mokujin

mokujin

Edit
CharCommandHit levelDamageStartupBlockHitCounter hitNotes
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
* 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)
* Move can be delayed by 12F
* Low crush 38~45
* Floating state 46~48
fengub+1m20i25~26-15+10a (+1)+30a (+22)
Balcony Break
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 +5, +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, +36a (+26)
* 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)
* 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
* Chip damage on block
heihachi1,2,2~1h, h, m5, 8, 20i10, ,i13-11+6
* Combo from 2nd CH
* 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
* 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
* 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
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~
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
heihachiws3,1+2m, m10, 20i18~19, i22-9+13a (+4)
* Balcony Break
* Combo from 1st hit
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
* Chip damage on block
* Unavailable on whiff
* Low crush 1~
heihachiFUJ.4L20i18~19-14-4+12g
* Spike
heihachiWAR.f,f,F+1+2h20i15+6+6d
* Removes Recoverable Health
* Spike
* Transition to +9 +9d RAI with F
* 8 Chip damage on block
* Low crush
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+10c
* Balcony Break
* Tornado
* Combo from 3rd hit with 4F delay
* Input can be delayed by 4F
* Move cannot be delayed
* 6 chip damage on block
* Forces backroll on hit (opponent recovers crouching)
* 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
* Power up in Heat: 30dmg and increased chip damage on block
* Combo from 2nd CH
* Airborne combo from 1st CH
** +10a (+9) on hit
** 10 dmg, 36 total dmg from 1st CH
* Low crush 22~
hwoarangRFS.uf+4m20i17~18-13+30a (+20)
* Tornado
* Transition to RFF
* Increased chip damage scaling on block during heat
** 6 chip damage on block in heat
* Low crush 11~33
jack-82,1,2h, m, m10, 12, 20i11, ,i33-12+29a (+19)
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
* Jails from 3rd block
* 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 2nd block
* Interrupt with i8 from 2nd hit
* Input can be delayed by 14F
* Move cannot be delayed
* 4 chip damage on block
* Low crush 12
jack-83,2m, h18, 20i15, i23-9+44d (-14)
* Balcony Break
* Combos from 1st hit
* Alternate input f+3,2 or ws3,2
jack-83,1+2m, m18, 20i15, i25-11c+2d+48a
* Combos from 1st hit CH
* Alternate input f+3,1+2 or ws3,1+2
jack-8f+1,2,1m, h, m13, 12, 20i14, ,i26-12+65a (+49)
* Tornado
* Instant Tornado
jack-8f+4h20i17-4+7+32a (+22)
* Balcony Break on CH
jack-8f+1+2m,m12,20i27 pc7-12+32d (+6)
* Balcony Break
* Chip damage on block when absorbing an attack (12)
*
* Power crush 7
jack-8df+1,1m, m12, 20i14, i29-11+21cg+72a (+56)
* Tornado
* Balcony Break
* Combos from 1st hit CH
* Delayable
jack-8df+1,2,1,2m, h, h, h12, 10, 2, 20i14, ,i9-18+35d (-23)
* Balcony Break
* 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
jack-8b+3,2,2m, h, h14, 13, 20i16, ,i25-9+44d (-14)
* Balcony Break
* Interrupt with i5 from 2nd block
* Can be charged to power up
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.db+1,1,1l, m, m14, 10, 20i14, ,i20-14+9a
* Balcony Break
* Can be charged to power up
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 from 1st block with i10?
* 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
* 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+40d (-18)
* Heat Engager
* Heat Dash +5, +36a(+26)
* Balcony Break
* 6 chip damage on block when absorbing an attack
* Gain GMC on Heat activation
* 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
jinH.f,F+1+2m20i25~27+5+24g
* Balcony Break
* Strong Aerial Tailspin
* Transitions to DVS on hit or block
* Cancel transition and recover Standing +18g, -1 with B
* 6 chip damage on block
* Low crush
jin1,2,1h, h, m5, 12, 20i10, ,i20~22-16+31a (+21)
* Tornado
* Combo from 2nd CH with 7f delay
* Input can be delayed 9f
* Move can be delayed 4f
* 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 2nd block
* Input can be delayed 9f
* Move can be delayed 4f
jin2,1,4~4h, m, l9, 9, 20i10, ,i20~21-12+16a
Interrupt with i16 from 2nd block
jin2,4h, h9, 20i10, i24~27-13+7
* Balcony Break
* Strong Aerial Tailspin
* Combo from 1st hit with 2f delay
* Enter ZEN -6, +14g r26 with F
jindf+3~3m20i23~i24+6c+13c
* Spike
* Enter Breaking Step +2c +9c r27 with df
jinb+1,2h, h11, 20i12, i22~24-10+32a (+17)
* Tornado
* Combo from 1st hit with 8f delay
jinb+3,2m, m17, 20i16, i19~20-9+9g +21w
* Wall Crush +21g on hit
* Combo from 1st CH with 9F delay
* 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~i16, ,i19~20-5+18a (+9)+50a (+3)
* Balcony Break
* Combo from 2nd CH with 15f
* Input can be delayed 16f
* Move can be delayed 10f
jinf,F+3m20i23~i25-4+24a
* Spike
* Cannot be buffered
jinuf,n,4m20i23~i25-13+32a (+22a)
* Low crush 9~30
* Floating state 31~33
jinws1,3~3m, m7, 20i13~i14, i23~i24+6+13c
* Spike
* Enter Breaking Step +2 +9c with DF
* +16a on BT hit
jinws3m20i16~18-9+10g+22a
* Homing
* Balcony Break
jinFC.df+4L20i21~i22-26+2c+69a (+53)
Transition to +12cg ZEN with F on hit
* High crush 1~57
jinf,n,d,df+1m20i16~i17-13+32a (+22)
* Tornado
* Turns into CD.df#1 while in heat
jinf,n,d,df+2h20i11~12-10+74a (+58)
* Balcony Break
* Turns into EWHF (CD.df#2) while in heat
jinZEN.2h20i21~i22-5+17a (+8)
* Homing
* Balcony Break
* Strong Aerial Tailspin
* Chip damage on block
* +0 on block after absorbing an attack
* Power crush 6~20
jinZEN.3m20i17~i18-9+10g+22a
* Homing
* Balcony Break
* +17a (+8) on BT hit
jinZEN.1+2l,t10,20i21, i61-14+4 (+8w)
* 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 10~
jinZEN.u+1m20i14~i16-16+31a (+21)
* Tornado
* Chip damage on block
* Low crush 8~43
* Floating state 44~46
jun3m20i14~15-13+18a (+1)
Balcony Break
jun1+4,3,1SL,h, m, m5,8, 15, 20i14 i17, ,i33~34-13~-12+17a (+10)
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
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)
jund+4,4L, h10, 20i15, i25~26-9+13a (+4)
* Balcony Break
* Combo from 1st CH
jund+3+4l,h5,20i14 i24~27-25+30a (+20)
* Combo from 1st CH
* Jail from 1st attack
* -6 only if 2nd hit is blocked
* Low crush 5~27
* Floating state 28~30
jundb+1,1,1+2m, m, m,m,m7, 8, 5,5,20i15~16, ,i17 i26 i49-15+21a (+11)
* Balcony Break
* Combo from any hit
* Restores 4 health and 4 recoverable
* Unparryable
* Gain 10 Kazama Essence on normal hit and 7 on airborne hit
junb+2,1,1m, h, m10, 7, 20i14~15, ,i25-13+13a (+4)
* Balcony Break
* Combo from 2nd CH with 4f delay
* Input can be delayed 14f
junb+2,1,2m, h, M10, 7, 20i14~15, ,i23-9+30a (+15)+69a (+53)
* Tornado
* Combo from 2nd CH with 6f delay
* Input can be delayed 14f
* Chip damage (9) on block
* Deals 12 damage to self (8 recoverable)
* Unparryable
* Gain 6 Kazama Essence on normal hit and 5 on block or airborne hit
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
* 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
* Input can be delayed 14f
junws2,1m, m12, 20i13~14, i22~23-12+19a (10)
* Balcony Break
* Combo from 1st hit
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
* Input can be delayed 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, i15+0c+9g
* Heat Engager
* Heat Dash +67a (+50a) on hit, +5 on block
* 6 chip damage on block
* Combo from 1st hit with 5F delay
* Move cannot be delayed
* Input can be delayed by 5F
kazuyadf+1,4m, h11, 20i15~16, i16-11+42a
* Balcony Break
* Combo from 1st hit with 5F delay
* Move cannot be delayed
* Input can be delayed by 5F
kazuyad+1+2L20i23-14c+3c+27a
* High crush 6~
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 +62a (+42a) on hit
* Homing
* 6 chip damage on block
kazuyaDVK.uf+1,3m, M16, 20i20, i30-9+17a (+0)
* Balcony Break
* Consumes 180F? of remaining Heat time
* Restores 30F of Heat on hit
* 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+13c
* Heat Engager
* Heat Dash +36a (+26a) on hit, +5 on block
* Balcony Break
* 6 chip damage on block
* Forces backroll onhit
kazuyaf,n,d,df+2h20i11-10+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 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+31a
* Knocks down on CH for dash OTG throw.
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.
kingdf+4,3,d+4l, h, L10, 11, 20i14~15, ,i33~35-10-8a FC+22a FC
* Recovers in crouch on hit.
* Otherwise recovers in FDFT.
* Low crush 25~
kingdb+4L20i29~31-17a-3d+27d
* r41 FC on hit
* High crush 6~14
* Low crush 16~29
* Floating state 30~
kingdb+1+2,2m,t15,20i15-9+35g
* Heat Engager
* Heat Dash +5 on block, +67a(+50a) on hit.
* Reversal Break after absorbing attack with muscle armor
* Elbow
* Effective startup is i32
* +35g on heat engager hit
* Shifts to throw on front grounded hit.
* +8g on normal hit without throw
* -5 on block after absorbing an attack with muscle armor.
* 6 chip damage on block after absorbing an attack with muscle armor.
* Transition into +12? JGR with input 3+4 on throw hit
kingb+1,2h, h13, 20i12, i19~20-13+5+70a(+54)*
* Tornado
* Combo from 1st hit with 8F delay
* Combo from 1st CH with 10F delay
* Launches opponent if b+1 on CH.
* Move can be delayed by 6F
* Input can be delayed by 10F
kingb+2,4h, m,t16, 18,20i14, i21-8+10s/+0
* Shifts to throw on front grounded hit.
* Move can be delayed by 10F
* Input can be delayed by 15F
kinguf,n,4m20i23~25-13+32a(+22)
* Low crush 9~
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
* Recovers in FDFT on block and whiff.
* Also can be done in backturn crouching.
* Low crush 11~
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+3t20i12-2+1d
* 1 Throw break.
* 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.
* King suffers 10 recoverable damage on successful 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+4t20i32-2+1d
* Homing
* 2 throw break. Side Switch.
* Very slow crouch dash then grab.
* Opponent recovers in FUFT.
kumaH.df+2+3sm20i15~16+5+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
* Grounded hit on off-axis hit against large body size characters?
kumaf+3+4L20i28~30-23+6a
* Unparryable (bug?)
* High crush 6~
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 / HE
* Balcony Break
* Heat Engager
* Homing
* chip damage
* Transition to HBS 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
larsH.LEN.2m20i16~17-9+65a (+49)
* Tornado
* Elbow
* Consumes 240F of remaining Heat time
* 9 chip damage on block
* High crush 1~15
* Low crush 16~34
lars1,1,1h, m, m5, 8, 20i10, ,i25~26-12+17a
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Combo from 2nd hit with 4F delay
* Combo from 1st CH with 4F delay
* Move can be delayed by 5F
larsf+1,2,3h, m, m10, 11, 20i13, ,i24-5+22c+49a
* Balcony Break
* Combo from 2nd hit CH
* 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
larsf+1+2m20i15~16-13+28
larsdf+1,3m, m12, 20i13, i24-12+13a (+4)
* Balcony Break
* Combo from 1st CH with 1F delay
* Input can be delayed by 1F
larsb+3,4m, h14, 20i17, i23~24-8+19 (+10)
* Balcony Break
larsb+1+2m,m4,20i21~22,i8~9-9+9
* Balcony Break
* Homing
* Can evade jabs from range
larsuf+4m20i25~27-8+42a
* Has high and mid evasive frames
* Increased evasion when performed from crouching state
* Low crush 9~
larsuf+3+4,4sp, m,t20,20,i17~18-40
* Low crush 1~
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
larsws2,3m, h13, 20i13~14, i20-15-3
* Combo from 1st hit
* Transition to LEN 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, +36a (+26)
* Balcony Break
* Jail from 1st block
* Combo from 1st hit with 6?F delay?
* Move cannot be delayed
* Input can be delayed by 6?F
* Forces tech backroll on hit
larsDEN.1+2h20i12~13-10+63a (+47)
* Tornado
* Balcony Break
larsLEN.1L20i16~17-12+4c
* High crush 1~
larsSEN.3M20i14~16-13+29a (+19)
* Low crush 14~
law1,1,1h, h, m5, 5, 20i10, ,i20-12+15c
* Heat Engager
* Heat Dash +5, +36a (+26)
* 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)
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, i16-14+11c
* Tornado
* Balcony Break
* Combos from 1st hit
* Jails from 1st block with ?F delay
* Delayable
* 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+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 as a Just Frame (ex; 4,3~F:DSS.f+1) for 4 more damage on hit and 3 more chip damage on block.
lee2,1,3h, h, h10, 8, 20i10, ,i24-4+20a (+11)+65a (+45)
* Balcony Break
lee3~3:4h, t18, 20i30?, !+0d
* Unbreakable
* Input 4 on frame 31? from previous hit
* Perfect Input not required during Heat
* Partially consumes remaining Heat Time, while Perfect input restores Heat Time
lee1+2m20i21-1+3+26a
* Homing
* Floor Break
* Transition to +2, +6, +29a HMS with 3+4
leef+1+2h,h12,20i13-13+18a (+9)
Balcony Break
leef+3+4M,M10,20i30+4c+8c
Floor Break 9 chip damage
* Low crush
leedf+3,2,3m, h, m13, 13, 20i14~15, ,i22-14+13c g
* Heat Engager
* Heat Dash +5, +42a (+27)
* Balcony Break
* Combo from 1st or 2nd CH with 7F delay
* Move can be delayed by 10F
* Input can be delayed by 11F
leeb+4m20i20-3+7c+64a
* Floor Break
* Spike
* Transition to -2, +8c, +65a HMS with 3
* +18d on crouching opponent
leeub+3M20i18-13+20a (+13)+74a (+58)
* Tornado
* Low crush
leeb,n,4l20i21-13+3+12
*
* High crush
leeuf,n,4m20i23-13+32a (+22)
* Low crush
leews1,4m, h12, 20i13, i20-5+4
*Transition to -8, +1 HMS with 3
leeFC.df,d,DF+3l20i18~24-15~-9+5+5d
* * Frame advantage on block depends on spacing: Ranges from -15 up close, to -9 at tip range.
* Bufferable from full crouch
* High crush
* Low crush
leeHMS.1,1,1h, h, h7, 7, 20i12, ,i20-7+44d (-14)
* Heat Engager
* Heat Dash +5, +34d
* Balcony Break
* Combo from 1st hit
leeHMS.3h,t21,20i18-3+0d
* Strong Aerial Tailspin
* Homing
* Shifts to throw on hit from the front
* 6 chip damage
* Power crush 8~
leeHMS.4l20i22-13+4c+72a (+56)
* Instant Tornado on CH
* High crush 6~
leeHMS.u+4M20i26~29+5c+8c
*
* Low crush 16~
leeMS.3+4l20i25~31-15~-9+5c+5d
* High crush
* Low crush
leeuf+1+2t20i12~14-3+23d
* Throw break 1+2
* Alternate input HMS.uf+1+2
leo2,2h, m9, 20i11, i22-12+6
Combo from 1st Hit
leoLTG.f+2,4,3h, h, M14, 16, 20i14~16, ,i32~35+3c~+7c+16d
* Balcony Break
* Spike
* Combo from 1st hit
* Transition to BOK with D (+6c~+10c/+19d~+22d
* 8 chip damage on block
* Consumes 240F of heat timer during heat
* Low crush 16~
leodf+1,2m, h13, 20i13~14, i18-6+9d+34d (+26)
*
Tornado
*
Balcony Break
* Combo from 1st CH with 7?F delay
* Move can be delayed 8?F
leodf+2+3L20i21~22-12~-11+5+21d
* High crush 6~
leoLTG.db+4,1,1+2L, m, m11, 27, 20i20~22, ,i15~16-15~-14+6a (-3)
* Balcony Break
* Shoulder
* Combo from 1st hit
** +27a (+17)
* 8 chip damage on block
* Partially consumes remaining heat time during heat
leodb+1+2,1m, m17, 20i21~23, i17~18-12~-11+22a (+17)
* Balcony Break
* Combo from 1st hit with delay
leob+4,1m, m13, 20i18, i30~31-12~-11+15a (+6)
** Balcony Break
* Combo from 1st hit
* Cancel to FC -16 -3 with D
leof,F+3M20i26~29-7c~-4c+3d
* Enter BOK +0 +10d with d
* Low crush 9~
leouf,n,4m20i23~25-13~-11+32a (+22)
* Low crush 9~
leows3,1,2M, m, h9, 9, 20i13~14, ,i24~25-9~-8+6d+31d (+23)
* Combo from 1st CH or 2nd CH
* Alternate input CD.3,1,2
leoFC.df+3L20i21~23-26~-24+37a
leoBOK.1,2m, m14, 20i13, i17~18-14~-13+72 (+56)
* Tornado
* Combo from 1st hit
leoqcf+3+4m,m6,20i18~20 i22~24-6~-4+13g
* Homing
* Balcony Break
* Low crush 17~
leoKNK.1,4h, h12, 20i18, i22~24+4+32a (+6)
* Strong Aerial Tailspin
* Balcony Break
* Combo from 1st hit with 7F delay
* Transition to r18 BOK with D (+8/+32a (+6))
* 4 chip damage on block
* Move can be delayed by 10F
* Input can be delayed by 12F
leoKNK.2h20i13~14-4+22a (+13)+58a
* Balcony Break
leoKNK.1+2M20i22~24-6+21+41a (+31)
* Tornado
* Balcony Break
** On non-CH grounded connect
* 6 chip damage on block
leroyH.b+1+220-9+35a (+27)
* Balcony Break
* Consumes 210F of remaining Heat time
* Crumple stun +14F after CH
leroy2,2h, h10, 20i12, i25~26-7~-6+7~+8
* Elbow
* chip damage on block
leroy1+2,1+2,1h,h,h, h,h,h, m9, 9, 20i14, ,i17~18-17~-16+7a(-2)~+8a(-1) / HE
* Heat Engager
* Balcony Break
* Elbow
* Combo from 1st hit
* Delayable
* jails
leroyf+2,3,4h, m, m15, 15, 20i14~16, ,i21~22-9+8+38d (+30)
* Knee
* Transition to HRM
* Combo from 2nd hit CH
leroyf+3,1+2,4m, h, m14, 15, 20i14~15, i20~21-16~-15+13a (+6)
* Tornado
* Natural combo from 2nd hit
leroyf+1+2m20i17~18-13+20a (+15)
* Balcony Break
* Elbow
* Power crush
leroydb+1,2m, M12, 20i16~17, i21~22-12~-11+17a(+0)
* Tornado
* Balcony Break
* Combo from 1st hit
leroyd,df,f+2h20i16~17-6~-5+29a (+22)
chip damage on block
leroyf,F+3h20i18~23-2~+3+33d
* Strong Aerial Tailspin
* Balcony Break
* 6 chip damage on block
* Low crush
leroyuf,n,4m20i23~25-13+32a (+22)
* Low crush
leroySS.1+2h,h,h3, 3, 20i14, i6, i6+7+25g
* Balcony Break
* Opponent recovers crouching on hit
* 8 chip damage on block
* Power up during Heat (partially uses remaining Heat time)
leroyHRM.4,1+2M, M,m13, 5,20i11~12, i24~25 i8~9-14~-13+27a (+12)
Tornado
leroyHRM.1+2,1m,h,h,h, m3,3,3,3, 20i14, i17~18-17+7a(-2)/HE
* Heat Engager
* Heat Dash +5g +36a(+26)
* Balcony Break
* Elbow
* Jailing
* Delayable
lidia2,2h, h8, 20i11, i20-4+11g
* Strong Aerial Tailspin
* Balcony Break
* Combo from 1st hit with 4f delay
* Transition to CAT on hit or block only
* CAT transition is -12
lidia4,3h, m14, 20i13, i29~30-14+27a
* Balcony Break
* Combo from 1st CH
* Low crush 20~36
* Floating state 37~45
lidia1+2m20i31-9+17g
* Balcony Break
* Cancel with b,b or f,f
* Opponent recovers crouching on hit
* Hold for 20~30 frames
lidia3+4m,m6,20i20~21, i18+0+23g
* Jail from 1st attack
* Balcony break on airborne hit
* Transition to CAT on hit or block only
* Low crush 16~40
lidiaf+1+2,3,1+2h,m, m, m,m5,4, 5, 4,20i14, i9~10, ,i14,i22-15+20d (+15)
* Heat Engager
* Heat Dash +5, +43d (+35)
* Power up with input qcf+1+2 (adds 5 dmg to last hit)
* Jail from any attack
lidiadf+3,4m, m15, 20i14~15, i22-12+31a (+23)
* Balcony Break
* Combo from 1st CH with 2f delay
lidiadf+4,2m, h12, 20i15, i26-8+11d
* Tornado
* Elbow
* Combo from 1st hit with 1f delay
* Balcony break on airborne hit
lidiad+1m20i19~20-7c+6c+21d
Spike
lidiad+3,1,2l, h, h9, 8, 20i15, ,i17-6+17c
* Tornado
* Balcony Break
* Combo from 2nd hit
* Combo from 1st CH
* Forces tech backroll on hit
lidiauf+1,Pm, h18, 20i23, i16+11g
* Balcony Break
* Input P:2 to deal 23 damage
lidiaf,F+2m20i13+5+15g+17
* Transition to HRS on hit or block only
* Input f,f,F+2 to power up
lidiauf,n,4m20i23~25-13+32a (+22)
* Low crush 9~30
* Floating state 31~33
lidiaws1,4m, m12, 20i13~14, i21~22-13+21a (+16)
* Balcony Break
* Knee
* Combo from 1st hit with 1f delay
lidiaws3m20i14~15-12+32a (+24)+71a (+55)
* Balcony Break
* Tornado
* Knee
* Low crush 14~22
* Floating state 23~25
lidiaCAT.3h20i13~14-4+11g
* Heat Engager
* Heat Dash +5, +62a (+42)
* Balcony Break
lidiaHRS.4m20i28+8+22d+44a
* Spike
* 6 chip damage on block
* Transition to WLF on hit or block only
lidiaP.b+1+3h,h,h5,5,20i16, i16, i16+23a (+18)
Input 2 within a 2f window (15~16) on the second punch, adds 2 damage
* 15
* 16
lidiaWLF.4L,M10,20i20,i23~25-14c+5c
* Floor Break
* Second hit available on hit or block only
* Power up based on Heaven and Earth level
**HAE lvl.0 30 damage
**HAE lvl.1 32 damage
**HAE lvl.2 34 damage
**HAE lvl.3 38 damage
*** lvl.3 +2d on hit
liliH.BT.2+3l,M,M,M15,5,5,20i16 i27~28 i6~8 i20~22-8+23a (+5)
* Heat Smash
* Homing
* Balcony Break
* 5 chip damage
* High crush 4~?
* Low crush 25~?
lili1,2,4h, h, m5, 12, 20i10, ,i29~34-9~-4+2a (-7)
* Balcony Break
* Input can be delayed 4f
* Move can be delayed 3f
* Powers up in Heat
* Chip on block [6]
* Low crush 22~42
* Floating state 43~45
lili2,4h, h8, 20i10, i22~26-2~+2+24a (+15)
* Balcony Break
* Combo from 1st hit with 5f delay
* Move can be delayed 10f
lili3,1m, m12, 20i15~16, i27~28-13+14d
* Heat Engager
* Heat Dash +5 +36a (+26)
* Balcony Break
* Combo from 1st hit
* +11d on BT hit
lili3+4h,h10,20i23~24 i14~15-2+20a (+11)
* Heat Engager
* Heat Dash +5 +62a (+42)
* Homing
* Balcony Break
* Jail from 1st attack
* Chip damage on block [8]
* Low crush 22~36
* Floating state 37~39
liliH.3+4,3+4h,h,m,M10,10,15,20i23~24 i14~15 i36~38 i9~11+7+20d(-15)
* Homing
* Floor Break
* Partially consumes remaining Heat time
* Low crush 22?
lilif+2,3h, m10, 20i12~13, i22~23-15+24a (+7)
* Balcony Break
* Combo from 1st hit with 4f delay
* Move can be delayed 8f
lilif+3+4m,M6,20i18~20 i11~13-9+1d
* Floor Break
* Jail from 1st attack
* +12d on hit if the first kick whiffs
* Low crush 11~27
* Floating state 28~30
lilif+3+4,3m,M, M6,20, 20i18~20 i11~13, i30~33-8+23a
* Floor Break
* Combo from 1st hit
* Input can be delayed 3f
* Move cannot be delayed
* Interrupt with i15 from 1st block
lilif+3+4,3,4m,M, M, M6,20, 20, 20i18~20 i11~13, ,i19~23-20+10 (+3)
* Combo from 1st hit
* Input can be delayed 12f
* Move can be delayed 11f
* Interrupt with i3 from 2nd block
* Huge pushback on block, difficult to punish
* Steel pedal
* Low crush 19~43
* Floating state 44~46
lilidf+3m20i20~22+3c+8c+19a
* Floor Break
lilidf+3+4,3+4M, m,m14, 5,20i24~29, i26~28 i5~6-7+2d
* Floor Break
* Combo from 1st hit
* +25a on hit when only the last kick connects
* Low crush 15~36
* Floating state 37~39
lilidb+4L20i30~31-24+76a (+60)
* Homing
* Snake Edge
* Instant Tornado
* Stagger on block
* High crush 7~37
lilidb+3+4L20i24~25-18+3d+33a
* High crush 16~
liliu+3m20i22~23-16+25a (+15)
* Enter DEW -13 +28a (+18) r31 with F
* Low crush 16~33
* Floating state 34~36
liliu+3,3,3+4m, m, m,m20, 15, 5,20i22~23, ,i27~29 i5~6-8+13d
* Floor Break
* Combo from 1st hit
* Available only on hit or block
* Low crush 1~27
* Floating state 28~32
lilif,F+2m20i16-13+21a
* Balcony Break (airborne)
lilif,F+3,3+4m, m,m15, 5,20i22, i27~29 i5~6-8+13d
* Floor Break
* Combo from 1st hit
* Available only on hit or block
* Floating state 1~3
liliuf,n,4m20i23~25-13~-11+32a (+22)
* Low crush 9~30
* Floating state 31~33
liliws1,2,4m, h, L10, 16, 20i13~14, ,i22~23-14+12a+43a
* Combo from 2nd CH with 7f delay
* Input can be delayed 11f
* Move can be delayed 10f
* High crush 13~51
liliSS.3M20i16~17-9+35d (+27)
* Balcony Break
* Sidestep takes 9f, effective startup i25~26
* Hit vs BT +15d
liliBT.1,2h, M8, 20i8, i24~26-13+16a (-1)
* Tornado
* Balcony Break
* Combo from 1st hit with 6f delay
* Move can be delayed 10f
* Low crush 27~39
* Floating state 40~42
liliBT.3,4m, m12, 20i14~15, i30~33-12+39d (+31)
* Balcony Break
* Combo from 1st hit
* Low crush 26~43
* Floating state 44~46
liliBT.4m,M10,20i26~28 i21~22-7+11d
* Floor Break
* Combo from 1st hit
* 2nd kick is delayed 6f, effective startup of 2nd hit i28~29
* Floating state 13~48
liliBT.1+2m,m5,20i13~14 i3~4-11c+16a
* Floor Break
liliBT.d+3,4L, m8, 20i17~19, i22~24-13+27a (+12)
* Combo from 1st CH
liliDEW.1,2m, m12, 20i15~16, i23~24-14+20a (+10)+54a
* Balcony Break
* Combo from 1st hit with 3f delay
* Move can be delayed 18f
* Cancel to BT -14 -9 -3 r35 with B
liliDEW.2,1m, m13, 20i14, i22~23-13+17d
* Heat Engager
* Heat Dash +5 +67a (+50)
* Balcony Break
* Spike
* Combo from 1st hit with 9f delay
* Input can be delayed 14f
* Move can be delayed 10f
liliRAB.2m20i20~21-9+13d
* Heat Engager
* Heat Dash +5 +36a (+26)
* Balcony Break
* Powered up during Heat: 24 damage
liliRAB.3L20i20~21-13+3c+70a (+54)
* Homing
* Instant Tornado on CH
* Powered up during Heat: 22 damage and KND on normal hit
* High crush 6~
miary-zo1,2,2h, h, h5, 6, 20i10, ,i28~30-7+14d+67a (+51)
* Tornado
* Balcony Break
* Weapon
* Combo from 1st CH
* Chip damage on block
* Instant Tornado on CH
* Hit vs BT +11d
miary-zo2,2h, h10, 20i11, i28~30-7+14d+67a (+51)
* Tornado
* Balcony Break
* Weapon
* Combo from 1st hit with 2f delay
* Move can be delayed 2f
* Chip damage on block
* Instant Tornado on CH
* Hit vs BT +11d
miary-zo3,2m, h12, 20i13~14, i26~28-6+24a (+14)
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Combo from 1st hit with 5f delay
* Move can be delayed 5f
* Chip damage on block
* Low crush 14~31
* Floating state 32~34
miary-zo4,4h, h12, 20i12, i29~30-13+6
* Jail from 1st attack
* Transition to BAO +6 r26 automatically on hit only
* Cancel BAO transition -13 +0 r32 with B
* Low crush 30~50
* Floating state 51~53
miary-zof+4,2m, m12, 20i18, i31-9+16a (+7)
* Balcony Break
* Weapon
* Combo from 1st hit with 1f delay
* Input can be delayed 1f
* Move cannot be delayed
* Chip damage on block
* Interrupt with i7 from 1st block
* f+4,d+2 to push opponenet to foreground
* f+4,u+2 to push opponenet to background
* Power up in Heat
miary-zof+3+4,2m, m10, 20i18, i29~30-20+64a (+48)
* Tornado
* Combo from 1st hit with 2f delay
* Input can be delayed 2f
* Move cannot be delayed
* Chip damage on block
* Instant Tornado on hit
* Can hit grounded when off-axis, steel pedal effect
* Low crush 31~55
* Floating state 56~58
miary-zodf+1,1,2m, h, M10, 17, 20i13, ,i30-12+5a+50a
* Spike
* Weapon
* Input can be delayed 1f
* Move cannot be delayed
* Chip damage on block
miary-zodf+3,3m, m15, 20i20~21, .i26~27-13+15a (+6)
* Balcony Break
* Weapon
miary-zod+2M20i26-4c+8d+53a
* Spike
* Weapon
* Chip damage on block
miary-zou+1+2m20i22+4+13c
* Floor Break
* Chip damage on block
* Hit vs BT +25d
* Low crush 9~22
miary-zouf+2,4h, m14, 20i17, i31~32 i5~6-11+6c
* Floor Break
* Combo from 1st hit CH
* Low crush 15~34
* Floating state 35~37
miary-zows1,4m, m12, 20i13~14, i20-13+18a (+9)
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Combo from 1st hit with 9f delay
* Move can be delayed 9f
miary-zows3m20i20+4+7c+54a
* Spike
* Hit vs BT +14d
miary-zoBAO.1,4h, m,m12, 5,20i13~14, i25~26 i7~8-5+24d
* Balcony Break
* Floor Break
* Combo from 1st hit with 1f delay
* Input can be delayed 1f
* Move cannot be delayed
* 6 chip damage on block
* Low crush 1~31
* Floating state 32~34
miary-zoBAO.4L,m18,20i18~19 i27~28-24-2d+66a (+50)
* Tornado
* Jab evasion?
* 2nd available only on hit or block
* Low crush 1~43
* Floating state 44~46
miary-zoMOR.1,4m, m14, 20i13, i22~23-13+6+35a (+25)
* Knee
* Combo from 1st hit with 10f delay
* Input can be delayed 10f
* Move can be delayed 7f
* Transition to BAO +6 r24 automatically on hit only
* Cancel BAO transition -13 -6 r36 with B
* Low crush 15~38
* Floating state 39~41
miary-zoMOR.2M20i15~16-6+18a (+1)+72a (+56)
* Tornado
* Balcony Break
* Elbow
* Jab evasion?
* Steel pedal
miary-zoMOR.3m20i17-13+12a (+3)
* Balcony Break
* Block advantage -9 on successful attack absorption, deals chip damage
* Power crush 7~16
miary-zoH.MOR.4,3,1+2L, h, m10, 14, 20i17, ,i29~30-17+14a (-3)
* Balcony Break
* Weapon
* Combos from 1st hit
* Partially consumes remaining Heat Time
* High crush
nina3,3,3,4h, h, h, h14, 4, 6, 20i14, ,i24-6+20a (+11)
* Balcony Break
* Combo from 3rd CH with 6f delay
* Input can be delayed 10f
nina3,4h, h14, 20i14, i22-6+20a (+11)
* Balcony Break
* Combo from 1st hit with 8f delay
* Input can be delayed 10f
nina4,3h, m15, 20i11, i29~30-2c+5c+21a
Spike
nina4,4,4h, h, L15, 21, 20i11, ,i30~31-12+4c+46a
* Balcony break on airborne hit
* Combo from 2nd CH
* High crush 16~55
nina1+4m,m4,20i15~16 i13~14-5+4c+6c
* Spike
* Transition to CD with F
* Second hit is +7c on CH if the first hit whiffs
nina3+4m20i18~19-10+11g
* Balcony Break
* Homing
* Enter CD -6 +15g t34 r15 with F
ninaf+2,1,3h, m, M12, 12, 20i13, ,i27~29-15~-13+27a
* Tornado
* Combo from 2nd hit with 2f delay
* Combo from 1st CH
* Input can be delayed 19f
* Move can be delayed 18f
* Low crush 26~40
* Floating state 41~43
ninaf+3h,h10,20i14~15 i10~11+3~+4+24a (+15)+54a
* Balcony Break
* Does not jail
* 2nd hit is homing
ninadf+3,1,2m, h, M13, 10, 20i14, ,i25~27-12c+16a+16a
* Balcony Break
* Spike
* Combo from 2nd hit
* Combo from 1st CH
* Opponent is closer on CH, can combo
ninad+2,2L, M13, 20i20, i28~29-12+17a (+0)+71a (+55)
* Tornado
* Balcony Break
* Combo from 1st CH
ninad+3,4,3L, h, m10, 14, 20i16, ,i29~30-7+22a
* Balcony Break
* Spike
* Combo from 2nd hit
* Combo from 1st CH
* Interrupt with i5 from 2nd block
ninadb+2m20i24~25-5+8+11 +61a
* Strong Aerial Tailspin
* Homing
ninab+2,2,2h, h, h12, 16, 20i12, ,i25~26-9+9g+45a
* Balcony Break
* Combo from 1st CH
* Combo from 2nd CH with 5f delay
* Cancel to SS -25 -14 with D_U
* If Nina uses a SS attack after the cancel, interrupt with i22 on block, i11 on hit
* Input can be delayed 13f
ninab+1+2m,m5,20i16 i8~10-4+5a
* Removes Recoverable Health
* Balcony break on airborne hit
* Combo from 1st hit only if the second hit connects on i8
* 2nd hit available only as combo from 1st
* If the second hit connects on i9~10, frame advantage on hit will be -16
* Powered up in heat
ninab+3+4,3h, M16, 20i14~15, i28~29-15~-14+27a
Tornado
* Low crush 31~43
* Floating state 44~46
ninau+3m20i14-15+16a (+6)
Balcony Break
* Low crush 6~26
* Floating state 27~29
ninauf+1m20i26-5+26a
Spike
* Low crush 10~26
ninauf+3m20i14-10+21a (+11)
Balcony Break
* Low crush 6~26
* Floating state 27~29
ninad,DF+4L20i20~24-37+14a+27a
Faster version of df+3+4
* High crush 1~
ninaf,F+2h20i14-4+32a (+24)
* Balcony Break
* Cannot be buffered
* Transition to +6, +42d CD with F
ninaf,F+4M20i28~32-10~-6+9g~+13g+21a
* Spike
* Tech roll to r32 FC on frames 29~34
* 5 recoverable self-damage on whiff without tech roll
* Clean hit on block +16g~+20g, 30 damage
* Opponent recovers crouching
* Cannot be buffered
* Low crush 4~
ninauf,n,D+3,4,3L, h, m15, 14, 20i43, ,i29~30-7+22a
* Balcony Break
* Spike
* Combo from 2nd hit
* Combo from 1st CH
* Interrupt with i5 from 2nd block
ninaf,f,F+3,3m, M10, 20i20~21, i32~35-4~-1+17a
* Spike
* Combo from 1st hit
* Chip damage on block
* Low crush 19~34
* Floating state 35~37
ninaws1,4m, m17, 20i13~14, i34~35-3c+21d
* Spike
* Move can be delayed 3f
ninaqcb+4M20i19~20-12+68a (+52)
* Tornado
ninaHHD.1t20-9+3
* Removes Recoverable Health
* Throw break 1
* Powered up input: HHD.3,4,2+4
* Alternate name: Double Snap
ninaTSS.2t20+3d
* Removes Recoverable Health
* Throw break 2
* Powered up input: TSS.1,2,4,3,1+3
panda4h20i14-6+5+30a
* Balcony Break on CH
pandaf+2,1h, h11, 20i12, i20-5+36a (+10)
* Balcony Break
* Combo from 1st hit with 9F delay
* Move can be delayed by 13F
pandaf+1+2,1+2m, M16, 20i18, i30~31-14+65a (+49)
* Tornado
* Combo from 1st hit
* Grounded hit on off-axis hit against large body size characters?
pandaf+3+4L20i28~30-23+6a
* Unparryable (bug?)
* High crush 6~
pandadf+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
pandadb+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
pandadb+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
pandadb+4l20i21~22-23+6+74a (+58)
* Tornado
* High crush 6~
pandab+2,1,1+2m, h, m12, 14, 20i15, ,i26-11+15a (+6)
* Balcony Break
* Combos from 2nd hit CH
pandab+1+2h,m10,20i18~19 i12~13-8+13d / HE
* Balcony Break
* Floor Break
* Heat Engager
* Homing
* chip damage
* Transition to HBS with input D or 3+4 (does not shift when using Heat Dash)
pandab+3+4m20i22~23-28+61a
* Alternate input: ws3+4
* Tornado
pandauf+1m20i26~28-6+22a
* Alternate input: ub+1 or u+1
* chip damage on block
* Low crush
pandauf+2m20i28~30-6+30a+65a (+45)
* Balcony Break
* Homing
* Tailspin
* Alternate input: ub+2 or u+2
pandauf+4m20i29~30-6-10a (-20)
* Balcony Break
* Low crush
pandaws1,2m, m13, 20i13~15, i18~19-13+6 (+20g)+18
* 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
* Wallsplat on CH
pandaws2m20i15~16-12+29a (+19)
pandaws4m20i11~12-6+5
pandaHBS.1,2m, m10, 20i12~13, i24~25-13+4+13c
*Hold 2 to power up, up to 2 charge levels
pandaHBS.1,2*m, m10, 20i12~13, i33~34-12+13c+49a
* chip damage on block
* Heat skips to Level 2 charge
pandaHBS.df+2m20i15~16-17+35a (+25)
* Tornado
<Showing 2401-2800 of 6205 moves>