mokujin

mokujin

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CharCommandHit levelDamageStartupBlockHitCounter hitNotes
annadb+2m17i15~16-9+8s+36a
* Strong Aerial Tailspin
* Transition to r31 TOM on hit automatically
* +13a (+4) on BT hit
annab+4m17i19~21-9+11g+17g
* Strong Aerial Tailspin
* Homing
* Balcony Break on CH
* Transition to r24 HAM on hit automatically
annauf+1,3h, m6, 17i13, i15-16+7+51a
* Combo from 1st CH with 12f delay
* Input can be delayed 12f
* Move can be delayed 11f
annaws1,2m, M10, 17i13~14, i18~19-13+9s
* Strong Aerial Tailspin
* Transition to r30 TOM on hit automatically
* Combo from 1st hit with 10F delay
* Input can be delayed 10F
* Move can be delayed 10F
annaCJM.1h17i11~12+0+7+14
annaHAM.3L17i20~21-14-3+6c
* Homing
* Transition to r25 CJM with B (-7/+4/+13)
* High crush 8~
armor-king3h17i15~16-4+3
* Has good right sidestep tracking
armor-king4h17i13-5+6+6s
armor-king1+2,4m, m10, 17i17~19, i19~20-13+8+58a
* Combo from 1st hit
armor-king3+4,1M, h14, 17i25~32, i14~15-8+8
* Combo from 1st hit
* Transition to BAD with F (-8/+8)
armor-kingdf+3m17i17~18-5+5+49a
Knee
armor-kingd+2m17i17~18-5+5+13
armor-kingb+1+3,2m17i17-9+3+27a
* On CH transition to True Dark Smash
armor-kingb+3h17i16~18-12+66a (+50)
* Balcony Break
* Tornado
armor-kinguf+3m17i19~21-8+5+35a (+25)
Knee
* Low crush
armor-kingws2m17i12-9+3+27a
* On CH transition to True Dark Smash
armor-kingSS.2l17i19~20-12+3+6c
* High crush
asuka1,1,3h, m, m5, 15, 17i10, ,i21~22-5+6+14c
* Combo from 2nd CH with 9f delay
* Input can be delayed 10f
asuka3m17i14-7+9
asuka3,1m, m17, 17i14, i18~19-11+8+35a (+27)
* Combo from 1st hit with 14f delay
* Input can be delayed 14f
* Move can be delayed 10f
* Balcony break on CH
asukaf+1m17i20-7+4
asukaf+1,3m, m17, 17i20, i21~22-5+6+14c
* Combo from 1st CH with 9f delay
* Input can be delayed 10f
asukadb+3L17i20-12+4c+14g
asukab+1L17i29~30-10+6+0d
* Transition to attack throw on CH, +22 damage
* Cancel to r14 FC with D
* High crush 6~
asukab+4m17i15~16-7+8+56a
Knee
asukauf+3m17i20~21-3+8+33a
* Low crush 11~27
* Floating state 28~30
azucena1+2h17i15-8+13g+56a
Balcony Break
* High crush 8~15
azucenaf+2,1h, m14, 17i17~18, i22~23-10+5
* Combo from 1st hit with 7f delay
* Move can be delayed 8f
azucenadf+3m17i17~18-5+5+59a
Knee
azucenauf+3,4h, m20, 17i21~22, i20~21-14+15a (+6)+55a
* Strong Aerial Tailspin
* Balcony Break
* Combo from 1st hit with 11f delay
azucenaws1m17i13~14-8+6+32a (+26)
Only hits grounded up-close and off-axis
azucenaFC.df+3L17i18~19-13+3c+13c
* High crush 1~
azucenaBT.1+2m17i14~15-11+3+58a
bryand+2m17i14~15-2+8c
* Spike
* Elbow
* Transition to FC with D (-2/+8c)
bryanws3m17i12-10+4+33a (+27)
* Knee
claudiodb+3L17i21~22-15~-14+3c+13c
* High crush 6~
claudiob+1m17i18~19-8+9a
* Homing
* Balcony Break
clive4,2m, M8, 17i12, i20~21-11+3
* Weapon
* Combo from 1st hit
* Input can be delayed 3f
devil-jinf+2,4m, m14, 17i17~18, i15-11+0+29a (+23)
* Knee
* Combo from 1st hit with 15F delay
* Move can be delayed 13F
* Input can be delayed by 15F
devil-jindf+2m17i15-9+6+9
* Transition to MCR with F on hit or CH (+14/+17)
** -11/-8 on an empty MCR transition
* Has good right sidestep tracking
dragunov4,1h, h10, 17i12, i17~18-4+8
* Balcony Break on airborne hit
* Combo from 1st hit
dragunovf+4,4,3h, h, h16, 11, 17i14~15, ,i22~23-5+21a (+12)
* Balcony Break
* Interrupt with i6 from 2nd block
dragunovdb+3l17i27~29-26-2c+67a (+51)
Clean hit +67a (+51)
* High crush 6~49
dragunovb+2,1,3m, h, l14, 11, 17i15, ,i29~31-26-2c+1d
* Clean hit +4
* Shift to Clipping Heel Hook on close range CH
* High crush 15~050
dragunovb+3h17i14~15-9+11g
* Homing
* Balcony Break
* +18a (+9) on BT hit
* Transitions to throw on counterhit from the front
* 20 damage, +1d
* Removes Recoverable Health
dragunovb+4,2,1m, m, h15, 10, 17i14, ,i23~24+1+5+14c
* Combo from 2nd hit with 7F delay
* Move can be delayed by 10F
dragunovb+4,2,1+2m, m, t15, 10, 17i14, ,i40-5+3d
* Throw break 1+2
** Recovery in BT
** Unbreakable during Heat
** Partially uses remaining Heat time
* Alternate input:
** ss2,1+2,1+2
** ss3+4,1+2
** PGR.1+2
** (Face down).1+2,1+2
** f,f,F+2,H.1+2
** FC.df+1,H.1+2
dragunovws1,3m, m11, 17i12~13, i17~18-13+15a (+6)+36a (+0)
* Balcony Break
* Combo from 1st hit
eddy1+2m17i20+3c+5c+14c
* Spike
* Elbow
eddyf+2,4m, l15, 17i18, i23~24-14c+2+71a(+55)
* Combo from 1st CH with with 12f delay
* Input can be delayed 17f
* Move can be delayed 15f
eddydf+3m17i15~18-18~-16+31a (+21)
Tornado
* Floating state 19~33
eddyd+3L17i21~22-14c+4c+27g
* High crush 6~54
eddySS.3m17i25~26+0+8
* Transition to RLX
* Cancel to RLX with D
* High crush 6~54
eddyRLX.1,3L, m11, 17i17, i25~26-14+5c+42a
* Transition to RLX
* Combo from 1st CH with 5F delay
* Move can be delayed by 9F
* Input can be delayed by 10F
eddyRLX.2,4m, h16, 17i18~19, i29~30-5+2
* Combo from 1st hit
* Transition to RLX with D (+3/+10)
fahkumram1,4h, h5, 17i10, i17-8+8
* Combos from 1st hit
fahkumramb+2h17i14-15-6
fahkumram...GRF.3*~dL,h15,17i27,i23-12+11a (+10)
* Balcony Break
* Consumes GRF
* Partially consumes remaining Heat time
* +31a (+5) if only the 2nd hit hits
feng4h17i11-9+2+27g
fengf+3,2m, h10, 17i21, i21~22-3+8+43a (+35)
* Combo from 1st hit with 7F delay
fengdf+3M17i18~19-9+76a (+60)
* Tornado
* Can be accessed from a manual CD input with input qcf,df+3
fengb+1h17i10~11-12+1+36a (+28)
* Balcony Break on CH
fengws2m17i15~16-7+29g+78a (+62)
* Tornado (CH Only)
heihachi1,b+2h, m5, 17i10, i22-2+8
* Combo from 1st CH with 3f delay
* Input can be delayed 10f
* Move can be delayed 7f
* Enter FUJ r30 with D
heihachi1,b+2,2h, m, m5, 17, 17i10, ,i25~26-13c+6c
* Spike
* Head
* Combo from 2nd hit
heihachiuf+3m17i28~29-10-10a (-20)
* Balcony Break
* 2nd hit available only on hit or block
* Low crush 9~
heihachiuf+4m17i24~26-9+43a
* Homing
* Balcony Break
* Low crush 9~29
* Floating state 31~32
heihachiws1m17i13~14-14+35d (+27)
* Balcony Break
heihachiFC.df+2m17i15-14+37a (+27)
* Tornado
heihachiFUJ.3m17i28~29-10-10a (-20)
* Balcony Break
* 2nd hit available only on hit or block
* Low crush 8~
hwoarang4,4,4h, h, h14, 13, 17i11~12, ,i25~26-2+8
* Transition to RFF
* Combo from 2nd CH with 1F delay
* Cancel and transition to r15 RFS with F (-17/-6)
* Input can be delayed by 1F
* Move cannot be delayed
* Low crush 19~
hwoarangf+1+2m17i15-9+2+14
* Also possible during RFF
hwoarangdf+3+4m,h,m7,4,17i13,i14,i24~25-14+4c
* Heat Engager
* Heat Dash +5, +43d (+35)
* Jails
* 5 chip damage on block
* Also possible during RFF
hwoarangb+3M17i16~17-19+35a (+25)
* Tornado
hwoarangb+4h17i13~14-10+1+50a
* Transition to RFF
hwoarangLFS.d+4L17i20~21-12+4+14d
* Transition to RFF
hwoarangRFF.b+2m17i16~17+4~+5+6c~+7c+25d~+26d
* 5 chip damage on block
* Remains in RFF
hwoarangRFF.b+3h17i13~14-10+1+50a
* Sidesteps to the right
hwoarangRFS.4m17i14-9+3
* Transition to RFF
* Increased chip damage scaling on block during heat
** 5 chip damage on block in heat
hwoarangRFS.df+4m17i17~19+1+8c+26a
* Increased chip damage scaling on block during heat
** 4 chip damage on block in heat
hwoarangRFS.u+4h17i25~26-2+8
* Homing
* Transition to RFF
* Link to LFF.(4,4,4),4 extension
** Combo from 1st hit with 4F input delay
** Extension cannot be delayed
* Increased chip damage scaling on block during heat
** 5 chip damage on block in heat
* Low crush 19~
jack-8df+4m17i15-9+5+14c
jack-8b+1m17i20-11+8
*
jack-8b+1,2m, m17, 17i20, i26-14c+15d+47a
* Elbow
* Combo from 1st hit with 5F delay
* Combo from 1st CH with 11F delay
* Interrupt with i8 from 1st block
* Move can be delayed by 7F
* Input can be delayed by 11F
jack-8ws2,1m, m10, 17i14, i15-14c+3d+49a
* Combos from 1st hit
jack-8FC.df+4,2m, M10, 17i12, i20-14+4c+19d
* Elbow
jin1,3,4h, L, l5, 9, 17i10, ,i23-13+3+29a
* Combo from 2nd CH with 7f delay
* Input can be delayed 12f
jin3h17i14-7+4
jinf+3,1m, m12, 17i14, i22-12+4
* Heat Engager
* Heat Dash +36a (+26), +5
* Combo from 1st hit with 8F delay
* Move can be delayed by 7F
* Input can be delayed by 8F
* Balcony break on airborne hit
jinb+3m17i16-6+5
* Knee
* Enter ZEN -2 +9 r20 with F
jinuf+3m17i22~23-9+6+59a
* Low crush 9~23
* Floating state 24~26
jinb,f+2,3m, m15, 17i15~i16, i25-9+6+59a
* Combo from 1st hit with 4f delay
* Input can be delayed 9f
* Enter ZEN +2 +17g +71a r20 with F
jun4h17i12-9+7+32d
jun1+4,3,4SL,h, m, L5,8, 15, 17i14 i17, ,i25~26-13~-12+4c~+5c+26a
Combo from 3rd CH
junf+3,2m, h13, 17i16, i20~21+4+11+20c
* Homing
* Combo from 1st hit with 10F delay
* Move can be delayed by 5F
* Input can be delayed by 10F
* Restores 2 health on hit
* Gain 6 Kazama Essence on normal hit and 5 on airborne hit
jundf+1,1m, m10, 17i13~14, i24~25-11+2+13g
* Combo from 1st hit
* Interrupt with i5 from 1st block
jundf+3+4m17i24~25-11+1
jundf+3+4,4m, L17, 17i24~25, i25~26-13+4c+26a
Combo from 1st CH
junb+4,2m, M14, 17i13~14, i22~23-13+5+28a (+18)
Combo from 1st hit with 8f delay
junu+2h17i23~24+4+11+20c
* Homing
* Restores 2 health and 2 recoverable on hit
* Gain 6 Kazama Essence on normal hit and 5 on airborne hit
junuf+3m17i20~21-6+5+30a
Balcony Break (airborne)
* Low crush 11~27
* Floating state 28~30
junws1,4,2h, m, L14, 16, 17i12~13, ,i23~24-16+0c+13a
* Spike
* Combo from 2nd CH
* High crush 17~
junMIA.1+2m17i20~21+4+11g
* Homing
* Strong Aerial Tailspin
* Balcony Break on airborne hit
* Transitions to IZU on hit or block
* Gain 6 Kazama Essence on normal hit and 5 on block or airborne hit
* High crush
kazuyaH.2+3L,m,th9,14 (20),17 (34)i18, i27-14+0d
* Heat Smash
* Balcony Break
* 8 chip damage
kazuya3,1,4h, h, m12, 10, 17i14, ,i21~22-6+8+40d (+32)
* Knee
* Combo from 2nd CH with 6f delay
* Move can be delayed 14f
kazuya4~3m,M18,17i31~33 i2~4-11a-1a
* Floor Break
* +21a on hit if the 1st hit whiffs
* Low crush 10~37
* Floating state 38~40
kazuyadf+3,1m, h13, 17i18, -7+15g+13c
* Elbow
* Combo from 1st hit with 8F delay
kazuyauf+2h17i15-12+9
* Balcony Break on air hit
kazuyaDVK.f,n,d,DF+4,1,1,BL, m, m15, 23, 17i16, ,i24~26-19+26a (+16)
* Low crush 24~
king3h17i15~16-9+2
king1+2m17i18-11-2s+0s
* Elbow
* Forces standing on hit.
* Transition to BT.
kingdf+3m17i14-9+6s
* Forces standing on hit.
* Tracks left side.
kingdb+3L17i23-14+4c+25a
* Tracks left side.
* Flip over on grounded hit
* High crush 6~
larsd+2m17i18~19+0c+8c+10d
* Elbow
* Transition to FC with input D
larsb+1m17i15~17-9+4+14a (+5)
* Homing
* Balcony Break on CH
larsb+2,1m, m12, 17i15, i15-10+4+32a
* Combo from 1st hit with 15F delay
* Move can be delayed by 10F
* Input can be delayed by 15F
larsws2,1m, m13, 17i13~14, i23~24-12+2c+4d
* Combo from 1st hit
larsDEN.2M17i17~19-7+7+62a
* Transition to Avalanche Flip on hit or CH with input UF (+9/+64a)
* Jab evasion
law3,3h, m12, 17i12, i27-14-3+53a (+22)
* Combos from 1st hit CH
* Delay-able
lawd+3,3l, h8, 17i16, i16-7+20a+46CS
* Combos from 1st hit CH
* -30 on block from 1st block
* Delay-able
lawub+2h17i15-12+9
lawf,F+4m17i20-9+19cg
Balcony Break
* Low crush
lawss3l17i18-13+7+16c
* Transition to DSS on hit
lawFC.df,d,df+3l17i16~20-23+13
* Alternate input df+3 in Slide Step
lawBT.2m17i15-14-1+52a
* Elbow
lawBT.d+4l17i23-13+6c+26d
leed+2m17i18-6+8+13
* Jab evasion
leed+3l17i16-15-1+17a
Transition to -15, -1, +17a HMS with 4
* High crush 6~
leews1,2m, h12, 17i13, i20-7+2+7
*Transition to -3, +6, +12 MS with F
leeFC.df+4l17i16~17-14+3c+25d
* Transition to -14, +3, +25d HMS with 3
* High crush
leeHMS.1,4h, m7, 17i12, i15-8+4+57a
* Transition to -8, +4, +58a HMS with 3
leo1,4h, h5, 17i10, i16-2+11
* Knee
* Jail from 1st attack
leo4h17i12-7+6+31a
leodb+1+2m17i21~23-9~-7+7
* Enter BOK -12 +4 with d
leob+1m17i18~19-12+1
* Elbow
leoLTG.b+3,1,2m, m, m12, 13, 17 (25)i14~15, ,i17-12+25a (+15)
* Balcony Break
* Combo from 1st hit
* +10a on 2nd whiff and 3rd hit
* 42 damage from 1st hit with scaling
* 10 chip damage on block
* Consumes 210F of heat timer during heat
leou+1m17i19~20-6~-5+2+22a (+5)
* Tornado
* Balcony Break
** CH only
** Doesn't Balcony Break on airborne
leouf+1,1h, m8, 17i13, i19~20-6~-5+2+22a (+5)
* Tornado
* Balcony Break
** CH only
** Doesn't Balcony Break on airborne
leouf+2,1m, m15, 17i18~21, i25~26-8~-7+4+32d
* Combo from 1st hit
** +23a (+16)
* Low crush 0~12
leof,F+4,3,4m, h, L12, 23, 17i19, ,i29~31-12~-10-1+30a
* Low crush 0~7
* Floating state 8~10
* High crush 20~
leows2m17i15~16-13~-12+28a (+18)
leoqcf+1L17i18~19-13~-12-1+11
* High crush 6~
leoqcf+2,1m, m14, 17i17, i18~19-6~-5+10+30d
* Wall Crush on hit +22g
* Elbow
* Combo from 1st hit with 8F delay
* Move can be delayed by 4F
* Input can be delayed by 8F
leoKNK.1,2h, m12, 17i18, i18-10+17
* Heat Engager
* Heat Dash +5 +36a (+26)
* Combo from 1st hit with 11F delay
* Move can be delayed by 10F
* Input can be delayed by 12F
leroy1,2,1h, h, h5, 9, 17i10, ,i27~28-6~-5+8~+9
* Follow-up after successful parry with input 1 or 2
* Partially restores remaining Heat time when successful during Heat
* Delayable
* Combo from 2nd hit CH
* Parry state 10~24
leroy2,1,2h, m, h10, 12, 17i12, ,i20~21-7~-6+4~+5
Elbow
* Follow-up after successful parry with input 1 or 2
* Partially restores remaining Heat time when successful during Heat
* Delayable
* Combo from 2nd hit CH
* Parry state 2~16
leroydf+1,1+2,2m, h, m10, 9, 17i13~14, ,i24-10+3+33d (-25)
* Partially restores remaining Heat time when successful during Heat
* Combos from 1st hit CH
* Parry state 4~12
leroydb+1,3m, h12, 17i16~17, i18~190~+1+8~+9+31a
* delayable
* Combo from 1st hit
leroyb+1h17i13-6+5
Shifts to throw "Knee Snap" on front grounded CH
leroyb+1+2m17i12-10+2+60a
* Crumple stun +14F after CH
leroyub+2m17i20-10+3+33d (+25)
* Has punch parry effect
* +33d (+25) on successful parry
* Partially restores remaining Heat time on successful parry during Heat
* Parry state 4~12
leroyuf+1h17i16~17-9+5
* Reversal (partially restores remaining Heat time when successful during Heat)
* Follow-up upon successful reversal with input 1 or 2
* Parry state 6~13
leroyuf+3+4,1+2m,m, m8,10, 17 (11)i14~15,i10~11, i30~31-13+23a (+13)
* Balcony Break
* Combos from 1st hit
leroySS.4L17i18~19-12+4+14
* Can be delayed
leroyHRM.1m17i24~25-10~-9+0~+1
* Parries high or mid punches or kicks
* Partially restores remaining Heat time upon successful parry during Heat
* Parry state 3~12
leroyHRM.1,2m, h17, 17i24~25, i20~21-3+28g+59a
* Elbow
* Jail from 1st block with no delay
* Duckable
* Combo from 1st hit with 12F delay
* Move can be delayed by 10F
* Input can be delayed by 12F
leroyHRM.b+4L17i20~21-13+4c+28a
Homing
* High crush
leroyHRM.f+1h17i14~15+0+15g
Balcony Break
lidia1,4h, h5, 17i10, i19-8+1
* Combo from 1st hit with 4f delay
* Balcony break on airborne hit
lidiadf+1,3m, m13, 17i13, i23-13+10a (+1)+55a
* Balcony Break
* Combo from 1st CH with 3f delay
* Input can be delayed 6f
* Move can be delayed 5f
lidiadf+2m17i15+0+11+14 (+24g)
* Strong Aerial Tailspin
* Elbow
* Transition to CAT on hit or block only
lidiadb+3L17i16~17-11+7
* Homing
* Clean hit adds 3 damage
* Transition to HRS on hit or block only
* Transition to attack throw on CH
* HRS transition is -19
lidiaqcf+2,2m, m14, 17i16, i20-14-1
Combo from 1st CH
lidiaHRS.1+2L17i20~21-18-1c+67a (+51)
* High crush 8~
lidiaCH.db+3t20/24,17/19/21/27i16~17-2
* Power up based on Heaven and Earth level:
** Level 0: 17 damage
** Level 1: 19 damage
** Level 2: 21 damage
** Level 3: 27 damage
*** Level 3:
Removes Recoverable Health
* Restores recoverable health
lili1,1,3h, h, M5, 16, 17i10, ,i20~21-15+6d+25a
* Combo from 2nd CH with 6f delay
* Input can be delayed 6f
* Move can be delayed 5f
* Recovers 4f faster on hit
* Steel pedal
lilif+1+2m17i14~15-7+4c+12c
* Floor Break
liliws2m17i16~18-12+39a (+29)
* Enter BT with B
* Recovers 1f faster on hit
liliBT.d+2L17i16-12+5c+14d
* High crush 4~
miary-zodf+1,1m, h10, 17i13, i19-3+5
* Combo from 1st hit with 2f delay
* Input can be delayed 2f
* Move cannot be delayed
* Enter MOR +0 +8 r22 with F
miary-zodf+1,4m, m10, 17i13, i18~19-13+6+35a (+25)
* Knee
* Combo from 1st hit with 7f delay
* Input can be delayed 9f
* Move can be delayed 5f
* Transition to BAO +6 r24 automatically on hit only
* Cancel BAO transition -13 -6 +23a (+13) r36 with B
* Low crush 11~34
* Floating state 35~37
miary-zodf+4m17i16-4+5+57a
* Knee
* Enter MOR -1 +8 +60a r26 with F
miary-zodf+3+4L17i21-15-4+6a
* High crush 6~45
miary-zodb+2,4m, m10, 17i15, i22~23-13+6+35a (+25)
* Knee
* Combo from 1st hit with 9f delay
* Move can be delayed by 8F
* Transition to BAO +6 r24 automatically on hit only
* Cancel BAO transition -13 -6 +23a (+13) r36 with B
* Low crush 15~38
* Floating state 39~41
miary-zou+3m17i17~18-9+27g+40a
* Weapon
* Opponent recovers crouching on hit
* Low crush 9~28
* Floating state 29~31
miary-zou+4m17i16~17-13+6+35a (+25)
* Knee
* Transition to BAO +6 r24 automatically on hit only
* Cancel BAO transition -13 -6 +23a (+13) r36 with B
* Low crush 9~32
* Floating state 33~35
nina1,2,1h, h, h5, 10, 17i10, ,i26~27-3+2
* Combo from 2nd CH with 4f delay
* Input can be delayed 6f
nina1,4h, h5, 17i10, i17~18-4+1+50a
* Combo from 1st hit
* Move can be delayed 2f
ninadb+3L17i20-13+4c+13a
ninab+3,4m, h10, 17i18, i20~21-8+14c+45a
* Combo from 1st hit with 16f delay
* Move can be delayed by 10F
* Input can be delayed by 17F
ninaws1m17i13~14-6+5
ninaqcf+3L17i19~28-20~-11+0c~+9c+21a
* High crush 10~49
paul3,2m, h14, 17i15~16, i23-3+7+50a
* Move can be delayed 4f
* Input can be delayed 6f
* Combo from 1st hit with 6f delay
* Transition to t60 r19 SWA +4 +14g +57a at 43f with b
paul3,2~bm, h14, 17i15~16, ,+4+14g+57a
* Sidestep u can be buffered from 45f
* SWA attacks can be buffered from 54f
* Transition to cs1~ r9 -13 +4 +47a DPD from 61f with df
paul4h17i12-7+7+32d
* Balcony Break (CH only)
pauldf+3,4m, m14, 17i16, i21~22-10+6+59a
* Move can be delayed 14f
* Input can be delayed 14f
* Combo from 1st hit with 10f delay
pauldf+4m17i17~18-2+8+14
* Knee
paulf,F+3m17i15~16-17+24a (+14)
* Low crush 10~31
* Floating state 32~34
paulws1,2m, m16, 17i15~16, i20-11+2+3
* Move can be delayed 10f
* Input can be delayed 10f
* Combo from 1st CH with 10f delay
* Transition to t59 r19 SWA +1 +14g +15 from 39~44f with b
paulws1,2~bm, m16, 17i15~16, ,+1+14g+15
* Sidestep u can be buffered from 44f
* SWA attacks can be buffered from 51f
* Transition to cs1~ r9 -10 +4 +5 DPD from 60f with df
paulSS.3L17i19-12c+4+12c
* Effective minimum startup 28f
paulDPD.df+4L17i17-13+3+24d
* Effective minimum startup 27f
* Clean Hit range 1
* Damage without clean hit 20
paulqcb+4h17i15~16+1+23d (+14)+59a
* Homing
* Chip damage (6)
ravenf+4h17i15~16-12+67a (+51)
* Tornado
* Balcony Break
* Instant Tornado on hit
ravendf+2,3m, h15, 17i16~18, i12~13-8~-7+28a (+19)
Balcony Break
ravendf+3h17i16~17-9~-8+12a+46a (+36)
* High crush 6~17
ravenb+2,2h, m12, 17i15~17, i22-3+6+8
* Elbow
* Combo from 1st hit with 7F delay
* Input can be delayed 13f
ravenuf+3+4m17i23~25-16~-14+14a
* Spike
* Can be performed during CD (Shadow Sprint)
* Low crush 8~26
ravenws2m17i13~14-8~-7+8~+9+37a (+27)
Elbow
ravenFC.df+3L17i20~22-9~-7+2~+4+30d
Alternate input: d,DF+3
* High crush 1~35
ravenBT.3,4h, m10, 17i10, i28~30+0~+2+1~+3+11g~+13g
* Combo from 1st hit with 2f delay
* Input can be delayed 6f
* Move can be delayed 5f
* Forces crouch on CH
ravenBT.f,F+3+4L17i23~30-18~-11+24a
* Floating state 13~21
* High crush 18~49
ravenBT.f+2,4m, h13, 17i17~18, i20~21-7~-6+4~+5
* Combo from 1st hit with 1f delay
* Input can be delayed 12f
ravenBT.f+3m17i13~14-5~-4+6+14
* Knee
* Can transition to r45 BT at -8/+3/+11 with input B
reinad+2m17i15+0c+3c+27d
* Spike
* Elbow
* Does not knockdown on counter hit after inputting d+2,H.1+2
reinauf+2h17i15-i16-12+9
* Normal hit offsets opponent slightly to the left of the axis and rotates them.
* Counter hit pushes the opponent on axis like most moves and does not rotate the opponent.
reinaSS.4l17i18~19-13+0+13g
reinaOTG.d+4,1L, L14 (11), 17 (20)i19, i20~21-26-10 / -15a (-23)
* Blue spark with input OTG.d+4:1 on frames 15-18 for 20 (16) dmg
* Jails from 1st block
* Combo from 1st hit
reinaSEN.1+2m,m13,17i14~15,i12~13-6 WRA+31a (+23)
* Tornado
* Balcony Break
* Transitions to r32? WRA after recovery
reinaWDS.3m17i16~17-6+4+58a
reinaWGS.df+3M17i15~17-13+13a (-4)+23a (+17)
* Becomes 22dmg Electric War God Kick during Heat (partially uses remaining Heat Time)
** 4 chip damage on block
* 21dmg when performing f,n,d,DF+3/f,n,DF+3 without Heat
reinaWRA.3m17i28-6+22a (+12)
* Balcony Break
* Deals 3 chip damage on block
* Low crush 9~36
* Floating state 37~39
shaheen1,2,2h, h, m5, 9, 17i10, ,i20~21-11+3+58a
* Combo from 1st CH with 10F delay
* Combo from 2nd CH with 10F delay
* Move can be delayed by 10F
* Input can be delayed by 12F
* Cancel to SNK (-13/-2) with DF
shaheenf+3m17i20-5+6+13c
* Good right sidestep tracking
* Transition to SNK (-3/+8/+15c) with DF
* Low crush 13~
shaheenb+3m17i19+1c+3c+14c
* 5 chip damage on block
shaheenws1m17i14-2+4+14
shaheenFC.df,d,DF+3L17i16~20-23a+7a
* Transitions to SNK on hit
* Low crush
shaheenSNK.2M17i15~16-9+8+23a (+6)
Balcony BreakOn counterhit
steve2,2h, m12, 17i12, i22-24-14+6
* Tornado
* Combo from 1st hit
steved+2,1,2l, m, h11, 8, 17i17, ,i24~25-2+27a (+18)+56a
* Balcony Break
* Combo from 2nd CH
steveb+1,2h, h10, 17i13, i17~18+3+8
* Homing
* Strong Aerial Tailspin
* Combo from 1st hit
* Transition to LNH
* Transition to r34? standing with b (-1/+4)
steveb+1,2~1h, m10, 17i13, i30~31-8+4+63a
steveub+2h17i17+5+14c
* Strong Aerial Tailspin
* Homing
* 5 chip damage on block
* Transition into LNH
* Transition to r30 standing with b (+1/+10c)
steveub+2~1m17i30~31-8+4+63a
steveWS.1,2m, m12, 17i11~12, i13~14-13+3c+23d
* Spike
* Combo from 1st hit with 1F delay
* Combo from 1st CH with 11F delay
* Jail from 1st block with 3F delay
* Move can be delayed by 11F
steveWS.2m17i13~15-7+4
* Transition to r22? LWV with 3 (-7/+4)
* Transition to r22? RWV with 4 (-7/+4)
* Transition to r22? SWY with b+3_4 (-7/+4)
* Transition to r20? DCK with f+3_4 (-5/+6)
* r22? DCK FC cancel?
steveALB.d+2l17i34-12+1c+14d
* High crush 6~
steveDCK.1m17i19-7+58a (+27)+34a (+24)
steveDCK.f+2~1m17i28~29-8+4+63a
steveEXD.f+2~1m17i28~29-8+4+63a
steveFLK.1,1,f+1h, h, m14, 8, 17i12, ,i15-5+0+10d
* Spike
* Combo from 2nd CH with 9F delay
* Jail from 2nd block with no delay
* Move can be delayed by 11F
* Same hit as (FLK.1),f+1
steveFLK.1,f+1h, m14, 17i12, i15-5+0+10d
* Spike
* Combo from 1st CH with 14F delay
* Jail from 1st block with 3F delay
* Move can be delayed by 14F
steveLWV.1,2~1m, m14, 17i14, i30~31-8+4+63a
* Input 1 at frame 17 of LWV.1,2
stevePAB.2~1m17i27~28-8+4+63a
stevePAB.df+1,2~1m, m12, 17i15~16, i30~31-8+4+63a
steveRWV.1,2m, h13, 17i14~16, i22~23+3+8
* Strong Aerial Tailspin
* Homing
* Combo from 1st hit with 2F delay
* Move can be delayed by 11F
* Transition into LNH
* Input b to cancel LNH at r34? (-1/+4/+4)
steveRWV.1,2~1m, m13, 17i14~16, i30~31-8+4+63a
* Input 1 at frame 17 of RWV.1,2
victor4,3h, m15, 17i13~14, i23~24-10+5
* Combo from 1st hit
victor1+2m17i15-9+2+46a
victordb+4l17i20~21-26+4c+49a
* High crush 6
victoruf+3m17i18~19-9+3+36d
* Low crush 7-15
victorIAI.4L17i18~19-13+3+8
xiaoyu3h17i14~15-11+22a
*
xiaoyuws2m17i13~14-3+7+38a (+28)
* Transition to standing by holding down any direction (-5, +5, +36a (+26))
xiaoyuAOP.uf+3,4m, M14, 17i15, i15-14-3+22g
* Alternate input AOP.ub+3,4 AOP.u+3,4
xiaoyuBT.1m17i16~18-5+4+64a
* Elbow
xiaoyuHYP.3L17i20-13+7c
* Homing
* Powered UpBased on the number of steps taken in HYP:HYP.3 damage increases and becomes more plus on hit. See the charts in th HYP section for more details. up when in Heat or based on the number of steps taken.
* Consumes 450F of heat timer during heat
* High crush 6~30
yoshimitsudf+1,4m, m14, 17i13, i17-12+4
* Jail from 1st attack with 2f delay
* Input can be delayed 2f
* Move cannot be delayed
* 2nd hit can whiff at certain ranges, -20 on whiff
yoshimitsud+2,2,NSS.d+1M, m, m12, 15, 17i16~17, ,i29~30-12+2c+42a
* Floor Break
* Input can be delayed 10f
* Move can be delayed 9f
yoshimitsud+2,2,d+1M, m, m12, 15, 17i16~17, ,i29~30-12+2c+42a
* Floor Break
* Weapon
* Input can be delayed 10f
* Move can be delayed 9f
* Last hit has shorter range and no Weapon property in NSS
yoshimitsub+2,NSS.1m, m12, 17i14~15, i27~28-17+28a (+18)
* Enter KIN r30 with 1+2
* Combo from 1st CH with 2f delay
* Input can be delayed 14f
* Low crush 28~49
* Floating state 50~52
yoshimitsuub+1m17i24~25-5+4c
* Floor Break
* Weapon
* Performs u+1 with a vertical jump
* Low crush 9~27
* Floating state 28~30
yoshimitsuub+4m17i20~22-19+12a (+2)
* Balcony Break
* Floor Break
* Low crush 9~32
* Floating state 33~35
yoshimitsuuf+1,1m, M10, 17i17, i29~30-9+9c
* Floor Break
* Weapon
* Combo from 1st hit with 4f delay
* Input can be delayed 4f
* Move can be delayed 3f
* Interrupt with i6 from 1st block
* Transition to FLE on hit only
* Good SSR tracking
* Power up in NSS or Heat
yoshimitsuKIN.3L17i25~32-16~-9+13a+25a
* Low crush 10~20
* Floating state 21~23
* High crush 24~
yoshimitsuNSS.KIN.d+1L17i23~24-13+3+38a
Cancel to r34 FC with DB on frame 16
* High crush 22~
zafina1,4h, m5, 17i10, i19-5+8+42a
* Tornado
* Combo from 1st hit with 3f delay
* Move can be delayed 1f
zafina3h17i13+0+9
* Cancel SCR transition -8 +1 t40 r27 with B
zafina1+2m17i16~17-12+4+25a
Spike
zafinaf+2m17i19-18-6+52a
zafinadf+3,4m, h15, 17i15~16, i23~24-6+22a+55a
* Balcony break on airborne hit
* Combo from 1st hit
zafinad+1,1m, m11, 17i12, i17~18-12+19a (+12)+29a (+23)
* Combo from 1st hit CH with 18f delay
* Input can be delayed 18f
* Move can be delayed 10f
zafinad+2m17i19~20-16c-3c+17a
* Spike
zafinadb+2m17i13~14-13+3
zafinadb+4,2L, m14, 17i21~22, i29~32-13+68a (+52)
* Combo from 1st hit CH
* Instant tornado launch on standing hit only
zafinaSCR.2m17i14-7+7
zafinaSCR.2,2m, m17, 17i14, i22-10+8c+8a
* Spike
* Combo from 1st hit with 6f delay
* Delay does not change the timing of the attack
zafinaSCR.df+4L17i19~20-14+7c+37a
* High crush 6~
alisadf+2m16i16~17-9+32a (+22)
* +7 on hit against crouching opponent
* Does not launch crouching opponent except on CH
alisaSS.4L16i24~25-12+2
* High crush 6~35
alisaFC.1+2L,L10,16i21~23 i6~8-11c+5c
* Enter DES with n,1+2
* High crush 1~55
annadb+1m16i16~18-12+3
* Spike
* Transition to FC with DB_D_DF
annaqcf+2,1m, m10, 16i16, i22~24-16+67a (+51)
* Tornado
* Elbow
* Combo from 1st hit with 8f delay
* Input can be delayed 8f
* Move can be delayed 7f
* Can be buffered
* Cancel to CJM -13 +2 r34 with B on frame 14
annaws2m16i16~17-13+27a (+17)
* Tornado
annaws4m16i11~12-6+5
annaCJM.2,1h, m10, 16i10, i20~21-11+24a (+19)
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
* Combo from 1st hit with 6f delay
armor-kingd+3+4,3l, m15, 16i17, i23~24-15+15a(-2)
* Balcony Break
* Tornado
* Combo from 1st CH
* Opponent recovers FDFA
armor-kingws1m16i15~16-12+31a (+21)
Elbow
asuka2,1,2h, h, m9, 10, 16i12, ,i26~27-10+16a (-1)
* Tornado
* Balcony Break
* Combo from 2nd CH with 1f delay
* Interrupt with i8 from 2nd block
asukadf+4m16i12-9+2
asukadb+4,4,4L, L, L14, 15, 16i22~24, ,i31~33-7+4+35a
Transition to r22 FC with D
* High crush 1~49
asukaf,F+2m16i15~16-9+2
* Elbow
* Transition to -9 +2 FC with D
azucenaf+4m16i17~18-8+1
Homing
azucenab+4,3,4m, m, m10, 10, 16i15~16, ,i23~24-10-2
* Knee
* Combo from 2nd CH with 10f delay
bryan1,4,2,1h, h, h, h5, 14, 18, 16i10, ,i19+0+55a
* Enter SLS +7 +62a r13 with f
* Cancel to r9 SS with u_d
* Input can be delayed 8f
* Move can be delayed 6f
bryan4,3,4h, m, m15, 12, 16i12, ,i24~25-12+14a (+5)+33d (+25)
* Balcony Break
* Hold to power up and deal more chip damage on block
bryand+3+4l16i19-12-1+4
Can hit grounded on certain ranges
bryandb+1+2m,h8,16i15 i12-9+4
* Heat Engager
* Heat Dash +5, +43a (+35)
* Balcony break on airborne hit
* Jail from 1st attack
bryanb+2,1h, h18, 16i17, i19+0+55
* Enter SLS +7 +62a r13 with f
* Cancel to r9 SS with u_d
* Inpput can be delayed 17f
* Move can be delayed 16f
bryanws4m16i11~12-6+5
bryanSLS.2h16i15~16-6+2
bryanqcb+2m16i15~16-9+6
claudiof+1+2,1+2m, m8, 16i16, i18-14+4a
* Combo from 1st hit with 11f delay
* Jail from 1st block with no delay
* Input can be delayed 11f
* Move can be delayed 10f
claudioSTB.f+1+2,1+2m, m8, 16i16, i18-9+64a
* Balcony Break
* Jail from 1st attack with 1f delay
* Combo from 1st hit with 11f delay
* Input can be delayed 11f
* Move can be delayed 10f
* 3 chip damage on block
* 6 chip damage on block in heat
* Consumes STB, but if in Heat, partially depletes the remaining Heat time instead
claudiob+4,4m, m10, 16i17, i28~29-13+30a (+20)
* Tornado
* Combo from 1st CH with 2f delay
* Input can be delayed 12F
* Interrupt with i8 from 1st block
* Low crush 22~37
* Floating state 38~40
cliveH.u+1+2,2,1M,m, h,h, M,M18,21, 10,12, 10,16i19~20,i20~21, ,i20~21,i11~12-8+15a(-2a)
* Tornado
* Balcony Break
* Weapon 2nd hit
* Combo from 4th hit with 17F delay
* Move cannot be delayed
* Input can be delayed by 17F
* 9 chip damage on block
* Same move as (df+1,H.1,2),1
* Tornado launching steel pedal
clive3m16i16-13-2
cliveH.df+1,1,2,1m, M,m, h,h, M,M10, 13,15, 10,12, 10,16i14~15, ,i20~21,i11~12-8+15a(-2a)
* Tornado
* Balcony Break
* Weapon 2nd hit
* Combo from 5th hit with 17F delay
* Move cannot be delayed
* Input can be delayed by 17F
* 9 chip damage on block
* Tornado launching steel pedal
devil-jin3m16i17~19-12-6
devil-jindf+4,4m, m10, 16i13~14, i13~14-15-4c
* Spike
* Combo from 1st hit with 11F delay
* Move can be delayed 10F
devil-jinws3m16i14-11+9+14
* Knee
* Transition to MCR with F on hit or CH (+14/+23)
** -12/-3 on an empty MCR transition
dragunovf+2h16i19~20-8+3+8
Elbow
dragunovf+4h16i14~15-7+8
Knee
dragunovdf+3m16i17~20-6~-3+5c~+8c
* Spike
* +20 damage throw when hit from the front in close range
* Removes Recoverable Health
dragunovb+4,3m, h15, 16i14, i17~18-9+21a (+12)
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Combo from 1st hit with 1f delay
dragunovub+3m16i17~21-17-6
* Low crush 9~27
* Floating state 28~30
dragunovu+3m16i17~21-13+14a (+4)
Balcony Break
* Low crush 9~27
* Floating state 28~30
dragunovuf+3m16i17~21-7+20a (+10)
Balcony Break
* Low crush 9~27
* Floating state 28~30
dragunovSS.2m16i20~21-10+1
Spike
eddy1,3h, m5, 16i10, i23~24-14+7c
* Spike
* Combo from 1st hit with 2f delay
eddyf+3h16i16~18-5+7
Homing
eddydf+3+4m,M10,16i18~19 i8~11-3~+0+1a
* Spike
* +23a if only the 2nd hit connects
* Floating state 9~26
eddyRLX.2m16i18~19-2+8
fahkumramf+3m16i17-8+3
* Knee
fahkumramdf+3+4m,m8,16i13-10+8
* Good right sidestep tracking
fahkumramdb+2m16i16-10+1
* High evasion
fahkumramdb+2,2m, m16, 16i16, i25-13+1
* Elbow
* Combos from 1st hit
feng3~4,3m, l27, 16 (11)i34~36, i18~20-26+24a
* Aerial combo from 1st hit (+19d (+12)) with 9F delay
* Move cannot be delayed
* Input can be delayed by 9F
* High crush 6~52
fengf+4,4h, l19, 16 (11)i18~19, i33~33-31+27a
* Aerial combo from 1st hit (+19a (+12)) with 5F delay
* Move cannot be delayed
* Input can be delayed by 5F
* High crush 10~42
fengd+2L16i20~21-12-1
-1c on crouching hit
* High crush 6~51
fenguf+3m16i22~23-7+22a
* Strong Aerial Tailspin
* No forward momentum with input u+3
* Low crush 9~32
* Floating state 33~35
fengws1,2m, m13, 16i13, i9-12-1
* Jail from 1st block with 6F delay
* Combo from 1st hit with 6F delay
* Move can be delayed by 4F
* Input can be delayed by 6F
heihachi1,1,2h, h, m5, 6, 16i10, ,i18-17+19a (+9)
* Balcony Break
* Combo from 1st hit with 12f delay
* Clean wall splat when near the wall
heihachiuf+2m16i19-9+4
heihachiws4,4m, m13, 16i11~12, i15-15+0c
* Spike
* Combo from 1st hit with 9?F delay
* Enter FUJ -9 +6c r31 with D
heihachiFC.df+4L16i19~21-23+4c
* Clean hit +17a and 20 damage
* High crush 1~
hwoarang4,3h, m14, 16i11~12, i22-6+5+20a (+11)
* Balcony Break on CH
* Combo from 1st hit
* +5c on crouching hit
* Cancel the second hit and transition to r8 LFS with F (-6/+5)
hwoarangws3+4m16i20~21-9+2
* Alternate input: f,n,d,df+3+4 (CD.3+4)
* Transition to BT
hwoarangSS.3,3m, h13, 16i18~19, i9~10+3+14
* Jail from 1st block
* Combo from 1st hit
* +34a (+27) on 1st CH
* Transition to LFS
hwoarangRFF.3,4m, h13, 16i16, i27~28+10g~+11g+21g~+22g+11~+12
* Combo from 1st hit
* Transition to RFS
* Cancel and transition to r8? RFS with F (-12/-1)
jack-8df+2,1m, h13, 16 (24)i15, i21-32+40a (+22)
* Transition to GMH with D
** (+45a (+27) oH)
* 16 damage with scaling from 1st hit
* Can be charged to power up
jack-8df+3m16i16-9+2
jack-8b+4m16i13-13-2-2s
* Knee
jin1+2m,m,m4,4,16i13 i8 i12-14+12a (+3)
* Balcony Break
* Heat Engager
* Heat Dash +43a (+35), +5
jindf+3m16i12-8+3
jun1,2,4h, h, m5, 8, 16i10, ,i27~28-12+5+15a (+6)
* Balcony Break (airborne)
* Combo from 2nd CH with 3f delay
* Input can be delayed 9f
jundb+4,4,4L, L, L14, 15, 16i22~24, ,i31~33-7~-5+4~+6+35a
* Transition to r28 FC with D
* High crush 1~49
junf,F+2m16i16~17-12+3
* Enter GEN +1 +16g r18 wiith F
* Enter MIA +1 +16g r18 wiith B
* Stance transitions can be delayed by up to 10F (+1~-9/+16g~+6g)
junws1,4h, m14, 16i12~13, i22~23-11+0c
* Spike
* Combo from 1st hit with 5f delay
* Input can be delayed 10f
* Move can be delayed 8f
junws3M16i14~15-13+25a (+5)
* Low crush 17~33
* Floating state 34~36
junGEN.3,2M, M14, 16i17~20, i24-9+33a (+18)
* Combo from 1st hit with 8f delay
* Input can be delayed 10f
* Deals 12 damage to self (8 recoverable)
* Unparryable
* Gain 8 Kazama Essence on normal hit and 6 on block or airborne hit
junIZU.3m,h10,16i16~15 i14~15-6+12a (+3)
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
* Jail from 1st attack
* Gain 10 Kazama Essence on Heat activation
* Low crush 20~53
* Floating state 54~56
kazuyadf+4,4m, m10, 16i13~14, i15~16-15+0c
* Spike
* Combo from 1st hit with 11?f delay
* Move can be delayed 10?f
kazuyauf+1m16i20-7+3+3
kazuyauf+4m16i25-12-1
* Balcony Break on air hit
* Low crush 9~
kazuyaws4,4m, m13, 16i11~12, i15~16-15+0c
* Combo from 1st hit
kingf+2,d+1,2m, m, m12, 15, 16i15~16, ,i22~23-15+27a(+17)
* Combo from 2nd hit with 13F delay
* Move can be delayed by 10F
* Input can be delayed by 13F
* Jail from 2nd block with no delay
kingb+2h16i14-5+1
kumaf+1+2m16i18-15+18a
kumaHBS.2L16i21~24-15+21g
* Transition to HBS
* High crush 1~
kumaHBS.b+1+2L16i26~29-20c+3+7
* Head
* Transition to r40 HBS with input D or 3+4
* Panda: Reduced attack range and vertical hitbox (does not hit as high)
* High crush 1~67
lars3h16i15-17+0
* Transition to LEN with input D (-11/+6)
larsdf+4m16i15~16-8+2
larsws1m16i15~16-12+38a
* Tornado
* Transition to SEN with F on hit (+36a)
** Switches sides
larsws4m16i11~12-6+5
lawb+2,1m, m12, 16i16, i26-15+11a
* Tornado
* Balcony Break
* Combos from 1st hit CH
lawUF+4,3m, m23, 16i18, i19-14+78a (+62)
* Combos from 1st hit
* Tornado
* 2nd hit Instant Tornado
** (+68a (+52) oH)
* Alternate input
** UB+4,3 U+4,3
** FC.ub+4,3 FC.u+4,3 FC.uf+4,3
* Low crush
lawws3h16i16+16g+18
* Transition to DSS
lee3m16i14-8+7
* Transition to -8, +7 HMS with 4
leed+4,n,4l, h7, 16i12, i23-9+2+27a (+17)
* Links to attacks from 4 (4,4:4, 4,3,4, etc.)
* Combos from 1st hit CH
leeb+2,4h, h9, 16i14, i27-9+6
* Balcony Break
* Automatically transitions to HMS on hit or block
leews3M16i10-21-10
*
leews4m16i11-6+5
* Transition to -9, +2 HMS with 3
leo1,2,1h, h, h5, 10, 16i10, ,i20~21-5~-4+6+9
Combo from 2nd CH
leof+2,4h, h14, 16i14~16, i22~23-1~0+7
* Combo from 1st hit with 7F delay
* Jail from 1st block with no delay
* Enter r20 CD -1 +7 with df
* Move can be delayed by 10F
* Input can be delayed by 12F
leodb+2m16i16~17-9~-8+5
leroy1+4L16i100~279-26+24
Power up during Heat (partially uses remaining Heat time)
leroydf+1,4m, m10, 16i13~14, i18-9+3
* Transition to HRM
* Combo from 1st hit
leroyd+4,4L, m9, 16i14~15, i18~19-11~-10+1~+2
* Transition to HRM
* Combos from 1st hit CH
leroyb+4m16i17~18-9+4
Homing
leroyf,F+4m16i16~17-4~-3+9~+10g
Transition to HRM
leroyws1,4m, m14, 16i13~14, i21-9+3
* Transition to HRM
* Combos from 1st hit
leroyws4m16i11~12-6+5
leroyHRM.3,4L, m8, 16i16, i22~23-15~-14+1~+2
Combo from 1st hit
lidiab+3m16i17~18-7+4
lidiab+3,4m, h16, 16i17~18, i20-11+0s
Combo from 1st hit
lidiauf+4m,h10,16i15~16,i13-5+69a (+53)
* Balcony Break
* Tornado
* Transition to CAT on hit or block only
* 2nd hit available only as combo from 1st hit
* CAT transition is -13
* Low crush 9~30
* Floating state 31~33
lidiaf,F+4,3m, m12, 16i18, i24~25-27+17a (+2)
* Combo from 1st hit
* Transition to attack throw on airborne hit for additional damage that increases based on Heaven and Earth level
* Low crush 27~46
* Floating state 47~49
lidiaFC.df+3L16i20-26+2c
* +12a on clean hit, 4 extra damage
* High crush 1~
lili1,1h, h5, 16i10, i20~21-6+4
* Elbow
* Jail from 1st attack with no delay
* Combo from 1st hit with 5f delay
* Move can be delayed 6f
lili4h16i12-4+7
lilid+2m16i16~17-7+1
lilib+1m16i17-8+2+8
* Enter DEW -2 +8 +14 r22 with F
lilif,f,F+1+2h,h9,16i13~14 i7~8+4+33d
* Strong Aerial Tailspin
* Balcony Break
* Chip damage on block [4]
liliws1,2m, h10, 16i13~14, i22~23-3+8
* Combo from 1st hit with 1f delay
* Move cannot be delayed
* Enter DEW -1 +10g~+11g +10~11 r19 with F
miary-zo1+2m,h8,16i15 i11~12-9+4
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break (airborne)
* Wall Crush +16g on hit
* Jail from 1st attack
* Good sidestep right tracking
* Hit vs BT +18a (+9)
miary-zob+2,3h, h10, 16i13, i18~19-9+2
* Combos from 1st hit
* Jails from 1st hit
* Enter MOR -6 +5 r28 with F
miary-zoFC.df+4L16i18~19-26+4c
* Clean hit +9a, 4 extra damage
* Stagger on block
* High crush 1~44
miary-zoMOR.u+1+2m16i16~17-2+4
* Low crush 13~29
* Floating state 30~32
ninab+2,2h, h12, 16i12, i14~15-6+5
* Combo from 1st hit with 1?f delay
* Jail from 1st block with 1?f delay
* Move can be delayed 1?f
ninab+3+4h16i14~15-5+6
pandaf+1+2m16i18-15+18a
pandaHBS.2L16i21~24-15+21g
* Transition to HBS
* High crush 1~
pandaHBS.b+1+2l16i26~29-25c+14a
* Transition to HBS with input D or 3+4
pauld+1m16i14~15-9+2+3c
* Spike
* Transition to r27 FC with d
paulb+3h16i14~15-6+31a (+25)
* Knee
paulws1m16i15~16-10-7+1
paulws3M16i13~14-8+6
* Knee
paulOTG.d+2L16i18-12c-1d (-9)
* Spike
* +4 on hit against standing opponent
raven2,4h, h9, 16i10, i18~19-8~-7+8
* Wall Crush +16g on hit, +18g on hit when transitioning into CD
* Transition to +8 BT on hit with B
* Transition to +8 FC on hit with D
* Transition to +10 CD on hit with F
<Showing 3201-3600 of 6205 moves>