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All Characters Tekken 8 Frame Data

CharCommandHit levelDamageStartupBlockHitCounter hitNotes
nina1+4m,m4,20i15~16 i13~14-5+4c+6c
* Spike
* Transition to CD r25 with F (-2/+7c/+10c)
* 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
* Aerial combo from 1st CH with 2f delay (+63a (+47))
* Interrupt with i5 from 1st block
* 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+16d+16a
* Balcony Break
* Spike
* Combo from 1st CH or 2nd hit
* Interrupt with i5 from 2nd block
* Opponent is FDFA on NH
* Opponent is FUFT on CH, can combo
ninad+2,2L, M13, 20i20, i28~29-12+17a (+0)
* Tornado
* Balcony Break
* Combo from 1st CH
* Interrupt with i8 from 1st block
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
ninab+2,2,2h, h, h12, 12, 20i12, ,i25~26-9+9g+14c
* Balcony Break
* Combo from 1st CH
* Combo from 2nd CH with 5f delay
* Interrupt with i5 from 2nd block
* 4F timestop on CH
* Cancel to SS -10 +1 with D_U
** If Nina uses a SS attack after the cancel, interrupt with i22 on block, i11 on hit
** Cannot block i25 moves on block or i14 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
* Interrupt with i1 from 1st block
* 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
ninad,DF+4L20i20~24-37+14a+55a (+39)
* Faster version of df+3+4
* Instant Tornado on CH
* High crush 1~
ninaf,F+2h20i14-4+32a (+24)
* Balcony Break
* Cannot be buffered
* Transition to CD r23 with F (+6/+42a (+34)))
* 4 chip damage on block
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
* Interrupt with i8 from 1st block
* Whiffs vs SSR, SWR from 1st block
* 6 chip damage on block
* Low crush 19~34
* Floating state 35~37
ninaws1,4m, m17, 20i13~14, i34~35-3c+21d
* Spike
* Interrupt with i18 from 1st block
* Interrupt with i7 from 1st block
* Whiffs vs SWL from 1st block
* Whiffs vs SSR, SWR from 1st hit
* Move can be delayed 3f
* Cancel to SS r28 with D_U (-13/-2) at frame 19
ninaqcb+4M20i19~20-12+68a (+52)
* Tornado
ninaHHD.1t20 (25)-9+3
* Removes Recoverable Health
* Throw break 1
* Power up with 3,4,2+4 (+5 damage)
ninaNTM.2t20 (25)-3+3d
* Removes Recoverable Health
* Throw break 2
* Power up with 1,2,4,3,1+3 (+5 damage)
ninaTSS.2t20 (25)+3d
* Removes Recoverable Health
* Throw break 2
* Power up with 1,2,4,3,1+3 (+5 damage)
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 with 2F delay
* Interrupt with i8 from 1st block
* Grounded hit on off-axis hit against large body size characters?
pandaf+3+4L20i28~30-23+6a
* Unparryable (bug?)
* High crush 6~70
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
* 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)
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
pandaROL.3l20i18~26-18+33a
Recovers in FUFT
pandaROL.4m20i26~30+7+26a
Recovers in FUFT
pandaSIT.3+4m20i25-12 / -10 ROL-4a / -2a ROL
* Transition to ROL with input F
paulf,F+2,1m, m14, 20i15~17, i26-12+14a
* Balcony Break
* Combo from 1st hit
* Interrupt with i8 from 1st block
* Whiffs vs SWR from 1st block (SSL, SSR and SWL inconsistent depending on character)
* Cancel to -21 -11 standing r40 with B at frame 20
* Alternate input FC.df+2,1
paulf,F+4M20i27~34+2+18a
* Chip damage (8)
* Low crush 14~31
* Floating state 32~34
pauluf,n,4m20i23~25-13+32a (+22)
* Can be delayed 12f after jump
* Additional range with delay
* Low crush 8~29
* Floating state 30~32
paulws2m20i15~16-14+27a (+17)
paulqcf+1+2L20i32~33-12c+71a (+55)
* Cancel to t41 FC with B
* High crush 1~33
paulqcb+3,2L, m14, 20i18~19, i27~28-10+6
* Combo from 1st CH +20d (+13)
pauldf+1+3:qcf+2t, m22, 20i12~13, i13~14+16d (-20) FDFA
* Balcony Break
* H.df+1+3:qcf+2 with Heat
* Strict qcf input required (d,F does not work)
* Perfect input window 55-56f
* Perfect input increases damage, wall carry
raven1,2,4h, h, M5, 12, 20i10, ,i23~25-14~-12+15a (-2)
* Tornado
* Balcony Break
* Combo from 1st or 2nd CH
* Interrupt with i4
* Low crush 23~42
* Floating state 43~45
raven3,3,4m, h, h10, 16, 20,i14~15, ,i26~27-9+13c+66a (+50)
* Balcony Break
* Combo from 2nd CH
* Interrupt with i8
* Cancel to r18 BT at -16~-15/-3~-2 with B
* Forces tech backroll on hit
raven4~3,4m,m, m8,10, 20i16 i29~30, i33~34-14~-13+15a
* Balcony Break
* Interrupt with i14
* Can be delayed
raven1+2m20i14-9+15a
* Heat Engager
* Heat Dash +43d (+35)
ravenf+1+2h,m10,20i18~19, i7-13+30a (+4)
* Balcony Break
* -9 and 12 chip damage after attack absorption
* Power crush 7~17
ravenb+2,2,3h, m, M12, 17, 20i15~17, ,i21~22-19~-18+12a (-5)+26a (+16)
* Balcony Break
* Combo from 2nd CH
* Interrupt with i1 from 2nd block
* Grounded hit can be inconsistent
ravenb+2,2,1+2h, m, L12, 17, 20i15~17, ,i20~21-30~-29+3d
* Combo from 2nd CH
* Interrupt with i6 from 1st block
* Move is delayed 6F
* Move cannot be delayed
* Input cannot be delayed
* High crush 18~29
ravenb+4,4m, m13, 20i14~15, i17~19-8~-6+6c~+8c
* Spike
* Combo from 1st hit
* Jail from 1st block
ravenuf+3M20i29~30-9+20a
* Spike
* Can be performed during CD (Shadow Sprint)
* Low crush 9~30
ravenuf+4,4m, m14, 20i20~21, i16~19-15+9g~12g+21a
* Balcony Break
* Alternate input: ub+4,4 or u+4,4
* Interrupt with i6
* Can cancel to r19 BT at -16~-15/+15a (+5) with B
* Can be performed during CD (Shadow Sprint)
ravenUB,b,3+4m!,m!,M!20,20,20,i38~40 i46~49 i51~54-19a
Spike
* Low crush 21~56
ravenf,F+3m20i15~18-14~-11+43a (+29)
* Balcony Break
* Knee
* Low crush 7~23
* Floating state 24~26
ravenqcf+1+2m,m10,20i24 i350+11a (+2)
* Balcony Break
ravenuf,n,4m20i23~25-13~-11+32a (+22)
* Low crush 9~30
* Floating state 31~33
ravenf,f,F+3m20i22~24+4~+6+6a
* Floor Break
* 6 chip damage on block
* Low crush 14~34
* Floating state 35~37
ravenH.f,f,F+3,4m, sm20, 20i22~24, i19~20+7~+8+72a (+56)
* Tornado
* Instant Tornado on hit
* Consumes 600F of remaining Heat time
* Available only on hit or block
* 20f timestop on hit
* 6 chip damage on block
* Low crush 1~10
* Floating state 11~13
ravenws3+4m20i16~18-12+7~+9
* Heat Engager
* Homing
* Balcony Break
* Heat Dash +5, +43d (+35)
* Cancel to r19 BT with B
ravenBT.d+2L20i20~21-12+4+13g
* Transition to Blind Fall (standing) on hit
* Transition to +4 BT (Blind Labyrinth) with B on hit
* Transition to +4 FC (Blind Fall) with D on hit
* High crush 4~
reina2,2,1h, h, m5, 5, 20i12, ,i22~23-14+12a
* Balcony Break
* Spike
* Head
* Hit-confirmable from 1st hit
* Combo from 1st hit with 5f delay
* Input can be delayed 10f
* Move can be delayed 9f
reina2,2,2,1h, h, m, m5, 5, 21, 20i12, ,i35~37-15~13+30a (+20)
* Tornado
* Combo from 3rd hit with 1f delay
* Input can be delayed 4f
* Move can be delayed 3f
* Evasive, can go under jabs
* Low crush 37~57
* Floating state 58~60
reina3,4h, m12, 20i18~19, i20-14+50 (+19)+54a
Combo from 1st hit
reina4h20i13~14-8+11g+35a
* Balcony Break
* Opponent is FUFA on CH
reina3+4,4m,m, m5,10, 20i18 i26, i16-14+50 (+19)+54a
Combo from 1st hit with 4f delay
reinaf+4m20i19~20+2c+5c+29d
* +13c on crouching hit
* Opponent is FDFA on CH
* Spike
reinadf+1,2m, m8, 20i13~14, i22~23-14+12a
* Heat Engager
* Heat Dash +5, +43d (+35)
* Head
* Combo from 1st hit with 2F delay
* Move can be delayed by 5F
* Input can be delayed by 7F
reinadf+4,2,3m, m, h14, 10, 20i15, ,i27-8+35a+71a (+55)
* Tornado
* Combo from 2nd CH with 8F delay
* Move can be delayed by 9F
* Input can be delayed by 10F
* High crush 7~15
reinadf+3+4,4m,h, m5,10, 20i16,i5~9, i20-14+50 (+19)+54a
Combo from 1st hit
reinadb+4,1+2L, m7, 20i16, i15-12+39d (-19)
* Balcony Break
* Combo from 1st CH even with delay
* Can be delayed
* CH-confirmable from 1st CH
reinab+1,1,3,3h, m, m, m14, 15, 13, 20i18, ,i32-16+48 (+17)+53a
reinab+4h20i18-8+35a+71a (+55)
* Tornado
* High crush 6~17
reinab+1+2m20i18-13+14cg
* Balcony Break
* -8 frame advantage and 8 chip damage on block after absorbing an attack in power crush state
* Power crush 7~17
reinauf+3+4,1+2mm, m10,10, 20i20,i4, i17-14-4
* Combo from 1st hit
reinaf,F+3m20i20~22-3+20a
* Balcony Break
* Heat Engager
* Heat Dash +5, +67a (+50)
* Spike
reinaws2m20i18-8+9+14c
Balcony Break
* High crush 1~6
reinaFC.df+4m20i15-14+54a
* Balcony Break
reinaBT.4m20i17-14+54a
Strong Aerial Tailspin
reinaSEN.2m20i13-6+8
* Tornado
* Transition to WRA (-6/+8) with D
* Transition to WRA is safe (can cancel WRA with crouch dash early enough)
reinaWGS.DF+4,2L, h6/8, 20i16, i24-22-1
* Transition to WRA with D (-15/+6)
* Combo from 1st hit
reinaWRA.3,4m, m17, 20i28, i18~19+6+17a (+16)
* Balcony Break
* Jails from 1st block with 1F delay
* Combo from 1st hit with 1F delay
* 8 chip damage on block (11 total)
* Transition to WRA with D (+8/+19a (+18))
* gives wallsplat at specific distances from the wall
* can hard wall break if 1st hit connect close to the wall
* Available only on 1st hit or block
* Move cannot be delayed
* Input can be delayed by 1F
* Low crush 1~26
* Floating state 27~29
reinaWRA.d+4,3L, m9, 20i16~17, i21~22-16+48 (+17)+53a
* Combo from 1st CH with 15F delay
* Input can be delayed 16F
* Move can be delayed 13F
* High crush 1~9
reinaWRA.1+3t(h)20i16+10d
* Unbreakable
* Opponent recovery on hit: FUFT
* Does 35 damage on wall hit
* +22d (-17?) on wall hit
shaheen1,2,4h, h, m5, 9, 20i10, ,i24~26-13+33a (+18)
* Tornado
* Combo from 1st or 2nd CH with 2F delay
* Interrupt with i6 from 1st block
* Move cannot be delayed
* Input can be delayed by 2F
shaheen3+4m20i18~20-9+19a (+2)
* Tornado
* Balcony Break
shaheenf+3+4M,M20i22~23+3c+11c
* 6 chip damage on block
* Transitions to SNK
* Floor Break
shaheendf+3m20i17-13+21d
* Homing
shaheendb+3,4L, h12, 20i20~21, i18-13+68a (+52)
* Tornado
* Combo from 1st CH
* Jail from 1st hit
* -36? from 1st block
* High crush
shaheenb+1m20i19~20+0c+6c
* Heat Engager
* Heat Dash +67a (+50)
* Transition to +0c, +6c FC with D
shaheenuf,n,4m20i23~25-13+32 (+22)
* Low crush
shaheenFC.df+4,1L, h16, 20i16~17, i26-2+24a (+15)
* Balcony Break
* Combo from 1st CH
* Interrupt with i7 from 1st block
* Whiffs vs SSR, SWR from 1st block
shaheenBT.2m20i14~15-3+42a
shaheenSNK.4L20i20~22-14+3c+14c
stevef+2,1~2m, m11, 20i21~22, i31-10+36d (+28)
* Balcony Break
* Interrupt with i16 from 1st block
* Whiffs vs SSR, SWR from 1st block
stevef+2,2,1+2m, m, m,m,m11, 15, 5,8,20i21~22, ,i18~19, i7~8, i16-12+5c
* Combo from 2nd CH
* Move cannot be interrupted
* Spike
* Floor Break
stevef+1+2,2m,h, m10,12, 20i15~16, i7~9, i18~19-13+3d
* Combo from 2nd hit
* Move cannot be interrupted
stevedf+1,2~1m, h12, 20i13~14, i30~31-2+2+61a
* Transition to r14? FLK with b (+0/+4/+63a)
** r14? FLK FC cancel?
* Interrupt with i11 from 1st block
* Interrupt with i4 from 1st hit
* Whiffs vs SS, SW from 1st block
steveb+2m20i17~18-13+14
* Can evade highs
steveb+1+2m,h8,20i16, i12-8+19d
* Balcony Break
* Jail from 1st attack
steveH.b+1+2,1+2m,h,m,h,m8,4,3,3,20i16,i12,i12,i12,i19-4+36a (+10)
* Balcony Break
* Jail from 1st block
* Combo from 1st hit
* Transition to FLK r22 with B (+3/+43a (+17))
* Consumes 300F of remaining heat time
steveuf+2m20i22~25-14+52a
* Spike
* Low crush 9~
steveuf+3l20i36~37-12+9
* Low crush 9~
steveuf+4m20i23~24-9+22a (+5)+36a (+26)
*
Balcony Break
* Low crush 9~
steveFC.df+2m20i16~17-15+34a (+24)
Tornado
steveLWV.1+2h20i14-9+8+35d (+27)
* Balcony Break
stevePAB.df+1,1,2,1m, m, m, m12, 14, 12, 20i15~16, ,i16-13+17d
* Spike
* Combo from 3rd hit with 2F delay
* Jail from 3rd block with no delay
* Move can be delayed by 2F
stevePAB.df+1,2m, h12, 20i15~16, i17-18+3+8
* Strong Aerial Tailspin
* Homing
* Combo from 1st hit with 8F delay
* Transition to LNH
* Transition to standing with B (-1/+4)
victor1,2,1h, h, m5, 12, 20i10, ,i26~27-12+18a (+1)+72a (+56a)
* Tornado
* Balcony Break
* Weapon
* Combo from 2nd CH with 4F delay
* Move can be delayed by 12F
victorf+2,2,2h, h, h,m,m10, 10, 7,5,20i13~14, ,i14,i12~13,i7~8-13+20a
* Balcony Break
* Weapon
* Combo from 2nd CH
victorf+4,2m, m15, 20i14, i26~27-12+5c+7d
* Weapon
* Combo from 1st hit
* CH on last hit or wallhit causes FDFA knockdown
* Transition to IAI (-12/+5c/+7a) with D or 3+4
victordb+3h20i19~20-11+67a (+51a)
* Tornado
* Balcony Break
* High crush 6
victorb+4h20i18~19-2+14
* Homing
* Balcony Break
* 6 chip damage on block
victorws1m20i15~16-16+53a
* Weapon
victorIAI.4,2L, h17, 20i18~19, i26~27-5+26 (+0)+55a (+35a)
* Strong Aerial Tailspin
* Balcony Break
* Weapon
* Combo from 1st CH
* Jail from 1st hit
* Interrupt with i7 from 1st block
* 8 chip damage on block
victorIAI.d+1+2l,l10,20i20~21,i14~15-29-3
* Weapon
* Unparryable (weapon low,low)
victorPRF.2,2,1m, m, h9, 13, 20i12~13, ,i12~13-1+12+55a
* Strong Aerial Tailspin
* Balcony Break
* Weapon
* Combo from 2nd CH
victorPRF.4h20i18~19-2+14
* Homing
* Balcony Break
* 6 chip damage on block
xiaoyuH.2+3m,m,m,M8,10,12,20 (50)i15~16, i9~10, i7~8, i15~17+9+0d
* Heat Smash
* Balcony Break
* Shift to attack throw on 1st hit (50 damage)
* +9a (-8) BT or +5a (-12) standing from 2nd hit
* Transition to standing r42 with F_B_U_D (+5 oB)
* 7 chip damage on block
* Low crush 9~40
* Floating state 41~43
* Floating state 69~99
xiaoyu1,2,1h, h, m5, 8, 20i10, ,i16~17-9+14a (+5)
* Balcony Break
* Combo from 2nd CH with 10F delay
* Jail from 2nd block with 3F delay
xiaoyuf+2,1,4m, h, m12, 14, 20i16~17, ,i26~27-13+17a (+8)+62a (+42)
* Balcony Break
* Combo from 2nd CH with 6F delay
* Interrupt with i6 from 1st block
* Whiffs vs SWL from 1st block
* Move can be delayed by 10F
xiaoyuH.f+2,1,2m, h, m12, 14, 20i16~17, ,i26~28+6+23d+50a
* Balcony Break
* Spike
* Partially uses remaining Heat time
* Combo from 1st hit with no delay
* Combo from 2nd CH with 6F delay
* Interrupt with i6 from 1st block
* Whiffs vs SSR, SWR from 1st block
* Move can be delayed by 5-10F
* Transition to standing with F (+4, +21d, +47a)
* Low crush
xiaoyuf+3,1,4M, m, M14, 8, 20i16~18, ,i26~28-22+62a (+46)
* Tornado
* Instant Tornado
* Combo from 2nd hit CH
* Interrupt with i8 from 2nd block
xiaoyuf+3,1,1+2M, m, m,M14, 8, 6,20i16~18, ,i16~18 i5~6-12+7c
* Spike
* Combo from 2nd CH
* Jail from 2nd block with ?F delay
xiaoyub+4,1m, m10, 20i13~14, i27~28-14+14cg
* Heat Engager
* Heat Dash +43d (+35)
* Balcony Break
* Combo from 1st hit with 8F delay
* Interrupt with i3 from 1st block
* Forces tech back roll on hit
* Move can be delayed by 5F
* Input can be delayed by 8F
xiaoyuub+4M20i22~24-13+13d (-4)
* Tornado
* Balcony Break
* Power crush 7~21
xiaoyuu+4m20i23~26-7+4c+24a
* Spike
* Transition to FC with D (-7, +4c, +24a)
* Transition with AOP with d+1+2 (-9, +2c, +22)
* Low crush 9~
xiaoyuu+1+2,2,1m,m, m, m5,5, 12, 20i16~18 i2~4, ,i27~28-12+16a (+7)
* Balcony Break
* Combo from 2nd hit
* Combo from 1st CH
* Interrupt with i7 from 1st block
* Cancel to BT with B (-19/-8)
xiaoyuuf+4m20i23~26-7+4c+24a
* Spike
* Transition to FC with D (-7, +4c, +24a)
* Transition with AOP with d+1+2 (-9, +2c, +22)
* Low crush 9~
xiaoyuf,F+1,3m, h13, 20i15, i18~19-1+20a (+11)
* Balcony Break
* Combos from 1st hit
* Interrupt with i1 from 1st block
xiaoyuf,F+1,4m, m13, 20i15, i21~22-12+22d
* Combos from 1st CH
* Interrupt with i4 from 1st block
xiaoyuf,F+2,1m, m12, 20i15, i27~28-12+16a (+7)
* Balcony Break
* Combo from 1st hit with 2F delay
* Move can be delayed by 12F
* Interrupt with i7 from 1st block
* Cancel to BT with B (-19,-8)
xiaoyuf,F+4h20i20~23+9+13g c+58a (+38)
* Strong Aerial Tailspin
* Balcony Break
* Transition to HYP on hit or block
* Chip on block [6]
xiaoyuf,F+1+2,1+2m, m12, 20i14~16, i19~20-8+7c+43a
* Spike
* Combo from 1st hit with 8F delay
* Jail from 1st block with no delay
* Move can be delayed by 14F
* Input can be delayed by 16F
xiaoyuuf,n,4m20i23~24-18+27a (+17)
*
* Low crush 9~
xiaoyuf,f,F+3m20i23~30+7g~+14g+29a (+19)
* Balcony Break
* Transition to AOP
* Chip on block [9]
* Alternate input wr3
* Low crush 3~31
* Floating state 32~34
xiaoyuws2*m20i22~23-3+38a (+28)
* Transition to r22 standing by holding down any direction (-4, +37a (+27))
xiaoyuws4m20i11~13-10+20a (+13)
*
xiaoyuws1+2,1+2m, m12, 20i14~16, i19~20-8+7c+43a
* Spike
* Combo from 1st hit with 8F delay
* Jail from 1st block with no delay
* Move can be delayed by 14F
* Input can be delayed by 16F
xiaoyuAOP.1,4m, M11, 20i18, i25~27-9+15d (-2)
* Tornado
* Balcony Break
* Combo from 1st hit with 5F delay
* Interrupt with i6 from 1st block
* Move can be delayed by 11F
* Input can be delayed by 12F
xiaoyuAOP.2,1m, m10, 20i13~14, i21~22-12+13a (+4)
* Heat Engager
* Heat Dash +43d (+35)
* Balcony Break
* Combo from 1st hit with 8F delay
* Interrupt with i2 from 1st block
* Move can be delayed by 12F
* Cancel to BT r32 with B at frame 19 (-14/-3)
xiaoyuBT.1,2m, m17, 20i16~18, i24~25-13+17a
* Tornado
* Balcony Break
* Combo from 1st hit
* Interrupt with i6 from 1st block
* Move is delayed 2F
* Move cannot be delayed
* Cancel to r15 FC with D at frame 18 (-16/-7/+53a)
* Low crush 9~18
* Floating state 19~21
xiaoyuBT.1+2,4m,m, h6,6, 20i16~18,i3~5, i23~24+3+19a (+10)
* Heat Engager
* Heat Dash +5, +62a (+42)
* Balcony Break
* Combo from 1st hit with 14F delay
* Interrupt with i6 from 1st block
* Whiffs vs SSR from 1st block
* Move can be delayed by 8F
* Input can be delayed by 15F
* 6 chip damage on block
* Transition to BT
xiaoyuBT.d+3,4L, h12, 20i16, i19-5+20a (+11)+37a
* Strong Aerial Tailspin
* Balcony Break
* Combo from 1st CH with 12F delay
* Interrupt with i1 from 1st block
* Move can be delayed by 10F
* Input can be delayed by 12F
xiaoyuHYP.4h20i14-2+57a
* Balcony Break
xiaoyuHYP.3+4h20i25+8+30a
* Strong Aerial Tailspin
* Cancel to BT with B
* Chip on block [8]
* Low crush 12~
xiaoyuH.f,F+1,2m, m13, 20i15, i26~28+6+24d+50a
* Balcony Break
* Partially uses remaining Heat time
* Combos from 1st hit
* Interrupt with i9 from 1st block
* Whiffs vs SSR, SWR from 1st block
* Transition to with F (+4, +22d, +48a)
* Low crush
xiaoyuBT.f+2+3t20i31~33-2+20a
* Homing
* Balcony Break
* Throw Break 1+2
* 16 additional damage on wall splat
* Cancel to r40 FC with D
* Low crush 1~23
* Floating state 24~26
xiaoyuf+2+3t20i14-2+20a
* Balcony Break
* Throw Break 1+2
* 16 additional damage on wall splat
* Side Swap
yoshimitsuH.DGF.f+1+2h,h,h10,10,20i16~17 i11~12 i11~12+4+18a (+9)
* Homing
* Balcony Break
* Weapon
* Jail from 1st block
* Combo from 1st hit
* 16 chip damage on block
* Recovers 1 base health or 5 additional recoverable health on hit
* Consumes 90F of remaining Heat time
* Low crush 1~65
yoshimitsu3,1m, h12, 20i15~16, i22~24+7+18g
* Heat Engager
* Heat Dash +62a (+42)
* Balcony Break
* Weapon
* Combo from 1st hit
* Interrupt with i1 from 1st block
* 4 chip damage on block
* Does not transition to DGF during Heat activation or Heat Dash
* Power up in NSS or Heat
* Recovers in 1SS
* Low crush 26~
yoshimitsu4,4,4h, h, h16, 16, 20i12~13, ,i24~25-4+18a (+9)
* Balcony Break
* Combo from 2nd CH with 4f delay
* Move cannot be delayed
yoshimitsu1+4m20i6~9-20+14c
* Weapon
* 70% proration on standing hit
* Recovers 12f faster on hit
* Hit vs BT +11d (FDFT)
* Power up in NSS or Heat
* Can be done from Crouch Level 1
yoshimitsuf+3,4h, m24, 20i16~17, i23~24-6+37a (+23)
* Knee
* 2nd hit delayed 18f
* Interrupt with i17 from 1st block
* Low crush 22~29
* Floating state 30~32
yoshimitsuf+4m20i18-13+21a (+11)
* Balcony Break
* -9 on block after absorbing an attack
* 8 chip damage on attack absorption
* Power crush 7~17
yoshimitsudf+3,1m, M10, 20i17~18, i23~24-9+4c+6a
* Floor Break
* Weapon
* Combo from 1st hit
* Interrupt with i1 from 1st block
* 4 chip damage on block
* Power up in NSS or Heat
* Input can be held to transition to d+1*
yoshimitsudf+1+4M20i20~21-17+35a (+25)
* Weapon
* Can be performed in FC
* Recovers 7f faster on hit
* Transition to r34 KIN with 1+2
* Transition to r30 KIN with 1+2 only when performing KIN.f+2 immediately after
* Faster startup and 22 damage with input f,n,d,df+1
* Low crush 20~42
* Floating state 43~45
yoshimitsud+1*(1),nM!20i55~56+4c+6a
* Floor Break
* Weapon
* Slowly realigns while charging
* Can be canceled with b*
yoshimitsud+2,2,1M, m, h12, 15, 20i16~17, ,i19~20-9+8a (-1)
* Balcony Break
* Weapon
* Input can be delayed 10f
* Move can be delayed 9f
yoshimitsud+2,2,NSS.1M, m, h12, 15, 20i16~17, ,i19~20-9+8a (-1)
* Balcony Break
* Input can be delayed 10f
* Move can be delayed 9f
yoshimitsud+1+4,B+1,1m!, m!, m!60, 18, 20i29~30, ,i1~18-29a
* Weapon
* 6 self damage
yoshimitsudb+1,2L, m12, 20i26~28, i25~26-13+0+6g
* Balcony Break (airborne or CH)
* Combo from 1st with 1f delay
* Combo from 1st CH with 8f delay
* Input can be delayed 8f
yoshimitsub+2,1m, M12, 20i14~15, i27~28-17+28a (+18)
* Weapon
* Combo from 1st CH with 2f delay
* Enter KIN r30 with 1+2
* Input can be delayed 14f
* Low crush 28~49
* Floating state 50~52
yoshimitsuu+1m20i24~25-4+5c+50a
* Floor Break
* Weapon
* Low crush 9~27
* Floating state 28~30
yoshimitsuuf+3+4M20i31~35-16~-12-4a
* Floor Break
* In 1SS cancel to DGF r41 with 1+2 on frame 23
* In 1SS enter FLE r28 with d+1+2
* In 1SS enter IND r28 with d+1+2 (or NSS.d+1+2)
* On hit, transitions to -4a r49 backward jump automatically
* Landing on opponent's head, transitions to -48a (-58) r75 hop automatically, hitting Yoshimitsu during this animation forces him into BT
* Low crush 10~32
* Floating state 33~35
yoshimitsub,B+1+4,Bm20i22~25-20+14c
* Weapon
* 70% proration on standing hit
* Recovers 12f faster on hit
* Hit vs BT +11d (FDFT)
* Power up in NSS or Heat
* Can be done from Crouch Level 1
yoshimitsuf,F+3m20i23~24-4+5
* Enter KIN r25 +3 +12 with 1+2
* Cannot be buffered
yoshimitsuf,F+4m20i15~16-6+37a (+23)
* Balcony Break
* Knee
* Cannot be buffered
* -12 if Yoshimitsu holds back to turn around and block
* Low crush 13~21
* Floating state 22~24
yoshimitsuf,F+3+4,1+2,3+4m, m, m15, 15, 20i22~24, ,i27-13+52a (+42)
* Tornado
* Combo from 2nd hit
* Combo from 1st CH
* Tremendous forward travel
* Low crush 1~13
* Floating state 14~54
yoshimitsuf,n,d,df+2m20i14~15-13+6g+58a (+38)
* Balcony Break
* Weapon
* Can be buffered
* Can be performed in FC
* High crush 6~14
yoshimitsuws3,2m, m12, 20i16, i32-12c+0a
* Floor Break
* Weapon
* Combo from 1st hit
yoshimitsuBT.3m20i24~26-3~-1+11a
Floor Break
* Low crush 6~29
* Floating state 30~32
yoshimitsuBT.d+1L20i17~18-13+3+38a
Weapon
* High crush 6~
yoshimitsuFLE.2L20i24~28-12~-8+30a
* Side switches on close hit
* Can combo to ws4 on no side switch
* Floating state 1~
* High crush 6~
yoshimitsuIND.3,3+4m, m15, 20i32~38, i27-13+52a (+42)
* Tornado
* Combo from 1st hit
* Tremendous forward travel
* Low crush 1~13
* Floating state 14~54
yoshimitsuKIN.1,NSS.1m, m,m10, 5,20i17, i23~24 i14~15-1+37a (+29)
* Balcony Break
* Floor Break
* Weapon
* Combo from 1st hit with 2f delay
* 4 chip damage on block
* Recovers 1 base health or 6 additional recoverable health on hit
* Recovers 1 base health when remaining recoverable health is 5 or less
yoshimitsuKIN.1+4m20i10~13-20+14c
* Weapon
* 70% proration on standing hit
* Recovers 12f faster on hit
* Hit vs BT +11d (FDFT)
* Power up in NSS or Heat
* Can be done from Crouch Level 1
yoshimitsuKIN.d+1L20i23~24-13+3+38a
* Weapon
* Cancel to r34 FC with DB on frame 16
* High crush 22~
yoshimitsuKIN.f+1+2m20i24~25+14c+14c+49a
* Weapon
* Transition to FLE on hit or block only
* Power up in NSS or Heat
* Low crush 8~
yoshimitsuMED.1+4m20i6~9-20+14c
* Weapon
* 70% proration on standing hit
* Recovers 12f faster on hit
* Hit vs BT +11d (FDFT)
* Power up in NSS or Heat
* Can be done from Crouch Level 1
yoshimitsuNSS.1+4m20i8~11-20+14 +64a
* Strong Aerial Tailspin
* Weapon
* Knockdown against BT opponent, +19a (+9)
* 4 chip damage on block
* Recovers 1 base health or 6 additional recoverable health on hit
* Can be done from Crouch Level 1
* Crumple stun +14~17 after hit
* H.1+4: Consumes 300F of remaining Heat time
yoshimitsuNSS.FC.DF+1,2l, L12, 20i25~26, i25~26-14+14
* Floor Break
* Combo from 1st hit
* Interrupt with i7 from 1st block
* High crush 1~45
yoshimitsuNSS.KIN.1+4m20i12~15-20+14 +64a
* Strong Aerial Tailspin
* Weapon
* Knockdown against BT opponent, +19a (+9)
* 4 chip damage on block
* Recovers 1 base health or 6 additional recoverable health on hit
* Can be done from Crouch Level 1
* Crumple stun +14~17 after hit
* H.1+4: Consumes 300F of remaining Heat time
yoshimitsuNSS.KIN.f+1+2m20i24~25+14c+14c+49a
* Weapon
* Transition to FLE on hit or block only
* Recovers 1 base health or 6 additional recoverable health on hit
* Recovers 1 base health when remaining recoverable health is 5 or less
* H.KIN.f+1+2: Consumes 90F of remaining Heat time
* Low crush 8~
yoshimitsuNSS.b,B+1+4,Bm20,i22~25-20+14 +64a
* Strong Aerial Tailspin
* Weapon
* Knockdown against BT opponent, +19a (+9)
* 4 chip damage on block
* Recovers 1 base health or 6 additional recoverable health on hit
* Can be done from Crouch Level 1
* Crumple stun +14~17 after hit
* H.1+4: Consumes 300F of remaining Heat time
yoshimitsuNSS.f+3+4m20i21~25-13~-9+20a (+11)
* Balcony Break
* Head
* Cancel to r55 BT with b
* Enter IND +12a (+3) r29 with d+3+4 on hit
* Automatically recovers to r55 IND on self-wallsplat
* Recovers 12f faster on hit
* +20a on side hit
zafina1+2,4,4m, m, m17, 10, 20i16~17, ,i30~31-11+19a
* Balcony break on airborne hit
* Combo from 2nd hit CH with 1f delay
* Can pick up from the ground with db+3 for a juggle
* Interrupt with i12 from 2nd block
* Whiffs vs SSR from 2nd block
zafinadf+1,2,1+2m, m, sm10, 16, 10,10 (7),20 (10)i13~14, ,i37-9+17a (+16)
* Balcony Break
* Weapon
* Combo from 2nd hit CH with 2F delay
* Deal 10 recoverable damage to self without Heat
* Interrupt with i13 from 2nd block
* 27 damage with aerial combo scaling
* Gain ORB on hit
* Azazel's Power
* 16 chip damage on block
* Available on 2nd hit or block only
zafinadf+4,2m, m14, 20i13, i27~29-13+24a (+9)
* Tornado
* Balcony Break
* Combo from 1st hit
* Interrupt with i7 from 1st block
zafinadb+2,1+2m, sm17, 10,10 (7),20 (10)i13~14, i37-9+17a (+16)
* Balcony Break
* Weapon
* Combo from 1st CH with 2F delay
* Deal 10 recoverable damage to self without Heat
* Interrupt with i13 from 1st block
* 27 damage with aerial combo scaling
* Gain ORB on hit
* 16 chip damage on block
* Azazel's Power
* Available on 1st hit or block only
zafinadb+1+2,1+2L, m10, 20i28~29, i33-16+5a (-4)
* Combos from 1st hit
* Tornado when combo from first hit only.
* +37a (-10) on combo from first hit
* Balcony Break on airborne hit
* Interrupt with i16 from 1st block
zafinab+4,4m, m14, 20i22~23, i20~22-14+9a (+0)+41a (-6)
* Balcony Break
* Combos from 1st hit with 16f delay
* Interrupt with i3 from 1st block
* Move can be delayed 9f
zafinauf+2m20i36~37-9+60a
* Strong Aerial Tailspin
* Homing
* High crush 6~35
zafinaf,F+2h20i15~16+1+21a (+12)+38a
* Homing
* Balcony Break
* 6 chip damage on block
zafinaf,F+3m20i20~22+4+9c+14c
* Spike
* Cancel SCR transition +4 +9c +14c t51 r29 with B
zafinaf,f,F+1+2h20i20~21+6+32a
* Strong Aerial Tailspin
* Homing
* Balcony Break
* 8 chip damage on block
* Low crush 20~39
* Floating state 40~
zafinaws2M20i18~19-14+28a (+18)
* Tornado
* Enter MNT -40 +2a (-8) r67 with D at frame 26
zafinaMNT.df+3m20i15~16-17+19g
* Balcony break on airborne hit
* Hitbox extends to both legs, can hit while Zafina is BT
* Floating state 10~43
zafinaSCR.3,3m, h15, 20i13, i16+0+25a (+15)
* Balcony Break
* Combo from 1st hit with 14f delay
* Interrupt with i1 from 1st block
* Move can be delayed 9f
zafinaSCR.4M20i15~16-18+58a (+42)
* Tornado
* -8 frame advantage and 8 chip damage on block after absorbing an attack in power crush state
* Power crush 7~14
zafinaSCR.1+2m20i17~19+6+17a
* Spike
* Enter TRT with D
zafinaSCR.3+4m,m10,20i18~19 i6~8-12+8g
* Strong Aerial Tailspin
* Balcony Break
* Transition to MNT -13 +7 with D
* Jail from 1st attack
* Low crush 6~22
* Floating state 23~25
zafinaSCR.b+1+2L20i16-18+23g
* Weapon
* Evasive (can go under some mids)
* Deal 10 recoverable damage to self without Heat
* Gain ORB on hit
* Azazel's Power
* High crush 7~35
zafinaSCR.d+4L20i24~30-25-4a
* Enter MNT with D
* High crush 10~
zafinaTRT.1+2m,M7,20i19~20 i9~10-12c+14a
* Balcony Break on airborne hit
* Homing
* Low crush 7~24
* Floating state 25~27
zafinaTRT.d+1+2L20i25-21+10a
alisau+1+2m21i33~34-5+56a
* Spike
* Low crush 7~33
* Floating state 34~36
alisaBKP.1h21i11~13+4~+6+27a (+1)
* Strong Aerial Tailspin
* Balcony Break
* 9 chip damage on block
* Transition to SBT at +6/+29 (+3) with 3 or 4
* Transition to DBT at +6/+29 (+3) with f+3 or f+4
alisaDES.f+1h21i11~13 i1~3 i1~3 i1~3 i1~3 i1~3 i1~1+3+9
* Weapon
* 1 chip damage on block
* 7 chip damage on block in heat
anna4,2,1+2h, h, m15, 12, 21i11, ,i27-15+8a (-1)+28d (+20)
* Tornado
* Balcony Break
* Combo from 2nd hit
* Airborne combo from 1st CH
* Interrupt with i1
annaf+1+2m21i17-13+19a (+14)+28d (+20)
* Tornado
* Balcony Break
annadb+3L21i30~32-26+68a (+52)
* Stagger on block
* Instant Tornado on hit
* High crush 16~63
annab+1+2m21i20~21-13+20a (+15)
* Balcony Break
* -8 frame advantage and 9 chip damage on block after absorbing an attack in power crush state
* Power crush 7~19
annaf,F+2h21i17~18+4+2a
* Homing
* Balcony Break (airborne)
* Weapon
* 6 chip damage on block
annaROLL.4h21i20 (i40)+7+32a (+22)
* Tornado
* 6 chip damage on block
* Roll adds minimum 20f, effective startup i40
* High crush 39~69
* Low crush 20~35
* Floating state 36~38
annaTOM.4L21i15-13+28g
anna2+4t21i12~14-3+0d
* Homing
* Throw break 1 or 2
* Side switch on hit
armor-kingf+4M21i23~25+3c+7c+12c
Spike
armor-kingdf+2m21i15~16-12+4+22a
Jab evasion?
armor-kingub+1h21i24~25+5+39d (+31)
* Balcony Break
* Homing
* 6 chip damage on block
* Powered up during Heat
* +19d on BT hit
asuka1+2m21i16-9+27a
asuka3+4m,M10,21i23~24 i6~8-6+25a
* Floor Break
* Cancel to FC with D
* r44 on grounded hit
* Low crush 5~33
* Floating state 34~36
asukaf+4h21i19~21+3+28a
* Homing
* Balcony Break (CH)
asukaf+2+3h21i23~24+0+25a
* Balcony Break
* Sabaki, parries high or mid punches
* +51a on a successful parry
* Parry state 4~15
asukadb+4,3L, h14, 21i22~24, i17-3+39a (+29)
* Combo from 1st CH with 1f delay
* Crouch assist bufferable on hit (Perform moves with df_d_db inputs)
* -30 from any block
asukab+4,2,3m, m, M17, 12, 21i15~16, ,i20~23-16+15a (-2)
* Balcony Break
* Combo from 2nd hit with 6f delay
* Interrupt with i4 from 1st block
* Move can be delayed 3f
* Gain NWG on hit with 1
asukaf,F+2,1m, h16, 21i15~16, i21~22-5+19cg
* Heat Engager
* Heat Dash +36a (+26)
* Balcony Break
* Elbow
* Combo from 1st hit with 6f delay
* Combo from 1st CH with 12f delay
* Interrupt with i1 from 1st block
* Input can be delayed 12f
* Move can be delayed 10f
* Gain Naniwa Gusto on Heat activation
* Forces tech backroll on hit
asuka(Back to wall).b,b,UBm21i39~41+4c~+6c+22a
* Floating state 5~13
* Low crush 14~33
* Floating state 34~36
azucena2,1,2h, m, h9, 11, 21i10, ,i24~25-5+20a (+3)
* Tornado
* Balcony Break
* Combo from 2nd CH with 5f delay
* Interrupt with i4 from 1st block
* Move can be delayed 10f
azucenaf+3,4m, m15, 21i17, i24~25-11+8+52a
* Combo from 1st hit with 6f delay
* Interrupt with i3 from 1st block
* Input can be delayed for 8f
* Move can be delayed for 7f
azucenaf+4,4m, h16, 21i17~18, i24~25-7+19a (+10)
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Combo from 1st hit
* Interrupt with i3 from 1st block
* Cancel 2nd hit into BT -19 -10 r39 with B at frame 19
* Low crush 15~23
* Floating state 24~26
azucenad+3,3,4L, m, m10, 14, 21i15, ,i25~26-14+15a (-2)
* Tornado
* Balcony Break
* Combo from 2nd CH with 10f delay
* Interrupt with i3 from 1st block
azucenab+2h21i18~19+2+22a (+13)
* Balcony Break
* Homing
* 6 chip damage on block
azucenab+3m21i19+2c+8c
* Heat Engager
* Heat Dash +5, +67a (+50)
* Spike
* 6 chip damage on block
azucenaBT.1,4h, m9, 21i10~11, i24~25-11+8+53a
* Combo from 1st hit
* Combo from 1st CH with 2f delay
* Interrupt with i3 from 1st block
* Move can be delayed 10f
* Will not combo if the kick impacts on i25
azucenaBT.4,3m, m15, 21i15~16, i23~24-14+16a (-1)+70a (+54)
* Tornado
* Balcony Break
* Combo from 1st hit with 6f delay
* Interrupt with i2 from 1st block
* Move can be delayed 10f
* Only hits grounded when up-close and off-axis
azucenaLIB.4,2m, M14, 21i15~16, i25~26-13+16a
* Balcony Break
* Spike
* Combo from 1st hit with 5f delay
* Interrupt with i3 from 1st block
* Will not wall splat when the first hit is a counter hit due to float state
bobd+2,1,2,2m, m, m, m12, 11, 18, 21i15, ,i29-15+15a (+5)
* Balcony Break
* Combo from 3rd hit with 4F delay
* Interrupt with i6 from 3rd block
* Whiffs vs SSL, SWL from 3rd block
* 20f timestop on hit
* Move can be delayed by 10F
bobd+2,3m, m12, 21i15, i41-2+9+67a
* Knee
* Interrupt with i21 from 1st block
* Interrupt with i10 from 1st hit
* Whiffs vs SS, SW from 1st block
* 4f timestop on CH
* Crumple stun on CH
* Move can be delayed by 2F
bobd+2,4m, m12, 21i15, i17-13+14a (+7)
* Balcony Break
* Jail from 1st block with 2F delay
* Combo from 1st hit with 2F delay
* Low crush 19~32
* Floating state 33~35
bobf,F+2m21i14-8+14a
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
bobf,n,d,df+1h21i13~14 (i16+)-4+78a (+62)
* Balcony Break
* Instant Tornado on hit
* Can also be performed with f,n,df#1 (i15+)
* 4 chip damage on block
* Recovers 2F faster on hit or block (t36 r22)
bob(back to wall).b,b,UBm21i35~38+1+34d
* Floating state 5~7
* is8~24
* Floating state 25~33
* Low crush 34~37
* Floating state 38~40
bobBAL.1,2m, h16, 21i15~17, i24~25+1+28a (+18)
* Heat Engager
* Heat Dash +43d (+35)
* Balcony Break
* Combo from 1st hit with 8F delay
* Move cannot be interrupted (crouch assist bufferable)
bobBAL.2m21i23~24-8+12g
* Balcony Break
* Homing
* Strong Aerial Tailspin
bryan1,4,2,1,4h, h, h, h, m5, 14, 18, 16, 21i10, ,i25~26-10+37a
* Tornado
* Strong Aerial Tailspin
* Can hit grounded while off-axis
* Airborne combo from 4th hit (+73a (+57))
* Interrupt with i2 from 4th block
bryan1,4,2,4h, h, h, m5, 14, 18, 21i10, ,i30~31-5+40a (+14)
* Strong Aerial Tailspin
* Balcony Break
* Airborne combo from 3rd CH (+38a (+31))
* Whiffs vs SS, SW from 3rd block
* Interrupt with i16 from 3rd block
* Interrupt with i5 from 3rd hit
* Low crush 16~31
* Floating state 32~34
bryand+2,3m, m17, 21i14~15, i22-10+16a (-1)+32a (+18)
* Balcony Break
* Knee
* Combo from 1st CH with 10f delay
* Jail from 1st block with ?F delay
* Move can be delayed 9f
bryanb+1m21i20~21+4+7c+78a (+58)
* Spike
* Elbow
bryanb+2,4h, m18, 21i17, i30-31-5+40a (+14)
* Strong Aerial Tailspin
* Balcony Break
* Airborne combo from 1st CH (+39a (+32))
* Interrupt with i16 from 1st block
* Whiffs vs SS, SW from 1st block
* Interrupt with i4 from 1st hit
* Low crush 16~31
* Floating state 32~34
bryanws3,4m, m17, 21i12, i28-10+4+29g
* Knee
* Airborne combo from 1st CH with ?F delay (+26a (+19))
* Input can be delayed 10f
* Interrupt with i8 from 1st block
bryanFC.df+4m21i15~16-10+13g+25d
Balcony Break
* High crush 1~14
claudiob+3,n,3m, m14, 21i13, i24~25-12+9c+14
* Spike
* Combo from 1st CH with 6f delay
* Interrupt with i5 from 1st block
* Input can be delayed 9f
* Move can be delayed 8f
claudiouf+2m21i21+4c+20a
* Heat Engager
* Heat Dash +5, +67a (+50)
* Balcony Break
* Spike
* Transition to r49 STB on hit without STB and Heat
* Transition to FC r30 with D
* 4 chip damage on block
* Low crush 9~22
claudio(back to wall).b,b,ubm21i36~38+0c+8a
* Floating state 5~13
* Low crush 14~32
* Floating state 33~35
cliveH.u+1+2M,m18,21i19~20,i20~21-12+3c
* Weapon 2nd hit
* Consumes 150F of remaining Heat time
* Transition to r15 PHX with F or 4 on hit or block (-1/+14c)
* 7 chip damage on block
clive1+2m21i13-9+2
* Heat Engager
* Heat Dash +5, +43d (+35d)
* Balcony Break (airborne)
* Weapon
* On hit regain 5 additional recoverable health
clivef,F+2m21i19~20-7+13a+38a
* Balcony Break
* Spike
* Weapon
* Increases ZAN gauge by 0.50 on hit
* Increases ZAN gauge by 0.14 on block
* Only deals recoverable damage
cliveSS.1+2M21i25~26+2+49a
* Spike
* Weapon
* 6 chip damage on block
* Transition to FC with D
* Side step takes 9f, effective startup i34~35
devil-jin4~3M21i29-32-7c+14a
* Floor Break
* Parryable by traditional kick parries
* Effective startup i30
* Low crush 14~23
* Floating state 24~26
devil-jinb+2,1h, m11, 21i14~16, i30-31-16+29a (+19)
* Tornado
* Interrupt with i13 from 1st block
* Can evade some jab interrupts
* Move cannot be delayed
* Input can be delayed by 1F
* Low crush 30~51
* Floating state 52~54
devil-jinb+1+2m21i20~21+3c+7c+24d
* Spike
* Opponent recovers FDFA on CH
* 4 chip damage on block
devil-jinuf+3m21i28~29+3c+13
* Floor Break
* +24d on BT hit
* Low crush 9~25
* Floating state 26~28
devil-jinuf+4m21i18-8+11
* Heat Engager
* Heat Dash +62a (+42)
* Balcony Break
* +18a (+9) on BT hit
* Low crush 8~18
devil-jinb,f+2,1,4m, m, M12, 12, 21i15~17, ,i26~29-8c+14a
* Floor Break
* Interrupt with i13 from 1st block
* Whiffs vs SS, SW from 1st block
* Move can be delayed by 14f
* Input can be delayed by 20f
* Low crush 12~20
* Floating state 21~23
devil-jinb,f+2,3m, h12, 21i15~17, i19~20-5+16cg
* Balcony Break
* Combo from 1st hit with 6F delay
* Interrupt with i4 from 1st block
* Opponent recovers crouching on hit
* Transition to MCR r35 with F on hit (+14)
** -11 on an empty MCR transition
* Move cannot be delayed
* Input can be delayed by 6F
* +11d (+9d MCR) on BT hit
devil-jinws1,4m, h12, 21i13~14, i24~25-5+17a (+8)
* Balcony Break
* Combo from 1st hit with 4f delay
* Interrupt with i6 from 1st block
* Whiffs vs SSR from 1st block
* Input can be delayed 4f
* Move can be delayed 3f
devil-jin(back to wall).b,b,UBm21i36~38+0c+8a
* Floating state 5~13
* is8~13
* Low crush 14~45
* Floating state 46~48
dragunovd+4,1,3L, h, h12, 8, 21i15~16, ,i15~16-16+9a (+0)
* Balcony Break
* Combo from 1st CH or 2nd hit
* Jails from 2nd block
* Interrupt with i12 from 1st block
* Whiffs vs SS, SW from 1st block
dragunovub+4m21i22~23-16~17+11a
* Balcony Break (airborne)
* Low crush 9~27
* Floating state 28~30
dragunovu+4m21i22~23-12~13+15a
* Balcony Break (airborne)
* Low crush 9~27
* Floating state 28~30
dragunovuf+4m21i22~23-9+19a
* Balcony Break (airborne)
* Low crush 9~27
* Floating state 28~30
dragunovf,F+4M21i26~28-1+13c
Floor Break
* Floating state 10~30
dragunovws3m21i16~17-9+15a (+6)+36a (+0)
Balcony Break
dragunovPGR.3l21i18~19-26-1d
* Homing
* Shift to Clipping Heel Hook on front hit only for 20 more damage
* +3 on hit from the side or back
* High crush 8~50
eddy1,2,3h, h, h5, 12, 21i10, ,i24~25-9+21a (+11)
* Balcony Break
* Combo from 1st or 2nd CH with 4F delay
* Interrupt from 2nd block with i5
eddy2,1,4h, h, m10, 13, 21i12, ,i20~22-12~-10+17a (+8)+56a
* Balcony Break
* Combo from 2nd Ch with 10f delay
* Input can be delayed 14f
eddydf+1,3m, h10, 21i13, i26~27-7+22a (+5)
* Tornado
* Balcony Break
* Combo from 1st hit with 2f delay
* Input can be delayed 10f
* Move can be delayed 9f
* Low crush 16~43
* Floating state 44~46
eddydb+3L21i28-14c+5c+21a
* Has good right sidestep tracking
eddyb+3,3m, M10, 21i13~14, i26~28-15+33a(+23)
* Transition to RLX
* Combo from 1st CH with 7F delay
* Interrupt with i6 from 1st block
eddyuf+2m21i22~23-13+32a(+24)
Balcony Break
eddy(back to wall).b,b,UBm21i35~38+1+34d
* Floating state 5~7
* is8~24
* Floating state 25~33
* Low crush 34~37
* Floating state 38~40
eddyHSP.1M21i23~25+6+8c+19d
* Elbow
* Transition to RLX
* 6 Chip damage on block
* Floating state 1~12
eddyHSP.4,2m, m10, 21i12~13, i23~24-13+12a(+3)
* Tornado
* Balcony Break
* Combo from 1st hit
* Floating state 1~9?
fahkumramb+4,3,2m, m, m14, 14, 21i14, ,i31~32-12+16a
* Knee
* Elbow
* Interrupt with i13 from 1st block
* Grants GRF on hit
* 20f timestop on hit
* Move cannot be delayed
* Input can be delayed by 4F
feng1,1h, m5, 21i10, i25~26-11+2+61a
* Links to 10-hit string
* Interrupt with i7 from 1st block
* Whiffs vs SWR from 1st block
* Move can be delayed by 3F
* Input can be delayed by 4F
fengdf+2,2m, m15, 21i20~21, i13~14-6+14a (+4)
* Balcony Break
* Combo from 1st hit with 1F delay
* Jail from 1st block with 1F delay
* 20f timestop on hit
* Move cannot be delayed
* Input can be delayed by 1F
fengdf+4,2,1+2m, m, M13, 13, 21i15, ,i34~35-19+31a (+16)
* Tornado
* Shoulder
* Combo from 2nd CH with 4F delay
* Interrupt with i14 from 2nd block
* Interrupt with i2 from 2nd hit
* Whiffs vs SSR, SWR from 2nd block
* Move can be delayed by 9F
* Input can be delayed by 10F
fengb+3m21i22~23+4+6+10a
* Knee
* 4 chip damage on block
* Transition to r25 CD on hit or block with df (+6/+8/+12d)
** Transition to r1 FC with DF~db (+5/+7/+11d)
fengf,F+4,3m, m15, 21i19~20, i20~21-14+32a (+22)
* Combo from 1st hit with 11F delay
* Interrupt with i1 from 1st block
* Move can be powered up by delaying input by at least 8F (25 damage and +34a (+24))
* Recovers 1F faster on hit (t72 r31)
* Low crush 20
fengFC.df+2m21i18-14+55a
* High crush 18~40
feng(Back to wall).b,b,UBm21i39~41+4c~+6c+22a
* Floating state 5~13
* is8~13
* Low crush 14~46
* Floating state 47~49
fengSTC.Pm21i18~19-17+53a
* Only occurs during STC after absorbing 2 hits without performing any stance action
heihachi1,2,4h, h, h5, 8, 21i10, ,i22~23-9+16cg+52a
* Balcony Break
* Tornado
* Combo from 2nd CH with 2f delay or 8F charge delay (i30~31)
* Interrupt with i2 from 2nd block
* Can be charged with up to 27F (i31~32)
* Move can be delayed by 1F
* Input can be delayed by 2F
heihachi4h21i15~16-9+16cg+52a
* Tornado
* Balcony Break
* Can be charged with up to 20F (i24~25)
heihachif,F+3m21i20~22-3c+56a
* Spike
hwoarang3~4m,m11,21i22,i7-3+26a (+16)
* Balcony Break
* Input 4 on frames 1 to 5
* Input 4 on frame 1 to power up
** 37dmg, +1 oB, +42a (+16) oH
* Low crush 16~
hwoarangf+4h21i17~23+7~+13+18g~+24g+18~+24
* +11~+17 guaranteed on CH depending on frame advantage
* Transition to RFS
hwoarangdb+4,4L, h14, 21i16, i17~19-1~+1+24a~+26a
* Combo from 1st CH
hwoarang(Back to wall).b,b,UBm21i36~38+0c+8a
* Low crush 14?~32?
hwoarangLFS.2,2,3,4,3,4,4,4,4m, h, h, L, m, m, l, h, m15, 7, 10, 7, 7, 8, 7, 10, 21 (14)i16, ,i22-18-16
* Airborne combo from 8th hit
* Interrupt from 8th block with i33
* Can be sidestepped
hwoarangRFF.b+4h21i18~19-9+12g+13c
* Balcony Break
* High crush 6~17
hwoarangRFF.df+3m21i22~24+1+6
* Homing
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Remains in RFF (transitions to LFF on Heat activation or when using Heat Dash)
* Low crush 9~
hwoarangRFF.f+3h21i14~17+12~+15+23~+26
* Transition to LFS
* Transition to r44? BT with B (-11~-8/+0~+3)
hwoarangRFS.3~4m,m11,21i16,i7-3+42a (+16)
* Balcony Break
* Jail from 1st block
* 9 chip damage on block in heat
* Input 4 on frames 1 to 7
* Input 4 on frame 1 to power up
** 37dmg on hit, +1 on block
** 14 chip damage on block in heat
* +26a (+16) on 2nd hit
* Low crush 10~26
* Floating state 27~29
hwoarangRFS.4,3m, m17, 21i14, i23~24+4+25a (+16)
* Tornado
* Balcony Break
* Transition to LFS
* Combo from 1st CH with 1F delay
* Combo from 1st hit during heat
** Does not combo when 3 is input on frame 14 or 15 (bug)
* Move cannot be interrupted
* Move cannot be delayed
* Input can be delayed by 1F
* 4 chip damage on block in heat
* Consumes 180F of remaining Heat time
hwoarangRFS.b+3m21i16~17-9+7
* Heat Engager
* Heat Dash +42a (+27)
* 6 chip damage on block in heat
* Recovers 6F faster on hit (t42 r25)
jack-81+4,df+1M21i22~, i20~23-17+52a (+42)
* Tornado
* Non just frame version of 1+4:df+1
* Alternate input hcf,df+1 to power up
jack-8db+1,1,1,2l, l, l, m13, 5, 5, 21i12, ,i19-11+43a (-4)
* Balcony Break
* Interrupt with i16 from 2nd block
* Interrupt with i19 from 1st hit
* Whiffs vs SSR, SWR from 2nd block or 1st hit
jack-8db+3, ... 1+2l, h15, 21i21, i34+14g+17cg
* Balcony Break
* Interrupt with i14 from 1st block
* Interrupt with i3 from 1st hit
* Forces tech backroll on hit
jack-8db+3, ... d+1+2l, m (th)15, 4,5,5,5,5,21i21, i340
* Crouch throw (Unbreakable)
* Can be executed after any hit of Cossack Kicks (DB+3,4,3...)
jack-8db+1+2l,l8,21i18-70-5d
* Floor Break
jack-8b+4,4m, M16, 21i13, i30-4c+3d
* Combo from 1st CH
* When comboing from 1st CH:
** Floor Break
** -8d on hit
* Interrupt with i10 from 1st block
jack-8f,F+1+2,1+2m, l20, 21i15, i28-19+13d
* Airborne combo from 1st hit
* Interrupt with i9 from 1st block
* High crush
jack-8SIT.1+2m21i24-44-12d
*
* Floating state
jack-8hFC.1+2l21i24-15+13d
* Alternate input FC.db+1+2
* Can be done from Crouch Level 1
* High crush 1
jinf+4m21i16-17-8+4+42a
* Enter ZEN -1 +11 +49a r26 with F
* Balcony break on airborne hit
jind+3,4,3l, h, m7, 10, 21i15~16, ,i24~25-12+31d (+23)
* Tornado
* Balcony Break
* Combo from 2nd CH with 2f delay
* Interrupt with i5 from 1st block
* Input can be delayed 10f
jindb+2,2,3m, h, m12, 11, 21i16, ,i35~36-9+20a
* Airborne combo from 1st CH (+22a (+15))
* Balcony break on airborne hit
* Interrupt with i9 from 1st block
* Interrupt with i4 from 1st hit
* Whiffs vs SSL, SWL from 1st block
jinb+4m21i17~18-7+15a
Balcony Break
jinZEN.1,2m, m14, 21i16~17, i23~24-14+32a (+6)
* Heat Engager
* Heat Dash +36a (+26)
* Balcony Break
* Combo from 1st hit with 6f delay
* Interrupt with i5 from 1st block
* Input can be delayed 12f
* Move can be delayed 11f
* Cancel to Breaking Step -22 -11 r40 with DF on frame 20
jun2,1,4,3h, m, m, h7, 9, 12, 21i12, ,i25-9+13a (+4)
* Balcony Break
* Combo from 3rd CH with 5F delay
* Interrupt with i5 from 1st block
* Input can be delayed 10f
jun2,1,1+2h, m, h7, 9, 21i12, ,i22+2+22cg
* Balcony Break
* Elbow
* Combo from 2nd CH with 9f delay
* Interrupt with i6 from 2nd block
* Forces tech backroll on hit
junf+4h21i19~21+3~+5+13~+15
* Balcony Break (airborne)
* Homing
junf+2+3h21i28~29+0+25a
* Balcony Break (airborne)
* Punch sabaki
* Crumple stun launcher (+51a) on parry effect
* Parry state 4~15
junu+4m21i22~23-3~-2+22a
* Balcony Break (airborne)
* Low crush 8~28
* Floating state 29~31
junuf+3+4m,M5,21i20~23 i2~6-8~-4+18a
* Spike
* Low crush 9~30
junws4m21i11~12-12+18a (+11)
jun(Back to wall).b,b,UBm21i39~41+4c~+6c+22a
* Floating state 5~13
* is8~13
* Low crush 14~46
* Floating state 47~49
junIZU.4,1L, M10, 21i19, i19~20-14~-13+14a (+3)
* Balcony Break
* 2nd hit only available as combo from 1st hit
* DA: +9 damage on hit (30)
* Deals 18 damage to self (12 recoverable)
* Unparryable
* Gain 20 Kazama Essence on normal or airborne hit
* Low crush 22~38
* Floating state 39~41
junIZU.f+1+2m21i16~17-6+5+25
* Homing
* Balcony Break (airborne)
* Only i15 or faster attacks guaranteed on CH
* Jab evasion
* Gain 6 Kazama Essence on normal hit and 5 on airborne hit
kazuyadf+3,2,1m, m, m13, 13, 21i18~19, ,i25-14+8a (-1)+25
* Tornado
* Balcony Break
* Combo from 2nd CH with 10F delay or 23F charge (i34)
* Interrupt with i6 from 2nd block
* i14 initial charge; can be charged up to 30F (i41)
* Move can be delayed by 15F
* Input can be delayed by 16F
kazuyab+1+2m21i22-8+5
* Heat Engager
* Heat Dash +5, +43d (+35)
* 6 chip damage on block
kazuyaf,F+3m21i20~22-3c+46a
* Spike
king1+2,1m, m17, 21i18, i22-13+12a (+3)
* Balcony Break
* Combo from 1st hit with 1f delay
* Input can be delayed 1f
* Move cannot be delayed
* Interrupt with i5 from 1st block
* Cancel to -18 -9 -7 r35 with B on frame 19
kingf+1+4m21i17~19+3+7
* Chest attack, unparryable by Asuka, Nina, etc
kingd+1+2m21i23-24+45a (+35)
* Tornado
* High crush 6~22
kingdb+2m21i25~26-5c+19a
* Floor Break
kingb+2,1h, h16, 21i14, i20~21-9+19a (+10)
* Balcony Break
* Elbow
* Combo from 1st hit with 5f delay
* Move can be delayed by 10f
* Input can be delayed by 15f
* Recovers 2f faster on hit
kinguf+1h21i20~23-3+36a (+27)
* Homing
* Balcony Break
kingf,F+1m21i20~21-5+14g+38d
* Homing
* Balcony Break
kingf,F+2m21i31~32+7+12c
* Elbow
* Forces crouching on hit.
* Allow crouching throw on hit.
* 6 chip damage on block.
* 8 chip damage on block in heat.
kingFC.df+2m21i15-14+56a
* Crumple on hit.
kingCD.DF+4m21i15~16-9+49a(+18)+53a
* Knee
* Special down state that allows low juggle (on normal hit).
* Crumple on CH for full combo.
kingJGR.1m21i16~17-8+26c
* Balcony Break
* Elbow
* Power up into JGR.1* after 30F? or during Heat
** Partially uses remaining Heat time during Heat.
kingJGS.1h21/25/31i17~18/i19~20-7/-1+47d/+53d
* Crumple on hit.
* On block / hit / startup increases up to 2nd spin.
* Damage increase up to 3rd spin.
kumau+3+4m21i34~39+10+20
* Transition to SIT (cannot cancel)
* Low crush 8~36
* Floating state 37~39
* High crush 51~
kumaws3m21i18~20-9+17 (+8)
* Balcony Break
* Homing
kumaFC.df+2,1,1+2,3,1+2,3+4,1+2,2,3m, h, M, L, M, m, m, m, h12, 12, 6, 5, 6, 6, 7, 6, 21i18~19, ,i26-21+34a (+24)
* Combo from 8th hit
* Interrupt with i8 from 8th block
* Can SSL/SSR and SWL/SWR from 8th block
kumaFUFT.d+1+2m21i29~31+18~+20+37a+37a
* Transition to SIT (Cannot cancel)
* Reverse direction when performed in FUFA
kumaHBS.3+4M21i20~24-14+9a (-1)
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Panda: Decreased attack range and height hitbox (does not hit as deep)
* Power crush 7~19
kumaROL.2m21i17~19-17+28a (+18)
kunimitsu3,4h, h17, 21i16~17, i25~27-5+20a+46a
* Balcony Break (airborne)
* Combo from 1st hit with 10f delay
* Interrupt with i9 from 1st block
* Whiffs vs SSR, SWR from 1st block
* Input can be delayed 10f
* Move cannot be delayed
kunimitsuub+2m!21i51+10a
* Floor Break
* Weapon
* Hitstop 20f on hit
* Low crush 27~50
kunimitsuf,d,df+2M,h15,21i14~15 i25~26-17~-16+73a (+57)
* Tornado
* Weapon
* 2nd hit available only as combo from 1st hit
* Bufferable
* 29 total scaled damage
* 3 chip damage on block
* Low crush 16~36
* Floating state 37~39
kunimitsu(Back to wall).b,b,UBM21i37~38-3c+15a
* Floor Break
* Weapon
* Floating state 5~13
* is8~13
* Low crush 14~31
* Floating state 32~34
kunimitsuBT.f+1+2m21i16~17-13+54a
* Tornado
* Balcony Break (airborne)
* Weapon
* Hit vs BT +9a (+0)
kunimitsuKAT.2m21i23~24+5+20d+80a (+60)
* Spike
* Weapon
* Transition to FC with D
* is1~6
* Low crush 7~24
* Floating state 25~27
kunimitsuSET.4,3M, m13, 21i18~19, i22-13+5a
* Spike
* Combo from 1st hit with 9f delay
* Input can be delayed 9f
* Move can be delayed 5f
* Interrupt with i5 from 1st block
* Low crush 5~17
* Floating state 18~20
larsb+2,3m, h12, 21i15, i18-8+38d (-20)
* Balcony Break
* Tornado
* Combo from 1st hit with 5F delay
* Interrupt with i1 from 1st block
* Move cannot be delayed
* Input can be delayed by 5F
larsDEN.3+4L21i22~23-14-3+5c
* Transition to SEN with input F (-7/+4/+12c)
larsSEN.1+2m21i14~16-14+20a (+13)
* Tornado
* Recovers 7F? faster on hit (t44 r28?)
* -7 and 8 chip damage on block after attack absorption
* Power crush 6~13
lawH.uf+2h21i19~20+4+21d
* Weapon
* Strong Aerial Tailspin
* Balcony Break
* Consumes 120F of remaining Heat Time
* 4 chip damage on block
law2,b+2,1,2h, h, h, m8, 8, 8, 21i10, ,i20-3+20a+55a
* Combos from 3rd hit CH
* Delay-able
* Transition to FC with D
lawd+1,3l, h15, 21i19~20, i24-9+20a (+11)
* Balcony Break
lawd+2,3sl, m8, 21i11, i23-15+30a (+20)
* Combos from 1st hit CH
* Tornado
lawb+4,3m, h13, 21i14, i32-5+24a (+15)
* Balcony Break
* Combos from 1st hit
lawb+1+2m21i20-14+31a (+23)
Balcony Break
* Power crush 7~
lawuf+2h21i19~20-1+9+21d
* Weapon
* Strong Aerial Tailspin
* Balcony Break
* 4 chip damage on block
lawDSS.4l21i21-13+6c+38a
leed+4,4,4,4l, l, l, m7, 8, 5, 21i12, ,i24~25-20+11a (+2)
* Balcony Break
* Transition to -11, +20a (+11) HMS with 3
* Combos from 3rd hit CH
leeb+2,4,3h, h, h9, 16, 21i14, ,i27-0+22a (+13)+51a
* Strong Aerial Tailspin
* Balcony Break
* Transition to -5, +17a MS with F
* Low crush
lee(back to wall).b,b,UBm21i35~38+1+34d
* Floating state 5~7
* is8~24
* Floating state 25~33
* Low crush 34~37
* Floating state 38~40
leo1,2,1,1h, h, h, m5, 10, 16, 21i10, ,i18-13+12a (+3)
* Balcony Break
* Elbow
* Combo from 2nd CH or 3rd hit
* Move cannot be interrupted
* Move is delayed 1F
* Move cannot be delayed
* Input cannot be delayed
leof+2,2h, m14, 21i14~16, i23~24-12~-11+8+25d
* Combo from 1st hit with 6F delay
* Move cannot be interrupted
* Move can be delayed by 10F
* Input can be delayed by 12F
leof+2+3h21i20~21-9~-8+11a (+2)
* Balcony Break
* Sidesteps to the right
leob+2,1+2m, m11, 21i14, i27~28-11c~-10c+8
* Heat Engager
* Heat Dash +5, +43d (+35)
* Combo from 1st hit
* Interrupt with i5 from 1st block
leob+2+3m21i30~31-8~-7+23g+28a
* Parries high and mid punches
* Hit after parry is the same as on CH
* Parry state 5~9
leouf+3m21i17~21-9~-5+13a (+4)
Balcony Break
* Can input with u+3
** Less forward movement and deals 20 damage
* Low crush 9~
leoBOK.1+2M21i20~21-12~-11+15a
* Heat Engager
* Heat Dash +43d (+35)
* Balcony Break
* Spike
* Power crush 8~19
leoBT.1+2m21i11-20+1a (-8)+22a (-14)
* Balcony Break
* Elbow
leroy1,2,3h, h, h5, 9, 21i10, ,i23~24-6~-5+20a(+11)~+21a(+13)
* Balcony Break
* Combo from 2nd hit CH
* Low crush
leroy2,1,2,1h, m, h, m10, 12, 17, 21i12, ,i21~23-13~-11+16a(-1)~+18a(+3)+30a(+20)
* Balcony Break
* Tornado
* Elbow
* Combo from 3rd hit
* Delayable
leroyd+1+2m21i17~18-4~-3+6c
* Heat Engager
* Heat Dash +5, +67a (+50)
leroyf,F+4,2m, m16, 21i16~17, i27~28-14~-13+34a (+19)+43a (-33)
* Tornado
* Combos from 1st hit
* Has evasive properties
leroyws2m21i15~16-14+51a
leroy(back to wall).b,b,UBm21i35~38+1+34d
* Floating state 5~7
* is8~24
* Floating state 25~33
* Low crush 34~37
* Floating state 38~40
leroyHRM.b+1M21i20~22+4+7c+52a
6 chip damage on block
leroyHRM.f+4M21i26~29+0+40a
8 chip damage on block
* Low crush 13~30
lidiaf+3,4m, h12, 21i17~18, i21~23+5+17
* Combo from 1st CH with 10f delay
* Move can be delayed 7f
* Can be ducked on hit
* Interrupt with i5 from 1st block
* Power up with input qcf+4, adds 2 damage
* Balcony break on airborne hit
* Transitions to HRS
* 6 chip damage on block
* Low crush 15~27
* Floating state 28~30
lidiadb+3+4m21i22-3+5
* Has low parry effect
* Does not parry weapon lows
* Parry state 5~13
<Showing 3601-4000 of 6584 moves>