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All Characters Tekken 8 Frame Data

CharCommandHit levelDamageStartupBlockHitCounter hitNotes
claudiodb+1+2M20i17~18-12+8a (-9)+62a (+46)
* Tornado
* Balcony Break
* High crush 6~16
* Low crush 20~32
* Floating state 33~35
claudiob+4,2m, m10, 20i17, i20-11+29a (+3)
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
* Combo from 1st hit with no delay
* Combo from 1st CH with 10f delay
* Trade with i1 from 1st block?
* Input can be delayed 12F
* Transition to r45 STB on hit without STB and Heat
claudiob+4,3,2m, h, M10, 14, 20i17, ,i31~32-13+16a
* Balcony Break
* Spike
* Combo from 2nd CH
* Interrupt with i5 from 2nd block
* Low crush 1~31
claudioub+2m20i17~18-7+20d
* Balcony Break
* Gain STB on hit (+4d r49)
* 20f timestop on hit
claudiof,F+2,2m, h14, 20i14~16, i14~15-2c+6c
* Spike
* Combo from 1st hit with 13f delay
* Interrupt with i2 from 1st block
* Input can be delayed 13f
* Move can be delayed 6f
claudiof,F+2,1+2m, m14, 14,20i14~16, i14~16-13+10a (+1)
* Balcony Break
* Combo from 1st hit with 10f delay
* Interrupt with i3 from 1st block
* Input can be delayed 13f
* Move can be delayed 10f
* Transition to r57 STB on hit without STB
* Frame advantage -14a (-23) on STB gain
claudiof,F+3,2*m, m8, 4,20i15~16, i20~21,i39~40+0+14cg
* Tornado
* Balcony Break
* 6 chip damage on block
* Gain STB on hit or block
* Interrupt with i16 from 1st block
* Whiffs vs SS, SW (SSR preferred with shorter charge inputs)
* Forces tech back roll on hit
claudiof,F+4m20i15~17-1~+1+6~+8+13~+15
* Knee
* i16 startup when buffering f,n. i18 fastest startup when unbuffered
* Low crush 11~28
* Floating state 29~31
claudiouf,n,4m20i23~i25-13+32a (+22a)
* Low crush 9~30
* Floating state 31~33
claudiows2m20i15~16-14+26a (+16)
* Transition to r39 STB on hit without STB
* Frame advantage +24a (+14) on STB gain
claudiows3m20i16-12+11a (+2)
Balcony Break
claudioSS.4L20i20~21-12+6c
* Side step takes 9f, effective startup i29
* Tracking and range notes:
* Assuming i29 startup with 9f left sidestep
* SSL4 range: 2.45
* SSR4 range: 2.39
* Pseudo homing low?
claudioSTB.f,F+3,2m, m,m8, 4,20i15~16, i20,i16-9+22a (+17)
* Tornado
* Balcony Break on airborne hit only
* Can be charged
* Roughly 5 levels of charge
* 6 chip damage on block
* Consumes STB
* Consumes 240F of remaining Heat time
* Combo from 1st if uncharged
* Jail from 1st block with ?F of charge time
clive1,2h, M5, 20i10, i21~22-14+22a (+17)
* Floor Break
* Weapon
* Combo from 1st hit with 2f delay
* Increases ZAN gauge by 0.40 on hit
* Increases ZAN gauge by 0.14 on block
* Only deals recoverable damage
* +11d on BT hit
* +14c on side hit; forces tech backroll
clive2,1h, h11, 20i12, i17~18-13+8a (-1)
* Balcony Break
* Weapon
* Jail from 1st block
* Combo from 1st hit
* Input 1 during the 1st hit animation on frames 10~12 to add +3 damage
clive2,2,2h, m, M,m11, 9, 15,20 (24)i12, ,i27~28 i31~32-11+21a (+4)
* Tornado
* Balcony Break
* Weapon
* Power up in Heat (24 damage)
* Input can be delayed 6f
* Move cannot be delayed
* Transition to PHX on hit only
* Cancel PHX transition with B
clive3,3m, M16, 20i16, i30~32-18~-16+12a (-5)+36a (+26)
* Tornado
* Balcony Break
* Input can be delayed 1f
* Floating state 31~
clive3+4,PM20,i27~28+61a (+45)
* Tornado
* is1~27
* Floating state 28~70
clivef+2,2,2m, m, M10, 7, 20i15, ,i27~28-13+9a
* Heat Engager
* Heat Dash +5, +67a {+50)
* Balcony Break
* Spike
* Weapon
* Combo from 1st CH
* Combo from 2nd hit
* Interrupt with i8 from 2nd block
* Input can be delayed by 8F
* Move cannot be delayed
clivedf+1,4,3m, m, M10, 12, 20i14~15, ,i27~28-18~-16+12a (-5)+36a (+26)
* Tornado
* Balcony Break
* Move can be delayed by 9f
* Floating state 28~
clivedf+2,2m,m, m5,10, 20i15~16 i26~27, i18~19+5a (-2)
* Weapon
* Available only as combo from 2nd hit
* Available on standing hit only
* Low crush 9~
clivedf+3L20i29~30-26+3c
* Homing
* High crush 6~65
clivedf+3,1L, M,M20, 18,20i29~30, i27~29 i3~10+3c
* Available only as combo from 1st hit
* 38 damage in total for the full string with scaling
* Input 1 during the 1st hit animation on frames 25~28 to add +4 damage
clivedb+1,1h, m,m10, 7,20i17~18, i21~22 i18~19+31d (+10d)
* Tornado
* Homing
* Balcony Break
* Available only as combo from 1st hit
* Input 1 during the 2nd hit animation on frames 18~21 to add +5 damage
clivedb+4L20i19~20-18+4c+67a (+51a)
* Effectively homing?
clivedb+1+2,1M,m, M12,10, 20i17~18 i23, i22~i23-13+24a (+9a)
* Balcony Break (BT)
* Weapon
* Combo from 2nd CH
* Transition to +41a (+23) GAR on airborne hit
* Cancel GAR transition with B
* 6 chip damage on block
cliveb+2h20i20~21-6+9
* Strong Aerial Tailspin
* Balcony Break
* Weapon
* Enter PHX +4 +23 r24 with F or 4 on block or hit
* Hit vs BT +15a (+6)
* Effectively homing?
cliveb+4M20i18~19-9+16cg+25a (+19a)
* Balcony Break
* Steel pedal, opponent recovers in FUFT
* Opponent recovers crouching on standing hit
clivef,f,F+2m20i24~26-4+31d (+10)
* Balcony Break
* Weapon
* Enter PHX +8 +43d (+22) r26 with F or 4 on hit or block
* 4 chip damage on block
cliveGAR.2m20i18~19-15-13
* Weapon
* 24 damage with delayed input
* -16 on block, -14 on hit, 12 damage, 15 delayed input damage with ub+2
* Jump takes 17f, effective minimum startup i35~36
* js1~48 with u+2
* Low crush 1~49
clivePHX.3,2L, m,m8, 18 (12),20/36 (10/18)i21, i30 i29~34+39a (+29)
* Balcony Break
* Power up in Heat
* Available only as combo from 1st hit
* 30 (38 in heat) damage in total for the full string with scaling
* 20f timestop on hit during Heat
* -20 on 2nd block (impossible?)
clivePHX.3,1+2L, m,M8, 12 (8),20 (10)i21, i27~28 i23~24+6d (-29)
* Spike
* Available only as combo from 1st hit
* Increases ZAN gauge by 0.70 on hit (0.30 + 0.40)
* Increases ZAN gauge by 0.24 on block (0.10 + 0.14)
* 30 damage in total for the full string with scaling
* Only deals recoverable damage
* -13c on 2nd block (impossible?)
* Low crush 41~54
* Floating state 55~57
clivePHX.3+4m20i28~29+7+18a (+8)
* Homing
* Balcony Break
* 6 chip damage on block
* Low crush 18~39
* Floating state 40~42
cliveWOL.3M20i27~28-15~-14+61a (+45)
* Tornado
* Instant tornado
* Low crush 1~52
* Floating state 53~55
devil-jin2,2h, h9, 20i10, i17-13-2
* Jail from 1st attack with 2f delay
* Move cannot be delayed
devil-jin3,1,2m, h, M16, 11, 20i17~19, ,i25~28-11+72a (+56)
* Tornado
* Interrupt with i9 from 2nd block
* Whiffs vs SSR from 2nd block
* Move can be delayed 4F
* Input can be delayed 12F
devil-jin3,1,4m, h, m16, 11, 20i17~19, ,i23~24-9+15a (+6)+59a
* Balcony Break on normal hit
* Interrupt with i7 from 2nd block
* Whiffs vs SSR, SWR from 2nd block
* Move can be delayed 4F
* Input can be delayed 12F
devil-jin1+4,2SL,h, m5,5, 20i16~17,i14, i24~25-12+72a (+56)
* Tornado
* Combo from 2nd CH
* Interrupt with i4 from 2nd block
* 6 chip damage on block
devil-jindf+1,2m, h11, 20i13, i17-9+26a (+16)
* Balcony Break
* Combo on 1st hit with 6F delay
* Combo on 1st CH with 10F delay
* Interrupt with i3 from 1st block
* Move can be delayed by 4F
* Input can be delayed by 10F
devil-jindf+3,2,4m, m, m12, 10, 20i16~17, ,i26-27-22+18a (+8)
* Tornado
* Combo from 2nd CH with 4f delay
* Interrupt with i1 from 1st block
* Jail from 2nd hit with 4F delay
* Enter FLY +36a (+26) with ub_u_uf on hit
* Move can be delayed 16f
* Low crush 27~50
* Floating state 51~53
devil-jind+3+4m,m5,20i15-16 i15-16-15+30a (+20)
* Low crush 16~30
devil-jinb+1,2h, m10, 20i12, i23-14+23a (+13)
* Balcony Break
* Combo from 1st hit with 7f delay
* Interrupt with i8 from 1st block
* Whiffs vs SSL, SSR, SWL, SWR after 1st block
* Input can be delayed by 15f
* Move can be delayed by 10f
* Cancel to r32 with B on frame 17 (-18/-7)
devil-jinb+4M20i17~18-8+6+30a (+24)
Opponent recovers FDFA on grounded hit
devil-jinuf+3+4m,m8,20i16~17 i13~14-16+7cg
* Balcony Break
* Forces tech back roll on hit
* Pseudo homing to SSL/SWL side
* +4d on BT hit
* Low crush 10~47
* Floating state 48~50
devil-jinH.uf+3+4,1+2m,m, t8,20, 20i16~17 i13~14, i25~50-15+0d
* Weapon
* Projectile (unparryable)
* 4 chip damage on block
* Available only on hit or block
* Unavailable on whiff
* Jail from 1st block
* Shift to r96 attack throw on front-facing hit
* Combo from 1st hit with 13F delay
* Move cannot be delayed
* Input can be delayed by 13F
* Consumes 240F of remaining heat time
* -21a (-31) on BT hit
* Low crush 0~67
* Floating state 68~70
devil-jinb,f+2,1,df+2m, m, m12, 12, 20i15~17, ,i18~19-13+25a (+8)
* Tornado
* Balcony Break on grounded hit only
* Combo on 2nd CH with 11f delay
* Interrupt with i5 from 1st block
* Whiffs vs SSR, SWR from 1st block
* Input can be delayed 20f
* Move can be delayed 14f
* Opponent recovers FDFA on hit
devil-jinf,n,d,df+2h20i11~12 (i15+)-10+39a (+29)
* Turns into EWGF (f,n,d,df#2) while in heat
* Consumes 70F of remaining heat time while in heat
* 4 chip damage on block while in heat
devil-jinws2m20i14~15-12~-11+72a (+56)
* Tornado
* First active frame range: 2.50
* 6 chip damage on block
* Slight jab evasion properties
devil-jinws4,4m, M10, 20i11~12, i27~28-16+7c
* Spike
* Combo from 1st hit with 1F delay
* Interrupt with i8 from 1st block
* Input can be delayed by 1F
* Move cannot be delayed
devil-jinFLY.1h20i18~19-3+67a (+47)
* Strong Aerial Tailspin
* Balcony Break
* +22a (+13) on BT hit
* Low crush 1~12
* Floating state 13~15
devil-jinFLY.2h!,t20,20i36+0d
* Floor Break
* Transition to attack throw on front standing or airborne hit
* +1a (-8) on BT hit
* Low crush 1~60
* Floating state 61~63
devil-jinFLY.4,1M, h10, 20i20~21, i40~41+1+71a (+51)
* Strong Aerial Tailspin
* Balcony Break
* Interrupt with i19 from 1st block
* Whiffs vs SW from 1st block
* +40a (+33) on neutral guard hit from 1st hit
* +26a (+17) on BT hit
* Low crush 1~
devil-jinFLY.4,2M, m10, 20 (14)i20~21, i22~23-27+14a (+4)/ +52a (+7)
* Airborne combo from 1st hit (+52a (+7))
* Interrupt with i1 from 1st block
devil-jinFLY.4,2,1M, m, m10, 20 (14), 20 (14/10)i20~21, ,i22~24-16+29a (+19a) / +17a (+10) / +16a (+9)
* Airborne combo from 1st hit or 2nd hit with 24F delay (+17a (+10) or +16a (+9))
* Interrupt with i24 from 2nd block
* Whiffs vs SS, SW from 2nd block
* Move cannot be delayed
* Input is delayed by 24F
* Effective startup i45~47
* Low crush 22~43
* Floating state 44~46
devil-jinFLY.4,2,1+2M, m, m!,M!10, 20 (14), 14 (10/7), 20 (10/8)i20~21, ,i27~28 i22~60-6a
* Available only as airborne combo from 2nd hit
* Low crush 1~
devil-jinMCR.1m20i22+8+20d
* Spike
* Opponent recovers FDFA on hit
* 6 chip damage on block
* Low crush 1~38
* Floating state 39~41
devil-jinMCR.2,2m, M12, 20i15~16, i24-26-14c+2a
* Heat Engager
* Heat Dash +5, +43d (+35)
* Floor Break
* Combo from 1st hit with 2F delay
* Opponent recovers FDFA on hit
* Interrupt with i3
* Input can be delayed by 2F
* Move cannot be delayed
* Low crush 1~17
* Floating state 18~20
devil-jinMCR.4,1M, h10, 20i20~21, i40~41+1+71a (+51)
* Strong Aerial Tailspin
* Balcony Break
* Interrupt with i19 from 1st block
* Whiffs vs SW from 1st block
* +40a (+33) on neutral guard hit from 1st hit
* +26a (+17) on BT hit
* Low crush 1~
devil-jinMCR.4,2M, m10, 20 (14)i20~21, i22~23-27+14a (+4)/ +52a (+7)
* Airborne combo from 1st hit (+52a (+7))
* Interrupt with i1 from 1st block
devil-jinMCR.4,2,1M, m, m10, 20 (14), 20 (14/10)i20~21, ,i22~24-16+29a (+19a) / +17a (+10) / +16a (+9)
* Airborne combo from 1st hit or 2nd hit with 24F delay (+17a (+10) or +16a (+9))
* Interrupt with i24 from 2nd block
* Whiffs vs SS, SW from 2nd block
* Move cannot be delayed
* Input is delayed by 24F
* Effective startup i45~47
* Low crush 22~43
* Floating state 44~46
devil-jinMCR.4,2,1+2M, m, m!,M!10, 20 (14), 14 (10/7), 20 (10/8)i20~21, ,i27~28 i22~60-6a
* Available only as airborne combo from 2nd hit
* Low crush 1~
devil-jinH.f,n,d,df+1+2,1+2m, SM25, 20i26~27, i25~36+2~+13+4cg~+15cg
* Tornado
* Weapon
* Projectile (unparryable)
* +60a(+44) from previous hit
* Jail from 1st block
* 4 chip damage on block
* Consumes 600F of remaining heat time
* No pushback on 1st CH
* Forces tech back roll on hit
* +1d on BT hit
dragunov1,2,1h, m, m5, 8, 20i10, ,i19~20-14+15cg
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Combo from 1st or 2nd CH
* Jail from 1st block
* Opponent recovers Crouching
dragunov1,3,2h, h, m5, 14, 20i10, ,i22~23-13+41a
* Spike
* Combo from 2nd CH
* Interrupt with i4 from 1st block
dragunovdb+2,1,2m, m, m12, 10, 20i14~15, ,i25-14+29a (+23)
* Combo from 2nd CH with 6f delay
* Interrupt with i6
* Whiffs vs SSR from 2nd block
* Input can be delayed 14f
dragunovb+3+4:1+2h, t22, 20i28~29, i28~29+1d
* Removes Recoverable Health
* Unbreakable
* Transitions to throw when blocked from the front
* Just frame not required during Heat
* Partially consumes remaining Heat time
dragunovuf+1h20i14-9+12c
* Tornado
* Balcony Break
dragunovuf+2M20i30-31-5+42a
Floor Break
* Low crush 9~30
dragunovf,F+2m20i15~16-12+15a+30d (+22)
* Balcony Break
* Spike
* Cancel to Feint & Catch with 1+2 at frame 14
dragunovuf,n,4m20i23~i25-13+32a (+22a)
* Low crush 9~30
* Floating state 31~33
dragunovSS.2,3m, h,t16, 20,20i20~21, i18-9+1d
* Throw when hit from the front
* Removes Recoverable Health
* Side switch on front hit
* +5 on side or BT hit
* Combo from 1st hit with 12F delay
* Interrupt with i1 from 1st block
* Move can be delayed by 15F
* Input can be delayed by 18F
dragunovBT.d+3l20i16-11+10d
dragunovSNK.1h20i15~16-8+51a
* Balcony Break (airborne)
dragunovSNK.3L,t17,20i17~18-16+0+1d/(+26a)
* Throw when CH from the front or on airborne hit in close range
** Called "Needle Hold" in-game
* +26a on CH from distance
* Floating state 10~42
* High crush 12~52
dragunovSNK.3+4m20i17~18-13+27g
* Knee
* Absorb a hit to transition to Snap Knee Assault
** +1d 45dmg total
* -7 frame advantage and 8 chip damage on block after absorbing an attack in power crush state
* Power crush 8~16
dragunovWR.F+3L,t20,20i17~18-15+1d
* Transition to attack throw on front standing hit
* Must run for 32f to access this move
* +27a on BT hit
* Normally Side switches on hit
* High crush 12~44
* Floating state 10~42
eddyH.3+4m20i20~22+5+66a(+50)
* Tornado
* Transition to HSP
* 4 chip damage on block
* High crush 6~11?
* Floating state 11?~?
* Low crush 20~?
eddy1,2,4~3h, h, L5, 12, 20i10, ,i32~33-14c+18a
* Interrupt with i25
* Whiffs vs SWL and SWR from 1st block
* High crush 32~
eddy2,3h, m10, 20i12, i20~21-8+8s
Combo from 1st hit
eddy4,4m, m10, 20i13~14, i30~31-7+12g
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Combo from 1st CH with 4f delay
* Input can be delayed 7f
* Low crush 22~33
* Floating state 34~36
eddyf+4,3,3+4m, m, M,M13, 8, 7,20i23~25, ,i24~26-12+8a
* Floor Break
* Combo from 2nd CH
* Floating state 21~39
eddyd+2,3m, M10, 20i17~18, i24~25-4c+5c
* Combos from 1st CH
* Transition to RLX
eddyd+4,3L, m10, 20i15~16, i21~22-13c+12c
eddydb+1+2m20i30-8+14c
Floor Break
eddyb+1,4,3,3+4m, m, m, M,M15, 10, 8, 7,20i14~15, ,i24~26-12+8a
* Combo from 3rd CH with 5F delay
* Interrupt with i8 from 3rd block
* Move can be delayed by 8F
* Input can be delayed by 11F
* Floating state 21~39
eddyu+4~3L20i32~33-14c+18
* Balcony Break
* Transition to RLX
* Low crush 7?~
eddyu+1+2h20i16~17+0+18d
* Low crush 9~
eddyuf+3,3m, m15, 20i26~28, i21~24-18+31a(+21)
Tornado
eddyuf+4m20i22~24-9+12
* Strong Aerial Tailspin
* Homing
* Balcony Break
* Transition to RLX on hit
* Low crush 9~
eddyf,F+3L20i21~22-14c+6c+15c
* Transition to RLX r33 on hit
* High crush 15~33
eddyf,F+3+4m,M10,20i23~24, i5~7+5+17a
* Balcony Break
* Cancel to r35 HSP with n,f at frame 17
* 6 chip damage on block
* Floating state 8~31
eddyuf,n,4m20i23~25-13+32a(+22)
* Low crush 9~
eddyws2m20i15~16-18+51
* Elbow
eddyws3M20i19~21-13+72a(+56)
Tornado
eddyws3+4M20i25~27+5c+14d
* Floor Break
* Transition to RLX
* 6 chip damage on block
* Floating state 12~30
eddyFC.df+3m20i22~23+6+9c+41a
* Transition to RLX
* 6 Chip damage on block
eddyHSP.4,2~3m, M10, 20i12~13, i28~30+4c+14d
* Combo from 1st CH
* 6 chip damage on block
* Low crush
* Floating state
eddyHSP.1+2m20i22~23-12+14c
* Spike
* Head
* -9 frame advantage and 8 chip damage on block after absorbing an attack in power crush state
* Floating state 1~?
* Power crush 7~21
eddyHSP.b+3m20i36~37-12+13a+58a
Balcony Break
* Floating state 36?
fahkumram1,1h, m5, 20i10, i20~21-9+8c
* Floor Break
* Elbow
* Combo from 1st CH with 2F delay
* Input can be delayed by 2F
* Move cannot be delayed
* +10a on BT hit
* Interrupt with i3 from 1st block
fahkumram1,2,4,3~4h, h, h, m5, 8, 10, 20i10, ,i21~22-5+9+44a
* Knee
* Can be charged with held input
* Effective startup i36~37
* Interrupt with i17 from 3rd block
* Interrupt with i5 from 3rd hit
* Move can be delayed by 2F
* Recovers 2f slower on hit or block
fahkumram2,1h, h13, 20i12~13, i20~21-12+15a (+6)
* Balcony Break
* Elbow
* Combo from 1st hit with 5F delay
* Interrupt with i1
* r29 on hit
fahkumram3,1,2m, h, h11, 12, 20i13, ,i21~22+0+38d (+30)
* Balcony Break
* Tornado
* Combo from 2nd CH with 6F delay
* Interrupt with i3 from 2nd block
* Move can be delayed by 5F
* Input can be delayed by 6F
fahkumram3,4~3m, m11, 20i13, i18-7+9+37d (+29)
* Tornado
* Balcony Break on CH
* Effective startup i34
* Interrupt with i16 from 1st block
* Interrupt with i5 from 1st hit
* Combo from 1st CH with no delay
* Move cannot be delayed
* Input can be delayed by 15F
* Can be charged
fahkumram3,4~4m, h11, 20i13, i16+3+13g+30a
* Homing
* Balcony Break
* Strong Aerial Tailspin
* Effective startup i29
* Interrupt with i11 from 1st block
* 6 chip damage on block
* Combos from 1st hit CH
* Interrupt with i11 from 1st block
* Just frame input 3,4:4; effective startup i32
** 24 damage, 7 chip damage, slightly different juggle properties
** Input 4 during frames 14~16 of 3,4
** Interrupt with i14 from 1st block or i3? from 1st hit
fahkumram4,3~4h, m10, 20i12, i21-5+9+44a
* Knee
* Can be charged
* r25 on block
fahkumram3+4m20i18-9+18a (+9)+58cs
* Balcony Break
* Good right sidestep tracking
fahkumramGRF.f+2,1,2m, M, m14, 22, 20i15~16, ,i29+2+15d
* Floor Break
* Elbow
* Consumes GRF
* Partially consumes remaining Heat Time
* Combos from 1st hit
* 6 chip damage on block
* Low crush
fahkumramf+3,2,1m, m, h16, 13, 20i17~18, ,i19~20-5+24a (+15)
* Balcony Break
* Combos from 2nd hit
* Delayable
fahkumramf+3,2,4m, m, m16, 13, 20i17~18, ,i20~21-12+6+36d (+28)
* Knee
* Combos from 2nd hit
* Delayable
fahkumramf+3,2,4~3m, m, m16, 13, 20i17~18, ,i18-7+9+37d (+29)
* Tornado
* Wallbreak on CH
* Can be charged
fahkumramf+3,2,4~4m, m, h16, 13, 20i17~18, ,i16~17+3+13g+30a
* Homing
* Balcony Break
* Strong Aerial Tailspin
* 6 chip damage on block
* Combos from 2nd hit
* Just frame input 3,4:4
* 24 damage, 7 chip damage, slightly different juggle properties
fahkumramdf+1,2m, M12, 20i15~16, i27~28-13+12d
* Floor Break
* Elbow
* Combo from 1st hit with 3F delay
* Grants GRF on hit
* Interrupt with i7 from 1st block
* Move can be delayed by 2F
* Input can be delayed by 4F
* Low crush 12~27
fahkumramdf+1,4~3m, m12, 20i15~16, i18-7+9+37a (+29)
* Tornado
* Balcony Break on CH
* Can be charged with up to 24F (up to i29) without performing charged version
* Can input 3 on frame 22 of df1,4
* i40 actual startup (cancel takes 22f)
* Interrupt with i18 from 1st block
* Interrupt with i9 from 1st hit
fahkumramdf+1,4~4m, h12, 20i15~16, i16+3+13g+30a
* Homing
* Balcony Break
* Strong Aerial Tailspin
* 6 chip damage on block
* Combos from 1st hit CH
* Just frame input 3,4:4
** 24 damage, 7 chip damage, slightly different juggle properties
** Interrupt with i16 from 1st block or i7 from 1st hit
* Interrupt with i13 from 1st block
* Interrupt with i4 from 1st hit
fahkumramdf+3~3m20i17+2+12d
* 6 chip damage on block
fahkumramdf+3~4M20i25-10+21a (+4)
* Balcony Break
* Knee
* Just frame input 4 on frames 1-2 for 6 more damage
fahkumramd+1M20i18-5+8c+13c
* Elbow
fahkumramd+3,4,3~4L, h, m11, 10, 20i16, ,i21-5+9+44a
* Knee
* Can be charged
fahkumramb+1m20i14~15-13~-12+34a
* Jab evasion (frames 8 to 11?)
fahkumramuf+1m20i28+6+24d
* Floor Break
* Elbow
* ub+1,u+1: no forward momentum
* 4 chip damage on block
* Low crush 9~28
fahkumramuf+2h20i18~19-7+22a (+13)
* Balcony Break
* Elbow
* +0 and 8 chip damage on block after attack absorption
* Power crush 7~17
fahkumramuf+3+4m,h10,20i18~19 i7~8-11+16a (-1)
* Tornado
* Balcony Break
* Knee
* Low crush 18~42
fahkumramf,F+3L20i21-14+4
fahkumramf,F+4~1m20i21-3c+8c+32d
* Spike (CH)
* Floor Break
* Input 1 at frame 18 of f,F+4
* Effective startup i39, cancel adds 18f
* 6 chip damage on block
fahkumramf,F+4~3,2L, m15, 20i19~20, i25~26+0~+1+13d (-4)
* Balcony Break
* Elbow
* Powered up in GRF
* Combo from 1st CH
* Move is delayed 2F
* Move cannot be interrupted from 1st hit (Cannot be counterhit)
* Input cannot be delayed
* 6 chip damage on block
* Inconsistent grounded hit
fahkumramuf,n,4m20i23~25-13+32a (+22a)
* Low crush 9~30
* Floating state 31~33
fahkumramws2,4m, m13, 20i14~15, i22~23-13+34a
* Balcony Break
* Homing
* Combo from 1st hit with 5F delay
* Interrupt with i6 from 1st block
* Move cannot be delayed
* Input can be delayed by 5F
* Can cancel into the same options as f,F+4 (f,F+4~1 and f,F+4~3,2)
fahkumramws2,4~1m, m13, 20i14~15, i21-3c+8c+32d
* Spike (CH)
* Floor Break
* Input 1 at frame 18 of ws2,4
* Effective startup i39, cancel adds 18f
* Interrupt with i23 from 1st block (i7 from 1st hit)
* Whiffs vs SS, SW from 1st block
* 6 chip damage on block
fahkumramws2,4~3,2m, L, m13, 15, 20i14~15, ,i25~26+0~+1+13d (-4)
* Balcony Break
* Elbow
* Combo from 1st CH
* Powered up in GRF
* Move is delayed 2F
* Move cannot be interrupted from 2nd hit (Cannot be counterhit)
* Input cannot be delayed
* 6 chip damage on block
* Inconsistent grounded hit
fahkumramws3m20i15~16-14+55a
* Knee
* Crumple stun
fahkumramws4m20i11~12-6+5
fahkumramGRF.1+2,Psp, m20i21-9+13g
* Transitions to +13g RAM
* Only occurs when GRF.1+2 absorbs an attack
* r21? freeze for the opponent after absorbing an attack
* i36? effective startup
* 8 chip damage on block
fahkumramRAM.1m20i19+1+20a (+3)
* Balcony Break
* Elbow
* 6 chip damage on block
fahkumramRAM.3m20i21-11-6
fengH.b+1h20i10~11-8+36a (+28)
* Balcony Break
* Consumes 210F of remaining Heat time
feng1+2m20i21~22-13+8
* Wall Crush +20g on hit
* Elbow
* Punch sabaki
* +14 on successful parry
* Parry state 5~9
fengd+1+2,1M, m15, 20i20~21, i22~23-12+18a (+11)
* Tornado
* Combo from 1st hit with 12F delay
* Interrupt with i4 from 1st block
* Move can be delayed by 10F
* Input can be delayed by 12F
fengdb+1,2,4,3+4m, m, M, m15, 18, 30, 20i16, ,i39~42-3~0+31a (+21)
* Balcony Break
* Same attack as Spring Up (FUFT.b+3+4)
* Interrupt with i10 from 3rd block
* Whiffs vs SS, SW from 3rd block
* Move can be delayed by 12F
* Low crush 38~45
* Floating state 46~48
fengH.b+4,3+4m, M10, 20i12~13, i31~32+7cg+12d
* Balcony Break
* Spike
* Combo from 1st hit with 7F delay
* 4 chip damage on block
* Consumes 300F of remaining Heat time
* +38d on aerial hit
* Interrupt with i11 from 1st block
* Whiffs vs SSL from 1st block (Inconsistent; depends on character/body type)
* Move can be delayed by 6F
* Input can be delayed by 7F
fengub+1m20i25~26-15+10a (+1)+30a (+22)
* Balcony Break
* ~i5~8? backsway
fengub+2m,h8,20i16,15-10+10
Does not jail
fenguf,n,4m20i23~25-13+32a (+22)
* Low crush 9
fengws1,2,1m, m, m13, 16, 20i13, ,i17~18-14+12a (+3)+32a (+24)
* Balcony Break
* Jail from 1st block with 2F delay
* Combo from 2nd CH with 12F delay
* Move can be delayed by 15F
* Input can be delayed by 16F
fengws1,3m, h13, 20i13, i22~23-6+4c
* Heat Engager
* Heat Dash +43d (+35)
* Combo from 1st hit with 3F delay
* Move can be delayed by 10F
* Input can be delayed by 12F
* Unparryable by traditional kick parries (bug?)
fengws1+2m20i23~24-9+3
* Punch parry
* +14 on successful parry
* Parry state 5~8
fengBT.2m20i19~21-9+13a
* Heat Engager
* Heat Dash +5, +67a (+50)
* Balcony Break
*
fengBT.1+2m20i16~17-3+8+41a (+33)
* Balcony Break (CH only)
* Elbow
fengBT.d+1l20i20~21-13c+4+16a
* High crush 15~52
fengBT.d+3L20i18~20-26c-4~-2+70a (+54)
* Has clean hit effect (+70a (+54))
* -4~-2 on normal hit
* High crush 6~52
fengFUFT.b+3+4m20i30~33-3~0+28d (+18)
*
Balcony Break
* Floating state 1~27
* Low crush 28~
fengKNP.1l20i20~21-13c+4+16a
* High crush 15~52
fengKNP.2h20i14-9+22a (+12)
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
fengKNP.3m20i22~23-14+77a (+55)
* Tornado
* Low crush 15~30
* Floating state 31~33
fengKNP.3+4,3+4M, m30, 20i31~34, i39~42-3~0+31a (+21)
* Balcony Break
* Same attack as Spring Up (FUFT.b+3+4)
* Interrupt with i10 from 3rd block
* Whiffs vs SS, SW from 3rd block
* Move can be delayed by 12F
* Low crush 38
fengSTC.1m20i20~21-15+38a
* -9 frame advantage and 8 chip damage on block after absorbing an attack in power crush state
* Power crush 8~19
fengSTC.4l20i20-13+3+14
fengSTC.1+2m20i18-9c+17d
heihachiWAR.1,1,2h, h, m5, 6, 20i10, ,i18-17+28a (+2)
* Balcony Break
* Combo from 1st hit with 12f delay
* 6 chip damage on block
heihachi1,2,2~1h, h, m5, 8, 20i10, ,i13-11+6
* Combo from 2nd CH
* Input 1 at frame 13 (effective startup i26)
* Interrupt with i8 from 1st block
* Whiffs vs SSL, SWL from 1st block
* Cancel to SS -5 -16 with D_U
heihachi1,b+2,1h, m, m5, 17, 20i10, ,i35~39-15+30a (+20)
* Combo from 2nd CH
* Interrupt with i6 from 2nd block
* Low crush 38~61
heihachif+2~1m20i13-11+6
* Cancel to SS with D_U
heihachif+4m20i19~20+4+7c+26d
* Spike
* Enter FUJ r27 with D
* +15c against a crouching opponent
heihachidf+1,2m, m10, 20i13~14, i21-13+3
* Combo from 1st hit
heihachidf+2,1m, m8, 20i13~14, i20~21-17+12a (+5)
* Combo from 1st hit
heihachiWAR.df+2,1m, m8, 20i13~14, i20~21-17+66a (+50)
* Tornado
* Combo from 1st hit
* 6 chip damage on block
heihachib+2m20i22~23+2+7
* Balcony break on airborne hit
* Chip damage on block
heihachib+3,2h, h14, 20i14~15, i20-1+15g
* Combo from 1st hit with 4f delay
* Interrupt with i1 from 1st block
heihachib+1+2m20i42-11+23a (+13)
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Gain 1 Ultimate Count on Heat activation
* Parries all mid or high punches or kicks
* Attack is guaranteed after a successful parry
* Parry state 5~25
heihachiuf+2,1m, m16, 20i19, i27~28-11+21a (+11)
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
* Chip damage on block
* Combo from 1st hit with 10f delay
* Gain 1 Ultimate Count on Heat activation
heihachiuf+3,4m, m17, 20i28~29, i20~21+4+30a (+23)
* Strong Aerial Tailspin
* Balcony Break
* Chip damage on block
* Unavailable on whiff
* Low crush 1~
heihachiH.uf+4,1m, M17, 20i24~26, i25~30-3+5a
* Balcony Break
* Chip damage on block
* Consumes 300F of remaining Heat time
* Combo from 1st hit
* Jail from 1st block
heihachif,n,d,DF+4,4,4,1L, L, L, m15, 10, 8, 20i16~17, ,i23~24-15+25a (+18)
* Can be performed after any number of f,n,d,DF+4 lows
* Low crush ?~
heihachif,n,d,DF+4,4,4,n+4,4L, L, L, m, m15, 10, 8, 10, 20i16~17, ,i15-15+0c
* Spike
* Combo from 4th hit with 11?F delay
* Enter FUJ -9 +6c r31 with D
* Can be performed after any number of f,n,d,DF+4 lows
heihachif,n,d,df+2h20i11~12-10+39a (+29)
* Becomes Electric Wind God Fist (f,n,d,df#2) during Heat, partially uses remaining Heat Time
heihachif,f,F+1+2h20i15+3+6d
* Spike
* Transition to r32 +6 +9d RAI with F
* 4 Chip damage on block
* Low crush 3~23
heihachiws2m20i18-8+8+14c
* Balcony break on airborne hit
* 8F evasion?
* High crush 1~8
heihachiws3,1+2m, m10, 20i18~19, i22-9+13a (+4)
* Balcony Break
* Combo from 1st hit
* Interrupt with i2 from 1st block
heihachiSS.2m20i23~24-9+9+36a (+28)
* Enter RAI -5 +13 r24 with F
heihachiFUJ.1,1h, h13, 20i12~13, i17~18-2+34a (+9)
* Heat Engager
* Heat Dash +5, +34a (+27)
* Balcony Break
* Combo from 1st hit with 9f delay
* Move can be delayed 7f
* Gain 1 Ultimate Count on Heat activation
heihachiFUJ.2m20i15~16-10+75a (+59)
* Tornado
* Chip damage on block
* High crush 6~14
heihachiFUJ.3,4m, m17, 20i28~29, i20~21+4+30a (+23)
* Strong Aerial Tailspin
* Balcony Break
* Combo from 1st hit
* Jail from 1st block
* 8 chip damage on block
* Unavailable on whiff
* Low crush 1~
heihachiFUJ.4L20i18~19-14-4+12g
* Spike
heihachiWAR.f,f,F+1+2h20i15~16+6+6d
* Removes Recoverable Health
* Spike
* Transition to +9 +9d RAI with F
* 8 chip damage on block
* Low crush 3~23
* Floating state 24~26
hwoarang1,2,f+4h, h, h5, 10, 20i10, ,i24~25-2+35d (+27)
* Balcony Break
* Combo from 2nd CH with 3F delay
* Move can be delayed by 4F
* Low crush 14~
hwoarang2,f+4h, h9, 20i10, i24~25-2+35d (+27)
* Balcony Break
* Combo from 1st CH with 3F delay
* Low crush 14~
hwoarang3,3,2h, m, M15, 12, 20i14, ,i21~22-11+1c
* Combo from 2nd CH with 8F delay
* Move can be delayed by 10F
hwoarang3,3,f+4h, m, h15, 12, 20i14, ,i21~27-1+40a (+14)
* Balcony Break
* -1 on block on average. Frame advantage may range from -4~+2 on block
* Combo from 2nd CH with 5F delay
* Move can be delayed by 10F
hwoarang4,4,3h, h, M14, 13, 20i11~12, ,i25~31-14c+14d
* Transition to RFF
* Combo from 2nd CH
hwoarang4,4,4,4h, h, h, h14, 13, 17, 20i11~12, ,i31~32+0+10cg
* Balcony Break
* Tornado
* Combo from 3rd hit with 3F delay
* Input can be delayed by 3F
* Move cannot be delayed
* 6 chip damage on block
* Forces tech back roll on hit
* Alternate input:(RFS.u+4),4
* Low crush 20~
hwoarangdf+3,4m, m12, 20i22~23, i24~25-14+4a
* Combo from 1st hit with 7F delay
* Move can be delayed by 5F
* Input can be delayed by 7F
* Power up if an attack is absorbed by previous hit
** Reversal Break?
** 4 chip damage on block
** -9 on block
hwoarangdf+4m20i16~17-8~-7+8~+9+18a (+9)
* Homing
* Balcony Break on CH
* Transition to RFF
* Wall splats
hwoarangu+3+4m20i25~26-7+24a
* Also possible during RFF
* Low crush 8~
hwoaranguf+3,4,3m, m, m11, 12, 20i28~29, ,i27~28-14+0c
* Combo from 1st hit
* Also possible during RFF
* Floating state 1~
hwoaranguf,n,4m20i23~25-13+32a (+22)
* Also possible during RFF
* Low crush
hwoarangws3+4,3m, M16, 20i20~21, i21~26-6+5c~+10c+29d
* Combo from 1st hit with 7F delay
* Input can be delayed by 7F
* Move cannot be delayed
hwoarangBT.3M20i14~16-13+38a (+28)
hwoarangBT.4M20i14~16-13+40a (+30)
* Transition to RFF
hwoarangBT.d+3L20i18~19-13-2+31a
* High crush 4~50
hwoarangLFS.3,2m, M10, 20i14, i21~22-11+1c
* Combo from 1st CH with 9?F delay
* Move can be delayed by 10F
hwoarangLFS.3,f+4m, h10, 20i14, i21~27-1+40a (+14)
* Balcony Break
* Combo from 1st CH with 6?F delay
* -1 on block on average. Frame advantage may range from -4~+2 on block
hwoarangLFS.b+4,3m, h15, 20i16~17, i16~19+0+20a (+11)
* Balcony Break
* Combo from 1st CH
* Jail from 1st block
* 6 chip damage on block
* Transition to RFF
* Low crush 5~
hwoarangLFS.df+3,4m, m12, 20i22~23, i24~25-14+7
* Combo from 1st hit with 7F delay
* Move can be delayed by 5F
* Input can be delayed by 7F
* Power up if an attack is absorbed by previous hit
** Reversal Break?
** 4 chip damage on block
** -9 on block
hwoarangLFS.uf+3,4,3m, m, m11, 12, 20i28~29, ,i27~28-14+0c
Combo from 1st hit
* Floating state 1~
hwoarangLFS.uf+4M20i19~20-14+32a (+22)
* Tornado
* Low crush 6~18
hwoarangRFF.2,4,3h, h, M6, 9, 20i10, ,i25~31-14c+14d
* Combo from 2nd CH with 2F delay
* Move can be delayed by 10F
* Remains in RFF
hwoarangRFF.4,3h, M9, 20i12, i25~31-14c+14d
* Remains in RFF
* Combo from 1st CH with 2F delay
* Move can be delayed by 10F
hwoarangRFF.df+2+3,4m, m12, 20i22~23, i24~25-14+7
* Power up if an attack is absorbed by previous hit
** Reversal Break?
** 4 chip damage on block
** -9 on block
* Combo from 1st hit with 7F delay
* Move can be delayed by 5F
* Input can be delayed by 7F
hwoarangRFF.f+4~4M20i18~20-13+41a (+31)
* Tornado
* Remains in RFF
hwoarangRFS.d+4,3,4L, h, h15, 12 (8), 20 (10)i20~21, ,i27~28-9+28a (+2) / +10a (+9)
* Balcony Break
* Combo from 2nd CH
* Airborne combo from 1st CH (+10a (+9))
* Interrupt with i4 from 2nd block
* Power up in Heat: 25dmg and 7 chip damage on block
* Low crush 22~34
* Floating state 35~37
hwoarangRFS.uf+4m20i17~18-13+30a (+20)
* Tornado
* Transition to RFF
* 6 chip damage on block in heat
* Low crush 11~33
* Floating state 34~36
hwoarangRFS.u+4,4h, h17, 20i25~26, i31~32+0+10cg
* Balcony Break
* Tornado
* Combo from 3rd hit with 3F delay
* Input can be delayed by 3F
* Move cannot be delayed
* 6 chip damage on block
* Forces tech back roll on hit
* Alternate input:(RFS.u+4),4
* Low crush 20~
jack-82,1,2h, m, m10, 12, 20i11, ,i33-34-12+29a (+19)
* Interrupt with i7 from 1st block
* Whiffs vs SSR, SWR from 1st block
jack-82,1,1+2h, m, h,h,h,h,h10, 12, 10,6,6,6,20i11, ,i33~36, i8~14, i3~6, i7~13, i5~6-4+13d
* Interrupt with i7 from 1st block
* Jails from 3rd block
* Duckable
* Chip damage on block (10)
jack-82,1,uf+1+2h, m, m10, 12, 20i11, ,i21~22+5 GMH+17c GMH
* Strong Aerial Tailspin
* Transition to GMH on hit or block
* Interrupt with i13 from 1st block
* Interrupt with i8 from 1st hit
* Whiffs vs SS, SWR from 1st block
* Whiffs vs SSR from 1st hit
* Input can be delayed by 14F
* Move cannot be delayed
* 4 chip damage on block
* Low crush 12
jack-83,2m, h18, 20i15~16, i23-9+18cg
* Balcony Break
* Combos from 1st hit
* Interrupt with i2 from 1st block
* Forces tech back roll on hit
* Alternate input f+3,2 or ws3,2
jack-8f+1,2,1m, h, m13, 12, 20i14~15, ,i26~27-12+65a (+49)
* Tornado
* Instant Tornado
* Interrupt with i7 from 1st block
jack-8f+4h20i17-4+7+32a (+22)
* Balcony Break on CH
jack-8f+1+2m,m12,20i27~28, i2~3-12+32d (+6)
* Balcony Break
* -6 and 12 chip damage on block after attack absorption
*
* Power crush 7~26
jack-8df+1,1m, m12, 20i14, i29-11+21cg+72a (+56)
* Tornado
* Balcony Break
* Combos from 1st hit CH
* Interrupt with i8 from 1st block
* Whiffs vs SSL, SWL from 1st block
* Delayable
jack-8df+1,2,1,2m, h, h, h12, 10, 2, 20i14, ,i9-18+35d (-23)
* Balcony Break
* Jail from 2nd block with ?F delay
* On air hit +12 (+5)
* Combos from 2nd hit
* Combos from 1st hit CH
jack-8df+1+3SM20i30~49-18c~+1c+0a~+19a
* Transition to 25dmg +3d high attack throw on close range standing hit
* -12c~-10c on block on average
* Low crush 15~?
jack-8df+3,2m, h16, 20i16, i20-7+25d
* Balcony Break
* Elbow
* Move cannot be interrupted
jack-8b+3,2,2m, h, h14, 13, 20i16, ,i25-9+18cg
* Balcony Break
* Interrupt with i5 from 2nd block
* Whiffs vs SSR from 1st block
* Can be charged to power up
* Forces tech back roll on hit
jack-8f,F+1+2m20i15-15+22cs
*
Homing
jack-8ws4m20i11-6+5
*
jack-8ss2h20i17+9+35d (+27)
* Balcony Break
* Transition to GMH with D
** (+9 oB, +35d (+27) oH)
* Chip damage on block (6)
jack-8FC.df+3+4*,uf+1+2m, m32, 20i30~35, i21~22+5 GMH+17c GMH
* Transition to GMH on hit or block
* Combo from 1st hit
* Interrupt with i10 from 1st block
* WHiffs vs SSR from 1st block
* Input can be delayed by 14F
* Move cannot be delayed
* 4 chip damage on block
* Low crush 15
jack-8FC.df+3+4,uf+1+2m, m28, 20i21, i21~22+5 GMH+17c GMH
* Transition to GMH on hit or block
* Interrupt with i15 from 1st block
* Whiffs vs SS, SW from 1st block
* Input can be delayed by 14F
* Move cannot be delayed
* 4 chip damage on block
* Low crush 15
jack-8GMH.1m20i22-9+25d
* Homing
* Balcony Break
jack-8GMH.3+4SM20i20 pc6-13+14c
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* 6 chip damage on block when absorbing an attack
* Gain GMC on Heat activation
* Forces tech backroll on hit
* Power crush 6
jack-8GMH.uf+1+2m20i21~22+5 GMH+17c GMH
* Transition to GMH on hit or block
* Input can be delayed by 14F
* 4 chip damage on block
* Low crush 15
jack-8hFC.db+1,1,1l, m, m14, 10, 20i14, ,i20-14+9a
* Balcony Break
* Interrupt with i4 from 2nd block
* Can be charged to power up
jinH.f,F+1+2m20i21~23+5+24cg
* Balcony Break
* Strong Aerial Tailspin
* Transition to DVS r32 on hit or block
** Stance moves can be delayed by 9F
** Transition to r42 FC with no input
* Consumes 240f of Heat time
* Cancel transition and recover Standing with B (-1/+18cg)
* 4 chip damage on block
* Low crush 11~48
* Floating state 49~51
jin1,2,1h, h, m5, 12, 20i10, ,i20~22-16+31a (+21)
* Tornado
* Combo from 2nd CH with 7f delay
* Interrupt with i6 from 1st block
* Input can be delayed 9f
* Move can be delayed 4f
* 6 chip damage on block
* Low crush 20~49
* Floating state 50~52
jin1,2,3h, h, m5, 12, 20i10, ,i24~26+0+31d
* Spike
* Interrupt with i10 from 1st block
* Whiffs vs SSR, SWR from 1st block
* Input can be delayed 9f
* Move can be delayed 4f
jin2,1,4~4h, m, l9, 9, 20i10, ,i20~21-12+4c+14d
* Interrupt with i16 from 2nd block
* Whiffs vs
jin2,4h, h9, 20i10, i24~27-13+7
* Balcony Break
* Combo from 1st hit with 2f delay
* Interrupt with i4 from 1st block
* Whiffs vs SSR from 1st block
* Enter ZEN -6, +14g r26 with F
jindf+3~3m20i23~24 (i32~33)+6c+13c
* Spike
* Enter Breaking Step +2c +9c r27 with df
* i32~33 effective startup (cancel takes 9f)
jinb+1,2h, h11, 20i12, i22~24-10+32a (+17)
* Tornado
* Combo from 1st hit with 8f delay
* Interrupt with i2 from 1st block
jinb+3,2m, m17, 20i16 (i15~16), i19~20-9+9g +21w
* Wall Crush +21g on hit
* Combo from 1st CH with 9F delay
* Move cannot be interrupted
* Balcony break on airborne hit
jinb+1+2m20i23~24-12+6
Punch sabaki: balcony break and +34d (+26) on hit
* Parry state 3~10
jinb,f+2,1,2m, h, m15, 14, 20i15~16, ,i19~20-5+18a (+9)+50a (+3)
* Balcony Break
* Combo from 2nd CH with 15f
* Interrupt with i4 from 1st block
* Input can be delayed 16f
* Move can be delayed 10f
jinf,F+3m20i23~25-4+24a
* Spike
jinuf,n,4m20i23~25-13+32a (+22a)
* Low crush 9~30
* Floating state 31~33
jinws1,3~3m, m7, 20i13~14, i23~24+6+13c
* Spike
* Interrupt with i15 from 1st block
* Interrupt with i4 from 1st hit
* Whiffs vs SSL, SW from 1st block
* Enter Breaking Step +2 +9c with DF
* +16a on BT hit
jinws3m20i16~18-9+10g+22a
* Homing
* Balcony Break
jinFC.df+4L20i21~22-26+2c+69a (+53)
Transition to +12cg ZEN with F on hit
* High crush 1~57
jinf,n,d,df+1m20i16~17-13+32a (+22)
* Tornado
* Turns into CD.df#1 while in heat
* Jab evasion
jinf,n,d,df+2h20i11~12-10+76a (+60)
* Balcony Break
* Turns into EWHF (CD.df#2) while in heat
* Recovers 4F faster on hit (t36 r24)
jinZEN.2h20i18~19-5+17a (+8)
* Homing
* Balcony Break
* Strong Aerial Tailspin
* 6 chip damage on block
* +0 on block and 8 chip damage after absorbing an attack
* Power crush 6~20
jinZEN.3m20i17~18-9+10g+22a
* Homing
* Balcony Break
* +17a (+8) on BT hit
jinZEN.1+2L,t10,20i21, i61-14+4
* Wall Crush +8 on hit
* Transition to attack throw on standing hit from the front
* Transition to +5 CD with DF after throw
* High crush 8~21
jinZEN.u+1m20i14~16-16+31a (+21)
* Tornado
* 6 chip damage on block
* Low crush 8~43
* Floating state 44~46
jun3,1m, h14, 20i14~15, i14~15-4+22cg
* Tornado
* Balcony Break
* Combo from 1st hit with 9F delay
* Interrupt with i4 from 1st block
* Forces tech back roll on hit
* Move can be delayed by 6F
* Input can be delayed by 9F
* Gain 6 Kazama essence on normal hit and 5 on airborne hit
jun1+4,3,1SL,h, m, m5,8, 15, 20i14 i17, ,i33~34-13~-12+17a (+10)
* Interrupt with i12 from 3rd block
* Whiffs vs SWL from 3rd block
jun3+4m,M,M6,18,20i23~24 i30~31 i16-6+26a (+8)
* Spike
* 3rd hit available only as combo from 2nd hit
* Transition to r22 FC with D on whiff or block
* Deals 12 damage to self (8 recoverable)
* Gain 12 Kazama Essence on normal hit and 6 on airborne hit
* Low crush 5~33
* Floating state 34~36
junf+2M20i17~18-18+33a (+23)
* Cancel to r26 FC with D
* Increased tracking when f2,1+2's input is buffered late
junf+2,1+2M, M20, 20i17~18, i29~32-9+32a (+17)
* Heat Engager
* Heat Dash +5, +42a (+27)
* Balcony Break
* Jail from 1st attack
* Chip damage (8) on block
* Deals 18 damage to self (12 recoverable)
* Available only on hit or block
* Gain 16 Kazama Essence on Heat activation
* Gain 6 Kazama Essence on normal hit and 5 on block or airborne hit
jundf+3+4,1m, m17, 20i24~25, i33~34-13+17a (+10)
* Interrupt with i12 from 1st block
* Whiffs vs SWL from 1st block
jund+4,4L, h10, 20i15, i25~26-9+13a (+4)
* Balcony Break
* Combo from 1st CH
* Interrupt with i6 from 1st block
jundb+1,1,1+2m, m, m,m,m7, 8, 5,5,20i15~16, ,i17 i26 i49-15+21a (+11)
* Balcony Break
* Jail from 1st block with 2F delay
* Combo from 1st hit with 2F delay
* Restores 4 health and 4 recoverable
* Unparryable
* Gain 10 Kazama Essence on normal hit and 7 on airborne hit
* Move cannot be delayed
* Input can be delayed by 2F
junb+2,1,1m, h, m10, 7, 20i14~15, ,i25-13+13a (+4)
* Balcony Break
* Combo from 2nd CH with 4f delay
* Interrupt with i6 from 2nd block
* Move can be delayed 14f
junb+3m20i16~17-19~-18+22a (+12)
* Low crush 10~37
* Floating state 38~40
junuf+4,3m, m,M10, 8,20i16~18, i29 i18-12+84a (+68)
* Tornado
* Combo from 1st hit
* Whiffs vs SSR, SWR from 1st block
* Interrupt with i8 from 1st block
* Transition to MIA on hit only
* 3rd hit available only as combo from 2nd hit
* 3rd hit deals 12 damage to self (8 recoverable)
* Gain 5 Kazama Essence on normal hit or airborne hit
* Low crush 1~20
* Floating state 21~23
junws1,1,1h, h, m14, 7, 20i12~13, ,i25-13+13a (+4)
* Balcony Break
* Combo from 2nd CH with 4f delay
* Interrupt with i6 from 2nd block
* Move can be delayed by 14f
junws2,1m, m12, 20i13~14, i22~23-12+19a (10)
* Balcony Break
* Combo from 1st hit
* Interrupt with i3 from 1st block
junws1+2m20i21-2+5+14 +63a
* Elbow
* Cancel to r39 FC with D on frame 20
junSS.4m20i18~20+6+8c
* Heat Engager
* Heat Dash +5, +67a (+50)
* Spike
* Gain 10 Kazama Essence on Heat activation
junIZU.1,2h, m7, 20i13~14, i24-13+6a+15a
* Spike
* Combo from 1st hit with 5F delay
* Interrupt with i5 from 1st block
* Move can be delayed by 6F
junGEN.P (Low)t20+0d
* Restores 14 health and 14 recoverable
* Opponent recovers FDFA
* Gain 20 Kazama Essence
kazuya1+2m,m5,20i12, i15-13+13a
Balcony Break
kazuyaf+4m20i19~20+4c+7c+31d
Spike
kazuyaf+1+2m20i25-9+11a (+2)
* Balcony Break
* Parries high and mid punches
* 25 damage, +38d (+17) on successful parry
* Parry state 3~10
kazuyadf+1,2m, h11, 20i15~16, i18+0c+9c
* Heat Engager
* Heat Dash +67a (+50a)
* Combo from 1st hit with 4F delay
* Interrupt with i3 from 1st block
* Move is delayed 4F
* Move cannot be delayed
* Input can be delayed by 4F
* 6 chip damage on block
kazuyadf+1,4m, h11, 20i15~16, i16~17-11+42a
* Balcony Break
* Combo from 1st hit with 4F delay
* Interrupt with i1 from 1st block
* Move is delayed 4F
* Move cannot be delayed
* Input can be delayed by 4F
* Recovers 6F faster on hit (t61 r24)
kazuyadf+1,df+2m, m11, 20i15~16, i22~23-8+18cg+32a (+22)
* Tornado
* Balcony Break
* Combo from 1st CH with 4F delay
* Interrupt with i5 from 1st block
* Move is delayed 2F
* Move can be delayed by 2F
* Input can be delayed by 4F
kazuyad+1+2L20i23-14c+3c+27a
* Cancel to r36 FC at frame 21 with B
* 4f timestop on CH
* High crush 6~56
kazuyab+1,2h, m10, 20i11, i20-14+9 (+0)
* Balcony Break
* Combo from 1st hit
* Can be delayed 14F
* Combo can be delayed 10F from hit
kazuyab+2,2,1+2m, m, h12, 14, 20i14, ,i28~32-8+38d (-20)
* Balcony Break
* Chip damage when guarded
kazuyab+4h20i17-5+16g
* Heat Engager
* Heat Dash +5, +43d (+35)
* Homing
* 6 chip damage on block
kazuyaDVK.uf+1,3m, M16, 20i20, i30-9+17a (+0)
* Balcony Break
* Consumes 180F? of remaining Heat time
* Jail from 1st block
* Combo from 1st hit
* Available only on 1st hit or block
* Low crush 9~27
* Floating state 28~30
kazuyauf+4,4,4,4m, l, l, m16, 12, 10, 20i25, -17+19a (+12)
Balcony Break
kazuyaf,F+2m20i16-9+13cg
* Heat Engager
* Heat Dash +36a (+26a)
* Balcony Break
* 6 chip damage on block
* Forces tech back roll on hit
kazuyaf,n,d,df+2h20i11~12-10+39a (+29)
Becomes Electric Wind God Fist during Heat (Consumes 60F of remaining Heat Time)
kazuyauf,n,4m20i23-13+32a(+22)
* Low crush 9~
kazuyaDVK.OTG.db+1+2L20i24~29-13~-8+13a (+1)+16d
* Balcony Break on airborne hit
* +6c on standing normal hit
* Consumes 90F of remaining Heat time
kazuyaDVK.f,F+2m,th20,20i16-9+0d
* Transition to throw on hit
* Consumes 150F? of remaining Heat time on throw hit
* Increased realign tracking to left sidesteps during Heat
* Throw can be canceled with B
* 6 chip damage on block
kazuyaDVK.f,n,d,df+3h,t30,20i18~27,i20~30-2~+8+0d
* Consumes 180F of remaining Heat time
* Extension available only on hit or block
* Extension can be canceled with b
* 16 chip damage on block
* Low crush 9~
king4h20i13-5+6+31d
Balcony Break (CH)
kingf+3,1+2m, t18, 20i15~16, -5d
* Input 1+2 during frames 2~20 of f+3
* Shifts to throw on front grounded hit
* Can side switch on hit
kingdf+4,3,d+4l, h, L10, 11, 20i14~15, ,i33~35-10d-8a+22a
* Recovers in FC on hit
* Low crush 25~36
* Floating state 37~62
kingdb+4L20i29~31-17a-3d+27d
* r41 FC on hit
* High crush 6~14
* Low crush 16~29
* Floating state 30~65
kingb+1,2h, h13, 20i12, i19~20-13+5
* Tornado
* Combo from 1st hit with 8f delay
* Combo from 1st CH with 10f delay
* Launches opponent if b+1 counterhits, +70a (+54)
* Move can be delayed by 6f
* Input can be delayed by 10f
kingb+2,4h, m,t16, 18,20i14, i21-8+0d
* Shifts to throw on front grounded hit
* Move can be delayed by 10f
* Input can be delayed by 15f
* Hit vs Side/BT +10s
kinguf,n,4m20i23~25-13+32a (+22)
* Low crush 9~30
* Floating state 31~33
kingws3h20i160+22a(+12)
kingws4m20i11~12-6+5
kingws1+2m20i18~19-10+35a(+25)
* Elbow
kingFC.df+1L20i32~34-12+73a(+57)
* Can also be performed with f,n,d,DF+1/CD.1.
* Tornado on grounded hit.
* High crush 1~
kingBT.3:1+2M, t18, 20i13~14, +0d
* Floor Break
* Throw when hit standing in front close range.
* Just frame input.
kingBT.d+4l20i22~24-14-2d+28d
* Transitions to FC r40 on hit
* Also can be done in backturn crouching.
* Low crush 11~25
* Floating state 26~55
kingJGR.4L20i20~24-21+0c
* Power up into JGR.4* after 30F? or during Heat
** Partially uses remaining Heat time during Heat.
* Low crush 7~23
* Floating state 24~
kingAB1.2,1,1+3t20-3+0d
* 1+2 throw break.
* Opponent recovers in FDFT.
kingAB1.2,4,2+4t20-3+1d
* 2 throw break.
* Opponent recovers in FUFL.
kingAB2b.3,4,3+4,1+2t20+1d
* Cannot throw break.
* Opponent recovers in FUFR. Max Damage 60.
kingAIR.2+4 / AIR.f+2+4t(a)20i12~14 / i15~17+40d(+35)
* Tornado
* Homing
* Cannot throw break.
* Input f+2+4 to increase throw range, but its startup is 3 frames slower.
* Opponent recovers in FUFT.
kingCD.1+3t20i12 (i28~)-2+1d
* 1 Throw break.
* i28 effective startup (i25 actual startup)
* Opponent recovers in FUFT.
kingJGS.1+3t20i12-3+0d
* Homing
* 1 or 2 throw break, depending on King's input.
* Opponent recovers in FDFT.
* Becomes f,hcf+1 / 2+4 on air grab / wall splat.
kingRAS4.2t20/25-6+1d
* 2 throw break. Side Switch.
* Input with 3,1,2,3+4,1+2 for more damage.
* King recovers in backturn stance.
* Opponent recovers in FUFA. Max damage 91.
kingRSSB4.2t20/25+1d
* 2 throw break.
* Input with 3,1,2,3+4,1+2 for more damage.
* King recovers in backturn stance.
* Opponent recovers in FUFA. Max damage 88.
kingSHH1.1+2,1,3t20-10+0d
* 1+2 throw break.
* Opponent recovers in FDFL.
kingUT,3+4t20i69?+0+1d
* 3+4 throw break.
* Throw break window: input or hold 3+4 during frames 20-60
* Can also input at 3rd hit of Ultimate Punch.
* Opponent recovers in FUFR.
kingdf+2+4t20i32 (i35)-2+1d
* Homing
* 2 throw break. Side Switch.
* i35 actual startup
* Very slow crouch dash then grab.
* Opponent recovers in FUFT.
* High crush 1~23
kumaH.df+2+3sm20i15~160+39 (+29)
* Uses 180F of remaining heat time
* H.f,n,d,df+2 to power up (23dmg)
* High crush 6~12
kuma4h20i14-6+5+30a
* Balcony Break on CH
kumaf+2,1h, h11, 20i12, i20-5+36a (+10)
* Balcony Break
* Combo from 1st hit with 9F delay
* Move can be delayed by 13F
kumaf+1+2,1+2m, M16, 20i18, i30~31-14+65a (+49)
* Tornado
* Combo from 1st hit with 2F delay
* Interrupt with i8 from 1st block
* Grounded hit on off-axis hit against large body size characters?
kumaf+3+4L20i28~30-23+6a
* Unparryable (bug?)
* High crush 6~70
kumadf+1,2,1+2m, m, M6, 9, 20i15~16, ,i25~26-14c+17d
* Combo from 2nd hit with 9F delay
* Combo from 1st CH
* Move can be delayed by 8F
* Input can be delayed by 10F
kumadb+1,2h, M11, 20i14~15, i22~23-13+4+13c
* Spike
* Combo from 1st hit
* Hold 2 to power up, up to 2 charge levels
* Transition to HBS with input D or 3+4
kumadb+1,2*h, M11, 20i14~15, i33~34-12+13c+42a
* Spike
* 8 chip damage on block
* Heat skips to db+1,2** charge with i34~35 startup
* Transition to HBS with D or 3+4
kumadb+4l20i21~22-23+6+74a (+38)
* Tornado
* Panda: Very slight decrease in vertical hitbox height (does not hit as high)
* High crush 6~51
kumab+2,1,1+2m, h, m12, 14, 20i15, ,i26-11+15a (+6)
* Balcony Break
* Combo from 2nd CH with 4F delay
* Move can be delayed by 10F
* Panda: Shorter vertical hitbox (does not hit as high)
kumab+1+2h,m10,20i18~19 i12~13-8+13d
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Floor Break on airborne hit
* Homing
* Strong Aerial Tailspin 1st hit only
* 12 chip damage
* Transition to HBS r36 with input D or 3+4 (does not shift when using Heat Dash)
kumab+3+4m20i22~23-28+61a
* Alternate input: ws3+4
* Tornado
kumauf+1m20i26~28-6+22a
* Alternate input: ub+1 or u+1
* 8 chip damage on block
* Low crush 9~30
* Low crush 31~33
kumauf+2m20i28~30-6+30a+65a (+45)
* Balcony Break
* Homing
* Strong Aerial Tailspin
* Alternate input: ub+2 or u+2
kumauf+4m20i29~30-6-10a (-20)
* Balcony Break
* Low crush 9~30
* Floating state 31~33
kumaws1,2m, m13, 20i13~15, i18~19-13+6 (+20g)+18cg
* Combo from 1st hit
* Hold 2 to power up, up to 2 charge levels
* Transition to HBS with input D or 3+4
* Tornado
* Wall Crush +20g on hit
* Balcony Break on CH
kumaws2m20i15~16-12+29a (+19)
kumaws4m20i11~12-6+5
kumaHBS.df+2m20i15~16-17+35a (+25)
* Tornado
kumaROL.3l20i18~26-18+33a
Recovers in FUFT
kumaROL.4M20i26~30+7+26a
Recovers in FUFT
kumaSIT.3+4M20i25-12 / -10 ROL-4a / -2a ROL
* Transition to ROL with input SIT.F
kunimitsuH.u+1+2m,m,m8,10,20i16 i9 i20+5+25a (+1)
* Balcony Break
* Weapon
* Consumes 240F of remaining Heat Time
* 7 chip damage on block
* Low crush 21~30
* Floating state 31~33
kunimitsu1,2,4h, h, m5, 8, 20i10, ,i23~24-14+12d
* Balcony Break
* Combo from 1st CH with 3F delay
* Interrupt with i3 from 1st block
* Hit vs BT +9d
* Low crush 12~32
* Floating state 33~35
kunimitsuf+2,3h, h12, 20i13, i16~18-6+20a (+11)
* Combo from 1st hit with 8f delay
* Input can be delayed 8f
* Move can be delayed 3f
kunimitsudf+1,2,2m, m, M10, 12, 20i13~14, ,i22~23-14c+8a
* Balcony Break
* Spike
* Combo from 2nd hit with 1f delay
* Input can be delayed 1f
* Move cannot be delayed
* Interrupt with i2 from 2nd block
* Combo from 1st CH
* Chip damage on block
kunimitsudf+1,3m, h10, 20i13~14, i21-9+5+44a (+34)
* Tornado
* Combo from 1st Ch with 4f delay
* Input can be delayed 9f
* Move can be delayed 8f
* Interrupt with i3 from 1st block
kunimitsudf+3,2m, L14, 20i17~18, i28~29-15+1c
* Balcony Break (airborne)
* Weapon
* Combo from 1st CH
* Cancel to FC -13 -5 -3 r34 with D
* Interrupt with i6 from 1st block
* High crush 22~35
kunimitsud+2,1,2,1+2m, m, m, m11, 7, 7, 20i16, ,i23~24-13+7a
* Balcony Break
* Jail from 1st block
* Combo from 3rd CH
* Hitstop 20f on hit
kunimitsub+4,3M, M15, 20i18~19, i17~18-16+25a (+10)+34a (+24)
* Tornado
* Combo from 1st hit with 8f delay
* Input can be delayed 8f
* Move cannot be delayed
* Steel pedal
* Floating state 20~34
kunimitsuuf+1h,t22,20i16~27+31a (+26)
* Tornado
* Weapon
* Only hits airborne opponents
* Transitions to attack throw on airborne hit
* Does not transition on BT hit or after Tornado
* Hit vs BT or after Tornado +15a (+8)
* 25 total scaled damage
kunimitsuuf+2M,M9,20i17~18 i22~24-14~-12+11a
* Floor Break
* Weapon
* Low crush 23~34
* Floating state 35~37
kunimitsuuf+3m,m13,20i15~16 i13~14-13~-12+25a (+18)
* Knee
* 2nd hit available on hit or block only
* 27 total scaled damage
* Low crush 9~32
* Floating state 33~35
kunimitsuf,f,F+2h,t20,20i15~17+6+0d
* Balcony Break (airborne)
* Weapon
* Transitions to attack throw on front standing hit
* 4 chip damage on block
* Side switch on hit
* Hit vs Side +15a
* Hit vs BT +15a (+6)
kunimitsuws2,1m, m14, 20i13~14, i20-13+18a (+9)
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Weapon
* Combo from 1st hit with 9f delay
* Interrupt with i1 from 1st block
* Input can be delayed 9f
* Move can be delayed 6f
kunimitsuSS.2,1+2m, M,M13, 10,20i17~18, i22~23 i9~10-12+5c
* Floor Break
* Weapon
* Combo from 1st hit CH
* Interrupt with i4 from 1st block
* Sidestep adds 9f, effective startup i31~32
* Move is delayed 1f
kunimitsuBT.1,4h, h10, 20i11, i21+3+15c
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Combo from 1st hit with 8f delay
* Interrupt with i5 from 2nd block
* Input can be delayed 8f
* Move can be delayed 4f
* Forces tech backroll on hit
* 4 chip damage on block
kunimitsuBT.2h,t10,20i19~20-7-4d
* Balcony Break (airborne)
* Weapon
* Transitions to attack throw on front standing hit
* Hit vs BT/Side +5
* Chip damage and +0 block advantage on successful attack absorption
* Power crush 7~18
kunimitsuBT.3m20i24~26-3+11d
* Floor Break
* Low crush 6~29
* Floating state 30~32
kunimitsuBT.4h20i16~17+6+35d
* Strong Aerial Tailspin
* Homing
* Balcony Break
* Transition to SET +6 +35d r31 with F
* 6 chip damage on block
* Low crush 6~16
* Floating state 17~19
kunimitsuBT.d+2L20i17~18-13+4+8d
* Floor Break
* Weapon
* Transition to FC with D
* High crush 6~18
kunimitsuKAT.1,2h, m12, 20i11, i21-9+9g
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Weapon
* Combo from 1st hit with 11f delay
* Interrupt with i3 from 1st block
* Input can be delayed 11f
* Move can be delayed 7f
* Cancel to FC -14 -3 r31 with D on frame 12 (cs7~)
kunimitsuKAT.1+2h!20i24~36+0d~+12d
lars1,1,1h, m, m5, 8, 20i10, ,i25~26-12+17a
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Spike
* Combo from 1st CH or 2nd hit with 4f delay
* Interrupt with i2 from 1st block
* Move can be delayed 4f
larsf+1,2,3h, m, m10, 11, 20i13, ,i24-5+22c+49a
* Balcony Break
* Combo from 2nd hit CH
* Interrupt with i4 from 1st block
* Transition to DEN
* Cancel DEN and transition to standing with input B (-12/+41d (-17)/+42a)
* Forces tech backroll on hit
** Opponent recovers crouching
larsf+4,1,2,1m, m, m, m12, 8, 8, 20i17, ,i24~25-14+19 (+9)
* Balcony Break
* Combo from 3rd CH
* Interrupt with i5 from 1st block
larsf+1+2m20i15~16-13+28
larsdf+1,3m, m12, 20i13, i24-12+13a (+4)
* Balcony Break
* Combo from 1st CH with 1F delay
* Interrupt with i5 from 1st block
* Move cannot be delayed
* Input can be delayed by 1F
larsb+3,4m, h14, 20i17, i23~24-8+19 (+10)
* Balcony Break
* Combo from 1st hit with ?F delay
* Interrupt with i3 from 1st block
larsb+1+2m,m4,20i21~22,i8~9-9+9
* Balcony Break
* Homing
* Can evade jabs from range
larsuf+1m,m10,20i15,i25-12+3
* Combo from 1st hit
* Cancel 2nd hit to r35? with B (-12/-5) at frame 16
* Transition to LEN r29 on hit with D (+3)
* Interrupt with i2 from 1st block
* Has good right sidestep tracking
larsuf+4m20i25~27-8+42a
* Has high and mid evasive frames from frames 4? to 10?
* Increased evasion when performed from crouching state or LEN
* Low crush 9~29
* Floating state 30~32
larsuf+3+4,4sp, m,t20,20i17~18-4+0d
* Shift to attack throw on front hit
* +8c on BT hit
* i37~38 effective startup (uf+3+4 takes i20)
* Low crush 1~21
* Floating state 22~24
larsf,F+2M20i21~22-13+35a
* Tornado
* Transition to SEN on hit with input F (+37a)
** Switches sides
larsf,F+4,3l, m12, 20i21, i28-16-3
larsf,F+1+2m20i16~17-9+14 (+5)+59a (+39)
* Elbow
* Balcony Break
* 4 chip damage on block
larsuf,n,4m20i23~25-13+32a (+22)
* Low crush 9~30
* Floating state 31~33
larsws2,3m, h13, 20i13~14, i20-15-3
* Combo from 1st hit with 6F delay
* Interrupt with i7
* Move cannot be delayed
* Transition to LEN r34 with D (-11/+6)
larsSS.2m20i16~17-7+22d
* 4 chip damage on block
larsDEN.1,2h, h14, 20i11~12, i14~15-6+21c
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Jail from 1st block
* Combo from 1st hit with 6F delay?
* Move cannot be delayed
* Input can be delayed by 6F
* Forces tech backroll on hit
larsLEN.1L20i16~17-12+4c
* High crush 1~
larsSEN.3M20i14~16-13+29a (+19)
* Recovers 3F faster on hit (t45 r29)
* Low crush 14~39
* Floating state 40~42
law1,1,1h, h, m5, 5, 20i10, ,i20-12+15cg
* Heat Engager
* Heat Dash +5, +43d (+35)
* Combos from 1st or 2nd hit CH
* Balcony Break
* Forces tech backroll on hit
law1,2,uf+3,4h,h,Special,M20i15-12+31a (+21)
law2,2,1+2h, m, m8, 10, 20i10, ,i19-13+5a (-4)
* Balcony Break
* Combos from 2nd hit CH
* Delay-able
law3,4h, h12, 20i12, i22-10+19a (+10)
* Combos from 1st hit
* Balcony Break
law1+2M20i16~17-13~12+12a (+5)+66a (+50)
* Tornado
* Weapon
* Partially uses remaining Heat Time in heat
* Instant Tornado on CH
lawf+1+2m20i20+3c+8c+55a
Transition to FC with D
lawf+3+4M20i25~26-2+7c+49a
Alternate input DSS.f+3+4
* Low crush 11~
lawdb+4l20i26-37+15a
Homing
* High crush 6~
lawub+3,4M20i15-12+31a (+21)
lawub+1+2h20i16~17+1+16g
* Balcony Break
* Homing
* Jab evasion
lawuf+3m20i18-8+16c
* Heat Engager
* Heat Dash +5, +36d (+26)
* Balcony Break
* Forces tech backroll on hit
* Low crush 9~
lawf,F+2,3m, h12, 20i14~16, i16-14+11c
* Tornado
* Balcony Break
* Jail from 1st block with 6F delay
* Combo from 1st hit with 13F delay
* Move can be delayed by 11F
* Input can be delayed by 13F
* Forces tech backroll on hit
lawuf,n,4m20i19-15+30a (+20)
* Low crush
lawws2m20i15-18+31a (+21)
lawBT.2,2m, m17, 20i15, i14-14+5c
* Elbow
* Combos from 1st hit
* Delay-able
* Forces tech backroll on hit
lawBT.1+2h20i15~16+1+16g
* Balcony Break
* Homing
* Jab evasion
lawDSS.2h20i14+1+15a+50a
* Balcony Break
* 6 chip damage on block
lawDSS.f+1m20 (24)i14-11+12c
* Heat Engager
* Heat Dash +43d (+35)
* Balcony Break
* 4 chip damage on block
* 7 chip damage on block (Just Frame)
* Forces tech backroll on hit
* While transitioning to DSS from other moves, it is possible to input DSS.f+1 on frame 1 or 2 of DSS (ex; 4,3~F:DSS.f+1) for 4 more damage on hit, 3 more chip damage on block, and startup becomes i13~14 with increased pushback on block
leeH.2+3l(t),M,m15, 7, 20 (40)i20, i27~28, i25-14+0d
* Heat Smash
* Balcony Break
* Shift to attack throw on 1st hit (40 (17) damage)
* +18a (+8) on 2nd hit
* 20f timestop on 2nd hit
lee2,1,3h, h, h10, 8, 20i10, ,i24~26-4+20a (+11)+65a (+45)
* Balcony Break
* Combo from 2nd CH with 2F delay
* Interrupt with i8 from 1st block
* Move cannot be delayed
* Input can be delayed by 2F
lee4,3,3h, h, m14, 14 (9), 20 (10)i11, ,i19~21-13+8d
* Spike
* Combo from 2nd CH with 11F delay
* Airborne combo from 1st CH (+23a (-12))
* Move cannot be interrupted
* Move can be delayed by 10F
* Input can be delayed by 11F
lee1+2m20i21~22-1+3+26a
* Homing
* Spike
* Transition to HMS r25 with 3+4 (+2/+6/+29a)
* Cancel to r1 standing or r1 FC with d_db_d_df
leef+1+2h,h12,20i13, i14~15-13+18a (+9)
* Balcony Break
* Jails from 1st block
* Combo from 1st hit
leef+3+4M,M10,20i30~32, i2~4+4c+8c
* Spike
* 9 chip damage on block
* Low crush 14~30
* Floating state 31~33
<Showing 2401-2800 of 6584 moves>