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All Characters Tekken 8 Frame Data

CharCommandHit levelDamageStartupBlockHitCounter hitNotes
ravendf+1m13i14~15-2~-1+8~+9
Pseudo-homing. Can only be sidewalked left at range
ravendb+2m13i13~14-4~-3+5~+6
* Elbow
ravenb+2,4h, h12, 13i15~17, i24~25-7~-6+4~+5
* Combo from 1st hit with 4F delay
* -22 on whiff after 1st hit
* Interrupt with i6 from 1st block
* Whiffs vs SS, SWL from 1st block
* Input can be delayed 13f
ravenb+4m13i14~15-9~-8-1~+0
Knee
ravenub+1,2m, m11, 13i16, i18~19-13~-12-2c~-1c
* Spike
* Combo from 1st hit with 7f delay
* Interrupt with i5
* Can be performed during CD (Shadow Sprint)
ravenBT.b+2,4m, h14, 13i16~17, i17~18+0+5
* Transition to BT (+0/+5) with B
* Transition to FC (+0/+5) with D
* Combos from 1st hit CH
* Jail from 1st attack with 3f delay
ravenBT.f+2m13i17~18-5~-4+6~+7
ravenBT.f+4L13i16-9+4
reinadf+2m13i15~16-12+30a (+20)
* +2 on hit on crouching opp.
* +30a (+20) on CH on crouching opp.
reinab+1,1,3h, m, m14, 15, 13i18, ,i15~17-10+3
* Transition to SEN r18 with F (+0/+13)
* Cannot block up to i14 on empty transition on block
* Combo from 2nd CH
* Jails from 2nd block
reinaub+4m13i17~18-13+16a (-1)
* Tornado
* Balcony Break
* Low crush 9~
shaheen2,3h, h10, 13i10, i20-8+3
* Transition to -1, +10 SNK with DF
* Combo from 1st hit with 2F delay
* Interrupt with i2 from 1st block
* Move cannot be delayed
* Input can be delayed by 2F
shaheendf+2m13i15~16-7+34a (+24)
* Only launches standing opponents
* +4s on hit against crouching opponents
* Launches crouching on CH
shaheendf+4m13i14-7+0
shaheenuf+4m13i15~17-13+33 (+23)
* Alternate input: ub+4 or u+4
* Low crush 9
steve1,1,2h, h, h5, 7, 13i10, ,i13~14-7+4
* Combo from 1st hit with 3F delay
* Jail from 1st block with 3F delay
* Move can be delayed by 3F
* Transition to LWV with 3 (-5/+6)
* Transition to RWV with 4 (-5/+6)
* Transition to SWY with b+3_4 (-5/+6)
* Transition to r20? DCK with f+3_4 (-3/+8)
** r22? DCK FC cancel?
stevedf+1,2m, h12, 13i13~14, i19-6+3+5
* Combo from 1st hit
* Cancel to r16? LWV with 3 (-16/-9) at frame 17
* Cancel to r16? RWV with 4 (-16/-9) at frame 17
* Cancel to r16? SWY with b+3_4 (-16/-9) at frame 17
* Cancel to r14? DCK with f+3_4 (-14/-7) at frame 17
** r15? DCK FC cancel?
steveLWV.2m13i14~16-5+4
* Shoulder
* Transition to r10? PAB with f (-1/+8)
* r10? PAB FC cancel?
steveRWV.1m13i14~16-5~-3+4~+6
* Shoulder
* Transition to r10? PAB with f (-1~+1/+8~+10)
* r10? PAB FC cancel?
victorIAI.3m,th(m)13 (25)i17-13+25 (+10)
* Knee
* Power crush 8~16
victorPRF.2,2m, m9, 13i12~13, i13~14-4 IAI+5 IAI
* Weapon
* Combo from 1st hit
* Transition to IAI (Cannot cancel)
xiaoyudf+1m13i14-2+9
* Transition to standing by holding any direction (-4, +7)
* High crush 6~14
xiaoyudb+2L13i18~19-8+5c+12
*
* High crush 6~
xiaoyub+2m13i15~16-6+5
* Homing
* Transition to BT
xiaoyuuf+3m13i16~17-13+29a (+19)
* Low crush 9~
xiaoyuf,F+1m13i15-11+7c
* Spike
* Transition to AOP with D (-5, +13c)
xiaoyuFC.df+4L13i18~20-7+4
* Transition to AOP
* Alternate input AOP.f+4
* High crush 1~
xiaoyuFC.df+4,4L, L13, 13i18~20, i27~29-6+5
* Combo from 1st hit CH
* Interrupt with i8 from 1st block
* Alternate input AOP.f+4,4
* High crush 1~
xiaoyuAOP.d+1L13i19~21-12-1+0d
* Floor Break
* Shift to attack throw on CH
* High crush 1~50
xiaoyuAOP.f+4L13i18~20-7+4
* Transition to AOP
* i18~19 when AOP.f+4,4 is input.
* High crush 1~
xiaoyuAOP.f+4,4L, L13, 13i18~20, i27~29-6+5
* Combo from 1st CH
* Interrupt with i8 from 1st block
* High crush 1~
xiaoyuBT.3M13i16-5+12
* +21d on backturned hit
* Transition to BT
* Low crush 5~
xiaoyuBT.4M13i13~15-18+33a (+23)
*
yoshimitsudf+2m13i15~16-7+34a (+24)
* +4s against crouching
* Launches crouching on CH
* Can evade jabs on frames ?~?
yoshimitsuws2m13i15~16-4+7
Balcony Break (airborne)
zafinaf+4h13i14~15-6+22a
zafinadf+2m13i16~17-12+32a (+22)
* Launches crouching opponent
* Can evade some highs
zafinadb+3L13i18-8+3
* Cancel SCR transition -11 +0 t48 r30 with B
zafinaMNT.4L13i17~18-19-3+7
* Enter TRT with D
* High crush 1~62
zafinaTRT.1L13i18-11+5+15a
alisaf+4m14i16-9+1
* Homing
* Enter DES with 1+2
alisaf+4,1m, h14, 14i16, i25~26-9+15d (+7)
* Balcony Break
* Head
* Combo from 1st hit
* Interrupt with i2 from 1st block
alisadf+3m14i16-9+1
anna2,3h, m10, 14i10, i19~20-3+8+12
* Jail from 1st block with no delay
* Combo from 1st hit with 2f delay
* Move can be delayed 2f
annaf+2h14i14-2+4
* Elbow
annad+3,4L, h10, 1416, i20-8+1
* Combo from 1st CH
annadb+4L14i17~18-13+6
* Transition to r26 HAM on hit automatically
* Cancel HAM transition -13 +1 with B
annab+1m14i16~17-2+1
annaf,F+3m14i15-11+5
*
annaf,F+3,3m, L14, 14i15, i25-14+4c+14
* Combo from 1st hit with 5f delay
* Interrupt with i3 from 1st block
* High crush 25~58
armor-king1,2,1h, h, m5, 10, 14i10, ,i24~25-5+1+11
* Combo from 2nd CH with 3F delay
* Interrupt with i4 from 2nd block
* Move can be delayed by 10F
* Cancel to r38 BAD with F (-19/-11) at frame 13
armor-king3+4M14i25~32-7+3
* BT.3+4 spins backwards and recovers frontfacing
* Low crush 11~36
* Floating state 37~39
armor-kingd+3L14i17-12+2+9
asukadf+2m14i15~16-6+35a (+25)
+5s on crouch hit
asukadb+4L14i22~24-11+0+3
Transition to r22 FC with D
* High crush 6~41
asukab+2,1m, m12, 14i15, i28-7+4
* Combo from 1st CH
* Interrupt with i2 WS from 1st block
* Links to f+1 extensions
asukab+2,4m, L12, 14i15, i33~35-11+0+3
* Links to db+4 extensions
* Interrupt with i7 from 1st block
* Can be low parried from block or hit
* Transition to r22 FC with D
* High crush 15~
asukab+3,4m, L15, 14i16~17, i20~22-11+0+3
* Airborne combo from 1st hit (+20a (+13))
* Links to db+4 extensions
* Transition to r22 FC with D
* Interrupt with i26 from 1st block
* Whiffs vs SWR from 1st block
* High crush 1~
azucena4,1h, h15, 14i12~13, i21~22-2+4+6~+7
* Combo from 1st hit
* Interrupt with i2 from 1st block
* Unparryable by traditional punch parries (bug?)
azucenaf+2h14i17~18-10+1
azucenad+3,3L, m10, 14i15, i23-13+1
* Combo from 1st CH with 7f delay
* Move can be delayed 10f
* Interrupt with i3 from 1st block
azucenadb+3L14i16~17-7+4
azucenab+1,1h, h10, 14i14~15, i23-8+3
* Combo from 1st CH hit with 6f delay
* Jail from 1st block with 1f delay
* 4 chip damage on block
azucenaws2m14i15~16-13+32a (+22)
azucenaLIB.1h14i13+3+8
* 4 chip damage on block
azucenaLIB.4m14i15~16-3+10+10a
azucenaLIB.d+4L14i19~20-31-2
bob3m14i15~16-6+5
*
bob3+4M,M14, 14i25, i8-9+1
*
* Floating state 15~29
bob3+4,4M,M, m14, 14, 14i25, i8, i28~29-14+16a
* Spike
* Interrupt with i8 from 1st block
* Whiffs vs SS, SW from 1st block
* Move cannot be delayed
* Input can be delayed by 1F
* Low crush 9~30
* Floating state 31~33
bobdf+2m14i15~16-8+3s+33a (+23)
* Slight jab evasion (frames 8 to 10?)
bobd+3+4M,m12,14i15~16 i5~7-12+21a (+14)
* Slight jab evasion especially at range (frames 6 to 9?)
* +3~+5 on second hit
* Floating state 20~34
bobdb+4,4L, m15, 14i24~25, i25~27-12-2
* Spike
* Combo from 1st CH
* Interrupt with i6 from 1st block
* Whiffs vs SSR, SWR from 1st block
* Low crush 14~28
* Floating state 29~31
bobFC.df+2m14i14-8+3
* +3c on crouching hit
bobFC.df+4L14i19-12+3+29d
*
* High crush 1~26
bobBAL.4L14i23~26-24+27d+25a
* Transition to FC r32 on CH
* Side switch on CH
* 4f timestop on CH
* High crush 1~55
bryan1,4h, h5, 14i10, i15-7+4
Jail from 1st attack
bryan2,3h, m10, 14i10, i16-10+6+16a (+7)
Balcony Break (CH)
* Combo from 1st hit with 1f delay
* Jail from 1st block with ?F delay
* CH frames also apply to combo from 1st CH
bryan3m14i16-4+7
bryan3,2,1,2m, m, m, m14, 11, 10, 14i16, ,i19-10+19a (+10)
* Balcony Break
* Combo from 3rd CH with 2f delay
* Interrupt with i1 from 3rd block
bryanb+3,2,1,2m, h, m, m12, 12, 10, 14i19, ,i19-10+19a (+10)
* Balcony Break
* Combo from 2nd CH
* Interrupt with i1 from 3rd block
bryanub+1+2,1,2,1,2,1,2,1,2,1,4m,m, m, m, m, m, m, m, m, m, m, m5,2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 14i15 i12, ,i10-35-15a (-24)
* Knee
* Balcony Break
* Combo from 1st hit
* Jail from 1st block with ?F delay
claudio3m14i14~15-10+1
* Tracks sidestep right and sidewalk right completely?
claudio4,3h, h13, 14i12, i25~26+1+15g
* Homing
* Balcony Break
* Combo from 1st hit with 1f delay
* +22a (+15) if the 1st hit counterhits
* Interrupt with i6 from 1st block
* Low crush 17~30
claudiodf+4m14i13-8+3
claudiod+1m14i17~18-8+2
claudiob+3m14i13-4+7
* Knee
* Completely homing to SSL/SSR/SWR?
claudiob+4,3m, h10, 14i17, i22~23-12-4+1
* Homing
* Combo from 1st hit with no delay
* Combo from 1st CH with 8f delay
* Interrupt with i2 from 1st block
* Input can be delayed 12F
claudiouf+3+4,2m,m, m10,12, 14i17,i10~11, i20-12+30a (+4)
* Balcony Break
* Gain STB on hit (+21a (-5) r50)
* Combo from 1st hit
* 20f timestop on hit
* Interrupt with i1 from 1st block
claudiof,F+2m14i14~16-18-7
* Elbow
* i15 fastest startup when buffered during blockstun. i17 fastest startup when unbuffered
clived+1L14i18~19-13+2
* High crush 6~
clivews4m14i11~12-5+6
* Enter PHX -5 +6 r23 with F or 4 on hit or block
devil-jin1,1,2h, h, m5, 6, 14i10, ,i13~14-17+18a (+13)
* Balcony Break on airborne hit
* Jail from 1st block with 5F delay
* Combo from 1st hit with 11F delay
* +41? (+3?) on wall hit
* +7a (-2) on BT hit
devil-jinf+2m14i17~18-8+3
Floor Break
devil-jinf,n,d,DF+4,1+2L, SM7, 14 (9)i16, i29~40+58a (+42)
* Tornado
* Available only on hit
* Opponent recovers FUFA on hit
* 9 damage with scaling from previous hit
devil-jinFLY.4,2,1,UFM, m, m, t10, 20 (14), 20 (14/10), 14 (10/7/6)i20~21, ,-4d
* Floor Break
* Airborne combo from 1st hit
* Transition to attack throw on hit
* Available only on hit
* Opponent recovers FDFA on hit
* Low crush 1~
devil-jinMCR.4,2,1,UFM, m, m, t10, 20 (14), 20 (14/10), 14 (10/7/6)i20~21, ,-4d
* Floor Break
* Airborne combo from 1st hit
* Transition to attack throw on hit
* Available only on hit
* Opponent recovers FDFA on hit
* Low crush 1~
dragunov1,3h, h5, 14i10, i16~17-7+1+9
* Jail from 1st attack
* Combo from 1st hit
dragunov2,1,4h, h, L10, 10, 14i10, ,i23-12+3c
* Floor Break
* Interrupt with i7 from 2nd block
dragunovf+3,3m, m11, 14i20, i17~20-10+1d / +1c
* Floor Break
* Combo from 1st CH
* Interrupt with i4 from 1st block
* Side switch on hit
* +20 damage throw when hit from the front in close range
** Removes Recoverable Health
* +1c on normal hit at long range
dragunovdf+2m14i15~16-12+28a (+18)
Launches crouching opponent
dragunovdf+4m14i12-9+2
dragunovd+2L14i18~19-13-1c+13g
* High crush 6~
dragunovb+1m14i17-10+1
dragunovb+2m14i15-3+8
dragunovws1,2m, h11, 14i12~13, i22~23-7+10g
* Balcony Break
* Combo from 1st hit
* Interrupt with i4 from 1st block
eddydf+4L14i18-12+0+14g
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
* Move cannot be interrupted
fahkumram4,3h, h10, 14i12, i19-7+6+29a
* Combos from 1st hit
fahkumramf+2m14i15~16-9+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
* Combo from 1st hit with 1F delay
* Interrupt with i5 from 1st block
* -1c on crouching hit
* Move cannot be delayed
* Input can be delayed by 1F
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,m8,14i15~16-13+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, ,i27~28-23+6d
* Balcony Break
* Combos from 1st hit
* Interrupt with i9 from 2nd block
jack-8hFC.1,1L, L10, 14i19~21, i31~33-12~-10+4~+6
* Interrupt with i14 from 1st block
* Interrupt with i4 from 1st hit
* Move cannot be delayed
* Input can be delayed by 2F
* High crush 1~62
jack-8hFC.db+1l14i14-11+3
* Can be done from Crouch Level 1
* High crush 1
jinf+3,3m, h12, 14i14, i20-8+8
* Combo from 1st hit with 8F delay
* Interrupt with i1 from 1st block
* 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, 14i15~16, i21-5+6+9
* Combo from 1st hit with 8f delay
* Interrupt with i2 from 1st block
* Input can be delayed 12f
jinws2m14i14~15-12+39a (+29)
jinZEN.1m14i16~17-3+8
jinZEN.1,3m, h,t14, 14,14i16~17, i24~25-9+0d
* Combo from 1st hit
* Interrupt with i6 from 1st block
* Whiffs vs SSR from 1st block
* Transition to attack throw on standing or airborne hit
* +33a (+18) on side hit
* +18a (+11) and balcony break on BT hit
jun3m14i14~15-10+2
Balcony Break
jundf+2m14i16~17-12+29a (+19)
* Launches crouching opponent
* Increased tracking when f2,1+2's input is buffered late
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 with 25F delay
* Interrupt with i26 from 1st block
* Links to db+4 extensions
* Transition in r28 FC with D
* Move cannot be delayed
* 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 from 2nd hit with 11f delay
* Move can be delayed 11f
kazuyadb+3L14i19~20-12-1+7c
* -1c on crouching hit
* High crush 6~50
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)
* Can be done from Crouch Level 1
* High crush 6~
kuma1,1,1h, m, m5, 8, 14i10, ,i22~23-16+69a (+23)
* Tornado
* Combo from 2nd hit
* Combo from 1st CH
kumaH.db+4,1l, m20, 14i21~22, i28~31+10a (+3)
* On hit only
* Combos from 1st hit
* Partially consumes remaining Heat time
* Low crush
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
kunimitsuH.KAT.d+1+2L,m,m8,8,14i20~21 i19~20 i7~8-14+23a (+5)
* Weapon
* Consumes 600F of remaining Heat Time
* 6 chip damage on block
* is1~4
* High crush 5~22
kunimitsu2,2h, m12, 14i12, i12~13-6+5
* Weapon
* Jail from 1st block with 5f delay
* Combo from 1st hit with 5f delay
* Transition to KAT -6 +5 r26 with 1+2
* Input can be delayed 5f
* Move cannot be delayed
kunimitsudf+3m14i17~18-6+2+4
kunimitsub+1,1,1,1,1h, h, h, h, h8, 9, 10, 12, 14i17, ,i12+5+6+11
* Combo from 4th hit
* Combo from 3rd CH
kunimitsuws2m14i13~14-9+1
* Weapon
kunimitsuBT.1,2h, m10, 14i11, i21~22-8+3
* Weapon
* Combo from 1st hit with 8f delay
* Input can be delayed 8f
* Move can be delayed 4f
* Interrupt with i5 from 1st block
* Transition to KAT -8 +3 r28 with 1+2
larsb+3m14i17-12+4
* Transition to SEN with input F (-5/+11)
larsuf+3m,m12,14 (20)i16~17,i15~18-26+33a (+15)
* Knee
* Second hit available on 1st hit (t75 r38, js12~61, fs62~64)
* Transition to FC on hit
* Low crush 12~44
* Floating state 45~47
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)
* Airborne combo from 1st CH (+31a (+24)/+44a (+37))
* Transition to DSS with F (+7/+12g/+43a (+33))
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+3+7+17c
* 4 chip damage on block
* Transition to DSS
lee1,2,2h, h, m5, 9, 14i10, ,i20~21-13-2
* Combo from 2nd CH with 7F delay
* Interrupt with i2 from 1st block
* Move can be delayed 5F
* Input can be delayed 7F
lee1,3:3:3h, h, m, h5, 5, 4, 14i10, ,i21-17+14a
* Combo from 1st hit
* Input 3 during frames 8-9? of previous hit
* Interrupt from i1 from 1st block
* 20f timestop on hit
* Consumes 240F of remaining Heat time without perfect input
* 5 chip damage on block
* Low crush 10~17
* Floating state 18~20
lee2,2h, m10, 14i10, i20~21-13-2
* Combo from 1st CH with 5F delay
* Interrupt with i2 from 1st block
* Move can be delayed 5F
* Input can be delayed 7F
lee4h14i11-9+2+2s
lee4,3h, h14, 14 (9)i11, i18-14-3+2
* Combo from 1st hit
* Airborne combo from 1st CH (+19a (+12))
* Move cannot be interrupted
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
* Interrupt with i4 from 2nd block
leof+2h14i14~160~+2+6
leof+4M14i17~18+9~+10+15g+19
* Knee
* Stance moves may be delayed by 11F
* 4f timestop on CH
* Enter CD r23 with df (-5/+1/+5)
leodf+4m14i13-6+5
leob+1,4m, m17, 14i18~19, i23+9+15g+19
* Knee
* Combo from 1st CH
* Interrupt with i5 from 1st block
* Whiffs vs SSL from 1st block
leob+4,1~4m, m13, 14i18, i17~18+9~+10+15g+19
* Knee
* Combo from 1st hit
* Interrupt with i17 from 1st block
* Whiffs vs SS, SW from 1st block
* Enter CD -5 +1 +5 with df
leoBOK.1m14i13-4+9
+9s on hit when performing BOK.1,2
* High crush 1~12
leoBOK.4M14i20+9+15g+19
* Stance moves may be delayed by 11F
* 4f timestop on CH
* Enter CD r24 with df (-5/+1/+5)
leoqcf+2m14i17-9+9
* Transition to KNK r28 with b (-9/+9)
leoLTG.KNK.4,1+2L, m,m18, 13,14 (20)i20~21, 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+3m14i16-11+0
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 7F delay
* Move can be delayed by 3F
* Input can be delayed by 7F
* 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.2h14i12~13-2+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
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
* Powered up based on Heaven and Earth Level
* HAE lvl.1 16 damage
* HAE lvl.2 18 damage
* HAE lvl.3 20 damage
* 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
* Move cannot be interrupted
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 right sidestep tracking
miary-zoMOR.4,3L, h10, 14i17, i22~23-13+6
* Balcony Break (airborne)
* Combo from 1st hit
* -36 from 1st block
nina3h14i14-16-5
ninadf+3,3m, m13, 14i14, i28-10+2c
* Spike
* Combo from 1st hit with 2f delay
* Interrupt with i9 from 1st block
* Whiffs vs SSR and SW from 1st block
* Move can be delayed 10f
ninad+3,4L, h10, 14i16, i20-8+1
* Combo from 1st CH
* Move cannot be interrupted
ninab+1+4m,m4,14i15 i13~14-15+34a (+24)
Tornado
ninauf+4,3,4h, L, h22, 10, 14i18, ,i20-6+5
* Combo from 2nd hit
* Move cannot be interrupted
* Enter SS -5 +6 with D_U
ninauf,n,D+3,4L, h15, 14i43, i20-8+1
* Combo from 1st CH
* Move cannot be interrupted
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
pandaH.db+4,1l, m20, 14i21~22, i27~28+17a (-18)
* Floor Break
* On hit only
* Combos from 1st hit
* Partially consumes remaining Heat time
* Low crush
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 with 6F delay
* Move cannot be interrupted
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)
ravenws1m14i14~15-14~-13+35a (+25)
ravenBT.b+2m14i16~17-2~-1+6~+7
* Elbow
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 r26 with u_d (-7/+7)
reinadf+4m14i15-4+7
reinab+1h14i18-4+6
reinab+2m14i16~17-9+3
Homing
reinaf,F+2m14i12-9+2
* Transition to SEN r22 with F (+2/+13)
* Cannot block up to i12 on empty transition on block
reinaws3m14i15~16-10+1
reinaws3+4m14i14~15-8+14
* High crush 1~13
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
* WDS.4: Unbufferable. i22 effective startup
* High crush 6~35
shaheen4,1h, h16, 14i13, i18-5+5
* +31a (+24) from 1st CH
* Combo from 1st hit
* Jails attack inputs from 1st block (crouch assist bufferable)
* Duckable
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
* Interrupt with i2 from 1st block
* 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
* Interrupt with i2 from 1st block
* Move can be delayed by 12f
victordf+2m14i15~16-14+31a (+21)
* Weapon
* Recovers 3f faster on hit (t48 r32)
victordf+3,4m, m10, 14i16, i21-9+2
* Knee
* Combo from 1st CH
* Interrupt with i1
victorf,f,F+1+2L,L10,14i18, i14~15-14+4 IAI+15g IAI
* Weapon
* Transition to IAI r29 on hit (+4/+15g)
* Unparryable (weapon low)
* High crush 15~50
xiaoyuf+2,1m, h12, 14i16~17, i20-6+5+7
* Combo from 1st hit
* Jails from 1st block with ?F delay
* 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.4m14i12~13-3+8
* Inconsistent grounded hit (more consistent on side hit)
xiaoyuAOP.uf+3m14i15~17-17+27a (+17)
* Alternate input AOP.ub+3, AOP.u+3
* AOP.u+3: No forward momentum
* AOP.ub+3: Backwards momentum
* Low crush 10~35
* Floating state 36~38
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
* Interrupt with i11 from 2nd block
* Whiffs vs SW from 2nd block
* 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 (airborne)
* 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, i23~24-3+7
* Combo from 1st hit
* Interrupt with i3 from 1st block
* t53 r19 on hit
armor-king3,4h, m17, 15i15~16, i27~29-9+3
* Combo from 1st hit with 7F delay
* Move cannot be interrupted
* Move can be delayed by 7F
* Input can be delayed by 8F
armor-kingdf+4m15i12-4+7
armor-kingd+3+4L15i17-16-2+0
* Can be done from Crouch Level 1
* Recovers 3F faster on hit (r32 t49)
* High crush 6~52
armor-kingb+4m15i15~16-9+2
armor-kingub+415+19a (+9)+33a (+29)
* Balcony Break
* No forward momentum
* Recovers 2f faster on hit (t46 r29)
armor-kingBAD.db+1+2m,t18,15i14~17-18c+0d
* Shift to attack throw on grounded, airborne, and backturn hit
* Recovers standing r66 on hit
* Opponent is left FUFT on hit
* Low crush 14~34
* Floating state 35~60
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
* AK recovers FUFA on throw break
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
* Interrupt with i4 from 3rd block
* Cancel to FC -7 -18 r37 with DB
* High crush 10~38
asukaf+2,NWG.1+2M, m20, 15i17~18, i31~32-8+67a (+51a)
* Tornado
* Jail from 1st attack
* 4 chip damage on block
* Consumes NWG
* Consumes 600F of remaining Heat time
* Available only on hit or block
asukad+3+4l,h5,15i14 i9~12-8+30a (+20)
* Combo from 1st CH
* -25 if 1st hit is blocked
* Low crush 5~42
* Floating state 43~45
asukadb+4,4L, L14, 15i22~24, i31~33-7+4+35a
* Transition to r22 FC with D
* Interrupt with i12 from 1st block
* Slight mid evasion
* Can be low parried from block or normal hit only
* 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
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
* Interrupt with i5 from 1st block
* Move can be delayed 8f
azucena4h15i12~13-8+3+8
* Has good left sidestep tracking
azucenaf+3m15i17-4+5
* Has good right sidestep tracking
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
bob1,4h, h5, 15i10, i16-6+5
* Jails from 1st block with 2F delay
* Combo from 1st hit with 3F delay
bob4h15i13-9+4+9s
*
bob4,3h, h15, 15i13, i19~20-9+6
* Combo from 1st hit with 2F delay
* Airborne combo from 1st CH with 2F delay (+21a (+14))
* Interrupt with i1 from 1st block
* Move cannot be delayed
* Input can be delayed by 2F
bobdf+1,2m, m13, 15i14, i19-10+6
* Elbow
* Jail from 1st block with 1F delay
* Combo from 1st hit with 3F delay
* Combo from 1st CH with 8F delay
* Move can be delayed by 10F
* Input can be delayed by 11F
bobd+3,4L, h12, 15i19~20, i25~26-8+10g
* Balcony Break
* Combo from 1st CH with 4F delay
bobd+4,3,4l, h, m11, 12, 15i16, ,i25~26-15+8a (-1)
* Balcony Break
* Combo from 1st CH or 2nd hit
* Move cannot be interrupted
bobdb+4L15i24~25-12-1
* -1c on crouching hit
* High crush 6~38
bobb+1m15i18~19-8+5c
* Elbow
* Spike
bobu+1+2m15i16~18-11-3
* Head
* Slight jab evasion?
* Transition to BAL r23 on hit or block with F (+0/+8)
* FC r46 transition with no input (Cannot block i23 and i15 moves on block or hit transitions respectively)
* Low crush 13~24
* Floating state 25~27
bryan1,2,3h, h, L5, 8, 15i10, ,i24-12+2+14a
* Combo from 1st CH with no delay
* Combo from 2nd CH with 3F delay
* Interrupt with i8 from 1st block
* 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
* Interrupt with i1 from 1st block
bryan4h15i12-7+6
bryan4,1h, h15, 15i12, i23~24-1+7
* Combo from 1st hit
* Interrupt with i3 from 1st block
* 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
* Interrupt with i3 from 1st block
* 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
* Can be done from Crouch Level 1
bryanuf+3m15i27~28-2+15
* Low crush 9~28
* Floating state 29~31
bryanSS.2M15i17~18-9+5
bryanSNE.b+1+2m,m9,15i20 i14+4+33d (+25)
* Balcony Break
* Elbow
* Consumes SNE
* Chip damage on block (6)
claudiodf+1,2m, m10, 15i15~16, i23~24-15+31a (+21)
* Combo from 1st hit with 1f delay
* Interrupt with i4 from 1st block
claudiod+1,2m, m14, 15i17~18, i28~29-9+4
* Tornado
* Combo from 1st CH
* Interrupt with i8 from 1st block
* Whiffs vs SSL, SWL from 1st block
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
* Interrupt with i1 from 1st block
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
* Interrupt with i4 from 1st block
* Consumes 150F of remaining Heat time
* Transition to r15 PHX with F or 4 on hit or block (-1/+14c)
* 5 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 block
clivePHX.4L15i15~16-13-1c+13c
* High crush 6~47
devil-jinH.4~3,1+2M, SM21, 15i29-32, i24~35+2~+13+4cg~+15cg
* Tornado
* Weapon
* Balcony Break
* Projectile (unparryable)
* Forces tech back roll on hit
* +58a (+42) from previous hit
* Jail from 1st block
* 3 chip damage on block
* Consumes 210F of remaining heat time
* +1d on BT hit
devil-jinf+4,3m, m10, 15i15~16, i26~27-22+18a (+8)
* Tornado
* Combo on 1st CH with 3F delay
* Interrupt with i7 from 1st block
* Whiffs vs SSR, SWR from 1st block
* Move can be delayed by 15F
* 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~) at frame 5 onwards
* Balcony Break on air hit
devil-jinws1,2m, m12, 15i13~14, i22-11+6+10
* Combo from 1st hit with 7F delay
* Combo from 1st CH with 10F delay
* Interrupt with i4 from 1st block
* Transition to MCR r25 with F on hit or CH (+14/+17)
** -11/-8 on an empty MCR transition
* Move can be delayed 9F
* Input can be delayed 10F
devil-jinH.b,f+2,1,4,1+2m, m, M, SM12, 12, 21, 15i15~17, ,i24~35+2~+13+4cg~+15cg
* Balcony Break
* Tornado
* Weapon
* Projectile (unparryable)
* Forces tech back roll on hit
* +59a(+43) from previous hit
* Jail from 3rd block
* 3 chip damage on block
* Consumes 210F of remaining heat time
* +1d on BT hit
dragunovb+4m15i14-7+4
+4c on crouching opponents
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
fahkumram1,2,1h, h, m5, 8, 15i10, ,i17~18-10+3
* Move cannot be interrupted
* Move can be delayed by 10F
* Input can be delayed by 12F
fahkumram1,2,4,4h, h, h, L5, 8, 10, 15i10, ,i25-15-4+0d
* Combo from 3rd hit
* Interrupt with i6 from 3rd block
* Shift to attack throw Murderous Sweep and gain GRF on CH
fahkumram3,1,d+4m, h, L11, 12, 15i13, ,i20-15-4+0d
* Combo from 2nd CH with 6F delay
* Shift to attack throw Murderous Sweep and gain GRF on CH
* Interrupt with i2
fahkumram4,4h, L10, 15i12, i25-15-4+0d
* Combos from 3rd hit
* Shift to attack throw Murderous Sweep and gain GRF on CH
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 and gain GRF on CH
fahkumramf,F+4~3L15i19~20-23+1c
* Stagger on block
* Input 3 at frame 18 of f,F+4
* Effective startup i37~38, cancel adds 18f
fahkumramws2,4~3m, L13, 15i14~15, i19~20-23+1c
* Input 3 at frame 18 of ws2,4
* Interrupt with i21 from 1st block (i5 from 1st hit)
* Effective startup i37~38, cancel adds 18f
* Whiffs vs SS, SW from 1st block
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
* Interrupt with i2 from 1st block
* 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
* 4 chip damage on block
heihachiFUJ.1+3t15i18+7
* Homing
* Unbreakable
heihachiH.FUJ.1+3t15i18+8
* Homing
* Cancel RAI transition with B (+7)
* Consumes 300f of remaining Heat time
* Throw is unbreakable
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+1m15i15-15-1
* Spike
* 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+1m15i15-15-1
* 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
* Stagger low
* 4 chip damage on block during Heat
jack-8db+3l15i21-20-9
*
jin4h15i13~14-9+10g+13c
* Homing
* Balcony Break
jind+3+4m,m5,15i15 i10~12-19+32a (+22)
Can be performed in reverse during backturn (Fox Step)
* 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+2m15i15~16-7+4
* Has good left sidestep tracking
jinws4,4m, h13, 15i11~12, i19~20-7+4
* Combo from 1st hit with 1f delay
* Interrupt with i1 from 1st block
* Move cannot be delayed
jun1,1h, m5, 15i10, i25-1+8+13
* Move can be delayed by 1f
* Input can be delayed by 2f
* Interrupt with i7 from 1st block
* Transition to standing with B (t64 r28)
* 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
* Interrupt with i4 from 3rd block
* High crush 10~38
jun1+4,3SL,h, m5,8, 15i14 i17, i24~25-11~-10+1~+2
* Combo from 2nd CH
* Interrupt with i19 from 1st block
* Interrupt with i3 from 2nd block
* Whiffs vs SS, SW from 1st block (SSR/SWR more consistent w/ big bodies)
junf+1m15i20+0+9+14
* Restores 2 health and 2 recoverable on hit
* Recover to standing with B (t48 r28)
* Gain 6 Kazama Essence on normal hit and 5 on airborne hit
jund+3+4l,h5,15i14 i24~27-6+30a (+20)
* Combo from 1st CH
* Jail from 1st attack
* -25 if 1st hit is blocked
* Low crush 5~27
* Floating state 28~30
jundb+4,4L, L14, 15i22~24, i31~33-7~-5+4~+6+35a
* Combo from 1st CH
* Interrupt with i12 from 1st block
* Slight mid evasion
* Can be low parried from block or normal hit only
* Transition to r28 FC with D
* High crush 1~49
<Showing 1601-2000 of 6584 moves>