
All Characters
All Characters Tekken 8 Frame Data
| Char | Command | Hit level | Damage | Startup | Block | Hit | Counter hit | Notes |
|---|---|---|---|---|---|---|---|---|
| kuma | f+3+4,1+2 | L, M | 20, 30 (24) | i28~30, i50~i60 | -16 | -13a | * Hip * Interrupt with i31 from 1st block * 24 damage from 1st hit with grounded scaling * High crush 0~75 | |
| kuma | df+1 | m | 6 | i15~16 | -6 | +2 | ||
| kuma | df+1,2 | m, m | 6, 9 | i15~16, i22~23 | -11 | -2 | * Combo from 1st CH | |
| kuma | df+1,2,1+2 | m, m, M | 6, 9, 20 | i15~16, ,i25~26 | -14c | +17d | * Combo from 2nd hit with 9F delay * Combo from 1st CH * Move can be delayed by 8F * Input can be delayed by 10F | |
| kuma | df+2 | m | 10 | i15~16 | -9 | +2 | ||
| kuma | df+2,1 | m, m | 10, 12 | i15~16, i20~21 | -16 | +35a (+25) | * Combo from 1st hit with 4F delay * Input can be delayed by 4F * Move cannot be delayed | |
| kuma | df+3 | m | 13 | i16 | -9 | +2 | * +2c on crouching hit | |
| kuma | df+4 | m | 15 | i12 | -4 | +7 | ||
| kuma | d+1+2 | M | 23 | i14~15 | -15 | +13d (+3) | * Balcony Break * Hip * 27 damage on clean hit | |
| kuma | db+1,2 | h, M | 11, 20 | i14~15, i22~23 | -13 | +4 | +13c | * Spike * Combo from 1st hit * Hold 2 to power up, up to 2 charge levels * Transition to HBS with input D or 3+4 |
| kuma | db+1,2* | h, M | 11, 20 | i14~15, i33~34 | -12 | +13c | +42a | * Spike * 8 chip damage on block * Heat skips to db+1,2** charge with i34~35 startup * Transition to HBS with D or 3+4 |
| kuma | db+1,2** | h, M | 11, 30 | i14~15, i47~48 | +3 | +42a | * Spike * Reversal Break * 12 chip damage on block * Startup shortened during Heat: i34~35 startup (partially consumes Heat time) * Transition to HBS with D or 3+4 | |
| kuma | H.db+4,1 | l, m | 20, 14 | i21~22, i28~31 | +10a (+3) | * On hit only * Combos from 1st hit * Partially consumes remaining Heat time * Low crush | ||
| kuma | db+1+2,1+2,2 | m,m, m,m, m | 4,4, 4,4, 18 | i14~15, ,i20~21 | -15 | +22a (+12) | ||
| kuma | b+1 | M | 24 | i22~23 | -13 | +13a | * Balcony Break * Transition to -13 HBS with input D or 3+4 * 9 chip damage on block * 12 chip damage on block after absorbing an attack in power crush state * -3 on block after absorbing an attack in power crush state * Power crush 7~21 | |
| kuma | b+2 | m | 12 | i15 | -9 | +2 | ||
| kuma | b+2,1,1+2 | m, h, m | 12, 14, 20 | i15, ,i26 | -11 | +15a (+6) | * Balcony Break * Combo from 2nd CH with 4F delay * Move can be delayed by 10F * Panda: Shorter vertical hitbox (does not hit as high) | |
| kuma | b+2,2 | m, m | 12, 15 | i15, i25 | -10 | +6 | * Combo from 1st CH with 5F delay * Move can be delayed by 13F | |
| kuma | b+2,2,1 | m, m, m | 12, 15, 25 | i15, ,i35~39 | -15 | +25a (+15) | * Tornado * Combo from 2nd CH with 1F delay * Move can be delayed by 15F * Low crush 38~58 * Floating state 59~61 | |
| kuma | b+3+4 | m | 20 | i22~23 | -28 | +61a | * Alternate input: ws3+4 * Tornado | |
| kuma | u+1+2 | m | 24 | i18~23 | -8f | +6 | +8a | * Transition to HBS with D or 3+4 (-7/+7/+9a) * Low crush 17~33 * Floating state 34~36 |
| kuma | u+3+4 | m | 21 | i34~39 | +10 | +20 | * Transition to SIT (cannot cancel) * Low crush 8~36 * Floating state 37~39 * High crush 51~ | |
| kuma | uf+1 | m | 20 | i26~28 | -6 | +22a | * Alternate input: ub+1 or u+1 * 8 chip damage on block * Low crush 9~30 * Low crush 31~33 | |
| kuma | uf+2 | m | 20 | i28~30 | -6 | +30a | +65a (+45) | * Balcony Break * Homing * Strong Aerial Tailspin * Alternate input: ub+2 or u+2 |
| kuma | uf+3 | m | 13 | i16~17 | -13 | +30a (+20) | * Panda: Very slightly increased vertical hitbox height (hits higher) * Low crush 9~32 * Floating state 33~35 | |
| kuma | uf+3,4 | m, m | 13, 13 | i16~17, 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 | |
| kuma | uf+3,4,1+2 | m, m, M | 13, 13, 22 | i16~17, ,i18~19 | -15 | +16a / -2a | * Spike * Transition to HBS with input D or 3+4 * Less frame advantage occurs after Combo from last hit | |
| kuma | uf+4 | m | 20 | i29~30 | -6 | -10a (-20) | * Balcony Break * Low crush 9~30 * Floating state 31~33 | |
| kuma | uf+4,3 | m, m | 20, 25 | i29~30, i20~21 | +7 | +21a (+14) | * Balcony Break * Only connects on hit or block * Recovers in FUFT * Low crush | |
| kuma | f,F+2 | M | 23 | i19~21 | -19 | +45a (+35) | * High crush 8~18 | |
| kuma | f,F+1+2 | M | 30 | i37~38 | +8 HBS | +52a HBS | * 9 chip damage on block * Transition to HBS * Transition to ROL r35 fs39~ with F (+5/+49a) * Panda: Reduced vertical hitbox (does not hit as high) * Low crush 9~35 | |
| kuma | qcf+2 | m | 15 | i17~18 | -8 | +3 | ||
| kuma | qcf+2,1 | m, m | 15, 25 | i17~18, i27 | -10 | +33a (+7) | * Heat Engager * Heat Dash +5, +36a (+26) * Balcony Break * Combo from 1st hit with 5F delay * Interrupt with i5 | |
| kuma | f,f,F+3 | m | 30 | i22~23 | +6 | +13a (+3) | * Balcony Break * 9 chip damage on block * Low crush 3~25 * Floating state 26~28 | |
| kuma | f,f,F+1+2 | m | 30 | i20~24 | +3 | +9c | * Balcony Break * Heat Engager * Heat Dash +5, +36a (+26) * 9 chip damage on block * Transition to HBS with D or 3+4 (+3/+9c; does not shift when using Heat Dash) * Forces tech backroll on hit * Panda: shorter attack hitbox range, reduced vertical height (does not hit as deep or high) * Low crush 21~35 * Floating state 36~38 | |
| kuma | ws1 | m | 13 | i13~15 | -11 | +2 | +7 | |
| kuma | ws1,2 | m, m | 13, 20 | i13~15, i18~19 | -13 | +6 (+20g) | +18cg | * Combo from 1st hit * Hold 2 to power up, up to 2 charge levels * Transition to HBS with input D or 3+4 * Tornado * Wall Crush +20g on hit * Balcony Break on CH |
| kuma | ws1,2* | m, m | 13, 28 | i13~15, i33 | -12 | +18cg | +31a (-2) | * Combo from 1st CH * Heat skips to Level 2 charge * Transition to HBS with input D or 3+4 (-12/+18cg/+34a (-2)) * Balcony Break * Tornado |
| kuma | ws1,2** | m, m | 13, 38 | i13~15, i44 | +3 | +27a (-9) | * Transition to HBS with input D or 3+4 * Balcony Break * Tornado * Reversal Break * chip damage on block * Heat reduces charge length (consumes partial Heat time) | |
| kuma | ws2 | m | 20 | i15~16 | -12 | +29a (+19) | ||
| kuma | ws3 | m | 21 | i18~20 | -9 | +17 (+8) | * Balcony Break * Homing | |
| kuma | ws4 | m | 20 | i11~12 | -6 | +5 | ||
| kuma | SS.1+2 | m | 23 | i22~23 | -3 | +6c | * 9 chip damage * Transition to +12 +3 HBS with D | |
| kuma | FC.df+2 | m | 12 | i18~19 | -13 | -2 | * | |
| kuma | FC.df+2,1,1+2 | m, h, M | 12, 12, 6 | i18~19, ,i22~23 | -17 | -6 | * Interrupt with i6 from 2nd block | |
| kuma | FC.df+2,1,1+2,3,1+2 | m, h, M, L, M | 12, 12, 6, 5, 6 | i18~19, ,i26~27 | -19 | -8 | * Interrupt with i10 from 4th block * Can SSR hit from 4th block | |
| kuma | FC.df+2,1,1+2,3,1+2,3+4 | m, h, M, L, M, m | 12, 12, 6, 5, 6, 6 | i18~19, ,i25~26 | -12 | -1 | * Interrupt with i8 from 5th block * Can SSL/SSR and SWL/SWR from 5th block * Low crush 15~27 * Floating state ? * High crush 28~ | |
| kuma | FC.df+2,1,1+2,3,1+2,3+4,1+2 | m, h, M, L, M, m, m | 12, 12, 6, 5, 6, 6, 7 | i18~19, ,i55 | -49 | -38 | * Interrupt float with i40? from 6th block * Can SSL/SSR and SWL/SWR from 6th block * Floating state 1~122 | |
| kuma | FC.df+2,1,1+2,3,1+2,3+4,1+2,2 | m, h, M, L, M, m, m, m | 12, 12, 6, 5, 6, 6, 7, 6 | i18~19, ,i20~22 | -17 | -6 | * Interrupt with i21? from 7th block * Can SSL/SSR and SWL/SWR from 7th block | |
| kuma | FUFA.1+2 | M | 15 | i17~19 | -2 | +6 | * Transition to HBS (Cannot cancel) * Reverse direction when performed in FUFT | |
| kuma | FUFT.d+1+2 | m | 21 | i29~31 | +18~+20 | +37a | +37a | * Transition to SIT (Cannot cancel) * Reverse direction when performed in FUFA |
| kuma | HBS.1 | M | 10 | i12 | -13 | +5 | +12 | * Elbow |
| kuma | HBS.1,2 | M, M | 10, 23 | i12, i24~25 | -13 | +6c | +13c | * Combo from 1st hit with 20?F (charge) delay * Hold 2 to power up, up to 2 charge levels * Move can be delayed by 10F by holding 2 |
| kuma | HBS.1,2* | M, M | 10, 23 | i12, i33~34 | -12 | +13c | +49a | * Combo from 1st CH with 30?F (charge) delay * Move can be delayed by 9?F by holding 2 * Becomes HBS.1,2** during heat * Consumes 240F? of remaining Heat time * 9 chip damage on block |
| kuma | HBS.1,2** | M, M | 10, 30 | i12, i44~45 | +3 | +49a | * Reversal Break * Replaces HBS.1,2*: i33~34 startup during Heat (t83? r36?) * 12 chip damage on block | |
| kuma | HBS.1+2 | M | 24 | i19~22 | -15 | +79a | * Tornado * 27dmg upon opponent landing * High crush 1~18 | |
| kuma | HBS.3+4 | M | 21 | i20~24 | -14 | +9a (-1) | * Heat Engager * Heat Dash +5, +43d (+35) * Balcony Break * Panda: Decreased attack range and height hitbox (does not hit as deep) * Power crush 7~19 | |
| kuma | HBS.df+1 | m | 23 | i25~27 | -7 | +20a (+11) | * Homing * Balcony Break * Strong Aerial Tailspin * 9 chip damage | |
| kuma | HBS.df+2 | m | 20 | i15~16 | -17 | +35a (+25) | * Tornado | |
| kuma | HBS.d+1+2 | m | 22 | i16~20 | -3 | +4 | +76a (+60) | * Tornado * Transition to HBS * Tornado on CH only * t44? r24? on hit * Panda: Increased vertical attack hitbox height. Decreased attack range and height hitbox on frames 18-20 (does not hit as deep or high) |
| kuma | ROL.2 | m | 21 | i17~19 | -17 | +28a (+18) | ||
| kuma | ROL.4 | M | 20 | i26~30 | +7 | +26a | Recovers in FUFT | |
| kuma | SIT.2 | m | 18 | i19~21 | -12 | +73a (+57) | * Tornado | |
| kuma | SIT.3+4 | M | 20 | i25 | -12 / -10 ROL | -4a / -2a ROL | * Transition to ROL with input SIT.F | |
| kunimitsu | 2+3 | m | [12;12] | i16 | +1 | +2c | * Heat Burst * Cancel to r45 with b,b on frame 42 * 2 chip damage on block * 12 chip damage on hit * Only deals recoverable damage * Cannot cause a K.O. * Power crush 7~16 | |
| kunimitsu | 1,1 | h, m | 5, 12 | i10, 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 | |
| kunimitsu | 1,1,1 | h, m, M | 5, 12, 18 | i10, ,i21~22 | -11 | +15a (-2) | * Tornado * Balcony Break * Weapon * Combo from 2nd CH with 9f delay * Interrupt with i10 from 2nd block * Input can be delayed 9f * Move cannot be delayed * Available on hit or block only * Low crush 5~15 * Floating state 16~18 | |
| kunimitsu | 1,1,2 | h, m, m | 5, 12, 24 | i10, ,i19~20 | -9 | +14a (+5) | +46a (-1) | * Balcony Break * Weapon * Combo from 2nd CH with 9f delay * Available on hit or block only * Interrupt with i8 from 2nd block * Whiffs vs SSR, SWR from 2nd block * Input can be delayed 9f * Move cannot be delayed |
| kunimitsu | 1,1,4 | h, m, m | 5, 12, 23 | i10, ,i26~27 | +3 | +5a | * Spike * Interrupt with i15 from 2nd block * Whiffs vs SS, SW from 2nd block * Input can be delayed 9f * Move cannot be delayed * Available on hit or block only * 4 chip damage on block * Low crush 5~29 * Floating state 30~32 | |
| kunimitsu | 1,2,4 | h, h, m | 5, 8, 20 | i10, ,i23~24 | -14 | +12d | * Balcony Break * Combo from 1st CH with 3F delay * Interrupt with i3 from 1st block * Hit vs BT +9d * Low crush 12~32 * Floating state 33~35 | |
| kunimitsu | 2,2 | h, m | 12, 14 | i12, 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 | |
| kunimitsu | 2,2,2,2,2 | h, m, h, h, M | 12, 14, 16, 16, 18 | i12, ,i19~20 | -12 | +19a (+2) | +33a (+23) | * Tornado * Weapon * Move cannot be interrupted * Move cannot be delayed * Input can be delayed 7f * Low crush 21~35 * Floating state 36~38 |
| kunimitsu | f+4 | m | 12 | i15 | -5 | -1 | +7 | * Knee * Enter SET +3 +7 +15 r19 with F |
| kunimitsu | f+1+2 | m | 23 | i17~18 | -6 | +9a (+0) | * Heat Engager * Heat Dash +5, +45a (+35) * Balcony Break * Weapon * 4 chip damage on block | |
| kunimitsu | df+1 | m | 10 | i13~14 | -2 | +5 | ||
| kunimitsu | df+1,2 | m, m | 10, 12 | i13~14, 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 | |
| kunimitsu | df+1,2,2 | m, m, M | 10, 12, 20 | i13~14, ,i22~23 | -14c | +8a | * Balcony Break * Spike * Combo from 2nd hit with 1f delay * Input can be delayed 1f * Move cannot be delayed * Interrupt with i2 from 2nd block * Combo from 1st CH * Chip damage on block | |
| kunimitsu | df+2 | M | 13 | i15~16 | -14 | +30a (+20) | * Weapon * Can launch crouching opponent * Recovers 5f faster on hit | |
| kunimitsu | df+3 | m | 14 | i17~18 | -6 | +2 | +4 | |
| kunimitsu | df+4 | m | 13 | i12 | -9 | +2 | ||
| kunimitsu | d+1 | m | 23 | i19 | +3c | +6c | +13c | * Spike |
| kunimitsu | d+2 | m | 11 | i16 | -9 | +2c | * Floor Break * Weapon * Does not floor break if string is continued | |
| kunimitsu | d+2,1 | m, m | 11, 7 | i16, i16~17 | -12 | -1 | * Jail from 1st block * Combo from 1st CH * Input cannot be delayed | |
| kunimitsu | d+2,1,2 | m, m, m | 11, 7, 7 | i16, ,i11~12 | -12 | +4 | * Weapon * Jail from 1st block with 1f delay * Combo from 2nd hit with 1f delay * Input can be delayed 1f * Move cannot be delayed | |
| kunimitsu | d+2,1,2,1+2 | m, m, m, m | 11, 7, 7, 20 | i16, ,i23~24 | -13 | +7a | * Balcony Break * Jail from 1st block * Combo from 3rd CH * Hitstop 20f on hit | |
| kunimitsu | d+3+4 | M | 22 | i20~23 | -13 | +12a (-5) | * Balcony Break * Weapon * On successful attack absorption shift to Wrathful Bloom: ** Reversal Break ** -9 on block ** 8 chip damage on block ** Two additional mid hits (i9~12 i7~10) ** 28 damage in total * Power crush 7~19 | |
| kunimitsu | db+2 | M | 10 | i16~17 | -6 | +7 | * Weapon | |
| kunimitsu | db+2,4 | M, m | 10, 15 | i16~17, i24~25 | -9 | +2 | * Balcony Break (airborne) * Combo from 1st hit with 7f delay * Input can be delayed 7f * Move can be delayed 6f * Interrupt with i3 from 1st block | |
| kunimitsu | db+2,4,2 | M, m, M | 10, 15, 23 | i16~17, ,i35 | -8c | +15a | * Weapon * Input can be delayed 1f * Move cannot be delayed * Interrupt with i17 from 2nd block | |
| kunimitsu | db+3,3,3,3,3,4 | l, l, l, l, l, m | 8, 7, 7, 5, 5, 15 | i18, ,i12~13 | -8 | +23a (+13) | * Balcony Break * Same animation as ws4 * Can be performed following any number of db+3 lows except the first and last | |
| kunimitsu | b+2 | m | 17 | i17~18 | -9 | +5 | +57 | * Balcony Break (airborne) * Weapon |
| kunimitsu | b+3 | M | 10 | i21~24 | -10~-7 | +1c~+4c | Floor Break * Floating state 10~26 | |
| kunimitsu | b+3,4 | M, M | 10, 23 | i21~24, i17~18 | -20 | +9a (+2) | * Combo from 1st hit * Move is delayed 1f * Steel pedal * Floating state 15~45 | |
| kunimitsu | b+4 | M | 15 | i18~19 | -8 | +6 | * Low crush 17~30 * Floating state 31~33 | |
| kunimitsu | b+4,3 | M, M | 15, 20 | i18~19, i17~18 | -16 | +25a (+10) | +34a (+24) | * Tornado * Combo from 1st hit with 8f delay * Input can be delayed 8f * Move cannot be delayed * Steel pedal * Floating state 20~34 |
| kunimitsu | uf+4 | m | 22 | i24~25 | -8 | +20a | Balcony Break (airborne) * Low crush 9~26 | |
| kunimitsu | f,F+2 | M | 18 | i19~20 | -12 | +19a (+2) | +33a (+22) | * Tornado * Balcony Break * Weapon * Low crush 21~35 * Floating state 36~38 |
| kunimitsu | f,F+4 | m | 11 | i9~11 | -17~-15 | -1~+1 | Knee * Low crush 9~25 * Floating state 26~28 | |
| kunimitsu | qcf+2 | M | 24 | i13~14 | -12c | +8a | * Balcony Break * Spike * Weapon * Bufferable * 2 chip damage on block * Hit vs BT +3d | |
| kunimitsu | qcf+1+2 | m | 25 | i20~21 | -9 | +6a | * Tornado * Balcony Break * Weapon * Bufferable * 5 chip damage on block * Low crush 21~38 * Floating state 39~41 | |
| kunimitsu | uf,n,3 | m | 25 | i31 | -29 | +2a (-8) | * Balcony Break * Low crush | |
| kunimitsu | uf,n,4 | m | 15 | i24 | -14 | +17a (+7) | * Balcony Break * Low crush | |
| kunimitsu | f,f,F+3 | m | 30 | i23~27 | +3~+7 | +18c | * Balcony Break * Hit vs BT +15d * Forces tech backroll on hit * Low crush 3~29 | |
| kunimitsu | ws1 | m | 11 | i12 | -7 | +4 | ||
| kunimitsu | ws1,1 | m, m | 11, 15 | i12, i15 | -12 | +8c | +13d | * Floor Break * Combo from 1st hit with 10f delay * Combo from 1st CH with 15f delay * Interrupt with i2 from 1st block * Input can be delayed 15f * Move can be delayed 8f |
| kunimitsu | ws2 | m | 14 | i13~14 | -9 | +1 | * Weapon | |
| kunimitsu | ws2,1 | m, m | 14, 20 | i13~14, i20 | -13 | +18a (+9) | * Heat Engager * Heat Dash +5, +43d (+35) * Balcony Break * Weapon * Combo from 1st hit with 9f delay * Interrupt with i1 from 1st block * Input can be delayed 9f * Move can be delayed 6f | |
| kunimitsu | ws3 | m | 16 | i15~16 | -13 | +32a (+22) | * Low crush 9~25 * Floating state 26~28 | |
| kunimitsu | ws4 | m | 15 | i11~12 | -6 | +5 | ||
| kunimitsu | SS.2 | m | 13 | i17~18 | -5 | +6 | +11 | * Floor Break * Weapon * Sidestep adds 9f, effective startup i26~27 |
| kunimitsu | (Back to wall).b,b,UB | M | 21 | i37~38 | -3c | +15a | * Floor Break * Weapon * Floating state 5~13 * is8~13 * Low crush 14~31 * Floating state 32~34 | |
| kunimitsu | BT.1,2 | h, m | 10, 14 | i11, 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 | |
| kunimitsu | BT.1,2,1 | h, m, M | 10, 14, 18 | i11, ,i21~22 | -11 | +15a (-2) | * Tornado * Balcony Break * Weapon * Available on hit or block only * Combo from 2nd hit CH with 10f delay * Interrupt with i10 from 2nd block * Whiffs vs SSR from 2nd block (Inconsistent w/ all body types) * Input can be delayed 10f * Move cannot be delayed * Low crush 5~15 * Floating state 16~18 | |
| kunimitsu | BT.1,2,2 | h, m, m | 10, 14, 24 | i11, ,i19~20 | -9 | +14a (+5) | +46a (-1) | * Balcony Break * Weapon * Available on hit or block only * Combo from 2nd hit CH with 10f delay * Interrupt with i8 from 2nd block * Input can be delayed 10f * Move cannot be delayed |
| kunimitsu | BT.1,2,4 | h, m, m | 10, 14, 23 | i11, ,i26~27 | +3 | +5d | * Spike * Available on hit or block only * Interrupt with i15 from 2nd block * Whiffs vs SS, SW from 2nd block * Input can be delayed 10f * Move cannot be delayed * 4 chip damage on block * Low crush 5~29 * Floating state 30~32 | |
| kunimitsu | BT.1,3 | h, m | 10, 12 | i11, 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 |
| kunimitsu | BT.3 | m | 20 | i24~26 | -3 | +11d | * Floor Break * Low crush 6~29 * Floating state 30~32 | |
| kunimitsu | BT.f+1+2 | m | 21 | i16~17 | -13 | +54a | * Tornado * Balcony Break (airborne) * Weapon * Hit vs BT +9a (+0) | |
| kunimitsu | KAT.1,2 | h, m | 12, 20 | i11, i21 | -9 | +9g | * Heat Engager * Heat Dash +5, +43d (+35) * Balcony Break * Weapon * Combo from 1st hit with 11f delay * Interrupt with i3 from 1st block * Input can be delayed 11f * Move can be delayed 7f * Cancel to FC -14 -3 r31 with D on frame 12 (cs7~) | |
| kunimitsu | KAT.2 | m | 21 | i23~24 | +5 | +20d | +80a (+60) | * Spike * Weapon * Transition to FC with D * is1~6 * Low crush 7~24 * Floating state 25~27 |
| kunimitsu | KAT.3 | M | 8 | i18~25 | -12~-5 | +2c~+9c | * Floor Break * Evasive, can go over mids and some highs * is1~4 * Floating state 1~4 * Low crush 5~26 | |
| kunimitsu | KAT.3,2 | M, M | 8, 8 | i18~25, i20~22 | -16 | +34a (+24) | * Weapon * Combo from 1st hit with 3f delay * Interrupt with i9 from 1st block * Whiffs vs SSR or SWR from 1st block (inconsistent) * Input can be delayed 3f * Move cannot be delayed * Steel pedal * Low crush 21~38 * Floating state 39~41 | |
| kunimitsu | MUS.4 | m | 30 | i13~15 | -14 | -8a | * Floor Break * Massive pushback, difficult to punish without walls * Low crush 1~28 * Floating state 29~31 | |
| kunimitsu | SET.1,2,1 | h, h, M | 8, 13, 18 | i10~11, ,i21~22 | -11 | +15a (-2) | * Tornado * Balcony Break * Weapon * Combo from 2nd CH with 10f delay * Input can be delayed 10f * Move cannot be delayed * Available on hit or block only * Interrupt with i10 from 1st block * Low crush 5~15 * Floating state 16~18 | |
| kunimitsu | SET.1,2,2 | h, h, m | 8, 13, 24 | i10~11, ,i19~20 | -9 | +14a (+5) | +46a (-1) | * Balcony Break * Weapon * Combo from 2nd CH with 10f delay * Input can be delayed 10f * Move cannot be delayed * Available on hit or block only * Interrupt with i8 from 1st block * Whiffs vs SSR, SWR from 1st block |
| kunimitsu | SET.1,2,3 | h, h, M | 8, 13, 23 | i10~11, ,i33~34 | -4 | +25d | * Floor Break * Combo from 2nd CH * Interrupt with i12 from 1st block * Whiffs vs SS, SW from 1st block * Available on hit or block only * Low crush 14~33 * Floating state 34~36 | |
| kunimitsu | SET.1,2,4 | h, h, m | 8, 13, 23 | i10~11, ,i26~27 | +3 | +5a | * Spike * Input can be delayed 10f * Move cannot be delayed * Available on hit or block only * Interrupt with i15 from 1st block * Whiffs vs SS, SW from 1st block * 4 chip damage on block * Low crush 5~29 * Floating state 30~32 | |
| kunimitsu | SET.2 | m | 17 | i12 | -9 | +8 | +55a (+48) | * Balcony Break (airborne) * Weapon * Shifts to Attack Throw "Souenzan" on CH from the front on standing opponent * Instant Tornado on CH |
| kunimitsu | SET.4 | M | 13 | i18~19 | -8 | +6 | Hits grounded but can miss when too close vs small bodies | |
| kunimitsu | SET.4,3 | M, m | 13, 21 | i18~19, i22 | -13 | +5a | * Spike * Combo from 1st hit with 9f delay * Input can be delayed 9f * Move can be delayed 5f * Interrupt with i5 from 1st block * Low crush 5~17 * Floating state 18~20 | |
| lars | 2+3 | m | [12;12] | i16 | +1 | +2c | * Heat Burst * 46f timestop at frame 14 of activation (t92) * Cancel to r87 with b,b on frame 42 (frame 28 of timestop) ** t41 r27 effective recovery * 20f timestop on block or hit * 2 chip damage on block * 12 chip damage on hit * Only deals recoverable damage * Cannot cause a K.O. * Power crush 7~16 | |
| lars | H.LEN.2 | m | 25 | i16~17 | -9 | +29d | * Tornado * Elbow * Consumes 240F of remaining Heat time * 10 chip damage on block * High crush 1~15 * Low crush 16~34 | |
| lars | 1,1 | h, m | 5, 8 | i10, i18~19 | -8 | +0 | * Combo from 1st CH with 3f delay * Jail from 1st block | |
| lars | 1,1,1 | h, m, m | 5, 8, 20 | i10, ,i25~26 | -12 | +17a | * Heat Engager * Heat Dash +5, +43d (+35) * Balcony Break * Spike * Combo from 1st CH or 2nd hit with 4f delay * Interrupt with i2 from 1st block * Move can be delayed 4f | |
| lars | 2,1 | h, m | 10, 12 | i10, 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 | |
| lars | 1+2 | m | 25 | i25 | -12 | +7d | * Spike * -7 on block and chip damage on successful attack absorption * Power crush 7~24 | |
| lars | 3+4 | m | 22 | i17~18 | -8 | +17d | * Heat Engager * Heat Dash +5, +36a (+26) * Balcony Break * Forces tech backroll on hit * Hit vs BT +14d | |
| lars | f+1,2 | h, m | 10, 11 | i13, i12 | -5 | +6 | * Transition to SEN * Combo from 1st hit with 1F delay * Input can be delayed by 1F * Jails from 1st block * Transition to standing with B (-8/+3) | |
| lars | f+1,2,3 | h, m, m | 10, 11, 20 | i13, ,i24 | -5 | +22c | +49a | * Balcony Break * Combo from 2nd hit CH * Interrupt with i4 from 1st block * Transition to DEN * Cancel DEN and transition to standing with input B (-12/+41d (-17)/+42a) * Forces tech backroll on hit ** Opponent recovers crouching |
| lars | f+4 | m | 12 | i17 | -9 | +7 | * Knee | |
| lars | f+4,1 | m, m | 12, 8 | i17, i21~22 | -9 | +2 | * Jail from 1st block with ?F delay * Combo from 1st CH | |
| lars | f+4,1,2 | m, m, m | 12, 8, 8 | i17, ,i12 | -10 | +2 | * Jail from 1st block with ?F delay * Combo from 2nd hit | |
| lars | f+4,1,2,1 | m, m, m, m | 12, 8, 8, 20 | i17, ,i24~25 | -14 | +19 (+9) | * Balcony Break * Combo from 3rd CH * Interrupt with i5 from 1st block | |
| lars | f+1+2 | m | 20 | i15~16 | -13 | +28 | ||
| lars | f+1+4 | m | 28 | i13~14 | -18 | +18a (+8) | * Balcony Break * Shoulder | |
| lars | df+1 | m | 12 | i13 | -3 | +5 | Recovers 2F faster on hit (t33 r20) | |
| lars | df+1,1,3 | m, h, m | 12, 12, 25 | i13, ,i25~26 | -12 | +15cg | * Balcony Break * Combo from 2nd CH with 10F delay * Interrupt with i5 from 1st block * Move can be delayed by 10F * Input can be delayed by 14F * Forces tech back roll on hit | |
| lars | df+1,3 | m, m | 12, 20 | i13, i24 | -12 | +13a (+4) | * Balcony Break * Combo from 1st CH with 1F delay * Interrupt with i5 from 1st block * Move cannot be delayed * Input can be delayed by 1F | |
| lars | df+2 | m | 15 | i14 | -3 | +9 | +13c | * Elbow * Transition to SEN * Transition to standing r34 with B (-11/+1/+5c) |
| lars | df+3 | m | 15 | i16 | -11 | +8 | * Transition to DEN with D (-4/+15) ** Only +11 guaranteed on hit | |
| lars | df+3,3 | m, m | 15, 24 (16) | i16, i25~26 | -15 | +29a (+14a) | * Combo from 1st hit with 2F delay * 16 damage with scaling from 1st hit * Interrupt with i4 from 1st block * Input can be delayed by 2F * Move cannot be delayed * Low crush 23~50 * Floating state 51~53 | |
| lars | df+4 | m | 16 | i15~16 | -8 | +2 | ||
| lars | d+2 | m | 17 | i18~19 | +0c | +8c | +30d | * Spike * Elbow * Transition to FC with input D |
| lars | d+3,1(wall stun) | l, h,h, m | 8, 4,10, 27 | i15, ,i35~36 | -3a (-15) | * Spike? | ||
| lars | db+2 | m | 12 | i15 | -8 | +3 | * Transition to SEN with input F (-5/+6) | |
| lars | db+2,1 | m, m | 12, 8 | i15, i15~16 | -8 | +6 | * Jail from 1st block with ?F delay | |
| lars | db+2,3 | m, m | 12, 15 | i15, 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? * Interrupt with i4 from 1st block | |
| lars | db+2,3* | m, m | 12, 25 | i15, i51 | +13 | +24d (+14) | * Tornado * Balcony Break * Input can be partially held from i? to i? * Interrupt with i36 from 1st block * Interrupt with i25 from 1st hit * Whiffs vs SSL, SW from 1st block * Whiffs vs SS, SW from 1st hit * 10 chip damage on block | |
| lars | db+1+2 | m | 12 | i26 | -13 | +8 | * Transition to DEN with input D (-6/+11) * Backsway | |
| lars | b+1 | m | 17 | i15~17 | -9 | +4 | +14a (+5) | * Homing * Balcony Break on CH |
| lars | b+2 | m | 12 | i15 | -7 | +4 | Has good left sidestep tracking | |
| lars | b+2,1 | m, m | 12, 17 | i15, i15 | -10 | +4 | +32a | * Combo from 1st hit with 15F delay * Jail from 1st block with ?F delay * Move can be delayed by 10F * Input can be delayed by 15F |
| lars | b+3 | m | 14 | i17 | -12 | +4 | * Transition to SEN with input F (-5/+11) | |
| lars | b+4 | m | 23 | i15 | -8 | +8 | Knee | |
| lars | uf+4 | m | 20 | i25~27 | -8 | +42a | * Has high and mid evasive frames from frames 4? to 10? * Increased evasion when performed from crouching state or LEN * Low crush 9~29 * Floating state 30~32 | |
| lars | f,F+2 | M | 20 | i21~22 | -13 | +35a | * Tornado * Transition to SEN on hit with input F (+37a) ** Switches sides | |
| lars | f,F+4,3 | l, m | 12, 20 | i21, i28 | -16 | -3 | ||
| lars | f,F+1+2 | m | 20 | i16~17 | -9 | +14 (+5) | +59a (+39) | * Elbow * Balcony Break * 4 chip damage on block |
| lars | f,n,b+2 | m | 10 | i14 | -12 | 0 | ||
| lars | f,n,b+2,1 | m, m | 10, 10 | i14, i16 | -18 | +47a (+39) | * Jail from 1st block with ?F delay * Combo from 1st hit with ?F delay | |
| lars | uf,n,4 | m | 20 | i23~25 | -13 | +32a (+22) | * Low crush 9~30 * Floating state 31~33 | |
| lars | f,f,F+3 | m | 30 | i20~26 | +6 | +15a (+5) | * Balcony Break * 9 chip damage on block * Low crush 3~ | |
| lars | ws1 | m | 16 | i15~16 | -12 | +38a | * Tornado * Transition to SEN r32 with F on hit (+36a) ** Switches sides | |
| lars | ws2 | m | 13 | i13~14 | -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?) | |
| lars | ws2,1 | m, m | 13, 17 | i13~14, i23~24 | -12c | +2c | +4d | * Combo from 1st hit * Interrupt with i4 |
| lars | ws4 | m | 16 | i11~12 | -6 | +5 | ||
| lars | SS.2 | m | 20 | i16~17 | -7 | +22d | * 4 chip damage on block | |
| lars | FC.df+2 | m | 19 | i15~16 | -8 | +5 | +63a | |
| lars | (Back to wall).b,b,UB | m | 25 | i29~33 | -1 | +19cg | * Balcony Break * Bryan * Fahkumram * Heihachi * Kazuya * Lars * Law * Forces tech back roll on hit * Floating state 5~13 * is8~13 * Low crush 14~46 * Floating state 47~49 | |
| lars | DEN.2 | M | 17 | i17~19 | -7 | +7 | +62a | * Transition to Avalanche Flip on hit or CH with input UF (+9/+64a) * Jab evasion |
| lars | DEN.3 | m | 23 | i22~23 | +5 | +5 | * Heat Engager * Heat Dash +5, +43d (+35) * Homing * Transition to SEN (cannot cancel, does not transition when using Heat Dash) * 9 chip damage on block * Low crush 8~ | |
| lars | LEN.2 | m | 25 | i16~17 | -9 | +25 (+15) | * Tornado * Elbow * 8 chip damage on block * Powers up during Heat (Uses Heat Time, Tornado launches on hit) * High crush 1~15 * Low crush 16~ | |
| lars | SEN.1 | m | 26 | i12~13 | -9 | +23a (+13) | * Heat Engager * Heat Dash +5, +43d (+35) * Balcony Break | |
| lars | SEN.3 | M | 20 | i14~16 | -13 | +29a (+19) | * Recovers 3F faster on hit (t45 r29) * Low crush 14~39 * Floating state 40~42 | |
| lars | SEN.1+2 | m | 21 | i14~16 | -14 | +20a (+13) | * Tornado * Recovers 7F? faster on hit (t44 r28?) * -7 and 8 chip damage on block after attack absorption * Power crush 6~13 | |
| law | 2+3 | m | [12;12] | i16 | +1 | +2c | * Heat Burst * Cancel to r45 with b,b on frame 42 * 2 chip damage on block * 12 chip damage on hit * Only deals recoverable damage * Cannot cause a K.O. * Power crush 7~16 | |
| law | 1,1,1 | h, h, m | 5, 5, 20 | i10, ,i20 | -12 | +15cg | * Heat Engager * Heat Dash +5, +43d (+35) * Combos from 1st or 2nd hit CH * Balcony Break * Forces tech backroll on hit | |
| law | 1,2,2 | h, h, m | 5, 8, 10 | i10, ,i20 | -8 | +4 | +4 | Combos from 1st hit CH |
| law | 1,2,2,1+2 | h, h, m, m | 5, 8, 10, 23 | i10, ,i19 | -13 | +5a (-4) | Balcony Break | |
| law | 1,2,3 | h, h, m | 5, 8, 10 | i10, ,i15 | -5 | +13g | * Wall Crush +24g on hit * Knee * Combos from 1st hit CH * Jails from 1st attack | |
| law | 2,2 | h, m | 8, 10 | i10, i20 | -8 | +4 | Delay-able | |
| law | 2,2,1+2 | h, m, m | 8, 10, 20 | i10, ,i19 | -13 | +5a (-4) | * Balcony Break * Combos from 2nd hit CH * Delay-able | |
| law | 2,b+2,1,2 | h, h, h, m | 8, 8, 8, 21 | i10, ,i20 | -3 | +20a | +55a | * Combos from 3rd hit CH * Delay-able * Transition to FC with D |
| law | 3,3 | h, m | 12, 17 | i12, i27 | -14 | -3 | +53a (+22) | * Combos from 1st hit CH * Delay-able |
| law | 4,u+3 | h, m | 15, 23 | i13, i33 | -1 | +30a (+13) | Move can be delayed by 4F * Low crush 23~ | |
| law | 1+2 | M | 20 | i16~17 | -13~12 | +12a (+5) | +66a (+50) | * Tornado * Weapon * Partially uses remaining Heat Time in heat * Instant Tornado on CH |
| law | f+2~1 | m | 24 | i19~20 | +4 | +30a (+4) | +54a | * Balcony Break * 4 chip damage on block * Transition to DSS with F (+6/+32a (+6)/+56a) * Alternate input DSS.f+2~1 |
| law | f+3 | m | 12 | i18 | -10 | +1 | ||
| law | f+3,1 | m, m | 12, 15 | i18, i20 | -2 | +8 | * Transition to DSS with F ** (+3 oB, +13g) | |
| law | f+1+2 | m | 20 | i20 | +3c | +8c | +55a | Transition to FC with D |
| law | f+3+4 | M | 20 | i25~26 | -2 | +7c | +49a | Alternate input DSS.f+3+4 * Low crush 11~ |
| law | df+1 | m | 10 | i13 | -1 | +5 | First hit of Law's 10 String | |
| law | df+1,3,2 | m, l, m | 10, 6, 6 | i13, ,i28 | -12 | -1 | * Combo from 1st hit * Interrupt with i8 | |
| law | df+2 | m | 12 | i15~16 | -7 | +34a (+24) | +4s on crouching normal hit | |
| law | df+3 | m | 23 | i21 | -13 | +52a (+21) | * High crush 6~55 | |
| law | df+4 | m | 15 | i13 | -8 | +3 | ||
| law | df+4,3 | m, m | 15, 23 | i13, i29~31 | -14 | +68a (+52) | * Tornado * Instant tornado * Combo from 1st CH * Low crush 14~ | |
| law | d+2,3 | sl, m | 8, 21 | i11, i23 | -15 | +30a (+20) | * Combos from 1st hit CH * Tornado | |
| law | d+3+4,3 | l, m | 7, 23 | i12, i29 | -14 | +14a | * Balcony Break * Combos from 1st hit CH * Alternate input hFC.4,3 * Low crush 19~ | |
| law | db+2 | m | 15 | i14 | -4 | +7 | * Elbow | |
| law | db+2,4 | m, M | 15, 25 | i14, i33 | -15 | +1d | Transition to FUFA with D * Low crush | |
| law | db+4,4 | l, m | 20, 27 | i26, i37 | -8 | +30a (+12) | * Low crush | |
| law | db+1+2,1 | m,h,m, m | 8,8,8, 28 | i17, i22 | -16 | +16d (+6) | * Balcony Break * Combo from 3rd CH | |
| law | b+1 | m | 12 | i14 | -9 | +2 | * Transition to DSS with F ** (-4 oB, +7 oH) | |
| law | b+1,2 | m, m | 12, 12 | i14, 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) | |
| law | b+1,2,2 | m, m, m | 12, 12, 22 | i14, ,i18 | -14 | +12a (+5) | * Heat Engager * Heat Dash +5, +43d (+35) * Balcony Break * Combo from 1st or 2nd hit CH with 12F delay * Move can be delayed by 8F * Input can be delayed by 16F | |
| law | b+2 | m | 12 | i16 | -8 | +4 | ||
| law | b+2,1 | m, m | 12, 16 | i16, i26 | -15 | +11a | * Tornado * Balcony Break * Combos from 1st hit CH | |
| law | b+2,3,4 | m, l, m | 12, 10, 23 | i16, ,i23 | -7 | +36a (+26) | * Tornado * Combos from 2nd hit CH * Delay-able * Transition to DSS with F ** (+5 oB, +48a (+38) oH) | |
| law | b+3 | m | 27 | i23 | -12 | +17a (+8) | * Homing * Balcony Break * Transition to BT with B ** (-11 oB, +18a (+9) oH) | |
| law | b+4 | m | 13 | i14 | -7 | +3 | * Homing * Transition to BT with B ** (-4 oB, +6 oH) | |
| law | b+1+2 | m | 21 | i20 | -14 | +31a (+23) | Balcony Break * Power crush 7~ | |
| law | b+3+4 | m | 25 | i23 | -18 | +16a (+6) | * Balcony Break * High crush 6~10? | |
| law | ub+3,4 | M | 20 | i15 | -12 | +31a (+21) | ||
| law | u+4 | m | 12 | i15 | -13 | +19a (+9) | +33a (+23) | * Low crush |
| law | UF+4 | m | 23 | i18 | -17 | +28a (+18) | * Alternate input ** UB+4, U+4, FC.ub+4, FC.u+4, FC.uf+4 * 18 dmg when performed with UB+4 or FC.ub+4 * Low crush 9~ | |
| law | UF+4,3 | m, m | 23, 16 | i18, i19 | -14 | +78a (+62) | * Combos from 1st hit * Tornado * 2nd hit Instant Tornado ** (+68a (+52) oH) * Alternate input ** UB+4,3 U+4,3 ** FC.ub+4,3 FC.u+4,3 FC.uf+4,3 * Low crush | |
| law | uf+3 | m | 20 | i18 | -8 | +16c | * Heat Engager * Heat Dash +5, +36d (+26) * Balcony Break * Forces tech backroll on hit * Low crush 9~ | |
| law | uf+4 | m | 14 | i15 | -13 | +33a (+23) | * Low crush 9~ | |
| law | f,F+2 | m | 12 | i14~16 | -6 | +2 | +7 | |
| law | f,F+2,1,3 | m, h, m | 12, 12, 23 | i14~16, ,i28~30 | -13 | +11a | * Balcony Break * Combo from 2nd hit CH with 1F delay * Move can be delayed by 17F * Input can be delayed by 18F | |
| law | f,F+2,f+1+2 | m, m | 12, 24 | i14~16, i31~32 | +4 | +30a (+4) | +54a | * Combo from 1st CH with 4F delay * Transition to DSS with F (+6/+32a (+6)/+56a) * 4 chip damage on block * Move can be delayed by 17F * Input can be delayed by 19F |
| law | f,F+3 | M | 30 | i23~26 | +0c | +7d | * Spike * 6 chip damage * Low crush 11~26 * Floating state 27~29 | |
| law | f,F+4 | M | 17 | i20~21 | -9 | +19cg | Balcony Break * Low crush 23~36 * Floating state 37~39 | |
| law | uf,n,4 | m | 20 | i19 | -15 | +30a (+20) | * Low crush | |
| law | f,f,F+3 | m | 30 | i20~28 | +6 | +9c | * Balcony Break * 6 chip damage on block * Forces tech backroll on hit * Low crush 3~29 * Floating state 30~32 | |
| law | ws1 | m | 10 | i13 | -7 | -1 | * Transition to DSS with F ** (-5 oB, +1 oH) | |
| law | ws2 | m | 20 | i15 | -18 | +31a (+21) | ||
| law | ws4 | m | 14 | i11 | -4 | +4 | +5 | * Transition to +4, +12, +13 DSS with F |
| law | ws4,3 | m, m | 14, 23 | i11, i27 | -14 | +68a (+52) | * Tornado ** Combos from 1st hit CH * Low crush | |
| law | ws3+4 | m | 30 | i14 | -21 | +0a (-17) | Balcony Break * Low crush | |
| law | ss2 | m | 23 | i18 | +0 | +16d (+6) | * Balcony Break * 4 chip damage on block | |
| law | FC.UF+3+4 | m | 30 | i46~49 | -4 | +17a (+7) | * Low crush | |
| law | (Back to wall).b,b,UB | m | 25 | i29~33 | -1 | +19cg | * Balcony Break * Forces tech backroll on hit * Floating state 5~13 * is8~13 * Low crush 14~46 * Floating state 47~49 | |
| law | BT.2 | m | 17 | i15 | -14 | -1 | +52a | * Elbow |
| law | BT.2,2 | m, m | 17, 20 | i15, i14 | -14 | +5c | * Elbow * Combos from 1st hit * Delay-able * Forces tech backroll on hit | |
| law | BT.4,3 | h, m | 14, 24 | i11, i24 | -12 | +12a (+3) | * Balcony Break * Combos from 1st hit CH | |
| law | BT.d+3+4 | M | 25 | i26 | -15 | +0 | * Transition to FUFA with D ** (-2 oB, +13d oH) | |
| law | DSS.f+1 | m | 20 (24) | i14 | -11 | +12c | * Heat Engager * Heat Dash +43d (+35) * Balcony Break * 4 chip damage on block * 7 chip damage on block (Just Frame) * Forces tech backroll on hit * While transitioning to DSS from other moves, it is possible to input DSS.f+1 on frame 1 or 2 of DSS (ex; 4,3~F:DSS.f+1) for 4 more damage on hit, 3 more chip damage on block, and startup becomes i13~14 with increased pushback on block | |
| law | DSS.f+3 | m | 27 (32) | i20 | -9 | +22d (+12) | * Heat Engager * Heat Dash +5, +36a (+26) * Balcony Break * 8 chip damage on block * 9 chip damage on block (Just Frame) * While transitioning to DSS from other moves, it is possible to input DSS.f+3 on frame 1 or 2 of DSS (ex; 4,3~F:DSS.f+3) for 5 more damage with increased pushback on block | |
| law | hFC.3,4 | l, m | 10, 27 | i16, i29 | -14 | +14a (-3) | Combo from 1st hit CH * Low crush | |
| law | hFC.4,3 | l, m | 7, 23 | i12, i29 | -14 | +14a | * Combos from 1st hit CH * Alternate input d+3+4,3 * Low crush | |
| lee | 2+3 | m | [12;12] | i16 | +1 | +2c | * Heat Burst * Cancel to r45 with b,b on frame 42 * 2 chip damage on block * 12 chip damage on hit * Only deals recoverable damage * Cannot cause a K.O. * Power crush 7~16 | |
| lee | H.df+3+4 | m | 30 | i16~17 | +2 | +9a (+0) | * Balcony Break * 6 chip damage on block * Consumes 300F of remaining Heat Time * Has good left sidestep tracking * Transition to MS r39 with F (+2/+9a (+0)) * 20f timestop on hit | |
| lee | H.d+1+2 | m | 25 | i18 | +4 | +21a (+11) | * Balcony Break * 5 chip damage on block * Consumes 240F of remaining Heat Time * Has good right sidestep tracking * Transition to HMS r32 with 3+4 (+6/+23a (+13)) ** Cancel to r1 standing or r1 FC with b_db_d_df * 20f timestop on hit | |
| lee | 1,2,2 | h, h, m | 5, 9, 14 | i10, ,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 | |
| lee | 1,2,4 | h, h, m | 5, 9, 10 | i10, ,i18 | -12 | -1 | +58a | * Jail from 1st block * Combo from 2nd hit * Transition to HMS r33 with 3 (-14/-3/+57a) ** Cancel to r11 standing or FC with b_db_d_df (Cannot block i25) ** Cancel to r1 standing or r7 FC with u_d~d_db_d_df (Cannot block i15) * Consumes 60F of remaining Heat time without perfect input |
| lee | 1,2:4 | h, h, m | 5, 9, 12 | i10, ,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) |
| lee | 1,3:3 | h, h, m | 5, 5, 4 | i10, ,i9 | -11 | +0 | * Jail from 1st block * Combo from 1st hit * Input 3 during frames 13-16 of previous hit * Bufferable during Heat | |
| lee | 2,1,1 | h, h, m | 10, 8, 18 | i10, ,i20~21 | -12 | +3 | +26a | * Combo from 2nd CH with 4F delay * Interrupt with i6 from 1st block * Recovers 2F faster on hit (t82 r28) * Move cannot be delayed * Input can be delayed by 4F |
| lee | 2,2 | h, m | 10, 14 | i10, 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 | |
| lee | 3 | m | 16 | i14 | -8 | +7 | * Transition to HMS r27 with 4 (-8/+7) ** Cancel to r10 standing or FC with b_db_d_df (Cannot block i18) ** Cancel to r1 standing or r7 FC with u_d~d_db_d_df | |
| lee | 4,3,3 | h, h, m | 14, 14 (9), 20 (10) | i11, ,i19~21 | -13 | +8d | * Spike * Combo from 2nd CH with 11F delay * Airborne combo from 1st CH (+23a (-12)) * Move cannot be interrupted * Move can be delayed by 10F * Input can be delayed by 11F | |
| lee | 4,3,4 | h, h, m | 14, 14 (9), 25 (12) | i11, ,i30~32 | -9 | +42a | * Tornado * Combo from 2nd CH with 5F delay * Airborne combo from 1st CH (+80a (+64)) * Interrupt with i10 from 2nd block * Whiffs vs SSR, SW from 2nd block (SSL inconsistent on big bodies) * Recovers 5F faster on hit (t85 r24) * Move can be delayed by 7F * Low crush 22~40 * Floating state 41~43 | |
| lee | 4,u+3 | h, m | 14, 23 | i11, i33~35 | -1 | +48a | * Transition to MS r26 with F (-9/+40) * Interrupt with i14 from 2nd block * Whiffs vs SSR, SW from 2nd block * Low crush 25~46 * Floating state 47~49 | |
| lee | 1+2 | m | 20 | i21~22 | -1 | +3 | +26a | * Homing * Spike * Transition to HMS r25 with 3+4 (+2/+6/+29a) * Cancel to r1 standing or r1 FC with d_db_d_df |
| lee | f+2 | m | 12 | i14~15 | -9 | +2 | ||
| lee | f+3 | m | 6 | i15 | -18 | -7 | ||
| lee | f+3,3 | m, m | 6, 3 | i15, i8 | -18 | -7 | * Jail from 1st block * Combo from 1st hit | |
| lee | f+4,3 | h, m | 13, 18 | i11, i21~23 | -8 | +6c | +63a | * Combo from 1st CH with 9F delay * Interrupt with i6 from 1st block * Transition to HMS r21 with 4 (-4/+6c/+63a) ** Cancel to r10 standing or FC with b_db_d_df (Cannot block i14) ** Cancel to r1 standing or r7 FC with u_d~d_db_d_df * Recovers 4F faster on hit (t60 r21) * Move can be delayed 11F * Input can be delayed by 16F |
| lee | df+1 | m | 10 | i13~14 | -1 | +5 | Links to 10-hit combo | |
| lee | df+2 | m | 12 | i15~16 | -7 | +34a (+24) | * +4s on crouching normal hit * Very slight jab evasion when performed from certain low-profile animations | |
| lee | df+3 | m | 13 | i14~15 | -8 | +3 | ||
| lee | df+3,2,3 | m, h, m | 13, 13, 20 | i14~15, ,i22~23 | -14 | +13cg | * Heat Engager * Heat Dash +43d (+35) * Balcony Break * Combo from 1st or 2nd CH with 7F delay * Interrupt with i3 from 1st block * Move can be delayed by 10F | |
| lee | df+4 | m | 13 | i13~14 | -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) | |
| lee | d+2 | m | 17 | i18~19 | -6 | +8 | +13 | * Jab evasion (frames 6 to 14?) * 6f timestop on CH |
| lee | d+4,4,4,4 | l, l, l, m | 7, 8, 5, 21 | i12, ,i24~25 | -20 | +11a (+2) | * Balcony Break * Transition to -11, +20a (+11) HMS with 3 * Combos from 3rd hit CH | |
| lee | b+1,1 | h, m | 9, 6 | i14, i20 | -5 | +6 | * Transition to -1, +10g HMS with 3+4 * Cancel and transition to -5, +1 MS with F * +6c on crouching hit | |
| lee | b+1+3,4 | m | 35 | i20 | +22a (+13) | * Balcony Break * Only available upon successful parry * Guaranteed hit | ||
| lee | b+4 | m | 20 | i20 | -3 | +7c | +64a | * Floor Break * Spike * Transition to -2, +8c, +65a HMS with 3 * +18d on crouching opponent |
| lee | ub+3 | M | 20 | i18~22 | -13 | +20a (+13) | +74a (+58) | * Tornado * Instant tornado on CH * Recovers 2F faster on hit (t48 r26) * Floating state 17~34 |
| lee | uf+3 | m | 12 | i25 | -9 | +2 | * Low crush | |
| lee | uf+3,1 | m, m | 12, 18 | i25, i21 | -12 | +3 | +26a | Combos from 1st hit |
| lee | uf+4 | m | 14 | i15 | -13 | +31a (+21) | * Knee * Alternate input ub+4, u+4 * Low crush | |
| lee | f,F+3 | m | 23 | i14~15 | -9 | +21d (+11) | * Heat Engager * Heat Dash +36a (+26) * Balcony Break * Slight low profile | |
| lee | qcf+4 | M | 24 | i22 | -17 | +50a (+40) | * Tornado | |
| lee | uf,n,4 | m | 20 | i23 | -13 | +32a (+22) | * Low crush | |
| lee | f,f,F+3 | m | 14 | i14 | -9 | +16a (+9) | * Knee * Alternate input wr3 * Low crush | |
| lee | f,f,F+3,4 | m, m | 14, 26 | i14, i20 | +3 | +19d | * Floor Break * Transition to +6, +29d (-6) HMS with 3 * Combos from 1st hit * 7 chip damage * Balcony break on 2nd hit only * Low crush | |
| lee | ws1 | m | 12 | i13~14 | -2 | +7 | * Transition to HMS | |
| lee | ws2 | m | 12 | i14 | -8 | +3 | * | |
| lee | ws2,3 | m, m | 12, 24 | i14, i20 | -13 | +32a (+22) | * Tornado * Combos from 1st hit | |
| lee | ws3 | M | 16 | i10 | -21 | -10 | * | |
| lee | ws3,3 | M, m | 16, 11 | i10, i15 | -15 | -4c | * Transition to -15, -4 HMS with 4 * Combos from 1st hit | |
| lee | ws3,3,DF+3 | M, m, m | 16, 11, 10 | i10, ,i26 | -19 | -8 | * Combos from 2nd hit CH | |
| lee | ws4 | m | 16 | i11 | -6 | +5 | * Transition to -9, +2 HMS with 3 | |
| lee | FC.UF+4 | m | 25 | i18~28 | -17 | +28a (+18) | * Transition to -17, +28a (+18) HMS with 3 * Alternate input FC.UB+4, FC.U+4 * Low crush | |
| lee | (back to wall).b,b,UB | m | 21 | i35~38 | +1 | +34d | * Floating state 5~7 * is8~24 * Floating state 25~33 * Low crush 34~37 * Floating state 38~40 | |
| lee | HMS.1,4 | h, m | 7, 17 | i12, i15 | -8 | +4 | +57a | * Combo from 1st hit with 10F delay * Jail from 1st block with 6F * Transition to HMS r32 with 3 (-8/+4/+58a) |
| lee | HMS.2 | m | 23 | i19~20 | -13 | +39a (+29) | * Tornado * High evasion * Backsway motion * Hits grounded from certain angles | |
| lee | HMS.u+3 | m | 32 | i20~22 | -9 | +23d (+13) | * Balcony Break * Transition to FC r30 with D * 20f timestop on hit * 9 chip damage on block * Low crush 9~29 * Floating state 30~32 | |
| lee | HMS.u+4 | M | 20 | i26~27 | +5c | +8c | +13c | * 6 chip damage on block * 4f timestop on CH * Low crush 16~27 * Floating state 28~30 |
| lee | MS.3 | m | 10 | i15 | -12 | -1 | * * Low crush | |
| lee | MS.3,4 | m, m | 10, 10 | i15, i15 | -13 | +32a (+22) | * | |
| leo | 2+3 | m | [12;12] | i16 | +1 | +2c | * Heat Burst * 46f timestop at frame 14 of activation (t92) * Cancel to r87 with b,b on frame 42 (frame 28 of timestop) ** t41 r27 effective recovery * 20f timestop on block or hit * 2 chip damage on block * 12 chip damage on hit * Only deals recoverable damage * Cannot cause a K.O. * Power crush 7~16 | |
| leo | 1,2,1,1 | h, h, h, m | 5, 10, 16, 21 | i10, ,i18 | -13 | +12a (+3) | * Balcony Break * Elbow * Combo from 2nd CH or 3rd hit * Move cannot be interrupted * Move is delayed 1F * Move cannot be delayed * Input cannot be delayed | |
| leo | 2,2 | h, m | 9, 20 | i11, i22 | -12 | +6 | * Elbow * Combo from 1st hit * Interrupt with i2 from 1st block | |
| leo | 3,2,3 | h, h, m | 15, 10, 23 | i14, ,i23~24 | -7~-6 | +13a (+4) | * Tornado * Balcony Break * Combo from 2nd CH * Interrupt with i3 from 2nd block * Cancel to -15 -4 with B | |
| leo | 3,2,4 | h, h, m | 15, 10, 14 | i14, ,i22~23 | +9~+10 | +15g | +19 | * Knee * Combo from 2nd CH * Interrupt with i4 from 2nd block |
| leo | 1+2 | m | 25 | i22 | -12 | +11a (+2) | * Balcony Break * -7 frame advantage and 10 chip damage on block after absorbing an attack in power crush state * Power crush 7~21 | |
| leo | f+2,2 | h, m | 14, 21 | i14~16, i23~24 | -12~-11 | +8 | +25d | * Combo from 1st hit with 6F delay * Move cannot be interrupted * Move can be delayed by 10F * Input can be delayed by 12F |
| leo | LTG.f+2,4,3 | h, h, M | 14, 16, 20 | i14~16, ,i32~35 | -3c~? | +16d | * Balcony Break * Spike * Combo from 1st hit * Jail from 1st block with ?F delay * Transition to BOK with D (0c~?/+19d~+22d * 8 chip damage on block * Consumes 240F of heat timer during heat * Low crush 16~ | |
| leo | f+4 | M | 14 | i17~18 | +9~+10 | +15g | +19 | * Knee * Stance moves may be delayed by 11F * 4f timestop on CH * Enter CD r23 with df (-5/+1/+5) |
| leo | f+1+2 | m | 24 | i17~18 | -14~-13 | +10a (+1) | +56a | * Balcony Break * Shoulder |
| leo | df+1 | m | 13 | i13~14 | -1~0 | +7 | ||
| leo | df+2 | m | 15 | i15~16 | -13~-12 | +28a (+18) | ||
| leo | df+3 | m | 22 | i17~19 | -9~-7 | +6a (-3) | +27a (-9) | * Homing * Balcony Break |
| leo | df+4 | m | 14 | i13 | -6 | +5 | ||
| leo | d+1 | m | 18 | i18~19 | -2~-1 | +5c | +13 | * Spike * Enter FC with d |
| leo | d+2 | m | 23 | i21 | +4c | +9c | +56a | * Spike * 4 chip damage on block |
| leo | db+2 | m | 16 | i16~17 | -9~-8 | +5 | ||
| leo | db+4,1 | L, m | 11, 27 | i20~22, i25~26 | -16~-15 | +8a | * Balcony Break * Combo from 1st hit ** +14a (+7) | |
| leo | LTG.db+4,1,1+2 | L, m, m | 11, 27, 20 | i20~22, ,i15~16 | -15~-14 | +6a (-3) | * Balcony Break * Shoulder * Combo from 1st hit ** +27a (+17) * Jail from 2nd block with ?F delay * 8 chip damage on block * Partially consumes remaining heat time during heat | |
| leo | db+1+2 | m | 17 | i21~23 | -9~-7 | +7 | * Enter BOK -12 +4 with d | |
| leo | db+1+2,1 | m, m | 17, 20 | i21~23, i17~18 | -12~-11 | +22a (+17) | * Balcony Break * Combo from 1st hit with delay * Interrupt with i4 from 1st block | |
| leo | b+1 | m | 17 | i18~19 | -12 | +1 | * Elbow | |
| leo | b+1,4 | m, m | 17, 14 | i18~19, i23 | +9 | +15g | +19 | * Knee * Combo from 1st CH * Interrupt with i5 from 1st block * Whiffs vs SSL from 1st block |
| leo | b+1,1+2 | m, m | 17, 18 | i18~19, i22~23 | -12~-11 | +9 | * Shoulder * Combo from 1st hit with 2F delay * Combo from 1st CH with 10F delay * Interrupt with i3 from 1st block * Transition to BOK r28? with d (-10/+11) * Move can be delayed by 16F * Input can be delayed by 18F | |
| leo | b+1+3,P.2 | m | 30 | i14~15 | -9~-8 | -9a | * Balcony Break * Combo from parry * Gain LTG on hit * +9a on hit during LTG | |
| leo | b+2 | m | 11 | i14 | -9 | +0 | ||
| leo | b+2,1+2 | m, m | 11, 21 | i14, i27~28 | -11c~-10c | +8 | * Heat Engager * Heat Dash +5, +43d (+35) * Combo from 1st hit * Interrupt with i5 from 1st block | |
| leo | b+3 | m | 12 | i14~15 | -7~-6 | +4 | ||
| leo | b+3,1 | m, m | 12, 13 | i14~15, 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 | |
| leo | LTG.b+3,1,2 | m, m, m | 12, 13, 17 (25) | i14~15, ,i17 | -12 | +25a (+15) | * Balcony Break * Combo from 1st hit * +10a on 2nd whiff and 3rd hit * 42 damage from 1st hit with scaling * Interrupt with i1 from 1st block * 10 chip damage on block * Consumes 210F of heat timer during heat | |
| leo | b+4 | m | 13 | i18 | -8 | +5 | ||
| leo | b+4,1 | m, m | 13, 20 | i18, i30~31 | -12~-11 | +15a (+6) | * Balcony Break * Shoulder * Combo from 1st hit * Interrupt with i5 from 1st block * Cancel to FC -16 -3 with D | |
| leo | b+4,1~4 | m, m | 13, 14 | i18, 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 |
| leo | b+1+2 | m | 15 | i17~18 | -24~-23 | -11 | Elbow | |
| leo | b+1+2,1+2 | m, m | 15, 13 | i17~18, i21~22 | -14~-13 | -3 | +7 | * Shoulder * Combo from 1st hit * Jail from 1st block with ?F delay |
| leo | b+1+2,1+2,2 | m, m, m | 15, 13, 25 (30) | i17~18, ,i20~21 | -13~-12 | +17d (+12) | * Combo from 2nd CH * Power up with motion input d,df,f+2 * Interrupt with i2 from 1st block * 12 chip damage on block with motion input * Deals 25 damage without motion input | |
| leo | b+2+3 | m | 21 | i30~31 | -8~-7 | +23g | +28a | * Parries high and mid punches * Hit after parry is the same as on CH * Parry state 5~9 |
| leo | ub+3 | M | 26 | i24~27 | +0c~+3c | +6c | +53a | * Low crush 9~ |
| leo | ub+4 | m | 15 | i15~16 | -13~-12 | +19a (+9) | +33a (+23) | * Balcony Break * Same move as uf+4 * Low crush 9~ |
| leo | u+1 | m | 17 | i19~20 | -6~-5 | +2 | +22a (+5) | * Tornado * Balcony Break ** CH only ** Doesn't Balcony Break on airborne |
| leo | uf+1,1 | h, m | 8, 17 | i13, i19~20 | -6~-5 | +2 | +22a (+5) | * Tornado * Balcony Break ** CH only ** Doesn't Balcony Break on airborne * Interrupt with i4 from 1st block |
| leo | uf+1,2 | h, m | 8, 25 | i13, i20~21 | -14~-13 | +37d (-21) | Balcony Break * Combo from 1st hit * Gain LTG +22g on hit with 1+2 * Interrupt with i2 from 1st block | |
| leo | uf+2 | m | 15 | i18~21 | -14~-11 | +18a (+11) | * Enter BOK -11 +21a (+14) with d * Low crush 20~ | |
| leo | uf+2,1 | m, m | 15, 17 | i18~21, i25~26 | -8~-7 | +4 | +32d | * Combo from 1st hit ** +23a (+16) * Interrupt with i11 from 1st block * Whiffs vs SSR from 1st block * Low crush 0~12 |
| leo | uf+3 | m | 21 | i17~21 | -9~-5 | +13a (+4) | Balcony Break * Can input with u+3 ** Less forward movement and deals 20 damage * Low crush 9~ | |
| leo | uf+4 | m | 15 | i15~16 | -13~-12 | +33a (+23) | * Can input with u+4 ** Less forward movement * Low crush 9~ | |
| leo | f,F+2 | m | 25 | i14~15 | -9~-8 | +8a | * Balcony Break * Gain LTG -9a on hit with 1+2 * 5 chip damage on block | |
| leo | f,F+3 | M | 20 | i26~29 | -7c~-4c | +3d | * Enter BOK +0 +10d with d * Low crush 9~ | |
| leo | f,F+4 | m | 12 | i19 | -13 | +28a (+18) | * Low crush 17 | |
| leo | uf,n,4 | m | 20 | i23~25 | -13~-11 | +32a (+22) | * Low crush 9~ | |
| leo | f,f,F+3 | m | 30 | i23~26 | +6g~+11g | +17a (+7) | * Balcony Break * 9 chip damage on block * Alternate input wr3 * Transition to BOK with D (+6/+17a (+7)) * Low crush 3~ | |
| leo | ws1 | m | 13 | i14~15 | -8~-7 | +4 | ||
| leo | ws1,4,1 | m, L, m | 13, 12, 24 | i14~15, ,i22 | -14 | +12a (+3) | +44a (-3) | * Balcony Break * Elbow * Combo from 2nd CH * Interrupt with i3 from 1st block |
| leo | ws2 | m | 17 | i15~16 | -13~-12 | +28a (+18) | ||
| leo | ws3 | M | 9 | i13~14 | -6~-5 | +5 | * Knee * Alternate input CD.3 | |
| leo | ws3,1 | M, m | 9, 9 | i13~14, i21 | -10 | +3 | * Elbow * Combo from 1st hit * Interrupt with i3 from 1st block * Enter BOK -4 +9 with d * Alternate input CD.3,1 | |
| leo | ws4 | m | 8 | i11~12 | -9~-8 | +2 | Alternate input CD.4 | |
| leo | ws4,1+2 | m, m | 8, 18 | i11~12, i25~27 | -12~-10 | +4d | * Heat Engager * Heat Dash +5, +43d (+35) * Shoulder * Combo from 1st hit * Interrupt with i5 from 1st block * Alternate input CD.4,1+2 | |
| leo | ws1+2 | m | 25 | i13~15 | -14~-12 | +22g | * Shoulder * Gain LTG +3 on hit with 1+2 * Alternate input CD.1+2 | |
| leo | SS.1+2 | m | 25 | i19 | -9 | +14a (+5) | +58a | * Balcony Break * Crumple stun on CH |
| leo | BOK.1 | m | 14 | i13 | -4 | +9 | +9s on hit when performing BOK.1,2 * High crush 1~12 | |
| leo | BOK.1,2 | m, m | 14, 20 (14) | i13, i17~18 | -14~-13 | +71a (+55) | * Tornado * Jail from 1st block * Airborne combo from 1st hit (+72a (+56)) * Transition to LTG r47 on hit with 1+2 (+56a (+40)/+57a (+41)) | |
| leo | BOK.2 | M | 23 | i19~20 | -9~-8 | +41a (+31) | * High crush 1~17 | |
| leo | BOK.4 | M | 14 | i20 | +9 | +15g | +19 | * Stance moves may be delayed by 11F * 4f timestop on CH * Enter CD r24 with df (-5/+1/+5) |
| leo | BOK.1+2 | M | 21 | i20~21 | -12~-11 | +15a | * Heat Engager * Heat Dash +43d (+35) * Balcony Break * Spike * Power crush 8~19 | |
| leo | BT.1+2 | m | 21 | i11 | -20 | +1a (-8) | +22a (-14) | * Balcony Break * Elbow |
| leo | qcf+2 | m | 14 | i17 | -9 | +9 | * Transition to KNK r28 with b (-9/+9) | |
| leo | qcf+2,1 | m, m | 14, 17 | i17, i18~19 | -6~-5 | +10g | +59a | * Wall Crush on hit +22cg~23cg; 3 chip damage * Elbow * Combo from 1st hit with 8F delay * Interrupt with i2 from 1st block * Move can be delayed by 4F * Input can be delayed by 8F |
| leo | KNK.1,2 | h, m | 12, 17 | i18~19, i18~19 | -10 | +12a (+3) | * Heat Engager * Heat Dash +36a (+26) * Balcony Break * Combo from 1st hit with 11F delay * Move cannot be interrupted * Move can be delayed by 10F * Input can be delayed by 11F | |
| leo | KNK.3 | m | 13 | i20~21 | -13 | +28a (+18) | * Low crush 13~31 * Floating state 32~34 | |
| leo | KNK.3,4 | m, m | 13, 18 (16) | i20~21, i15~17 | -12 | +28a (+18) / +80a (+64) | * Tornado * Jail from 1st block * Airborne combo from 1st hit (+80a (+64)) * Recovers 2F faster on hit (t67 r30) * Low crush 1~Low crush 16 * Floating state 17~19 | |
| leo | KNK.1+2 | M | 20 | i22~24 | -6 | +21cg | +41a (+31) | * Tornado * Balcony Break ** On non-CH grounded connect * Opponent recovers crouching * 6 chip damage on block |
| leroy | 2+3 | m | [12;12] | i16 | +1 | +2c | * Heat Burst * Cancel to r45 with b,b on frame 42 * 2 chip damage on block * 12 chip damage on hit * Only deals recoverable damage * Cannot cause a K.O. * Power crush 7~16 | |
| leroy | H.2+3 | m | 50 (25) | i15, i25, i4, i4, i4, i3, i5, i10~11 | +6 | +0 / +5 | * Heat Smash * Balcony Break * Alternate input: H.HRM.2+3 * Also possible after Twin Dragon Gate is successful * Transition to HRM on block * Transition to attack throw on 1st hit * 12 chip damage | |
| leroy | 1,1 | h, m | 5, 7 | i10, i18~19 | -9~-8 | +2~+3 | * Jail from 1st block with no delay * Combo from 1st CH with 3F delay | |
| leroy | 1,1,1+2,1 | h, m, h, m | 5, 7, 12, 15 | i10, ,i23~24 | -16~-15 | +20a(+15)~+21a(+17) | Combo from 3rd hit | |
| leroy | 1,2,4 | h, h, m | 5, 9, 11 | i10, ,i16 | -9 | +3 | * Transition to HRM * Combo from 1st hit * Jail from 1st block | |
| leroy | 2,1 | h, m | 10, 12 | i12, i12~13 | -7~-6 | +4~+5 | * Elbow * Jail from 1st block | |
| leroy | 2,1,2,1 | h, m, h, m | 10, 12, 17, 21 | i12, ,i21~23 | -13~-11 | +16a(-1)~+18a(+3) | +30a(+20) | * Balcony Break * Tornado * Elbow * Combo from 3rd hit * Delayable |
| leroy | 3 | m | 14 | i15 | -8 | +3 | ||
| leroy | 4,4 | h, m | 15, 13 | i12, i15~16 | -13~-12 | +3~+4 | Combo from 1st hit | |
| leroy | 1+2,1+2,1 | h,h,h, h,h,h, m | 9, 9, 20 | i14, ,i17~18 | -17~-16 | +7a(-2)~+8a(-1) | * Heat Engager * Heat Dash +5, +43d (+35) * Balcony Break * Elbow * Combo from 1st hit * Delayable * jails | |
| leroy | f+2,3 | h, m | 15, 15 | i14~16, i18 | -10 | +2 | * Combo from 1st hit with 10F delay * Interrupt with i1 from 1st block * Move can be delayed by 10F * Input can be delayed by 11F | |
| leroy | f+2,3,4 | h, m, m | 15, 15, 20 | i14~16, ,i21~22 | -9 | +8 | +14 | * Knee * Transition to HRM * Combo from 2nd CH with 11F delay * Interrupt with i5 from 1st block * Move can be delayed by 10F * Input can be delayed by 15F |
| leroy | f+3 | m | 14 | i14~15 | -7~-6 | +7~+8 | * Knee * Alternative input: ws3 | |
| leroy | f+3,1+2,4 | m, h,h,h, m | 14, 5,5,5, 20 | i14~15, ,i20~21 | -16~-15 | +13a (+6) | * Tornado * Jail from 1st block with 1F delay * Combo from 1st CH or 2nd hit with 1F delay * Move cannot be delayed * Input can be delayed by 1F | |
| leroy | f+4 | m | 14 | i16~17 | -9~-8 | +4 | ||
| leroy | f+1+2 | m | 20 | i17~18 | -13 | +20a (+15) | * Balcony Break * Elbow * -9 and 8 chip damage on block after absorption * Power crush 7~16 | |
| leroy | df+1 | m | 10 | i13~14 | -6 | +5 | ||
| leroy | df+1,4 | m, m | 10, 16 | i13~14, i18 | -9 | +3 | * Transition to HRM * Combo from 1st hit with 3F delay * Move can be delayed by 1F * Input can be delayed by 3F | |
| leroy | df+1,1+2,2 | m, h,h,h, m | 10, 3,3,3, 17 | i13~14, ,i24 | -10 | +3 | +33a (+25) | * Combo from 1st or 4th CH with 1F delay * Move cannot be delayed * Input can be delayed with 1F * Parry state 4~12 |
| leroy | df+2 | m | 7 | i15~16 | -6 | +6 | ||
| leroy | df+3 | m | 14 | i16 | -11 | +0 | ||
| leroy | df+3,1,1+2 | m, h, m | 14, 12, 25 | i16, ,i20~21 | -13 | +34d (+13) | * Balcony Break * Combo from 1st hit CH * Combo from 2nd hit CH with 5F delay * Move can be delayed by 12F * Input can be delayed by 14F | |
| leroy | df+4 | m | 14 | i13 | -6 | +6 | Transition to HRM | |
| leroy | df+4,3 | m, m | 14, 14 | i13, 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 |