mokujin

mokujin

Edit
CharCommandHit levelDamageStartupBlockHitCounter hitNotes
eddydb+4m14i17~18-8+2
eddyb+4h14i21~22+0+8
eddyuf+3+4m,h10,14i17~18-13+32a (+25)
* Balcony Break
* Strong Aerial Tailspin
* +20a if only the 2nd hit connects
* Low crush 15~
eddyws1,3h, M6, 14i13~14, i19~21-15+38a(+20)
* Transition to RLX
* Combo from 1st hit
eddyRLX.4m14i15~16-8+8
* Transition to FC
fahkumram1,2,4,3h, h, h, h5, 8, 10, 14i10, ,i19~20-7+6+29a
* Balcony Break (airborne)
* Combo from 3rd hit
fahkumram4,3h, h10, 14i12, i19-7+6+29a
* Combos from 1st hit
fahkumramf+2m14i15-9+0
fahkumramd+3,4,3L, h, h11, 10, 14i16, ,i19-7+6+29a
* Combos from 1st hit CH
fahkumramb+4m14i14-5+6
* Knee
fahkumramb+4,3m, m14, 14i14, i24-10-1
* Knee
* Combos from 1st hit
fengdb+3l14i17-15+4c+0d
* Transition to attack throw when CH from front
* Transition to BT on CH
* Can be accessed from a manual CD input with input qcf,db+3
* High crush 6~51
heihachid+1,2m, m12, 14i16, i27~28-9+9+35a (+28)
* Combo from 1st hit with 2f delay
* Input can be delayed 11f
* Move can be delayed 10f
* Enter RAI -5 +13 r24 with F
heihachib+3h14i14~15-9+2
* Homing
hwoarang1,1,3,3h, h, L, h5, 8, 10, 14i10, ,i20-14+4
* Combo from 3rd hit with 1F delay
* Move can be delayed by 10F
hwoarang1,2,f+3h, h, m5, 10, 14i10, ,i21-8+9
* Wall Crush +21g on hit
* Combo from 2nd CH with 4F delay
hwoarang2,f+3h, m9, 14i10, i21-8+9
* Wall Crush +21g on hit
* Combo from 1st hit with 1F delay
* Combo from 1st CH with 4F delay
hwoarang4h14i11~12-6+5
hwoarangdb+4L14i16-12-8-1
* Transition to r20 RFS with F (-1/+3/+10)
* Also possible during RFF
jack-81+2m,m8,14i15-13+67a (+51)
* Tornado
* Homing
* Instant Tornado
* High evasion from frames 4? to 12?
jack-8db+4l14i16-13-2
*
* High crush 6
jack-8b+3m14i16-9+2
*
jack-8ws1m14i15-13+34a (+24)
*
jack-8ws1+2m14i20-15+26a (+16)
*
jack-8ws1+2,1+2,1+2m, m, l14, 12, 14i20, ,i27-23+6d
* Balcony Break
* Combos from 1st hit
jack-8FC.1,1l, l10, 14i19, i31-12+5
*
* High crush
jack-8FC.db+1l14i14-11+3
*
* High crush 1
jinf+3,3m, h12, 14i14, i20-8+8
* Combo from 1st hit with 8F delay
* Move can be delayed by 7F
* Input can be delayed by 8F
* Enter ZEN -7 +9 r26 with F
* Transition to Special Move backdash with B
jinb,f+2,1m, h15, 14i15~i16, i21-5+6+9
* Combo from 1st hit with 8f delay
* Input can be delayed 12f
jinws2m14i14~15-12+39a (+29)
jinZEN.1m14i16~i17-3+8
jinZEN.1,3m, h,t14, 14,14i16~i17, i24~25-9+0d
* Combo from 1st hit
* Transition to attack throw on standing or airborne hit
* +33a (+18) on side hit
* +18a (+11) and balcony break on BT hit
jundf+2m14i16~17-12+29a (+19)
Launches crouching opponent
jundb+3L14i18-12+2+6c
jundb+4L14i22~24-11~-9+0~+2+3~+5
Transition to r28 FC with D
* High crush 6~41
junb+3,4m, L20, 14i16~17, i20~22-11+0~+2+3
* Combo from 1st hit
* Links to db+4 extensions
* Transition in r28 FC with D
* High crush 1~42
junb+4m14i13~14-7+5
Knee
junws1h14i12~13-6+5
junGEN.3M14i17~20-4c~-1c+4c~+7c
Spike
kazuya1,1,2h, h, m5, 6, 14i10, ,i13-17+20a (+15)
* Balcony Break (airborne)
* Combo from 1st hit
* Combo form 2nd hit with 11f delay
* Move can be delayed 11f
kazuyadb+3L14i19~20-12c-1+7c
* High crush 6~
kazuyab+2,2m, m12, 14i14, i25-10+1
kazuyaSS.4m14i15-6+4
Balcony Break
kingd+3+4L14i16-25-9
* On CH, can access Stagger Kicks Flurry (d+3+4,4,4,4)
* High crush 6~
kuma1,1,1h, m, m5, 8, 14i10, ,i22~23-16+69a (+23)
* Tornado
* Combo from 2nd hit
* Combo from 1st CH
kumab+2,1m, h12, 14i15, i23-3+8
* Transition to HBS with input D or 3+4 (-4/+7)
* Transition to ROL with input F (-14/-3)
** Adds i28~31 SM projectile 5dmg attack during Heat (Consumes 120F of remaining Heat time)
*** +14~+17 or -6~-3 HBS or +1~+4 FC on block
*** +20~+23 or +0~+3 HBS or +7~+10 FC on hit
larsb+3m14i17-12+4
* Transition to SEN with input F (-5/+11)
larsDEN.1h14i11~12+1+8
* Elbow
* Transition to SEN with input F (-3/+4)
larsDEN.4l14i23~25-12+1
* Transition to LEN with input D (-12/+3)
law4,3,4h, h, h15, 12, 14i13, ,i20-6-1+31a (+24)
* Combos off of 1st hit CH
* Transition to DSS with F
** (+7 oB, +12g, +44a (+37))
** DSS allows full combo off of Magic 4
lawuf+4m14i15-13+33a (+23)
* Low crush 9~
lawws4m14i11-4+4+5
* Transition to +4, +12, +13 DSS with F
lawBT.4h14i11-9+2
lawDSS.1h14i12-1+7+17c
* 4 chip damage on block
* Transition to DSS
lee1,2,2h, h, m5, 9, 14i10, ,i20~21-13-2
* Move can be delayed 5F
* Input can be delayed 7F
* Combo from 2nd CH with 7F delay
lee1,3:3:3h, h, m, h5, 5, 4, 14i10, ,i21-17+14
* Combo from 1st hit
* Input 3 during frames 8-9? of previous hit
* Timestop on hit
* 5 chip damage
lee2,2h, m10, 14i10, i20-13-2
* Combos from 1st hit CH
lee4h14i11-9+2+2s
lee4,3h, h14, 14i11, i18-14-3+2
Combos from 1st hit
leedf+4m14i13-14-9+5
Transition to -9, +5 HMS with 3
leeuf+4m14i15-13+31a (+21)
* Knee
* Alternate input ub+4, u+4
* Low crush
leef,f,F+3m14i14-9+16a (+9)
* Knee
* Alternate input wr3
* Low crush
leo3,2,4h, h, m15, 10, 14i14, ,i22~23+9~+10+15g+19
* Knee
* Combo from 2nd CH
leof+2h14i14~160~+2+6
leof+4m14i17~18+9~+10+15g+19
* Knee
* Stance moves may be delayed by 11F
* Enter CD -5 +1 +5 with df
leodf+4m14i13-6+5
leob+1,4m, m17, 14i18~19, i23+9+15g+19
* Knee
* Combo from 1st CH
leob+4,1~4m, m13, 14i18, i17~18+9~+10+15g+19
* Knee
* Combo from 1st hit
* Enter CD -5 +1 +5 with df
leoBOK.1m14i13-4+9
* High crush 0~12
leoBOK.4m14i20+9+15g+19
* Knee
* Same move as f+4
leoqcf+2m14i17-9+9
* Enter KNK -9 +9 with b
leoLTG.KNK.4,1+2L, m,m18, 13,14 (20)i20, i20~21,i31~32-14~-13+31a (+13)
* Balcony Break
* 35 damage with scaling from 1st hit
* Combo from 1st hit
* +15a (-2) on 2nd whiff and 3rd hit
* Consumes 450F of heat timer during heat
leroy3m14i15-8+3
leroyf+3m14i14~15-7~-6+7~+8
* Knee
Alternative input: ws3
leroyf+4m14i16~17-9~-8+4
leroydf+3m14i16-110
leroydf+4m14i13-6+6
Transition to HRM
leroydf+4,3m, m14, 14i13, i20~21-9+7+37d (+29)
* Knee
* Combo from 1st hit CH with 7?F delay
* Move can be delayed by 3?F
* Input can be delayed by 7?F
* Interrupt with i3 from 1st block
leroydb+2+3L,M10,14 (9)i20~21 i15~16-14+67a (+51)
* Weapon
* Tornado
* Only once per match
* chip damage on block
* Tracks to both sides effectively homing
leroyws1m14i13~14-7+3
Elbow
leroyFC.df+4L14i15~16-13~-12-2~-1+3~+4
* High crush
leroyHRM.2h14i12~13-6~-5+5~+6
lidia4h14i13-8+1
lidiadb+2m14i16~17-7+7
lidiab+2h14i13-9+1
lidiab+2,3h, m14, 14i13, i22-10+6+63a
* Knee
* Combo from 1st hit with 7f delay
* Input 3 on frames 12~14 to add 3 damage
lidiaqcf+2m14i16-8+0
Input qcf,qcf+2 to power up, adds 4 damage
lidiaCAT.4L14i19~20-6+8c+33a
* Transition to WLF on hit or block only
* Crouching state ends early on frame 20 when transitioning to WLF
* WLF transition is -14
* High crush 11~31
lilidf+3+4M14i24~29-4~+1+27a
* Low crush 12~30
lilid+3L14i19~20-12+1+5c
miary-zod+3L14i20-14+1+12g
Weapon
* High crush 12~
miary-zouf+2h14i17-2+2+3
miary-zouf+2,3h, L14, 14i17, i27~28-14+2c
* Combo from 1st hit
miary-zof,F+2m14i15~16-9+7
miary-zof,f,F+2,1h, h12, 14i14, i17~18+1+33d (+25)
* Balcony Break
* Elbow
* Jail from 1st attack
* Chip damage on block
* Enter MOR +4 +36d (+28) r27 with F on hit or block only
miary-zoMOR.1m14i13-4+8
* Good SSR tracking
miary-zoMOR.4,3L, h10, 14i17, i22~23-13+6
* Balcony Break (airborne)
* Combo from 1st hit
nina3h14i14-16-5
ninadf+3,3m, m13, 14i14, i28-10+2c
* Spike
* Combo from 1st hit with 1f delay
* Input can be delayed 10f
ninad+3,4L, h10, 14i16, i20-8+1
* Combo from 1st CH
ninab+1+4m,m4,14i15 i13~14-15+34a (+24)
Tornado
ninauf+4,3,4h, L, h23, 10, 14i18, ,i20-6+5
* Combo from 2nd hit
* Enter SS -5 +6 with D_U
ninauf,n,D+3,4L, h15, 14i43, i20-8+1
* Combo from 1st CH
ninaSS.4L14i20-14+6c
Sidestep adds minimum 9f, effective startup i29
* High crush 6~39
panda1,1,1h, m, m5, 8, 14i10, ,i22~23-16+69a (+23)
* Tornado
* Combo from 2nd hit
* Combo from 1st CH
pandab+2,1m, h12, 14i15, i23-3 / - 4 HBS / -14 ROL+8 / +7 HBS / -3 ROL
* Combos from 1st hit
* Transition to HBS with input D or 3+4
* Transition to ROL with input F
paul2,3h, h8, 14i10, i19-2+8
* Knee
* Combo from 1st hit
paul3m14i15~16-7+4
pauldf+3m14i16-9+2
paulb+4L14i20~21-12c+4+17g
paulf,F+2m14i15~17-17-7
* Elbow
* Alternate input FC.df+2
paulqcb+3L14i18~19-21c-10g+21a
* High crush 1~
ravenuf+4m14i20~21-9~-8+22a (+12)
* Balcony Break
* Can be performed during CD (Shadow Sprint)
* Low crush 8~27
* Floating state 28~30
ravenqcf+3h,t16,14i16~17-7~-6-4d
* Spike
* Transitions to attack throw on front hit only, otherwise launch +33a (+23)
* Recovers heat on hit
ravenws1m14i14~15-14~-13+35a (+25)
ravenBT.b+2m14i16~17-2~-1+6~+7
reina1,2,2h, h, h5, 6, 14i10, ,i17-14+0
* Jail from 2nd block with 2F delay
* Combo from 2nd hit with 2F delay
* Combo from 2nd CH with 3F delay
* Move can be delayed by 1F
* Input can be delayed by 3F
* Transition to UNS (-7/+7) with u_d
reinadf+4m14i15-4+7
reinab+1h14i18-4+6
reinab+2m14i16~17-9+3
Homing
reinaf,F+2m14i12-9+2
* Can transition to SEN (+2/+13) with input F
* Cannot block up to i12 on empty transition on block
reinaws3m14i15~16-10+1
reinaws3+4m14i14~15-8+14
* High crush
reinaOTG.d+4L14 (11)i19-19-8 / -8a (-16)
22 (17) dmg if done with input OTG.d+4 alone
reinaUNS.d+4L14i20-12+3 SEN+13 SEN
* Transition to SEN on hit only
* Transition to standing (+0/+10) on hit with B
* High crush 6~35
shaheen4,1h, h16, 14i13, i18-5+5
* +31a (+24) from 1st CH
* Combo from 1st hit
shaheenSS.2L14i20-12+1c
* Sidestep takes 9f; effective startup i29
* High crush 15~
steve2,1h, h12, 14i12, i19-5+6
* Combo from 1st hit
* Jail from 1st block
* Transition to r15? PAB with f (+2/+13g/+13)
* Transition to r14? FLK with b (+3/+14g/+14)
** r14? PAB/FLK FC cancel?
steveu+2m14i17~19-15+34a (+24)
* Tornado
* Low crush 12~32
steveFLK.1h14i12-4+7
* Transition to r18? FLK with b (-1/+10/+10)
* Transition to r1? ALB with 3+4 with 2?F delay (+17g/+28g/+28)
* r18? FLK FC cancel?
steveFLK.u+2m14i17~19-15+34a (+24)
* Tornado
* Low crush 12~32
steveLWV.1m14i14-10+1
* Input b to r18? FLK (-3/+8/+8)
steveLWV.1,2m, h14, 14i14, i22~23+3+8
* Strong Aerial Tailspin
* Homing
* Combo from 1st hit with 7F delay
* Move can be delayed by 10F
* Transition to LNH
* Input b to cancel LNH at r34? (-1/+4/+4)
stevePAB.1,2h, h10, 14i12~13, i15~16+0+8
* Combo from 1st hit
* Jail from 1st block
stevePAB.df+1,1m, m12, 14i15~16, i19~20-10+1
* Combo from 1st hit with 7F delay
* Move can be delayed by 12f
victordf+2m14i15~16-14+31a (+21)
victordf+3,4m, m10, 14i16, i21-9+2
* Knee
* Combo from 1st CH
victorf,f,F+1+2L,L10,14i18, i14~15-14+4 IAI+15g
* Transition to r18 IAI at +4 on hit
* High crush 15~
xiaoyuf+2,1m, h12, 14i16~17, i20-6+5+7
* Combo from 1st hit
* Jails from 1st block
* Transition to HYP with B (+0, +11)
xiaoyuf+3M14i16~18-9+2
* Knee
* Doesn't hit grounded if opponent is on-axis in FUFT
xiaoyuf+3+4,3+4m,m,m8,8,14i20~21 i4~5 i5~8+8+2d
*
* Low crush 23~
xiaoyudb+4L14i18-12+4c+14
* This move is +20 on a traded hit
xiaoyuAOP.4m14i12-3+8
*
xiaoyuAOP.uf+3m14i15-17+27a (+17)
* Alternate input AOP.ub+3, AOP.u+3
* Low crush
yoshimitsudf+1m14i13-4+5
yoshimitsudb+4L14i17-12-1
yoshimitsub+1,1,1,1,1h, h, h, h, h8, 9, 10, 12, 14i17, ,i11~12+4+5+10
* Combo from 4th hit
* Combo from 3rd CH
* Can transition to Spinning Evade with b+3 or b+4
yoshimitsuws2,1m, m13, 14i15~16, i27~28-3a+36a (+26)
* Weapon
* Combo from 1st hit with 1f delay
yoshimitsuws4m14i11~12-6+5
* Enter KIN r24 with 1+2
* Enter NSS r24 with B
zafina1,3h, h5, 14i10, i17~18-2+7
* Combo from 1st hit with 3f delay
* Jail from 1st attack with 1f delay
* Move can be delayed 2f
* Cancel SCR transition -8 +1 t55 r26 with B
zafina2,2,1+2h, m, m,m,m8, 12, 7,11,14i10, ,i25~26 i10~11 i4~5-9c+19d (-16)
* Spike
* Combo from 2nd hit CH with 9f delay
* Input can be delayed 14f
* Move can be delayed 9f
zafinadf+4m14i13-13+3
zafinad+3L14i22-15+5c+24d
* Transition to MNT -13 +7c +26d r32 with D
* Evasive (can go under some mids)
* High crush 6~
zafinadb+4L14i21~22-12-3+3
* Transition to -13 -4 +2 MNT with D
* High crush 6~40
zafinab+1m14i18-14+2
* Transition to attack throw on standing or airborne front hit with 1+2
* 8f input window for attack throw (frames 10~17)
zafinab+4m14i22~23-9+4
zafinaws4m14i11-7+4
zafinaMNT.d+1L14i15~16-110
* High crush 1~58
alisab+1m15i15~16-5+8
* High crush 12~
alisaub+4,1,1,2,1,1,3+4,3m, m, m, h, h, m,M,M, L, m10, 12, 9, 5, 5, 3,3,3, 7, 15i18, ,i20~21-65-40
* Combo from 7th hit
* Low crush 9~
alisauf+3m15i17~18-52-25
* Transition to SBT with input 3_4
* Transition to DBT with input f+3_f+4
* on
* whiff:
* Low crush 9~31
* Floating state 32~34
* oh
* hit/block:
* Low crush 9~61
* Floating state 62~64
alisaf,F+3,4m, h12, 15i18~19, i19~20-10+20a (+11)
* Balcony Break
* Combo from 1st hit
* Jail from 1st block
* Enter DES with 1+2
* Low crush 15~48
* Floating state 49~51
alisaf,f,F+3m15i18~19-4+6
* Balcony Break
** on airborne hit
* Low crush 3~30
* Floating state 31~33
alisaws4m15i11~12-5+6
anna4h15i11-9+7+7s
annaBT.1h15i8-8+3
* Links to 1 jab extensions
* Combo into extensions on CH
annaHAM.1+3t15i11-2+0
* Throw break 1+2
armor-king2,1h, m10, 15i10, i23-3+7
* Combo from 1st hit
* Interrupt with i3 from 1st block
* t43 r19? on hit
armor-king3,4h, m17, 15i15~16, i27~29-9+3
* Combo from 1st hit with 6F delay
* Move can be delayed by 7F
* Input can be delayed by 9F
armor-kingdf+4m15i12-4+7
armor-kingd+3+4l15i17-16c-2+0
* High crush 6~
armor-kingb+4m15i15~18-9+2
armor-kingBAD.db+1+2m,t18,15i14~17-18c+0d
* Transition into hit grab on grounded, airborne, and backturn hit
* AK is left FDFA on whiff/block
* Opponent is left FUFT on hit
* Low crush 14~34
armor-kingBT.1h15i8-3+8
armor-kingBT.2h15i8-3+8
armor-kingBM,2,1,2,1t5,5,5,15+0-6d
* Could be any 1/2 combination (e.g. 1,1,1,1 / 1,2,2,1)
* Throw break the 1st/4th hit by input the opposite to King's 1st/4th button.
* Opponent recovers FDFT
armor-kingDMD.2,1t, t10 (15), 15 (20)+4-3d
* 1 break
* Power up with input 1,1,1+2
* 45/55 total damage
* Opponent recovers FDFR?
* AK recovers FUFA on break
* Side switch on break
armor-kingUT,2,1,2,1t5,5,5,15+0+0d
* Could be any 1/2 combination (e.g. 1,1,1,1 / 1,2,2,1)
* Throw break the 1st/4th hit by input the opposite to King's 1st/4th button.
asuka1,1h, m5, 15i10, i24-7+4
* Combo from 1st CH with 3f delay
* Links to f+1 extensions
* Interrupt with i4 from 1st block
asuka1+4,2,d+4sl,h, h, L5,8, 10, 15i14 i17, ,i24~25-23+27d
* Combo from 3rd CH
* High crush 10~38
asukadb+4,4L, L14, 15i22~24, i31~33-7+4+35a
Transition to r22 FC with D
* High crush 1~49
asukab+3m15i16~17-19+22a (+12)
* Low crush 10~37
* Floating state 38~40
asukaws4m15i11~12-3+8
Can hit grounded while up-close and off-axis
asukaNWG.f+2,1+2m,m10, 15i17, i31-8+67a (+51a)
* Tornado
* Consumes NWG
* 4 chip damage on block
* Combos from 1st hit
* Jail from 1st block
asukaFC.db+1+2t15,15,15i14-6+56a (+28)
* Throw break 1+2
* Side switch on hit
* 2nd damage on landing
* 3rd damage without tech roll
azucena1,1h, m5, 15i10, i24~25-10+8+18a
* Combo from 1st hit with 1f delay
* Transition to LIB on standing hit only
* Move can be delayed 8f
azucena4h15i12~13-8+3+8
azucenaf+3m15i18-4+5
azucenadf+4m15i16~17-7+2
azucenad+2m15i17~18-9+5
azucenaBT.2m15i17~18-8+3
Transition to attack throw on front standing hit by inputting 2 on frames 10~16
azucenaBT.4m15i15~16-3+6
azucenaLIB.3L15i16~17-9+2
azucenaTackle.2,1,2,1t5,5,5,15+0d
* Throw break 1 for right punches
* Throw break 2 for left punches
* Only 1st and 4th hits can be blocked
* Inputs are reversed for tackle from behind
* Can cancel the last punch to Arm Breaker with 1+2
bryan1,2,3h, h, L5, 8, 15i10, ,i24-12+2+14a
* Combo from 1st CH or 2nd CH with 3F delay
* Move cannot be delayed
* Input can be delayed by 3F
bryan1,4,3h, h, m5, 14, 15i10, ,i21-10+1
Combo from 2nd CH with 5f delay
bryan4h15i12-7+6
bryan4,1h, h15, 15i12, i23~24-1+7
* Combo from 1st hit
* Transition to +8 +0 r15 SWA with B
bryan1+2m15i17~18-7+6
Homing
bryan1+2,1m, h15, 15i17~18, i23~24-1+6
* Combo from 1st hit
* Enter SWA +0 +7 r15 with b
bryand+1+2m,m10,15i17-10+3
* Combo from 1st hit
* Can be canceled into stances after 24 frames
* Enter SLS -3 +10g r13 with f
* Enter SWA -5 +8 r15 with b
* Opponent is further away on CH
bryanuf+3m15i27~28-2+15
* Low crush 9~28
* Floating state 29~31
bryanSS.2M15i17~18-9+1
bryanSNE.b+1+2m,m9,15i20,i14+4+33d (+25)
* Balcony Break
* Elbow
* Consumes SNE
* Chip damage on block (6)
claudiodf+1,2m, m10, 15i15, i23~24-15+31a (+21)
* Combo from 1st hit with 1f delay
claudiows1,1m, h12, 15i12~13, i20-7+19g c
* Balcony Break
* Transition to STB on hit without STB
Frame advantage +44g on STB gain
* Combo from 1st hit with 1f delay
clive3,2m, m,m16, 15,15 (20)i16, i23~24 i29~41-12~+0+22a (+12)
* Balcony Break
* Weapon
* Combo from 1st CH
* Jail from 2nd block
* 3rd hit never combos on standing hit
* 3rd hit available only on hit or block
* Interrupt with i4 from 1st block
* +23a (+13) on BT hit
* Power up in Heat (15,20dmg)
clivef+3M15i20~21-14+37a
* Spike
* 3 Chip Damage on block
* Low crush 9~24
* Floating state 25~27
clivedf+1,2,1m, h, m10, 13, 15i14~15, ,i26~27-15+32a (+11)
* Balcony Break
* Weapon
* Combo from 1st hit
* Input 1 during the 2nd hit animation on frames 21~23 to add +3 damage
cliveH.df+1,1m, M,m10, 13,15i14~15, i22~23,i20~21-12+3c
* Weapon 2nd hit
* Combo from 1st hit with 1F delay
* Input can be delayed by 1F
* Move cannot be delayed by 2F
* Move is delayed by 2F
* Consumes 150F of remaining Heat time
* Transition to r15 PHX with F or 4 on hit or block (-1/+14c)
* 9 chip damage on block
clivews2m15i15~16-14~-13+53a
* Weapon
clivews3m,m20,15(20)i20~21 i28~41-8+21a (+11a)
* Homing
* Balcony Break
* Power up in Heat: 20 damage and +20a(+10a) on hit
* Jail from 1st attack
clivePHX.4L15i15~16-13-1c+13c
* High crush 6~
devil-jinH.4~3,1+2M, SM21, 15i29-32, i24~35+2+4c~+15c
* Tornado
* Weapon
* Projectile (unparryable)
* Forces backroll on hit
* +58a (+42) from previous hit
* Jail from 1st block
* 3 chip damage on block
* Consumes 220F of remaining heat time
devil-jinf+4,3m, m10, 15i15~16, i26~27-22+18a (+8)
* Tornado
* Combo on 1st CH with 4F delay
* Move can be delayed by 15F
* Input can be delayed 16F
* Enter FLY +36a (+26) with ub_u_uf on hit
* Low crush 27~51
* Floating state 52~54
devil-jindb+2L15i21~22-13+3c+26a
* 4 chip damage on block
* High crush 6~
devil-jindb+1+2m15i23~38-9+4
* Cancel to r27 MCR with F (js27~)
* Balcony Break on air hit
devil-jinws1,2m, m12, 15i13~14, i22-11+6+10
* Transition to MCR with F on hit or CH (+14/+17)
** -11/-8 on an empty MCR transition
* Combos from 1st hit with 8F delay
* Combos from 1st CH with 11F delay
* Interrupt with i4 from 1st block (trade with i5)
* Input can be delayed 11F
* Move can be delayed 9F
devil-jinH.b,f+2,1,4,1+2m, m, M, SM12, 12, 21, 15i15~17, ,i24~35+2+4c~+15c
* Balcony Break
* Tornado
* Weapon
* Projectile (unparryable)
* Forces backroll on hit
* +59a(+43) from previous hit
* Jail from 3rd block
* 3 chip damage on block
* Consumes 220F of remaining heat time
dragunovb+4m15i14-7+4
dragunovws2m15i15~16-12+28a (+18)
dragunovws4m15i11~12-5+6
eddyf+2m15i18-9+6
eddyb+1m15i14~15-7+8
* Transition to FC
eddyuf+3m15i26~28-10c-8c+12a
* Transition to HSP with input F (-14/-12/+8a)
* Low crush 13~
eddyHSP.2m15i17~18-8+8
* Floating state 1~9
eddyMD2.HSP.3+4L,m,m16,4,15i21~22-13+18a(-17)
Floor Break
* Low crush 28?~
fahkumram1,2,1h, h, m5, 8, 15i10, ,i17~18-10+3
* Input can be delayed 12f
fahkumram1,2,4,4h, h, h, L5, 8, 10, 15i10, ,i25-15-4+0d
* Combos from 3rd hit
* Shift to attack throw Murderous Sweep on counterhit
fahkumram3,1,d+4m, h, L11, 12, 15i13, ,i20-15-4+0d
* Shift to attack throw Murderous Sweep on counterhit
* Combos from 2nd hit CH
fahkumram4,4h, L10, 15i12, i25-15-4+0d
* Combos from 3rd hit
* Shift to attack throw Murderous Sweep on counterhit
fahkumramdf+3l15i20-13-1c+28g
fahkumramdf+4m15i16-6+3
fahkumramd+3,4,4L, h, L11, 10, 15i16, ,i25-15-4+0d
* Combos from 3rd hit
* Shift to attack throw Murderous Sweep on counterhit
fahkumramf,F+4~3L15i19-23-1c
feng2,4h, m8, 15i10, i17-12-1
* Jail from 1st attack with 2F delay
* Combo from 1st hit with 8F delay
feng3m15i16-11+0
fengf+3,4m, m10, 15i21, i23~24-16+33a (+23)
* Tornado
* Combo from 1st hit
* Low crush 21~43
* Floating state 44~46
fengdf+2m15i20~21-8+4
fengd+1+2M15i20~21-9+8c
fengdb+1m15i16-12+4
* Transition to r28 KNP with B (-9/+7)
** Cannot block i15 when going to KNP on block
* Transition to r35 STC with F (-16/+0)
fengub+415+19a (+9)+33a (+23)
* Balcony Break
* No forward momentum
fengf,F+4m15i19~20-15+30a (+20)
fengws3m15i15~16-12+33a (+23)
heihachif+1+2h15i12-14+14c
* Spike
* Head
heihachif,n,d,DF+4L15i16~17-23+8c+28a
heihachiRAI.4L15i19~20-23+8c+28a
* Links to f,n,d,DF+4 extensions
heihachiWAR.f,n,d,DF+4L15i16~17-14+8c+28a
* No stagger on block
* Links to f,n,d,DF+4 extensions
heihachiFUJ.1+3t15i18+7
* Homing
* Unbreakable
heihachiH.FUJ.1+3t15i18+8
* Homing
* Cancel RAI transition with B (+7)
* Consumes 180F? of remaining Heat time
* Throw is unbreakable
hwoarangH.RFS.d+4L15i20~21-23+7c
* Transition to RFF
* Partially uses remaining Heat time
** RFS.d+4,3,4 airborne combo guaranteed on normal hit
* Increased chip damage scaling on block during heat
** 4 chip damage on block in heat
hwoarang3h15i14-7+4
hwoarang3,3,3h, m, m15, 12, 15i14, ,i21-14+32d (+24)
* Balcony Break
* Combo from 2nd CH with 8F delay
* Move can be delayed by 10F
hwoarang3,3,4h, m, h15, 12, 15i14, ,i21~23+8+19g+19
* Transition to RFS
* Combo from 2nd CH with 8F delay
* Move can be delayed by 10F
hwoarangf+2m15i16-2+9
* Transition to RFF
hwoarangdf+1,3m, m10, 15i13~14, i22~23-2+6
* Combo from 1st hit
* Transition to LFS
hwoarangb+1m15i15-14-1
* Sidesteps to the right
hwoarangLFS.2m15i16-2+9
* Transition to RFF
* Links to 10-hit string
hwoarangLFS.3,3m, m10, 15i14, i21-14+32d (+24)
* Balcony Break
* Combo from 1st CH with 9?F delay
* Move can be delayed by 10F
hwoarangLFS.3,4m, h10, 15i14, i21~23+8+19g+19
* Transition to RFS
* Combo from 1st CH with 9?F delay
* Move can be delayed by 10F
hwoarangLFS.b+1m15i15-14-1
* Sidesteps to the right
hwoarangLFS.b+4m15i16~17-8+0
* Transition to RFF
hwoarangRFS.1m15i16-2+9
* Links to 10-hit string
hwoarangRFS.d+4L15i20~21-23+7c
* Transition to RFF
jack-8db+3l15i21-20-9
*
jin4h15i13~14-9+10g+13c
* Homing
* Balcony Break
jind+3+4m,m5,15i15 i10~12-19+32a (+22)
* Low crush 16~31
* Floating state 32~34
jinub+4m15i15~17-13+19a (+9)+33a (+23a)
Balcony Break
* Low crush 9~20
* Floating state 21~23
jinb,f+2m15i15~i16-7+4
* Has good left sidestep tracking
jinws4,4m, h13, 15i11~12, i19~20-7+4
* Combo from 1st hit with 1f delay
jun1,1h, m5, 15i10, i25-1+8+13
* Combo from 1st hit with 1f delay
* Restores 2 health and 2 recoverable on hit
* Gain 6 Kazama Essence on normal hit and 5 on airborne hit
jun1+4,2,d+4SL,h, h, L5,8, 10, 15i14 i17, ,i24~25-23~-22+27a
Combo from 3rd CH
* High crush 10~38
jun1+4,3SL,h, m5,8, 15i14 i17, i24~25-11~-10+1~+2
Combo from 2nd CH
junf+1m15i20+0+9+14
* Restores 2 health and 2 recoverable on hit
* Gain 6 Kazama Essence on normal hit and 5 on airborne hit
jundb+2L15i23~24-12+2+14g
* High crush 15~
jundb+4,4L, L14, 15i22~24, i31~33-7~-5+4~+6+35a
* Combo from 1st CH
* Transition to r28 FC with D
* High crush 1~49
junf,F+3,3+4m, m,m23, 12,15i18~19, i35~36 i41~42+3+14a
* Spike
* 7 chip damage on block
* Interrupt with i11 from 1st block
* +14d on BT hit
* Floating state 25~39
junFC.db+1+2t15,15,15i14~15-6+56a (+28)
* Throw break 1+2
* Opponent can tech roll to reduce the landing damage
kazuyadf+3,2m, m13, 15i18, -11+5
* Combo from 1st hit with 10F delay
kazuyadf+3+4,1m,h, m7,9, 15i18, i11-11+1
kazuyadb+1,2m, M,M7, 8,15i13, i20-19+9a (-8)
* Heat Engager
* Heat Dash +35a (+27a) on hit, +5 on block
* Balcony Break
* Recovers 60F of remaining Heat time on normal hit during Heat
* 4 chip damage on block
* Combo from 1st hit with 2F delay
* Move cannot be delayed
* Input can be delayed by 2F
kazuyab+3h15i18-8+3
kazuyab+3,1,4,1h, h, l, m15, 10, 10, 15i18, ,i15-14+15a (+6)
Balcony Break
kazuyaf,n,d,DF+4L15i16-23-3c+20a
kazuyaBT.1h15i8-3+8
kazuyaBT.d+1sl15i10-5+6
* High crush 1~
kazuyaDVK.f,n,d,df+1m,th23,15i20-16+0d
* Floor Break
* Consumes 120F of remaining Heat time on throw hit
* Recover 30F of remaining Heat time on throw hit
* Throw can be canceled with B
* Opponent recovers FDFA
kazuyaDVK.f,n,d,DF+4,1,1L, m, m,th15, 23, 17,15i16, ,i24~26-19+0d
* Floor Break
* Consumes 300F? of remaining Heat time on throw hit
* Restores 30F? of remaining Heat time on throw hit
* Combo from 1st hit with 9F delay
* Move can be delayed by 7F
* Input can be delayed by 9F
* Low crush 24~
king1,2h, h5, 15i10, i10~12-3+8
* Combo from 1st hit with 6F delay
* Jail from 1st block with 5F delay
king2,1h, m10, 15i10, i23~24-3+8
* Forces standing on hit.
* Combo from 1st hit.
kingf+2,d+1m, m12, 15i15~16, i22-13c+2c
* Floor Break
* Move can be delayed by 10F
* Input can be delayed by 12F
kingdf+1m15i14~15-1+3s
* Elbow
* Forces standing on hit.
kingdf+1,2m, m15, 15i14~15, i20~21-10+5s
* Combo from 1st hit with 5F delay
* Combo from 1st CH with 10F delay
* Jail from 1st block with 5F delay
* Move can be delayed by 11F
* Input can be delayed by 13F
kingdf+2,1m, h12, 15i13, i20~21-4+24a
* Combo from 1st CH with 13F delay
* Move can be delayed by 13F
kingb+3,1+2h, t23, 15i16~18, -7d
* Shifts to throw on front grounded hit.
* Input 1+2 during frames 2-17 of b+3
kingub+4m15i15-13+19a(+9)+33a(+23)
* Knee
* Jump straight up knee, very short range.
* Low crush 9~
kingf,F+2+3M,t20,15i21~43-16c~+2c-19c~+3c/-5d
* Forces crouching on block and hit.
* Throw when hit standing in front close range.
* Low crush 12~
kingJGR.1+2M,t20,15i21~43-16c~+2c-19c~+3c/-5d
* Throw when hit standing in front close range.
* King recovers off axis
* Power up into JGR.1+2* after 30F? or during Heat
** 24,15dmg and i51~73? effective startup (without Heat)
** Partially uses remaining Heat time during Heat
kingJGS.2m15/18/22i11~12-9/-2/0c+12c
* Forces Crouching on hit.
* Forces Crouching on block from 3rd spin on.
* Damage increase up to 3rd spin.
kingJGS.3,2+3m, M,t23/27/34, 20,15i22~23, i21~43-16c~+2c-19c~+3c/-5d
* Throw when hit standing in front close range.
* Doesn't combo from JGS.3, but trades with 10 frame jab.
* Properties not changed with extra spins.
kingAIR.d+1+3t(a)15i12~13-5d
* Cannot throw break.
* Opponent recovers in FDFL.
kingDHH.1+2,1+2t15-6-3d
* 1 throw break.
* Opponent recovers in FDFT.
kingMMD5.1+2,4,2,1+2t11,15-3+0d
* 1+2 throw break.
* Opponent recovers in FDFL. Max Damage 93.
kingRAS4.1t15/20/31-3+1d
* 1 throw break. Side Switch.
* Input with 2,1,3,4 for more damage.
* On wall splat damage is 31.
* Opponent recovers in FUFT. Max damage 97.
kingRSSB4.1t15/20/31+1d
* 1 throw break. Side Switch.
* Input with 2,1,3,4 for more damage.
* Opponent recovers in FUFT. Max damage 94.
kingUT,2,1,2,1t5,5,5,15+0+0d
* Could be any 1/2 combination (e.g. 1,1,1,1 / 1,2,2,1)
* Throw break the 1st/4th hit by input the opposite to King's 1st/4th button.
kingss2+4t15 / 20i13-3+0d / +1d
* Homing
* 2 throw break (except from behind).
* RSSB2 from side/behind, RSSB1 from front, doesn't change to left/right/behind throw.
* Opponent recovers in FUFT.
* Throw can be canceled by input b/db.
kumadf+4m15i12-4+7
kumab+2,2m, m12, 15i15, i25-10+6
* Combo from 1st CH with 5F delay
* Move can be delayed by 13F
kumaqcf+2m15i17~18-8+3
kumaFUFA.1+2M15i17~19-2+6
* Transition to HBS (Cannot cancel)
* Reverse direction when performed in FUFT
kumaSIT.1l15i21~22-12+4+9
larsH.LEN.1L,t20,15i16~17-12c+5d
* Consumes 300F of remaining Heat time
* 6 chip damage on block
* Side switch on hit throw
* Opponent is left FUFA
* High crush 1~50
larsf+2,1h, h10, 15i12, i13-5+6
* Combo from 1st hit
* Jails
* Transition to SEN
* Cancel SEN and transition to standing with input B (-6/+5)
larsdf+2m15i14-3+9+13c
* Elbow
* Transition to SEN
* Recover 30F heat on transition
* Transition to standing with B (-11/+1/+5c)
larsdf+3m15i16-11+8
* Transition to DEN with input D (-4/+15)
larsdb+2,3m, m12, 15i15, i19-13+8
* Tornado
* Wall Crush +20g on hit
* Input can be held to power up and deal more chip damage on block
* Input can be delayed by 5F? from 1st?
larsb+4,1+2m, th23, 15i15, 0
* Available on b+4 frontal standing hit
larsf,F+4,2l, h12, 15i21, i24-7+11
Cannot cancel DEN transition (cannot block i36 moves?)
larsFC.1+2l,l9,15i18,i14~i15-12+1c
* Transition to LEN on hit with input n,D (+3c)
* High crush 1~
law1,2,2,2h, h, m, h5, 8, 10, 15i10, ,i13-9+4+9d
* Combos from 1st or 3rd hit CH
* Delay-able
* Transition to DSS with F
** (-4 oB, +9g oH, +14d CH)
law4h15i13-9+7
lawf+3,1m, m12, 15i18, i20-2+8
* Transition to DSS with F
** (+3 oB, +13g)
lawdf+4m15i13-8+3
lawd+1l15i21-12-1
Transition to Slide Step with DF
* High crush 6~
lawdb+2m15i14-4+7
* Elbow
lawdb+3l15i17-13+3c+13g
lawb+2,2m, h12, 15i16, i13-9+4+9d
* Combos from 1st hit
* Delay-able
* Transition to DSS with F
** (-4 oB, +9 oH, +14d CH)
leeHMS.1+2m,m10,15i15-5+6+19a (+10)
* On CH:
Balcony Break
leo1,2,4h, h, L5, 10, 15i10, ,i24-13+3+8d
Combo from 2nd CH
leo3h15i14-8+4
leodf+2m15i15~16-13~-12+28a (+18)
leob+1+2m15i17~18-24~-23-11
leoub+4m15i15~16-13~-12+19a (+9)+33a (+23)
* Balcony Break
* Same move as uf+4
* Low crush 9~
leouf+2m15i18~21-14~-11+18a (+11)
* Enter BOK -11 +21a (+14) with d
* Low crush 20~
leouf+4m15i15~16-13~-12+33a (+23)
* Can input with u+4
** Less forward movement
* Low crush 9~
leroy1,1,1+2,1h, m, h, m5, 7, 12, 15i10, ,i23~24-16~-15+20a(+15)~+21a(+17)
Combo from 3rd hit
leroy4h15i12-110
leroyf+2h15i14~16-9~-7+2~+4
Elbow
leroyf+2,3h, m15, 15i14~16, i18-10+2
Combo from 1st hit
leroyf+3,1+2m, h14, 15i14~15, -8-6
* jail from 1st hit
* power up during Heat (partially uses remaining Heat time)
* Combo from 1st hit CH
leroyf+2+3m,m,m10,10,15i16~17 i24 i26~27-7+73a
* Weapon
* Only once per match
* chip damage on block
leroyFC.df+4,1L, m14, 15i15~16, i20~21-13~-12+31a (+21)
Combos from 1st hit CH
lidia1,2,4h, h, l5, 8, 15i10, ,i26-13+3+26a
* Input can be delayed 8f
* Interrupt with i7 from 2nd block
* Can be low parried on hit
* Can hit grounded while off-axis
lidia2,1,4h, h, h8, 10, 15i11, ,i22+2
lidiadf+3m15i14~15-8+5
Knee
lidiadb+4l15i22-13+0
Can hit grounded off-axis
lidiaws2m15i15~16-12+29a (+19)
Tornado
lilidf+2m15i16~17-11+31a (+21)
* Enter BT with b
* Recovers 2f faster on hit
* Launches crouching opponent
lilib+2h15i13-11+0
liliu+3,3m, m20, 15i22~23, i28-12+5c
* Combo from 1st hit
* Input can be delayed 13f
* Move cannot be delayed
* Enter DEW -3 +14c r21 with F
* Low crush 22~48
* Floating state 49~51
liliu+4m15i15~17-13+19a (+9)+33a (+23)
* Balcony Break
* Low crush 9~27
* Floating state 28~30
liliuf+3+4m15i15~18-9~-6+2~+5
* Knee
* Low crush 9~29
* Floating state 30~32
lilif,F+3m15i22-12+5c
* Enter DEW -3 +14c r21 with F
* Low crush 7~27
* Floating state 28~30
miary-zof+4,4m, h12, 15i18, i26-5+9
* Combo from 1st hit with 1f delay
* Input can be delayed 1f
* Move cannot be delayed
* Low crush 21~22
* Floating state 23~25
miary-zodf+3m15i20~21-9+4
* Homing
* Weapon
miary-zows2m15i15~16-13+32a (+22)
* Jab evasion?
miary-zows4m15i11~12-4+7
nina2,3h, m10, 15i10, i18-13+0d
* Knee
* Combo from 1st CH with 7f delay
* Input can be delayed 12f
* Transition to Triple Slaps throw automatically on standing front hit
* Throw is unbreakable, rest of the chain throw is breakable
nina4h15i11-9+7+7s
ninaf+4m15i21~22-5+5
* Enter SS +2 +12 with D_U
* Low crush 12~21
* Floating state 22~24
ninadf+4m15i12-4+7
ninab+4h15i14-9+9+15
ninaub+1m15i20~21-16+20a
* Sidesteps to the left
ninaub+3m15i14-15-4
* Low crush 6~26
* Floating state 27~29
ninaBT+1h15i8-8+3
Links to 1 jab extensions
ninauf,n,D+3L15i43-17-6
* Low crush 9~30
* Floating state 31~33
* High crush 34~53
ninaws2m15i15~16-13+28a (+18)
ninaws3m,t15i13-13+0d
* Knee
* Transition to Triple Slaps chain throw automatically on standing front hit
* Throw is unbreakable, rest of the chain throw is breakable
ninaws4m15i11~12-4+7
ninaSS.1m15i14~15-10+3
* Enter CD +10g +23g with F
* Enter SWA +10g +23g with B
ninaSS.1,2m, m15, 15i14~15, i16~18-3+3
ninaSS.2m15i13~14-14+33a (+23)
ninaqcf+4m15i14-8+6s
Knee
ninaABK.1t15-3+0d
*
Removes Recoverable Health
* Throw break 1
* Powered up input: ABK.3,1,1+2
ninaABK.1t15-3+0d
* Removes Recoverable Health
* Throw break 1
* Powered up input: ABK.3,1,1+2
ninaABK.2t15-3+3d
* Removes Recoverable Health
* Throw break 2
* Powered up input: ABK.2,1,3,4,1+2
ninaABK.2t15-3+3d
* Removes Recoverable Health
* Throw break 2
* Powered up input: ABK.1,2,3,4,1+2
ninaNTM.1t15-3+3d
* Removes Recoverable Health
* Throw break 1
* Powered up input: NTM.1,1,2,1+2
ninaTSS.1t15-3+0d
* Removes Recoverable Health
* Throw break 1
* Powered up input: TSS.1,1,2,1+2
ninaf+1+3t15i13-2+1d
* Throw break 1
* Alternate input: qcf+1+3
ninaf+2+4t15i13-2+0
* Throw break 2
* Alternate input: qcf+2+4
ninaqcb,B+1+3t15i12+6c
* Unbreakable
* qcb,B+2+4
pandadf+4m15i12-4+7
pandab+2,2m, m12, 15i15, i25-10+6
Combos from 1st hit CH
pandad,df,f+2m15i17~18-8+3
pandaFUFA.1+2m15i17~19-2 (-2)+6 (+6)+6 (+6)
* Transition to HBS (Cannot cancel)
pandaSIT.1l15i21~22-12+4+9
pauld+1,4m, L16, 15i14~15, i19-31c-17+14a FUFA
* Move can be delayed 5f
* Input can be delayed 5f
* Combo from 1st CH with 5f delay
pauluf+3m15i15~16-16+25a (+15)
* Low crush 8~29
* Floating state 30~32
paulf,F+3,4,d+4m, m, L17, 10, 15i15~16, ,i27~28-17c-6
* Low crush 10~24
* Floating state 25~27
* High crush 58~101
pauldf+1+3,qcf+2t, m22, 15i12~13, 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
raven4~3,1m,m, l8,10, 15i16 i29~30, i34~35-13~-2+4~+5
Can be delayed
* High crush 1~
ravendf+2m15i16~18-13~-11+30a (+20)
* Launches crouching opponent
ravendf+4m15i15~16-9~-8+2~+3
ravendb+2,1m, h13, 15i13~14, i22~23-1~+0+8~+9
* Combo from 1st hit
* Transition to r22 SZN (-4/+5) with 3+4 or D
ravenb+4,B+4~3,3+4m, L, m13, 11, 15i14~15, ,i26~30-25~-21+6a
* Combo from 2nd hit with 4f delay
* Input can be delayed 7f
ravenuf+3+4,3+4m, m17, 15i23~25, i20~24-25~-21+6a
Can be performed during CD (Shadow Sprint)
ravenqcf+1m15i16-9+4+15a
* Elbow
* Can transition to +0/+13/+24a t44 r24 SZN with 3+4 or D
ravenqcf+4M15i18~20-14~-12+32a (+22)
Tornado
* Floating state 20~32
<Showing 1601-2000 of 6205 moves>