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All Characters Tekken 8 Frame Data

CharCommandHit levelDamageStartupBlockHitCounter hitNotes
hwoarang1,2h, h5, 10i10, i10-3+6
* Jail from 1st block with 4F delay
* Combo from 1st hit with 4F delay
* Transition to LFS with 3 (+3/+12g?/+12)
* Transition to RFS with 4 (+3/+12g?/+12)
hwoarangdf+1m10i13~14-1+6
* Also possible during RFF
hwoarangb+1+3,P.4m,h,h10,8,10i15,i8,i9+17a (+8)
* Balcony Break
* Pressing 4 after successful parry
hwoarangws2,3m, h12, 10 (15)i15~16, i23~25+3+72a (+56) / +10
* Tornado
* Combo from 1st hit
** +72a (+56) from 1st hit
** Balcony Break from 1st hit
* Transition to LFS
* Low crush 17~
hwoarangLFS.2,2,3m, h, h15, 7, 10i16, ,i14~17-6~-3-3~+0
* Combo from 2nd hit (1st active frame only)
* Combo from 2nd CH
* Interrupt from 2nd block with i3
hwoarangLFS.2,2,3,4,3,4,4,4m, h, h, L, m, m, l, h15, 7, 10, 7, 7, 8, 7, 10i16, ,i23-28+23a (+13)
* Interrupt from 7th block with i3
hwoarangLFS.3m10i14-13-7-2
* Transition to r17 LFS with F (+2/+8/+13)
* -7c on crouching hit
hwoarangRFF.1h10i10+0+6
* Remains in RFF
hwoarangRFF.2,1h, h6, 10i10, i10+0+6
* Jail from 1st block with 2F delay
* Combo from 1st hit with 2F delay
* Remains in RFF
hwoarangRFF.d+3L10i18-11+0
* Transition to BT
* +0c on crouching hit
hwoarangRFF.f+1,2h, h5, 10i10, i10-3+6
* Jail from 1st block with 4F delay
* Combo from 1st hit with 4F delay
hwoaranghFC.3L10i16-17-6
* -6c on crouching hit
* High crush 1~
jack-81h10i12-2+6+9
jack-82h10i11+1+9
* Recovers 2f faster on hit or block (t29 r18)
jack-8df+1,2m, h12, 10i14, i29-12-1
* Combos from 1st hit CH
* Interrupt with i8 from 1st block
* Whiffs vs SSR, SWR from 1st block
* Delayable
jack-8d+4l10i16-15-4
* Alternate input FC.d+4
* High crush 4
jack-8uf+1h10i17+71a (+55)
* Tornado
* Only hits airborne opponents
* Transition to GMH with D
** (+75a (+59))
* Can be charged to power up
* Alternate input ub+1, u+1
jack-8ws2m10i14-7+4
* Elbow
jack-8FC.df+2,1m, m12, 10i17, i26-4+7
* Combos from 1st hit with ?F delay
* Interrupt with i9 from 1st block
* High crush
jack-8FC.df+2,1,2m, m, m12, 10, 10i17, ,i27-12+29a (+19)
* Combos from 1st hit CH
* Interrupt with i8 from 2nd block
* Whiffs vs SSR, SWR from 2nd block
* High crush
jack-8FC.df+4m10i12-12+4
* Knee
jack-8SIT.1l10i19-48-37
*
* Floating state
jack-8SIT.1,2l, l10, 10i19, i15-47-36
* Combos from 1st hit
* Interrupt with i1 from 1st block
* Floating state
jack-8SIT.1,2,1l, l, l10, 10, 10i19, ,i15-47-36
* Combos from 1st hit
* Interrupt with i1 from 2nd block
* Floating state
jack-8SIT.1,2,1,2l, l, l, l10, 10, 10, 10i19, ,i15-47-36
* Combos from 1st hit
* Interrupt with i1 from 3rd block
* Alternate input SIT.2,1,2,1
** String moves recover 4 frames faster with alternate input
* Floating state
jack-8hFC.1L10i19~21-8+3
* Can be done from Crouch Level 1
* +3c on crouching hit
* High crush 1~46
jack-8hFC.4l10i16-15-4
* Alternate input d+4
* High crush 1
jack-8hFC.db+1,1l, m14, 10i14, i24-6+5
* Spike
* Interrupt with i5 from 1st block
* High crush
jack-8df,DF+2+4t10i14-2+54a
* Throw Break 2
*
jack-8df+2+4t10i11-2+26a
* Throw Break 2
*
jindf+1m10i13~14-3+4+6
jind+1m,t21,10i21-13+0d
* Balcony break on airborne hit
* Transition to attack throw on standing hit
* -9 on block after absorbing an attack and 8 chip damage on block
* Power crush 7~20
jind+3,4l, h7, 10i15~16, i20~21-11-3
* Combo from 1st CH
* Interrupt with i1 from 1st block
jinb+2,1m, m12, 10i15~16, i14~15-9+2
* Jail from 1st block with 5F delay
* Combo from 1st hit with 1F delay
* Combo from 1st CH with 13f delay
jinws1,3,2,1,4,2m, h, m, m, l, M7, 8, 4, 3, 5, 10i13~14, ,i31~32-16+15a
* Balcony Break
* Spike
* Airborne combo from 1st hit (-8d)
* 4 chip damage on block
* Low crush 8~28
* Floating state 29~31
jinDVS.4L10i16-12-2c
* 3 chip damage on block
jun1+4,2SL,h, h5,8, 10i14 i17, i19-2+9
* Combo from 2nd CH
* Interrupt with i16 from 1st block
* Move cannot be interrupted from 2nd block
* Whiffs vs SS, SW from 1st block (SSR/SWR more consistent w/ big bodies)
jundf+1m10i13~14-3+8
jund+4L10i15-12-1
-1c on crouching hit
junb+2m10i14~15-9+2
junb+2,2m, m10, 10i14~15, i16~17-9+3
* Combo from 1st hit with 15F delay
* Interrupt with i5 from 1st block
junuf+4m10i16~18-20-9s
* Low crush 10~40
* Floating state 41~43
junIZU.4L10i19-37-1c+23a
Stagger low
* High crush 13~
junhFC.3+4m,m10,10i21~22 i23~24-6+5c
* Transition to r24 FC with D
* Can be done from Crouch Level 1
* Low crush 5~19
* Floating state 20~22
junhFC.3+4,3m,m, m,m10,10, 10,10i21~22 i23~24, i31~32 i40~41+0~+1+15a
* Transition to r24 FC with D
* Interrupt with i11 from 1st block
* Whiffs vs SS, SW from 1st block
* Low crush ~21~31
* Floating state 32~40
kazuya3,1h, h12, 10i14, i19-1+7
* Combo from 1st hit
* Move cannot be interrupted
* Transition to CD r16?~r25? with df (+2 +10)
** CD recovery depends on input
** r24 forward dash with df,n,f,n,f
** r17: cd3, cd1+2
** r19: cd1 (i22~24), ws3 (i23~25)
** r25: cd2 (i19~20), cd4 (i24), ws4 (i19~20)
** Cannot buffer attack inputs or sidewalks during forward dash transition
kazuyadf+4m10i13~14-9+2
kazuyad+3L10i16-17-6
* -6c on crouching hit
* High crush 4~
kazuyab+1h10i11-10+1
kazuyab+3,1h, h15, 10i18, i12+0+6
* Jails
* Combo from 1st hit
kazuyab+3,1,4h, h, l15, 10, 10i18, ,i16-10c+7
kazuyauf+4,4,4m, l, l16, 12, 10i25, -23+17a (+10)
kazuyaws1m10i13~14-5+5
kazuyahFC.3L10i16-17-6
* -6c on crouching hit
* High crush 1~
king1,2,1h, h, m5, 15, 10i10, ,i24~25-4+5+10
* Jail from 2nd hit with 4f delay
* Move can be delayed 9f
* Interrupt with i5 from 1st block
* Starter of 10 Strings, 3rd~5th hits are combo
king2h10i10+1+7
kingdf+4l10i14~15-14-3
kingd+3+4,4,4,2L, L, L, m14, 7, 7, 10i16, ,i28-15+5
* Combos if the low before the punch counterhits
kinghFC.3L10i18-17-6
* Get extra range by FC.df+3/CD.DF+3.
kingFUFT.db+1+3t(g)20,10 / 35i18~20+0+1d(-40)
* 1 or 2 throw break, depending on King's input
* Mash 1/2/3/4 to roll in midscreen to reduce 10 damage, on wall splat damage is 35
* Opponent recovers in FUFT if fails to roll
kingMMD4.3+4,1+2t10+0d
* Cannot throw break.
* Opponent recovers in FDFA.
kingUT,1+2,1+2t, t25, 10+1d
* Cannot throw break.
* Opponent recovers in FUFA.
kuma2h10i10-1+6
kumadf+2m10i15~16-9+2
kumad+4l10i16-15-4
* -4c on crouching hit
* High crush 4~
kumadb+2L10i18-15-1
* Transition to HBS with D or 3+4 (-17/-3)
* High crush 6~51
kumaFDFA.1+2l10i14~16-12+6+6
* Transition to HBS
* Move is airborne, requires strong parry
* Reverse direction when performed in FDFT
kumaHBS.1M10i12-13+5+12
* Elbow
kunimitsu1,2,2h, h, h5, 8, 10i10, ,i20~21-12+5
* Balcony Break (airborne)
* Weapon
* Combo from 1st hit
* Move cannot be interrupted
* Transition to BT with B
kunimitsudf+1m10i13~14-2+5
kunimitsudb+2M10i16~17-6+7
* Weapon
kunimitsub+1,1,1h, h, h8, 9, 10i17, ,i12+5+6+11
* Combo from 1st hit
* Combo from 2nd hit
kunimitsub+3M10i21~24-10~-7+1c~+4c
Floor Break
* Floating state 10~26
kunimitsuBT.1h10i11-8+8
* Elbow
kunimitsuCH.SET.2m,t20,10i12+55a (+48)
* Weapon
* Attack Throw
* Instant tornado
kunimitsuhFC.3L10i16-17-6
* High crush 1~
larsH.LEN.1L,t20,10i16~17-12c+5d
* Consumes 600F of remaining Heat time
* Side switch and recover standing on hit throw
* Opponent is left FUFA
* High crush 1~50
larsH.SS.2m,SM20,10i16~17, i8+6c+27d
* 6 chip damage on block
* Consumes 270F of remaining heat time
lars1,4h, L5, 10i10, i22-12+1
* Combo from 1st CH with 2f delay
* Interrupt with i3 from 1st block
* Move can be delayed 2f
* Transition to LEN -12 +3 r32 with D
lars2h10i10+0+8
larsf+1h10i13-5+6
larsf+2h10i12-6+3
larsd+3,1l, h,h8, 4,10i15, i19,i18-7+4
* Combo from 1st hit CH
larsdb+1,3l, h9, 10i17, i19-12-1
* Combo from 1st hit
* -31 on 1st block
* Transition to LEN with input D (-31/-12/+3)
larsf,n,b+2m10i14-120
larsf,n,b+2,1m, m10, 10i14, i16-18+47a (+39)
* Jail from 1st block with ?F delay
* Combo from 1st hit with ?F delay
law1,2,2h, h, m5, 8, 10i10, ,i20-8+4+4
Combos from 1st hit CH
law1,2,3h, h, m5, 8, 10i10, ,i15-5+13g
* Wall Crush +24g on hit
* Knee
* Combos from 1st hit CH
* Jails from 1st attack
law2,2h, m8, 10i10, i20-8+4
Delay-able
law2,2,2h, m, h8, 10, 10i10, ,i13-9+4+9d
* Combos from 2nd hit
* Transition to DSS with F
** (-4 oB, +9g oH, +14d)
law3+4m,m5,10i14~15, i11-13+3
Alternate input DSS.3+4
* Low crush 14~
lawf+2h10i12+0+6
* Can route into:
** Rave War Combo (f+2,2,2), or
** Blazing Fist Combo (f+2,2,1+2)
* Alternate input DSS.f+2
lawdf+1m10i13-1+5
First hit of Law's 10 String
lawb+2,3m, l12, 10i16, i23-12-1
Delay-able
lawuf+1h10i12-5+6
* Alternate input:
** Ki Charge~1
** b,B+2+3~1,3
lawuf+1,3h, l10, 10i12, i19-13-1
* Combos from 1st hit
* Alternate input:
** Ki Charge~1,3
** b,B+2+3~1,3
law1+2+3+4~1h10i12-5+6
* Alternate input:
** uf+1
** b,B+2+3~1,3
law1+2+3+4~1,3h, l10, 10i12, i19-13-1
* Combos from 1st hit
* Alternate input:
** uf+1,3
** b,B+2+3~1,3
lawws1m10i13-7-1
* Transition to DSS with F
** (-5 oB, +1 oH)
lawss3+4m,h9,10i15-12+63a (+43)
Balcony Break
* Low crush
lawhFC.3l10i16-17-6
* High crush 4~
lawf,F+3+4t10i14-3+55a (+28)
Throw break 1+2
lee1,2,4h, h, m5, 9, 10i10, ,i18-12-1+58a
* Jail from 1st block
* Combo from 2nd hit
* Transition to HMS r33 with 3 (-14/-3/+57a)
** Cancel to r11 standing or FC with b_db_d_df (Cannot block i25)
** Cancel to r1 standing or r7 FC with u_d~d_db_d_df (Cannot block i15)
* Consumes 60F of remaining Heat time without perfect input
lee2h10i10+1+7
leedf+1m10i13~14-1+5
Links to 10-hit combo
leews3,3,DF+3M, m, m16, 11, 10i10, ,i26-19-8
* Combos from 2nd hit CH
leews3,3,DF+3,3 ...M, m, m, h16, 11, 10, 10i10, ,i26-16-8
* DF+3,3 can be repeated infinately
* Can shift to Infinite Kick Chain: Low with D+3 after the 4th, 6th, and 8th high attacks
* Combos from 3rd hit
leews3,3,D+3,3 ...M, m, l, h16, 11, 8, 10i10, ,i24-16-5
* D+3,3 can be repeated infinitely
* Can shift to Infinite Kick Chain: Middle with n,3 after the 4th, 6th, and 8th high attacks
* Combos from 3rd hit
leeFC.3l10i13-17-6
*
* High crush
leeMS.3m10i15-12-1
*
* Low crush
leeMS.3,4m, m10, 10i15, i15-13+32a (+22)
*
leo1,2h, h5, 10i10, i12-3+8
* Jail from 1st block
* Combo from 1st hit
* Enter KNK r28 with b (-9/+2)
leo3,2h, h15, 10i14, i19-2+9
* Combo from 1st hit
* Move cannot be interrupted
* Enter BOK -6 +5 with d
leod+3l10i16-17-6
* High crush 4~
leohFC.3l10i16-17-6
leroy2h10i12+0+9
leroydf+1m10i13~14-6+5
leroydf+2,1+2m, h,m7, 5,10i15~16, i19~20, i11~12-18+33a (+23)
* Jail from 1st block
* Combo from 1st hit
leroyuf+3+4m,m8,10i14~15,i10~11-14+16a
Balcony Break
* Low crush
lidia1,2,2h, h, m5, 8, 10i10, ,i22-8+8
* Combo from 1st hit with 3f delay
* Interrupt with i3 from 1st block
* Transition to CAT on hit or block only
* CAT transition is -16
lidia2,1h, h8, 10i11, i20~21+1
lidia3,2h, h9, 10i15, i22-4+58a
* Tornado
* Combo from 1st hit with 3f delay
* Just frame input within a 3f window (14~16) adds 2 damage
* Interrupt with i5 from 1st block
* Whiffs vs SSR from 1st block
* Balcony break on airborne hit
* Hitstop 20f on hit
lidiaf+2h10i12-7+4
Elbow
lidiaf+4,3m, m8, 10i17, i13~14-10+0
Jail from 1st attack with 1f delay
* Low crush 5~17
* Floating state 18~20
lidiadf+1,2m, h13, 10i13, i16~17-4+4
Combo from 1st hit with 1f delay
lidiab+3,1m, m16, 10i17~18, i23~24-11~-10+5+14
Combo from 1st hit
lidiaHRS.2m,t18,10i16-10+8
* Heat Engager
* Heat Dash +5, +67a (+50)
* Transitions to attack throw on front hit
* Does not transition to throw when using Heat Dash
* Activates Heat when throw is completed
* Transition to r33 HAE on hit only when heat is not depleted
* Cancel HAE transition with B (+6)
* +6 on hit when heat is depleted
lidiaWLF.3m10i17-6+4
lidiahFC.3L10i16-17-6
* High crush 1~
lilif+2h10i12~13-9-1
lilidf+1m10i13-1+8
lilid+1L10i18~19-11+0
* Transition to FC with D
* High crush 9~29
lilid+2,2m, h16, 10i16~17, i17~18-10-4-2
* Jail from 1st attack with 6f delay
* Combo from 1st hit with ?f delay
* Input can be delayed 13f
* Move can be delayed 11f
* Transition to r25 RAB (-7/-1/+1) with b+3 or b+4
liliws1m10i13~14-11+0
liliFC.3L10i16-17-6
* High crush 1~
liliBT.4,3+4m,M, M,M10,20, 5,10i26~28 i21~22, i28~29 i8~10-10~-8-1d
* Floor Break
* Combo from 1st hit
* Interrupt with i7 from 2nd block
* +21a on hit when only the last kick connects
* Input can be delayed 1f
* Move cannot be delayed
* Floating state 15~32
miary-zo1,3h, m5, 10i10, i20-6+0
* Combo from 1st hit with 4f delay
* Interrupt with i1 from 1st block
* Move can be delayed 4f
* +0c on crouching hit
* Links to 10-hit strings
miary-zo2h10i11-2+9
miary-zo3,1m, m12, 10i13~14, i18~19-10+1
* Jail from 1st block
* Enter MOR -7 +4 r25 with F
miary-zof+3+4m10i18-9+3
* Low crush 9~18
* Floating state 19~21
miary-zodf+1m10i13-2+5
miary-zodb+2m10i15-11+2
miary-zodb+2,3m, m10, 10i15, i23~24-11+2
* Knee
* Combo from 1st hit with 9f delay
* Interrupt with i4 from 1st block
* Move can be delayed 8f
miary-zob+1h10i12~13-9+4+4s
* Elbow
miary-zob+2h10i13-12+0
* Homing
miary-zouf+4m10i15~16-15-7s
* Low crush 9~31
* Floating state 32~34
miary-zof,F+2,2m, m14, 14,4,10i15~16, i22~23 i5 i5-9+32a (+6)
* Balcony Break
* Weapon
* Combo from 1st hit
* Jail from 1st block
* Available only on hit or block
* Chip damage on block
* Power up in Heat
miary-zoMOR.4L10i17-12-1
* High crush 1~29
nina1,2h, h5, 10i10, i10-3+8
* Jail from 1st attack with 8f delay
* Enter SS +0 +11 t15 r9 with D_U
nina2h10i10+1+7
ninadf+1m10i13~14-1+5
ninadf+1,2m, h10, 10i13~14, i16-5+2
* Jail from 1st block
* Combo from 1st hit
* Transition to SS r19 with D_U (-1/+6)
* Transition CD r18 with F (+0/+7)
* Links to 1 jab extensions
ninadf+3,1m, h13, 10i14, i30-8+3
* Combo from 1st CH
* Interrupt with i11 from 1st block
* Whiffs vs SSR, SWR from 1st block
** Must delay SSR or perform SSR to delayed SWR
* Move can be delayed by 10f
* Cancel to SS -19 -8 -7 with D_U
ninad+1,4sl, m5, 10i10, i16~17-11+0
* Combo from 1st CH
* Jail from 1st block with ?F delay
ninad+3L10i16-17-6
* High crush 4~
ninad+4,1l, h6, 10i12, i24+0+6+11
* Combo from 1st CH with 6f delay
* Interrupt with i4 from 1st block
* Input can be delayed 9f
* Cancel to SS with D_U (-13/-2)
** Cannot block up to i21 on block?
ninab+1h10i12~13-7+4
ninab+3m10i18-6+6c
Spike
ninauf+2m10i18-10+1
ninauf+2,1m, m10, 10i18, i21-13+49a (+40)
* Spike
* Combo from 1st hit with 9f delay
* Interrupt with i3 from 1st block
* Move can be delayed 7f
ninauf+4,3h, L22, 10i18, i18-19-8
* Combo from 1st CH
* Move cannot be interrupted
* High crush 35~64
ninaf,f,F+3m10i20~21-8+1
* Low crush 4~18
* Floating state 19~21
ninahFC.1,4sl, m5, 10i10, i16~17-11+0
Combo from 1st CH
ninahFC.3L10i16-17-6
* -6c on crouching hit
* High crush 1~
ninaBHS.1+2t10 (15),10-3+3d
* Removes Recoverable Health
* Throw break 1+2
* Can side switch on hit
* Power up with 3,4,3,1+2 (+5 damage)
ninaBTR.2t10 (15)-3+3d
* Throw break 2
* Power up with 2,1,1+2 (+5 damage)
ninauf+1+2t30,10i12+0+29a (-32)
panda2h10i10-1+6
pandadf+2m10i15~16-9+2
pandad+4l10i16-15-4
* -4c on crouching hit
* High crush 4~
pandadb+2L10i18-15-1
* Transition to HBS with D or 3+4 (-17/-3)
* High crush 6~51
pandaFDFA.1+2l10i14~16-12+6+6
* Transition to HBS
* Move is airborne, requires strong parry
pandaHBS.1m10i12~13-13+2+12
pandaH.db+1+3t10i15+12
* Alternate input: H.db+2+4
* Unbreakable
* Uses 300F of remaining heat time
paulb+1h10i12~13-9+2
pauluf+3,4m, m15, 10i15~16, i13~14-13+32a (+22)
* Jail from 1st block
* Combo from 1st hit +28a (+21)
* Low crush 8~29
* Floating state 30~32
paulf,F+3,4m, m17, 10i15~16, i13~14-16+30a (+20)
* Airborne combo from 1st hit with 2F delay +27a (+10)
* Jail from 1st block with 2F delay
* Move cannot be delayed
* Input can be delayed by 2F
* Low crush 10~24
* Floating state 25~27
paulDPD.df+2m10i14-10+6
* Balcony Break
* Effective minimum startup 24f
paulDPD.df+3+4m,M32,10i18~23,i51~61-49d-9d (-24)
* Effective minimum startup 28f
* t112 on hit
* Deals recoverable damage to self
* Low crush 16~35
* Floating state 36~62
* FDFA
* 63~92
raven2,3h, l9, 10i10, i22-13-2
* Combo from 1st hit
* Interrupt with i4
* High crush 6~
raven3m10,i14~15-8~-7+3~+4
raven4~3m,m8,10i16 i29~30-16~-15+31a (+21)
Recovery listed is for the second hit
* Low crush 14~27
* Floating state 28~30
ravenf+2m10i15~16-12~-11-1~+0
ravend+3L10i15-11+0
ravenFC.3L10i16-17-6
* High crush 1~
ravenBT.2,1h, h9, 10i10, i14-1+3
* Elbow?
* Combo from 1st hit
* Jails
* Transition to r36 BT with B
* Transition to t31 r18 +3/+7 CD with F
ravenBT.3h10i10-11+0
ravenSZN.2m,sm20,10i18, i23~24-9+7a (-2)
* Heat Engager
* Heat Dash +36a (+26) on hit
* Balcony Break
* Transition to second hit on hit
reina1,2,3h, h, m5, 6, 10i10, ,i21~22-10+1
* Knee
* Combo from 2nd CH with 3f delay
* Input can be delayed 3f
* Move can be delayed 2f
reina3+4m,m5,10i18 i26-8+3c
Spike
* Low crush 9~26
reinadf+1,1m, h8, 10i13~14, i20-4+7
* Combo from 1st hit with 4F delay
* Move can be delayed by 5F
* Input can be delayed by 7F
reinadf+4,2m, m14, 10i15, i18-8+6
* Transition to WRA r28 with D (-6/+8)
* Combo from 1st hit
reinadf+3+4m,h5,10i16,i5~9-15+2
Transition to attack throw on CH
* High crush 9~14
reinauf+3h10i21~22-10+1
* Low crush 11~
reinauf+3+4mm10,10i20,i4-10-1
* Low crush 9~
reinaws4m10i11~12-6+5
reinaFC.d+3l10i16-17-6
* High crush 1~
shaheen2h10i10+0+6
shaheenf+2h10i12-8-2
shaheendf+4,1m, m13, 10i14, i22~23-9+2
* Transition to -2, +9 SNK with DF
* Combo from 1st hit
* Jail from 1st block with ?F delay
shaheend+4L10i19-12+1
shaheenSNK.1h10i12-1+5+14
steve1,2h, h5, 10i10, i10-3+8
* Combo from 1st hit
* Jail from 1st block
* Transition to LWV with 3 (-4/+7)
* Transition to RWV with 4 (-4/+7)
* Transition to SWY with b+3_4 (-4/+7)
* Transition to r20? DCK with f+3_4 (-2/+9)
** r22? DCK FC cancel?
stevedf+2m10i16~17-11+6+10c
* Transition to r22? LWV with 3 (-7/+10/+14c)
* Transition to r22? RWV with 4 (-7/+10/+14c)
* Transition to r22? SWY with b+3_4 (-7/+10/+14c)
* Transition to r18? DCK with f+3_4 (-3/+14g/+18c~+19c)
** r19? DCK FC cancel?
stevedb+3l10i16-13+0
stevedb+3,2l, h10, 10i16, i15~16-6+8
* Combo from 1st hit
* -27 on block after blocking first hit
* Transition to LNH
* Transition to r34 standing with b (-31/-10/+4)
steveb+1h10i13~14-14+2+61a
* Transition to r16? FLK with B (-1/+10/+69)
** r16? FLK FC cancel?
steveb+1,d+2h, l10, 10i13~14, i27~28-11+0
* Combo from 1st hit
* Interrupt with i10 from 1st block
* Transition to r25? PAB with f (-9/+2)
* r25? PAB FC cancel?
* High crush 13~
steveb+1,d+2,1h, l, m10, 10, 10i13~14, ,i25~27-9+35a (+20a)
* Tornado
* Combo from 2nd CH
* Interrupt with i6 from 2nd block
steveuf+3,2l, h20, 10i36~37, i15~16-6+8
* Combo from 1st hit
* -27 on block after blocking 1st hit
* Transition to r34? standing with b (-31/-10/+4)
stevePAB.1h10i12~13-2+9
stevePAB.b+1,1m, h15, 10i17~18, i18~19-7-1
* Combo from 1st hit with 11F delay
* Move cannot be interrupted
* Move can be delayed by 13F
victor2h10i12~13-12-2
* Weapon
victor3,1+2h, h,h11, 9,10i12~13, i19~20,i8~9-9+5
* Combo from 1st hit with 6F delay
victorf+2h10i13~14-11+5
victorf+2,2h, h10, 10i13~14, i11-15-4
* Weapon
* Combo from 1st hit
victordf+1m10i13~14-2+4
victordf+3m10i16-9+2
victord+4L10i16-13-2+0d
* Perform Guilty Mariko on counter hit
victorhFC.1+2l,h10,10i16,i10~11-23, -13+0
* Weapon
* Not parryable (weapon low and weapon high)
* Can be done from Crouch Level 1
* Transition to PRF (-17 / +6) with F
xiaoyu1,d+2h, m5, 10i10, i20~23-3+8+10
* Combo from 1st hit with 5F delay
* Interrupt with i1 from 1st block
* Move can be delayed by 10F
* Transition to standing with 1,D+2 or 1,d+2,F (-4, +7, +9)
* Transition to HYP with 1,d+2~B (-2, +9, +11)
xiaoyu2,1h, m8, 10i10, i19-4+7
* Combo from 1st CH
* Jail from 1st block
* Transition to standing by holding any direction (-4, +7)
xiaoyub+1m10i8~13-12+1~+6
* Transition to BT on hit
* Transition to standing on hit with B+1 (-1~+4)
xiaoyub+4m10i13~14-9+0
*
xiaoyuFC.df+2,1L, l8, 10i19, i18-8+5c
* Combo from 1st hit
* Jail from 1st block with ?F delay
* Transition to FC BT with DF_D_DB
* High crush 1~45
xiaoyuAOP.2m10i13~14-11+0
*
xiaoyuAOP.f+2,1L, l8, 10i19, i18-8+5c
* Combo from 1st hit
* Jail from 1st block with ?F delay
* Transition to FC BT with DF_D_DB
* High crush 1~45
yoshimitsu2h10i11-1+5+8
yoshimitsudf+3m10i17~18-4+4
yoshimitsub+1,1,1h, h, h8, 9, 10i17, ,i11~12+4+5+10
* Combo from 1st hit
* Can transition to Spinning Evade with b+3 or b+4
yoshimitsuuf+1m10i17-10+2c
* Weapon
* Good right sidestep tracking
* Transition to KIN -3 +9 r26 with 1+2
* H.uf+1: Consumes 90F of remaining Heat time
yoshimitsuuf+3+4,3M, M,M20, 10,10i31~35, i39~42 i3~6-4c~-1c+27a
* Floor Break
* Floor break occurs on 3rd hit
* Evades mid attacks from frames ?-?
* Low crush 16~47
* Floating state 48~50
yoshimitsuKIN.1m10i17-12-1
* Floor Break
* Weapon
* 2 chip damage on block in NSS
* H.KIN.1: Consumes 90F of remaining Heat time
yoshimitsuKIN.f+1M,M,M6,6,10i19~20 i6~7 i7~8-5-2
* Weapon
* Combos from any hit
* 8 chip damage on block
* Powers in NSS or Heat
yoshimitsuKIN.f+1*M,M,M,M,M,M6,6,6,6,6,10i19~20 i6~7 i7~8 i6~7 i7~8 i7~8-12+29a (+14)
* Weapon
* Combos from any hit
* 14 chip damage on block
* Powers in NSS or Heat
yoshimitsuMED.1+2m!10i30~34-1a
Recovers 12 base health
yoshimitsuhFC.d+3L10i16-17-6
* High crush 1~
zafina1+2,4m, m17, 10i16~17, i24~25-10+1+6
* Combo from 1st hit with 1f delay
* Interrupt with i6 from 1st block
zafinadf+1m10i13~14-5+7
zafinad+2,4m, m17, 10 (7)i19~20, i26-22-4-4c
* Spike
* Combo from 1st hit
* Airborne combo from 1st CH
* Move cannot be interrupted
* Transition to TRT r44 with D (-22/-4/-4c)
* High crush 56~84
* Floating state 6~55
zafinad+2,4,3m, m, m17, 10 (7), 10 (5)i19~20, ,i28~31-13~-10+18a
* Airborne combo from 1st CH
* Combo from 2nd CH
* Interrupt with i5 from 2nd block
zafinad+4,3L, h8, 10i17~18, i19-6+36a (+26)
* Combo from 1st hit CH with 11f delay
* Interrupt with i3 from 1st block
* Move can be delayed 9f
* Low crush 11~17
* Floating state 18~20
zafinadb+1+2L10i28~29-16+15a
* High crush 9~66
zafinaFC.d+3l10i16-17-6
* High crush 1~
zafinaMNT.2,1m, m19, 10i13~14, i18~19-14-3
* Jail from 1st block with ?F delay
* Input can be delayed 5f
zafinaMNT.df+2m10i19~20-9+32a (+22)
zafinaORB.SCR.df+3+4L,m,m,sm6,13,3,10i19-14-13a (-14)
* Transition to 3rd hit on 2nd hit
* Consumes ORB
* Consumes 450F of Heat time
* Deals 4 additional damage when Zafina's remaining health is below 48
* 4 chip damage on block
** Deals 6 chip damage on block when Zafina's remaining health is below 48
* Jail from 1st block
* High crush 6~
zafinaSCR.df+3L10i28~30-23-10c
* Homing
* Stagger low
* High crush 6~
zafinaSCR.df+3,3L, L10, 10i28~30, i29~31-23+54a (+38)
* Homing
* Combo from 1st hit
* High crush 1~
zafinaSCR.d+3l10i18-6-3+9c
* "Punish" with i12 if Zafina uses SCR.4
* Can hit grounded when off-axis
zafinaTRT.4m10i26-22-4-4c
* Transition to TRT with D
* Floating state 1~70?
zafinaTRT.4,3m, m10, 10i26, i28~31-13+18a
* Combo from 1st CH
* Interrupt with i5 from 1st block
alisadb+3L11i16-13-2+3
* High crush 4~
azucena2,1h, m9, 11i10, i17~18-7+3
* Combo from 1st hit with 4f delay
* Jail from 1st attack with 2f delay
azucenadf+1m11i13~14-3+8
bob3,1m, h14, 11i15~16, i19-3+8
* Combo from 1st hit
* Move cannot be interrupted
bobd+2,1m, m12, 11i15, i14~15-11+0
* Jail from 1st block with 2F delay
* Combo from 1st hit with 2F delay
* Move can be delayed by 1F
* Input can be delayed by 2F
bobd+4l11i16-12-1
* -1c on crouching hit
bobws1m11i13~15-11+0
* Elbow
bryan3,2m, m14, 11i16, i22-10+1
* Combo from 1st CH
* Interrupt with i2 from 1st block
bryandf+2,1m, h12, 11i13, i16-4+5
* Combo from 1st hit
* Move cannot be interrupted
* Enter SWA -1 +8 r15 with b
bryandb+3L11i16~17-12-1+4
* High crush 6~
claudio1,3h, l5, 11i10, i22-12-1
* Combo from 1st CH with 3f delay
* Interrupt with i4 from 1st block
* Input can be delayed 5f
* Move can be delayed 4f
clive2h11i12+0+7
Weapon
clivews1m11i13~14-4+3+8
* Elbow
* Enter PHX -1 +6 +11 r23 with F or 4 on hit or block
devil-jin3,1m, h16, 11i17~19, i29~30+2+8
* Combo from 1st hit
* Interrupt with i3 from 1st block
* Move cancels 2nd and 3rd active frames of 3
devil-jin3,1,f,Fm, h16, 11i17~19, ,-2+4
devil-jindf+1m11i13-6+5+9
devil-jinb+2h11i14~16-13-2
dragunovf+3m11i20-6+5
Enter SNK +0 +11 r19 with DF
dragunovf+4,4h, h16, 11i14~15, i20~21-11+0+22a (+15)
* Balcony Break
** Only on CH
* Combo from 1st hit with 5f delay
* Interrupt with i4 from 1st block
dragunovb+2,1m, h14, 11i15, i17~19-5+6
* Combo from 1st hit with 3F delay
* Move cannot be interrupted
* Move cannot be delayed
* Input can be delayed by 3F
dragunovws1m11i12~13-3+4
Enter SNK -5 +2 r22 with DF
eddyRLX.1L11i14-11c+0
* Transition to FC with D
* High crush 1~16
fahkumram3m11i13-9+2+9
fahkumramdf+2,3m, h10, 11i15, i21-13+52cs
* Balcony Break
* Combos from 1st hit
fahkumramd+3L11i16-16-5
fengdf+1m11i14+0+6+36g
hwoaranguf+3m11i28~29-6-7
* Also possible during RFF
* Low crush 9~
hwoarangLFS.uf+3m11i28~29-6-7
* Low crush 9~
jack-8FC.df+1,2,1m, m, m5, 8, 11i23, ,i16-11+16cs
* Combos from 1st hit
* Jail from 1st block with ?F delay
jind+4L11i16~17-12-1
Flips over on grounded hit
* High crush 6~31
jindb+2,2m, h12, 11i16, i8-12-7
* Jail from 1st block
* Combo from 1st hit
* +43a from 1st CH
jinb+1h11i12-9+2
kazuyadf+1m11i15~16-7+9
kingdf+4,3l, h10, 11i14~15, i22-5+6
* Combo from 1st CH
kingws2m11i14-9+1s
* Homing
* Forces Standing on hit.
kuma2,1h, m10, 11i10, i16-3+2
* Combo from 1st hit with 2F delay
* +2c on crouching hit
* Panda: Reduced vertical hitbox (does not hit as high)
kumaf+2h11i12-13+3
kumadb+1h11i14~15-10+4+9
kunimitsud+2m11i16-9+2c
* Floor Break
* Weapon
* Does not floor break if string is continued
kunimitsud+3L11i16~17-14-3
-3c on crouching hit
kunimitsuf,F+4m11i9~11-17~-15-1~+1
Knee
* Low crush 9~25
* Floating state 26~28
kunimitsuws1m11i12-7+4
larsf+1,2h, m10, 11i13, i12-5+6
* Transition to SEN
* Combo from 1st hit with 1F delay
* Input can be delayed by 1F
* Jails from 1st block
* Transition to standing with B (-8/+3)
leews3,3M, m16, 11i10, i15-15-4c
* Transition to -15, -4 HMS with 4
* Combos from 1st hit
leodb+4L11i20~22-31~-29+2+33a
* Clean hit +2
* Staggers on block
* Causes float on hit if db+4,1 is input
* High crush 11~
leob+2m11i14-9+0
leob+2,1m, h11, 11i14, i22~23-4~-3+7
* Combo from 1st hit
* Move cannot be interrupted
leroy1,2,4h, h, m5, 9, 11i10, ,i16-9+3
* Transition to HRM
* Combo from 1st hit
* Jail from 1st block
leroyd+1,2,4sl, m, m5, 8, 11i10, ,i15-9+3
* Transition to HRM
* Combos from 2nd hit
leroyd+2L11i15~16-13~-12-2~-1+3~+4
* High crush
leroyd+2,4L, L11, 11i15~16, i24~25-13~-12-2c+38d
* High crush
leroyd+3,2L, h8, 11i16, i24~25-3~-2+8~+9
* Transition to HRM
* Combos from 1st hit
panda2,1h, m10, 11i10, i16-3+2
* Combo from 1st hit with 2F delay
* +2c on crouching hit
* Panda: Reduced vertical hitbox (does not hit as high)
pandaf+2h11i12-13+3
pandadb+1h11i14~15-10+4+9
paulf+3h11i16~17-14+0
* Homing
pauldf+1m11i14-2+4
* Transition to r15 SWA +3 +9 from 2~14f, 16f with b
pauldf+1~bm11i14, +3+9
* Sidestep u can be buffered from 16f
* SWA attacks can be buffered from 24f
* Transition to cs1~ r9 -1 -12 DPD from 32f with df
ravenb+4,B+4~3m, L13, 11i14~15, i20-11+0
* Interrupt with i29
* High crush 12~37
ravenub+1m11i16-6+5
Can be performed during CD (Shadow Sprint)
shaheendb+2m11i14-10+1
* Transition to SNK with input db+2,DF (-3/+8/+8)
stevef+2m11i21~22-6+5
steved+2l11i17-18-5
* High crush 6~
stevePAB.d+1l11i15~16-12+2
* Alternate input: FC df1
* High crush 6~
victor1,3h, L5, 11i10, i21~22-12-1
* Combo from 1st hit with 2F delay
* -1c on crouching hit
victor3h11i12~13-9+2
victord+3L11i18~19-13-2
victorb+1m11i14-13-3
* Weapon
* Transition to PRF r25 with F (-5/+5) with 9F delay
xiaoyuAOP.1m11i18-5+6
* Transition to HYP r21 with B (-2/+9)
* +6c on crouching hit
xiaoyuhFC.3L11i15~17-15-4
* High crush 1~49
yoshimitsu2,d+3h, L10, 11i11, i22-12-1
* Combo from 1st hit with 2f delay
* Interrupt with i4 from 1st block
* Input can be delayed 2f
* Move cannot be delayed
* High crush 10~
zafina2,1,3h, m, L8, 9, 11i10, ,i32-17+4d
* Combo from 2nd hit CH with 1f delay
* Interrupt with i7 from 2nd block
* Input can be delayed 11f
* Move can be delayed 10f
* Cancel 3rd hit to MNT -17 -9c r25 with D
* Floating state 6~31
* High crush 32~69
zafinad+1m11i12-16-8-3c
* Spike
alisaf+2m12i17~18-4+7
* Enter DES with 1+2
alisad+4L12i17~18-12-1+8g
alisab+2m12i18-9+1
alisaub+4,1m, m10, 12i18, i25~27-21-8
Combo from 1st CH
* High crush 24~
alisaf,F+3m12i18~19-14-6
* Low crush 15~41
* Floating state 42~44
alisaws1M12i13~14-12-1
* Elbow
alisaws1,2M, h12, 12i13~14, i24~25-5+6
* Combo from 1st hit
* Enter DES with 1+2
alisaSBT.1m12i13~14-15+0
* Low crush 26~46
* Floating state 47~49
anna1,4h, L5, 12i10, i22~23-13-2
* Combo from 1st hit
* High crush 10~
anna4,2h, h15, 12i11, i25~26-8-4
* Combo from 1st CH
* Interrupt with i5
* Whiffs vs SSR from 1st block
annadf+2m12,i15~16-12+32a (+22)
* Launches crouching opponent
annab+1,2m, h14, 12i16~17, i24-11+5
* Combo from 1st hit
* Jails from 1st attack
annaf,f,F+3L12i16~20-20-2c
*
* High crush 9~
annaSS.2L12i20~21-12+0+14g
* Sidestep adds minimum 9f, effective startup i29~30
* High crush 6~
annaFC.df+2L12i20-21+70a (+54)
* Instant Tornado on hit
* Recovers 6f faster on hit
* Deals only 6 damage when using its follow up attack in Heat
* High crush 1~52
annaCJM.3m12i12~14-12+3
annaHAM.2m12i15~16-9+3
* Weapon
* 2 chip damage on block
annaHAM.4m,m12,12i18~19 i4~6-12+6
* Balcony Break
* High crush 5~
armor-kingf+2m12i15~16-11+2
Elbow
armor-kingf+3,2m, m9, 12i15~16, i20~21-11+5
* Combo from 1st hit with 4F delay
* Move cannot be interrupted
* Transition to CD r19 with DF (-1/+15)
armor-kingdf+1m12i13~14-3+7
* Recovers 1F faster on hit (t33 r19)
* Jab evasion?
armor-kingdb+2m12i14-11+0
Increased opponent blockstun (r19 -> r21) when performing db+2,H.1
armor-kingb+1h12i12~13-7+5
armor-kingws3m12i13~14-6+6
Knee
armor-kingBAD.2m12i15~16-7+4
armor-kinghFC.3L12i18-16-2
-2c on crouching hit
* High crush 1~
asukab+2m12i15-4c+1c
asukab+4,2m, m17, 12i15~16, i18~19-12+4c
* Floor Break
* Knee
* Jail from 1st block with ?F delay
* Input can be delayed 14f
asukauf+1h12i13-9+3
* Has good left sidestep tracking
asukaws1m12i14~15-7+4
asukaws2,1+2m, t18, 12i13~14, i24~25-5+17
* Combo from 1st hit with 3f delay
* Interrupt with i6 from 1st block
* Whiffs vs SSR, SWR from 1st block
* Move can be delayed 2f
* Links to Destabilizer (f+1+3_f+2+4) extensions on hit
* +9 on BT hit
azucenadf+2m12i15~16-13+28a (+18)
Launches crouching opponent
bob1,1,2h, h, h5, 7, 12i10, ,i19-12+3
* Jails from 1st block
* Combo from 1st hit
bobdf+4h12i13~14-6+5
*
bobd+2m12i15-9+2
*
bobd+3L12i19~20-18-7
* -7c on crouching hit
* High crush 6~56
bobd+4,3l, h11, 12i16, i23~24-7-2
* Combo from 1st CH
* Interrupt with i3 from 1st block
bobdb+4,4,3L, m, h15, 14, 12i24~25, ,i12-9+3
* Jails from 2nd block
* Combo from 2nd CH with 6F delay
* Duckable
* Move cannot be delayed
* Input can be delayed by 6F
bobb+2m12i13~14-5+6
*
bobb+2,2m, h12, 12i13~14, i18-3+8
* Combo from 1st hit with 4F delay
* Move cannot be interrupted
* Move can be delayed by 3F
* Input can be delayed by 4F
bobuf+3+4L,h10,12i21, i10-25,-15-4
*
* Low crush 24~30
* Floating state 31~33
bobf,F+4m12i22~23-9+2
* Homing
* +2c on crouching hit
* Low crush 14~26
* Floating state 27~29
bobFC.df+2,1m, m14, 12i14, i21-7+4
* Combo from 1st hit
* Interrupt with i1 from 1st block
* +4c on crouching hit
bobhFC.3L12i16-16-6
-2c on crouching hit
* High crush 1~
bryan3,2,1,4m, m, m, L14, 11, 10, 12i16, ,i22-11+0
* Combo from 3rd CH with 3f delay
* Interrupt with i5 from 3rd block
bryan4,3h, m15, 12i12, i24~25-10+2
* Combo from 1st hit
* Interrupt with i4 from 1st block
bryanf+2,1m, m10, 12i15, i10-10+1
Jail from 1st attack
bryandf+2m12i13-6+5
Elbow
bryanb+3m12i19-7+4
* Enter SLS +1 +12g +12 r18 with f
* Links to 10-hit string
bryanb+3,2m, h12, 12i19, i16-4+7
* Combo from 1st CH
* Interrupt with i5 from 1st block
* Whiffs vs SSR from 1st block
bryanb+3,2,1,4m, h, m, L12, 12, 10, 12i19, ,i22-11+0
* Combo from 2nd CH
* Interrupt with i5 from 3rd block
bryanFC.df+2m12i13-9+4
Elbow
claudio1,2h, h5, 12i10, i13~14-3+8
* Jail from 1st attack with 5f delay
* Input can be delayed 5f
* Move can be delayed 4f
claudiof+2,1h, m9, 12i12, i15~16-10+6c
* Floor Break
* Combo from 1st hit
* Jail from 1st block with ?F delay
claudiodf+3m12i14-7+6
* Completely homing to SSR/SWR?
claudiodb+2,1sl, m8, 12i11, i18-9+3
* Combo from 1st CH
* Move cannot be interrupted
* High crush 1~
claudiouf+3+4m,m10,12i17,i10~11-11+9
* First hit can be parried
* Low crush 18~35
claudiows1m12i12~13-4+7
claudiows1,2m, M12, 12i12~13, i28~29-9+4
* Tornado
* Combo from 1st hit with 1f delay
* Interrupt with i9 from 1st block
* Whiffs vs SSL, SWL from 1st block
cliveH.u+1+2,2M,m, h,h18,21, 10,12i19~20,i20~21, i23~24,i12~13-9+8
* Weapon 1st hit
* Jail from 2nd normal hit
* 4 chip damage on block
* Transition to r15 PHX with F or 4 on hit or block (-3/+14)
* Same move as (df+1,H.1),2
clivedf+1,4m, m10, 12i14~15, i20~21-10+1
* Knee
* Combo from 1st hit
cliveH.df+1,1,2m, M,m, h,h10, 13,15, 10,12i14~15, ,i23~24,i12~13-9+8
* Weapon 1st hit
* Jail from 3rd normal hit
* Interrupt with i1
* Transition to r15 PHX with F or 4 on hit or block (-3/+14)
* 4 chip damage on block
cliveuf+2m,m,m10,12 (8),12 (6)i20, i4, i3-17+14a (+7)
* 3 chip damage on block
* 24 damage in total with scaling
* Low crush 20~45
* Floating state 46~48
cliveSS.2M12i17~18-9-2
* Weapon
* Side step takes 9f, effective startup i26
cliveGAR.3h12i12-3+21a (-4a)
* Balcony Break
* 15 damage with delayed input
* +6 on hit with ub+3
* Jump takes 17f, effective minimum startup i29
* Low crush 1~29
* Floating state 30~32
clivePHX.2m12i15-9+4c+35d (+27)
* Balcony Break on CH
* Weapon
* 3 chip damage on block
devil-jin1,2,2h, h, h5, 8, 12i10, ,i17-12+4
* Combo from 1st hit with 11F delay
* Jail from 2nd hit with 2F delay
* Move can be delayed 9F
* Input can be delayed 11F
devil-jindf+3m12i16~17-9+2
+2c on hit against crouching opponents
devil-jind+3L12i18~19-12-1+7c
* Pseudo homing
devil-jinb,f+2m12i15~17-9-1
* Input bufferable
* -1c on hit against crouching opponents
devil-jinb,f+2,1m, m12, 12i15~17, i14~15-10+1
* Elbow
* Jail from 1st block with 6f delay
* Combo from 1st hit with 13f delay
* Move can be delayed by 7f
* Input can be delayed by 13f
devil-jinws1m12i13~14-6+5+9
devil-jinMCR.2m12i15~16-9-1
Homing
* Low crush 1~37
* Floating state 38~40
devil-jinMCR.1+2h!12i20+0
* Balcony Break (airborne)
* Low crush 1~12
* Floating state 13~15
dragunovf+4,d+4h, L16, 12i14~15, i25-12+3c
* Floor Break
* Combo from 1st hit with 5f delay
* Interrupt with i6 from 1st block
<Showing 801-1200 of 6584 moves>