10-3+5
feng2,4h, m8, 15i10, i17-12-1
* Jail from 1st attack with 2F delay
* Combo from 1st hit with 8F delay
feng2,4,1h, m, m8, 15, 25i10, ,i24-12+24a (+14)
Balcony Break
* Combo from 2nd CH with 6F delay
* Interrupt with i6 from 1st block
* Move can be delayed by 10F
* Input can be delayed by 12F
* Cancel to BT with B (-13/-2)
* Low crush 12~19
feng3m15i16-11+0
feng3,3m, h15, 10i16, i17-9+2
* Jail from 1st block with 2F delay
* Combo from 1st hit with 10F delay
feng3,1+2m, m15, 30i16, i28~29-12+22a (+17)
Balcony Break
* Combo from 1st hit with 2F delay
** Combo from 1st hit with up to 2F of charge (i30~31 startup)
* Interrupt with i8 from 1st block
* Whiffs vs SSL, SWL (SSR and SWR may be inconsistent)
* Move can be delayed by 10F
feng3,1+2*m, m15, 35i16, i44~45+7+23a (+13)
* Balcony Break
* Interrupt with i24 from 1st block
* Whiffs vs SS, SW from 1st block
* Whiffs vs SS, SWL from 1st hit (SSR more consistent w/ big bodies?)
* 14 chip damage on block
feng3~4m27i34~36-7c+19a
* Transition to BT with B (-2c/+24a)
* Low crush 20~34
* Floating state 35~37
feng3~4,3m, l27, 16 (11)i34~36, i18~20-26+24a
* Aerial combo from 1st hit (+19d (+12)) with 7F delay
* Interrupt with i2 from 1st block
* Move cannot be delayed
* Input can be delayed by 7F
* High crush 6~52
feng1+2m20i21~22-13+8
* Wall Crush +20g on hit
* Elbow
* Punch sabaki
* +14 on successful parry
* Parry state 5~9
fengf+2,1m, m10, 10i15, i19-8+3
* Combo from 1st CH with 1F delay
* Move cannot be interrupted
* Move can be delayed by 10F
* Input can be delayed by 11F
fengf+2,1,2m, m, m10, 10, 28i15, ,i13~14-19+19a (+14)
* Balcony Break
* Shoulder
* Combo from 2nd hit with 12F delay
* Jail from 2nd block with 6F delay
* Move can be delayed by 10F
* Input can be delayed by 16F
fengf+3m10i21-3+7
fengf+3,4m, m10, 15i21, i23~24-16+33a (+23)
* Tornado
* Combo from 1st hit
* Interrupt with i2 from 1st block
* Low crush 21~43
* Floating state 44~46
fengf+4h19i18~19-9+52a
* Good left sidestep tracking
* Transition to r22 BT with B (-5/+56a)
fengf+4,2h, m19, 24 (16)i18~19, i24~25-14+31a (+16)
* Tornado
* Aerial combo from 1st hit (+70a (+54)) with 5F delay
* Interrupt with i9 from 1st block
* Whiffs vs SSR, SWR from 1st block
* Move cannot be delayed
* Input can be delayed by 5F
fengf+4,3h, M19, 30 (21)i18~19, i22~24-10+25d
* Spike
* Aerial combo from 1st hit (+26a (-9)) with 5F delay
* Interrupt with i7 from 1st block
* Move cannot be delayed
* Input can be delayed by 5F
fengf+4,4h, l19, 16 (11)i18~19, i33~33-31+27a
* Aerial combo from 1st hit (+19a (+12)) with 5F delay
* Interrupt with i17 from 1st block
* Move cannot be delayed
* Input can be delayed by 5F
* High crush 10~42
<Showing 2401-2800 of 6584 moves>