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All Characters Tekken 8 Frame Data

CharCommandHit levelDamageStartupBlockHitCounter hitNotes
cliveH.u+1+2M,m18,21i19~20,i20~21-12+3c
* Weapon 2nd hit
* Consumes 150F of remaining Heat time
* Transition to r15 PHX with F or 4 on hit or block (-1/+14c)
* 7 chip damage on block
clive1+2m21i13-9+2
* Heat Engager
* Heat Dash +5, +43d (+35d)
* Balcony Break (airborne)
* Weapon
* On hit regain 5 additional recoverable health
clivef,F+2m21i19~20-7+13a+38a
* Balcony Break
* Spike
* Weapon
* Increases ZAN gauge by 0.50 on hit
* Increases ZAN gauge by 0.14 on block
* Only deals recoverable damage
cliveSS.1+2M21i25~26+2+49a
* Spike
* Weapon
* 6 chip damage on block
* Transition to FC with D
* Side step takes 9f, effective startup i34~35
devil-jin4~3M21i29-32-7c+14a
* Floor Break
* Parryable by traditional kick parries
* Effective startup i30
* Low crush 14~23
* Floating state 24~26
devil-jinb+2,1h, m11, 21i14~16, i30-31-16+29a (+19)
* Tornado
* Interrupt with i13 from 1st block
* Can evade some jab interrupts
* Move cannot be delayed
* Input can be delayed by 1F
* Low crush 30~51
* Floating state 52~54
devil-jinb+1+2m21i20~21+3c+7c+24d
* Spike
* Opponent recovers FDFA on CH
* 4 chip damage on block
devil-jinuf+3m21i28~29+3c+13
* Floor Break
* +24d on BT hit
* Low crush 9~25
* Floating state 26~28
devil-jinuf+4m21i18-8+11
* Heat Engager
* Heat Dash +62a (+42)
* Balcony Break
* +18a (+9) on BT hit
* Low crush 8~18
devil-jinb,f+2,1,4m, m, M12, 12, 21i15~17, ,i26~29-8c+14a
* Floor Break
* Interrupt with i13 from 1st block
* Whiffs vs SS, SW from 1st block
* Move can be delayed by 14f
* Input can be delayed by 20f
* Low crush 12~20
* Floating state 21~23
devil-jinb,f+2,3m, h12, 21i15~17, i19~20-5+16cg
* Balcony Break
* Combo from 1st hit with 6F delay
* Interrupt with i4 from 1st block
* Opponent recovers crouching on hit
* Transition to MCR r35 with F on hit (+14)
** -11 on an empty MCR transition
* Move cannot be delayed
* Input can be delayed by 6F
* +11d (+9d MCR) on BT hit
devil-jinws1,4m, h12, 21i13~14, i24~25-5+17a (+8)
* Balcony Break
* Combo from 1st hit with 4f delay
* Interrupt with i6 from 1st block
* Whiffs vs SSR from 1st block
* Input can be delayed 4f
* Move can be delayed 3f
devil-jin(back to wall).b,b,UBm21i36~38+0c+8a
* Floating state 5~13
* is8~13
* Low crush 14~45
* Floating state 46~48
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
dragunovub+4m21i22~23-16~17+11a
* Balcony Break (airborne)
* 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+4m21i22~23-9+19a
* Balcony Break (airborne)
* Low crush 9~27
* Floating state 28~30
dragunovf,F+4M21i26~28-1+13c
Floor Break
* Floating state 10~30
dragunovws3m21i16~17-9+15a (+6)+36a (+0)
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
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
eddy2,1,4h, h, m10, 13, 21i12, ,i20~22-12~-10+17a (+8)+56a
* Balcony Break
* Combo from 2nd Ch with 10f delay
* Input can be delayed 14f
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
eddydb+3L21i28-14c+5c+21a
* Has good right sidestep tracking
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
eddyuf+2m21i22~23-13+32a(+24)
Balcony Break
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
eddyHSP.1M21i23~25+6+8c+19d
* Elbow
* Transition to RLX
* 6 Chip damage on block
* Floating state 1~12
eddyHSP.4,2m, m10, 21i12~13, i23~24-13+12a(+3)
* Tornado
* Balcony Break
* Combo from 1st hit
* Floating state 1~9?
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
feng1,1h, m5, 21i10, i25~26-11+2+61a
* Links to 10-hit string
* Interrupt with i7 from 1st block
* Whiffs vs SWR from 1st block
* Move can be delayed by 3F
* Input can be delayed by 4F
fengdf+2,2m, m15, 21i20~21, i13~14-6+14a (+4)
* Balcony Break
* Combo from 1st hit with 1F delay
* Jail from 1st block with 1F delay
* 20f timestop on hit
* Move cannot be delayed
* Input can be delayed by 1F
fengdf+4,2,1+2m, m, M13, 13, 21i15, ,i34~35-19+31a (+16)
* Tornado
* Shoulder
* Combo from 2nd CH with 4F delay
* Interrupt with i14 from 2nd block
* Interrupt with i2 from 2nd hit
* Whiffs vs SSR, SWR from 2nd block
* Move can be delayed by 9F
* Input can be delayed by 10F
fengb+3m21i22~23+4+6+10a
* Knee
* 4 chip damage on block
* Transition to r25 CD on hit or block with df (+6/+8/+12d)
** Transition to r1 FC with DF~db (+5/+7/+11d)
fengf,F+4,3m, m15, 21i19~20, i20~21-14+32a (+22)
* Combo from 1st hit with 11F delay
* Interrupt with i1 from 1st block
* Move can be powered up by delaying input by at least 8F (25 damage and +34a (+24))
* Recovers 1F faster on hit (t72 r31)
* Low crush 20
fengFC.df+2m21i18-14+55a
* High crush 18~40
feng(Back to wall).b,b,UBm21i39~41+4c~+6c+22a
* Floating state 5~13
* is8~13
* Low crush 14~46
* Floating state 47~49
fengSTC.Pm21i18~19-17+53a
* Only occurs during STC after absorbing 2 hits without performing any stance action
heihachi1,2,4h, h, h5, 8, 21i10, ,i22~23-9+16cg+52a
* Balcony Break
* Tornado
* Combo from 2nd CH with 2f delay or 8F charge delay (i30~31)
* Interrupt with i2 from 2nd block
* Can be charged with up to 27F (i31~32)
* Move can be delayed by 1F
* Input can be delayed by 2F
heihachi4h21i15~16-9+16cg+52a
* Tornado
* Balcony Break
* Can be charged with up to 20F (i24~25)
heihachif,F+3m21i20~22-3c+56a
* Spike
hwoarang3~4m,m11,21i22,i7-3+26a (+16)
* Balcony Break
* Input 4 on frames 1 to 5
* Input 4 on frame 1 to power up
** 37dmg, +1 oB, +42a (+16) oH
* Low crush 16~
hwoarangf+4h21i17~23+7~+13+18g~+24g+18~+24
* +11~+17 guaranteed on CH depending on frame advantage
* Transition to RFS
hwoarangdb+4,4L, h14, 21i16, i17~19-1~+1+24a~+26a
* Combo from 1st CH
hwoarang(Back to wall).b,b,UBm21i36~38+0c+8a
* Low crush 14?~32?
hwoarangLFS.2,2,3,4,3,4,4,4,4m, h, h, L, m, m, l, h, m15, 7, 10, 7, 7, 8, 7, 10, 21 (14)i16, ,i22-18-16
* Airborne combo from 8th hit
* Interrupt from 8th block with i33
* Can be sidestepped
hwoarangRFF.b+4h21i18~19-9+12g+13c
* Balcony Break
* High crush 6~17
hwoarangRFF.df+3m21i22~24+1+6
* Homing
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Remains in RFF (transitions to LFF on Heat activation or when using Heat Dash)
* Low crush 9~
hwoarangRFF.f+3h21i14~17+12~+15+23~+26
* Transition to LFS
* Transition to r44? BT with B (-11~-8/+0~+3)
hwoarangRFS.3~4m,m11,21i16,i7-3+42a (+16)
* Balcony Break
* Jail from 1st block
* 9 chip damage on block in heat
* Input 4 on frames 1 to 7
* Input 4 on frame 1 to power up
** 37dmg on hit, +1 on block
** 14 chip damage on block in heat
* +26a (+16) on 2nd hit
* Low crush 10~26
* Floating state 27~29
hwoarangRFS.4,3m, m17, 21i14, i23~24+4+25a (+16)
* Tornado
* Balcony Break
* Transition to LFS
* Combo from 1st CH with 1F delay
* Combo from 1st hit during heat
** Does not combo when 3 is input on frame 14 or 15 (bug)
* Move cannot be interrupted
* Move cannot be delayed
* Input can be delayed by 1F
* 4 chip damage on block in heat
* Consumes 180F of remaining Heat time
hwoarangRFS.b+3m21i16~17-9+7
* Heat Engager
* Heat Dash +42a (+27)
* 6 chip damage on block in heat
* Recovers 6F faster on hit (t42 r25)
jack-81+4,df+1M21i22~, i20~23-17+52a (+42)
* Tornado
* Non just frame version of 1+4:df+1
* Alternate input hcf,df+1 to power up
jack-8db+1,1,1,2l, l, l, m13, 5, 5, 21i12, ,i19-11+43a (-4)
* Balcony Break
* Interrupt with i16 from 2nd block
* Interrupt with i19 from 1st hit
* Whiffs vs SSR, SWR from 2nd block or 1st hit
jack-8db+3, ... 1+2l, h15, 21i21, i34+14g+17cg
* Balcony Break
* Interrupt with i14 from 1st block
* Interrupt with i3 from 1st hit
* Forces tech backroll on hit
jack-8db+3, ... d+1+2l, m (th)15, 4,5,5,5,5,21i21, i340
* Crouch throw (Unbreakable)
* Can be executed after any hit of Cossack Kicks (DB+3,4,3...)
jack-8db+1+2l,l8,21i18-70-5d
* Floor Break
jack-8b+4,4m, M16, 21i13, i30-4c+3d
* Combo from 1st CH
* When comboing from 1st CH:
** Floor Break
** -8d on hit
* Interrupt with i10 from 1st block
jack-8f,F+1+2,1+2m, l20, 21i15, i28-19+13d
* Airborne combo from 1st hit
* Interrupt with i9 from 1st block
* High crush
jack-8SIT.1+2m21i24-44-12d
*
* Floating state
jack-8hFC.1+2l21i24-15+13d
* Alternate input FC.db+1+2
* Can be done from Crouch Level 1
* High crush 1
jinf+4m21i16-17-8+4+42a
* Enter ZEN -1 +11 +49a r26 with F
* Balcony break on airborne hit
jind+3,4,3l, h, m7, 10, 21i15~16, ,i24~25-12+31d (+23)
* Tornado
* Balcony Break
* Combo from 2nd CH with 2f delay
* Interrupt with i5 from 1st block
* Input can be delayed 10f
jindb+2,2,3m, h, m12, 11, 21i16, ,i35~36-9+20a
* Airborne combo from 1st CH (+22a (+15))
* Balcony break on airborne hit
* Interrupt with i9 from 1st block
* Interrupt with i4 from 1st hit
* Whiffs vs SSL, SWL from 1st block
jinb+4m21i17~18-7+15a
Balcony Break
jinZEN.1,2m, m14, 21i16~17, i23~24-14+32a (+6)
* Heat Engager
* Heat Dash +36a (+26)
* Balcony Break
* Combo from 1st hit with 6f delay
* Interrupt with i5 from 1st block
* Input can be delayed 12f
* Move can be delayed 11f
* Cancel to Breaking Step -22 -11 r40 with DF on frame 20
jun2,1,4,3h, m, m, h7, 9, 12, 21i12, ,i25-9+13a (+4)
* Balcony Break
* Combo from 3rd CH with 5F delay
* Interrupt with i5 from 1st block
* Input can be delayed 10f
jun2,1,1+2h, m, h7, 9, 21i12, ,i22+2+22cg
* Balcony Break
* Elbow
* Combo from 2nd CH with 9f delay
* Interrupt with i6 from 2nd block
* Forces tech backroll on hit
junf+4h21i19~21+3~+5+13~+15
* Balcony Break (airborne)
* Homing
junf+2+3h21i28~29+0+25a
* Balcony Break (airborne)
* Punch sabaki
* Crumple stun launcher (+51a) on parry effect
* Parry state 4~15
junu+4m21i22~23-3~-2+22a
* Balcony Break (airborne)
* Low crush 8~28
* Floating state 29~31
junuf+3+4m,M5,21i20~23 i2~6-8~-4+18a
* Spike
* Low crush 9~30
junws4m21i11~12-12+18a (+11)
jun(Back to wall).b,b,UBm21i39~41+4c~+6c+22a
* Floating state 5~13
* is8~13
* Low crush 14~46
* Floating state 47~49
junIZU.4,1L, M10, 21i19, i19~20-14~-13+14a (+3)
* Balcony Break
* 2nd hit only available as combo from 1st hit
* DA: +9 damage on hit (30)
* Deals 18 damage to self (12 recoverable)
* Unparryable
* Gain 20 Kazama Essence on normal or airborne hit
* Low crush 22~38
* Floating state 39~41
junIZU.f+1+2m21i16~17-6+5+25
* Homing
* Balcony Break (airborne)
* Only i15 or faster attacks guaranteed on CH
* Jab evasion
* Gain 6 Kazama Essence on normal hit and 5 on airborne hit
kazuyadf+3,2,1m, m, m13, 13, 21i18~19, ,i25-14+8a (-1)+25
* Tornado
* Balcony Break
* Combo from 2nd CH with 10F delay or 23F charge (i34)
* Interrupt with i6 from 2nd block
* i14 initial charge; can be charged up to 30F (i41)
* Move can be delayed by 15F
* Input can be delayed by 16F
kazuyab+1+2m21i22-8+5
* Heat Engager
* Heat Dash +5, +43d (+35)
* 6 chip damage on block
kazuyaf,F+3m21i20~22-3c+46a
* Spike
king1+2,1m, m17, 21i18, i22-13+12a (+3)
* Balcony Break
* Combo from 1st hit with 1f delay
* Input can be delayed 1f
* Move cannot be delayed
* Interrupt with i5 from 1st block
* Cancel to -18 -9 -7 r35 with B on frame 19
kingf+1+4m21i17~19+3+7
* Chest attack, unparryable by Asuka, Nina, etc
kingd+1+2m21i23-24+45a (+35)
* Tornado
* High crush 6~22
kingdb+2m21i25~26-5c+19a
* Floor Break
kingb+2,1h, h16, 21i14, i20~21-9+19a (+10)
* Balcony Break
* Elbow
* Combo from 1st hit with 5f delay
* Move can be delayed by 10f
* Input can be delayed by 15f
* Recovers 2f faster on hit
kinguf+1h21i20~23-3+36a (+27)
* Homing
* Balcony Break
kingf,F+1m21i20~21-5+14g+38d
* Homing
* Balcony Break
kingf,F+2m21i31~32+7+12c
* Elbow
* Forces crouching on hit.
* Allow crouching throw on hit.
* 6 chip damage on block.
* 8 chip damage on block in heat.
kingFC.df+2m21i15-14+56a
* Crumple on hit.
kingCD.DF+4m21i15~16-9+49a(+18)+53a
* Knee
* Special down state that allows low juggle (on normal hit).
* Crumple on CH for full combo.
kingJGR.1m21i16~17-8+26c
* Balcony Break
* Elbow
* Power up into JGR.1* after 30F? or during Heat
** Partially uses remaining Heat time during Heat.
kingJGS.1h21/25/31i17~18/i19~20-7/-1+47d/+53d
* Crumple on hit.
* On block / hit / startup increases up to 2nd spin.
* Damage increase up to 3rd spin.
kumau+3+4m21i34~39+10+20
* Transition to SIT (cannot cancel)
* Low crush 8~36
* Floating state 37~39
* High crush 51~
kumaws3m21i18~20-9+17 (+8)
* Balcony Break
* Homing
kumaFC.df+2,1,1+2,3,1+2,3+4,1+2,2,3m, h, M, L, M, m, m, m, h12, 12, 6, 5, 6, 6, 7, 6, 21i18~19, ,i26-21+34a (+24)
* Combo from 8th hit
* Interrupt with i8 from 8th block
* Can SSL/SSR and SWL/SWR from 8th block
kumaFUFT.d+1+2m21i29~31+18~+20+37a+37a
* Transition to SIT (Cannot cancel)
* Reverse direction when performed in FUFA
kumaHBS.3+4M21i20~24-14+9a (-1)
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Panda: Decreased attack range and height hitbox (does not hit as deep)
* Power crush 7~19
kumaROL.2m21i17~19-17+28a (+18)
kunimitsu3,4h, h17, 21i16~17, i25~27-5+20a+46a
* Balcony Break (airborne)
* Combo from 1st hit with 10f delay
* Interrupt with i9 from 1st block
* Whiffs vs SSR, SWR from 1st block
* Input can be delayed 10f
* Move cannot be delayed
kunimitsuub+2m!21i51+10a
* Floor Break
* Weapon
* Hitstop 20f on hit
* Low crush 27~50
kunimitsuf,d,df+2M,h15,21i14~15 i25~26-17~-16+73a (+57)
* Tornado
* Weapon
* 2nd hit available only as combo from 1st hit
* Bufferable
* 29 total scaled damage
* 3 chip damage on block
* Low crush 16~36
* Floating state 37~39
kunimitsu(Back to wall).b,b,UBM21i37~38-3c+15a
* Floor Break
* Weapon
* Floating state 5~13
* is8~13
* Low crush 14~31
* Floating state 32~34
kunimitsuBT.f+1+2m21i16~17-13+54a
* Tornado
* Balcony Break (airborne)
* Weapon
* Hit vs BT +9a (+0)
kunimitsuKAT.2m21i23~24+5+20d+80a (+60)
* Spike
* Weapon
* Transition to FC with D
* is1~6
* Low crush 7~24
* Floating state 25~27
kunimitsuSET.4,3M, m13, 21i18~19, i22-13+5a
* Spike
* Combo from 1st hit with 9f delay
* Input can be delayed 9f
* Move can be delayed 5f
* Interrupt with i5 from 1st block
* Low crush 5~17
* Floating state 18~20
larsb+2,3m, h12, 21i15, i18-8+38d (-20)
* Balcony Break
* Tornado
* Combo from 1st hit with 5F delay
* Interrupt with i1 from 1st block
* Move cannot be delayed
* Input can be delayed by 5F
larsDEN.3+4L21i22~23-14-3+5c
* Transition to SEN with input F (-7/+4/+12c)
larsSEN.1+2m21i14~16-14+20a (+13)
* Tornado
* Recovers 7F? faster on hit (t44 r28?)
* -7 and 8 chip damage on block after attack absorption
* Power crush 6~13
lawH.uf+2h21i19~20+4+21d
* Weapon
* Strong Aerial Tailspin
* Balcony Break
* Consumes 120F of remaining Heat Time
* 4 chip damage on block
law2,b+2,1,2h, h, h, m8, 8, 8, 21i10, ,i20-3+20a+55a
* Combos from 3rd hit CH
* Delay-able
* Transition to FC with D
lawd+1,3l, h15, 21i19~20, i24-9+20a (+11)
* Balcony Break
lawd+2,3sl, m8, 21i11, i23-15+30a (+20)
* Combos from 1st hit CH
* Tornado
lawb+4,3m, h13, 21i14, i32-5+24a (+15)
* Balcony Break
* Combos from 1st hit
lawb+1+2m21i20-14+31a (+23)
Balcony Break
* Power crush 7~
lawuf+2h21i19~20-1+9+21d
* Weapon
* Strong Aerial Tailspin
* Balcony Break
* 4 chip damage on block
lawDSS.4l21i21-13+6c+38a
leed+4,4,4,4l, l, l, m7, 8, 5, 21i12, ,i24~25-20+11a (+2)
* Balcony Break
* Transition to -11, +20a (+11) HMS with 3
* Combos from 3rd hit CH
leeb+2,4,3h, h, h9, 16, 21i14, ,i27-0+22a (+13)+51a
* Strong Aerial Tailspin
* Balcony Break
* Transition to -5, +17a MS with F
* Low crush
lee(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
leo1,2,1,1h, h, h, m5, 10, 16, 21i10, ,i18-13+12a (+3)
* Balcony Break
* Elbow
* Combo from 2nd CH or 3rd hit
* Move cannot be interrupted
* Move is delayed 1F
* Move cannot be delayed
* Input cannot be delayed
leof+2,2h, m14, 21i14~16, i23~24-12~-11+8+25d
* Combo from 1st hit with 6F delay
* Move cannot be interrupted
* Move can be delayed by 10F
* Input can be delayed by 12F
leof+2+3h21i20~21-9~-8+11a (+2)
* Balcony Break
* Sidesteps to the right
leob+2,1+2m, m11, 21i14, i27~28-11c~-10c+8
* Heat Engager
* Heat Dash +5, +43d (+35)
* Combo from 1st hit
* Interrupt with i5 from 1st block
leob+2+3m21i30~31-8~-7+23g+28a
* Parries high and mid punches
* Hit after parry is the same as on CH
* Parry state 5~9
leouf+3m21i17~21-9~-5+13a (+4)
Balcony Break
* Can input with u+3
** Less forward movement and deals 20 damage
* Low crush 9~
leoBOK.1+2M21i20~21-12~-11+15a
* Heat Engager
* Heat Dash +43d (+35)
* Balcony Break
* Spike
* Power crush 8~19
leoBT.1+2m21i11-20+1a (-8)+22a (-14)
* Balcony Break
* Elbow
leroy1,2,3h, h, h5, 9, 21i10, ,i23~24-6~-5+20a(+11)~+21a(+13)
* Balcony Break
* Combo from 2nd hit CH
* Low crush
leroy2,1,2,1h, m, h, m10, 12, 17, 21i12, ,i21~23-13~-11+16a(-1)~+18a(+3)+30a(+20)
* Balcony Break
* Tornado
* Elbow
* Combo from 3rd hit
* Delayable
leroyd+1+2m21i17~18-4~-3+6c
* Heat Engager
* Heat Dash +5, +67a (+50)
leroyf,F+4,2m, m16, 21i16~17, i27~28-14~-13+34a (+19)+43a (-33)
* Tornado
* Combos from 1st hit
* Has evasive properties
leroyws2m21i15~16-14+51a
leroy(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
leroyHRM.b+1M21i20~22+4+7c+52a
6 chip damage on block
leroyHRM.f+4M21i26~29+0+40a
8 chip damage on block
* Low crush 13~30
lidiaf+3,4m, h12, 21i17~18, i21~23+5+17
* Combo from 1st CH with 10f delay
* Move can be delayed 7f
* Can be ducked on hit
* Interrupt with i5 from 1st block
* Power up with input qcf+4, adds 2 damage
* Balcony break on airborne hit
* Transitions to HRS
* 6 chip damage on block
* Low crush 15~27
* Floating state 28~30
lidiadb+3+4m21i22-3+5
* Has low parry effect
* Does not parry weapon lows
* Parry state 5~13
lidiadb+3+4,P.1m, h21, 21i22, i16+33a (+25)
* Balcony Break
* Combo from 1st hit
* Just frame input within a 2f window (21~22) adds 2 damage
lidiab+4h21i16-3+6+31a
* Homing
* Balcony break on airborne or CH
lidiaf,F+3M21i19~20-14+30a (+20)
Tornado
* Low crush 11~19
lidiaqcf+4h21i17~19+5+17
* Homing
* Transitions to HRS
* 8 Chip damage on block
* Low crush 10~22
* Floating state 23~25
lidiaSS.4h21i16~17-6+16g+14
Balcony Break
lidiaHAE.1m21/23i18~19-11+80a (+60)
* Spike
* Power up based on Heaven and Earth level
* 7/6/4 chip damage on block
* -7 frame advantage after absorbing an attack in power crush state
* Guarantees grounded hit vs airborne opponent
* +51a on BT hit
* Power crush 7~17
lidiaHRS.3m21i22~24-4+14
* Strong Aerial Tailspin
* Balcony Break
* Homing
* 4 chip damage on block
* Low crush 9~27
* Floating state 28~30
lidiaWLF.2M21i15~16-7+22a (+5)
* Balcony Break
* Steel pedal
lidiaWLF.3,1m, m10, 21i17, i26-6+37a (+29)
* Balcony Break
* Combo from 1st CH
* Move cannot be interrupted
liliuf+2m21i20~21-10+15a (+6)
* Balcony Break
* Has built-in sidestep to the left
liliSS.1+2m21i19~20+0+25a (+16)+64a
* Balcony Break
* Sidestep takes 9f, effective startup i28~29
lili(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
liliBT.1,4h, h8, 21i8, i22~24-1+10g
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Combo from 1st hit with 8f delay
* Interrupt with i2 from 1st block
* Move can be delayed 10f
miary-zodb+3L21i22~23-26+5c+44a
* Stagger on block
* High crush 8~
miary-zob+1,4h, h10, 21i12~13, i22~23-13+16a (-1)
* Tornado
* Balcony Break
* Combo from 1st hit with 3f delay
* Interrupt with i3 from 1st block
* Move can be delayed 3f
* Launches opponent if first hit is CH +71a (+55)
* Low crush 19~39
* Floating state 40~42
nina1,4,1h, h, m5, 17, 21i10, ,i25~26-11+15g+67a (+47a)
* Balcony Break
* Interrupt with i1 from 2nd block
nina4,4h, h15, 21i11, i28~39-7+4
* Balcony break on airborne hit
* Airborne combo from 1st CH (+19a (+12))
* Interrupt with i8 from 1st block
* Low crush 21~34
* Floating state 35~37
nina4,4,3+4h, h, M,M15, 21, 8,21i11, ,i35~39 i43~49-6~+0+20a
* Spike
* Combo from 2nd CH
* Interrupt with i10 from 2nd block
* Whiffs vs delayed SWL from 2nd block (Must perform SSL->SWL)
* Low crush 29~36
* Floating state 37~42
ninadf+3,2,3m, h, m13, 9, 21i14, ,i19~20-17+36a (+26)
* Tornado
* Combo from 2nd CH with 10f delay
* Interrupt with i8 from 2nd block
ninadb+4,3L, m5, 21i16~17, i27~28-13+71a (+55)
* Tornado
* Combo from 1st CH with 1f delay
* Interrupt with i8 from 1st block
* Whiffs vs SSR, SWR from 1st block
ninadb+3+4m21i18~19-17+36a (+26)
* Tornado
ninau+4M21i23~28+0c~+5c+5g~+10g+22a
* Spike
* Opponent recovers crouching on hit
* Low crush 7~30
* Floating state 31~33
ninaf,f,F+3,4m, m10, 21i20~21, i24~25-13+34a (+19)
* Tornado
* Combo from 1st hit
* Move cannot be interrupted
ninaws3+4m21i18~19-17+36a (+26)
* Tornado
nina(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
pandaH.uf+3+4m21 (8)i16~17+12g+7a
* Alternate input: H.ROL.uf+3+4
* Uses 240F of remaining heat time
* Transition to SIT (cannot cancel)
* Low crush 9?
pandau+3+4m21i34~39+14cg+20d
* Transition to SIT (cannot cancel)
* Low crush
pandaws3m21i18~20-9+17 (+8)
* Balcony Break
* Homing
pandaFUFT.d+1+2m21i30+17+37a+37a
* Transition to SIT (Cannot cancel)
pandaHBS.3+4M21i20~24-14+9a (-1)
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Panda: Decreased attack range and height hitbox (does not hit as deep)
* Power crush 7~19
pandaROL.2m21i17~19-17+28a (+18)
paulf+3,1h, m11, 21i16~17, i17-13+12a (+3)
* Balcony Break
* Elbow
* Combo from 1st hit
* Interrupt with i1 from 1st block
* Move is delayed by 5F
* Move cannot be delayed
* Input cannot be delayed
pauld+1,4,2m, L, m16, 15, 21 (14)i14~15, ,i21-14+3d (-6)+35a (-12)
* Balcony Break
* Elbow
* Airborne combo from 2nd CH +11d (+4)
pauldb+2M21i19~20-11+14d (-3) FDFA+28a (+18)
* Tornado
* Balcony Break
pauldb+1+2M21i20~21-14+30a (+22)
* Shoulder
* -9 block advantage and 8 chip damage on block after attack absorption
* Power crush 7~19
paulb+1,2h, m10, 21i12~13, i20~21-14+16d (-1) FDFA
* Tornado
* Balcony Break
* Move can be delayed 5f
* Input can be delayed 5f
* Combo from 1st hit with 5f delay
paulf,F+2,2m, L14, 21i15~17, i36~38-19c+27a
* Cancel to -28 -18 FC with B
* Interrupt with i18 from 1st block
* Whiffs vs SSL, SW from 1st block
* Alternate input FC.df+2,2
* High crush 33~83
paulws3,2M, h16, 21i13~14, i21~22-7+17d (+8)+46a
* Balcony Break
* Move can be delayed 12f
* Input can be delayed 12f
* Combo from 1st hit with 12f delay
paulSS.1h21i20+8+35a (+27)
* Balcony Break
* Elbow
* Chip damage (6)
* Effective minimum startup 30f
paulqcf+1h21i16~17-4+33a (+26)
* Elbow
* Chip damage (4)
paulH.df+1+3,qcf+2t, m22, 21i12~13, i13~14+16d (-20) FDFA
* Balcony Break
* Consumes Heat
* Strict qcf input required (d,F does not work)
* Perfect input window 55-56f
ravenf+3,2m, m18, 21i17, i30-14+10a (+1)+30a (+22)
* Balcony Break
* Combo from 1st hit
* Interrupt with i5
ravendb+4L21i24~25-14~-13+4c~+5c+37a
* High crush 6~49
ravenb+1h21i16~17+7c~+8c+10c~+11c+33d
* Spike
* Elbow
* 6 chip damage on block
* Transitions to r26 SZN on hit or block only
ravenb+2,4,2h, h, sm12, 13, 21i15~17, ,i19~20-13+24a (+9)
* Tornado
* Weapon
* Projectile
* Combo from 2nd CH
* Interrupt with i5
* Available only on hit or block
ravenuf+3+4,4,2m, L, m17, 9, 21i23~25, ,i21-13+10a
* Interrupt with i12
* Can be performed during CD (Shadow Sprint)
ravenb,B+2m,h15,21i17~18 i30~31-10~-9+5~+6
* Balcony Break
* Jail from 1st attack
* Parries high or mid punches or kicks
* Parry state 1?~
ravenf,F+4m21i15~17-10~-8+21a (+4)
Balcony Break
ravenqcf+1,2m, sm15, 21i16, i19~20-13+24a (+9)
* Tornado
* Weapon
* Projectile
* Combo from 1st hit with 7F delay
* Interrupt with i1
* Available only on hit or block
* Move can be delayed by 2F
* Input can be delayed by 7F
ravenws3,2m, sm18, 21 (14)i16~17, i19~20-13+65a (+49)
* Tornado
* Weapon
* Projectile
* Combo from 1st hit
* Interrupt with i1
* 14 damage with scaling from 1st
* Available only on hit or block
raven(Back to wall).b,b,UBm21i40~43+6~+9+28a (+19)
Balcony Break
* is8~13
* Floating state 18~26
* Low crush 27~45
* Floating state 46~48
ravenBT.3,4,4h, m, M10, 17, 21i10, ,i32~34-9~-8+5a
* Spike
* Combo from 2nd CH
* Interrupt with i5
* Low crush 12~31
* Floating state 32~34
ravenBT.3,4,4,Fh, m, M10, 17, 21i10, ,-36
* Will phase through opponent up-close
* While vanished, Raven has no hurtbox
* Low crush 18~49
* Floating state 50~52
ravenBT.4m21i19~20-5~-4+18c
* Heat Engager
* Heat Dash +36a (+26) on hit, +5 on block
* Balcony Break
* Forces tech backroll on hit
* Low crush 6~19
ravenBT.f+2,4,2m, h, sm13, 17, 21i17~18, ,i19~20-13+24a (+9)
* Tornado
* Weapon
* Projectile
* Combo from 2nd CH
* Interrupt with i5
* Available only on hit or block
ravenSZN.3,2m, sm16, 21i16~17, i19~20-13+24a (+9)
* Tornado
* Combo from 1st hit
* Available only on hit or block
* Power up during Heat
ravenSZN.4L21i17~24-14~-7+4~+11g+13a~+20a
* High crush 6~
reina1,2,3,4h, h, m, h5, 6, 10, 21i10, ,i22~23-4+21a (+12)
* Strong Aerial Tailspin
* CH-confirmable from 2nd CH
* Combo from 3rd hit with 5f delay
* Input can be delayed 10f
* Move can be delayed 8f
* Interrupt with i5 from 3rd block
reina2,2,2h, h, m5, 5, 21i12, ,i29-6+6
* Transition to WRA r30 with D (-6/+6)
* Transition to WRA is safe (can be cancelled early enough with crouch dash)
* Combo from 2nd hit only if the 2nd hit connects on i15, otherwise no combo
* Input can be delayed 10f
* Move can be delayed 9f
* Interrupt with i11 from 2nd block
reinab,b,UBm21i39-41+4c+22a
Requires back close to wall to execute
* Low crush
shaheen4,3h, h16, 21i13, i31-1+26a (+17)+71a (51)
* Balcony Break
* Crouch assist bufferable
* Interrupt with i11 from 1st block
* Whiffs vs SSR from 1st block
shaheenf+2,4,4h, L, h10, 16, 21i12, ,i26~27-7+10g+14c
* Strong Aerial Tailspin
* Balcony Break
* Aerial combo from 2nd CH
* Interrupt with i7 from 2nd block
* Whiffs vs SSR, SWR from 2nd block
shaheenws2m21i16-17+57
shaheenFC.df+2m21i18~19-9+17a (+8)
* Strong Aerial Tailspin
* Balcony Break
shaheen(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
shaheenSNK.1+2m21i19+4c+8c
* Heat Engager
* Heat Dash +67a (+50)
* Floor Break
* 6 chip damage on block
steve1+2m,m7,21i14, i9~10-12+18a (+11)
* Heat Engager
* Heat Dash +5, +43d (+35)
stevedb+2l21i26~27-12+1c+14d
* Transition to r30 FC with d_db
* High crush 6~
stevedb+1+2m21i28~29-13+29a (+21)
* -9 frame advantage and 8 chip damage on block after absorbing an attack in power crush state
* Power crush 7~27
steveqcf+1m21i16-10+16a (+7)
Heat Engager
Heat Dash (+5, +36a (+26)
* Balcony Break
* Transition to r18? FLK with B (-3/+23a (+14)/+23a (+14))
** r18? FLK FC cancel?
steveDCK.f+2h21i15~16+5+14c+55a
* Strong Aerial Tailspin
* Transition to standing (+1/+10c/+51a) with B
* 6 chip damage on block
steveEXD.1m21i19~20-7+44d (+36)+41a (+31)
* 8 chip damage on block
steveEXD.2m21i19~21-14+61a (+51)
* 6 chip damage on block
steveFLK.2m21i18~19-5c+7d+42a
* Spike
* 6 chip damage on block
steveFLK.b+2h21i14~15-9+35d (+27)
* Tornado
* Balcony Break
* +0 frame advantage and 8 chip damage on block after absorbing an attack in power crush state
* Power crush 8~13
steveLNH.1m21i14-15-9+15g
* Balcony Break
* Heat Engager
* Heat Dash +5, +43d (+35)
* Homing
* Transition to r18 FLK (-3/+21g) with B
steveLWV.2,1m, m13, 21i14~16, i19-8+4c+7d
* Spike
* Combo from 1st CH with 5F delay
* Interrupt with i2 from 1st block
* Move can be delayed by 11F
stevePAB.1,2,1h, h, m10, 14, 21i12~13, ,i18~20-13+8c+44a
* Spike
* Combo from 2nd CH with 8F delay
* Jail from 1st block with no delay
* Move can be delayed by 10F
stevePAB.b+1,1,2,1m, h, m, m15, 10, 12, 21i17~18, ,i21-10+16a (+7)
* Balcony Break
* Combo from 3rd hit
* Jails attack inputs from 3rd block
* Transition to r18? FLK with b (-3/+23a (+14))
** r18? FLK FC cancel?
victorf+4,1m, h15, 21i14, i23~24-4+18a (+9)
* Balcony Break
* Heat Engager
* Heat Dash +5, +43d (+35)
* Weapon
* Combo from 1st hit
victord+2m21i18+0+4c
* Heat Engager
* Heat Dash +5, +67a (+50)
* Weapon
* 6 chip damage on block
victord+1+2SM21i19~21-9+17a (+10)+35a
* Tornado
* Weapon
* Projectile
* 6 chip damage on block
victoruf+1,1m, m9, 21i13, i25~26-14+15gc
* Tornado
* Balcony Break
* Weapon
* Combo from 1st hit with 8F delay
* Opponent recovers crouching on hit
* Transition to PRF (-10/+19gc) with F
* Cancel to IAI (-9/+4) with D or 3+4
victorf,f,F+2m21i18~19+2+8cg+61a (+45a)
* Balcony Break
* Weapon
* Transition to IAI r36 with d or 3+4 (+5/+11cg/+64a (+48a))
* Forces tech back roll on hit
* 6 chip damage on block
victorIAI.1,1m, m9, 21i13~14, i25~26-14+15g
* Tornado
* Balcony Break
* Weapon
* Combo from 1st hit with 9F delay
* Move can be delayed by 10F
* Input can be delayed by 11F
* Opponent recovers crouching on hit
* Transition to PRF with F (-10/+19gc)
* Cancel to IAI with D or 3+4 (-9/+4)
victorIAI.P.fm21i16~17+60a (+44)
* Balcony Break
* Tornado
victorPRF.3m21i15~17-8+15c
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Knee
* Forces tech backroll on hit
* Low crush 11~23
* Floating state 24~25
xiaoyud+3,4L, h12, 21i14, i25~26+0+26a (+17)
* Balcony Break
* Combo from 1st CH
* Interrupt with i9 from 1st block
* Whiffs vs SSR, SWR from 1st block
xiaoyu(back to wall).b,b,UBm21i35~38+1+34d
Transition to BT
* Floating state 5~7
* is8~24
* Floating state 25~33
* Low crush 34~37
* Floating state 38~40
xiaoyuAOP.d+1+2m21i26-8+42a (+32)
*
* High crush 1~25
xiaoyuBT.f+1+2m21i23-8+3+5
* Sabaki punch parry
** 50 damage, +20d
** Transition to BT
* Parry state 1~5?
yoshimitsuf+2,1h, M18, 21i17~18, i26~27-12+17a (+10)
* Tornado
* Weapon
* Combo from 1st CH +66a (+50)
yoshimitsuf+2,NSS.1h, m18, 21i17~18, i26~27-12+17a (+10)
* Tornado
* Airborne combo from 1st CH (+66a (+50))
yoshimitsud+1+4,B+1,1,1m!, m!, m!, m!60, 18, 20, 21i29~30, ,i1~18-29a
* Weapon
* 10 self damage
yoshimitsub+2,2m, h12, 21i14~15, i22~23-9+2a
* Heat Engager
* Heat Dash +43d (+35)
* Weapon
* Combo from 1st hit with 1f delay
* Combo from 1st CH with 7f delay
* Interrupt with i3 from 1st block
* Input can be delayed 14f
yoshimitsuuf+4m21i20~22-9+22a
* Homing
* Balcony Break
* Floor Break
* Low crush 9~32
* Floating state 33~35
yoshimitsuuf+3+4,1,3+4M, h, M20, 8, 21i31~35, ,i31~35+0c~+4c-14a
* Floor Break
* 3rd hit delayed 18f, effective startup i49~53
* On hit, transitions to r49 backward jump automatically
* Low crush 28~50
* Floating state 51~53
yoshimitsuws1,2,1m, h, M12, 18, 21i13~14, ,i26~27-12+17a (+10)
* Tornado
* Weapon
* Combo from 2nd CH
yoshimitsuSS.1m21i17~18-9+2+27a (+17)
Sidestep adds minimum 9f, effective startup i26~27
yoshimitsu(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
yoshimitsuNSS.ub+1m21i25~26-5+4c
Floor Break
* Low crush 9~27
* Floating state 28~30
zafinaf,F+3+4m,m10,21i21 i8~12-11+15a (+6)
* Balcony Break
* Enter MNT -12 +14a (+5) with D
* Low crush 6~23
* Floating state 24~26
zafinaMNT.1+2m21i20-12+18a
* Spike
* -9 frame advantage and 8 chip damage on block after absorbing an attack in power crush state
* Power crush 8~19
zafinaWR.f+4L21i14~30-52~-36-7a
* Enter BT -52 -7a with U
* Enter TRT -52 -7a r35 with D
* Zafina must run for 32f to access this move
* Floating state 14~40
alisa1,2,2h, h, h5, 10, 20i10, ,i20~35-9~+6+21a (+6)
* Tornado
* Balcony Break (airborne)
* Weapon
* Combo from 2nd CH with 1f delay
* Interrupt with i1 from 1st block
* 6 chip damage on block
alisa2,3,4h, m, L10, 8, 20i12, ,i42~45-13+13d
* Interrupt with i23 from 2nd block
* Whiffs vs SS, SW from 2nd block
* Low crush 24~39
* Floating state 40~42
alisa3,2m, h10, 20i13~14, i26~27-2+20a (+11)
* Heat Engager
* Heat Dash +5, +43d (+35)
* Homing
* Balcony Break
* Weapon
* Combo from 1st hit
* Interrupt with i6 from 1st block
* 6 chip damage on block
* 10 chip damage on block in Heat
* Does not transition to DES when using Heat Dash
alisa3,f+2m, m10, 20i13~14, i24~28 i1~4 i1~4 i1~4 i1-12+5
* Weapon
* Combo from 1st hit
* Interrupt with i4 from 1st block
* 2 chip damage on block
* 6 chip damage on block in Heat
alisaf+2,1m, m12, 20i17~18, i24-12+14g
* Heat Engager
* Heat Dash +5, +62a (+42)
* Balcony Break
* Weapon
* Combo from 1st hit
* Interrupt with i5
* 6 chip damage on block
* 10 chip damage on block in heat
* Opponent recovers crouching on hit
* Does not transition to DES when using Heat Dash
alisaf+3,2h, h10, 20i14~15, i24~26-4+39d (+31)
* Balcony Break
* Weapon
* Combo from 1st hit
* Interrupt with i5 from 1st block
* 6 chip damage on block
* 10 chip damage on block in Heat
alisadf+1,1m, h10, 20i13, i30~31+1+8
* Balcony Break (airborne)
* Combo from 1st CH with 2f delay
* Interrupt with i12 from 1st block
* Move cannot be delayed
alisad+2,4M, M8, 20i24~26, i18~21-9+28a (+13a)
* Combo from 1st hit
* Enter DES with 1+2
* Low crush 21~43
* Floating state 44~46
alisad+4,1+2L, h12, 20i17~18, i20~21+0+11a (+2)
* Balcony Break
* Head
* Jail from 1st attack
* Combo from 1st CH
alisad+3+4L20i27~i28-37+67a (+51)
* Homing
* Instant Tornado
* Stagger on block
* Enter DES with 1+2
* High crush 20~40
* Floating state 5~55
alisab+2,4m, h12, 20i18, i16~17-7+12g+36a
* Balcony Break
* Enter DES with 1+2
* Combo from 1st hit with 12f delay
* Jails attack inputs (movement buffering prioritized)
* Duckable
alisab+4,3m, m17, 20i15~16, i29~30-11+6c+10a
* Spike
* Combo from 1st hit
* Enter DES with 1+2
* Low crush 17~24
* Floating state 25~27
alisaub+4,1,1,2,1,1,3+4,3,2m, m, m, h, h, m,M,M, L, m, M10, 12, 9, 5, 5, 3,3,3, 7, 15, 20i18, ,i17~22-30-38a (-45)
* Combo from 8th hit
* Available only as combo from previous hit
* Low crush 1~
alisaub+4,1,1,2,1,1,3+4,3,2,2m, m, m, h, h, m,M,M, L, m, M, M,M,h,h10, 12, 9, 5, 5, 3,3,3, 7, 15, 20, 2,2,2,20i18, ,i13~16 1~5 i1~6 i1~8-23+3a (-15)
* Weapon
* Combo from 9th hit
* Last chainsaw hit rarely connects because of its high hitbox, -17 if blocked
* 1 chip damage on block
* 3 chip damage on block in heat
* Low crush 16~
alisaub+3+4,1+2M, m25, 20i37~39, i26~27-14+32a (+22)
Head
* Low crush 48~67
* Floating state 68~70
alisauf+1m,m,m19,19,20i19~20 i25 i17-13+68a (+52)
* Tornado
* Transition to SBT on hit with 3_4
* Transition to DBT on hit with f+3_f+4
* 2nd and 3rd hit available only as combo from 1st hit
* Low crush 20~40
* Floating state 41~43
alisauf+3+4M20i38~40+0~+3+9
Spike
* Low crush 9~41
alisaf,f,F+3,4m, m15, 20i18~19, i20~22-7+31a (+5)
* Balcony Break
* Combo from 1st hit
* Jail from 1st block
* Low crush 3~50
* Floating state 51~53
alisaws1+2m20i20~21-8+21
* Homing
* Hold input to power up
alisaBT.4m20i16~17-3+19a (+2)
* Balcony Break
* High crush 5~12
alisaCLK.3m20i13~14-9+12g
* Strong Aerial Tailspin
* Balcony Break
* Combo from 1st hit
* Power up after 2 or more spins (i19?)
* Interrupt with i8 from 1st block
alisaCLK.d+3L20i30~31-12+73a (+57)
* 8 chip damage on block
* High crush 9~
alisaDBT.1+2m,m,M,M5,5,5,20i12~15 i1~4 i1~5 i1~6+0+21a (+0)
* Balcony Break
* Spike
* Weapon
* Jail from 1st attack
* 6 chip damage on block
* 9 chip damage on block in heat
* Low crush 17~66
* Floating state 67~69
alisaDES.2,1M,M,m, h!5,5,5, 20i20~21 i1~2 i1~2, i28~56+85a (+69)
* Tornado
* Weapon
* Available only as a combo from 1st hit
alisaDES.1+2h,h,h7,7,20i16~18 i5~7 i9~11+4+15g
* Homing
* Balcony Break
* Weapon
* 6 chip damage on block
* 12 chip damage on block in heat
* Jails
alisaDES.f+1+2,1+2m,m,m,m,m,m,m,m, m29, 20i23~27 i1~5 i1~4 i1~4 i1~5 i1~5 i1~4 i1~1, i20~26-53+41a
* Weapon
* 6 chip damage on block
* 10 chip damage on block in heat
alisaSBT.1+2h!20i27~28+8
* Balcony Break
* Weapon
* Low crush 26~53
anna1,2,2h, h, M5, 8, 20i10, ,i26~27-8+12+76a (+60)
* Transition to HAM on hit automatically
* Interrupt with i11
* Whiffs vs SSR from 1st block
anna2,2h, M10, 20i10, i26~27-8+12+76a (+60)
* High evasion
* Interrupt with i11 from 1st block
* Whiffs vs SSR from 1st block
* Input can be delayed 5f
* Transition to HAM on hit automatically
anna3,2m, m17, 20i14~16, i20-11c+4c
* Spike
* Combo from 1st hit
annaf+2,3h, h14, 20i14, i19~20-7+12g
* Balcony Break
* Combo from 1st hit with 3f? delay
* Input can be delayed 12f
* Move can be delayed 7f
* Jails on block with 5f? delay
* jails on hit
annadf+1,2,3m, h, m10, 10, 20i13~14, ,i24~25-12+19a (+2)
* Tornado
* Balcony Break
* Move can be delayed by 10F
* Cancel to CJM -17 -10 -3 r35 with B on frame 20
* Low crush 17~26
* Floating state 27~29
annadf+3,1,4m, h, h13, 10, 20i14, ,i15~16-3+4
* Combo from 1st CH
* Combo from 2nd hit with 10f delay
* Input can be delayed 10f
* Move can be delayed 8f
* Jail from 2nd attack
annadf+3,2,2m, h, M13, 9, 20i14, ,i26~27-8+12+76a (+60)
* Combo from 2nd CH
* Input can be delayed 10f
* Move can be delayed 5f
* Transition to HAM on hit automatically
annad+3,4,1L, h, m10, 14, 2016, ,i29~30-3+5c+21a
* Spike
* Combo from 2nd hit
* Combo from 1st CH
annad+4,1~4l, M6, 20i12, i27~31-14c+0d
* Spike
* Move cancel takes 6f
* Low crush 13~28
annad+1+2L20i24~25-18+6c
* Balcony Break (airborne)
* Weapon
* Chip damage on block
* High crush 16~53
annadb+1,2m, m16, 20i16~18, i25~26-13+5
* Balcony Break (airborne)
* Combo from 1st CH with 8f delay
* Input can be delayed 15f
annab+2,2h, h10, 20i13~14, i18~19-9+5
* Balcony Break (airborne)
* Combo from 1st hit
* Female characters can slap back with 2 on hit
* Jails from 1st attack
annaH.uf+3,1m, h22, 20i23~24, i40~89+4g~+53g+20a (-6)
* Strong Aerial Tailspin
* Balcony Break
* Weapon
* Combo from 1st hit
* Fragile debuff on hit or block, opponent receives chip damage from any attack, removed when land a hit on you
* 6 chip damage on block
* Consumes 300F of remaining Heat time
* Jails from 1st attack
annaf,F+3,2m, M14, 20i15, i28~29-7+20d
* Heat Engager
* Heat Dash +5, +67a (+50)
* Balcony Break
* Spike
* Weapon
* Combo from 1st hit with 5f delay
* Interrupt with i6 from 1st block
* 6 chip damage on block
annaf,F+4M20i31~34+5+19a
* Spike
* Enter CJM +6 +20a r28 with B
* 4 chip damage on block
* Low crush 16~31
annaqcf+1h20i13~17+1~+5+3~+7+47a (+37)
* Elbow
* Bufferable
* Chip damage on block
* Perfect input d,df,f#1, f and 1 must be pressed on the same frame, grants +3 damage and increased chip damage on block
annaws3m20i11~12-3+8+12
annaCJM.Pm20i15~16-14+29a (+19)
* Tornado
* Tornado launch on hit
* is1~
annaCJM.d+3,3L, h8, 20i15, i21-7+7
* Combo from 1st hit
* -31 from 1st block
annaHAM.1h20i13~14+6+30a (+20)
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Elbow
* 6 chip damage on block
* Recovers 5f faster on hit or block
annaTOM.1m20i8~57+4~+53+20a (-6)
* Balcony Break
* Weapon
* Fragile debuff on hit or block, opponent receives chip damage from any attack, removed when Anna is damaged
* 4 chip damage on block
* 6 chip damage on block in Heat
* Power up in Heat: 30dmg
* Consumes 90F of remaining Heat time
armor-king1+2,2m, h10, 20i17~19, i18-3+16a
* Combo from 1st hit with 11F delay
* Interrupt with i2 from 1st block
* Move cannot be delayed
* Input can be delayed by 11F
armor-kingd+2,4,3m, M, M17, 13, 20i17~18, ,i35~40-11c+7a
* Combo from 2nd hit
* Interrupt with i10 from 2nd block
* Jab evasion
* Low crush 26~37
* Floating state 38~40
armor-kingdb+2,4m, h12, 20i14, i20~21-5+7
* Balcony Break on airborne hit
* Combo from 1st hit
* Move cannot be interrupted (can be parried by Raven b+1+3)
armor-kingdb+4L20i29~31-17 FDFT-3d+27a
* Opponent recovers FDFA
* Transitions to FDFT
* Transitions to r41 FC on hit (t71 r41 fs30~34, cs35~71)
* High crush 6~14
* Low crush 16~29
* Floating state 30~65
armor-kingdb+3+4h20i20~21-7+18cg
* Tornado
* Balcony Break
* 4 chip damage on block
* Opponent recovers crouching
* Hit vs BT +13a (+4)
* High crush 6~19
armor-kingb+1,2h, m12, 20i12~13, i20~21-12+8+11
* Combo from 1st hit with 11F delay
* Jail from 1st block with 2F delay
* Transition to r30 BAD with F (-12/+8/+11)
* Move can be delayed by 10F
* Input can be delayed by 11F
armor-kingb+2,1,2m, m, h10, 8, 20i13, ,i25~26-7+19a (+10)
* Balcony Break
* Combo from 1st or 2nd CH with 5F delay
* Interrupt with i5 from 2nd block
* Move can be delayed by 20F
armor-kingb+4,1+2m, t15, 20i15~16, +0d
* Throw only comes out on front hit
* Input 1+2 during frames 1-17 of b+4
armor-kingub+1+2m20i30~31-14+33d (+25)
* Balcony Break
* Sidesteps to the right
* +13d on BT hit
armor-kinguf+1m20i23~24+4+11g+58a
* Balcony Break
* 6 chip damage on block
* +18a (+9) on BT hit
armor-king(2 steps or more) wr4L20i20~24-21+0d+30a
* Low crush 7~23
* Floating state 24~70
armor-kingf,F+2m20i16~17-6+6+44a
armor-kingf,f,n,2L20i19-13+5+10
* Transition to BAD r29 on hit with F (+8/+13)
* High crush 8~37
armor-kingf,n,d,df+1h20i15~16+5+16a
* 6 chip damage on block
* 20f timestop on hit
* Recovers 8F faster on hit (t38 r22)
* Opponent left FDFA on hit
armor-kingf,n,d,df+2h20i11~12 (i14+)-10+36a (+26)
* Can also be performed with f,n,df#2 (i13+)
* Recovers 1F faster on hit(t39 r27)
armor-kinguf,n,4m20i23~25-13+32a (+22)
* Low crush 9~21
* Floating state 22~24
armor-kingws4m20i11~12-6+5
armor-kingBAD.2,4m, m,t12, 15,20i15~16, i18~19-12+0d
* Combo from 1st hit with 8F delay
* Interrupt with i2 from 1st block
* Input can be delayed by 8F
* Move can be delayed by 5F
* Transitions to attack throw on front hit only
* Opponent left FUFT
armor-kingBAD.3m20i20~21-13+11a (+2)
* Balcony Break
* Has good right sidestep tracking
* Power up if an attack is absorbed
** Reversal Break
** 8 chip damage on block
** -9 on block
* Power crush 7~19
armor-kingBT.3M20i13~14-14+49a
* Tornado
* Unparryable by traditional kick parries (bug?)
armor-kingBT.4m20i18-10+11a (+2)
* Balcony Break
armor-kingBT.1+4M!20i41~47+0d
* Armor King recovers FDFR on close hit on frames 41~42 (t91 r49 fs43~91), and FUFT on far hit (frames 43 to 47) or whiff
* Low crush 12~42
* Floating state 43~47
armor-kingOTG.d+4,4,3+4L, L, SM18, 8 (5), 20i19~21, ,i30~32-17c+0d
* Combos from 1st hit on grounded opponent
* +5 on hit when opponent is standing
* Low crush 13~32
armor-kingDMD.1t20 (25)-3+0d
* 1 break
* Power up with input 2+4,1+2
* 40/45 total damage
* Opponent recovers FDFA
* Side switch on hit or break
armor-kingDMD.2,2t, t10 (15), 20 (25)+4-3d
* 2 break
* Power up with input 3,4,1+2
* 50/60 total damage
* Opponent recovers FDFL?
* AK recovers FUFA on break
* Side switch on break
armor-kingDMD.1+2,1t, t10 (15), 20 (25)+4-3d
* 1 break
* Power up with input 4,3,4,1+2
* 50/60 total damage
* Opponent recovers FDFL?
* AK recovers FUFA on break
* Side switch on break
armor-kingf,n,d,df+1+3t20i12 (i17)-3+0
* 1 or 2 break depending on Armor King's input
** 1 for CD1+3/1+4, 2 for CD2+4/2+3
* Transition to DMD
* i20 fastest possible startup in neutral (f,n,d,df,1+3_2+4)
** df and 1+3_2+4 cannot be input on the same frame
* Opponent recovers FDFT
* Side switch on hit or break
asuka2,3h, m9, 20i12, i22~23-17+11a (-6)
* Balcony Break
* Combo from 1st hit with 1f delay
* Interrupt with i1 from 1st block
* Low crush 18~41
* Floating state 42~44
asukaf+2M20i17~18-18+33a (+23)
* Cancel to r26 FC with D
* Gain NWG on hit with 1
* Hit advantage becomes +26a (+16) on NWG gain
asukad+2m20i18-4c+19a
* Heat Engager
* Heat Dash +5, +67a (+50)
* Spike
* Balcony Break
* Gain NWG on Heat activation
asukadb+1,2m, h13, 20i14, i26~27-9+22a (+13)
* Heat Engager
* Heat Dash +43d (+35)
* Balcony Break
* Combo from 1st hit with 8f delay
* Interrupt with i6 from 1st block
* Gain NWG on Heat activation
asukadb+1+2m,m10,20i42 i3+10g+18a (+9)
* Balcony Break
* Sabaki, parries lows except weapons
** +62a on successful parry
* Gain NWG on hit with 1
* Parry state 5~17
asukab+2,1+2,4m, h, m12, 7, 20i15, ,i23~24-13+18a (+9)
* Balcony Break
* Combo from 1st CH
* Combo from 2nd CH
* Interrupt with i4 from 1st block
asukab+3,2m, M15, 20 (14)i16~17, i17~18-20+33a (+23)
* Airborne combo from 1st hit (+19a (+1))
* Cancel to r11 with D
* Gain NWG on hit with 1
* Interrupt with i23 on 1st block
* Whiffs vs SSL, SWL from 1st block
asukau+1+2m20i31~32-13c~-12c+19a
* Spike
* 6 chip damage on block
* Power up when using NWG or in Heat
* Low crush 9~31
asukaf,F+1+2M20i19~20-6+29a (+14)+68a (+52)
* Tornado
* 4 chip damage on block
* Grounded hit can be inconsistent sometimes
asukaws1,4m, h12, 20i14~15, i20-4+37a (+29)
* Balcony Break
* Combo from 1st hit with 7f delay
* Interrupt with i1 from 1st block
* Move can be delayed 6f
asukaws3m20i18~19-16+35a (+25)
Tornado
* Floating state 18~40
asukaws1+2m20i21-2+13g +25w+14 +63a
* Wall Crush +25g on hit
* Elbow
* Cancel to r18 FC with D
asukaFC.df+3m20i17-9+34a (+26)
Balcony Break
asukaDST.2m20i19-3+8a
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
* Elbow
* Gain NWG on Heat Activation
* Chip damage on block
azucenaH.LIB.P (Low)m20i16~18-9+58a (+42)
* Tornado
* Restores 5 recoverable health on successful parry
* is1
* Floating state 2~48
azucena3,2m, m13, 20i14, i23~24-12+23g+13c
* Combo from 1st hit with 7f delay
* Interrupt with i3 from 1st block
* Move can be delayed 10f
* Cancel to LIB r37 ps35~ at frame 18 (-18/-7)
azucena4,3h, M15, 20i12~13, i26~27-11+37a
* Balcony Break
* Combo from 1st CH with 8f delay
* Interrupt with i7 from 1st block
* Whiffs vs SSR, SWR from 1st block
* Move can be delayed 12f
azucenaf+3,2m, h15, 20i17, i22~23-4+22a
* Balcony Break
* Combo from 1st hit with 8f delay
* Move cannot be interrupted
azucenadf+1,4,1m, h, h11, 13, 20i13~14, ,i22~23-5+18cg+56a
* Balcony Break
* Combo from 2nd CH with 7f delay
* Move can be delayed 8f delay
* Interrupt with i3 from 1st block
* Whiffs vs SSR from 1st block
* Cancel to LIB r35 with F at frame 15 (-17/-6)
* Forces tech back roll on hit
azucenad+1m20i20~21+4+7c+44a
* Spike
* Elbow
azucenad+2,3m, h15, 20i17~18, i24~25+1+16g
* Strong Aerial Tailspin
* Balcony Break
* Combo from 1st hit with 7f delay
* Interrupt with i3 from 1st block
azucenad+4,1~2L, m13, 20i15~16, i17~18-8+20a (+11)+59a
* Strong Aerial Tailspin
* Balcony Break
* Interrupt with i17 from 1st block
* Interrupt with i7 from 1st hit
azucenadb+3,4L, h14, 20i16~17, i24~25-13+66a (+50)
* Tornado
* Balcony Break
* Jails from first hit
* Combo from 1st CH
* Interrupt with i5 from 1st block
azucenab+1,1,2h, h, h10, 14, 20i14~15, ,i24~25-5+17a (+8)
* Balcony Break
* Combo from 1st CH
* Combo from 2nd CH with 6f delay
* Input can be delayed 9f
* Move can be delayed 7f
* Interrupt with i6 from 1st block
* 6 chip damage on block
* Cancel to BT -21 -10 r18 with B
azucenauf+2h20i17~18-5+14c
* Strong Aerial Tailspin
* Guaranteed 14f or faster follow-up mid on hit
* 70% scaling on combo
* Sidesteps to the right
azucenauf+3h20i21~22-16a+36a
* Low crush 10~30
* Floating state 31~65
azucenaf,F+3M20i15~17-14~-12+35a (+25)
Tornado
* Low crush 17~37
* Floating state 38~40
azucenaf,f,F+3,2m, h10, 20i15~16, i10~12+2+25a (-1)
* Balcony Break
* Elbow
* Jail from 1st attack
* 8 chip damage on block
* Available only as combo from 1st hit
* Transition to LIB r37 with F on frame 22 (+3/+28a (+2))
* Low crush 1~24
* Floating state 25~27
azucenaLIB.1,2h, h14, 20i13, i24~25-5+17a (+8)
* Balcony Break
* Combo from 1st hit with 6f delay
* Input can be delayed 9f
* Move can be delayed 7f
* Move cannot be interrupted
* 6 chip damage on block
* Cancel to BT -15 -10 r40 with B at frame 20
azucenaLIB.3,1L, m15, 20i16~17, i22~23-10+21d
* Spike
* Combo from 1st CH with 7f delay
* Move can be delayed 8f
* Interrupt with i3 from 1st block
* On block only regular i10 punishers are guaranteed, even though she is backturned
azucenaLIB.P (Low)m,m15,20i7~8 i11~12+8
* Restores recoverable health
* Will cause a juggle on lows with float properties
* is1~6
* Floating state 7
* Low crush 8~19
* Floating state 20~22
bobH.df+3+4L20i21-13+7+75a (+59)
* Transition to BAL r29 on hit
** FC r52 transition with no input (Cannot block i16 moves)
* Consumes 300F of remaining Heat Time
bobH.2+3m,t14,20 (50)i16~17, i29+6+0d
* Heat Smash
* Reversal Break
* Balcony Break
* Transition to attack throw on hit (50dmg)
* +10a (-7) on 2nd hit
* Just frame input (H.2+3:3:4) for 5-10 total damage
** Input 3 during frames 53~55, input 4 during frames 94~96
bob1,2,2h, h, m5, 10, 20i10, ,i20~21-14+5
* Heat Engager
* Heat Dash +43d (+35)
* Balcony Break
* Combo from 1st CH with 3F delay
* Interrupt with i1 from 1st block
* Move can be delayed by 2F
* Input can be delayed by 3F
bob2,1,4h, m, m8, 10, 20i10, ,i27~28-10+11d
* Spike
* Combo from 2nd CH
* Interrupt with i8 from 2nd block
* Whiffs vs SSR, SWR from 2nd block
* Floating state 17~37
bob3,1,1m, h, m14, 11, 20i15~16, ,i19-13+6+23a
* Spike
* Combo from 2nd CH with 10F delay
* Move cannot be interrupted
* Move can be delayed by 9F
* Input can be delayed by 10F
bob3,2m, h14, 20i15~16, i22~23+1+19cg+70a (+54)
* Balcony Break
* Tornado
* Combo from 1st hit with no delay
* Combo from 1st CH with 7F delay
* Interrupt with i3 from 1st block
* Instant Tornado on CH
* Move can be delayed by 9F
bob4,3,4h, h, M15, 15, 20i13, ,i28~33-10+4c+3d
* Spike
* Combo from 2nd CH with 6F delay
* Airborne combo from 1st CH (-7d)
* Interrupt with i6 from 1st block
* Low crush 18~35
bob1+2,1+2m, m18, 20i19~20, i18~19-15+11a (-6)+26a (+18)
* Balcony Break
* Combo from 1st hit with 5F delay
* Move cannot be interrupted
* Move can be delayed by 16F
* Input can be delayed by 20F
bobH.f+2,1+2,1h, m,m, M10, 10,10, 20 (14)i12, ,i25~30-12+15d (-20)
* Floor Break
* Combo from 1st hit
* Jail from 3rd block
* 14dmg with scaling from prev hit
* 20F timestop on hit
* +13d from 4th hit (impossible?)
* Low crush 2~29
* Floating state 30~32
bobf+4h20 (38)i16~17-6+19a+3d
* Homing
* Shift to 14dmg throw on CH from the front
bobdf+1,d+1m, M13, 20i14, i26~27-13c+6c+13c
* Elbow
* Spike
* Combo from 1st CH with 1F delay
* Interrupt with i6 from 1st block
* Recovers 4F faster on hit (t72 r32)
* Move can be delayed by 7F
* Input can be delayed by 8F
* Low crush 19~29
* Floating state 30~32
bobd+1+2,2,1h,h, m, h6,6, 6, 20i14, i11, ,i7~8-16+12a
* Jail from 1st block
* Combo from 4th hit with 9F delay
* Transition to Ki Charge r53 with U on hit (-1d)
* Move cannot be delayed
* Input can be delayed by 9F
bobb+1+3sp(10),20 (25)i41?, i30+5g / +26a (+0)
* Balcony Break (Perfect)
* Parries high and mid punches
* On successful parry, shift to Steak and Fries (FC.db+1+2)
** Input 3 during frames 26 to 29 of 2nd hit to power up
* Parry state 5~12
bobb+2,2,4,4m, h, m, h12, 12, 13, 20i13~14, ,i23~24-7+18a (+9)
* Balcony Break
* Combo from 2nd CH or 3rd hit with 3F delay
* Interrupt with i3 from 3rd block
bobb+3M20i17~18-15+12a (+3)+27a (+21)
* Recovers 3F faster on hit (t50 r32)
bobb+4,3m, m,h13, 16,20 (24)i15, i32~33,i15~16-9+17a (+0)
* Balcony Break
* Tornado
* Combo from 1st CH
* Interrupt with i12 from 1st block
* Whiffs vs SSR, SWR from 1st block
* Transition to BAL r24 with F (-1/+25a (+8))
** FC r47 transition with no input (Cannot block i24 moves on block transition)
* Input 3 during frames 30~33 to power up (+4 damage)
* Low crush 27~52
* Floating state 53~55
bobb+4,4m, h13, 20i15, i23-3+18a (+9)
* Balcony Break
* Combo from 1st hit
* Interrupt with i3 from 1st block
* 4 chip damage on block
bobb+1+2m20i17~18-9+8c
* Spike
* Head
bobb+1+2,1,2m, m, h20, 10, 20i17~18, ,i12-16+8a (-1)
* Balcony Break
* Jail from 2nd block with 9F delay
* Combo from 1st CH or 2nd hit with 20F delay
* 20F timestop on hit
* Move can be delayed by 12F
* Input can be delayed by 20F
bobu+3M20i22~23+3+7+9c
* Spike
* Transition to BAL r23 with F (+7/+12g/+16c)
** FC r49 transition with no input (Cannot block i16 and i11 moves after block and hit transitions respectively)
* Low crush 9~20
bobu+1+2,4m, h15, 20i16~18, i18~19-8-2d
* Tornado
* Combo from 1st hit with 13F delay
* Interrupt with i7 from 1st block
* Move cannot be delayed
* Input can be delayed by 13F
* Low crush 10~27
* Floating state 28~30
bobu+3+4M20i24~28+1+6c
* Spike
* 4 chip damage on block
* Low crush 12~29
bobuf+3m20i20-13+33a (+23)
* Recovers 2F faster on hit (t51 r31)
* Low crush 9~26
* Floating state 27~29
bobuf+4m20i26~28-4+22a
* Spike
* Low crush 9~28
* Floating state 29~31
bobuf+3+4,4L,h, h10,12, 20i21, i10, i18-4+22a (+13)
* Balcony Break
* Strong Aerial Tailspin
* Combo from 2nd CH
* Jails attack inputs from 2nd block
* Move cannot be interrupted from 1st hit
* Duckable
* Low crush 1~17
* Floating state 18~20
bobf,F+4,4m, m12, 20i22~23, i14~16-12+11a (+2)
* Balcony Break
* Combo from 1st hit
* Available on hit or block only
* Input cannot be delayed
* Low crush 1~27
* Floating state 28~30
bobf,n,d,df+1+2m20i15-10+24a (+14)
* Balcony Break
* Can be charged to power up
* i28 latest uncharged startup with max charge delay
bobuf,n,4m20i23~25-13+32a (+22a)
*
* Low crush 9~30
* Floating state 31~33
bobws2,2m, m10, 20i14, i23-13c+5c+17d
* Combo from 1st hit with 7F delay
* Interrupt with i7 from 1st block
* Move can be delayed by 10F
* Input can be delayed by 14F
bobws1+2m20i15~17-8+17a (+10)+31a (+21)
*
bobH.BAL.1,4m, m,m (t)16, 11,20 (14)i15~17, i24~25+4+0d
* Floor Break
* Balcony Break +17a from 3rd hit
* Shift to attack throw r86 on front hit
* Combo from 1st hit with 8F delay
* 25dmg with scaling from 2nd hit
* Move cannot be interrupted
* +22a (-13) on back hit
* Consumes 240F of remaining Heat Time
* Low crush 23~58
* Floating state 59~73
bryan3,3,2m, h, h14, 13, 20i16, ,i22~23-7+43a (+33)
* Tornado
* Combo from 2nd CH
* Interrupt with i3 from 2nd block
bryan1+2,2m, m15, 20i17~18, i26~27-14+51d (+20)
* Combo from 1st hit with delay
* Interrupt with i6 from 1st block
bryan3+4m20i18-13+8+59a
Balcony Break (airborne)
bryanSNE.3+4,2m, m20, 20i18, i14~15-9+25a (+20)
* Balcony Break
* Weapon?
* Combo from 1st hit
* Consumes SNE
* 8 chip damage on block
* Interrupt with i5 from 1st block
* Unparryable by traditional parries, Asuka, Nina, etc
bryanf+2,1,4m, m, m10, 12, 20i15, ,i18~19-13+3a
* Balcony Break (airborne)
* Combo from 1st or 2nd hit
* Jail from 1st or 2nd block with ?F delay
* Gain SNE on hit with 1+2
* SNE gain is r25
bryanSNE.f+2,1,2,3,2m, m, m, m, m10, 12, 5, 7, 20 (14)i15, ,i35~36-13+25a (-1)
* Balcony Break
* Airborne combo from 1st hit (+0a (-1))
* Interrupt with i13 from 4th block
* Whiffs vs SS, SW from 4th block
* Chip damage on block (8)
* Unparryable by traditional parries, Asuka, Nina, etc
* Consumes 210f of Heat
bryanDF+1,2m, m8, 20i15, i23-15+1+14a (+5)
* Balcony Break (airborne)
* Combo from any hit
* Interrupt with i3 from any block
bryandf+2,3m, m12, 20i13, i23-13+8+59a
* Combo from 1st CH with 5F delay
* Interrupt with i3 from 1st block
bryandf+3L20i29~30-26+70a (+54)
* Homing
* High crush 6~
bryand+1+2,3m,m, l10,15, 20i17, i27~28-13+5+25a
Interrupt with i7 from 1st block
bryanb+2,1,4h, h, m18, 16, 20i17, ,i25-26-10+37a
* Tornado
* Airborne combo from 2nd hit or 1st CH
* Interrupt with i2 from 2nd block
* Can hit grounded when off-axis
bryanb+3,4,1,2,1,4,2,1,4,2m, m, m, m, h, h, h, h, m, h12, 18, 5, 7, 3, 8, 5, 5, 10, 20i19,
bryanuf+2,2,2,3m, m, m, m6, 4, 4, 20i13, ,i22~23-15+30a (+12)
* Knee
* Combo from 3rd hit with 5f delay
* Interrupt with i2 from 1st block
bryanuf+4m20i24~26-5+26a
Spike
* Low crush 9~32
* Floating state 33~35
bryanf,n,b+2h20i14~15-7+43a (+33)
* Tornado
* Can be buffered
bryanuf,n,4m20i23~25-13+32a (+22)
Jump takes 9 frames
* Low crush 9~30
* Floating state 31~33
bryanws1m20i15~16-14+35a (+25)
bryanws2m,t10,20i19-10+50a
* Transition to r90 attack throw on front/side standing hit
* +31a (+21) on BT hit
* Power up with f+2 or b+2 on frames 18~19, additional 5 damage
bryanSS.2,1M, h15, 20i17~18, i21~22-9+17cg
* Heat Engager
* Heat Dash +62a (+42)
* Balcony Break
* Elbow
* Combo from 1st hit with 8f delay
* Interrupt with i1 from 1st block
* Input can be delayed 11f
* Move can be delayed 10f
* Cancel to r35 with B (-15/-1)
* Forces tech back roll on hit
bryanSLS.4,1,4m, h, M13, 13, 20i18, ,i25-10+37a
* Tornado
* Combo from 2nd hit
* Move cannot be interrupted
* Opponent recovers FUFA on hit
bryanSNE.f,F+1+2,Ph, m30, 20i13, i13~140+25a (+20)
* Balcony Break
* Chip damage on block (8)
* Consumes SNE
* Initial attack absorbing animating takes 9 frames (pc1~9), effective startup is i22~23
* Power crush 1~14
claudio1+2m20i17-14+2c
Floor Break
claudiof+2,2h, m9, 20i12, i14-26+18a (-13)
* Balcony break on airborne hit
* Combo from 1st hit
* Jail from 1st block with ?F delay
* Transition to r67 STB on hit without STB
* Tremendous backstep on block
<Showing 2001-2400 of 6584 moves>