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All Characters Tekken 8 Frame Data

CharCommandHit levelDamageStartupBlockHitCounter hitNotes
kumaf+3+4,1+2L, M20, 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
kumadf+1m6i15~16-6+2
kumadf+1,2m, m6, 9i15~16, i22~23-11-2
* Combo from 1st CH
kumadf+1,2,1+2m, m, M6, 9, 20i15~16, ,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
kumadf+2m10i15~16-9+2
kumadf+2,1m, m10, 12i15~16, i20~21-16+35a (+25)
* Combo from 1st hit with 4F delay
* Input can be delayed by 4F
* Move cannot be delayed
kumadf+3m13i16-9+2
* +2c on crouching hit
kumadf+4m15i12-4+7
kumad+1+2M23i14~15-15+13d (+3)
* Balcony Break
* Hip
* 27 damage on clean hit
kumadb+1,2h, M11, 20i14~15, 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
kumadb+1,2*h, M11, 20i14~15, 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
kumadb+1,2**h, M11, 30i14~15, 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
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
kumadb+1+2,1+2,2m,m, m,m, m4,4, 4,4, 18i14~15, ,i20~21-15+22a (+12)
kumab+1M24i22~23-13+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
kumab+2m12i15-9+2
kumab+2,1,1+2m, h, m12, 14, 20i15, ,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)
kumab+2,2m, m12, 15i15, i25-10+6
* Combo from 1st CH with 5F delay
* Move can be delayed by 13F
kumab+2,2,1m, m, m12, 15, 25i15, ,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
kumab+3+4m20i22~23-28+61a
* Alternate input: ws3+4
* Tornado
kumau+1+2m24i18~23-8f+6+8a
* Transition to HBS with D or 3+4 (-7/+7/+9a)
* Low crush 17~33
* Floating state 34~36
kumau+3+4m21i34~39+10+20
* Transition to SIT (cannot cancel)
* Low crush 8~36
* Floating state 37~39
* High crush 51~
kumauf+1m20i26~28-6+22a
* Alternate input: ub+1 or u+1
* 8 chip damage on block
* Low crush 9~30
* Low crush 31~33
kumauf+2m20i28~30-6+30a+65a (+45)
* Balcony Break
* Homing
* Strong Aerial Tailspin
* Alternate input: ub+2 or u+2
kumauf+3m13i16~17-13+30a (+20)
* Panda: Very slightly increased vertical hitbox height (hits higher)
* Low crush 9~32
* Floating state 33~35
kumauf+3,4m, m13, 13i16~17, i10~12-11+30a (+20) / +21a (+14)
* Less frame advantage occurs after Combo from last hit
* Panda: Very slightly increased vertical hitbox height on frames 11~12 (hits lower)
* Low crush 1~17
* Floating state 18~20
kumauf+3,4,1+2m, m, M13, 13, 22i16~17, ,i18~19-15+16a / -2a
* Spike
* Transition to HBS with input D or 3+4
* Less frame advantage occurs after Combo from last hit
kumauf+4m20i29~30-6-10a (-20)
* Balcony Break
* Low crush 9~30
* Floating state 31~33
kumauf+4,3m, m20, 25i29~30, i20~21+7+21a (+14)
* Balcony Break
* Only connects on hit or block
* Recovers in FUFT
* Low crush
kumaf,F+2M23i19~21-19+45a (+35)
* High crush 8~18
kumaf,F+1+2M30i37~38+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
kumaqcf+2m15i17~18-8+3
kumaqcf+2,1m, m15, 25i17~18, i27-10+33a (+7)
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
* Combo from 1st hit with 5F delay
* Interrupt with i5
kumaf,f,F+3m30i22~23+6+13a (+3)
* Balcony Break
* 9 chip damage on block
* Low crush 3~25
* Floating state 26~28
kumaf,f,F+1+2m30i20~24+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
kumaws1m13i13~15-11+2+7
kumaws1,2m, m13, 20i13~15, 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
kumaws1,2*m, m13, 28i13~15, 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
kumaws1,2**m, m13, 38i13~15, 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)
kumaws2m20i15~16-12+29a (+19)
kumaws3m21i18~20-9+17 (+8)
* Balcony Break
* Homing
kumaws4m20i11~12-6+5
kumaSS.1+2m23i22~23-3+6c
* 9 chip damage
* Transition to +12 +3 HBS with D
kumaFC.df+2m12i18~19-13-2
*
kumaFC.df+2,1,1+2m, h, M12, 12, 6i18~19, ,i22~23-17-6
* Interrupt with i6 from 2nd block
kumaFC.df+2,1,1+2,3,1+2m, h, M, L, M12, 12, 6, 5, 6i18~19, ,i26~27-19-8
* Interrupt with i10 from 4th block
* Can SSR hit from 4th block
kumaFC.df+2,1,1+2,3,1+2,3+4m, h, M, L, M, m12, 12, 6, 5, 6, 6i18~19, ,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~
kumaFC.df+2,1,1+2,3,1+2,3+4,1+2m, h, M, L, M, m, m12, 12, 6, 5, 6, 6, 7i18~19, ,i55-49-38
* Interrupt float with i40? from 6th block
* Can SSL/SSR and SWL/SWR from 6th block
* Floating state 1~122
kumaFC.df+2,1,1+2,3,1+2,3+4,1+2,2m, h, M, L, M, m, m, m12, 12, 6, 5, 6, 6, 7, 6i18~19, ,i20~22-17-6
* Interrupt with i21? from 7th block
* Can SSL/SSR and SWL/SWR from 7th block
kumaFUFA.1+2M15i17~19-2+6
* Transition to HBS (Cannot cancel)
* Reverse direction when performed in FUFT
kumaFUFT.d+1+2m21i29~31+18~+20+37a+37a
* Transition to SIT (Cannot cancel)
* Reverse direction when performed in FUFA
kumaHBS.1M10i12-13+5+12
* Elbow
kumaHBS.1,2M, M10, 23i12, 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
kumaHBS.1,2*M, M10, 23i12, 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
kumaHBS.1,2**M, M10, 30i12, i44~45+3+49a
* Reversal Break
* Replaces HBS.1,2*: i33~34 startup during Heat (t83? r36?)
* 12 chip damage on block
kumaHBS.1+2M24i19~22-15+79a
* Tornado
* 27dmg upon opponent landing
* High crush 1~18
kumaHBS.3+4M21i20~24-14+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
kumaHBS.df+1m23i25~27-7+20a (+11)
* Homing
* Balcony Break
* Strong Aerial Tailspin
* 9 chip damage
kumaHBS.df+2m20i15~16-17+35a (+25)
* Tornado
kumaHBS.d+1+2m22i16~20-3+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)
kumaROL.2m21i17~19-17+28a (+18)
kumaROL.4M20i26~30+7+26a
Recovers in FUFT
kumaSIT.2m18i19~21-12+73a (+57)
* Tornado
kumaSIT.3+4M20i25-12 / -10 ROL-4a / -2a ROL
* Transition to ROL with input SIT.F
kunimitsu2+3m[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
kunimitsu1,1h, m5, 12i10, i21-5+6
* Combo from 1st hit with 2f delay
* Interrupt with i2 from 1st block
* Move can be delayed 2f
* Enter KAT -7 +4 r26 with 1+2
kunimitsu1,1,1h, m, M5, 12, 18i10, ,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
kunimitsu1,1,2h, m, m5, 12, 24i10, ,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
kunimitsu1,1,4h, m, m5, 12, 23i10, ,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
kunimitsu1,2,4h, h, m5, 8, 20i10, ,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
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
kunimitsu2,2,2,2,2h, m, h, h, M12, 14, 16, 16, 18i12, ,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
kunimitsuf+4m12i15-5-1+7
* Knee
* Enter SET +3 +7 +15 r19 with F
kunimitsuf+1+2m23i17~18-6+9a (+0)
* Heat Engager
* Heat Dash +5, +45a (+35)
* Balcony Break
* Weapon
* 4 chip damage on block
kunimitsudf+1m10i13~14-2+5
kunimitsudf+1,2m, m10, 12i13~14, i18~19-10+1
* Weapon
* Combo from 1st CH with 7f delay
* Input can be delayed 9f
* Move can be delayed 8f
* Move cannot be interrupted
kunimitsudf+1,2,2m, m, M10, 12, 20i13~14, ,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
kunimitsudf+2M13i15~16-14+30a (+20)
* Weapon
* Can launch crouching opponent
* Recovers 5f faster on hit
kunimitsudf+3m14i17~18-6+2+4
kunimitsudf+4m13i12-9+2
kunimitsud+1m23i19+3c+6c+13c
* Spike
kunimitsud+2m11i16-9+2c
* Floor Break
* Weapon
* Does not floor break if string is continued
kunimitsud+2,1m, m11, 7i16, i16~17-12-1
* Jail from 1st block
* Combo from 1st CH
* Input cannot be delayed
kunimitsud+2,1,2m, m, m11, 7, 7i16, ,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
kunimitsud+2,1,2,1+2m, m, m, m11, 7, 7, 20i16, ,i23~24-13+7a
* Balcony Break
* Jail from 1st block
* Combo from 3rd CH
* Hitstop 20f on hit
kunimitsud+3+4M22i20~23-13+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
kunimitsudb+2M10i16~17-6+7
* Weapon
kunimitsudb+2,4M, m10, 15i16~17, 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
kunimitsudb+2,4,2M, m, M10, 15, 23i16~17, ,i35-8c+15a
* Weapon
* Input can be delayed 1f
* Move cannot be delayed
* Interrupt with i17 from 2nd block
kunimitsudb+3,3,3,3,3,4l, l, l, l, l, m8, 7, 7, 5, 5, 15i18, ,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
kunimitsub+2m17i17~18-9+5+57
* Balcony Break (airborne)
* Weapon
kunimitsub+3M10i21~24-10~-7+1c~+4c
Floor Break
* Floating state 10~26
kunimitsub+3,4M, M10, 23i21~24, i17~18-20+9a (+2)
* Combo from 1st hit
* Move is delayed 1f
* Steel pedal
* Floating state 15~45
kunimitsub+4M15i18~19-8+6
* Low crush 17~30
* Floating state 31~33
kunimitsub+4,3M, M15, 20i18~19, 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
kunimitsuuf+4m22i24~25-8+20a
Balcony Break (airborne)
* Low crush 9~26
kunimitsuf,F+2M18i19~20-12+19a (+2)+33a (+22)
* Tornado
* Balcony Break
* Weapon
* Low crush 21~35
* Floating state 36~38
kunimitsuf,F+4m11i9~11-17~-15-1~+1
Knee
* Low crush 9~25
* Floating state 26~28
kunimitsuqcf+2M24i13~14-12c+8a
* Balcony Break
* Spike
* Weapon
* Bufferable
* 2 chip damage on block
* Hit vs BT +3d
kunimitsuqcf+1+2m25i20~21-9+6a
* Tornado
* Balcony Break
* Weapon
* Bufferable
* 5 chip damage on block
* Low crush 21~38
* Floating state 39~41
kunimitsuuf,n,3m25i31-29+2a (-8)
* Balcony Break
* Low crush
kunimitsuuf,n,4m15i24-14+17a (+7)
* Balcony Break
* Low crush
kunimitsuf,f,F+3m30i23~27+3~+7+18c
* Balcony Break
* Hit vs BT +15d
* Forces tech backroll on hit
* Low crush 3~29
kunimitsuws1m11i12-7+4
kunimitsuws1,1m, m11, 15i12, 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
kunimitsuws2m14i13~14-9+1
* Weapon
kunimitsuws2,1m, m14, 20i13~14, 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
kunimitsuws3m16i15~16-13+32a (+22)
* Low crush 9~25
* Floating state 26~28
kunimitsuws4m15i11~12-6+5
kunimitsuSS.2m13i17~18-5+6+11
* Floor Break
* Weapon
* Sidestep adds 9f, effective startup i26~27
kunimitsu(Back to wall).b,b,UBM21i37~38-3c+15a
* Floor Break
* Weapon
* Floating state 5~13
* is8~13
* Low crush 14~31
* Floating state 32~34
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
kunimitsuBT.1,2,1h, m, M10, 14, 18i11, ,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
kunimitsuBT.1,2,2h, m, m10, 14, 24i11, ,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
kunimitsuBT.1,2,4h, m, m10, 14, 23i11, ,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
kunimitsuBT.1,3h, m10, 12i11, i22~23-5+2+11
* Knee
* Combo from 1st hit with 8f delay
* Interrupt with i6 from 1st block
* Input can be delayed 8f
* Move can be delayed 4f
* Transition to SET -1 +6 +15 r19 with F
kunimitsuBT.3m20i24~26-3+11d
* Floor Break
* Low crush 6~29
* Floating state 30~32
kunimitsuBT.f+1+2m21i16~17-13+54a
* Tornado
* Balcony Break (airborne)
* Weapon
* Hit vs BT +9a (+0)
kunimitsuKAT.1,2h, m12, 20i11, 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~)
kunimitsuKAT.2m21i23~24+5+20d+80a (+60)
* Spike
* Weapon
* Transition to FC with D
* is1~6
* Low crush 7~24
* Floating state 25~27
kunimitsuKAT.3M8i18~25-12~-5+2c~+9c
* Floor Break
* Evasive, can go over mids and some highs
* is1~4
* Floating state 1~4
* Low crush 5~26
kunimitsuKAT.3,2M, M8, 8i18~25, 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
kunimitsuMUS.4m30i13~15-14-8a
* Floor Break
* Massive pushback, difficult to punish without walls
* Low crush 1~28
* Floating state 29~31
kunimitsuSET.1,2,1h, h, M8, 13, 18i10~11, ,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
kunimitsuSET.1,2,2h, h, m8, 13, 24i10~11, ,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
kunimitsuSET.1,2,3h, h, M8, 13, 23i10~11, ,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
kunimitsuSET.1,2,4h, h, m8, 13, 23i10~11, ,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
kunimitsuSET.2m17i12-9+8+55a (+48)
* Balcony Break (airborne)
* Weapon
* Shifts to Attack Throw "Souenzan" on CH from the front on standing opponent
* Instant Tornado on CH
kunimitsuSET.4M13i18~19-8+6
Hits grounded but can miss when too close vs small bodies
kunimitsuSET.4,3M, m13, 21i18~19, 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
lars2+3m[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
larsH.LEN.2m25i16~17-9+29d
* Tornado
* Elbow
* Consumes 240F of remaining Heat time
* 10 chip damage on block
* High crush 1~15
* Low crush 16~34
lars1,1h, m5, 8i10, i18~19-8+0
* Combo from 1st CH with 3f delay
* Jail from 1st block
lars1,1,1h, m, m5, 8, 20i10, ,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
lars2,1h, m10, 12i10, i20~21-6+8
* Combo from 1st hit with 3f delay
* Interrupt with i3 from 1st block
* Input can be delayed 3f
* Move cannot be delayed
lars1+2m25i25-12+7d
* Spike
* -7 on block and chip damage on successful attack absorption
* Power crush 7~24
lars3+4m22i17~18-8+17d
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
* Forces tech backroll on hit
* Hit vs BT +14d
larsf+1,2h, m10, 11i13, i12-5+6
* Transition to SEN
* Combo from 1st hit with 1F delay
* Input can be delayed by 1F
* Jails from 1st block
* Transition to standing with B (-8/+3)
larsf+1,2,3h, m, m10, 11, 20i13, ,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
larsf+4m12i17-9+7
* Knee
larsf+4,1m, m12, 8i17, i21~22-9+2
* Jail from 1st block with ?F delay
* Combo from 1st CH
larsf+4,1,2m, m, m12, 8, 8i17, ,i12-10+2
* Jail from 1st block with ?F delay
* Combo from 2nd hit
larsf+4,1,2,1m, m, m, m12, 8, 8, 20i17, ,i24~25-14+19 (+9)
* Balcony Break
* Combo from 3rd CH
* Interrupt with i5 from 1st block
larsf+1+2m20i15~16-13+28
larsf+1+4m28i13~14-18+18a (+8)
* Balcony Break
* Shoulder
larsdf+1m12i13-3+5
Recovers 2F faster on hit (t33 r20)
larsdf+1,1,3m, h, m12, 12, 25i13, ,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
larsdf+1,3m, m12, 20i13, 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
larsdf+2m15i14-3+9+13c
* Elbow
* Transition to SEN
* Transition to standing r34 with B (-11/+1/+5c)
larsdf+3m15i16-11+8
* Transition to DEN with D (-4/+15)
** Only +11 guaranteed on hit
larsdf+3,3m, m15, 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
larsdf+4m16i15~16-8+2
larsd+2m17i18~19+0c+8c+30d
* Spike
* Elbow
* Transition to FC with input D
larsd+3,1(wall stun)l, h,h, m8, 4,10, 27i15, ,i35~36-3a (-15)
* Spike?
larsdb+2m12i15-8+3
* Transition to SEN with input F (-5/+6)
larsdb+2,1m, m12, 8i15, i15~16-8+6
* Jail from 1st block with ?F delay
larsdb+2,3m, m12, 15i15, i19-13+8
* Tornado
* Wall Crush +20g on hit
* Input can be held to power up and deal more chip damage on block
* Input can be delayed by 5F? from 1st?
* Interrupt with i4 from 1st block
larsdb+2,3*m, m12, 25i15, 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
larsdb+1+2m12i26-13+8
* Transition to DEN with input D (-6/+11)
* Backsway
larsb+1m17i15~17-9+4+14a (+5)
* Homing
* Balcony Break on CH
larsb+2m12i15-7+4
Has good left sidestep tracking
larsb+2,1m, m12, 17i15, 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
larsb+3m14i17-12+4
* Transition to SEN with input F (-5/+11)
larsb+4m23i15-8+8
Knee
larsuf+4m20i25~27-8+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
larsf,F+2M20i21~22-13+35a
* Tornado
* Transition to SEN on hit with input F (+37a)
** Switches sides
larsf,F+4,3l, m12, 20i21, i28-16-3
larsf,F+1+2m20i16~17-9+14 (+5)+59a (+39)
* Elbow
* Balcony Break
* 4 chip damage on block
larsf,n,b+2m10i14-120
larsf,n,b+2,1m, m10, 10i14, i16-18+47a (+39)
* Jail from 1st block with ?F delay
* Combo from 1st hit with ?F delay
larsuf,n,4m20i23~25-13+32a (+22)
* Low crush 9~30
* Floating state 31~33
larsf,f,F+3m30i20~26+6+15a (+5)
* Balcony Break
* 9 chip damage on block
* Low crush 3~
larsws1m16i15~16-12+38a
* Tornado
* Transition to SEN r32 with F on hit (+36a)
** Switches sides
larsws2m13i13~14-8+3
* Transition to DEN r30 with D (-12/-1)
** Retreats during stance transition
* Transition to SEN r23 with F (-5/+6)
* Jab evasion (from frames 1 to 11?)
larsws2,1m, m13, 17i13~14, i23~24-12c+2c+4d
* Combo from 1st hit
* Interrupt with i4
larsws4m16i11~12-6+5
larsSS.2m20i16~17-7+22d
* 4 chip damage on block
larsFC.df+2m19i15~16-8+5+63a
lars(Back to wall).b,b,UBm25i29~33-1+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
larsDEN.2M17i17~19-7+7+62a
* Transition to Avalanche Flip on hit or CH with input UF (+9/+64a)
* Jab evasion
larsDEN.3m23i22~23+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~
larsLEN.2m25i16~17-9+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~
larsSEN.1m26i12~13-9+23a (+13)
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
larsSEN.3M20i14~16-13+29a (+19)
* Recovers 3F faster on hit (t45 r29)
* Low crush 14~39
* Floating state 40~42
larsSEN.1+2m21i14~16-14+20a (+13)
* Tornado
* Recovers 7F? faster on hit (t44 r28?)
* -7 and 8 chip damage on block after attack absorption
* Power crush 6~13
law2+3m[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
law1,1,1h, h, m5, 5, 20i10, ,i20-12+15cg
* Heat Engager
* Heat Dash +5, +43d (+35)
* Combos from 1st or 2nd hit CH
* Balcony Break
* Forces tech backroll on hit
law1,2,2h, h, m5, 8, 10i10, ,i20-8+4+4
Combos from 1st hit CH
law1,2,2,1+2h, h, m, m5, 8, 10, 23i10, ,i19-13+5a (-4)
Balcony Break
law1,2,3h, h, m5, 8, 10i10, ,i15-5+13g
* Wall Crush +24g on hit
* Knee
* Combos from 1st hit CH
* Jails from 1st attack
law2,2h, m8, 10i10, i20-8+4
Delay-able
law2,2,1+2h, m, m8, 10, 20i10, ,i19-13+5a (-4)
* Balcony Break
* Combos from 2nd hit CH
* Delay-able
law2,b+2,1,2h, h, h, m8, 8, 8, 21i10, ,i20-3+20a+55a
* Combos from 3rd hit CH
* Delay-able
* Transition to FC with D
law3,3h, m12, 17i12, i27-14-3+53a (+22)
* Combos from 1st hit CH
* Delay-able
law4,u+3h, m15, 23i13, i33-1+30a (+13)
Move can be delayed by 4F
* Low crush 23~
law1+2M20i16~17-13~12+12a (+5)+66a (+50)
* Tornado
* Weapon
* Partially uses remaining Heat Time in heat
* Instant Tornado on CH
lawf+2~1m24i19~20+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
lawf+3m12i18-10+1
lawf+3,1m, m12, 15i18, i20-2+8
* Transition to DSS with F
** (+3 oB, +13g)
lawf+1+2m20i20+3c+8c+55a
Transition to FC with D
lawf+3+4M20i25~26-2+7c+49a
Alternate input DSS.f+3+4
* Low crush 11~
lawdf+1m10i13-1+5
First hit of Law's 10 String
lawdf+1,3,2m, l, m10, 6, 6i13, ,i28-12-1
* Combo from 1st hit
* Interrupt with i8
lawdf+2m12i15~16-7+34a (+24)
+4s on crouching normal hit
lawdf+3m23i21-13+52a (+21)
* High crush 6~55
lawdf+4m15i13-8+3
lawdf+4,3m, m15, 23i13, i29~31-14+68a (+52)
* Tornado
* Instant tornado
* Combo from 1st CH
* Low crush 14~
lawd+2,3sl, m8, 21i11, i23-15+30a (+20)
* Combos from 1st hit CH
* Tornado
lawd+3+4,3l, m7, 23i12, i29-14+14a
* Balcony Break
* Combos from 1st hit CH
* Alternate input hFC.4,3
* Low crush 19~
lawdb+2m15i14-4+7
* Elbow
lawdb+2,4m, M15, 25i14, i33-15+1d
Transition to FUFA with D
* Low crush
lawdb+4,4l, m20, 27i26, i37-8+30a (+12)
* Low crush
lawdb+1+2,1m,h,m, m8,8,8, 28i17, i22-16+16d (+6)
* Balcony Break
* Combo from 3rd CH
lawb+1m12i14-9+2
* Transition to DSS with F
** (-4 oB, +7 oH)
lawb+1,2m, m12, 12i14, i19-12+2
* Combo from 1st hit with 11F delay
* Move can be delayed by 14F
* Transition to DSS with F
** (-10 oB, +4 oH)
lawb+1,2,2m, m, m12, 12, 22i14, ,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
lawb+2m12i16-8+4
lawb+2,1m, m12, 16i16, i26-15+11a
* Tornado
* Balcony Break
* Combos from 1st hit CH
lawb+2,3,4m, l, m12, 10, 23i16, ,i23-7+36a (+26)
* Tornado
* Combos from 2nd hit CH
* Delay-able
* Transition to DSS with F
** (+5 oB, +48a (+38) oH)
lawb+3m27i23-12+17a (+8)
* Homing
* Balcony Break
* Transition to BT with B
** (-11 oB, +18a (+9) oH)
lawb+4m13i14-7+3
* Homing
* Transition to BT with B
** (-4 oB, +6 oH)
lawb+1+2m21i20-14+31a (+23)
Balcony Break
* Power crush 7~
lawb+3+4m25i23-18+16a (+6)
* Balcony Break
* High crush 6~10?
lawub+3,4M20i15-12+31a (+21)
lawu+4m12i15-13+19a (+9)+33a (+23)
* Low crush
lawUF+4m23i18-17+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~
lawUF+4,3m, m23, 16i18, 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
lawuf+3m20i18-8+16c
* Heat Engager
* Heat Dash +5, +36d (+26)
* Balcony Break
* Forces tech backroll on hit
* Low crush 9~
lawuf+4m14i15-13+33a (+23)
* Low crush 9~
lawf,F+2m12i14~16-6+2+7
lawf,F+2,1,3m, h, m12, 12, 23i14~16, ,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
lawf,F+2,f+1+2m, m12, 24i14~16, 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
lawf,F+3M30i23~26+0c+7d
* Spike
* 6 chip damage
* Low crush 11~26
* Floating state 27~29
lawf,F+4M17i20~21-9+19cg
Balcony Break
* Low crush 23~36
* Floating state 37~39
lawuf,n,4m20i19-15+30a (+20)
* Low crush
lawf,f,F+3m30i20~28+6+9c
* Balcony Break
* 6 chip damage on block
* Forces tech backroll on hit
* Low crush 3~29
* Floating state 30~32
lawws1m10i13-7-1
* Transition to DSS with F
** (-5 oB, +1 oH)
lawws2m20i15-18+31a (+21)
lawws4m14i11-4+4+5
* Transition to +4, +12, +13 DSS with F
lawws4,3m, m14, 23i11, i27-14+68a (+52)
* Tornado
** Combos from 1st hit CH
* Low crush
lawws3+4m30i14-21+0a (-17)
Balcony Break
* Low crush
lawss2m23i18+0+16d (+6)
* Balcony Break
* 4 chip damage on block
lawFC.UF+3+4m30i46~49-4+17a (+7)
* Low crush
law(Back to wall).b,b,UBm25i29~33-1+19cg
* Balcony Break
* Forces tech backroll on hit
* Floating state 5~13
* is8~13
* Low crush 14~46
* Floating state 47~49
lawBT.2m17i15-14-1+52a
* Elbow
lawBT.2,2m, m17, 20i15, i14-14+5c
* Elbow
* Combos from 1st hit
* Delay-able
* Forces tech backroll on hit
lawBT.4,3h, m14, 24i11, i24-12+12a (+3)
* Balcony Break
* Combos from 1st hit CH
lawBT.d+3+4M25i26-15+0
* Transition to FUFA with D
** (-2 oB, +13d oH)
lawDSS.f+1m20 (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
lawDSS.f+3m27 (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
lawhFC.3,4l, m10, 27i16, i29-14+14a (-3)
Combo from 1st hit CH
* Low crush
lawhFC.4,3l, m7, 23i12, i29-14+14a
* Combos from 1st hit CH
* Alternate input d+3+4,3
* Low crush
lee2+3m[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
leeH.df+3+4m30i16~17+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
leeH.d+1+2m25i18+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
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
lee1,2,4h, h, m5, 9, 10i10, ,i18-12-1+58a
* Jail from 1st block
* Combo from 2nd hit
* Transition to HMS r33 with 3 (-14/-3/+57a)
** Cancel to r11 standing or FC with b_db_d_df (Cannot block i25)
** Cancel to r1 standing or r7 FC with u_d~d_db_d_df (Cannot block i15)
* Consumes 60F of remaining Heat time without perfect input
lee1,2:4h, h, m5, 9, 12i10, ,i18-12+5+58a
* Jail from 1st block
* Combo from 2nd hit with 1f delay
* Input 4 during frames 10-13 of 1,2
* Consumes 60F of remaining Heat time without perfect input
* 4 chip damage on block
* Move cannot be delayed
* Transition to HMS r33 with 3 (-14/+3/+57a)
** Cancel to r11 standing or FC with b_db_d_df (Cannot block i25)
** Cancel to r1 standing or r7 FC with u_d~d_db_d_df (Cannot block i15)
lee1,3:3h, h, m5, 5, 4i10, ,i9-11+0
* Jail from 1st block
* Combo from 1st hit
* Input 3 during frames 13-16 of previous hit
* Bufferable during Heat
lee2,1,1h, h, m10, 8, 18i10, ,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
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
lee3m16i14-8+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
lee4,3,3h, h, m14, 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
lee4,3,4h, h, m14, 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
lee4,u+3h, m14, 23i11, 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
lee1+2m20i21~22-1+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
leef+2m12i14~15-9+2
leef+3m6i15-18-7
leef+3,3m, m6, 3i15, i8-18-7
* Jail from 1st block
* Combo from 1st hit
leef+4,3h, m13, 18i11, 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
leedf+1m10i13~14-1+5
Links to 10-hit combo
leedf+2m12i15~16-7+34a (+24)
* +4s on crouching normal hit
* Very slight jab evasion when performed from certain low-profile animations
leedf+3m13i14~15-8+3
leedf+3,2,3m, h, m13, 13, 20i14~15, ,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
leedf+4m13i13~14-9+5
* Transition to HMS r27 with 3 (-9/+5)
** Cancel to r16 standing or FC with b_db_d_df (Cannot block i25)
** Cancel to r1 standing or r7 FC with u_d~d_db_d_df (Cannot block i10)
leed+2m17i18~19-6+8+13
* Jab evasion (frames 6 to 14?)
* 6f timestop on CH
leed+4,4,4,4l, l, l, m7, 8, 5, 21i12, ,i24~25-20+11a (+2)
* Balcony Break
* Transition to -11, +20a (+11) HMS with 3
* Combos from 3rd hit CH
leeb+1,1h, m9, 6i14, i20-5+6
* Transition to -1, +10g HMS with 3+4
* Cancel and transition to -5, +1 MS with F
* +6c on crouching hit
leeb+1+3,4m35i20+22a (+13)
* Balcony Break
* Only available upon successful parry
* Guaranteed hit
leeb+4m20i20-3+7c+64a
* Floor Break
* Spike
* Transition to -2, +8c, +65a HMS with 3
* +18d on crouching opponent
leeub+3M20i18~22-13+20a (+13)+74a (+58)
* Tornado
* Instant tornado on CH
* Recovers 2F faster on hit (t48 r26)
* Floating state 17~34
leeuf+3m12i25-9+2
* Low crush
leeuf+3,1m, m12, 18i25, i21-12+3+26a
Combos from 1st hit
leeuf+4m14i15-13+31a (+21)
* Knee
* Alternate input ub+4, u+4
* Low crush
leef,F+3m23i14~15-9+21d (+11)
* Heat Engager
* Heat Dash +36a (+26)
* Balcony Break
* Slight low profile
leeqcf+4M24i22-17+50a (+40)
* Tornado
leeuf,n,4m20i23-13+32a (+22)
* Low crush
leef,f,F+3m14i14-9+16a (+9)
* Knee
* Alternate input wr3
* Low crush
leef,f,F+3,4m, m14, 26i14, 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
leews1m12i13~14-2+7
* Transition to HMS
leews2m12i14-8+3
*
leews2,3m, m12, 24i14, i20-13+32a (+22)
* Tornado
* Combos from 1st hit
leews3M16i10-21-10
*
leews3,3M, m16, 11i10, i15-15-4c
* Transition to -15, -4 HMS with 4
* Combos from 1st hit
leews3,3,DF+3M, m, m16, 11, 10i10, ,i26-19-8
* Combos from 2nd hit CH
leews4m16i11-6+5
* Transition to -9, +2 HMS with 3
leeFC.UF+4m25i18~28-17+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,UBm21i35~38+1+34d
* Floating state 5~7
* is8~24
* Floating state 25~33
* Low crush 34~37
* Floating state 38~40
leeHMS.1,4h, m7, 17i12, 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)
leeHMS.2m23i19~20-13+39a (+29)
* Tornado
* High evasion
* Backsway motion
* Hits grounded from certain angles
leeHMS.u+3m32i20~22-9+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
leeHMS.u+4M20i26~27+5c+8c+13c
* 6 chip damage on block
* 4f timestop on CH
* Low crush 16~27
* Floating state 28~30
leeMS.3m10i15-12-1
*
* Low crush
leeMS.3,4m, m10, 10i15, i15-13+32a (+22)
*
leo2+3m[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
leo1,2,1,1h, h, h, m5, 10, 16, 21i10, ,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
leo2,2h, m9, 20i11, i22-12+6
* Elbow
* Combo from 1st hit
* Interrupt with i2 from 1st block
leo3,2,3h, h, m15, 10, 23i14, ,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
leo3,2,4h, h, m15, 10, 14i14, ,i22~23+9~+10+15g+19
* Knee
* Combo from 2nd CH
* Interrupt with i4 from 2nd block
leo1+2m25i22-12+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
leof+2,2h, m14, 21i14~16, 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
leoLTG.f+2,4,3h, h, M14, 16, 20i14~16, ,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~
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)
leof+1+2m24i17~18-14~-13+10a (+1)+56a
* Balcony Break
* Shoulder
leodf+1m13i13~14-1~0+7
leodf+2m15i15~16-13~-12+28a (+18)
leodf+3m22i17~19-9~-7+6a (-3)+27a (-9)
* Homing
* Balcony Break
leodf+4m14i13-6+5
leod+1m18i18~19-2~-1+5c+13
* Spike
* Enter FC with d
leod+2m23i21+4c+9c+56a
* Spike
* 4 chip damage on block
leodb+2m16i16~17-9~-8+5
leodb+4,1L, m11, 27i20~22, i25~26-16~-15+8a
* Balcony Break
* Combo from 1st hit
** +14a (+7)
leoLTG.db+4,1,1+2L, m, m11, 27, 20i20~22, ,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
leodb+1+2m17i21~23-9~-7+7
* Enter BOK -12 +4 with d
leodb+1+2,1m, m17, 20i21~23, i17~18-12~-11+22a (+17)
* Balcony Break
* Combo from 1st hit with delay
* Interrupt with i4 from 1st block
leob+1m17i18~19-12+1
* Elbow
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+1,1+2m, m17, 18i18~19, 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
leob+1+3,P.2m30i14~15-9~-8-9a
* Balcony Break
* Combo from parry
* Gain LTG on hit
* +9a on hit during LTG
leob+2m11i14-9+0
leob+2,1+2m, m11, 21i14, i27~28-11c~-10c+8
* Heat Engager
* Heat Dash +5, +43d (+35)
* Combo from 1st hit
* Interrupt with i5 from 1st block
leob+3m12i14~15-7~-6+4
leob+3,1m, m12, 13i14~15, i20-10+4
* Spike
* Combo from 1st hit
* Interrupt with i1 from 1st block
* Enter BOK -8 +3 with d
* Enter KNK -10 +1 with b
leoLTG.b+3,1,2m, m, m12, 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
leob+4m13i18-8+5
leob+4,1m, m13, 20i18, 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
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
leob+1+2m15i17~18-24~-23-11
Elbow
leob+1+2,1+2m, m15, 13i17~18, i21~22-14~-13-3+7
* Shoulder
* Combo from 1st hit
* Jail from 1st block with ?F delay
leob+1+2,1+2,2m, m, m15, 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
leob+2+3m21i30~31-8~-7+23g+28a
* Parries high and mid punches
* Hit after parry is the same as on CH
* Parry state 5~9
leoub+3M26i24~27+0c~+3c+6c+53a
* Low crush 9~
leoub+4m15i15~16-13~-12+19a (+9)+33a (+23)
* Balcony Break
* Same move as uf+4
* Low crush 9~
leou+1m17i19~20-6~-5+2+22a (+5)
* Tornado
* Balcony Break
** CH only
** Doesn't Balcony Break on airborne
leouf+1,1h, m8, 17i13, i19~20-6~-5+2+22a (+5)
* Tornado
* Balcony Break
** CH only
** Doesn't Balcony Break on airborne
* Interrupt with i4 from 1st block
leouf+1,2h, m8, 25i13, 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
leouf+2m15i18~21-14~-11+18a (+11)
* Enter BOK -11 +21a (+14) with d
* Low crush 20~
leouf+2,1m, m15, 17i18~21, 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
leouf+3m21i17~21-9~-5+13a (+4)
Balcony Break
* Can input with u+3
** Less forward movement and deals 20 damage
* Low crush 9~
leouf+4m15i15~16-13~-12+33a (+23)
* Can input with u+4
** Less forward movement
* Low crush 9~
leof,F+2m25i14~15-9~-8+8a
* Balcony Break
* Gain LTG -9a on hit with 1+2
* 5 chip damage on block
leof,F+3M20i26~29-7c~-4c+3d
* Enter BOK +0 +10d with d
* Low crush 9~
leof,F+4m12i19-13+28a (+18)
* Low crush 17
leouf,n,4m20i23~25-13~-11+32a (+22)
* Low crush 9~
leof,f,F+3m30i23~26+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~
leows1m13i14~15-8~-7+4
leows1,4,1m, L, m13, 12, 24i14~15, ,i22-14+12a (+3)+44a (-3)
* Balcony Break
* Elbow
* Combo from 2nd CH
* Interrupt with i3 from 1st block
leows2m17i15~16-13~-12+28a (+18)
leows3M9i13~14-6~-5+5
* Knee
* Alternate input CD.3
leows3,1M, m9, 9i13~14, 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
leows4m8i11~12-9~-8+2
Alternate input CD.4
leows4,1+2m, m8, 18i11~12, 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
leows1+2m25i13~15-14~-12+22g
* Shoulder
* Gain LTG +3 on hit with 1+2
* Alternate input CD.1+2
leoSS.1+2m25i19-9+14a (+5)+58a
* Balcony Break
* Crumple stun on CH
leoBOK.1m14i13-4+9
+9s on hit when performing BOK.1,2
* High crush 1~12
leoBOK.1,2m, m14, 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))
leoBOK.2M23i19~20-9~-8+41a (+31)
* High crush 1~17
leoBOK.4M14i20+9+15g+19
* Stance moves may be delayed by 11F
* 4f timestop on CH
* Enter CD r24 with df (-5/+1/+5)
leoBOK.1+2M21i20~21-12~-11+15a
* Heat Engager
* Heat Dash +43d (+35)
* Balcony Break
* Spike
* Power crush 8~19
leoBT.1+2m21i11-20+1a (-8)+22a (-14)
* Balcony Break
* Elbow
leoqcf+2m14i17-9+9
* Transition to KNK r28 with b (-9/+9)
leoqcf+2,1m, m14, 17i17, 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
leoKNK.1,2h, m12, 17i18~19, 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
leoKNK.3m13i20~21-13+28a (+18)
* Low crush 13~31
* Floating state 32~34
leoKNK.3,4m, m13, 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
leoKNK.1+2M20i22~24-6+21cg+41a (+31)
* Tornado
* Balcony Break
** On non-CH grounded connect
* Opponent recovers crouching
* 6 chip damage on block
leroy2+3m[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
leroyH.2+3m50 (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
leroy1,1h, m5, 7i10, i18~19-9~-8+2~+3
* Jail from 1st block with no delay
* Combo from 1st CH with 3F delay
leroy1,1,1+2,1h, m, h, m5, 7, 12, 15i10, ,i23~24-16~-15+20a(+15)~+21a(+17)
Combo from 3rd hit
leroy1,2,4h, h, m5, 9, 11i10, ,i16-9+3
* Transition to HRM
* Combo from 1st hit
* Jail from 1st block
leroy2,1h, m10, 12i12, i12~13-7~-6+4~+5
* Elbow
* Jail from 1st block
leroy2,1,2,1h, m, h, m10, 12, 17, 21i12, ,i21~23-13~-11+16a(-1)~+18a(+3)+30a(+20)
* Balcony Break
* Tornado
* Elbow
* Combo from 3rd hit
* Delayable
leroy3m14i15-8+3
leroy4,4h, m15, 13i12, i15~16-13~-12+3~+4
Combo from 1st hit
leroy1+2,1+2,1h,h,h, h,h,h, m9, 9, 20i14, ,i17~18-17~-16+7a(-2)~+8a(-1)
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Elbow
* Combo from 1st hit
* Delayable
* jails
leroyf+2,3h, m15, 15i14~16, 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
leroyf+2,3,4h, m, m15, 15, 20i14~16, ,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
leroyf+3m14i14~15-7~-6+7~+8
* Knee
* Alternative input: ws3
leroyf+3,1+2,4m, h,h,h, m14, 5,5,5, 20i14~15, ,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
leroyf+4m14i16~17-9~-8+4
leroyf+1+2m20i17~18-13+20a (+15)
* Balcony Break
* Elbow
* -9 and 8 chip damage on block after absorption
* Power crush 7~16
leroydf+1m10i13~14-6+5
leroydf+1,4m, m10, 16i13~14, 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
leroydf+1,1+2,2m, h,h,h, m10, 3,3,3, 17i13~14, ,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
leroydf+2m7i15~16-6+6
leroydf+3m14i16-11+0
leroydf+3,1,1+2m, h, m14, 12, 25i16, ,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
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
<Showing 3601-4000 of 6584 moves>