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All Characters Tekken 8 Frame Data

CharCommandHit levelDamageStartupBlockHitCounter hitNotes
kingdf+3+4SM,t30,15i28~35-12d~-18d+18d
* Floor Break
* Transition to attack throw on up-close front standing hit
* Recovers in BT on throw success
* -7c~+0c on far/BT/Side hit
* Can perform a special downed animation when hitting the ground with D
* Low crush 13~37
* Floating state 38~40
kingb+3:1+2h, t23, 15i16~18, -7d
* Shifts to throw on front grounded hit
* Input 1+2 during frames 2~17 of b+3
* Side switch on hit
kingub+4m15i15~16-13+19a (+9)+33a (+23)
* Balcony Break
* Knee
* Jump in-place knee, stubby range
* Low crush 9~28
* Floating state 29~31
kingf,F+2+3M,t20,15i21~43-16c~+2c-19c~+3c/-5d
* Forces crouching on block and hit.
* Throw when hit standing in front close range.
* Low crush 12~
kingJGR.1+2M,t20,15i21~43-16c~+2c-19c~+3c/-5d
* Throw when hit standing in front close range.
* King recovers off axis
* Power up into JGR.1+2* after 30F? or during Heat
** 24,15dmg and i51~73? effective startup (without Heat)
** Partially uses remaining Heat time during Heat
kingJGS.2m15/18/22i11~12-9/-2/0c+12c
* Forces Crouching on hit.
* Forces Crouching on block from 3rd spin on.
* Damage increase up to 3rd spin.
kingJGS.3,2+3m, M,t23/27/34, 20,15i22~23, i21~43-16c~+2c-19c~+3c/-5d
* Throw when hit standing in front close range.
* Doesn't combo from JGS.3, but trades with 10 frame jab.
* Properties not changed with extra spins.
kingAIR.d+1+3t(a)15i12~13-5d
* Cannot throw break.
* Opponent recovers in FDFL.
kingDHH.1+2,1+2t15-6-3d
* 1 throw break.
* Opponent recovers in FDFT.
kingMMD5.1+2,4,2,1+2t11,15-3+0d
* 1+2 throw break.
* Opponent recovers in FDFL. Max Damage 93.
kingRAS4.1t15/20/31-3+1d
* 1 throw break. Side Switch.
* Input with 2,1,3,4 for more damage.
* On wall splat damage is 31.
* Opponent recovers in FUFT. Max damage 97.
kingRSSB4.1t15/20/31+1d
* 1 throw break. Side Switch.
* Input with 2,1,3,4 for more damage.
* Opponent recovers in FUFT. Max damage 94.
kingUT,2,1,2,1t5,5,5,15i46/i47, i19/i18, i16, i20/i19+0+0d
* Could be any 1/2 combination (e.g. 1,1,1,1 / 1,2,2,1)
* 2 Combinations are 1F faster
* Throw break the 1st/4th hit by input the opposite to King's 1st/4th button.
* 23F throw break window (1st)
kingdb+1+2,2t15,i15~16-9+35g
* Heat Engager
* Heat Dash +5, +43d (+35)
* Reversal Break after absorbing attack with muscle armor
* Elbow
* Effective startup i32~33
* Transition to attack throw on front standing hit
* +8g on Side/BT hit
* -5 on block after absorbing an attack with muscle armor.
* 6 chip damage on block after absorbing an attack with muscle armor
* Transition into +12? JGR with input 3+4 on throw hit
kingss2+4t15 / 20i13 (i38)-3+0d / +1d
* Homing
* 2 throw break (except from behind).
* i38 effective startup animation
* RSSB2 from side/behind, RSSB1 from front, doesn't change to left/right/behind throw.
* Opponent recovers in FUFT.
* Cancel to r35 FC with b (cs1~35).
* High crush 1~25
kumadf+4m15i12-4+7
kumab+2,2m, m12, 15i15, i25-10+6
* Combo from 1st CH with 5F delay
* Move can be delayed by 13F
kumaqcf+2m15i17~18-8+3
kumaFUFA.1+2M15i17~19-2+6
* Transition to HBS (Cannot cancel)
* Reverse direction when performed in FUFT
kumaSIT.1l15i21~22-12+4+9
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
kunimitsu4h15i12~13-9-3
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+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+4M15i18~19-8+6
* Low crush 17~30
* Floating state 31~33
kunimitsuuf,n,4m15i24-14+17a (+7)
* Balcony Break
* Low crush
kunimitsuws1,1m, m11, 15i12, i15-12+8c+13d
* Floor Break
* Combo from 1st hit with 10f delay
* Combo from 1st CH with 15f delay
* Interrupt with i2 from 1st block
* Input can be delayed 15f
* Move can be delayed 8f
kunimitsuws4m15i11~12-6+5
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
kunimitsuBT.1+2m,m10,15i14 i10~11-2+7
* Balcony Break (airborne)
* Weapon
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
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)
larsdf+2m15i14-3+9+13c
* Elbow
* Transition to SEN
* Transition to standing r34 with B (-11/+1/+5c)
larsdf+3m15i16-11+8
* Transition to DEN with D (-4/+15)
** Only +11 guaranteed on hit
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
larsb+4,1+2m, th23, 15i15, +0d
* Available on b+4 frontal standing hit
larsf,F+4,2l, h12, 15i21, i24-7+11
* Cannot cancel DEN transition (cannot block i36 moves?)
* Combo from 1st hit
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~
law1,2,2,2h, h, m, h5, 8, 10, 15i10, ,i13-9+4+9d
* Combos from 1st or 3rd hit CH
* Delay-able
* Transition to DSS with F
** (-4 oB, +9g oH, +14d CH)
law4h15i13-9+7+7s
lawf+3,1m, m12, 15i18, i20-2+8
* Transition to DSS with F
** (+3 oB, +13g)
lawdf+4m15i13-8+3
lawd+1l15i19~20-12-1
Transition to Slide Step with DF
* High crush 6~
lawdb+2m15i14-4+7
* Elbow
lawdb+3l15i17-13+3c+13g
lawb+2,2m, h12, 15i16, i13-9+4+9d
* Combos from 1st hit
* Delay-able
* Transition to DSS with F
** (-4 oB, +9 oH, +14d CH)
leeHMS.1+2m,m10,15i15~16, i9~10-5+6
* Combo from 1st hit
* Transition to HMS r23 with 3+4 (-3/+8)
* 1st forces crouching against crouching opponents (opponents recover standing after 2nd hit)
leo1,2,4h, h, L5, 10, 15i10, ,i24-13+3+8a
* Combo from 2nd CH with 6F delay
* Interrupt with i4 from 1st block
* Move can be delayed by 11F
leo3h15i14-8+4
leodf+2m15i15~16-13~-12+28a (+18)
leob+1+2m15i17~18-24~-23-11
Elbow
leoub+4m15i15~16-13~-12+19a (+9)+33a (+23)
* Balcony Break
* Same move as uf+4
* Low crush 9~
leouf+2m15i18~21-14~-11+18a (+11)
* Enter BOK -11 +21a (+14) with d
* Low crush 20~
leouf+4m15i15~16-13~-12+33a (+23)
* Can input with u+4
** Less forward movement
* Low crush 9~
leroy1,1,1+2,1h, m, h, m5, 7, 12, 15i10, ,i23~24-16~-15+20a(+15)~+21a(+17)
Combo from 3rd hit
leroy4h15i12-110
leroyf+2h15i14~16-9~-7+2~+4
* Elbow
* Has good left sidestep tracking
leroyf+2,3h, m15, 15i14~16, i18-10+2
* Combo from 1st hit with 10F delay
* Interrupt with i1 from 1st block
* Move can be delayed by 10F
* Input can be delayed by 11F
leroyf+2+3m,m,m10,10,15i16~17 i24 i26~27-7+73a
* Weapon
* Only once per match
* chip damage on block
leroyFC.df+4,1L, m14, 15i15~16, i20~21-13~-12+31a (+21)
Combos from 1st hit CH
leroyHRM.Psp15+16
Low parry
lidia1,2,4h, h, l5, 8, 15i10, ,i26-13+3+26a
* Input can be delayed 8f
* Interrupt with i7 from 2nd block
* Can be low parried on hit
* Can hit grounded while off-axis
lidia2,1,4h, h, h8, 10, 15i11, ,i22+2
lidiadf+3m15i14~15-8+5
Knee
lidiadb+4l15i22-13+0
Can hit grounded off-axis
lidiaws2m15i15~16-12+29a (+19)
Tornado
lilidf+2m15i16~17-11+31a (+21)
* Enter BT with b
* Recovers 2f faster on hit
* Launches crouching opponent
lilib+2h15i13-11+0
liliu+3,3m, m20, 15i22~23, i28-12+5c
* Combo from 1st hit
* Interrupt with i22 from 1st block
* Whiffs vs SS, SW from 1st block
* Input can be delayed 13f
* Move cannot be delayed
* Enter DEW -3 +14c r21 with F
* Low crush 22~48
* Floating state 49~51
liliu+4m15i15~17-13+19a (+9)+33a (+23)
* Balcony Break
* Low crush 9~27
* Floating state 28~30
liliuf+3+4m15i15~18-9~-6+2~+5
* Knee
* Low crush 9~29
* Floating state 30~32
lilif,F+3m15i22-12+5c
* Enter DEW -3 +14c r21 with F
* Low crush 7~27
* Floating state 28~30
miary-zof+4,4m, h12, 15i18, i26-5+9
* Combo from 1st hit with 1f delay
* Interrupt with i2 from 1st block
* Input can be delayed 1f
* Move cannot be delayed
* Low crush 21~22
* Floating state 23~25
miary-zodf+3m15i20~21-9+4
* Homing
* Weapon
miary-zows2m15i15~16-13+32a (+22)
* Jab evasion?
miary-zows4m15i11~12-4+7
nina2,3h, m10, 15i10, i18-13+0d
* Knee
* Combo from 1st CH with 7f delay
* Input can be delayed 12f
* Move cannot be interrupted
* Transition to Triple Slaps throw automatically on standing front hit
* Throw is unbreakable, rest of the chain throw is breakable
nina4h15i11-9+7+7s
ninaf+4m15i21~22-5+5
* Enter SS +2 +12 with D_U
* Low crush 12~24
ninadf+4m15i12-4+7
ninab+4h15i14-9+9+15
ninaub+1m15i20~21-16+20a
* Sidesteps to the left
ninaub+3m15i14-15-4
* Low crush 6~26
* Floating state 27~29
ninaBT+1h15i8-8+3
Links to 1 jab extensions
ninauf,n,D+3L15i43-17-6
* Low crush 9~30
* Floating state 31~33
* High crush 34~53
ninaws2m15i15~16-13+28a (+18)
ninaws3m,t15i13-13+0d
* Knee
* Transition to Triple Slaps chain throw automatically on standing front hit
* Throw is unbreakable, rest of the chain throw is breakable
ninaws4m15i11~12-4+7
ninaSS.1m15i14~15-10+3
* Enter CD +10g +23g with F
* Enter SWA +10g +23g with B
ninaSS.1,2m, m15, 15i14~15, i16~18-3+3
* Jail from 1st block
ninaSS.2m15i13~14-14+33a (+23)
ninaFC.df+2m,t15,15i14-11-4d
Removes Recoverable Health
ninaqcf+4m15i14-8+6s
Knee
ninaABK.1t15 (20)-3+0d
* Removes Recoverable Health
* Throw break 1
* Power up with 3,1,1+2 (+5 damage)
ninaABK.2t15 (20)-3+3d
* Removes Recoverable Health
* Throw break 2
* Power up with 2,1,3,4,1+2 (+5 damage)
ninaNTM.1t15 (20)-3+3d
* Removes Recoverable Health
* Throw break 1
* Power up with 1,1,2,1+2 (+5 damage)
ninaTSS.1t15 (20)-3+0d
* Removes Recoverable Health
* Throw break 1
* Power up with 1,1,2,1+2 (+5 damage)
ninaf+1+3t15i13-2+1d
* Throw break 1
* Alternate input: qcf+1+3
ninaf+2+4t15i13-2+0
* Throw break 2
* Alternate input: qcf+2+4
ninaqcb,B+1+3t15i12+6c
* Unbreakable
* qcb,B+2+4
pandadf+4m15i12-4+7
pandab+2,2m, m12, 15i15, i25-10+6
Combos from 1st hit CH
pandad,df,f+2m15i17~18-8+3
pandaFUFA.1+2m15i17~19-2 (-2)+6 (+6)+6 (+6)
* Transition to HBS (Cannot cancel)
pandaSIT.1l15i21~22-12+4+9
pauld+1,4m, L16, 15i14~15, i19-31c-17+14a FUFA
* Move cannot be delayed
* Input can be delayed 5f
* Combo from 1st CH with 5f delay
* Interrupt with i6 from 1st block
* Stagger low
pauluf+3m15i15~16-16+25a (+15)
* Low crush 8~29
* Floating state 30~32
paulf,F+3,4,d+4m, m, L17, 10, 15i15~16, ,i27~28-17c-6
* Interrupt with i15 from 1st block
* Whiffs vs SWL from 1st block
* Move cannot be delayed
* Input can be delayed by 6F
* Low crush 10~24
* Floating state 25~27
* High crush 58~101
pauldf+1+3,qcf+2t, m22, 15i12~13, i13~14+16d (-20) FDFA
* Balcony Break
* H.df+1+3,qcf+2 with Heat
* Strict qcf input required (d,F does not work)
* Perfect input window 55-56f
* Perfect input increases damage, wall carry
raven4~3,1m,m, l8,10, 15i16 i29~30, i34~35-13~-2+4~+5
* Interrupt with i15
* Can be delayed
* High crush 1~
ravendf+2m15i16~18-13~-11+30a (+20)
* Elbow?
* Launches crouching opponents
* Unparryable by standard parries (bug?)
ravendf+4m15i15~16-9~-8+2~+3
ravendb+2,1m, h13, 15i13~14, i22~23-1~+0+8~+9
* Combo from 1st hit
* Transition to r22 SZN (-4/+5) with 3+4 or D
ravenb+4,B+4~3,3+4m, L, m13, 11, 15i14~15, ,i26~30-25~-21+6a
* Combo from 2nd hit with 4f delay
* Interrupt with i6
* Input can be delayed 7f
ravenuf+3+4,3+4m, m17, 15i23~25, i20~24-25~-21+6a
* Interrupt with i3
* Can be performed during CD (Shadow Sprint)
ravenqcf+1m15i16-6+9+13
* Elbow
* Transition to -2/+13g/+18 t44 r24 SZN with 3+4 or D
ravenqcf+4M15i18~20-14~-12+32a (+22)
Tornado
* Floating state 20~32
ravenBT.f+2,3m, M13, 15i17~18, i24~25-7~-6+14c~+15c
* Spike
* Combo from 1st CH with 5f delay
* Interrupt with i5
* Input can be delayed 12f
ravenBT.f+4,1L, h13, 15i16, i22~23-9~-8+5~+6
* Tornado
* Combo from 1st hit
* Interrupt with i2
* Transition to r26 t36 SZN with 3+4 or D (-6~-5/+8~+9)
reinab+1,1h, m14, 15i18, i22-10-4
* Combo from 1st hit with 8F delay
* Interrupt with i3 from 1st block
* Move can be delayed by 10F
* Input can be delayed by 12F
reinauf+1h15i13-9+8+17
* Transitions to WRA (-/+8/+17) on hit
reinauf+3,1h, m10, 15i21~22, i16-5+5
* +13c on crouching hit
* Jails on 1st block
* Combo from 1st hit
reinauf+4m15i17~18-13+70a (+54)
* Tornado
* Low crush 9~
reinaws4,4m, m10, 15i11~12, i17~18-17-1c
* Combo from 1st hit with 7F delay
* Jails from 1st block with 2F delay
* Transition to WRA r29 with D (-10/+6)
* Move can be delayed by 6F
* Input can be delayed by 7F
reinaUNS.2h15i13-3+8+14c
* Homing
reinaWGS.2h15/20i11~12-10+35a (+25)
* Becomes Electric Wind God Fist during Heat (partially uses remaining Heat Time)
** 4 chip damage on block
* 20dmg if manual CD
shaheend+2m15i18~19-6+8
* Jab evasion
shaheenb+1+3sp15 (15)
* Removes Recoverable Health
* Alternate input: b+2+4
* Punch parry
* Hit throw on successful parry
* Side switch on parry
* Parry state 5~12
steveH.LNH.Pm,t15
* Parries high and mid punches and kicks?
* Active after LNH is actionable
* Transition to TFA after successful parry
* Throws received are unbreakable
* Parry state 25~95?
steve1,1,d+1h, h, m5, 7, 15i10, ,i25-6+0+5
* Transition to r18? FLK with b (+0/+6/+11)
** r18? FLK FC cancel?
* Interrupt with i6 from 1st block
* Move can be delayed by 3F
steve1,2,1h, h, h5, 10, 15i10, ,i14-3+3
* Combo from 1st CH or 2nd CH
* Jail from 1st block
* Transition to r19? PAB with f (-2/+4)
* Transition to r18? FLK with b (-1/+5)
** r18? PAB/FLK FC cancel?
steve1,2,1,2h, h, h, m5, 10, 15, 15i10, ,i18~19-10+16a (+7)
* Balcony Break
* Combo from 3rd CH
* Move cannot be interrupted
* Transition to LWV with 3 (-6/+20a (+11))
* Transition to RWV with 4 (-6/+20a (+11))
* Transition to SWY with b+3_4 (-6/+20a (+11))
* Transition to r20? DCK with f+3_4 (-4/+22a (+13))
** r22? DCK FC cancel?
steve1,d+1h, m5, 15i10, i25-6+0+5
* Transition to r18? FLK with b (+0/+6/+11)
** r18? FLK FC cancel?
* Interrupt with i7 from 1st block
* Move can be delayed by 3F
stevef+2,2m, m11, 15i21~22, i16~17-6+11g
* Combo from 1st hit with 6F delay
* Jail from 1st block with ?F delay
* Move can be delayed by 16F
* Transition to LNH
* Transition to r29? standing with b (-10/+7)
steveWS.2,2m, m17, 15i13~15, i16~17-6+11
* Combo from 1st hit with 5F delay
* Jail from 1st block with no delay
* Move can be delayed by 5F
* Transition to LNH
* Input b to cancel LNH at r29? (-10/+7)
steveDCK.2m15i19~21-14+35a (+25)
stevePAB.b+1m15i17~18-19-6
steveTFA.1th15+0+14
* Press 1 for throw break
* 15F throw break window
* 10F throw break window on CH
* Consumes 240F of remaining heat time on successful throw
* Consumes 120F of Heat time on break
victor4h15i13~14-9+1
victorf+4m15i14-10+0
victordf+4m15i13~14-9+5
* Knee
victord+1,1L, h7, 15i16, i18-7+6
* Weapon
* Combo from 1st CH
* Jail on 1st hit
* -26 on 1st block
victorb+3m15i17-9+4
victoruf+2m15i19~20-9+7
* Homing
* Weapon
victorws2m15i14~15-8+6+35a (+25)
* Weapon
victorIAI.1,2m, m9, 15i13~14, i22~24-19+25a (+10)+25a (+10)
* Weapon
* Combo from 1st hit
* Hit Confirmable 11F
* 6 chip damage on block
* Low crush
victorPRF.1L15i19~20-12+4c+14g
* Weapon
* Unparryable (weapon low)
* High crush 6~50
xiaoyu4h15i11-9+8+33a
* Balcony Break on CH
xiaoyudf+2m15i14-6+7
*
xiaoyub+2,2m, L13, 15i15~16, i21~23-7+4+22a
* Transition to BT
* Combo from 1st hit with 9F delay
* Interrupt with i6 from 1st block
* Move can be delayed by 6F
* Input can be delayed by 11F
xiaoyuuf+1L15i33-7+10g c
* Cancel to r42? FC with D
* Low crush 9~
xiaoyuAOP.1,2m, h11, 15i18, i21~22-3+30g
* Combo from 1st hit with 9F delay
* Interrupt with i2 from 1st block
* Move can be delayed by 11F
* Input can be delayed by 12F
xiaoyuBT.2,1,4h, h, M9, 8, 15i12, ,i18~20-18+33a (+23)
* Combo from 2nd CH with 11F delay
* Jail from 2nd block with no delay
* Move can be delayed by 14F
xiaoyuBT.f,F+3+4M (t)15 (43)i39+4+39a
* Unbreakable throw when connecting at close range on front standing hit
* Chip on block [9]
* Low crush 10~
xiaoyuBT.uf+1L15i33-7+12
* Transition to AOP
* Cancel to FC with D
* Alternate input BT.u+1
* Low crush 9~
yoshimitsu2,NSS.1h, h10, 5,15i11, i23~24 i18-5+19a
* Balcony Break
* Combo from 1st hit
* Interrupt with i3 from 1st block
* Jail from 2nd attack
* Duckable
yoshimitsudf+4m15i12-7+4
Recovers 2f faster on hit or block
yoshimitsud+1M15i24~25-9+1c+6a
* Floor Break
* Weapon
* 4 chip damage on block
* Power up in NSS or Heat
yoshimitsud+2,2M, m12, 15i16~17, i22~23-12+7g+28a (+22)
* Weapon
* Combo from 1st hit with 13f delay
* Input can be delayed 16f
* Move can be delayed 10f
* In 1SS Enter NSS r31 with B
yoshimitsudb+3,3,3,3,3,4l, l, l, l, l, m8, 7, 7, 5, 5, 15i18~19, ,i12~13-8+23a (+13)
* Balcony Break
* Enter KIN -6 +25a (+15) r21 with 1+2
* Enter NSS -6 +25a (+15) r24 with B
* Same animation as ws4
* Can be performed following any number of db+3 lows except the first and last
yoshimitsuuf+3m15i15-13+32a (+22)
* Knee
* Can evade jabs at frames 5-7
* Low crush 9~33
* Floating state 34~36
yoshimitsuuf+3+4,1,4M, h, m20, 8, 15i31~35, ,i17~28 i28~39-14~+13g+27a (+17a)
Combos from 1st (requires wall)
* Low crush 29~56
* Floating state 57~59
yoshimitsuuf+3+4,1,4,1M, h, m, M20, 8, 15, 15i31~35, ,i24~25-9+1c+6a
* Floor Break
* Weapon
* 4 chip damage on block
* Power up in NSS or Heat
yoshimitsuf,F+2m15i15-9+4
* Elbow
* Cannot be buffered
* Increased pushback on CH
yoshimitsuf,F+3+4m15i22~24-20-9c
* Floor Break
* Cannot be buffered
* Visually similar to f,F+1+2
* Low crush 10~27
* Floating state 28~30
yoshimitsuf,F+3+4,1+2m, m15, 15i22~24, i12~18-31-2a (-12)
* Balcony Break
* Combo from 1st CH
* Tremendous forward travel
* Automatically recovers to r55 IND on self-wallsplat
* Low crush 24~46
* Floating state 47~90
yoshimitsuDGF.2h15i16~18+4+13s
* Low crush 1~
yoshimitsuIND.1M!15i53~55+0c~+2c
* Floor Break
* Weapon
* Same animation as the ending of qcf+1
* Low crush 30~52
* Floating state 53~55
yoshimitsuIND.3m15i32~38-31-2a (-12)
* Balcony Break
* Automatically recovers to r55 IND on self-wallsplat
* Low crush 12~34
* Floating state 35~90
yoshimitsuKIN.1,1m, m,m10, 5,15i17, i23~24 i14~15-9+7c
* Floor Break
* Weapon
* Combo from 1st hit with 2f delay
* Power up in NSS or Heat
yoshimitsuKIN.2m15i21~22-14+26a (+16)
Weapon
yoshimitsuKIN.b+2m15i15~16-9+2
Weapon
yoshimitsuMED.3m,M15,15i17~28 i28~39+2~+13+43a
* Floor Break
* BT.d+3 is guaranteed on meaty block
* 1st hit only connects if the opponent is close enough
* Low crush 14~41
* Floating state 42~44
yoshimitsuNSS.BT.d+1l15
Yoshimitsu remains in NSS
yoshimitsuNSS.IND.1M15i48~51-8c+5a
* Floor Break
* Same animation as the ending of NSS.qcf+1
* Low crush 30~52
* Floating state 53~55
yoshimitsuNSS.ub+1+3,1+2m!, h50, 15i51~65, i18~19-15-4+45a
Floor Break
yoshimitsuWFL.4L15i23~24-9+15c
Transition to r24 IND on hit only
* Low crush 1~12
* High crush 12~
* Floating state 13~
zafinadf+3m15i15~16-5+4
* Cancel SCR transition -10 -1 t43 r28 with B
zafinadf+3,d+4m, L15, 15i15~16, i25~26-14+1c
* Combo from 1st hit
* Interrupt with i7 from 1st block
* High crush 11~
zafinab+1+2,ORB.1+2m17,5,15i19~20+2+10a (-16)
* Balcony Break
* Deals 12 recoverable damage to self without Heat
* Consumes ORB
* Consumes 240F of remaining Heat time
* Azazel's Power
* Deals 5 additional damage when Zafina's remaining health is below 48
* 8 chip damage on block
** Deals 13 chip damage on block when Zafina's remaining health is below 48
* Available only on hit or block
* Jail from 1st block
zafinaFC.df+3L15i23~24-26+14a
* Enter MNT -26 +13a with D
* High crush 1~
zafinaSCR.3m15i13-6+5
alisaf+4m14i16-9+1
* Homing
* Enter DES with 1+2
alisaf+4,1m, h14, 14i16, i25~26-9+15d (+7)
* Balcony Break
* Head
* Combo from 1st hit
* Interrupt with i2 from 1st block
alisadf+3m14i16-9+1
anna2,3h, m10, 14i10, i19~20-3+8+12
* Jail from 1st block with no delay
* Combo from 1st hit with 2f delay
* Move can be delayed 2f
annaf+2h14i14-2+4
* Elbow
annad+3,4L, h10, 1416, i20-8+1
* Combo from 1st CH
annadb+4L14i17~18-13+6
* Transition to r26 HAM on hit automatically
* Cancel HAM transition -13 +1 with B
annab+1m14i16~17-2+1
annaf,F+3m14i15-11+5
*
annaf,F+3,3m, L14, 14i15, i25-14+4c+14
* Combo from 1st hit with 5f delay
* Interrupt with i3 from 1st block
* High crush 25~58
armor-king1,2,1h, h, m5, 10, 14i10, ,i24~25-5+1+11
* Combo from 2nd CH with 3F delay
* Interrupt with i4 from 2nd block
* Move can be delayed by 10F
* Cancel to r38 BAD with F (-19/-11) at frame 13
armor-king3+4M14i25~32-7+3
* BT.3+4 spins backwards and recovers frontfacing
* Low crush 11~36
* Floating state 37~39
armor-kingd+3L14i17-12+2+9
asukadf+2m14i15~16-6+35a (+25)
+5s on crouch hit
asukadb+4L14i22~24-11+0+3
Transition to r22 FC with D
* High crush 6~41
asukab+2,1m, m12, 14i15, i28-7+4
* Combo from 1st CH
* Interrupt with i2 WS from 1st block
* Links to f+1 extensions
asukab+2,4m, L12, 14i15, i33~35-11+0+3
* Links to db+4 extensions
* Interrupt with i7 from 1st block
* Can be low parried from block or hit
* Transition to r22 FC with D
* High crush 15~
asukab+3,4m, L15, 14i16~17, i20~22-11+0+3
* Airborne combo from 1st hit (+20a (+13))
* Links to db+4 extensions
* Transition to r22 FC with D
* Interrupt with i26 from 1st block
* Whiffs vs SWR from 1st block
* High crush 1~
azucena4,1h, h15, 14i12~13, i21~22-2+4+6~+7
* Combo from 1st hit
* Interrupt with i2 from 1st block
* Unparryable by traditional punch parries (bug?)
azucenaf+2h14i17~18-10+1
azucenad+3,3L, m10, 14i15, i23-13+1
* Combo from 1st CH with 7f delay
* Move can be delayed 10f
* Interrupt with i3 from 1st block
azucenadb+3L14i16~17-7+4
azucenab+1,1h, h10, 14i14~15, i23-8+3
* Combo from 1st CH hit with 6f delay
* Jail from 1st block with 1f delay
* 4 chip damage on block
azucenaws2m14i15~16-13+32a (+22)
azucenaLIB.1h14i13+3+8
* 4 chip damage on block
azucenaLIB.4m14i15~16-3+10+10a
azucenaLIB.d+4L14i19~20-31-2
bob3m14i15~16-6+5
*
bob3+4M,M14, 14i25, i8-9+1
*
* Floating state 15~29
bob3+4,4M,M, m14, 14, 14i25, i8, i28~29-14+16a
* Spike
* Interrupt with i8 from 1st block
* Whiffs vs SS, SW from 1st block
* Move cannot be delayed
* Input can be delayed by 1F
* Low crush 9~30
* Floating state 31~33
bobdf+2m14i15~16-8+3s+33a (+23)
* Slight jab evasion (frames 8 to 10?)
bobd+3+4M,m12,14i15~16 i5~7-12+21a (+14)
* Slight jab evasion especially at range (frames 6 to 9?)
* +3~+5 on second hit
* Floating state 20~34
bobdb+4,4L, m15, 14i24~25, i25~27-12-2
* Spike
* Combo from 1st CH
* Interrupt with i6 from 1st block
* Whiffs vs SSR, SWR from 1st block
* Low crush 14~28
* Floating state 29~31
bobFC.df+2m14i14-8+3
* +3c on crouching hit
bobFC.df+4L14i19-12+3+29d
*
* High crush 1~26
bobBAL.4L14i23~26-24+27d+25a
* Transition to FC r32 on CH
* Side switch on CH
* 4f timestop on CH
* High crush 1~55
bryan1,4h, h5, 14i10, i15-7+4
Jail from 1st attack
bryan2,3h, m10, 14i10, i16-10+6+16a (+7)
Balcony Break (CH)
* Combo from 1st hit with 1f delay
* Jail from 1st block with ?F delay
* CH frames also apply to combo from 1st CH
bryan3m14i16-4+7
bryan3,2,1,2m, m, m, m14, 11, 10, 14i16, ,i19-10+19a (+10)
* Balcony Break
* Combo from 3rd CH with 2f delay
* Interrupt with i1 from 3rd block
bryanb+3,2,1,2m, h, m, m12, 12, 10, 14i19, ,i19-10+19a (+10)
* Balcony Break
* Combo from 2nd CH
* Interrupt with i1 from 3rd block
bryanub+1+2,1,2,1,2,1,2,1,2,1,4m,m, m, m, m, m, m, m, m, m, m, m5,2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 14i15 i12, ,i10-35-15a (-24)
* Knee
* Balcony Break
* Combo from 1st hit
* Jail from 1st block with ?F delay
claudio3m14i14~15-10+1
* Tracks sidestep right and sidewalk right completely?
claudio4,3h, h13, 14i12, i25~26+1+15g
* Homing
* Balcony Break
* Combo from 1st hit with 1f delay
* +22a (+15) if the 1st hit counterhits
* Interrupt with i6 from 1st block
* Low crush 17~30
claudiodf+4m14i13-8+3
claudiod+1m14i17~18-8+2
claudiob+3m14i13-4+7
* Knee
* Completely homing to SSL/SSR/SWR?
claudiob+4,3m, h10, 14i17, i22~23-12-4+1
* Homing
* Combo from 1st hit with no delay
* Combo from 1st CH with 8f delay
* Interrupt with i2 from 1st block
* Input can be delayed 12F
claudiouf+3+4,2m,m, m10,12, 14i17,i10~11, i20-12+30a (+4)
* Balcony Break
* Gain STB on hit (+21a (-5) r50)
* Combo from 1st hit
* 20f timestop on hit
* Interrupt with i1 from 1st block
claudiof,F+2m14i14~16-18-7
* Elbow
* i15 fastest startup when buffered during blockstun. i17 fastest startup when unbuffered
clived+1L14i18~19-13+2
* High crush 6~
clivews4m14i11~12-5+6
* Enter PHX -5 +6 r23 with F or 4 on hit or block
devil-jin1,1,2h, h, m5, 6, 14i10, ,i13~14-17+18a (+13)
* Balcony Break on airborne hit
* Jail from 1st block with 5F delay
* Combo from 1st hit with 11F delay
* +41? (+3?) on wall hit
* +7a (-2) on BT hit
devil-jinf+2m14i17~18-8+3
Floor Break
devil-jinf,n,d,DF+4,1+2L, SM7, 14 (9)i16, i29~40+58a (+42)
* Tornado
* Available only on hit
* Opponent recovers FUFA on hit
* 9 damage with scaling from previous hit
devil-jinFLY.4,2,1,UFM, m, m, t10, 20 (14), 20 (14/10), 14 (10/7/6)i20~21, ,-4d
* Floor Break
* Airborne combo from 1st hit
* Transition to attack throw on hit
* Available only on hit
* Opponent recovers FDFA on hit
* Low crush 1~
devil-jinMCR.4,2,1,UFM, m, m, t10, 20 (14), 20 (14/10), 14 (10/7/6)i20~21, ,-4d
* Floor Break
* Airborne combo from 1st hit
* Transition to attack throw on hit
* Available only on hit
* Opponent recovers FDFA on hit
* Low crush 1~
dragunov1,3h, h5, 14i10, i16~17-7+1+9
* Jail from 1st attack
* Combo from 1st hit
dragunov2,1,4h, h, L10, 10, 14i10, ,i23-12+3c
* Floor Break
* Interrupt with i7 from 2nd block
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
dragunovdf+2m14i15~16-12+28a (+18)
Launches crouching opponent
dragunovdf+4m14i12-9+2
dragunovd+2L14i18~19-13-1c+13g
* High crush 6~
dragunovb+1m14i17-10+1
dragunovb+2m14i15-3+8
dragunovws1,2m, h11, 14i12~13, i22~23-7+10g
* Balcony Break
* Combo from 1st hit
* Interrupt with i4 from 1st block
eddydf+4L14i18-12+0+14g
eddydb+4m14i17~18-8+2
eddyb+4h14i21~22+0+8
eddyuf+3+4m,h10,14i17~18-13+32a (+25)
* Balcony Break
* Strong Aerial Tailspin
* +20a if only the 2nd hit connects
* Low crush 15~
eddyws1,3h, M6, 14i13~14, i19~21-15+38a(+20)
* Transition to RLX
* Combo from 1st hit
eddyRLX.4m14i15~16-8+8
* Transition to FC
fahkumram1,2,4,3h, h, h, h5, 8, 10, 14i10, ,i19~20-7+6+29a
* Balcony Break (airborne)
* Combo from 3rd hit
* Move cannot be interrupted
fahkumram4,3h, h10, 14i12, i19-7+6+29a
* Combos from 1st hit
fahkumramf+2m14i15~16-9+0
fahkumramd+3,4,3L, h, h11, 10, 14i16, ,i19-7+6+29a
* Combos from 1st hit CH
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
fengdb+3l14i17-15+4c+0d
* Transition to attack throw when CH from front
* Transition to BT on CH
* Can be accessed from a manual CD input with input qcf,db+3
* High crush 6~51
heihachid+1,2m, m12, 14i16, i27~28-9+9+35a (+28)
* Combo from 1st hit with 2f delay
* Input can be delayed 11f
* Move can be delayed 10f
* Enter RAI -5 +13 r24 with F
heihachib+3h14i14~15-9+2
* Homing
hwoarang1,1,3,3h, h, L, h5, 8, 10, 14i10, ,i20-14+4
* Combo from 3rd hit with 1F delay
* Move can be delayed by 10F
hwoarang1,2,f+3h, h, m5, 10, 14i10, ,i21-8+9
* Wall Crush +21g on hit
* Combo from 2nd CH with 4F delay
hwoarang2,f+3h, m9, 14i10, i21-8+9
* Wall Crush +21g on hit
* Combo from 1st hit with 1F delay
* Combo from 1st CH with 4F delay
hwoarang4h14i11~12-6+5
hwoarangdb+4L14i16-12-8-1
* Transition to r20 RFS with F (-1/+3/+10)
* Also possible during RFF
jack-81+2m,m8,14i15~16-13+67a (+51)
* Tornado
* Homing
* Instant Tornado
* High evasion from frames 4? to 12?
jack-8db+4l14i16-13-2
*
* High crush 6
jack-8b+3m14i16-9+2
*
jack-8ws1m14i15-13+34a (+24)
*
jack-8ws1+2m14i20-15+26a (+16)
*
jack-8ws1+2,1+2,1+2m, m, l14, 12, 14i20, ,i27~28-23+6d
* Balcony Break
* Combos from 1st hit
* Interrupt with i9 from 2nd block
jack-8hFC.1,1L, L10, 14i19~21, i31~33-12~-10+4~+6
* Interrupt with i14 from 1st block
* Interrupt with i4 from 1st hit
* Move cannot be delayed
* Input can be delayed by 2F
* High crush 1~62
jack-8hFC.db+1l14i14-11+3
* Can be done from Crouch Level 1
* High crush 1
jinf+3,3m, h12, 14i14, i20-8+8
* Combo from 1st hit with 8F delay
* Interrupt with i1 from 1st block
* Move can be delayed by 7F
* Input can be delayed by 8F
* Enter ZEN -7 +9 r26 with F
* Transition to Special Move backdash with B
jinb,f+2,1m, h15, 14i15~16, i21-5+6+9
* Combo from 1st hit with 8f delay
* Interrupt with i2 from 1st block
* Input can be delayed 12f
jinws2m14i14~15-12+39a (+29)
jinZEN.1m14i16~17-3+8
jinZEN.1,3m, h,t14, 14,14i16~17, i24~25-9+0d
* Combo from 1st hit
* Interrupt with i6 from 1st block
* Whiffs vs SSR from 1st block
* Transition to attack throw on standing or airborne hit
* +33a (+18) on side hit
* +18a (+11) and balcony break on BT hit
jun3m14i14~15-10+2
Balcony Break
jundf+2m14i16~17-12+29a (+19)
* Launches crouching opponent
* Increased tracking when f2,1+2's input is buffered late
jundb+3L14i18-12+2+6c
jundb+4L14i22~24-11~-9+0~+2+3~+5
Transition to r28 FC with D
* High crush 6~41
junb+3,4m, L20, 14i16~17, i20~22-11+0~+2+3
* Combo from 1st hit with 25F delay
* Interrupt with i26 from 1st block
* Links to db+4 extensions
* Transition in r28 FC with D
* Move cannot be delayed
* High crush 1~42
junb+4m14i13~14-7+5
Knee
junws1h14i12~13-6+5
junGEN.3M14i17~20-4c~-1c+4c~+7c
Spike
kazuya1,1,2h, h, m5, 6, 14i10, ,i13-17+20a (+15)
* Balcony Break (airborne)
* Combo from 1st hit
* Combo from 2nd hit with 11f delay
* Move can be delayed 11f
kazuyadb+3L14i19~20-12-1+7c
* -1c on crouching hit
* High crush 6~50
kazuyab+2,2m, m12, 14i14, i25-10+1
kazuyaSS.4m14i15-6+4
Balcony Break
kingd+3+4L14i16-25-9
* On CH, can access Stagger Kicks Flurry (d+3+4,4,4,4)
* Can be done from Crouch Level 1
* High crush 6~
kuma1,1,1h, m, m5, 8, 14i10, ,i22~23-16+69a (+23)
* Tornado
* Combo from 2nd hit
* Combo from 1st CH
kumaH.db+4,1l, m20, 14i21~22, i28~31+10a (+3)
* On hit only
* Combos from 1st hit
* Partially consumes remaining Heat time
* Low crush
kumab+2,1m, h12, 14i15, i23-3+8
* Transition to HBS with input D or 3+4 (-4/+7)
* Transition to ROL with input F (-14/-3)
** Adds i28~31 SM projectile 5dmg attack during Heat (Consumes 120F of remaining Heat time)
*** +14~+17 or -6~-3 HBS or +1~+4 FC on block
*** +20~+23 or +0~+3 HBS or +7~+10 FC on hit
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
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
kunimitsudf+3m14i17~18-6+2+4
kunimitsub+1,1,1,1,1h, h, h, h, h8, 9, 10, 12, 14i17, ,i12+5+6+11
* Combo from 4th hit
* Combo from 3rd CH
kunimitsuws2m14i13~14-9+1
* Weapon
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
larsb+3m14i17-12+4
* Transition to SEN with input F (-5/+11)
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
larsDEN.1h14i11~12+1+8
* Elbow
* Transition to SEN with input F (-3/+4)
larsDEN.4l14i23~25-12+1
* Transition to LEN with input D (-12/+3)
law4,3,4h, h, h15, 12, 14i13, ,i20-6-1+31a (+24)
* Airborne combo from 1st CH (+31a (+24)/+44a (+37))
* Transition to DSS with F (+7/+12g/+43a (+33))
lawuf+4m14i15-13+33a (+23)
* Low crush 9~
lawws4m14i11-4+4+5
* Transition to +4, +12, +13 DSS with F
lawBT.4h14i11-9+2
lawDSS.1h14i12+3+7+17c
* 4 chip damage on block
* Transition to DSS
lee1,2,2h, h, m5, 9, 14i10, ,i20~21-13-2
* Combo from 2nd CH with 7F delay
* Interrupt with i2 from 1st block
* Move can be delayed 5F
* Input can be delayed 7F
lee1,3:3:3h, h, m, h5, 5, 4, 14i10, ,i21-17+14a
* Combo from 1st hit
* Input 3 during frames 8-9? of previous hit
* Interrupt from i1 from 1st block
* 20f timestop on hit
* Consumes 240F of remaining Heat time without perfect input
* 5 chip damage on block
* Low crush 10~17
* Floating state 18~20
lee2,2h, m10, 14i10, i20~21-13-2
* Combo from 1st CH with 5F delay
* Interrupt with i2 from 1st block
* Move can be delayed 5F
* Input can be delayed 7F
lee4h14i11-9+2+2s
lee4,3h, h14, 14 (9)i11, i18-14-3+2
* Combo from 1st hit
* Airborne combo from 1st CH (+19a (+12))
* Move cannot be interrupted
leeuf+4m14i15-13+31a (+21)
* Knee
* Alternate input ub+4, u+4
* Low crush
leef,f,F+3m14i14-9+16a (+9)
* Knee
* Alternate input wr3
* Low crush
leo3,2,4h, h, m15, 10, 14i14, ,i22~23+9~+10+15g+19
* Knee
* Combo from 2nd CH
* Interrupt with i4 from 2nd block
leof+2h14i14~160~+2+6
leof+4M14i17~18+9~+10+15g+19
* Knee
* Stance moves may be delayed by 11F
* 4f timestop on CH
* Enter CD r23 with df (-5/+1/+5)
leodf+4m14i13-6+5
leob+1,4m, m17, 14i18~19, i23+9+15g+19
* Knee
* Combo from 1st CH
* Interrupt with i5 from 1st block
* Whiffs vs SSL from 1st block
leob+4,1~4m, m13, 14i18, i17~18+9~+10+15g+19
* Knee
* Combo from 1st hit
* Interrupt with i17 from 1st block
* Whiffs vs SS, SW from 1st block
* Enter CD -5 +1 +5 with df
leoBOK.1m14i13-4+9
+9s on hit when performing BOK.1,2
* High crush 1~12
leoBOK.4M14i20+9+15g+19
* Stance moves may be delayed by 11F
* 4f timestop on CH
* Enter CD r24 with df (-5/+1/+5)
leoqcf+2m14i17-9+9
* Transition to KNK r28 with b (-9/+9)
leoLTG.KNK.4,1+2L, m,m18, 13,14 (20)i20~21, i20~21,i31~32-14~-13+31a (+13)
* Balcony Break
* 35 damage with scaling from 1st hit
* Combo from 1st hit
* +15a (-2) on 2nd whiff and 3rd hit
* Consumes 450F of heat timer during heat
leroy3m14i15-8+3
leroyf+3m14i14~15-7~-6+7~+8
* Knee
* Alternative input: ws3
leroyf+4m14i16~17-9~-8+4
leroydf+3m14i16-11+0
leroydf+4m14i13-6+6
Transition to HRM
leroydf+4,3m, m14, 14i13, i20~21-9+7+37d (+29)
* Knee
* Combo from 1st hit CH with 7F delay
* Move can be delayed by 3F
* Input can be delayed by 7F
* Interrupt with i3 from 1st block
leroydb+2+3L,M10,14 (9)i20~21 i15~16-14+67a (+51)
* Weapon
* Tornado
* Only once per match
* chip damage on block
* Tracks to both sides effectively homing
leroyws1m14i13~14-7+3
Elbow
leroyFC.df+4L14i15~16-13~-12-2~-1+3~+4
* High crush
leroyHRM.2h14i12~13-2+5~+6
lidia4h14i13-8+1
lidiadb+2m14i16~17-7+7
lidiab+2h14i13-9+1
lidiab+2,3h, m14, 14i13, i22-10+6+63a
* Knee
* Combo from 1st hit with 7f delay
* Input 3 on frames 12~14 to add 3 damage
lidiaCAT.4L14i19~20-6+8c+33a
* Transition to WLF on hit or block only
* Crouching state ends early on frame 20 when transitioning to WLF
* WLF transition is -14
* Powered up based on Heaven and Earth Level
* HAE lvl.1 16 damage
* HAE lvl.2 18 damage
* HAE lvl.3 20 damage
* High crush 11~31
lilidf+3+4M14i24~29-4~+1+27a
* Low crush 12~30
lilid+3L14i19~20-12+1+5c
miary-zod+3L14i20-14+1+12g
Weapon
* High crush 12~
miary-zouf+2h14i17-2+2+3
miary-zouf+2,3h, L14, 14i17, i27~28-14+2c
* Combo from 1st hit
* Move cannot be interrupted
miary-zof,F+2m14i15~16-9+7
miary-zof,f,F+2,1h, h12, 14i14, i17~18+1+33d (+25)
* Balcony Break
* Elbow
* Jail from 1st attack
* Chip damage on block
* Enter MOR +4 +36d (+28) r27 with F on hit or block only
miary-zoMOR.1m14i13-4+8
* Good right sidestep tracking
miary-zoMOR.4,3L, h10, 14i17, i22~23-13+6
* Balcony Break (airborne)
* Combo from 1st hit
* -36 from 1st block
nina3h14i14-16-5
ninadf+3,3m, m13, 14i14, i28-10+2c
* Spike
* Combo from 1st hit with 2f delay
* Interrupt with i9 from 1st block
* Whiffs vs SSR and SW from 1st block
* Move can be delayed 10f
ninad+3,4L, h10, 14i16, i20-8+1
* Combo from 1st CH
* Move cannot be interrupted
ninab+1+4m,m4,14i15 i13~14-15+34a (+24)
Tornado
ninauf+4,3,4h, L, h22, 10, 14i18, ,i20-6+5
* Combo from 2nd hit
* Move cannot be interrupted
* Enter SS -5 +6 with D_U
ninauf,n,D+3,4L, h15, 14i43, i20-8+1
* Combo from 1st CH
* Move cannot be interrupted
ninaSS.4L14i20-14+6c
Sidestep adds minimum 9f, effective startup i29
* High crush 6~39
panda1,1,1h, m, m5, 8, 14i10, ,i22~23-16+69a (+23)
* Tornado
* Combo from 2nd hit
* Combo from 1st CH
pandaH.db+4,1l, m20, 14i21~22, i27~28+17a (-18)
* Floor Break
* On hit only
* Combos from 1st hit
* Partially consumes remaining Heat time
* Low crush
pandab+2,1m, h12, 14i15, i23-3 / - 4 HBS / -14 ROL+8 / +7 HBS / -3 ROL
* Combos from 1st hit
* Transition to HBS with input D or 3+4
* Transition to ROL with input F
paul2,3h, h8, 14i10, i19-2+8
* Knee
* Combo from 1st hit with 6F delay
* Move cannot be interrupted
paul3m14i15~16-7+4
pauldf+3m14i16-9+2
paulb+4L14i20~21-12c+4+17g
paulf,F+2m14i15~17-17-7
* Elbow
* Alternate input FC.df+2
paulqcb+3L14i18~19-21c-10g+21a
* High crush 1~
ravenuf+4m14i20~21-9~-8+22a (+12)
* Balcony Break
* Can be performed during CD (Shadow Sprint)
* Low crush 8~27
* Floating state 28~30
ravenqcf+3h,t16,14i16~17-7~-6-4d
* Spike
* Transitions to attack throw on front hit only, otherwise launch +33a (+23)
ravenws1m14i14~15-14~-13+35a (+25)
ravenBT.b+2m14i16~17-2~-1+6~+7
* Elbow
reina1,2,2h, h, h5, 6, 14i10, ,i17-14+0
* Jail from 2nd block with 2F delay
* Combo from 2nd hit with 2F delay
* Combo from 2nd CH with 3F delay
* Move can be delayed by 1F
* Input can be delayed by 3F
* Transition to UNS r26 with u_d (-7/+7)
reinadf+4m14i15-4+7
reinab+1h14i18-4+6
reinab+2m14i16~17-9+3
Homing
reinaf,F+2m14i12-9+2
* Transition to SEN r22 with F (+2/+13)
* Cannot block up to i12 on empty transition on block
reinaws3m14i15~16-10+1
reinaws3+4m14i14~15-8+14
* High crush 1~13
reinaOTG.d+4L14 (11)i19-19-8 / -8a (-16)
22 (17) dmg if done with input OTG.d+4 alone
reinaUNS.d+4L14i20-12+3 SEN+13 SEN
* Transition to SEN on hit only
* Transition to standing (+0/+10) on hit with B
* WDS.4: Unbufferable. i22 effective startup
* High crush 6~35
shaheen4,1h, h16, 14i13, i18-5+5
* +31a (+24) from 1st CH
* Combo from 1st hit
* Jails attack inputs from 1st block (crouch assist bufferable)
* Duckable
shaheenSS.2L14i20-12+1c
* Sidestep takes 9f; effective startup i29
* High crush 15~
steve2,1h, h12, 14i12, i19-5+6
* Combo from 1st hit
* Jail from 1st block
* Transition to r15? PAB with f (+2/+13g/+13)
* Transition to r14? FLK with b (+3/+14g/+14)
** r14? PAB/FLK FC cancel?
steveu+2m14i17~19-15+34a (+24)
* Tornado
* Low crush 12~32
steveFLK.1h14i12-4+7
* Transition to r18? FLK with b (-1/+10/+10)
* Transition to r1? ALB with 3+4 with 2?F delay (+17g/+28g/+28)
* r18? FLK FC cancel?
steveFLK.u+2m14i17~19-15+34a (+24)
* Tornado
* Low crush 12~32
steveLWV.1m14i14-10+1
* Input b to r18? FLK (-3/+8/+8)
steveLWV.1,2m, h14, 14i14, i22~23+3+8
* Strong Aerial Tailspin
* Homing
* Combo from 1st hit with 7F delay
* Interrupt with i2 from 1st block
* Move can be delayed by 10F
* Transition to LNH
* Input b to cancel LNH at r34? (-1/+4/+4)
stevePAB.1,2h, h10, 14i12~13, i15~16+0+8
* Combo from 1st hit
* Jail from 1st block
stevePAB.df+1,1m, m12, 14i15~16, i19~20-10+1
* Combo from 1st hit with 7F delay
* Interrupt with i2 from 1st block
* Move can be delayed by 12f
victordf+2m14i15~16-14+31a (+21)
* Weapon
* Recovers 3f faster on hit (t48 r32)
victordf+3,4m, m10, 14i16, i21-9+2
* Knee
* Combo from 1st CH
* Interrupt with i1
victorf,f,F+1+2L,L10,14i18, i14~15-14+4 IAI+15g IAI
* Weapon
* Transition to IAI r29 on hit (+4/+15g)
* Unparryable (weapon low)
* High crush 15~50
xiaoyuf+2,1m, h12, 14i16~17, i20-6+5+7
* Combo from 1st hit
* Jails from 1st block with ?F delay
* Transition to HYP with B (+0, +11)
xiaoyuf+3M14i16~18-9+2
* Knee
* Doesn't hit grounded if opponent is on-axis in FUFT
xiaoyuf+3+4,3+4m,m,m8,8,14i20~21 i4~5 i5~8+8+2d
*
* Low crush 23~
xiaoyudb+4L14i18-12+4c+14
* This move is +20 on a traded hit
xiaoyuAOP.4m14i12~13-3+8
* Inconsistent grounded hit (more consistent on side hit)
<Showing 4001-4400 of 6584 moves>