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All Characters Tekken 8 Frame Data

CharCommandHit levelDamageStartupBlockHitCounter hitNotes
dragunovd+4L12i15~16-15-9-4
dragunovdb+2m12i14~15-7+4
dragunovSS.2,1+2m, m,m16, 8,12i20~21, i27~29 i8~9-4+2c
* Combo from 1st hit with 1F delay
* Interrupt with i8 from 1st block
* Move cannot be delayed
* Input can be delayed by 1F
dragunovSS.2,1+2,1+2m, m,m, m (t)16, 8,12i20~21, ,i40-5+3d
* Throw break: 1+2
* Transition to BT on throw break
* Shift to tackle on hit
* Interrupt with i22 from 3rd block
* Whiffs vs SSL, SW from 3rd block
* Whiffs vs SSL, SWL from 3rd hit
* Unbreakable and -2d on hit in heat (Consumes 300F of remaining Heat time)
* High crush 24~40
eddy1,2h, h5, 12i10, i10-3+8
* Jail from 1st block with 4f delay
* Combo from 1st hit with 4f delay
* Enter HSP -5 +6 r24 with F
eddy1,2,4h, h5, 12i10, ,+6+17
* Low crush 7~37
* Floating state 38~40
eddy3m12i14~15-9+2
eddydb+3+4m,M12,12i20~22-6+1
* Transition to FC
* Floating state 18~30
eddyb+2m12i15~16-8+3
* Elbow
eddyub+4m12i19~21-17-6
* Floating state 20~?
eddyuf+1m12i14~15-5+5
eddyRLX.3L12i16~17-26c-4+27a
* Transition to FC
* Stagger low
* High crush 1~50
fahkumram3,1m, h11, 12i13, i18-3+7
* Combo from 1st hit with 2F delay
* Move cannot be interrupted
* Move cannot be delayed
* Input can be delayed by 2F
fahkumramdf+1m12i15~16-3+6
fahkumramws1m12i13~14-4+4
* Elbow
feng1,2,2h, h, h5, 9, 12i10, ,i17-13+3
* Combo from 1st hit with 3F delay
* Jails attack inputs with 2F delay (crouch assist bufferable)
* Duckable
* Transition to BT with B (-11/+5)
fenguf+1m12i18~19-5+4
* +12c on crouching opponent
* No forward momentum with input u+1
* Low crush 6~31
* Floating state 32~34
fengBT.1h12i12-3+14
heihachi1,2,2h, h, h5, 8, 12i10, ,i17-12+4
* Jail from 1st block with 2F delay
* Combo from 1st hit with 2F delay
* Enter FUJ -9 +4 r30 with D on frame 22
* Move cannot be delayed
* Input can be delayed by 2F
heihachid+1m12i16-9+2
* Spike
* Enter FC r28 with D
heihachib+1m12i14~15-9+4
hwoarang3,3h, m15, 12i14, i18-13-7-2
* Jail from 1st block
* Combo from 1st CH
* -7c on crouching hit
* Transition to r17 LFS with F (+2/+8/+13)
hwoarangdf+3m12i22~23-14~-13-4~-3
* Cancel and transition to r1 LFS with F_U_D at frame 20 of move startup
* Power up if an attack is absorbed
** Reversal Break
** 2 chip damage on block
** -9 on block
* Power crush 7~21
hwoarangdb+3L12i19-13-1+17g
* Also possible during RFF
* High crush 6~51
hwoaranguf+3,4m, m11, 12i28~29, i20~21+2+13
* Available on hit or block only
* Jail from 1st block
* Combo from 1st hit
* Also possible during RFF
* Transition to RFS
* Floating state 1~
hwoaranguf+4h12i22~23-2+4
* Also possible during RFF
* Transition to RFS
* Low crush 10~
hwoaranguf+4,4h, m12, 12i22~23, i11~12+0+6
* Combo from 1st hit
* Also possible during RFF
* Transition to RFS
* Low crush 2?~
hwoaranguf+4,4,4h, m, L12, 12, 12i22~23, ,i9~10+1+7
* Combo from 2nd CH
* Also possible during RFF
* Transition to RFS
* Third hit is not low parryable if the first two hits connect. Parryable if the first two hits whiff.
hwoarangws1m12i12~13-3+8
hwoarangws2m12i15~16-7+4s
hwoarangws4m12i11~12-3+8
hwoarangLFS.df+3m12i22~23-14-4
* Cancel and transition to r1 LFS with F_U_D at frame 20 of move startup
* Power up if an attack is absorbed
** Reversal Break
** 2 chip damage on block
** -9 on block
* Power crush 7~21
hwoarangLFS.uf+3,4m, m11, 12i28~29, i20~21+2+13
* Available on hit or block only
* Jail from 1st block
* Combo from 1st hit
* Transition to RFS
* Floating state 1~
hwoarangRFF.1,1h, m10, 12i10, i19-8+3
* Combo from 1st hit with 4F delay
* Input can be delayed by 4F
* Move can be delayed by 3F
hwoarangRFF.2,1,1h, h, m6, 10, 12i10, ,i19-8+3
* Combo from 1st hit with 4F delay
* Input can be delayed by 4F
* Move can be delayed by 3F
hwoarangRFF.df+4m12i13-7+1g+1
* Remains in RFF
* Transition to RFS with F_B_D_U (+4/+13g/+13)
hwoarangRFF.df+2+3m12i22~23-14-4
* Power up if an attack is absorbed
** Reversal Break
** 2 chip damage on block
** -9 on block
* Cancel and transition to r1 LFS with F_U_D at frame 20 of move startup
* Power crush 7~
hwoarangRFS.d+4,3L, h15, 12 (8)i20~21, i25-9-1 / +20a (+13)
* Combo from 1st hit
* Airborne combo from 1st CH or 1st normal hit during Heat (+20a (+13))
* 3 chip damage on block during Heat
hwoarangH.RFS.d+4,3L, h15, 12 (8)i20~21, i25-9-1 / +20a (+13)
* Consumes 600F of remaining Heat time
* Airborne combo from 1st hit in heat (+20a (+13))
* 3 chip damage on block in heat
jack-82,1h, m10, 12i11, i16-3+2
* Elbow
* Combo from 1st hit
* Jail from 1st block
jack-82,1,ufh, m10, 12i11, ,+1+6
* Recover in crouch
* Move can be delayed by 4F
* Input can be delayed by 14F
* Can cancel into Make Some Noise by pressing 1+2 (uf,n,1+2)
* Low crush 12
jack-8f+1,2m, h13, 12i14~15, i22~23-6+5
* Balcony Break
* Combos from 1st hit
* Interrupt with i3 from 1st block
jack-8df+1m12i14-4+3+5
jack-8d+3l12i20-17-6
* Alternate input FC.d+3
* High crush 4
jack-8db+3,4l, l15, 12i21, i27-16-9
* Interrupt with i7 from 1st block
jack-8db+3,4,3l, l, l15, 12, 12i21, ,i27-19-8
* Interrupt with i7 from 2nd block
jack-8db+3,4,3,4l, l, l, l15, 12, 12, 12i21, ,i27-16-5
* Interrupt with i7 from 3rd block
jack-8db+3,4,3,4,3l, l, l, l, l15, 12, 12, 12, 12i21, ,i27-19-8
* Interrupt with i7 from 4th block
jack-8db+3,4,3,4,3,4l, l, l, l, l, l15, 12, 12, 12, 12, 12i21, ,i27-16-5
* Interrupt with i7 from 5th block
jack-8ws1+2,1+2m, m14, 12i20, i17-15+15d
* Floor Break
* Combos from 1st hit
* Move cannot be interrupted
jack-8FC.df+2m12i17-13-2
*
* High crush
jack-8hFC.3l12i20-17-6
* Alternate input d+3
* High crush 1
jin1,2h, h5, 12i10, i10-3+6
Jail from 1st attack with 4f delay
jinf+3m12i14-16-5
jindf+2m12i16~17-9+6
* Balcony Break
* Enter Breaking Step -2 +13g r23 with df
* 3 chip damage on block
jindb+2m12i16-10-4
jinb+2m12i15~16-11+0
jinf,n,d,DF+4l12i20~21-31+8c
jun1,2,2h, h, h5, 8, 12i10, ,i16~17+4+11+20c
* Homing
* Combo from 2nd hit with 9F delay
* Jails attack inputs with 1F delay (crouch assist bufferable)
* Duckable
* Restores 2 health on hit
* Gain 6 Kazama Essence on normal hit and 5 on airborne hit
jun1,3h, L5, 12i10, i23-12+2+6c
* Combo from 1st CH with 2f delay
* Interrupt with i5 from 1st block
jun2,1,4h, m, m7, 9, 12i12, ,i10-12-1
* Knee
* Jail from 2nd block
* Combo from 1st hit
jundf+1,2m, h10, 12i13~14, i22~23-4+6+11
* Combo from 1st hit with 1F delay
* Interrupt with i4 from 1st block
* Move cannot be delayed
* Input can be delayed by 1F
jundf+2,1+2m, M14, 12i16~17, i25~26-9+38a (+28)
* Combo from 1st hit
* Chip damage (4) on block
* First hit does 8dmg, 20dmg total
* Deals 24 damage to self (16 recoverable)
* Available only on hit or block
* Gain 10 Kazama Essence on normal hit and 7 on block or airborne hit
junws2m12i13~14-8+5+32a
Hits grounded up-close only
junFC.df+2L12i16~17-11+0+14
* High crush 1~46
junFC.df+3L12i21-19+0c
* Clean hit +10a, 15 damage
* Opponent recovers FDFA on CL
* High crush 1~47
kazuya1,2,2h, h, h5, 8, 12i10, ,i17-12+4
* Combo from 1st hit
* Combo from 2nd hit with 2f delay
* Jail from 1st block with 2f delay
* Input can be delayed 2f
* Move cannot be delayed
kazuya2h12i12-3+8
kazuya3h12i14-8+4
kazuyab+2m12i14-8+4
kazuyab+2,4m, h12, 12i14, i22-3+8
* Combo from 1st hit
* Can be delayed 10F
* Combo can be delayed 5F from hit
kazuyab+3,1,4,3h, h, l, l15, 10, 10, 12i18, ,i20-13c+1
kazuyaub+1m12i18-12-1-1
* Spike
* Low crush ~9
kazuyauf+4,4m, l16, 12i25, -23+29a
Combo from 1st CH
kazuyaws1,2m, m10, 12i13~14, i22~23-12+73a(+57)
* Tornado
* Combo from 1st hit
* Interrupt with i2 from 1st block
kingf+2m12i15~16-11+2
* Elbow
kingdf+2m12i13-6+4
kingd+3L12i17-12+1
kingws1m12i10~11-3+4s
* Acts like 11 frame attack.
* Forces Standing on hit.
kingMMD1.1,4,2,3t12+1d
* Cannot throw break.
* Opponent recovers in FUFL.
kingMMD3.1+2,1,1+3/ MMD3.1+2,2,2+4t12-6+1d
* 1 or 2 throw break, depending on King's input.
* Opponent recovers in FUFA.
kingRAS3.1t12/17+1d
* Cannot throw break.
* Input with 1,2,3+4 for more damage.
* Opponent recovers in FUFT.
kumadf+2,1m, m10, 12i15~16, i20~21-16+35a (+25)
* Combo from 1st hit with 4F delay
* Input can be delayed by 4F
* Move cannot be delayed
kumad+3L12i20-17-6
* -6c on crouching hit
* High crush 4~
kumadb+3l12i18-12+1
kumab+2m12i15-9+2
kumaFC.df+2m12i18~19-13-2
*
kumaFC.df+2,1m, h12, 12i18~19, i18~20-10~-8+1~+3
* Combo from 1st hit
* Jail from 1st block
kumahFC.1L12i19~21-8+2c
* Can be done from Crouch Level 1
* High crush 0~46
kunimitsu1,1h, m5, 12i10, i21-5+6
* Combo from 1st hit with 2f delay
* Interrupt with i2 from 1st block
* Move can be delayed 2f
* Enter KAT -7 +4 r26 with 1+2
kunimitsu2h12i12-5+1
* Weapon
kunimitsuf+2h12i13-9+2
kunimitsuf+4m12i15-5-1+7
* Knee
* Enter SET +3 +7 +15 r19 with F
kunimitsudf+1,2m, m10, 12i13~14, i18~19-10+1
* Weapon
* Combo from 1st CH with 7f delay
* Input can be delayed 9f
* Move can be delayed 8f
* Move cannot be interrupted
kunimitsudf+3+4m,m8,12i17~18 i7~9-2+5
* Floor Break
* Transition to BT
* Can hit grounded when off-axis
* High evasion at frame 5?
* Floating state 10~24
kunimitsud+3,4L, h11, 12i16~17, i21~22-9+0
* Combo from 1st CH with 7f delay
* Interrupt with i3 from 1st block
* Input can be delayed 7f
* Move can be delayed 6f
kunimitsub+1,1,1,1h, h, h, h8, 9, 10, 12i17, ,i12+5+6+11
* Combo from 3rd CH
kunimitsuu+3+4M,M10,12i39~42 i4~6+1c+24a
* Spike
* Kunimitsu is invisible on frames 12~29, but can still be hit
* Low crush 12~42
* Floating state 43~45
kunimitsuBT.1,3h, m10, 12i11, i22~23-5+2+11
* Knee
* Combo from 1st hit with 8f delay
* Interrupt with i6 from 1st block
* Input can be delayed 8f
* Move can be delayed 4f
* Transition to SET -1 +6 +15 r19 with F
kunimitsuKAT.1h12i11-7+4
* Has good left sidestep tracking
lars2,1h, m10, 12i10, i20~21-6+8
* Combo from 1st hit with 3f delay
* Interrupt with i3 from 1st block
* Input can be delayed 3f
* Move cannot be delayed
larsf+4m12i17-9+7
* Knee
larsdf+1m12i13-3+5
Recovers 2F faster on hit (t33 r20)
larsdf+1,1m, h12, 12i13, i21-6+6
* Combo from 1st hit with 1F delay
* Interrupt with i2 from 1st block
* Transition to DEN r25 with D (-2/+10)
* Move cannot be delayed
* Input can be delayed by 1F
larsdb+2m12i15-8+3
* Transition to SEN with input F (-5/+6)
larsdb+1+2m12i26-13+8
* Transition to DEN with input D (-6/+11)
* Backsway
larsb+2m12i15-7+4
Has good left sidestep tracking
larsf,F+4l12i21-31+5
law1,1,2h, h, h5, 5, 12i10, ,i17-6+6
* Transition to DSS with F
** (-6 oB, +6 oH)
law3h12i12-9+2
law4,3h, h15, 12i13, i18~19-8+1
* Combo from 1st hit
* Airborne combo from 1st CH (+24a (+17))
* Transition to DSS with F (+7/+16g/+39a (+32))
lawf+3m12i18-10+1
lawdf+2m12i15~16-7+34a (+24)
+4s on crouching normal hit
lawdf+3+4l12i18-15+4c+6a
* High crush 6~52
lawd+4,3l, h7, 12i15, i12-12+0+5
* Combos from 1st hit
* -26 on 1st block
* Nosebleed stun
* Low crush 5~9?
* Floating state 10?~12?
lawb+1m12i14-9+2
* Transition to DSS with F
** (-4 oB, +7 oH)
lawb+1,2m, m12, 12i14, i19-12+2
* Combo from 1st hit with 11F delay
* Move can be delayed by 14F
* Transition to DSS with F
** (-10 oB, +4 oH)
lawb+2m12i16-8+4
lawu+4m12i15-13+19a (+9)+33a (+23)
* Low crush
lawf,F+2m12i14~16-6+2+7
lawf,F+2,1m, h12, 12i14~16, i22~23-4+2
* Combo from 1st hit with 8F delay
* Combo from 1st CH with 13F delay
* Move can be delayed by 17F
* Input can be delayed by 19F
lee1,2:4h, h, m5, 9, 12i10, ,i18-12+5+58a
* Jail from 1st block
* Combo from 2nd hit with 1f delay
* Input 4 during frames 10-13 of 1,2
* Consumes 60F of remaining Heat time without perfect input
* 4 chip damage on block
* Move cannot be delayed
* 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)
lee4,4:4h, h, h14, 5 (3), 12 (6)i11, ,i20~21-9+15a (+6)
* Heat Engager
* Heat Dash +43d (+35)
* Strong Aerial Tailspin
* Balcony Break
* Combo from 2nd hit with 1f-5f delay only
* Airborne combo from 1st CH (+29a (+22))
* Input 4 during frames 12~16 of previous hit
* Interrupt with i2 from 2nd block
* Consumes 60F of remaining Heat time without perfect input
* 4 chip damage on block
leef+2m12i14~15-9+2
leedf+2m12i15~16-7+34a (+24)
* +4s on crouching normal hit
* Very slight jab evasion when performed from certain low-profile animations
leedb+3L12i20-12-1
leeb+3,3l, h9, 12i15, i19-12-1
* Transition to -7, +4 MS with F
* Combos from 1st hit
leeuf+3m12i25-9+2
* Low crush
leews1m12i13~14-2+7
* Transition to HMS
leews2m12i14-8+3
*
leo2,1h, h9, 12i11, i16~17-7~-6+4
* Jail from 1st block
* Combo from 1st hit
leob+3m12i14~15-7~-6+4
leob+1+4h,l6,12i19, i2-12~-10+3+14
leof,F+4m12i19-13+28a (+18)
* Low crush 17
leows1,4m, L13, 12i14~15, i19~20-12~-11-1
* Combo from 1st CH
* Interrupt with i1 from 1st block
leoKNK.1h12i18~19-9+2
* Transition to BOK r25 with D (-7/+4)
leroy1,1,1+2h, m, h5, 7, 12i10, ,i19~20-9~-8-2~-1
* Power up during Heat (partially uses remaining Heat time)
* Combo from 2nd hit
leroy2,1h, m10, 12i12, i12~13-7~-6+4~+5
* Elbow
* Jail from 1st block
leroydf+3,1m, h14, 12i16, i16~17+0+6
* Combo from 1st hit
* Leads to 10-hit string
leroydb+1m12i16~17-9~-8+1~+2
leroydb+3L12i20~21-8~-7+5~+6+14c
Transition to HRM
* High crush 6~39
leroyHRM.b+3L12i20~21-26-9
-9c on crouching hit
lidiaf+3m12i17~18-11-4+6
* Low crush 6~15
lidiadf+4m12i15-4+6
lidiad+2L12i18-14-4+12
* High crush 6~
lidiaf,F+4m12i18-13-2
lidiaqcf+2m12i16-8+0
Input qcf,qcf+2 to power up, adds 3 damage
lidiaws1m12i13~14-3+4
lidiaws4,2m, h13, 12i11~12, i18+0+8
* Combo from 1st hit with 2f delay
* Transition to CAT on hit or block only
lidiaCAT.2h12i14~15-10+1
lili1,2h, h5, 12i10, i12-3+8
* Jail from 1st attack with 6f delay
lili3m12i15~16-11-3
lilidf+4m12i13~14-8-2+5
* Knee
liliBT.3m12i14~15-10+0
* Homing
* High crush 4~37
liliDEW.1m12i15~16-9-4+2
* Elbow
miary-zo3m12i13~14-9+5
miary-zo4h12i12-12-2
miary-zof+4m12i18-6+2
* Low crush 9~14
* Floating state 15~17
miary-zof+1+2,1+2,3+4m,m, m,m,m, m,m3,3, 3,2,2, 5,12,i14~15 i8~9, ,i16~17 i6~7-22+6a (-11)
* Balcony Break
* Jail from 1st attack with 1f delay
* Input can be delayed 1f
* Move cannot be delayed
* Low crush 19~28
* Floating state 29~31
miary-zodf+2m12i15~16-7+34a (+24)
* +4s against crouching
* Launches crouching on CH
miary-zob+2,3,2h, h, h,h,h10, 16, 5,8,12i13, ,i27~29 i4~5 i5~6-6+21d
* Balcony Break
* Weapon
* Interrupt with i4 from 1st block
* 4 chip damage on block
miary-zouf+3h,h,m6,6,12i18~19 i9~10 i9~10-7+6
* Balcony Break (airborne)
* Weapon
* Low crush 9~38
* Floating state 39~41
miary-zof,f,F+2h12i14-9-3
miary-zows1m12i13~14-8+7
miary-zoBAO.1h12i13~14+4+9
* Low crush 1~80
miary-zoMOR.1,2m, h,h,h14, 5,8,12i13, i21~23 i4~5 i5~6-3+24cg
* Heat Engager
* Heat Dash +43d (+35)
* Balcony Break
* Weapon
* Combo from 1st hit with 10f delay
* Move cannot be interrupted
* Input can be delayed 10f
* Move can be delayed 7f
* 4 chip damage on block
ninaf+2h12i13-3+8
ninaf+2,1h, m12, 12i13, i19~20-13-6s
* Combo from 1st CH with 9f delay
* Jail from 1st block with ?F delay
ninaf+3+4m12i14-6+1+6
Knee
ninaf+3+4,2m, sm,sm12, 12,12i14, i30, i5-9+8cg
* Balcony Break
* Combo from 1st CH with 5F delay
* Available only on 1st block or hit
* 4 chip damage on block
* Forces tech backroll on hit
* Move can be delayed by 4F
* Input can be delayed by 5F
* Interrupt with i7 from 1st block
ninadf+2m12i15~16-7+34a (+24)
* +4s on hit against crouching opponent
* Does not launch crouching opponent
ninadf+3,2,1,4m, h, h, L13, 9, 6, 12i14, ,i23-13-2
* Combo from 3rd CH with 2f delay
* Interrupt with i4 from 3rd block
* -2c vs crouching opponents
* Move can be delayed by 11f
* High crush 10~55
ninab+2h12i12-14-3
* Homing
* Female characters can slap back with 2 on hit
ninab+2,2h, h12, 12i12, 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
pandadf+2,1m, m10, 12i15~16, i20~21-16+35a (+25)
* Combo from 1st hit with 4F delay
* Input can be delayed by 4F
* Move cannot be delayed
pandad+3L12i20-17-6
* -6c on crouching hit
* High crush 4~
pandadb+3l12i18-12+1
pandab+2m12i15-9+2
pandahFC.1L12i19~21-8+2c
* Can be done from Crouch Level 1
* High crush 0~46
paul2+3m12i16+1+2c
* Heat Burst
* Consumes Heat
* t92 on whiff
* Cinematic freeze on frame 15
* Cancel to t42 r26 standing with b,b
* Power crush 7~
paul1,2h, h5, 12i10, i10-3+8
* Move can be delayed 3f
* Input can be delayed 3f
* Combo from 1st hit with 3f delay
* Jail from 1st attack with 3f delay
pauldb+3L12i15~i17-18c-4
* -4c on crouching hit
* High crush
raven1,2h, h5, 12i10, i12-3+7
* Jail from 1st attack with 2f delay
* Transition to r22 SZN with 3+4 or D (-4/+6)
ravenb+2h12i15~17-14~-12-3~-1
ravenBT.2,2h, m9, 12i10, i21~22-9~-8+2~+3
* Combo from 1st CH
* Interrupt with i2
* Transition to t45 r25 SZN with 3+4 or D (-7~-6/+8~+9)
ravenSZN.1h12i14~15+1+8~+9+13
Transition to t30 r2? CD at +5~+6/+12~+13g/+17 with input F
reinaH.WRA.d+3+4l,m,m,m12,8,3,12i18~19-17+0
* Spike
* Floor Break
* Alternate input: H.WRA.R1
* Jails if any hit is blocked
* Transitions to attack throw on 1st hit for a total of 35 dmg
* +4a (-5) if any hit after the 1st connects
* Consumes 600F of remaining Heat time
reina1,1,2h, h, m5, 6, 12i10, ,i13-17+11
* Wall Crush +23g on hit, +14g without transition
* Combo from 1st hit with 11f delay
* Transition to SEN r29 on hit only
* Cancel to r38 on hit with B (+2)
* +16a (+7) / +7a (-2) on BT hit
reina3h12i18~19-11+5
Homing
* High crush 8~17
reinadb+2l,l10,12i20~21,i9~10-16-3+3c
reinaws1m12i13-13+13 SEN
Transition to SEN r39 on hit
reinaSEN.1m12i16-14+1
-9 and 2 chip damage on block after absorbing an attack in power crush state
* Power crush 6~15
reinaSEN.3+4L,h10,12i20~21, i35~36-29/-11+4
* Homing
* -29 stagger block on 1st block
* -11 on 2nd block
* High crush 10~34
reinaWRA.1h12i12-4+8+14c
* Homing
* Transition to SEN with F (+0/+12/+18c)
* Cannot block up to i13 on empty transition on block
* Transition to UNS with u_d (+0/+12/+18c)
reinaSEN.1+3th(h)12i16-3
* Throw break: none
* Opponent recovery on hit: FUFA
shaheendf+1m12i13~14-1+5
Tracks SSR/SWR completely
shaheend+3L12i16~17-14+0
* Transition to -10, +4 SNK with DF
* High crush 6~48
shaheendb+3L12i20~21-17-6
shaheenSNK.df+1m12i15~16-5+6
* Good left sidestep tracking
steve2h12i12-1+5
stevef+2,1m, h11, 12i21~22, i15-5+1
* Combo from 1st hit with 7F delay
* Move cannot be interrupted
* Move can be delayed by 16F
* Transition to r15? PAB with f (+0/+4)
* Transition to r14? FLK with b (+1/+5)
** r14? PAB/FLK FC cancel?
stevef+1+2m,h10,12i15~16, i7~9-14-3
* Jail from 1st block
stevedf+1m12i13~14-2+5
* Transition to LWV with 3 (-7/0)
* Transition to RWV with 4 (-7/0)
* Transition to SWY with b+3_4 (-7/0)
* Transition to r20? DCK with f+3_4 (-5/+2)
** r22? DCK FC cancel?
stevedf+1,2~2m, m12, 12i13~14, i37-10+36d (+28)
* Balcony Break
* Interrupt with i18 from 1st block
* Interrupt with i11 from 1st hit
* Whiffs vs SSR, SWR from 1st block or hit
stevedf+1,2~f+1+2m, h,h12, 8,12i13~14, i34, i9-3+0+3
* Interrupt with i15 from 1st block
* Interrupt with i8 from 1st hit
* Whiffs vs SW from 1st block
* Transition to r22? LWV with 3 (-4/-1/+2)
* Transition to r22? RWV with 4 (-4/-1/+2)
* Transition to r22? SWY with b+3_4 (-4/-1/+2)
* Transition to r20? DCK with f+3_4 (-2/+1/+4)
** r22? DCK FC cancel?
steved+1l12i16-13-2
* High crush 6~
steveWS.1m12i11~12-3+3+8
steveDCK.1+2,1+2,1+2,1+2m,m, m,m, m,m, m,m3,3, 3,3, 2,2, 2,12i16, i7, ,i7, i9-12+32a (+22)
* Combo from 1st hit
* Jail from 1st block?
stevePAB.b+1,1,2m, h, m15, 10, 12i17~18, ,i18~20-11-5
* Combo from 2nd CH with 4F delay
* Move cannot be interrupted
* Move can be delayed by 10F
stevePAB.df+1m12i15~16-9+2
stevePAB.df+1,1,2m, m, m12, 14, 12i15~16, ,i22-11-3
* Combo from 2nd CH with 5F delay
* Interrupt with i4 from 2nd block
* Whiffs vs SSR, SWR from 2nd block
* Move can be delayed by 10F
victor1,2h, h5, 12i10, i10-3+8
* Weapon
* Combo from 1st hit with 2F delay
* Jail from 1st block with 2F delay
victor2,1h, h10, 12i12~13, i16-6+5
* Weapon
* Combo from 1st hit with 6F delay
* Transition to PRF with F (-4/+7)
* Move cannot be delayed
* Input can be delayed by 6F
victor2,2,2h, m,m, h10, 5,5, 12i12~13, ,i22-3+4
* Strong Aerial Tailspin
* Wall Crush +12g on hit
* Weapon
* Projectile (unparryable)
* Combo from 2nd hit with 8F delay
* Transitions to IAI on hit or block
* Move cannot be delayed
* Input can be delayed by 8F
* 4 chip damage on block
victorf+2,2,1h, h, m10, 10, 12i13~14, ,i13~14-11+0
* Weapon
* Combo from 2nd CH
victorws1+2m,m10,12i13~14,i9~10-8+8
* Weapon
* Transition to PRF (-8/+8) with F
xiaoyuf+2m12i16~17-5+4
xiaoyudf+4m12i12-4+7
*
xiaoyud+3L12i14-12-3+1
*
* High crush 6~
xiaoyub+1+2M,M8,12i15~16 i5~6-13+29a (+19)
*
xiaoyuu+1+2,2m,m, m5,5, 12i16~18 i2~4, i27-12-1
* Combo from 1st CH
* Interrupt with i7 from 1st block
xiaoyuuf+3+4m,m,m8,10,12i16~17, i10~11, i8~9-1+4d
* Balcony Break
* Spike
* Transition to BT on block or whiff
* Transition to standing on hit
* Low crush 9~
xiaoyuf,F+2m12i15-5+6
*
xiaoyuf,F+3M12i14~15-5+6+12
*
xiaoyuf,F+1+2m12i14~16-9+5
xiaoyuws1+2m12i14~16-9+5
xiaoyuAOP.uf+4m12i16~26-10+1
* Transition to AOP with D (-12, +0)
* Transition to BT with B (-15, -3)
* Alternate input AOP.u+4
* Low crush
xiaoyuAOP.uf+4,4m, m12, 12i16~26, i23-12-1
* Combo from 1st hit only AOP.uf+4 connects on frame 21 or later
* Interrupt with i14 from 1st block
* Alternate input AOP.u+4,4
* Low crush
xiaoyuBT.2,2h, m9, 12i12, i21~23-7+5
* Combos from 1st CH
* Interrupt with i1 from 1st block
* Transition to BT
xiaoyuBT.d+3L12i16-12+7c
*
xiaoyuhFC.3,2,1,4L, h, h, M11, 6, 6, 12i15~17, ,i18~20-18+33a (+23)
* Combo from 3rd hit CH with 11F delay
* Jail from 3rd block with no delay
* Move can be delayed by 14F
yoshimitsu3m12i15~16-9+5
yoshimitsu3,2m, m12, 12i15~16, i22-12+1
Interrupt with i1 from 1st block
yoshimitsu1+2,PM,M10,12i15~18 i3~6+1c~+4c+14a
* is1~20
* Low crush 11~42
* Floating state 43~45
yoshimitsud+2M12i16~17-9~-8+0~+1
Weapon
yoshimitsud+3L12i15~17-18~-16-4~-2
Most commonly impacts on frame 16, except when tracking right
* High crush 4~
yoshimitsudb+1L12i26~28-11~-9+4~+6+7~+9
Unavailable in NSS
* High crush 8~
yoshimitsub+1,1,1,1h, h, h, h8, 9, 10, 12i17, ,i11~12+4+5+10
* Combo from 3rd CH
* Can transition to Spinning Evade with b+3 or b+4
yoshimitsub+2m12i14~15-9+2
Enter KIN r27 with 1+2
yoshimitsuu+3+4M,M10,12i39~42 i3~6+1c~+4c+24a
* Floor Break
* Floor break occurs on 2nd hit
* Evades some mid attacks from frames ?-?
* Yoshimitsu becomes invisible on frames 15~30 but can still be floated
* Low crush 11~42
* Floating state 43~45
yoshimitsuws1m12i13~14-10+1+6
yoshimitsuws1,1m, h12, 12i13~14, i18-11+0
* Floor Break
* Combo from 1st hit with 11f delay
* Combo from 1st CH with 13f delay
* Input can be delayed 13f
* Move can be delayed 8f
* Cancel to Spinning Evade -5 -16 r25 with b+3_b+4
yoshimitsuws1,1,1m, h, h12, 12, 12i13~14, ,i18-11+0
* Floor Break
* Combo from 1st CH with 12f delay
* Input can be delayed 12f
yoshimitsuws3m12i16-6+3
yoshimitsuNSS.FC.DF+1l12i25~26-16+27a
* High crush 1~34
yoshimitsuNSS.FC.df+3L12i20~21-26+67a (+51)
* High crush 1~
yoshimitsuNSS.KIN.f+1M,M,M6,6,12i19~20 i6~7 i7~8-5+18a (+11)
* Weapon
* Combos from any hit
* 8 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
* H.KIN.f+1: Consumes 90F of remaining Heat time
yoshimitsuNSS.KIN.f+1*M,M,M,M,M,M6,6,6,6,6,12i19~20 i6~7 i7~8 i6~7 i7~8 i7~8-9+29a (+14)
* Weapon
* Combos from any hit
* 14 chip damage on block
* Recovers 5 base health or 10 additional recoverable health on hit
* Recovers 1 base health on hit when remaining recoverable health is 10-15
* Recovers 2/3/4 base health on hit when remaining recoverable health is 9-8/7-6/5-4
* Recovers 5 base health on hit when remaining recoverable health is 3 or less
* H.KIN.f+1*: Consumes 90F of remaining Heat time
zafina1,2,3h, h, h5, 9, 12i10, ,i200+9
* Combo from 2nd hit CH with 8f delay
* Interrupt with i1
* Move can be delayed 7f
* Cancel SCR transition -9 +0 t71 r28 with B
zafina2,2h, m8, 12i10, i19-20-9+2+7
* Combo from 1st hit CH with 6f delay
* Interrupt with i1 from 1st block
* Input can be delayed 13f
* Move can be delayed 11f
zafinaf+2,3m, h17, 12i19, i19+0+9
* Cancel SCR transition -9 +0 t68 r28 with B
* Combo from 1st hit with 13f delay
* Move cannot be interrupted
* Input can be delayed 17f
* Move can be delayed 15f
zafinaMNT.1m12i13-6+5
zafinaMNT.1,3m, h12, 12i13, i190+9
* Jails from first attack
* Cancel SCR transition -8 +1 t46 r27 with B
zafinaMNT.3L12i15~16-12-1
* High crush 1~46
zafinaSCR.1h12i10~11-2+9
alisadf+4m13i12-7+4
+4c on hit against crouching opponent
alisaDBT.f+2L13i19~20-12+6c
* Weapon
* 3 chip damage on block
* 5 chip damage on block in heat
alisaSBT.1,2m, m12, 13i13~14, i18~19-9+2+7c
* Spike
* Combo from 1st hit with 1f delay
* Rest of the string is natural on CH
* Low crush 26~64
* Floating state 65~67
anna1,2,uf+1+2h, h, h5, 8, 13i10, ,i21~65-14~+10+33a (+18)
* Weapon
* Combo from 2nd CH with 9f delay
* Input can be delayed 10f
* Move can be delayed 5f
* Chip damage on block
* Recovers 7f slower on block
anna2,uf+1+2h, h10, 13i10, i21~65-14~+10+33a (+18)
* Weapon
* Input can be delayed 10f
* Move can be delayed 5f
* 2 chip damage on block
* Recovers 7f slower on block
annadf+3m13i14-11+0+1
*
annadf+3,2,uf+1+2m, h, h13, 9, 13i14, ,i21~65-14~+10+33a (+18)
* Weapon
* Combo from 2nd CH with 10f delay
* Input can be delayed 10f
* Move can be delayed 5f
* Chip damage on block
* Recovers 7f slower on block
armor-kingd+1,4sl, m5, 13i10, i15-10+6
* Knee
* Jail from 1st block
* Combo from 1st CH
armor-kingd+2,4m, M17, 13i17~18, i22~23-14-3
* Interrupt with i1 from 1st block
* Move is delayed 2F
* Input cannot be delayed
armor-kingd+3+4,1L, h15, 13i17, i20~21-9+15g+27d
* Balcony Break
* Combo from 1st CH with 8F delay
* Interrupt with i8 from 1st block
* Whiffs vs SSR, SWR from 1st block (inconsistent)
* Move cannot be delayed
* Input can be delayed by 8F
armor-kinguf+4m13i15~17-13+33a (+23)
* Low crush 9~30
* Floating state 31~33
armor-kingBAD.1h13i11+1+8
asukadb+1m13i14-10+6
* High crush 6~13
azucena3m13i14-7+4
azucenadf+1,4m, h11, 13i13~14, i17~18-7+4
* Jail from 1st block
* Combo from 1st hit
* Enter BT -5 +6 r23 with B
azucenad+4L13i15~16-13-2
azucenadb+4L13i19-14-3+12g
* High crush 6~20
azucenaws4m13i11~12-6+5
bob1,d+4h, l5, 13i10, i22-12-1
* Combo from 1st hit with 3F delay
* Interrupt with i3 from 1st block
* -1c on crouching hit
bobdf+1m13i14-2+5
*
bobb+2,2,4m, h, m12, 12, 13i13~14, ,i22-13+3
* Knee
* Combos from 2nd CH with 8F delay
* Interrupt with i2 from 2nd block
* Move can be delayed by 10F
bobb+4m13i15-11+4+9
* Knee
bryan3,3m, h14, 13i16, i23-6+6
* Combo from 1st CH
* Interrupt with i3 from 1st block
bryand+4L13i15-11+0
+0c on crouching hit
bryandb+2m13i15~17-6+8
bryanSLS.4m13i18-5+1+3
bryanSLS.4,1m, h13, 13i18, i27+0+55a
* Combo from 1st CH
* Interrupt with i2 from 1st block
* Cancel to SS -12 -5 -3 r9 with u_d
claudio2,1h, m10, 13i12, i20-6+5
* Combo from 1st hit with 2f delay
* Interrupt with i2 from 1st block
claudio4h13i12-11+5+9s
* Pseudo homing to sidestep left and sidewalk left?
claudiouf+4m13i15~17-13+33a (+23)
* Low crush 9~30
* Floating state 31~33
claudiof,F+3,2m, m8, 4,13i15~16, i20~21,i16~17-13+22a (+17)
* Tornado
* 2 chip damage on block
* Can be charged
* Has roughly 5 levels of charge
* Combos from 1st hit if uncharged
* Jail from 1st block with ?F of charge
clive1,1h, h5, 13i10, i18~19-3+6
* Jail from 1st block
* Combo from 1st hit
* Enter PHX -3 +6 r23 with F or 4 on hit or block at frame 25
clive4,4m, h8, 13i12, i25-8+0
* Combo from 1st hit
* Input can be delayed 3f
* Enter PHX +6 +14 r21 with F or 4 on hit or block
clivef+2,1m, h10, 13i15, i21~22+1+20g
* Balcony Break
* Combo from 1st hit
clivedf+1,2m, h10, 13i14~15, i23-16-8
* Strong Aerial Tailspin
* Weapon
* Combo from 1st hit
* Enter PHX +6 +14 r21 with F or 4 on hit or block
clivedf+4m13i14-9+5
dragunovdf+1m13i13-2+7
Enter -2, -11 PGR with 3+4 (or d+3+4)
dragunovd+3L13i17~18-14-3+1c
eddy2,1h, h10, 13i12, i17~18-9+2
Jail from 1st attack
eddyf+4m13i23~25-8+8c
Floor Break
* Floating state 16~
eddyb+2,3m, m12, 13i15~16, i22~23-11+4
* Combo from 1st hit with 7F delay
* Interrupt with i1 from 1st block
* Move can be delayed by 6F
* Input can be delayed by 7F
eddyws4m13i11~13-4+7
fahkumram2h13i12~13-8+3
* Elbow
fahkumramf+3,2m, m16, 13i17~18, i20-12-1
fahkumramd+2sl13i12-9+2
* Elbow
* High crush
fahkumramws2m13i14~15-9+7
fahkumramhFC.2sl13i12-9+2
* Elbow
* High crush 1~40
fengdf+4m13i15-6+5
fengdf+4,2m, m13, 13i15, i20~21-11+1+8
* Combo from 1st hit with 8F delay
* Move cannot be interrupted
fengdb+1+2m13i21~22-4+4
Floor Break
fengb+2m13i17-11+0c
Floor Break
fengb+2,3,4m, l, m13, 6, 13i17, ,i24~25-12+19a (+12)
* Combo from 2nd CH
* Interrupt with i7 from 2nd block
* Whiffs vs SSR, SWR from 2nd block
fenguf+4m13i15~17-13+33a (+23)
* Recovers 2F faster on hit (t46 r29)
* Low crush 9~28
* Floating state 29~31
fengws1m13i13-3+3
fengFC.df+4l13i19~20-8c+3
* Can be input with D,df+4 (i27? effective startup)
* Transition to BT
* +3c on crouching opponent
heihachi2,2h, m10, 13i11, i22-8+3c
* Spike
* Combo from 1st hit with 2f delay
* Interrupt with i2 from 1st block
heihachif+2h13i15~16-9+2
heihachiws4m13i11~12-3+8
heihachiFUJ.1h13i12~13-4+7
hwoarang4,4h, h14, 13i11~12, i16-1+10g+10
* Jail from 1st block
* Combo from 1st hit
* Transition to RFS
hwoarangdf+2m13i15~16-7+34a (+24)
* +4s on crouching normal hit
* Also possible during RFF
hwoarangd+3,4l, h7, 13i17, i21~23+8g~+10g+14g~+16g+19~+21
* Transition to RFS
* Combo from 1st hit
hwoaranguf+3+4,4m,h, m10,8, 13i14,i9, i14~15-10+7
* Combo from 1st hit
* Also possible during RFF
* Transition to RFF
* Low crush 1~
hwoarangws4,4m, M12, 13i11~12, i15~19-9+4c
* Jail from 1st block
* Combo from 1st hit
* Recovers 3 frames faster on hit (r21 t52)
* Transition to RFF
hwoarangSS.3m13i18~19-12-1+5s
hwoarangLFS.1+2m13i15~16-10+4c
*
hwoarangLFS.d+3,4L, h7, 13i16, i21~23+8g~+10g+14g~+16g+19~+21
* Combo from 1st hit with 1F delay
* Move cannot be delayed
* Input can be delayed by 1F
* Transition to RFS
hwoarangLFS.uf+3+4,4m,h, m10,8, 13i14, i9, i14~15-10+7
* Combo from 1st hit
* Transition to RFF
* Low crush 1~
hwoarangRFF.3m13i16-4+7
hwoarangRFF.d+3,4L, h10, 13i18, i21~23+8g~+10g+14g~+16g+19~+21
* Combo from 1st hit
* Transition to RFS
hwoarangRFS.d+3L13i15-13-5+2
* Transition to RFF
* 3 chip damage on block in heat
* cs10~19 crush state when canceled into followup
* High crush 10~25
jack-8f+1m13i14~15-6+5
* Effectively homing?
jack-8df+2m13i15-14+31a (+21)
jack-8db+1l13i12-12+1
*
jack-8b+3,2m, h14, 13i16, i22-4+1
* Combo from 1st hit
* Interrupt with i3 from 1st block
* Whiffs vs SSR from 1st block
* Transition to GMH with D
** (+0 oB, +5 oH)
jinuf+4m13i15~17-13+33a (+23a)
* Low crush 9~20
* Floating state 21~23
jinws4m13i11~12-3+8
junf+3m13i16-9+7
* Enter SS -16 +14g r21 with u_d
* r21 when attacking after SS
* r35 when blocking after SS
kazuyadf+3m13i18~19-7+9
Knee
kazuyadf+3,2m, m13, 13i18~19, i20-11+5
* Combo from 1st hit with 9F delay
* Move cannot be interrupted
kazuyaws4m13i11~12-3+8
kingd+1,2sl, m5, 13i10, i15~17-11+5
* Jail from 1st block
* Combo from 1st CH
kingb+1h13i12-8+3+3s
kinguf+4m13i15~16-13+33a (+23)
* Knee
* Recovers 2f faster on hit
* Low crush 9~23
* Floating state 24~26
kingDHH.2,1,3,4t12,13 / 32-6-7d(-40)
* 2 throw break.
* Mash 1/2/3/4 to roll in midscreen to reduce damage, on wall splat damage is 32.
* Opponent recovers in FUFT if fails to roll.
kingMMD2.1,1+3/ MMD2.2,2+4t13-6+0d
* 1 or 2 throw break, depending on King's input.
* Opponent recovers in FDFA.
kuma2,1,3h, m, l10, 11, 13i10, ,i18-13-2
* Combo from 2nd CH
kumadf+3m13i16-9+2
* +2c on crouching hit
kumauf+3m13i16~17-13+30a (+20)
* Panda: Very slightly increased vertical hitbox height (hits higher)
* Low crush 9~32
* Floating state 33~35
kumauf+3,4m, m13, 13i16~17, i10~12-11+30a (+20) / +21a (+14)
* Less frame advantage occurs after Combo from last hit
* Panda: Very slightly increased vertical hitbox height on frames 11~12 (hits lower)
* Low crush 1~17
* Floating state 18~20
kumaws1m13i13~15-11+2+7
kumaSIT.1,1l, l15, 13i21~22, i25~26-12+6
Combo from 1st CH
kunimitsu4,2h, h15, 13i12~13, i19~20-3+6
* Balcony Break (airborne)
* Weapon
* Transition to BT
* Jail from 1st attack with 1F delay
* Combo from 1st hit with 1F delay
* Input can be delayed 1f
* Move cannot be delayed
* Low crush 15~25
* Floating state 26~28
kunimitsuf+3+4m,h10,13i15 i13-5+23a (+6)
* Balcony Break
* BT transition is -11
* Low crush 19~24
* Floating state 25~27
kunimitsudf+2M13i15~16-14+30a (+20)
* Weapon
* Can launch crouching opponent
* Recovers 5f faster on hit
kunimitsudf+4m13i12-9+2
kunimitsudb+4L13i17-12+0+8
kunimitsuub+3+4m,t15,7,13i19-17+31a (+26)
* Tornado
* Transitions to attack throw on front hit
* Does not transition on BT hit
* Hit vs BT +36a (+26)
* Low crush 9~40
* Floating state 41~43
kunimitsuSS.2m13i17~18-5+6+11
* Floor Break
* Weapon
* Sidestep adds 9f, effective startup i26~27
kunimitsuSET.1,2h, h8, 13i10~11, i17~18-6+8
* Weapon
* Combo from 1st hit with 12f delay
* Jail from 1st attack with 3f delay
* Input can be delayed 12f
* Move can be delayed 10f
* Transition to BT with B
kunimitsuSET.4M13i18~19-8+6
Hits grounded but can miss when too close vs small bodies
larsws2m13i13~14-8+3
* Transition to DEN r30 with D (-12/-1)
** Retreats during stance transition
* Transition to SEN r23 with F (-5/+6)
* Jab evasion (from frames 1 to 11?)
lawb+4m13i14-7+3
* Homing
* Transition to BT with B
** (-4 oB, +6 oH)
leef+4h13i11-7+4
leedf+3m13i14~15-8+3
leedf+3,2m, h13, 13i14~15, i19~20-10+5
* Jail from 1st block with no delay
* Combo from 1st hit with 4F delay
* Recovers 4F faster on hit (t59 r24)
leedf+4m13i13~14-9+5
* Transition to HMS r27 with 3 (-9/+5)
** Cancel to r16 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 i10)
leodf+1m13i13~14-1~0+7
leod+4L13i16~17-11~-10+0
leob+3,1m, m12, 13i14~15, i20-10+4
* Spike
* Combo from 1st hit
* Interrupt with i1 from 1st block
* Enter BOK -8 +3 with d
* Enter KNK -10 +1 with b
leob+4m13i18-8+5
leob+1+2,1+2m, m15, 13i17~18, i21~22-14~-13-3+7
* Shoulder
* Combo from 1st hit
* Jail from 1st block with ?F delay
leows1m13i14~15-8~-7+4
leoBOK.3+4L,l7,13i16~17,i12~14-13+2
1st forces crouching against crouching opponents (opponents recover standing after 2nd hit)
* High crush 1~61
leoKNK.3m13i20~21-13+28a (+18)
* Low crush 13~31
* Floating state 32~34
leroy3,3m, L14, 13i15, i18-14+2+15d
* Delayable
* Combo from 1st hit
leroy4,4h, m15, 13i12, i15~16-13~-12+3~+4
Combo from 1st hit
leroydb+4L13i17-15-4c+36d
* High crush 6~51
leroyf,F+2,2m, m8, 13i14~15, i17~18-15~-14+55~+56
Combos from 1st hit
leroyHRM.4M13i11~12-7~-6+7~+8
Transition to HRM
lidia2,4h, m8, 13i11, i21-8+4
* Combo from 1st hit with 4f delay
* Interrupt with i1 from 1st block
lidiadf+1m13i13-5+2
lidiaws4m13i11~12-4+7
lidiaCAT.2,3h, m12, 13i14~15, i18~19-10+1
Combo from 1st CH
lili1,2,3h, h, L5, 12, 13i10, ,i26-13-2+6c
* Combo from 2nd CH
* Interrupt with i7 from 1st block
* High crush 10~45
lili2,3h, L8, 13i10, i26-13-2+6c
* Combo from 1st hit
* Interrupt with i6 from 1st block
* High crush 10~45
lilib+2,1h, m15, 13i13, i20~21-4+7+9
* Elbow
* Combo from 1st hit with 10f delay
* Move cannot be interrupted
* Move can be delayed 12f
* Enter BT -4 +7 +9 r22 with B
* Enter DEW -4 +7 +9 r22 with F
liliuf+3m13i15~17-13~-11+30a (+20)
* Recovers 3f faster on hit
* Low crush 9~30
* Floating state 31~33
liliDEW.2m13i14-9+0
* Homing
miary-zodb+4L13i18-12+1
miary-zob+3,4m, h9, 13i16~17, i24-13-5
* Combo from 1st hit
* Interrupt with i5 from 1st block
* Low crush 14~42
* Floating state 43~45
ninadf+3m13i14-11+0+1
ninad+2L13i20-12+0+5
* Transition to CD r22/r23 with F (-8 r23/+2/+7)
* Recovers 6F faster on hit (t45 r25)
* High crush 6~51
ninauf+3+4m,t20,13i23~30-23a~-16a+2d / +9a (-1)
* Balcony break on meaty hit
* Transition to Heel Hold (HHD) chain throw on hit (+2d) if the move connects on i23
* +9a (-1) on meaty hit
* Unbreakable
* Low crush 3~34
* Floating state 35~
ninaBTR.1t13 (18)-3+4d
* Throw break 1
* Power up with 1,3,1 (+5 damage)
panda2,1,3h, m, l10, 11, 13i10, ,i18-13-2
* Combo from 2nd CH
pandadf+3m13i16-9+2
* +2c on crouching hit
pandauf+3m13i16~17-13+30a (+20)
* Low crush
pandauf+3,4m, m13, 13i16~17, i10~12-11+30a (+20) / +21a (+14)
Less frame advantage occurs after Combo from last hit
* Low crush
pandaws1m13i13~15-11+2+7
pandaSIT.1,1l, l15, 13i21~22, i25~26-12+6
Combo from 1st CH
pauldf+2m13i15~16-8+33a (+23)
* High evasion
* +4s on crouching normal hit
pauluf+4m13i15~17-13+33a (+23)
* Low crush 8~29
* Floating state 30~32
raven4,1h, h16, 13i12~13, i19~20-3~-2+7~+8
* Combo from 1st hit
* Jail from 1st block
ravenf+2,3m, M10, 13i15~16, i21~22-9~-8+6c~+7c
* Spike
* Combo from 1st hit with 8F delay
* Interrupt with i6
* Transition to r27 SZN with 3+4_D (-9~-8/+6c~+7c)
* Move can be delayed by 10F
* Input can be delayed by 14F
<Showing 1201-1600 of 6584 moves>