
All Characters
All Characters Tekken 8 Frame Data
| Char | Command | Hit level | Damage | Startup | Block | Hit | Counter hit | Notes |
|---|---|---|---|---|---|---|---|---|
| xiaoyu | AOP.uf+3 | m | 14 | i15~17 | -17 | +27a (+17) | * Alternate input AOP.ub+3, AOP.u+3 * AOP.u+3: No forward momentum * AOP.ub+3: Backwards momentum * Low crush 10~35 * Floating state 36~38 | |
| yoshimitsu | df+1 | m | 14 | i13 | -4 | +5 | ||
| yoshimitsu | db+4 | L | 14 | i17 | -12 | -1 | ||
| yoshimitsu | b+1,1,1,1,1 | h, h, h, h, h | 8, 9, 10, 12, 14 | i17, ,i11~12 | +4 | +5 | +10 | * Combo from 4th hit * Combo from 3rd CH * Can transition to Spinning Evade with b+3 or b+4 |
| yoshimitsu | ws2,1 | m, m | 13, 14 | i15~16, i27~28 | -3a | +36a (+26) | * Weapon * Combo from 1st hit with 1f delay | |
| yoshimitsu | ws4 | m | 14 | i11~12 | -6 | +5 | * Enter KIN r24 with 1+2 * Enter NSS r24 with B | |
| zafina | 1,3 | h, h | 5, 14 | i10, i17~18 | -2 | +7 | * Combo from 1st hit with 3f delay * Jail from 1st attack with 1f delay * Move can be delayed 2f * Cancel SCR transition -8 +1 t55 r26 with B | |
| zafina | 2,2,1+2 | h, m, m,m,m | 8, 12, 7,11,14 | i10, ,i25~26 i10~11 i4~5 | -9c | +19d (-16) | * Spike * Combo from 2nd hit CH with 9f delay * Interrupt with i11 from 2nd block * Whiffs vs SW from 2nd block * Input can be delayed 14f * Move can be delayed 9f | |
| zafina | df+4 | m | 14 | i13 | -13 | +3 | ||
| zafina | d+3 | L | 14 | i22 | -15 | +5c | +24d | * Transition to MNT -13 +7c +26d r32 with D * Evasive (can go under some mids) * High crush 6~ |
| zafina | db+4 | L | 14 | i21~22 | -12 | -3 | +3 | * Transition to -13 -4 +2 MNT with D * High crush 6~40 |
| zafina | b+1 | m | 14 | i18 | -14 | +2 | * Transition to attack throw on standing or airborne front hit with 1+2 * 8f input window for attack throw (frames 10~17) | |
| zafina | b+4 | m | 14 | i22~23 | -9 | +4 | ||
| zafina | ws4 | m | 14 | i11 | -7 | +4 | ||
| zafina | MNT.d+1 | L | 14 | i15~16 | -11 | 0 | * High crush 1~58 | |
| alisa | df+4 | m | 13 | i12 | -7 | +4 | +4c on hit against crouching opponent | |
| alisa | DBT.f+2 | L | 13 | i19~20 | -12 | +6c | * Weapon * 3 chip damage on block * 5 chip damage on block in heat | |
| alisa | SBT.1,2 | m, m | 12, 13 | i13~14, i18~19 | -9 | +2 | +7c | * Spike * Combo from 1st hit with 1f delay * Rest of the string is natural on CH * Low crush 26~64 * Floating state 65~67 |
| anna | 1,2,uf+1+2 | h, h, h | 5, 8, 13 | i10, ,i21~65 | -14~+10 | +33a (+18) | * Weapon * Combo from 2nd CH with 9f delay * Input can be delayed 10f * Move can be delayed 5f * Chip damage on block * Recovers 7f slower on block | |
| anna | 2,uf+1+2 | h, h | 10, 13 | i10, i21~65 | -14~+10 | +33a (+18) | * Weapon * Input can be delayed 10f * Move can be delayed 5f * 2 chip damage on block * Recovers 7f slower on block | |
| anna | df+3 | m | 13 | i14 | -11 | +0 | +1 | * |
| anna | df+3,2,uf+1+2 | m, h, h | 13, 9, 13 | i14, ,i21~65 | -14~+10 | +33a (+18) | * Weapon * Combo from 2nd CH with 10f delay * Input can be delayed 10f * Move can be delayed 5f * Chip damage on block * Recovers 7f slower on block | |
| armor-king | d+1,4 | sl, m | 5, 13 | i10, i15 | -10 | +6 | * Knee * Jail from 1st block * Combo from 1st CH | |
| armor-king | d+2,4 | m, M | 17, 13 | i17~18, i22~23 | -14 | -3 | * Interrupt with i1 from 1st block * Move is delayed 2F * Input cannot be delayed | |
| armor-king | d+3+4,1 | L, h | 15, 13 | i17, i20~21 | -9 | +15g | +27d | * Balcony Break * Combo from 1st CH with 8F delay * Interrupt with i8 from 1st block * Whiffs vs SSR, SWR from 1st block (inconsistent) * Move cannot be delayed * Input can be delayed by 8F |
| armor-king | uf+4 | m | 13 | i15~17 | -13 | +33a (+23) | * Low crush 9~30 * Floating state 31~33 | |
| armor-king | BAD.1 | h | 13 | i11 | +1 | +8 | ||
| asuka | db+1 | m | 13 | i14 | -10 | +6 | * High crush 6~13 | |
| azucena | 3 | m | 13 | i14 | -7 | +4 | ||
| azucena | df+1,4 | m, h | 11, 13 | i13~14, i17~18 | -7 | +4 | * Jail from 1st block * Combo from 1st hit * Enter BT -5 +6 r23 with B | |
| azucena | d+4 | L | 13 | i15~16 | -13 | -2 | ||
| azucena | db+4 | L | 13 | i19 | -14 | -3 | +12g | * High crush 6~20 |
| azucena | ws4 | m | 13 | i11~12 | -6 | +5 | ||
| bob | 1,d+4 | h, l | 5, 13 | i10, i22 | -12 | -1 | * Combo from 1st hit with 3F delay * Interrupt with i3 from 1st block * -1c on crouching hit | |
| bob | df+1 | m | 13 | i14 | -2 | +5 | * | |
| bob | b+2,2,4 | m, h, m | 12, 12, 13 | i13~14, ,i22 | -13 | +3 | * Knee * Combos from 2nd CH with 8F delay * Interrupt with i2 from 2nd block * Move can be delayed by 10F | |
| bob | b+4 | m | 13 | i15 | -11 | +4 | +9 | * Knee |
| bryan | 3,3 | m, h | 14, 13 | i16, i23 | -6 | +6 | * Combo from 1st CH * Interrupt with i3 from 1st block | |
| bryan | d+4 | L | 13 | i15 | -11 | +0 | +0c on crouching hit | |
| bryan | db+2 | m | 13 | i15~17 | -6 | +8 | ||
| bryan | SLS.4 | m | 13 | i18 | -5 | +1 | +3 | |
| bryan | SLS.4,1 | m, h | 13, 13 | i18, i27 | +0 | +55a | * Combo from 1st CH * Interrupt with i2 from 1st block * Cancel to SS -12 -5 -3 r9 with u_d | |
| claudio | 2,1 | h, m | 10, 13 | i12, i20 | -6 | +5 | * Combo from 1st hit with 2f delay * Interrupt with i2 from 1st block | |
| claudio | 4 | h | 13 | i12 | -11 | +5 | +9s | * Pseudo homing to sidestep left and sidewalk left? |
| claudio | uf+4 | m | 13 | i15~17 | -13 | +33a (+23) | * Low crush 9~30 * Floating state 31~33 | |
| claudio | f,F+3,2 | m, m | 8, 4,13 | i15~16, i20~21,i16~17 | -13 | +22a (+17) | * Tornado * 2 chip damage on block * Can be charged * Has roughly 5 levels of charge * Combos from 1st hit if uncharged * Jail from 1st block with ?F of charge | |
| clive | 1,1 | h, h | 5, 13 | i10, i18~19 | -3 | +6 | * Jail from 1st block * Combo from 1st hit * Enter PHX -3 +6 r23 with F or 4 on hit or block at frame 25 | |
| clive | 4,4 | m, h | 8, 13 | i12, i25 | -8 | +0 | * Combo from 1st hit * Input can be delayed 3f * Enter PHX +6 +14 r21 with F or 4 on hit or block | |
| clive | f+2,1 | m, h | 10, 13 | i15, i21~22 | +1 | +20g | * Balcony Break * Combo from 1st hit | |
| clive | df+1,2 | m, h | 10, 13 | i14~15, i23 | -16 | -8 | * Strong Aerial Tailspin * Weapon * Combo from 1st hit * Enter PHX +6 +14 r21 with F or 4 on hit or block | |
| clive | df+4 | m | 13 | i14 | -9 | +5 | ||
| dragunov | df+1 | m | 13 | i13 | -2 | +7 | Enter -2, -11 PGR with 3+4 (or d+3+4) | |
| dragunov | d+3 | L | 13 | i17~18 | -14 | -3 | +1c | |
| eddy | 2,1 | h, h | 10, 13 | i12, i17~18 | -9 | +2 | Jail from 1st attack | |
| eddy | f+4 | m | 13 | i23~25 | -8 | +8c | Floor Break * Floating state 16~ | |
| eddy | b+2,3 | m, m | 12, 13 | i15~16, 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 | |
| eddy | ws4 | m | 13 | i11~13 | -4 | +7 | ||
| fahkumram | 2 | h | 13 | i12~13 | -8 | +3 | * Elbow | |
| fahkumram | f+3,2 | m, m | 16, 13 | i17~18, i20 | -12 | -1 | ||
| fahkumram | d+2 | sl | 13 | i12 | -9 | +2 | * Elbow * High crush | |
| fahkumram | ws2 | m | 13 | i14~15 | -9 | +7 | ||
| fahkumram | hFC.2 | sl | 13 | i12 | -9 | +2 | * Elbow * High crush 1~40 | |
| feng | df+4 | m | 13 | i15 | -6 | +5 | ||
| feng | df+4,2 | m, m | 13, 13 | i15, i20~21 | -11 | +1 | +8 | * Combo from 1st hit with 8F delay * Move cannot be interrupted |
| feng | db+1+2 | m | 13 | i21~22 | -4 | +4 | Floor Break | |
| feng | b+2 | m | 13 | i17 | -11 | +0c | Floor Break | |
| feng | b+2,3,4 | m, l, m | 13, 6, 13 | i17, ,i24~25 | -12 | +19a (+12) | * Combo from 2nd CH * Interrupt with i7 from 2nd block * Whiffs vs SSR, SWR from 2nd block | |
| feng | uf+4 | m | 13 | i15~17 | -13 | +33a (+23) | * Recovers 2F faster on hit (t46 r29) * Low crush 9~28 * Floating state 29~31 | |
| feng | ws1 | m | 13 | i13 | -3 | +3 | ||
| feng | FC.df+4 | l | 13 | i19~20 | -8c | +3 | * Can be input with D,df+4 (i27? effective startup) * Transition to BT * +3c on crouching opponent | |
| heihachi | 2,2 | h, m | 10, 13 | i11, i22 | -8 | +3c | * Spike * Combo from 1st hit with 2f delay * Interrupt with i2 from 1st block | |
| heihachi | f+2 | h | 13 | i15~16 | -9 | +2 | ||
| heihachi | ws4 | m | 13 | i11~12 | -3 | +8 | ||
| heihachi | FUJ.1 | h | 13 | i12~13 | -4 | +7 | ||
| hwoarang | 4,4 | h, h | 14, 13 | i11~12, i16 | -1 | +10g | +10 | * Jail from 1st block * Combo from 1st hit * Transition to RFS |
| hwoarang | df+2 | m | 13 | i15~16 | -7 | +34a (+24) | * +4s on crouching normal hit * Also possible during RFF | |
| hwoarang | d+3,4 | l, h | 7, 13 | i17, i21~23 | +8g~+10g | +14g~+16g | +19~+21 | * Transition to RFS * Combo from 1st hit |
| hwoarang | uf+3+4,4 | m,h, m | 10,8, 13 | i14,i9, i14~15 | -10 | +7 | * Combo from 1st hit * Also possible during RFF * Transition to RFF * Low crush 1~ | |
| hwoarang | ws4,4 | m, M | 12, 13 | i11~12, i15~19 | -9 | +4c | * Jail from 1st block * Combo from 1st hit * Recovers 3 frames faster on hit (r21 t52) * Transition to RFF | |
| hwoarang | SS.3 | m | 13 | i18~19 | -12 | -1 | +5s | |
| hwoarang | LFS.1+2 | m | 13 | i15~16 | -10 | +4c | * | |
| hwoarang | LFS.d+3,4 | L, h | 7, 13 | i16, i21~23 | +8g~+10g | +14g~+16g | +19~+21 | * Combo from 1st hit with 1F delay * Move cannot be delayed * Input can be delayed by 1F * Transition to RFS |
| hwoarang | LFS.uf+3+4,4 | m,h, m | 10,8, 13 | i14, i9, i14~15 | -10 | +7 | * Combo from 1st hit * Transition to RFF * Low crush 1~ | |
| hwoarang | RFF.3 | m | 13 | i16 | -4 | +7 | ||
| hwoarang | RFF.d+3,4 | L, h | 10, 13 | i18, i21~23 | +8g~+10g | +14g~+16g | +19~+21 | * Combo from 1st hit * Transition to RFS |
| hwoarang | RFS.d+3 | L | 13 | i15 | -13 | -5 | +2 | * Transition to RFF * 3 chip damage on block in heat * cs10~19 crush state when canceled into followup * High crush 10~25 |
| jack-8 | f+1 | m | 13 | i14~15 | -6 | +5 | * Effectively homing? | |
| jack-8 | df+2 | m | 13 | i15 | -14 | +31a (+21) | ||
| jack-8 | db+1 | l | 13 | i12 | -12 | +1 | * | |
| jack-8 | b+3,2 | m, h | 14, 13 | i16, i22 | -4 | +1 | * Combo from 1st hit * Interrupt with i3 from 1st block * Whiffs vs SSR from 1st block * Transition to GMH with D ** (+0 oB, +5 oH) | |
| jin | uf+4 | m | 13 | i15~17 | -13 | +33a (+23a) | * Low crush 9~20 * Floating state 21~23 | |
| jin | ws4 | m | 13 | i11~12 | -3 | +8 | ||
| jun | f+3 | m | 13 | i16 | -9 | +7 | * Enter SS -16 +14g r21 with u_d * r21 when attacking after SS * r35 when blocking after SS | |
| kazuya | df+3 | m | 13 | i18~19 | -7 | +9 | Knee | |
| kazuya | df+3,2 | m, m | 13, 13 | i18~19, i20 | -11 | +5 | * Combo from 1st hit with 9F delay * Move cannot be interrupted | |
| kazuya | ws4 | m | 13 | i11~12 | -3 | +8 | ||
| king | d+1,2 | sl, m | 5, 13 | i10, i15~17 | -11 | +5 | * Jail from 1st block * Combo from 1st CH | |
| king | b+1 | h | 13 | i12 | -8 | +3 | +3s | |
| king | uf+4 | m | 13 | i15~16 | -13 | +33a (+23) | * Knee * Recovers 2f faster on hit * Low crush 9~23 * Floating state 24~26 | |
| king | DHH.2,1,3,4 | t | 12,13 / 32 | -6 | -7d(-40) | * 2 throw break. * Mash 1/2/3/4 to roll in midscreen to reduce damage, on wall splat damage is 32. * Opponent recovers in FUFT if fails to roll. | ||
| king | MMD2.1,1+3/ MMD2.2,2+4 | t | 13 | -6 | +0d | * 1 or 2 throw break, depending on King's input. * Opponent recovers in FDFA. | ||
| kuma | 2,1,3 | h, m, l | 10, 11, 13 | i10, ,i18 | -13 | -2 | * Combo from 2nd CH | |
| kuma | df+3 | m | 13 | i16 | -9 | +2 | * +2c on crouching hit | |
| kuma | uf+3 | m | 13 | i16~17 | -13 | +30a (+20) | * Panda: Very slightly increased vertical hitbox height (hits higher) * Low crush 9~32 * Floating state 33~35 | |
| kuma | uf+3,4 | m, m | 13, 13 | i16~17, i10~12 | -11 | +30a (+20) / +21a (+14) | * Less frame advantage occurs after Combo from last hit * Panda: Very slightly increased vertical hitbox height on frames 11~12 (hits lower) * Low crush 1~17 * Floating state 18~20 | |
| kuma | ws1 | m | 13 | i13~15 | -11 | +2 | +7 | |
| kuma | SIT.1,1 | l, l | 15, 13 | i21~22, i25~26 | -12 | +6 | Combo from 1st CH | |
| kunimitsu | 4,2 | h, h | 15, 13 | i12~13, 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 | |
| kunimitsu | f+3+4 | m,h | 10,13 | i15 i13 | -5 | +23a (+6) | * Balcony Break * BT transition is -11 * Low crush 19~24 * Floating state 25~27 | |
| kunimitsu | df+2 | M | 13 | i15~16 | -14 | +30a (+20) | * Weapon * Can launch crouching opponent * Recovers 5f faster on hit | |
| kunimitsu | df+4 | m | 13 | i12 | -9 | +2 | ||
| kunimitsu | db+4 | L | 13 | i17 | -12 | +0 | +8 | |
| kunimitsu | ub+3+4 | m,t | 15,7,13 | i19 | -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 | |
| kunimitsu | SS.2 | m | 13 | i17~18 | -5 | +6 | +11 | * Floor Break * Weapon * Sidestep adds 9f, effective startup i26~27 |
| kunimitsu | SET.1,2 | h, h | 8, 13 | i10~11, 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 | |
| kunimitsu | SET.4 | M | 13 | i18~19 | -8 | +6 | Hits grounded but can miss when too close vs small bodies | |
| lars | ws2 | m | 13 | i13~14 | -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?) | |
| law | b+4 | m | 13 | i14 | -7 | +3 | * Homing * Transition to BT with B ** (-4 oB, +6 oH) | |
| lee | f+4 | h | 13 | i11 | -7 | +4 | ||
| lee | df+3 | m | 13 | i14~15 | -8 | +3 | ||
| lee | df+3,2 | m, h | 13, 13 | i14~15, i19~20 | -10 | +5 | * Jail from 1st block with no delay * Combo from 1st hit with 4F delay * Recovers 4F faster on hit (t59 r24) | |
| lee | df+4 | m | 13 | i13~14 | -9 | +5 | * Transition to HMS r27 with 3 (-9/+5) ** Cancel to r16 standing or FC with b_db_d_df (Cannot block i25) ** Cancel to r1 standing or r7 FC with u_d~d_db_d_df (Cannot block i10) | |
| leo | df+1 | m | 13 | i13~14 | -1~0 | +7 | ||
| leo | d+4 | L | 13 | i16~17 | -11~-10 | +0 | ||
| leo | b+3,1 | m, m | 12, 13 | i14~15, i20 | -10 | +4 | * Spike * Combo from 1st hit * Interrupt with i1 from 1st block * Enter BOK -8 +3 with d * Enter KNK -10 +1 with b | |
| leo | b+4 | m | 13 | i18 | -8 | +5 | ||
| leo | b+1+2,1+2 | m, m | 15, 13 | i17~18, i21~22 | -14~-13 | -3 | +7 | * Shoulder * Combo from 1st hit * Jail from 1st block with ?F delay |
| leo | ws1 | m | 13 | i14~15 | -8~-7 | +4 | ||
| leo | BOK.3+4 | L,l | 7,13 | i16~17,i12~14 | -13 | +2 | 1st forces crouching against crouching opponents (opponents recover standing after 2nd hit) * High crush 1~61 | |
| leo | KNK.3 | m | 13 | i20~21 | -13 | +28a (+18) | * Low crush 13~31 * Floating state 32~34 | |
| leroy | 3,3 | m, L | 14, 13 | i15, i18 | -14 | +2 | +15d | * Delayable * Combo from 1st hit |
| leroy | 4,4 | h, m | 15, 13 | i12, i15~16 | -13~-12 | +3~+4 | Combo from 1st hit | |
| leroy | db+4 | L | 13 | i17 | -15 | -4c | +36d | * High crush 6~51 |
| leroy | f,F+2,2 | m, m | 8, 13 | i14~15, i17~18 | -15~-14 | +55~+56 | Combos from 1st hit | |
| leroy | HRM.4 | M | 13 | i11~12 | -7~-6 | +7~+8 | Transition to HRM | |
| lidia | 2,4 | h, m | 8, 13 | i11, i21 | -8 | +4 | * Combo from 1st hit with 4f delay * Interrupt with i1 from 1st block | |
| lidia | df+1 | m | 13 | i13 | -5 | +2 | ||
| lidia | ws4 | m | 13 | i11~12 | -4 | +7 | ||
| lidia | CAT.2,3 | h, m | 12, 13 | i14~15, i18~19 | -10 | +1 | Combo from 1st CH | |
| lili | 1,2,3 | h, h, L | 5, 12, 13 | i10, ,i26 | -13 | -2 | +6c | * Combo from 2nd CH * Interrupt with i7 from 1st block * High crush 10~45 |
| lili | 2,3 | h, L | 8, 13 | i10, i26 | -13 | -2 | +6c | * Combo from 1st hit * Interrupt with i6 from 1st block * High crush 10~45 |
| lili | b+2,1 | h, m | 15, 13 | i13, i20~21 | -4 | +7 | +9 | * Elbow * Combo from 1st hit with 10f delay * Move cannot be interrupted * Move can be delayed 12f * Enter BT -4 +7 +9 r22 with B * Enter DEW -4 +7 +9 r22 with F |
| lili | uf+3 | m | 13 | i15~17 | -13~-11 | +30a (+20) | * Recovers 3f faster on hit * Low crush 9~30 * Floating state 31~33 | |
| lili | DEW.2 | m | 13 | i14 | -9 | +0 | * Homing | |
| miary-zo | db+4 | L | 13 | i18 | -12 | +1 | ||
| miary-zo | b+3,4 | m, h | 9, 13 | i16~17, i24 | -13 | -5 | * Combo from 1st hit * Interrupt with i5 from 1st block * Low crush 14~42 * Floating state 43~45 | |
| nina | df+3 | m | 13 | i14 | -11 | +0 | +1 | |
| nina | d+2 | L | 13 | i20 | -12 | +0 | +5 | * Transition to CD r22/r23 with F (-8 r23/+2/+7) * Recovers 6F faster on hit (t45 r25) * High crush 6~51 |
| nina | uf+3+4 | m,t | 20,13 | i23~30 | -23a~-16a | +2d / +9a (-1) | * Balcony break on meaty hit * Transition to Heel Hold (HHD) chain throw on hit (+2d) if the move connects on i23 * +9a (-1) on meaty hit * Unbreakable * Low crush 3~34 * Floating state 35~ | |
| nina | BTR.1 | t | 13 (18) | -3 | +4d | * Throw break 1 * Power up with 1,3,1 (+5 damage) | ||
| panda | 2,1,3 | h, m, l | 10, 11, 13 | i10, ,i18 | -13 | -2 | * Combo from 2nd CH | |
| panda | df+3 | m | 13 | i16 | -9 | +2 | * +2c on crouching hit | |
| panda | uf+3 | m | 13 | i16~17 | -13 | +30a (+20) | * Low crush | |
| panda | uf+3,4 | m, m | 13, 13 | i16~17, i10~12 | -11 | +30a (+20) / +21a (+14) | Less frame advantage occurs after Combo from last hit * Low crush | |
| panda | ws1 | m | 13 | i13~15 | -11 | +2 | +7 | |
| panda | SIT.1,1 | l, l | 15, 13 | i21~22, i25~26 | -12 | +6 | Combo from 1st CH | |
| paul | df+2 | m | 13 | i15~16 | -8 | +33a (+23) | * High evasion * +4s on crouching normal hit | |
| paul | uf+4 | m | 13 | i15~17 | -13 | +33a (+23) | * Low crush 8~29 * Floating state 30~32 | |
| raven | 4,1 | h, h | 16, 13 | i12~13, i19~20 | -3~-2 | +7~+8 | * Combo from 1st hit * Jail from 1st block | |
| raven | f+2,3 | m, M | 10, 13 | i15~16, i21~22 | -9~-8 | +6c~+7c | * Spike * Combo from 1st hit with 8F delay * Interrupt with i6 * Transition to r27 SZN with 3+4_D (-9~-8/+6c~+7c) * Move can be delayed by 10F * Input can be delayed by 14F | |
| raven | df+1 | m | 13 | i14~15 | -2~-1 | +8~+9 | Pseudo-homing. Can only be sidewalked left at range | |
| raven | db+2 | m | 13 | i13~14 | -4~-3 | +5~+6 | * Elbow | |
| raven | b+2,4 | h, h | 12, 13 | i15~17, i24~25 | -7~-6 | +4~+5 | * Combo from 1st hit with 4F delay * -22 on whiff after 1st hit * Interrupt with i6 from 1st block * Whiffs vs SS, SWL from 1st block * Input can be delayed 13f | |
| raven | b+4 | m | 13 | i14~15 | -9~-8 | -1~+0 | Knee | |
| raven | ub+1,2 | m, m | 11, 13 | i16, i18~19 | -13~-12 | -2c~-1c | * Spike * Combo from 1st hit with 7f delay * Interrupt with i5 * Can be performed during CD (Shadow Sprint) | |
| raven | BT.b+2,4 | m, h | 14, 13 | i16~17, i17~18 | +0 | +5 | * Transition to BT (+0/+5) with B * Transition to FC (+0/+5) with D * Combos from 1st hit CH * Jail from 1st attack with 3f delay | |
| raven | BT.f+2 | m | 13 | i17~18 | -5~-4 | +6~+7 | ||
| raven | BT.f+4 | L | 13 | i16 | -9 | +4 | ||
| reina | df+2 | m | 13 | i15~16 | -12 | +30a (+20) | * +2 on hit on crouching opp. * +30a (+20) on CH on crouching opp. | |
| reina | b+1,1,3 | h, m, m | 14, 15, 13 | i18, ,i15~17 | -10 | +3 | * Transition to SEN r18 with F (+0/+13) * Cannot block up to i14 on empty transition on block * Combo from 2nd CH * Jails from 2nd block | |
| reina | ub+4 | m | 13 | i17~18 | -13 | +16a (-1) | * Tornado * Balcony Break * Low crush 9~ | |
| shaheen | 2,3 | h, h | 10, 13 | i10, i20 | -8 | +3 | * Transition to -1, +10 SNK with DF * Combo from 1st hit with 2F delay * Interrupt with i2 from 1st block * Move cannot be delayed * Input can be delayed by 2F | |
| shaheen | df+2 | m | 13 | i15~16 | -7 | +34a (+24) | * Only launches standing opponents * +4s on hit against crouching opponents * Launches crouching on CH | |
| shaheen | df+4 | m | 13 | i14 | -7 | +0 | ||
| shaheen | uf+4 | m | 13 | i15~17 | -13 | +33 (+23) | * Alternate input: ub+4 or u+4 * Low crush 9 | |
| steve | 1,1,2 | h, h, h | 5, 7, 13 | i10, ,i13~14 | -7 | +4 | * Combo from 1st hit with 3F delay * Jail from 1st block with 3F delay * Move can be delayed by 3F * Transition to LWV with 3 (-5/+6) * Transition to RWV with 4 (-5/+6) * Transition to SWY with b+3_4 (-5/+6) * Transition to r20? DCK with f+3_4 (-3/+8) ** r22? DCK FC cancel? | |
| steve | df+1,2 | m, h | 12, 13 | i13~14, i19 | -6 | +3 | +5 | * Combo from 1st hit * Cancel to r16? LWV with 3 (-16/-9) at frame 17 * Cancel to r16? RWV with 4 (-16/-9) at frame 17 * Cancel to r16? SWY with b+3_4 (-16/-9) at frame 17 * Cancel to r14? DCK with f+3_4 (-14/-7) at frame 17 ** r15? DCK FC cancel? |
| steve | LWV.2 | m | 13 | i14~16 | -5 | +4 | * Shoulder * Transition to r10? PAB with f (-1/+8) * r10? PAB FC cancel? | |
| steve | RWV.1 | m | 13 | i14~16 | -5~-3 | +4~+6 | * Shoulder * Transition to r10? PAB with f (-1~+1/+8~+10) * r10? PAB FC cancel? | |
| victor | IAI.3 | m,th(m) | 13 (25) | i17 | -13 | +25 (+10) | * Knee * Power crush 8~16 | |
| victor | PRF.2,2 | m, m | 9, 13 | i12~13, i13~14 | -4 IAI | +5 IAI | * Weapon * Combo from 1st hit * Transition to IAI (Cannot cancel) | |
| xiaoyu | df+1 | m | 13 | i14 | -2 | +9 | * Transition to standing by holding any direction (-4, +7) * High crush 6~14 | |
| xiaoyu | db+2 | L | 13 | i18~19 | -8 | +5c | +12 | * * High crush 6~ |
| xiaoyu | b+2 | m | 13 | i15~16 | -6 | +5 | * Homing * Transition to BT | |
| xiaoyu | uf+3 | m | 13 | i16~17 | -13 | +29a (+19) | * Low crush 9~ | |
| xiaoyu | f,F+1 | m | 13 | i15 | -11 | +7c | * Spike * Transition to AOP with D (-5, +13c) | |
| xiaoyu | FC.df+4 | L | 13 | i18~20 | -7 | +4 | * Transition to AOP * Alternate input AOP.f+4 * High crush 1~ | |
| xiaoyu | FC.df+4,4 | L, L | 13, 13 | i18~20, i27~29 | -6 | +5 | * Combo from 1st hit CH * Interrupt with i8 from 1st block * Alternate input AOP.f+4,4 * High crush 1~ | |
| xiaoyu | AOP.d+1 | L | 13 | i19~21 | -12 | -1 | +0d | * Floor Break * Shift to attack throw on CH * High crush 1~50 |
| xiaoyu | AOP.f+4 | L | 13 | i18~20 | -7 | +4 | * Transition to AOP * i18~19 when AOP.f+4,4 is input. * High crush 1~ | |
| xiaoyu | AOP.f+4,4 | L, L | 13, 13 | i18~20, i27~29 | -6 | +5 | * Combo from 1st CH * Interrupt with i8 from 1st block * High crush 1~ | |
| xiaoyu | BT.3 | M | 13 | i16 | -5 | +12 | * +21d on backturned hit * Transition to BT * Low crush 5~ | |
| xiaoyu | BT.4 | M | 13 | i13~15 | -18 | +33a (+23) | * | |
| yoshimitsu | df+2 | m | 13 | i15~16 | -7 | +34a (+24) | * +4s against crouching * Launches crouching on CH * Can evade jabs on frames ?~? | |
| yoshimitsu | ws2 | m | 13 | i15~16 | -4 | +7 | Balcony Break (airborne) | |
| zafina | f+4 | h | 13 | i14~15 | -6 | +22a | ||
| zafina | df+2 | m | 13 | i16~17 | -12 | +32a (+22) | * Launches crouching opponent * Can evade some highs | |
| zafina | db+3 | L | 13 | i18 | -8 | +3 | * Cancel SCR transition -11 +0 t48 r30 with B | |
| zafina | MNT.4 | L | 13 | i17~18 | -19 | -3 | +7 | * Enter TRT with D * High crush 1~62 |
| zafina | TRT.1 | L | 13 | i18 | -11 | +5 | +15a | |
| alisa | f+2 | m | 12 | i17~18 | -4 | +7 | * Enter DES with 1+2 | |
| alisa | d+4 | L | 12 | i17~18 | -12 | -1 | +8g | |
| alisa | b+2 | m | 12 | i18 | -9 | +1 | ||
| alisa | ub+4,1 | m, m | 10, 12 | i18, i25~27 | -21 | -8 | Combo from 1st CH * High crush 24~ | |
| alisa | f,F+3 | m | 12 | i18~19 | -14 | -6 | * Low crush 15~41 * Floating state 42~44 | |
| alisa | ws1 | M | 12 | i13~14 | -12 | -1 | * Elbow | |
| alisa | ws1,2 | M, h | 12, 12 | i13~14, i24~25 | -5 | +6 | * Combo from 1st hit * Enter DES with 1+2 | |
| alisa | SBT.1 | m | 12 | i13~14 | -15 | +0 | * Low crush 26~46 * Floating state 47~49 | |
| anna | 1,4 | h, L | 5, 12 | i10, i22~23 | -13 | -2 | * Combo from 1st hit * High crush 10~ | |
| anna | 4,2 | h, h | 15, 12 | i11, i25~26 | -8 | -4 | * Combo from 1st CH * Interrupt with i5 * Whiffs vs SSR from 1st block | |
| anna | df+2 | m | 12 | ,i15~16 | -12 | +32a (+22) | * Launches crouching opponent | |
| anna | b+1,2 | m, h | 14, 12 | i16~17, i24 | -11 | +5 | * Combo from 1st hit * Jails from 1st attack | |
| anna | f,f,F+3 | L | 12 | i16~20 | -20 | -2c | * * High crush 9~ | |
| anna | SS.2 | L | 12 | i20~21 | -12 | +0 | +14g | * Sidestep adds minimum 9f, effective startup i29~30 * High crush 6~ |
| anna | FC.df+2 | L | 12 | i20 | -21 | +70a (+54) | * Instant Tornado on hit * Recovers 6f faster on hit * Deals only 6 damage when using its follow up attack in Heat * High crush 1~52 | |
| anna | CJM.3 | m | 12 | i12~14 | -12 | +3 | ||
| anna | HAM.2 | m | 12 | i15~16 | -9 | +3 | * Weapon * 2 chip damage on block | |
| anna | HAM.4 | m,m | 12,12 | i18~19 i4~6 | -12 | +6 | * Balcony Break * High crush 5~ | |
| armor-king | f+2 | m | 12 | i15~16 | -11 | +2 | Elbow | |
| armor-king | f+3,2 | m, m | 9, 12 | i15~16, i20~21 | -11 | +5 | * Combo from 1st hit with 4F delay * Move cannot be interrupted * Transition to CD r19 with DF (-1/+15) | |
| armor-king | df+1 | m | 12 | i13~14 | -3 | +7 | * Recovers 1F faster on hit (t33 r19) * Jab evasion? | |
| armor-king | db+2 | m | 12 | i14 | -11 | +0 | Increased opponent blockstun (r19 -> r21) when performing db+2,H.1 | |
| armor-king | b+1 | h | 12 | i12~13 | -7 | +5 | ||
| armor-king | ws3 | m | 12 | i13~14 | -6 | +6 | Knee | |
| armor-king | BAD.2 | m | 12 | i15~16 | -7 | +4 | ||
| armor-king | hFC.3 | L | 12 | i18 | -16 | -2 | -2c on crouching hit * High crush 1~ | |
| asuka | b+2 | m | 12 | i15 | -4c | +1c | ||
| asuka | b+4,2 | m, m | 17, 12 | i15~16, i18~19 | -12 | +4c | * Floor Break * Knee * Jail from 1st block with ?F delay * Input can be delayed 14f | |
| asuka | uf+1 | h | 12 | i13 | -9 | +3 | * Has good left sidestep tracking | |
| asuka | ws1 | m | 12 | i14~15 | -7 | +4 | ||
| asuka | ws2,1+2 | m, t | 18, 12 | i13~14, i24~25 | -5 | +17 | * Combo from 1st hit with 3f delay * Interrupt with i6 from 1st block * Whiffs vs SSR, SWR from 1st block * Move can be delayed 2f * Links to Destabilizer (f+1+3_f+2+4) extensions on hit * +9 on BT hit | |
| azucena | df+2 | m | 12 | i15~16 | -13 | +28a (+18) | Launches crouching opponent | |
| bob | 1,1,2 | h, h, h | 5, 7, 12 | i10, ,i19 | -12 | +3 | * Jails from 1st block * Combo from 1st hit | |
| bob | df+4 | h | 12 | i13~14 | -6 | +5 | * | |
| bob | d+2 | m | 12 | i15 | -9 | +2 | * | |
| bob | d+3 | L | 12 | i19~20 | -18 | -7 | * -7c on crouching hit * High crush 6~56 | |
| bob | d+4,3 | l, h | 11, 12 | i16, i23~24 | -7 | -2 | * Combo from 1st CH * Interrupt with i3 from 1st block | |
| bob | db+4,4,3 | L, m, h | 15, 14, 12 | i24~25, ,i12 | -9 | +3 | * Jails from 2nd block * Combo from 2nd CH with 6F delay * Duckable * Move cannot be delayed * Input can be delayed by 6F | |
| bob | b+2 | m | 12 | i13~14 | -5 | +6 | * | |
| bob | b+2,2 | m, h | 12, 12 | i13~14, i18 | -3 | +8 | * Combo from 1st hit with 4F delay * Move cannot be interrupted * Move can be delayed by 3F * Input can be delayed by 4F | |
| bob | uf+3+4 | L,h | 10,12 | i21, i10 | -25,-15 | -4 | * * Low crush 24~30 * Floating state 31~33 | |
| bob | f,F+4 | m | 12 | i22~23 | -9 | +2 | * Homing * +2c on crouching hit * Low crush 14~26 * Floating state 27~29 | |
| bob | FC.df+2,1 | m, m | 14, 12 | i14, i21 | -7 | +4 | * Combo from 1st hit * Interrupt with i1 from 1st block * +4c on crouching hit | |
| bob | hFC.3 | L | 12 | i16 | -16 | -6 | -2c on crouching hit * High crush 1~ | |
| bryan | 3,2,1,4 | m, m, m, L | 14, 11, 10, 12 | i16, ,i22 | -11 | +0 | * Combo from 3rd CH with 3f delay * Interrupt with i5 from 3rd block | |
| bryan | 4,3 | h, m | 15, 12 | i12, i24~25 | -10 | +2 | * Combo from 1st hit * Interrupt with i4 from 1st block | |
| bryan | f+2,1 | m, m | 10, 12 | i15, i10 | -10 | +1 | Jail from 1st attack | |
| bryan | df+2 | m | 12 | i13 | -6 | +5 | Elbow | |
| bryan | b+3 | m | 12 | i19 | -7 | +4 | * Enter SLS +1 +12g +12 r18 with f * Links to 10-hit string | |
| bryan | b+3,2 | m, h | 12, 12 | i19, i16 | -4 | +7 | * Combo from 1st CH * Interrupt with i5 from 1st block * Whiffs vs SSR from 1st block | |
| bryan | b+3,2,1,4 | m, h, m, L | 12, 12, 10, 12 | i19, ,i22 | -11 | +0 | * Combo from 2nd CH * Interrupt with i5 from 3rd block | |
| bryan | FC.df+2 | m | 12 | i13 | -9 | +4 | Elbow | |
| claudio | 1,2 | h, h | 5, 12 | i10, i13~14 | -3 | +8 | * Jail from 1st attack with 5f delay * Input can be delayed 5f * Move can be delayed 4f | |
| claudio | f+2,1 | h, m | 9, 12 | i12, i15~16 | -10 | +6c | * Floor Break * Combo from 1st hit * Jail from 1st block with ?F delay | |
| claudio | df+3 | m | 12 | i14 | -7 | +6 | * Completely homing to SSR/SWR? | |
| claudio | db+2,1 | sl, m | 8, 12 | i11, i18 | -9 | +3 | * Combo from 1st CH * Move cannot be interrupted * High crush 1~ | |
| claudio | uf+3+4 | m,m | 10,12 | i17,i10~11 | -11 | +9 | * First hit can be parried * Low crush 18~35 | |
| claudio | ws1 | m | 12 | i12~13 | -4 | +7 | ||
| claudio | ws1,2 | m, M | 12, 12 | i12~13, i28~29 | -9 | +4 | * Tornado * Combo from 1st hit with 1f delay * Interrupt with i9 from 1st block * Whiffs vs SSL, SWL from 1st block | |
| clive | H.u+1+2,2 | M,m, h,h | 18,21, 10,12 | i19~20,i20~21, i23~24,i12~13 | -9 | +8 | * Weapon 1st hit * Jail from 2nd normal hit * 4 chip damage on block * Transition to r15 PHX with F or 4 on hit or block (-3/+14) * Same move as (df+1,H.1),2 | |
| clive | df+1,4 | m, m | 10, 12 | i14~15, i20~21 | -10 | +1 | * Knee * Combo from 1st hit | |
| clive | H.df+1,1,2 | m, M,m, h,h | 10, 13,15, 10,12 | i14~15, ,i23~24,i12~13 | -9 | +8 | * Weapon 1st hit * Jail from 3rd normal hit * Interrupt with i1 * Transition to r15 PHX with F or 4 on hit or block (-3/+14) * 4 chip damage on block | |
| clive | uf+2 | m,m,m | 10,12 (8),12 (6) | i20, i4, i3 | -17 | +14a (+7) | * 3 chip damage on block * 24 damage in total with scaling * Low crush 20~45 * Floating state 46~48 | |
| clive | SS.2 | M | 12 | i17~18 | -9 | -2 | * Weapon * Side step takes 9f, effective startup i26 | |
| clive | GAR.3 | h | 12 | i12 | -3 | +21a (-4a) | * Balcony Break * 15 damage with delayed input * +6 on hit with ub+3 * Jump takes 17f, effective minimum startup i29 * Low crush 1~29 * Floating state 30~32 | |
| clive | PHX.2 | m | 12 | i15 | -9 | +4c | +35d (+27) | * Balcony Break on CH * Weapon * 3 chip damage on block |
| devil-jin | 1,2,2 | h, h, h | 5, 8, 12 | i10, ,i17 | -12 | +4 | * Combo from 1st hit with 11F delay * Jail from 2nd hit with 2F delay * Move can be delayed 9F * Input can be delayed 11F | |
| devil-jin | df+3 | m | 12 | i16~17 | -9 | +2 | +2c on hit against crouching opponents | |
| devil-jin | d+3 | L | 12 | i18~19 | -12 | -1 | +7c | * Pseudo homing |
| devil-jin | b,f+2 | m | 12 | i15~17 | -9 | -1 | * Input bufferable * -1c on hit against crouching opponents | |
| devil-jin | b,f+2,1 | m, m | 12, 12 | i15~17, i14~15 | -10 | +1 | * Elbow * Jail from 1st block with 6f delay * Combo from 1st hit with 13f delay * Move can be delayed by 7f * Input can be delayed by 13f | |
| devil-jin | ws1 | m | 12 | i13~14 | -6 | +5 | +9 | |
| devil-jin | MCR.2 | m | 12 | i15~16 | -9 | -1 | Homing * Low crush 1~37 * Floating state 38~40 | |
| devil-jin | MCR.1+2 | h! | 12 | i20 | +0 | * Balcony Break (airborne) * Low crush 1~12 * Floating state 13~15 | ||
| dragunov | f+4,d+4 | h, L | 16, 12 | i14~15, i25 | -12 | +3c | * Floor Break * Combo from 1st hit with 5f delay * Interrupt with i6 from 1st block | |
| dragunov | d+4 | L | 12 | i15~16 | -15 | -9 | -4 | |
| dragunov | db+2 | m | 12 | i14~15 | -7 | +4 | ||
| dragunov | SS.2,1+2 | m, m,m | 16, 8,12 | i20~21, 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 | |
| dragunov | SS.2,1+2,1+2 | m, m,m, m (t) | 16, 8,12 | i20~21, ,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 | |
| eddy | 1,2 | h, h | 5, 12 | i10, i10 | -3 | +8 | * Jail from 1st block with 4f delay * Combo from 1st hit with 4f delay * Enter HSP -5 +6 r24 with F | |
| eddy | 1,2,4 | h, h | 5, 12 | i10, , | +6 | +17 | * Low crush 7~37 * Floating state 38~40 | |
| eddy | 3 | m | 12 | i14~15 | -9 | +2 | ||
| eddy | db+3+4 | m,M | 12,12 | i20~22 | -6 | +1 | * Transition to FC * Floating state 18~30 | |
| eddy | b+2 | m | 12 | i15~16 | -8 | +3 | * Elbow | |
| eddy | ub+4 | m | 12 | i19~21 | -17 | -6 | * Floating state 20~? | |
| eddy | uf+1 | m | 12 | i14~15 | -5 | +5 | ||
| eddy | RLX.3 | L | 12 | i16~17 | -26c | -4 | +27a | * Transition to FC * Stagger low * High crush 1~50 |
| fahkumram | 3,1 | m, h | 11, 12 | i13, i18 | -3 | +7 | * Combo from 1st hit with 2F delay * Move cannot be interrupted * Move cannot be delayed * Input can be delayed by 2F | |
| fahkumram | df+1 | m | 12 | i15~16 | -3 | +6 | ||
| fahkumram | ws1 | m | 12 | i13~14 | -4 | +4 | * Elbow | |
| feng | 1,2,2 | h, h, h | 5, 9, 12 | i10, ,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) | |
| feng | uf+1 | m | 12 | i18~19 | -5 | +4 | * +12c on crouching opponent * No forward momentum with input u+1 * Low crush 6~31 * Floating state 32~34 | |
| feng | BT.1 | h | 12 | i12 | -3 | +14 | ||
| heihachi | 1,2,2 | h, h, h | 5, 8, 12 | i10, ,i17 | -12 | +4 | * Jail from 1st block with 2F delay * Combo from 1st hit with 2F delay * Enter FUJ -9 +4 r30 with D on frame 22 * Move cannot be delayed * Input can be delayed by 2F | |
| heihachi | d+1 | m | 12 | i16 | -9 | +2 | * Spike * Enter FC r28 with D | |
| heihachi | b+1 | m | 12 | i14~15 | -9 | +4 | ||
| hwoarang | 3,3 | h, m | 15, 12 | i14, i18 | -13 | -7 | -2 | * Jail from 1st block * Combo from 1st CH * -7c on crouching hit * Transition to r17 LFS with F (+2/+8/+13) |
| hwoarang | df+3 | m | 12 | i22~23 | -14~-13 | -4~-3 | * Cancel and transition to r1 LFS with F_U_D at frame 20 of move startup * Power up if an attack is absorbed ** Reversal Break ** 2 chip damage on block ** -9 on block * Power crush 7~21 | |
| hwoarang | db+3 | L | 12 | i19 | -13 | -1 | +17g | * Also possible during RFF * High crush 6~51 |
| hwoarang | uf+3,4 | m, m | 11, 12 | i28~29, i20~21 | +2 | +13 | * Available on hit or block only * Jail from 1st block * Combo from 1st hit * Also possible during RFF * Transition to RFS * Floating state 1~ | |
| hwoarang | uf+4 | h | 12 | i22~23 | -2 | +4 | * Also possible during RFF * Transition to RFS * Low crush 10~ | |
| hwoarang | uf+4,4 | h, m | 12, 12 | i22~23, i11~12 | +0 | +6 | * Combo from 1st hit * Also possible during RFF * Transition to RFS * Low crush 2?~ | |
| hwoarang | uf+4,4,4 | h, m, L | 12, 12, 12 | i22~23, ,i9~10 | +1 | +7 | * Combo from 2nd CH * Also possible during RFF * Transition to RFS * Third hit is not low parryable if the first two hits connect. Parryable if the first two hits whiff. | |
| hwoarang | ws1 | m | 12 | i12~13 | -3 | +8 | ||
| hwoarang | ws2 | m | 12 | i15~16 | -7 | +4s | ||
| hwoarang | ws4 | m | 12 | i11~12 | -3 | +8 | ||
| hwoarang | LFS.df+3 | m | 12 | i22~23 | -14 | -4 | * Cancel and transition to r1 LFS with F_U_D at frame 20 of move startup * Power up if an attack is absorbed ** Reversal Break ** 2 chip damage on block ** -9 on block * Power crush 7~21 | |
| hwoarang | LFS.uf+3,4 | m, m | 11, 12 | i28~29, i20~21 | +2 | +13 | * Available on hit or block only * Jail from 1st block * Combo from 1st hit * Transition to RFS * Floating state 1~ | |
| hwoarang | RFF.1,1 | h, m | 10, 12 | i10, i19 | -8 | +3 | * Combo from 1st hit with 4F delay * Input can be delayed by 4F * Move can be delayed by 3F | |
| hwoarang | RFF.2,1,1 | h, h, m | 6, 10, 12 | i10, ,i19 | -8 | +3 | * Combo from 1st hit with 4F delay * Input can be delayed by 4F * Move can be delayed by 3F | |
| hwoarang | RFF.df+4 | m | 12 | i13 | -7 | +1g | +1 | * Remains in RFF * Transition to RFS with F_B_D_U (+4/+13g/+13) |
| hwoarang | RFF.df+2+3 | m | 12 | i22~23 | -14 | -4 | * Power up if an attack is absorbed ** Reversal Break ** 2 chip damage on block ** -9 on block * Cancel and transition to r1 LFS with F_U_D at frame 20 of move startup * Power crush 7~ | |
| hwoarang | RFS.d+4,3 | L, h | 15, 12 (8) | i20~21, i25 | -9 | -1 / +20a (+13) | * Combo from 1st hit * Airborne combo from 1st CH or 1st normal hit during Heat (+20a (+13)) * 3 chip damage on block during Heat | |
| hwoarang | H.RFS.d+4,3 | L, h | 15, 12 (8) | i20~21, i25 | -9 | -1 / +20a (+13) | * Consumes 600F of remaining Heat time * Airborne combo from 1st hit in heat (+20a (+13)) * 3 chip damage on block in heat | |
| jack-8 | 2,1 | h, m | 10, 12 | i11, i16 | -3 | +2 | * Elbow * Combo from 1st hit * Jail from 1st block | |
| jack-8 | 2,1,uf | h, m | 10, 12 | i11, , | +1 | +6 | * Recover in crouch * Move can be delayed by 4F * Input can be delayed by 14F * Can cancel into Make Some Noise by pressing 1+2 (uf,n,1+2) * Low crush 12 | |
| jack-8 | f+1,2 | m, h | 13, 12 | i14~15, i22~23 | -6 | +5 | * Balcony Break * Combos from 1st hit * Interrupt with i3 from 1st block | |
| jack-8 | df+1 | m | 12 | i14 | -4 | +3 | +5 | |
| jack-8 | d+3 | l | 12 | i20 | -17 | -6 | * Alternate input FC.d+3 * High crush 4 | |
| jack-8 | db+3,4 | l, l | 15, 12 | i21, i27 | -16 | -9 | * Interrupt with i7 from 1st block | |
| jack-8 | db+3,4,3 | l, l, l | 15, 12, 12 | i21, ,i27 | -19 | -8 | * Interrupt with i7 from 2nd block | |
| jack-8 | db+3,4,3,4 | l, l, l, l | 15, 12, 12, 12 | i21, ,i27 | -16 | -5 | * Interrupt with i7 from 3rd block | |
| jack-8 | db+3,4,3,4,3 | l, l, l, l, l | 15, 12, 12, 12, 12 | i21, ,i27 | -19 | -8 | * Interrupt with i7 from 4th block | |
| jack-8 | db+3,4,3,4,3,4 | l, l, l, l, l, l | 15, 12, 12, 12, 12, 12 | i21, ,i27 | -16 | -5 | * Interrupt with i7 from 5th block | |
| jack-8 | ws1+2,1+2 | m, m | 14, 12 | i20, i17 | -15 | +15d | * Floor Break * Combos from 1st hit * Move cannot be interrupted | |
| jack-8 | FC.df+2 | m | 12 | i17 | -13 | -2 | * * High crush | |
| jack-8 | hFC.3 | l | 12 | i20 | -17 | -6 | * Alternate input d+3 * High crush 1 | |
| jin | 1,2 | h, h | 5, 12 | i10, i10 | -3 | +6 | Jail from 1st attack with 4f delay | |
| jin | f+3 | m | 12 | i14 | -16 | -5 | ||
| jin | df+2 | m | 12 | i16~17 | -9 | +6 | * Balcony Break * Enter Breaking Step -2 +13g r23 with df * 3 chip damage on block | |
| jin | db+2 | m | 12 | i16 | -10 | -4 | ||
| jin | b+2 | m | 12 | i15~16 | -11 | +0 | ||
| jin | f,n,d,DF+4 | l | 12 | i20~21 | -31 | +8c | ||
| jun | 1,2,2 | h, h, h | 5, 8, 12 | i10, ,i16~17 | +4 | +11 | +20c | * Homing * Combo from 2nd hit with 9F delay * Jails attack inputs with 1F delay (crouch assist bufferable) * Duckable * Restores 2 health on hit * Gain 6 Kazama Essence on normal hit and 5 on airborne hit |
| jun | 1,3 | h, L | 5, 12 | i10, i23 | -12 | +2 | +6c | * Combo from 1st CH with 2f delay * Interrupt with i5 from 1st block |
| jun | 2,1,4 | h, m, m | 7, 9, 12 | i12, ,i10 | -12 | -1 | * Knee * Jail from 2nd block * Combo from 1st hit | |
| jun | df+1,2 | m, h | 10, 12 | i13~14, i22~23 | -4 | +6 | +11 | * Combo from 1st hit with 1F delay * Interrupt with i4 from 1st block * Move cannot be delayed * Input can be delayed by 1F |
| jun | df+2,1+2 | m, M | 14, 12 | i16~17, i25~26 | -9 | +38a (+28) | * Combo from 1st hit * Chip damage (4) on block * First hit does 8dmg, 20dmg total * Deals 24 damage to self (16 recoverable) * Available only on hit or block * Gain 10 Kazama Essence on normal hit and 7 on block or airborne hit | |
| jun | ws2 | m | 12 | i13~14 | -8 | +5 | +32a | Hits grounded up-close only |
| jun | FC.df+2 | L | 12 | i16~17 | -11 | +0 | +14 | * High crush 1~46 |
| jun | FC.df+3 | L | 12 | i21 | -19 | +0c | * Clean hit +10a, 15 damage * Opponent recovers FDFA on CL * High crush 1~47 | |
| kazuya | 1,2,2 | h, h, h | 5, 8, 12 | i10, ,i17 | -12 | +4 | * Combo from 1st hit * Combo from 2nd hit with 2f delay * Jail from 1st block with 2f delay * Input can be delayed 2f * Move cannot be delayed | |
| kazuya | 2 | h | 12 | i12 | -3 | +8 | ||
| kazuya | 3 | h | 12 | i14 | -8 | +4 | ||
| kazuya | b+2 | m | 12 | i14 | -8 | +4 | ||
| kazuya | b+2,4 | m, h | 12, 12 | i14, i22 | -3 | +8 | * Combo from 1st hit * Can be delayed 10F * Combo can be delayed 5F from hit | |
| kazuya | b+3,1,4,3 | h, h, l, l | 15, 10, 10, 12 | i18, ,i20 | -13c | +1 | ||
| kazuya | ub+1 | m | 12 | i18 | -12 | -1 | -1 | * Spike * Low crush ~9 |
| kazuya | uf+4,4 | m, l | 16, 12 | i25, | -23 | +29a | Combo from 1st CH | |
| kazuya | ws1,2 | m, m | 10, 12 | i13~14, i22~23 | -12 | +73a(+57) | * Tornado * Combo from 1st hit * Interrupt with i2 from 1st block | |
| king | f+2 | m | 12 | i15~16 | -11 | +2 | * Elbow | |
| king | df+2 | m | 12 | i13 | -6 | +4 | ||
| king | d+3 | L | 12 | i17 | -12 | +1 | ||
| king | ws1 | m | 12 | i10~11 | -3 | +4s | * Acts like 11 frame attack. * Forces Standing on hit. | |
| king | MMD1.1,4,2,3 | t | 12 | +1d | * Cannot throw break. * Opponent recovers in FUFL. | |||
| king | MMD3.1+2,1,1+3/ MMD3.1+2,2,2+4 | t | 12 | -6 | +1d | * 1 or 2 throw break, depending on King's input. * Opponent recovers in FUFA. | ||
| king | RAS3.1 | t | 12/17 | +1d | * Cannot throw break. * Input with 1,2,3+4 for more damage. * Opponent recovers in FUFT. | |||
| kuma | df+2,1 | m, m | 10, 12 | i15~16, i20~21 | -16 | +35a (+25) | * Combo from 1st hit with 4F delay * Input can be delayed by 4F * Move cannot be delayed | |
| kuma | d+3 | L | 12 | i20 | -17 | -6 | * -6c on crouching hit * High crush 4~ | |
| kuma | db+3 | l | 12 | i18 | -12 | +1 | ||
| kuma | b+2 | m | 12 | i15 | -9 | +2 | ||
| kuma | FC.df+2 | m | 12 | i18~19 | -13 | -2 | * | |
| kuma | FC.df+2,1 | m, h | 12, 12 | i18~19, i18~20 | -10~-8 | +1~+3 | * Combo from 1st hit * Jail from 1st block | |
| kuma | hFC.1 | L | 12 | i19~21 | -8 | +2c | * Can be done from Crouch Level 1 * High crush 0~46 | |
| kunimitsu | 1,1 | h, m | 5, 12 | i10, 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 | |
| kunimitsu | 2 | h | 12 | i12 | -5 | +1 | * Weapon | |
| kunimitsu | f+2 | h | 12 | i13 | -9 | +2 | ||
| kunimitsu | f+4 | m | 12 | i15 | -5 | -1 | +7 | * Knee * Enter SET +3 +7 +15 r19 with F |
| kunimitsu | df+1,2 | m, m | 10, 12 | i13~14, 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 | |
| kunimitsu | df+3+4 | m,m | 8,12 | i17~18 i7~9 | -2 | +5 | * Floor Break * Transition to BT * Can hit grounded when off-axis * High evasion at frame 5? * Floating state 10~24 | |
| kunimitsu | d+3,4 | L, h | 11, 12 | i16~17, 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 | |
| kunimitsu | b+1,1,1,1 | h, h, h, h | 8, 9, 10, 12 | i17, ,i12 | +5 | +6 | +11 | * Combo from 3rd CH |
| kunimitsu | u+3+4 | M,M | 10,12 | i39~42 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 | |
| kunimitsu | BT.1,3 | h, m | 10, 12 | i11, i22~23 | -5 | +2 | +11 | * Knee * Combo from 1st hit with 8f delay * Interrupt with i6 from 1st block * Input can be delayed 8f * Move can be delayed 4f * Transition to SET -1 +6 +15 r19 with F |
| kunimitsu | KAT.1 | h | 12 | i11 | -7 | +4 | * Has good left sidestep tracking | |
| lars | 2,1 | h, m | 10, 12 | i10, 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 | |
| lars | f+4 | m | 12 | i17 | -9 | +7 | * Knee | |
| lars | df+1 | m | 12 | i13 | -3 | +5 | Recovers 2F faster on hit (t33 r20) | |
| lars | df+1,1 | m, h | 12, 12 | i13, 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 | |
| lars | db+2 | m | 12 | i15 | -8 | +3 | * Transition to SEN with input F (-5/+6) | |
| lars | db+1+2 | m | 12 | i26 | -13 | +8 | * Transition to DEN with input D (-6/+11) * Backsway | |
| lars | b+2 | m | 12 | i15 | -7 | +4 | Has good left sidestep tracking | |
| lars | f,F+4 | l | 12 | i21 | -31 | +5 | ||
| law | 1,1,2 | h, h, h | 5, 5, 12 | i10, ,i17 | -6 | +6 | * Transition to DSS with F ** (-6 oB, +6 oH) | |
| law | 3 | h | 12 | i12 | -9 | +2 | ||
| law | 4,3 | h, h | 15, 12 | i13, i18~19 | -8 | +1 | * Combo from 1st hit * Airborne combo from 1st CH (+24a (+17)) * Transition to DSS with F (+7/+16g/+39a (+32)) | |
| law | f+3 | m | 12 | i18 | -10 | +1 | ||
| law | df+2 | m | 12 | i15~16 | -7 | +34a (+24) | +4s on crouching normal hit | |
| law | df+3+4 | l | 12 | i18 | -15 | +4c | +6a | * High crush 6~52 |
| law | d+4,3 | l, h | 7, 12 | i15, i12 | -12 | +0 | +5 | * Combos from 1st hit * -26 on 1st block * Nosebleed stun * Low crush 5~9? * Floating state 10?~12? |
| law | b+1 | m | 12 | i14 | -9 | +2 | * Transition to DSS with F ** (-4 oB, +7 oH) | |
| law | b+1,2 | m, m | 12, 12 | i14, 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) | |
| law | b+2 | m | 12 | i16 | -8 | +4 | ||
| law | u+4 | m | 12 | i15 | -13 | +19a (+9) | +33a (+23) | * Low crush |
| law | f,F+2 | m | 12 | i14~16 | -6 | +2 | +7 | |
| law | f,F+2,1 | m, h | 12, 12 | i14~16, 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 | |
| lee | 1,2:4 | h, h, m | 5, 9, 12 | i10, ,i18 | -12 | +5 | +58a | * Jail from 1st block * Combo from 2nd hit with 1f delay * Input 4 during frames 10-13 of 1,2 * Consumes 60F of remaining Heat time without perfect input * 4 chip damage on block * Move cannot be delayed * Transition to HMS r33 with 3 (-14/+3/+57a) ** Cancel to r11 standing or FC with b_db_d_df (Cannot block i25) ** Cancel to r1 standing or r7 FC with u_d~d_db_d_df (Cannot block i15) |
| lee | 4,4:4 | h, h, h | 14, 5 (3), 12 (6) | i11, ,i20~21 | -9 | +15a (+6) | * Heat Engager * Heat Dash +43d (+35) * Strong Aerial Tailspin * Balcony Break * Combo from 2nd hit with 1f-5f delay only * Airborne combo from 1st CH (+29a (+22)) * Input 4 during frames 12~16 of previous hit * Interrupt with i2 from 2nd block * Consumes 60F of remaining Heat time without perfect input * 4 chip damage on block | |
| lee | f+2 | m | 12 | i14~15 | -9 | +2 | ||
| lee | df+2 | m | 12 | i15~16 | -7 | +34a (+24) | * +4s on crouching normal hit * Very slight jab evasion when performed from certain low-profile animations |