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All Characters Tekken 8 Frame Data

CharCommandHit levelDamageStartupBlockHitCounter hitNotes
xiaoyuAOP.2m10i13~14-11+0
*
xiaoyuAOP.2,1m, m10, 20i13~14, i21~22-12+13a (+4)
* Heat Engager
* Heat Dash +43d (+35)
* Balcony Break
* Combo from 1st hit with 8F delay
* Interrupt with i2 from 1st block
* Move can be delayed by 12F
* Cancel to BT r32 with B at frame 19 (-14/-3)
xiaoyuAOP.4m14i12~13-3+8
* Inconsistent grounded hit (more consistent on side hit)
xiaoyuAOP.1+2m25i19-1+19a (+10)+64a
* Tornado
* Balcony Break
xiaoyuAOP.d+1+2m21i26-8+42a (+32)
*
* High crush 1~25
xiaoyuAOP.uf+3m14i15~17-17+27a (+17)
* Alternate input AOP.ub+3, AOP.u+3
* AOP.u+3: No forward momentum
* AOP.ub+3: Backwards momentum
* Low crush 10~35
* Floating state 36~38
xiaoyuAOP.uf+3,1m, m14, 22 (15)i15~17, i24~25-4+7c~+8c
* Spike
* Airborne combo from 1st hit with 5F delay (+9a)
* Interrupt with i8 from 1st block
* Low crush 1~19
* Floating state 20~22
* High crush 27~47
xiaoyuAOP.uf+3,4m, M14, 17i15~17, i15~17-14-3+22g
* Alternate input AOP.ub+3,4 AOP.u+3,4
* Interrupt with i6 from 1st block
xiaoyuAOP.uf+4m12i16~26-10+1
* Transition to AOP with D (-12, +0)
* Transition to BT with B (-15, -3)
* Alternate input AOP.u+4
* Low crush
xiaoyuAOP.uf+4,4m, m12, 12i16~26, i23-12-1
* Combo from 1st hit only AOP.uf+4 connects on frame 21 or later
* Interrupt with i14 from 1st block
* Alternate input AOP.u+4,4
* Low crush
xiaoyuBT.1m17i16~18-5+4+64a
* Elbow
* Jab evasion
* Transition to BT
xiaoyuBT.1,2m, m17, 20i16~18, i24~25-13+17a
* Tornado
* Balcony Break
* Combo from 1st hit
* Interrupt with i6 from 1st block
* Move is delayed 2F
* Move cannot be delayed
* Cancel to r15 FC with D at frame 18 (-16/-7/+53a)
* Low crush 9~18
* Floating state 19~21
xiaoyuBT.2,1,4h, h, M9, 8, 15i12, ,i18~20-18+33a (+23)
* Combo from 2nd CH with 11F delay
* Jail from 2nd block with no delay
* Move can be delayed by 14F
xiaoyuBT.2,2h, m9, 12i12, i21~23-7+5
* Combos from 1st CH
* Interrupt with i1 from 1st block
* Transition to BT
xiaoyuBT.3M13i16-5+12
* +21d on backturned hit
* Transition to BT
* Low crush 5~
xiaoyuBT.4M13i13~15-18+33a (+23)
*
xiaoyuBT.1+2,1+2m,m, m6,6, 6,6i16~18,i3~5, i17~18, i4~5-13+8d
* Combo from 1st hit with 15F delay
* Move cannot be interrupted
* Move can be delayed by 8F
* Input can be delayed by 15F
xiaoyuBT.3+4m25i18~19-16+10a (+1)+33a
* Balcony Break
* Transition to BT
* Low crush 9
xiaoyuBT.b+1+2m25i17~18-14+21a (+16)
* Balcony Break
* Shoulder
* -9 on block if an attack is absorbed
* 10 chip damage on block after absorbing an attack in power crush state
* Power crush 6~16
xiaoyuBT.f+1+2m21i23-8+3+5
* Sabaki punch parry
** 50 damage, +20d
** Transition to BT
* Parry state 1~5?
xiaoyuBT.f+3+4,3+4M23i12-11+40a (+30)
* "Cali Roll"
* High crush 1?~13?
* Floating state 1?~13?
xiaoyuHYP.2m25i18-4+22 (-13)
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
* Powered UpBased on the number of steps taken in HYP:HYP.2 damage increases and becomes plus on block. See the charts in th HYP section for more details. up when in Heat or based on the number of steps taken.
* Consumes 240?F of heat timer during heat
* 9 chip damage on block (2 steps)
* 14 chip damage on block (3 steps)
xiaoyuH.f,F+1,2m, m13, 20i15, i26~28+6+24d+50a
* Balcony Break
* Partially uses remaining Heat time
* Combos from 1st hit
* Interrupt with i9 from 1st block
* Whiffs vs SSR, SWR from 1st block
* Transition to with F (+4, +22d, +48a)
* Low crush
xiaoyuhFC.3,2,1,4L, h, h, M11, 6, 6, 12i15~17, ,i18~20-18+33a (+23)
* Combo from 3rd hit CH with 11F delay
* Jail from 3rd block with no delay
* Move can be delayed by 14F
yoshimitsu2+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 7~62
* On
* cancel:
* Floating state 12~20
* Low crush 21~29
* Floating state 30~32
yoshimitsuH.DGF.1M26i30~31+2+30d+46a
* Floor Break
* Weapon
* 13 chip damage on block
* Recovers 1 base health or 6 additional recoverable health on hit
* Consumes 240F of remaining Heat time
* Low crush 1~27
yoshimitsu1,1h, m5, 19i10, i23-9+4c
* Floor Break
* Weapon
* Combo from 1st hit with 1f delay
* Move can be delayed 3f
* Interrupt with i4 from 1st block
* 3 chip damage on block
* Power up in NSS or Heat
yoshimitsu1,NSS.1h, m5, 22i10, i23-9+22a (+17)
* Floor Break
* Weapon
* Combo from 1st hit with 1f delay
* Input can be delayed 3f
* Interrupt with i4 from 1st block
* 8 chip damage on block
* Recovers 1 base health or 6 additional recoverable health on hit
* Recovers 1 base health when remaining recoverable health is 5 or less
* 1,H.1: Consumes 90F of remaining Heat time
yoshimitsu2,1h, m10, 23i11, i26~27-9+12a
* Balcony Break
* Weapon
* Combo from 1st CH with 1f delay
* Move cannot be delayed
* Cancel to -12 -6 r30 with B
* Interrupt with i8 from 1st block
* Replaced by a different move in NSS
yoshimitsu3m12i15~16-9+5
yoshimitsu3,2m, m12, 12i15~16, i22-12+1
Interrupt with i1 from 1st block
yoshimitsu3,2,1+2m, m, M12, 12, 26i15~16, ,i26~27-14c+20a (+10)
* Balcony Break
* Weapon
* Combo from 2nd hit with 4f delay
* Input can be delayed 10f
* Move can be delayed 9f
* Interrupt with i7 from 2nd block
* 5 chip damage on block
* Power up in NSS or Heat
yoshimitsu3,2,NSS.1+2m, m, M12, 12, 27i15~16, ,i26~27-14c+20a (+10)
* Balcony Break
* Weapon
* Combo from 2nd hit with 4f delay
* Input can be delayed 10f
* Move can be delayed 9f
* 10 chip damage on block
* Clean hit 35 damage
* Recovers 1 base health or 6 additional recoverable health on hit
* Recovers 1 base health when remaining recoverable health is 5 or less
* 3,2,H.1+2: Consumes 180F of remaining Heat time
yoshimitsu4,4,2h, h, m16, 16, 5i12~13, ,i30~31-22-12
Yoshimitsu recovers sideturned on block
yoshimitsu4,4,2,2,NSS.1h, h, m, h, m16, 16, 5, 6, 30i12~13, ,i67-54-17a
yoshimitsu4~3m25i25~26-13+52a (+42)
* Tornado
* Evasive, can go under some mids
* High crush 4~22
* Floating state 10~50
yoshimitsu1+2+3m0i22~40-8~+10g+0~+18+16~+34
* Weapon
* Can hit grounded when up-close and off-axis
yoshimitsu1+4m20i6~9-20+14c
* Weapon
* 70% proration on standing hit
* Recovers 12f faster on hit
* Hit vs BT +11d (FDFT)
* Power up in NSS or Heat
* Can be done from Crouch Level 1
yoshimitsuf+2,1h, M18, 21i17~18, i26~27-12+17a (+10)
* Tornado
* Weapon
* Combo from 1st CH +66a (+50)
yoshimitsuf+2,NSS.1h, m18, 21i17~18, i26~27-12+17a (+10)
* Tornado
* Airborne combo from 1st CH (+66a (+50))
yoshimitsuf+2,db+2h, m18, 8i17~18, i15-5+6
* Input can be delayed 2f
* Move cannot be delayed
* Leads to db+2 extensions
yoshimitsuf+3,4h, m24, 20i16~17, i23~24-6+37a (+23)
* Knee
* 2nd hit delayed 18f
* Interrupt with i17 from 1st block
* Low crush 22~29
* Floating state 30~32
yoshimitsuf+4m20i18-13+21a (+11)
* Balcony Break
* -9 on block after absorbing an attack
* 8 chip damage on attack absorption
* Power crush 7~17
yoshimitsuf+1+2M23i20-12+8a (-1)
* Heat Engager
* Heat Dash +5, +62a (+42)
* Balcony Break
* Weapon
* 4 chip damage on block
* Power up in NSS or Heat (29 damage and extended range)
yoshimitsudf+1m14i13-4+5
yoshimitsudf+1,2,1m, h, M14, 16, 19i13, ,i26~27-12+17a (+10)
* Tornado
* Weapon
* Combo from 2nd CH +66a (+50)
* Interrupt with i1 from 2nd block
yoshimitsudf+1,2,NSS.1m, h, M14, 16, 19i13, ,i26~27-12+17a (+10)
* Tornado
* Combo from 2nd CH
yoshimitsudf+1,2,db+2m, h, m14, 16, 8i13, ,i15-5+6
* Jail from 2nd block
* Leads to db+2 extensions
yoshimitsudf+1,4m, m14, 17i13, i17-12+4
* Jail from 1st attack with 2f delay
* Input can be delayed 2f
* Move cannot be delayed
* 2nd hit can whiff at certain ranges, -20 on whiff
yoshimitsudf+2m13i15~16-7+34a (+24)
* +4s against crouching
* Launches crouching on CH
* Can evade jabs on frames ?~?
yoshimitsudf+3m10i17~18-4+4
yoshimitsudf+3,1m, M10, 20i17~18, i23~24-9+4c+6a
* Floor Break
* Weapon
* Combo from 1st hit
* Interrupt with i1 from 1st block
* 4 chip damage on block
* Power up in NSS or Heat
* Input can be held to transition to d+1*
yoshimitsudf+3,NSS.1m, M10, 24i17~18, i23~24-9+16a+52a
* Floor Break
* Weapon
* Combo from 1st hit
* Recovers 1 base health or 6 additional recoverable health on hit
* Recovers 1 base health when remaining recoverable health is 5 or less
* 9 chip damage on block
* Input can be held to transition to d+1*
* df+3,H.1: Consumes 90F of remaining Heat time
yoshimitsudf+4m15i12-7+4
Recovers 2f faster on hit or block
yoshimitsudf+1+4M20i20~21-17+35a (+25)
* Weapon
* Can be performed in FC
* Recovers 7f faster on hit
* Transition to r34 KIN with 1+2
* Transition to r30 KIN with 1+2 only when performing KIN.f+2 immediately after
* Faster startup and 22 damage with input f,n,d,df+1
* Low crush 20~42
* Floating state 43~45
yoshimitsudf+2+3m18i17~18-13+6g+58a (+38)
* Balcony Break
* Weapon
* Can be performed in FC
* Faster startup and 20 damage with input f,n,d,df+2
* High crush 9~17
yoshimitsud+1M15i24~25-9+1c+6a
* Floor Break
* Weapon
* 4 chip damage on block
* Power up in NSS or Heat
yoshimitsud+2M12i16~17-9~-8+0~+1
Weapon
yoshimitsud+2,2M, m12, 15i16~17, i22~23-12+7g+28a (+22)
* Weapon
* Combo from 1st hit with 13f delay
* Input can be delayed 16f
* Move can be delayed 10f
* In 1SS Enter NSS r31 with B
yoshimitsud+2,2,2M, m, M12, 15, 19i16~17, ,i25~27-13+16a (+9)
* Tornado
* Weapon
* Input can be delayed 10f
* Move can be delayed 9f
* Steel pedal
yoshimitsud+2,2,NSS.d+1M, m, m12, 15, 17i16~17, ,i29~30-12+2c+42a
* Floor Break
* Input can be delayed 10f
* Move can be delayed 9f
yoshimitsud+2,2,d+1M, m, m12, 15, 17i16~17, ,i29~30-12+2c+42a
* Floor Break
* Weapon
* Input can be delayed 10f
* Move can be delayed 9f
* Last hit has shorter range and no Weapon property in NSS
yoshimitsudb+1,2L, m12, 20i26~28, i25~26-13+0+6g
* Balcony Break (airborne or CH)
* Combo from 1st with 1f delay
* Combo from 1st CH with 8f delay
* Input can be delayed 8f
yoshimitsudb+2m8i15-5+6
yoshimitsudb+2,2m, m8, 7i15, i10~14-9~-5+2~+6
Combo from 1st hit
yoshimitsudb+2,2,2m, m, m8, 7, 6i15, ,i10~14-9~-5+2~+6
Combo from 1st hit
yoshimitsudb+2,2,2,2m, m, m, m8, 7, 6, 5i15, ,i10~14-9~-5+2~+6
Combo from 3rd CH
yoshimitsudb+2,2,2,2,2m, m, m, m, m8, 7, 6, 5, 4i15, ,i10~14-9~-5+2~+6
* Combo from 4th hit
* Combo from 3rd CH
yoshimitsudb+2,2,2,2,2,2m, m, m, m, m, m8, 7, 6, 5, 4, 3i15, ,i10~14-49-37
Combo from 5th CH
yoshimitsudb+3,3,3,3,3,4l, l, l, l, l, m8, 7, 7, 5, 5, 15i18~19, ,i12~13-8+23a (+13)
* Balcony Break
* Enter KIN -6 +25a (+15) r21 with 1+2
* Enter NSS -6 +25a (+15) r24 with B
* Same animation as ws4
* Can be performed following any number of db+3 lows except the first and last
yoshimitsub+2m12i14~15-9+2
Enter KIN r27 with 1+2
yoshimitsub+2,1m, M12, 20i14~15, i27~28-17+28a (+18)
* Weapon
* Combo from 1st CH with 2f delay
* Enter KIN r30 with 1+2
* Input can be delayed 14f
* Low crush 28~49
* Floating state 50~52
yoshimitsub+2,NSS.1m, m12, 17i14~15, i27~28-17+28a (+18)
* Enter KIN r30 with 1+2
* Combo from 1st CH with 2f delay
* Input can be delayed 14f
* Low crush 28~49
* Floating state 50~52
yoshimitsuub+1m17i24~25-5+4c
* Floor Break
* Weapon
* Performs u+1 with a vertical jump
* Low crush 9~27
* Floating state 28~30
yoshimitsuub+4m17i20~22-19+12a (+2)
* Balcony Break
* Floor Break
* Low crush 9~32
* Floating state 33~35
yoshimitsuub+1+2M25i24~25-8c+27a (+17)
* Balcony Break
* Weapon
* 5 chip damage on block
* Power up in NSS or Heat
yoshimitsuu+1m20i24~25-4+5c+50a
* Floor Break
* Weapon
* Low crush 9~27
* Floating state 28~30
yoshimitsuuf+1m10i17-10+2c
* Weapon
* Good right sidestep tracking
* Transition to KIN -3 +9 r26 with 1+2
* H.uf+1: Consumes 90F of remaining Heat time
yoshimitsuuf+1,1m, M10, 17i17, i29~30-10+9c
* Floor Break
* Weapon
* Combo from 1st hit with 4f delay
* Input can be delayed 4f
* Move can be delayed 3f
* Interrupt with i6 from 1st block
* Transition to FLE on hit only
* Power up in NSS or Heat
yoshimitsuuf+1,NSS.1m, M10, 22i17, i29~30-10+9c
* Floor Break
* Weapon
* Combo from 1st hit with 4f delay
* Input can be delayed 4f
* Move can be delayed 3f
* Interrupt with i6 from 1st block
* Transition to FLE on hit only
* Good sidestep right tracking
* Restores 3 additional recoverable health on hit
yoshimitsuuf+1+3<dM30i83~84-1+34a
* Floor Break
* Weapon
* 12 chip damage on block
* Input during frames 35-60 of uf+1+3
* Low crush 9~80
* Floating state 81~83
yoshimitsuuf+1+3,dM25i55~56-3+34a
* Floor Break
* Weapon
* 10 chip damage on block
* Input during frames 1-31 of uf+1+3
* Low crush 9~52
* Floating state 53~55
yoshimitsuuf+3m15i15-13+32a (+22)
* Knee
* Can evade jabs at frames 5-7
* Low crush 9~33
* Floating state 34~36
yoshimitsuuf+4m21i20~22-9+22a
* Homing
* Balcony Break
* Floor Break
* Low crush 9~32
* Floating state 33~35
yoshimitsuuf+3+4M20i31~35-16~-12-4a
* Floor Break
* In 1SS cancel to DGF r41 with 1+2 on frame 23
* In 1SS enter FLE r28 with d+1+2
* In 1SS enter IND r28 with d+1+2 (or NSS.d+1+2)
* On hit, transitions to -4a r49 backward jump automatically
* Landing on opponent's head, transitions to -48a (-58) r75 hop automatically, hitting Yoshimitsu during this animation forces him into BT
* Low crush 10~32
* Floating state 33~35
yoshimitsuuf+3+4,1,4M, h, m20, 8, 15i31~35, ,i17~28 i28~39-14~+13g+27a (+17a)
Combos from 1st (requires wall)
* Low crush 29~56
* Floating state 57~59
yoshimitsuuf+3+4,1,4,1M, h, m, M20, 8, 15, 15i31~35, ,i24~25-9+1c+6a
* Floor Break
* Weapon
* 4 chip damage on block
* Power up in NSS or Heat
yoshimitsuuf+3+4,1,4,NSS.1M, h, m, M20, 8, 15, 24i31~35, ,i24~25-9+16a+52a
* Balcony Break
* Floor Break
* Weapon
* Can transition to d+1*,n
* 9 chip damage on block
* Recovers 1 base health or 6 additional recoverable health on hit
* Recovers 1 base health when remaining recoverable health is 5 or less
yoshimitsuuf+3+4,1,3+4M, h, M20, 8, 21i31~35, ,i31~35+0c~+4c-14a
* Floor Break
* 3rd hit delayed 18f, effective startup i49~53
* On hit, transitions to r49 backward jump automatically
* Low crush 28~50
* Floating state 51~53
yoshimitsuuf+3+4,3+4M, m20, 25i31~35, i25~26-13+52a (+42)
* Tornado
* Combo from 1st hit
* High crush 9~27
* Floating state 15~55
yoshimitsub,B+1+4,Bm20i22~25-20+14c
* Weapon
* 70% proration on standing hit
* Recovers 12f faster on hit
* Hit vs BT +11d (FDFT)
* Power up in NSS or Heat
* Can be done from Crouch Level 1
yoshimitsuf,F+2m15i15-9+4
* Elbow
* Cannot be buffered
* Increased pushback on CH
yoshimitsuf,F+3m20i23~24-4+5
* Enter KIN r25 +3 +12 with 1+2
* Cannot be buffered
yoshimitsuf,F+4m20i15~16-6+37a (+23)
* Balcony Break
* Knee
* Cannot be buffered
* -12 if Yoshimitsu holds back to turn around and block
* Low crush 13~21
* Floating state 22~24
yoshimitsuf,F+1+2m22i22~24-8+3c
* Floor Break
* Cannot be buffered
* Visually similar to f,F+3+4
* Low crush 10~21
* Floating state 22~24
* Low crush 25~29
* Floating state 30~32
yoshimitsuf,F+3+4m15i22~24-20-9c
* Floor Break
* Cannot be buffered
* Visually similar to f,F+1+2
* Low crush 10~27
* Floating state 28~30
yoshimitsuf,F+3+4,1+2m, m15, 15i22~24, i12~18-31-2a (-12)
* Balcony Break
* Combo from 1st CH
* Tremendous forward travel
* Automatically recovers to r55 IND on self-wallsplat
* Low crush 24~46
* Floating state 47~90
yoshimitsuf,F+3+4,1+2,3+4m, m, m15, 15, 20i22~24, ,i27-13+52a (+42)
* Tornado
* Combo from 2nd hit
* Combo from 1st CH
* Tremendous forward travel
* Low crush 1~13
* Floating state 14~54
yoshimitsuf,n,d,df+1M22i17~18-17+35a (+25a)
* Weapon
* Can be buffered
* Enter KIN r30 with 1+2
* Can be performed from FC
* Low crush 17~39
* Floating state 40~42
yoshimitsuf,n,d,df+2m20i14~15-13+6g+58a (+38)
* Balcony Break
* Weapon
* Can be buffered
* Can be performed in FC
* High crush 6~14
yoshimitsuf,f,F+3M30i22~23+5g+13a (+3)
* Balcony Break
* 9 chip damage on block
* Enter DGF +7 +15a (+5) r34 with 1SS.U
* Low crush 3~33
* Floating state 34~36
yoshimitsuws1m12i13~14-10+1+6
yoshimitsuws1,1,1,1m, h, h, m12, 12, 12, 25i13~14, ,i25~26+0c+6c
* Floor Break
* Combos from 3rd CH with 5f delay
* Input can be delayed 12f
yoshimitsuws1,2,1m, h, M12, 18, 21i13~14, ,i26~27-12+17a (+10)
* Tornado
* Weapon
* Combo from 2nd CH
yoshimitsuws1,2,db+2m, h, m12, 18, 8i13~14, ,i15-5+6
Leads to db+2 extensions
yoshimitsuws2m13i15~16-4+7
Balcony Break (airborne)
yoshimitsuws2,1m, m13, 14i15~16, i27~28-3a+36a (+26)
* Weapon
* Combo from 1st hit with 1f delay
yoshimitsuws3m12i16-6+3
yoshimitsuws3,2m, m12, 20i16, i32-12c+0a
* Floor Break
* Weapon
* Combo from 1st hit
yoshimitsuws4m14i11~12-6+5
* Enter KIN r24 with 1+2
* Enter NSS r24 with B
yoshimitsuSS.1m21i17~18-9+2+27a (+17)
Sidestep adds minimum 9f, effective startup i26~27
yoshimitsuSS.2m22i16~17-13+28a (+18)
* Tornado
* Sidestep adds minimum 9f, effective startup i25~26
yoshimitsu(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
yoshimitsuBDS.3m23i17~30-15~-2-13~+0
Can hit from the front of the opponent attacks into it
* Low crush 14~27
* Floating state 28~30
yoshimitsuBT.1,2h, m16, 18i15, i25-5+5+63a
* Balcony Break (airborne)
* Elbow
* Combo from 1st CH
* Interrupt with i5 from 1st block
yoshimitsuBT.3m20i24~26-3~-1+11a
Floor Break
* Low crush 6~29
* Floating state 30~32
yoshimitsuDGF.1M22i30~31-2c+10a+46a
* Floor Break
* Weapon
* 11 chip damage on block
* Power up in Heat
* Low crush 1~27
yoshimitsuDGF.2,4h, M15, 22i16~18, i26~28-14+15a (+8)
* Tornado
* Combo from 1st hit
* Enter NSS r33 with B
* Low crush 1~46
* Floating state 47~49
yoshimitsuDGF.4m24i18~20-4+14g
* Heat Engager
* Heat Dash +5, +62a (+42)
* Balcony Break
* Low crush 1~19
yoshimitsuFLE.1+2m16i18~19-9+4+31a (+21)
* Tornado
* Head
* High crush 6~17
yoshimitsuFLE.3+4m25i25~26-13+52a (+42)
* Tornado
* Floating state 1~26
* High crush 6~22
yoshimitsuFLE.nM7i2~60-18~+48a (+38a)
* Balcony Break
* Weapon
* Hitlines exist on the sword and directly behind Yoshimitsu
* Can be canceled at any time into another FLE move
* After hitting with this attack, FLE.n has no hitbox until another FLE action (other than FLE.d) is taken
* Low crush 1~
yoshimitsuFLE.n,FLE.dM, M7, 0i2~60, i10+30a (+20)
* Available only on hit
* Evades mids from frames 7-12
* Can be cancelled into other FLE moves (except FLE.n)
* Low crush 1~30
yoshimitsuFLE.ufm25i30~45+10g~25g+32a
* Balcony Break
* 10 chip damage on block
* Opponent recovers crouching on block
* Low crush 1~
yoshimitsuFLE.u+3+4m30i38~40+4~+6+21a (+12)
* Balcony Break
* Tech roll to r33 FC on frames 41-42
* Low crush 1~37
* Floating state 38~40
yoshimitsuIND.2m7i39~43-8~-5+2~+6
* Leads to db+2 extensions
* Greater forward momentum than a standing db+2
yoshimitsuIND.3m15i32~38-31-2a (-12)
* Balcony Break
* Automatically recovers to r55 IND on self-wallsplat
* Low crush 12~34
* Floating state 35~90
yoshimitsuIND.3,3+4m, m15, 20i32~38, i27-13+52a (+42)
* Tornado
* Combo from 1st hit
* Tremendous forward travel
* Low crush 1~13
* Floating state 14~54
yoshimitsuKIN.1m10i17-12-1
* Floor Break
* Weapon
* 2 chip damage on block in NSS
* H.KIN.1: Consumes 90F of remaining Heat time
yoshimitsuKIN.2m15i21~22-14+26a (+16)
Weapon
yoshimitsuKIN.2,1+2m, M15, 30i21~22, i32~34-15~-13+2a
* Balcony Break
* Floor Break
* Weapon
* 6 chip damage on block
* Power in NSS or Heat
* -3d on backturned hit
yoshimitsuKIN.2,1+2*m, M15, 30i21~22, i47~49+2~+4+2a
* Balcony Break
* Floor Break
* Weapon
* 9 chip damage on block
* Power in NSS or Heat
* -3d on backturned hit
yoshimitsuKIN.2,NSS.1+2m, M15, 30i21~22, i32~34-3+15a
* Balcony Break
* Floor Break
* Weapon
* 9 chip damage on block
* Recovers 5 base health or 10? additional recoverable health on hit
* Recovers 1 base health on hit when remaining recoverable health is 7 to 12
* Recovers 5 additional total health on hit when remaining recoverable health is 6 or less (recoverable + base -> 5)
* +15d on backturned hit
* KIN.2,H.1+2: Consumes 90F of remaining Heat time
yoshimitsuKIN.2,NSS.1+2*m, M15, 30i21~22, i47~49+11+69a (+49)
* Balcony Break
* Floor Break
* Weapon
* Guard Break
* 12 chip damage on block
* Recovers 1 base health or 6 additional recoverable health on hit
* Recovers 1 base health when remaining recoverable health is 5 or less
* +26d (+26) on airborne hit
* +40a on backturned hit
* KIN.2,H.1+2*: Consumes 210F of remaining Heat time
yoshimitsuKIN.1+4m20i10~13-20+14c
* Weapon
* 70% proration on standing hit
* Recovers 12f faster on hit
* Hit vs BT +11d (FDFT)
* Power up in NSS or Heat
* Can be done from Crouch Level 1
yoshimitsuKIN.b+2m15i15~16-9+2
Weapon
yoshimitsuKIN.b+2,1m, M15, 19i15~16, i23~24-12+30a (+20)
* Tornado
* Weapon
* Combo from 1st hit
yoshimitsuKIN.f+1+2m20i24~25+14c+14c+49a
* Weapon
* Transition to FLE on hit or block only
* Power up in NSS or Heat
* Low crush 8~
yoshimitsuMED.1+4m20i6~9-20+14c
* Weapon
* 70% proration on standing hit
* Recovers 12f faster on hit
* Hit vs BT +11d (FDFT)
* Power up in NSS or Heat
* Can be done from Crouch Level 1
yoshimitsuNSS.1+4m20i8~11-20+14 +64a
* Strong Aerial Tailspin
* Weapon
* Knockdown against BT opponent, +19a (+9)
* 4 chip damage on block
* Recovers 1 base health or 6 additional recoverable health on hit
* Can be done from Crouch Level 1
* Crumple stun +14~17 after hit
* H.1+4: Consumes 300F of remaining Heat time
yoshimitsuNSS.IND.1M15i48~51-8c+5a
* Floor Break
* Same animation as the ending of NSS.qcf+1
* Low crush 30~52
* Floating state 53~55
yoshimitsuNSS.KIN.1+4m20i12~15-20+14 +64a
* Strong Aerial Tailspin
* Weapon
* Knockdown against BT opponent, +19a (+9)
* 4 chip damage on block
* Recovers 1 base health or 6 additional recoverable health on hit
* Can be done from Crouch Level 1
* Crumple stun +14~17 after hit
* H.1+4: Consumes 300F of remaining Heat time
yoshimitsuNSS.KIN.f+1+2m20i24~25+14c+14c+49a
* Weapon
* Transition to FLE on hit or block only
* Recovers 1 base health or 6 additional recoverable health on hit
* Recovers 1 base health when remaining recoverable health is 5 or less
* H.KIN.f+1+2: Consumes 90F of remaining Heat time
* Low crush 8~
yoshimitsuNSS.b,B+1+4,Bm20,i22~25-20+14 +64a
* Strong Aerial Tailspin
* Weapon
* Knockdown against BT opponent, +19a (+9)
* 4 chip damage on block
* Recovers 1 base health or 6 additional recoverable health on hit
* Can be done from Crouch Level 1
* Crumple stun +14~17 after hit
* H.1+4: Consumes 300F of remaining Heat time
yoshimitsuNSS.df+1+4m19i20~21-17+35a (+25)
* Enter KIN r37 with 1+2
* Can be buffered
* Can be performed in FC
* Power up input NSS.f,n,d,df+1
* Replaced by 1SS.df+1+4 when performed in BT
* Low crush 20~42
* Floating state 43~45
yoshimitsuNSS.d+1M24i24~25-9+16a+52a
* Floor Break
* Weapon
* Recovers 1 base health or 6 additional recoverable health on hit
* Recovers 1 base health when remaining recoverable health is 5 or less
* 9 chip damage on block
* Input can be held to transition to d+1*
* H.d+1: Consumes 90F of remaining Heat time
yoshimitsuNSS.f,n,d,df+1m19i17~18-17+35a (+25a)
* Weapon
* Can be buffered
* Enter KIN r30 with 1+2
* Can be performed from FC
* Low crush 17~39
* Floating state 40~42
yoshimitsuNSS.f+1+2M29i20-7+29a (+3)
* Heat Engager
* Heat Dash +5, +62a (+42)
* Balcony Break
* Weapon
* 8 chip damage on block
* Recovers 1 base health or 6 additional recoverable health on hit
* Recovers 1 base health when remaining recoverable health is 5 or less
* Extended range
* H.f+1+2: Consumes 270F of heat timer during heat
* Steel pedal
yoshimitsuNSS.f+3+4m20i21~25-13~-9+20a (+11)
* Balcony Break
* Head
* Cancel to r55 BT with b
* Enter IND +12a (+3) r29 with d+3+4 on hit
* Automatically recovers to r55 IND on self-wallsplat
* Recovers 12f faster on hit
* +20a on side hit
yoshimitsuNSS.qcf+1M30i53~56-8c+5a
* Floor Break
* Can be buffered
* Can be performed in FC
* Low crush 10~55
* Floating state 56~58
yoshimitsuNSS.ub+1m21i25~26-5+4c
Floor Break
* Low crush 9~27
* Floating state 28~30
yoshimitsuNSS.ub+1+2M30i24~25-8c+16a (+6)
* Balcony Break
* Weapon
* 12 chip damage on block
* Clean hit 39 damage
* Recovers 1 base health or 6 additional recoverable health on hit
* Recovers 1 base health when remaining recoverable health is 5 or less
* -12c if blocked at tip range
* H.ub+1+2: Consumes 180F of remaining Heat time
yoshimitsuNSS.u+1m24i25~26-4+5c+15a
Floor Break
* Low crush 9~27
* Floating state 28~30
yoshimitsuWFL.3m25i17-16+2a (-7)
* Balcony Break
* Clean hit, 1st hit 25 > 37 damage
* Transition to attack throw on close standing hit, +15a r43 FLE and 20 extra damage
* Can side switch on throw hit
* Low crush 1~
zafina1,4h, m5, 17i10, i19~20-5+8+42a
* Tornado
* Combo from 1st hit with 3f delay
* Interrupt with i2 from 1st block
* Move can be delayed 1f
zafina2,1h, m8, 9i10, i23~25-6c+2c
* Spike
* Combo from 1st hit CH with 3f delay
* Interrupt with i5 from 1st block
* Move can be delayed 1f
zafina2,2h, m8, 12i10, i19-20-9+2+7
* Combo from 1st hit CH with 6f delay
* Interrupt with i1 from 1st block
* Input can be delayed 13f
* Move can be delayed 11f
zafina1+2m17i16~17-12+4+25a
Spike
zafina1+2,4m, m17, 10i16~17, i24~25-10+1+6
* Combo from 1st hit with 1f delay
* Interrupt with i6 from 1st block
zafina1+2,4,4m, m, m17, 10, 20i16~17, ,i30~31-11+19a
* Balcony break on airborne hit
* Combo from 2nd hit CH with 1f delay
* Can pick up from the ground with db+3 for a juggle
* Interrupt with i12 from 2nd block
* Whiffs vs SSR from 2nd block
zafinaf+2m17i19-18-6+52a
zafinaf+2,3,4m, h, m17, 12, 25i19, ,i28~29-18+18a (+8)
* Balcony Break
* Combo from 2nd CH
* Interrupt with i8 from 2nd block
* Whiffs vs SSL, SWL from 2nd block
zafinadf+1m10i13~14-5+7
zafinadf+1,2m, m10, 16i13~14, i15~16-13+3
* Combo from 1st hit with 3f delay
* Move cannot be interrupted
zafinadf+1,2,1m, m, m10, 16, 16i13~14, ,i25-12+7
* Combo from 2nd hit CH with 12f delay
* Interrupt with i1 from 2nd block
* Transition to standing with B (-12/+4)
zafinadf+2m13i16~17-12+32a (+22)
* Launches crouching opponent
* Can evade some highs
zafinadf+3m15i15~16-5+4
* Cancel SCR transition -10 -1 t43 r28 with B
zafinadf+4m14i13-13+3
zafinadf+4,1m, m14, 22i13, i31-9+3a
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Spike
* Weapon
* Combo from 1st hit
* Cancel to FC -18 -2 r37 with D
* Deal 10 recoverable damage to self without Heat
* Interrupt with i11 from 1st block
* Whiffs vs SS, SW from 1st block
* 8 chip damage on block
* Azazel's Power
* Gain ORB on hit or heat activation
zafinadf+4,2m, m14, 20i13, i27~29-13+24a (+9)
* Tornado
* Balcony Break
* Combo from 1st hit
* Interrupt with i7 from 1st block
zafinad+1m11i12-16-8-3c
* Spike
zafinad+1,1m, m11, 17i12, i17~18-12+19a (+12)+29a (+23)
* Combo from 1st hit CH with 18f delay
* Interrupt with i2 from 1st block
* Input can be delayed 18f
* Move can be delayed 10f
zafinad+2m17i19~20-16c-3c+17a
* Spike
zafinad+2,4m, m17, 10 (7)i19~20, i26-22-4-4c
* Spike
* Combo from 1st hit
* Airborne combo from 1st CH
* Move cannot be interrupted
* Transition to TRT r44 with D (-22/-4/-4c)
* High crush 56~84
* Floating state 6~55
zafinad+2,4,3m, m, m17, 10 (7), 10 (5)i19~20, ,i28~31-13~-10+18a
* Airborne combo from 1st CH
* Combo from 2nd CH
* Interrupt with i5 from 2nd block
zafinadb+2m17i13~14-13+3
zafinadb+2,1m, m17, 16i13~14, i25-12+7
* Combo from 1st CH with 12f delay
* Interrupt with i1 from 1st block
* Transition to standing with B (-12/+4)
zafinadb+4,2L, m14, 17i21~22, i29~32-13+68a (+52)
* Combo from 1st hit CH
* Interrupt with i9 from 1st block
* Whiffs vs SSL, SWL from 1st block
* Instant tornado launch on standing hit only
zafinadb+1+2,1+2L, m10, 20i28~29, i33-16+5a (-4)
* Combos from 1st hit
* Tornado when combo from first hit only.
* +37a (-10) on combo from first hit
* Balcony Break on airborne hit
* Interrupt with i16 from 1st block
zafinab+1m14i18-14+2
* Transition to attack throw on standing or airborne front hit with 1+2
* 8f input window for attack throw (frames 10~17)
zafinab+3m23i24~26-14+12a
* Balcony Break
* Spike
* -9 frame advantage and 9 chip damage on block after absorbing an attack in power crush state
* Power crush 7~23
zafinab+3,ORB.1+2m13,8,(20)14i24~26-9-14a (-15)
* Balcony Break
* Consumes ORB
* Consumes 240F of remaining Heat time
* Deals 3 additional damage when Zafina's remaining health is below 48
* 8 chip damage on block
** 13 chip damage on block when Zafina's remaining health is below 48
* -9 frame advantage and 17 chip damage on block after absorbing an attack in power crush state
** 22 chip damage when Zafina's remaining health is below 48
* Available only on hit or block
* Jail from 1st block
* Power crush 7~23
zafinab+4m14i22~23-9+4
zafinab+4,4m, m14, 20i22~23, i20~22-14+9a (+0)+41a (-6)
* Balcony Break
* Combos from 1st hit with 16f delay
* Interrupt with i3 from 1st block
* Move can be delayed 9f
zafinab+1+2m27i19~20-6+12a (+3)
* Balcony Break
* Weapon
* Deals 12 recoverable damage to self without Heat
* Gain ORB on hit
* Azazel's Power
* 5 chip damage on block
zafinab+1+2,ORB.1+2m17,5,15i19~20+2+10a (-16)
* Balcony Break
* Deals 12 recoverable damage to self without Heat
* Consumes ORB
* Consumes 240F of remaining Heat time
* Azazel's Power
* Deals 5 additional damage when Zafina's remaining health is below 48
* 8 chip damage on block
** Deals 13 chip damage on block when Zafina's remaining health is below 48
* Available only on hit or block
* Jail from 1st block
zafinaub+3m19i22~23-17-6
* Balcony break on airborne hit
* Low crush 8~31
* Floating state 32~34
zafinaub+4m18i17~18-13+19a (+9)+29a (+19)
* Balcony Break
* Recovers 2f faster on hit (t48 r30)
* Low crush 9~30
* Floating state 31~33
zafinauf+2m20i36~37-9+60a
* Strong Aerial Tailspin
* Homing
* High crush 6~35
zafinauf+3m19i22~23-8+19a
* Strong Aerial Tailspin
* Balcony Break
* Transition to MNT -8 +19a with D
* No forward movement when using input ub+3
* Low crush 8~31
* Floating state 32~34
zafinauf+4m18i17~18-13+29a (+19)
* Recovers 2 frames faster on hit (t48 r30)
* Low crush 9~30
* Floating state 31~33
zafinaf,F+3m20i20~22+4+9c+14c
* Spike
* Cancel SCR transition +4 +9c +14c t51 r29 with B
zafinaf,F+3,1m, m20, 24i20~22, i18-16+5a
* Balcony Break
* Combo from 1st CH with 13F delay
* Move cannot be interrupted
* Input can be delayed by 13F
* Move cannot be delayed
zafinaf,F+4m16i17~19-8+6
* Homing
*
zafinaf,f,F+3m30i23~26+7+19a (+9)
* Balcony Break
* Cancel SCR transition +3 +15a (+5) t58 r32 with B
* 9 chip damage on block
* Low crush 3~34
* Floating state 35~37
zafinaws1m8i15~16-10+1
* High evasion during move startup
* Inconsistent grounded hit
zafinaws1,2m, m8, 8i15~16, i20~21-13+36a (+26)
* Combo from 1st hit with 9f delay
* Interrupt with i10 from 1st block
* Move cannot be delayed
* Input can be delayed by 9f
zafinaws2M20i18~19-14+28a (+18)
* Tornado
* Enter MNT -40 +2a (-8) r67 with D at frame 26
zafinaws3m16i12+0+9
* Cancel SCR transition -8 +1 t39 r27 with B
zafinaws4m14i11-7+4
zafinaSS.1+2m22i17~18-2c+8c+28a
* Spike
zafinaMNT.1m12i13-6+5
zafinaMNT.2m19i13~14-14-3+57a
zafinaMNT.2,1m, m19, 10i13~14, i18~19-14-3
* Jail from 1st block with ?F delay
* Input can be delayed 5f
zafinaMNT.2,1,4m, m, m19, 10, 25i13~14, ,i27~28-13+13a (+4)
* Balcony Break
* Combo from 2nd hit
* Interrupt with i8 from 1st block
zafinaMNT.3,1L, m12, 16i15~16, i24-9+22a (+15)
* Combo from 1st CH
* Interrupt with i5 from 1st block
zafinaMNT.4,3L, m13, 23i17~18, i27-30+32a (+22)
* Tornado
* Combo from 1st CH
* Interrupt with i8 from 1st block
* Floating state 10~63
zafinaMNT.1+2m21i20-12+18a
* Spike
* -9 frame advantage and 8 chip damage on block after absorbing an attack in power crush state
* Power crush 8~19
zafinaMNT.df+1M30i20~21+10+11a
* Heat Engager
* Heat Dash +5, +67a (+50)
* Balcony Break
* Spike
* Weapon
* 12 chip damage on block
* Transition to SCR on normal hit
* Transition to standing with B (+6/+11a)
* Deal 8 recoverable damage to self without heat
* Gain ORB on hit or heat activation
* Azazel's Power
zafinaMNT.df+2m10i19~20-9+32a (+22)
zafinaMNT.df+3m20i15~16-17+19g
* Balcony break on airborne hit
* Hitbox extends to both legs, can hit while Zafina is BT
* Floating state 10~43
zafinaMNT.df+4m18i17~18-5+13g
* Homing
* Balcony Break
* High crush 1~40
* gs41~56
zafinaMNT.d+1,4L, m14, 23i15~16, i27~30-16+15 (+6)+60a (+40)
* Balcony Break
* Combo from 1st CH
* Interrupt with i10 from 1st block
* Whiffs vs SSL, SWL from 1st block
zafinaMNT.uf+3M25i26~28-9c+11d
* Spike
* Enter MNT with D
* Low crush 7~23
* Floating state 24~26
* High crush 27~50
zafinaSCR.1,4h, m12, 18i10~11, i22-6+7+32a
* Spike
* Combo from 1st hit
* Interrupt with i3 from 1st block
* Unparryable with traditional kick parries
zafinaSCR.2m17i14-7+7
zafinaSCR.2,1m, m17, 25i14, i21-6+30a (+20)
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Weapon
* Combo from 1st hit
* 10 chip damage on block
* Interrupt with i5 from 1st block
* Deal 10 recoverable damage to self without Heat
* Gain ORB on hit
* Azazel's Power
zafinaSCR.2,2m, m17, 17i14, i22-10+8c+8a
* Spike
* Combo from 1st hit with 6f delay
* Delay does not change the timing of the attack
* Interrupt with i6 from 1st block
* Whiffs vs SSR, SWR from 1st block
zafinaSCR.3m15i13-6+5
zafinaSCR.4M20i15~16-18+58a (+42)
* Tornado
* -8 frame advantage and 8 chip damage on block after absorbing an attack in power crush state
* Power crush 7~14
zafinaSCR.1+2m20i17~19+6+17a
* Spike
* Enter TRT with D
zafinaTRT.2M24i34~36-13+38a
* Tornado
* Recover 4f faster on hit (t64 r28)
* -9 frame advantage and 9 chip damage on block after absorbing an attack in power crush state
* Power crush 8~33
zafinaTRT.3m16i14~i15-7+5c+19c
* Spike
* Floating state 1~49?
zafinaTRT.4m10i26-22-4-4c
* Transition to TRT with D
* Floating state 1~70?
zafinaTRT.4,3m, m10, 10i26, i28~31-13+18a
* Combo from 1st CH
* Interrupt with i5 from 1st block
zafinaTRT.df+1M30i19~20+6+30a (+15)
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Weapon
* 12 chip damage on block
* Deal 8 recoverable damage to self without Heat
* Gain ORB on hit or heat activation
* Azazel's Power
jack-8f,F+1+4M (L)25i21~30 (i31~40)-82~-73-88~-79
* i31~40 Low attack on landing
** (-110~-101 oB, -65~-56 oH)
* Low crush
dragunovSS.2,1+2,1+2m, m,m, m (t)16, 8,12i20~21, ,i40-5+3d
* Throw break: 1+2
* Transition to BT on throw break
* Shift to tackle on hit
* Interrupt with i22 from 3rd block
* Whiffs vs SSL, SW from 3rd block
* Whiffs vs SSL, SWL from 3rd hit
* Unbreakable and -2d on hit in heat (Consumes 300F of remaining Heat time)
* High crush 24~40
dragunovFDFA.1+2,1+2m (t)i20~21-5+3
* Throw break: 1+2
* Transition to BT on throw break
* Shift to tackle on hit
* Unbreakable and -2d on hit in heat (Consumes 300F of remaining Heat time)
fahkumramGRF.f,F+4~3,2L, m (t)15, 30i19~20, i25+0+0d
* Balcony Break
* Consumes GRF
* Partially consumes remaining Heat Time
* Shift to attack throw on hit
* Combos from 1st hit
* 6 chip damage on block
xiaoyuBT.f,F+3+4M (t)15 (43)i39+4+39a
* Unbreakable throw when connecting at close range on front standing hit
* Chip on block [9]
* Low crush 10~
jack-8db+3, ... d+1+2l, m (th)15, 4,5,5,5,5,21i21, i340
* Crouch throw (Unbreakable)
* Can be executed after any hit of Cossack Kicks (DB+3,4,3...)
kingf,F+4m,(t)25,(14)i15-15+14a(+4)+1d
* Tornado
* Balcony Break
* Shifts to 14dmg throw on front grounded CH.
hwoarangH.2+3m,(t),m,h13,(14,24), 12,25i17~18, i18~19, i29+11+13d / +35d (+14)
* Heat Smash
* Balcony Break
* Jails
* Transition to +13d attack throw on hit
* 5 chip damage on block
* Also possible during RFF and LFS
* Transition to RFS
* Low crush 55
bobb+4,3m, m,h13, 16,20 (24)i15, i32~33,i15~16-9+17a (+0)
* Balcony Break
* Tornado
* Combo from 1st CH
* Interrupt with i12 from 1st block
* Whiffs vs SSR, SWR from 1st block
* Transition to BAL r24 with F (-1/+25a (+8))
** FC r47 transition with no input (Cannot block i24 moves on block transition)
* Input 3 during frames 30~33 to power up (+4 damage)
* Low crush 27~52
* Floating state 53~55
bryandb+1+2m,h8,16i15 i12-9+4
* Heat Engager
* Heat Dash +5, +43a (+35)
* Balcony Break (airborne)
* Jail from 1st attack
eddyuf+3+4m,h10,14i17~18-13+32a (+25)
* Balcony Break
* Strong Aerial Tailspin
* +20a if only the 2nd hit connects
* Low crush 15~
fahkumramuf+3+4m,h10,20i18~19 i7~8-11+16a (-1)
* Tornado
* Balcony Break
* Knee
* Low crush 18~42
fengub+2m,h8,20i16,15-10+10
Does not jail
hwoaranguf+3+4m,h10,8i14,i9-10+1
* Jail from 1st block
* Also possible during RFF
* Transition to LFS with F (-2/+9)
* Low crush 9~
hwoarangLFS.uf+3+4m,h10,8i14, i9-10+1
* Jails from 1st block
* Transition to LFS with F (-2/+9)
* Low crush 9~
junIZU.3m,h10,16i16~15 i14~15-6+12a (+3)
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
* Jail from 1st attack
* Gain 10 Kazama Essence on Heat activation
* Low crush 20~53
* Floating state 54~56
kazuyadf+3+4m,h7,9i18, i13~14-8+0
* Does not jail on block
* Duckable on 1st block
kunimitsuf+3+4m,h10,13i15 i13-5+23a (+6)
* Balcony Break
* BT transition is -11
* Low crush 19~24
* Floating state 25~27
kunimitsuf,d,df+2M,h15,21i14~15 i25~26-17~-16+73a (+57)
* Tornado
* Weapon
* 2nd hit available only as combo from 1st hit
* Bufferable
* 29 total scaled damage
* 3 chip damage on block
* Low crush 16~36
* Floating state 37~39
lawss3+4m,h9,10i15-12+63a (+43)
Balcony Break
* Low crush
lidiauf+4m,h10,23 (16)i15~16,i13-5+69a (+53)
* Balcony Break
* Tornado
* Transition to CAT on hit or block only
* 2nd hit available only as airborne combo from 1st hit
* CAT transition is -13
* Low crush 9~30
* Floating state 31~33
miary-zo1+2m,h8,16i15 i11~12-9+4
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break (airborne)
* Wall Crush +16g on hit
* Jail from 1st attack
* Good right sidestep tracking
* Hit vs BT +18a (+9)
ravenb,B+2m,h15,21i17~18 i30~31-10~-9+5~+6
* Balcony Break
* Jail from 1st attack
* Parries high or mid punches or kicks
* Parry state 1?~
reinadf+3+4m,h5,10i16,i5~9-15+2
Transition to attack throw on CH
* High crush 9~14
stevef+1+2m,h10,12i15~16, i7~9-14-3
* Jail from 1st block
steveb+1+2m,h8,20i16, i12-8+19d
* Balcony Break
* Jail from 1st attack
fenguf+3+4M,h,h10,10,7 (10)i24,i4~6,i3~4-14+25a (+18)
* High crush 6~23
* Floating state 33~34
* Low crush 35~37
* Floating state 38~39
* Low crush 40~49
* Floating state 50~52
hwoarangb+1+3,P.4m,h,h10,8,10i15,i8,i9+17a (+8)
* Balcony Break
* Pressing 4 after successful parry
leroyHRM.1+2m,h,h,h3,3,3,3i14, i5, i5, i5-2+5
* 12 damage total
* Power up during Heat (Consumes 150F of remaining Heat time)
* 16 damage on hit, and 8 chip damage on block
ninaH.2+3m,h,h,h,h,m20,9, 12 (8), 14 (7), 14 (5), 30 (52)i16 i28, i5, i5, i6, i40~41+5~+6-2d
* Heat Smash
* Spike
* Transition to attack throw on hit (52 damage)
* Transition to CD r30 with F on block (+7)
* +11 FC from 2nd block
* Last hit is available only on 1st block or hit
* t151 r32 standing on block
* +40a (+7) from 2nd or 3rd or 4th hit
* +15a (+6) from 5th hit
* First received bullet is always 9dmg on hit
* 10f timestop on block
* 10 chip damage on block
* Jails
* Strong jab evasion (frames 7 to 11?)
hwoarangdf+3+4m,h,m7,4,17i13,i14,i24~25-14+4c
* Heat Engager
* Heat Dash +5, +43d (+35)
* Jails
* 5 chip damage on block
* Also possible during RFF
jinH.2+3m,h,m57i15~16+3+0d
* Heat Smash
* Reversal Break
* Balcony Break
* Transition to attack throw after 1st hit
* Transition to CD automatically on block
* Transition to standing on block with B
* 6 chip damage on block
* Jail from 1st attack
jinH.2+3,4m,h,m50i15~16+9+32a (-4)
* Heat Smash
* Reversal Break
* Balcony Break
* 7 chip damage on block
* Jail from 1st attack
lawdb+1+2m,h,m8,8,8i17-4+7
* Transition to DSS
** Reduced input window for blue spark moves (input f+1_3_4 on frame 2 of DSS only)
steveH.b+1+2,1+2m,h,m,h,m8,4,3,3,20i16,i12,i12,i12,i19-4+36a (+10)
* Balcony Break
* Jail from 1st block
* Combo from 1st hit
* Transition to FLK r22 with B (+3/+43a (+17))
* Consumes 300F of remaining heat time
devil-jinH.2+3m,h,t20,22,10i18~28+11 MCR+5d
* Heat Smash
* Balcony Break
* Jail from 1st attack
* Transition to attack throw on hit
* Transition to MCR r29 on block only
** -14 on an empty MCR transition
* Cancel to r37 on block with B (+2~+12)
* 5 chip damage on block
* +48? (+8?) on wall hit
* Low crush 15~52
* Floating state 53~55
alisaub+1m,M9,9i19 i1~2-7+8c+33d
* Floor Break
* Weapon
* 2 chip damage on block
alisaf,F+4m,m14,22i22~29 i34~39-9~-2+9a (+0)
* Balcony Break
* Knee
* Transition to attack throw on front hit only
* +8a (-1) on BT hit
* Just frame input: Input 1 during frames 16-19? to add 5 more dmg
alisaf,F+1+2m,m5,10i17~18 i12~13-9+4+13
13 extra damage on CH, 28 in total
alisaDES.f+2m,m9i15 i1~1-9+0c
* Weapon
* Timestop on hit?
* 2 chip damage on block
* 3 chip damage on block in heat
alisaDES.f+2,1m,m, m,m9, 9i15 i1~1, i23 i1~1-12-3c
* Weapon
* Combo from 1st hit with 1?F delay
* Move cannot be delayed
* Timestop on hit?
* 2 chip damage on block
* 3 chip damage on block in heat
* During heat: Transition to r20 DBT at -6/+3 with 3_4
** DBT transition consumes 150F of remaining Heat time
alisaDES.f+2,1,2m,m, m,m, m,m9, 9, 23i15 i1~1, ,i23~24 i4~5-13+30a
* Heat Engager
* Heat Dash +5, +62a (+42)
* Weapon
* Combo from 1st or 2nd CH with 3?F delay
* Move cannot be delayed
* 6 chip damage on block
* 7 chip damage on block in heat
alisaSBT.1,2,1,3+4m, m, m, m,m12, 13, 7, 33i13~14, ,i18-18+4a (-13)
* Balcony Break
* Combo from 3rd hit
* Combo from 2nd CH
* Transition to DES with input SBT.1,2,1,3+4,1+2
* Low crush 26~150
* Floating state 151~153
annadf+3,3+4m, m,m13, 6,10i14, i32~34 i11~12-4+78a (+62)
* Tornado
* Balcony Break
* Knee
* Input can be delayed 10f
* Instant Tornado only if both knees connect
* +27a (+17) if only the last hit connects
* Low crush 34~46
annauf+1,3,3+4h, m, m,m6, 17, 6,10i13, ,i32~34 i11~12-4+78a (+62)
* Tornado
* Balcony Break
* Knee
* Combo from 2nd hit with 5f delay
* Combo from 1st CH
* Interrupt with i12 from 1st block
* Whiffs vs SSR from 1st block
* +27a (+18) if only the last hit connects
* Instant Tornado on hit
* Low crush 34~46
annauf+3+4M,M4,18i25~28-3c+5c
* Spike
* Low crush 9~26
annaSS.1+2m,m5,7i19~20 i5~9-11+32a (+22)
* Sidestep adds minimum 9f, effective startup i28~29
annaHAM.4m,m12,12i18~19 i4~6-12+6
* Balcony Break
* High crush 5~
armor-kingH.BAD.3,2m,M15,25i34~36-9+1a
* Balcony Break
* Jail from 1st block
* Opponent left FDFA
* Consumes 240F of remaining Heat time
* 11 chip damage on block after absorbing an attack in power crush state
armor-kingCH.ws2,2m,m20,22 (15) / 25 (17)i12, i11~12+1+35a (+28)
* Power up with input f,d,df+2 in a 20f sequence
* Can input during frames 25-74
asuka3+4m,M10,21i23~24 i6~8-6+25a
* Floor Break
* Cancel to FC with D
* r44 on grounded hit
* Low crush 5~33
* Floating state 34~36
asukadb+1+2m,m10,20i42 i3+10g+18a (+9)
* Balcony Break
* Sabaki, parries lows except weapons
** +62a on successful parry
* Gain NWG on hit with 1
* Parry state 5~17
asukaws2,1,1,1,2,1,4,3,3+4m, h, m, h, m, sm, m, l, m,m18, 10, 8, 8, 6, 5, 7, 7, 25,25i13~14, ,-11KND
asukahFC.3+4m,m10,10i21~22 i9~10-6+5c
* Transition to r22 FC with D
* Can be done from Crouch Level 1
* Low crush 5~19
* Floating state 20~22
azucenauf+3+4m,M10,18i21~22, i10~12+4~+6+8c
* Spike
* Transition to BT r33 with B
* 8 chip damage on block
* Low crush 16~36
* Floating state 37~39
azucenaLIB.P (Low)m,m15,20i7~8 i11~12+8
* Restores recoverable health
* Will cause a juggle on lows with float properties
* is1~6
* Floating state 7
* Low crush 8~19
* Floating state 20~22
bob3+4M,M14, 14i25, i8-9+1
*
* Floating state 15~29
bobH.f+2,1+2h, m,m10, 10,10i12, i19, i17-9+13a (+6)
* Combo from 1st hit with 5F delay
* Jail from 1st block with 1F delay
* Consumes 270F of remaining Heat Time
* Move can be delayed by 4F
* Input can be delayed by 5F
* Low crush 40~51
* Floating state 52~54
bobd+3+4M,m12,14i15~16 i5~7-12+21a (+14)
* Slight jab evasion especially at range (frames 6 to 9?)
* +3~+5 on second hit
* Floating state 20~34
bobub+3+4m,m6,6i18, i10-9+18a (+11)
* Slight jab evasion especially from crouching (frames 3 to 12?)
bryand+1+2m,m10,15i17-10+3
* Combo from 1st hit
* Can be canceled into stances after 24 frames
* Enter SLS -3 +10g r13 with f
* Enter SWA -5 +8 r15 with b
* Opponent is further away on CH
* Can be done from Crouch Level 1
bryanub+1+2m,m5,2i15 i12-16-6
* Combo from 1st hit
bryanSNE.b+1+2m,m9,15i20 i14+4+33d (+25)
* Balcony Break
* Elbow
* Consumes SNE
* Chip damage on block (6)
claudiouf+3+4m,m10,12i17,i10~11-11+9
* First hit can be parried
* Low crush 18~35
claudioSTB.f,F+3,2m, m,m8, 4,20i15~16, i20,i16-9+22a (+17)
* Tornado
* Balcony Break on airborne hit only
* Can be charged
* Roughly 5 levels of charge
* 6 chip damage on block
* Consumes STB
* Consumes 240F of remaining Heat time
* Combo from 1st if uncharged
* Jail from 1st block with ?F of charge time
claudioSTB.f,F+3,2*m, m,m8, 4,25i15~16, i20,i39~40+12+67a (+51)
* Tornado
* Balcony Break
* Guard Break
* Instant Tornado on hit
* 7 chip damage on block
* Consumes STB
* Consumes 240F of remaining Heat time
* Interrupt with i16 from 1st block
* Whiffs vs SS, SW from 1st block (SSR preferred on shorter charge durations)
cliveH.u+1+2M,m18,21i19~20,i20~21-12+3c
* Weapon 2nd hit
* Consumes 150F of remaining Heat time
* Transition to r15 PHX with F or 4 on hit or block (-1/+14c)
* 7 chip damage on block
cliveH.u+1+2,1M,m, m,m18,21, 17,22i19~20,i20~21, i25~26,i20~21-12+14a(+4a)
* Balcony Break
* Weapon 2nd hit
* Move cannot be delayed
* Input can be delayed by 25F
* Interrupt with i3 from 2nd block
* 7 chip damage on block
* Same move as (df+1,H.1),1
cliveH.u+1+2,2,1M,m, h,h, M,M18,21, 10,12, 10,16i19~20,i20~21, ,i20~21,i11~12-12+15a(-2a)
* Tornado
* Balcony Break
* Weapon 2nd hit
* Combo from 4th hit with 17F delay
* Move cannot be delayed
* Input can be delayed by 17F
* 5 chip damage on block
* Same move as (df+1,H.1,2),1
* Tornado launching steel pedal
clive2,2,2h, m, M,m11, 9, 15,20 (24)i12, ,i27~28 i31~32-11+21a (+4)
* Tornado
* Balcony Break
* Weapon
* Power up in Heat (24 damage)
* Input can be delayed 6f
* Move cannot be delayed
* Transition to PHX on hit only
* Cancel PHX transition with B
clive2,2,1+2h, m, m,M11, 9, 10,18i12, ,i27 i23~24-9c+1a
* Balcony Break
* Spike
* Weapon
* Increases ZAN gauge by 0.70 on hit (0.30 + 0.40)
* Increases ZAN gauge by 0.24 on block (0.10 + 0.14)
* Increases ZAN gauge by 0.40 on hit if only the final hit connects
* Increases ZAN gauge by 0.14 on block if only the final hit connects
* Only deals recoverable damage
* Hit vs BT -4d
* Input can be delayed 8f
* Move cannot be delayed
* Low crush 41~54
* Floating state 55~57
clive3,2m, m,m16, 15,15 (20)i16, i23~24 i29~41-12~+0+22a (+12)
* Balcony Break
* Weapon
* Combo from 1st CH
* Jail from 2nd block
* 3rd hit never combos on standing hit
* 3rd hit available only on hit or block
* Interrupt with i4 from 1st block
* +23a (+13) on BT hit
* Power up in Heat (15,20dmg)
clivef+1+2m,m10,18i16~17 i19-12+20a (+10)
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Weapon
* 5 chip damage on block
cliveH.df+1,1m, M,m10, 13,15i14~15, i22~23,i20~21-12+3c
* Weapon 2nd hit
* Combo from 1st hit with 1F delay
* Input can be delayed by 1F
* Move cannot be delayed by 2F
* Move is delayed by 2F
* Interrupt with i4 from 1st block
* Consumes 150F of remaining Heat time
* Transition to r15 PHX with F or 4 on hit or block (-1/+14c)
* 5 chip damage on block
cliveH.df+1,1,1m, M,m, m,m10, 13,15, 17,22i14~15, ,i25~26,i20~21-12+14a(+4a)
* Balcony Break
* Weapon 2nd hit
* Move cannot be delayed
* Input can be delayed by 25F
* Interrupt with i3 from 3rd block
* 7 chip damage on block
cliveH.df+1,1,2,1m, M,m, h,h, M,M10, 13,15, 10,12, 10,16i14~15, ,i20~21,i11~12-12+15a(-2a)
* Tornado
* Balcony Break
* Weapon 2nd hit
* Combo from 5th hit with 17F delay
* Move cannot be interrupted
* Move cannot be delayed
* Input can be delayed by 17F
* 5 chip damage on block
* Tornado launching steel pedal
clivedf+2m,m5,10i15~16 i26~27-13+30a (+20)
* Weapon
* 2nd hit available only on hit or block
clivedf+2,2,2m,m, m, m,M5,10, 20, 6,25i15~16 i26~27, ,i26~27 i3~4+60a (+44)
* Tornado
* Weapon
* Available only as combo from 3rd hit
* Available on standing hit only
clivedf+3,1L, M,M20, 18,20i29~30, i27~29 i3~10+3c
* Available only as combo from 1st hit
* 38 damage in total for the full string with scaling
* Input 1 during the 1st hit animation on frames 25~28 to add +4 damage
clivedb+1,1h, m,m10, 7,20i17~18, i21~22 i18~19+31d (+10d)
* Tornado
* Homing
* Balcony Break
* Available only as combo from 1st hit
* Input 1 during the 2nd hit animation on frames 18~21 to add +5 damage
clivedb+1+2M,m12,10i17~18 i23-11-2c
* Weapon
* 6 chip damage on block
clivews3m,m20,15(20)i20~21, i28~41-8+21a (+11a)
* Homing
* Balcony Break
* Power up in Heat: 20 damage and +20a(+10a) on hit
* Jail from 1st block
cliveGAR.2,2m, m,M20, 6,25i18~19, i26~27 i3~4-17+13d (-4d)
* Tornado
* Weapon
* Combo from 1st hit
* Low crush 1~26
* Floating state 27~29
clivePHX.3,2L, m,m8, 18 (12),20/36 (10/18)i21, i30 i29~34+39a (+29)
* Balcony Break
* Power up in Heat
* Available only as combo from 1st hit
* 30 (38 in heat) damage in total for the full string with scaling
* 20f timestop on hit during Heat
* -20 on 2nd block (impossible?)
clivePHX.3,1+2L, m,M8, 12 (8),20 (10)i21, i27~28 i23~24+6d (-29)
* Spike
* Available only as combo from 1st hit
* Increases ZAN gauge by 0.70 on hit (0.30 + 0.40)
* Increases ZAN gauge by 0.24 on block (0.10 + 0.14)
* 30 damage in total for the full string with scaling
* Only deals recoverable damage
* -13c on 2nd block (impossible?)
* Low crush 41~54
* Floating state 55~57
clivePHX.1+2m,m10,23i23~24, i19~20-7+9a (+0)
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Weapon
* 6 chip damage on block
* On hit regain 3 additional recoverable health
devil-jin1+2m,m12,25i17 i25~26-12+7
* Homing
* Balcony Break
* Interrupt with i1 from 1st block
* 1st forces crouching against crouching opponents (opponents recover standing after 2nd hit)
* +14a (+5) on BT hit
devil-jind+3+4m,m5,20i15-16 i15-16-15+30a (+20)
* Low crush 16~30
devil-jinuf+3+4m,m8,20i16~17 i13~14-16+7cg
* Balcony Break
* Forces tech back roll on hit
* Pseudo homing to SSL/SWL side
* +4d on BT hit
* Low crush 10~47
* Floating state 48~50
dragunovSS.2,1+2m, m,m16, 8,12i20~21, i27~29 i8~9-4+2c
* Combo from 1st hit with 1F delay
* Interrupt with i8 from 1st block
* Move cannot be delayed
* Input can be delayed by 1F
eddyf+4,3,3+4m, m, M,M13, 8, 7,20i23~25, ,i24~26-12+8a
* Floor Break
* Combo from 2nd CH
* Floating state 21~39
eddydf+3+4m,M10,16i18~19 i8~11-3~+0+1a
* Floor Break
* +23a if only the 2nd hit connects
* Floating state 9~26
eddydb+3+4m,M12,12i20~22-6+1
* Transition to FC
* Floating state 18~30
eddyb+1,4,3,3+4m, m, m, M,M15, 10, 8, 7,20i14~15, ,i24~26-12+8a
* Combo from 3rd CH with 5F delay
* Interrupt with i8 from 3rd block
* Move can be delayed by 8F
* Input can be delayed by 11F
* Floating state 21~39
eddyb+4,4h, M,M14, 6,6i21~22, i29~31-9+8c
* Balcony Break
* Combo from 1st CH with 3F delay
* Cancel to HSP with F (-26/-18)
* Move cannot be delayed
* Input can be delayed by 3F
* Floating state 15~40
eddyf,F+3+4m,M10,20i23~24, i5~7+5+17a
* Balcony Break
* Cancel to r35 HSP with n,f at frame 17
* 6 chip damage on block
* Floating state 8~31
eddyws4,4,4m, h, M,M13, 10, 6,6i11~13, ,i29~31-9+8c
* Cancel to HSP with F (-28/-16)
fahkumramdf+3+4m,m8,16i13-10+8
* Good right sidestep tracking
heihachiH.2+3m,m50i15+10+0d
* Heat Smash
* Reversal Break
* Floor Break
* 15 chip damage on block
* Transition to attack throw on hit
* Transition to RAI on block only
* Cancel RAI transition with B, +6 on block instead
hwoarang3~4m,m11,21i22,i7-3+26a (+16)
* Balcony Break
* Input 4 on frames 1 to 5
* Input 4 on frame 1 to power up
** 37dmg, +1 oB, +42a (+16) oH
* Low crush 16~
hwoarangRFS.3~4m,m11,21i16,i7-3+42a (+16)
* Balcony Break
* Jail from 1st block
* 9 chip damage on block in heat
* Input 4 on frames 1 to 7
* Input 4 on frame 1 to power up
** 37dmg on hit, +1 on block
** 14 chip damage on block in heat
* +26a (+16) on 2nd hit
* Low crush 10~26
* Floating state 27~29
jack-81+2m,m8,14i15~16-13+67a (+51)
* Tornado
* Homing
* Instant Tornado
* High evasion from frames 4? to 12?
jack-8f+1+2m,m12,20i27~28, i2~3-12+32d (+6)
* Balcony Break
* -6 and 12 chip damage on block after attack absorption
*
* Power crush 7~26
jind+3+4m,m5,15i15 i10~12-19+32a (+22)
Can be performed in reverse during backturn (Fox Step)
* Low crush 16~31
* Floating state 32~34
junH.2+3m,m20,30i13 i32~75-6~+37g+21a~+64a (-5~+38)
* Heat Smash
* Balcony Break
* Restores 32 recoverable on hit (16 on block)
* 10 chip damage on block
* Gain 8 Kazama Essence on normal hit and 6 on block or airborne hit
junuf+4,3m, m,M10, 8,20i16~18, i29 i18-12+84a (+68)
* Tornado
* Combo from 1st hit
* Whiffs vs SSR, SWR from 1st block
* Interrupt with i8 from 1st block
* Transition to MIA on hit only
* 3rd hit available only as combo from 2nd hit
* 3rd hit deals 12 damage to self (8 recoverable)
* Gain 5 Kazama Essence on normal hit or airborne hit
* Low crush 1~20
* Floating state 21~23
junuf+3+4m,M5,21i20~23 i2~6-8~-4+18a
* Spike
* Low crush 9~30
junf,F+3,3+4m, m,m23, 12,15i18~19, i35~36 i5~6+3+14a
* Spike
* 7 chip damage on block
* Interrupt with i11 from 1st block
* Interrupt with i5 from 1st hit
* Whiffs vs SSR from 1st block
* +14d on BT hit
* Floating state 25~39
junhFC.3+4m,m10,10i21~22 i23~24-6+5c
* Transition to r24 FC with D
* Can be done from Crouch Level 1
* Low crush 5~19
* Floating state 20~22
junhFC.3+4,3m,m, m,m10,10, 10,10i21~22 i23~24, i31~32 i40~41+0~+1+15a
* Transition to r24 FC with D
* Interrupt with i11 from 1st block
* Whiffs vs SS, SW from 1st block
* Low crush ~21~31
* Floating state 32~40
kazuya4~3m,M18,25 (17)i31~33 i2~4-11a-1a
* Floor Break
* Airborne combo from 1st hit
* +21a on hit if the 1st hit whiffs
* Low crush 10~37
* Floating state 38~40
kazuya1+2m,m5,20i12, i15-13+13a
Balcony Break
kazuyadf+3+4,1,2m,h, m, M,M7,9, 15, 14,25i18, i13~14, ,i20~21, i7~9-19+7a (-10)
* Balcony Break
* Projectile
* Combo from 3rd hit
* Interrupt with i1 from 2nd block
* 7 chip damage on block
* +5a (-4) on wall hit
kazuyadb+1,2m, M,M7, 8,15i13~14, i20~21, i7~9-19+9a (-8)
* Heat Engager
* Heat Dash +43d (+35)
* Balcony Break
* Combo from 1st hit with 1F delay
* Jail from 1st block with 1F delay
* Move cannot be delayed
* Input can be delayed by 1F
* 4 chip damage on block
kumaH.2+3M,M51i13~15, i450+33a (+23)
* Heat Smash
* Balcony Break
* 10 chip damage
* Transition to attack throw on 1st hit
* +20a (+10) 45dmg on 2nd hit if 1st hit misses
kumadb+1+2m,m4,4i14~15-9+2~3
kumadb+1+2,1+2m,m, m,m4,4, 4,4i14~15, i15~16-110
kunimitsuH.db+1+2M,M10,15i18~19,i18-9+59a (+43)
* Tornado
* Weapon
* Instant Tornado on normal hit
* Consumes 600F of remaining Heat Time
* 5 chip damage on block
* Steel pedal
* Low crush 41~65
* Floating state 66~68
kunimitsudf+3+4m,m8,12i17~18 i7~9-2+5
* Floor Break
* Transition to BT
* Can hit grounded when off-axis
* High evasion at frame 5?
* Floating state 10~24
kunimitsuu+3+4M,M10,12i39~42 i4~6+1c+24a
* Spike
* Kunimitsu is invisible on frames 12~29, but can still be hit
* Low crush 12~42
* Floating state 43~45
kunimitsuuf+2M,M9,20i17~18 i22~24-14~-12+11a
* Floor Break
* Weapon
* Low crush 23~34
* Floating state 35~37
kunimitsuuf+3m,m13,20i15~16 i13~14-13~-12+25a (+18)
* Knee
* 2nd hit available on hit or block only
* 27 total scaled damage
* Low crush 9~32
* Floating state 33~35
kunimitsuSS.2,1+2m, M,M13, 10,20i17~18, i22~23 i9~10-12+5c
* Floor Break
* Weapon
* Combo from 1st hit CH
* Interrupt with i4 from 1st block
* Sidestep adds 9f, effective startup i31~32
* Move is delayed 1f
kunimitsuBT.1+2m,m10,15i14 i10~11-2+7
* Balcony Break (airborne)
* Weapon
kunimitsuSET.1+2m,m8,18i15 i18-5+22a (+12)
* Heat Engager
* Heat Dash +5, +45a (+35)
* Balcony Break
* Weapon
larsH.2+3m,M55i18~19, i38~41+12c+0d / +81a
* Heat Smash
* Floor Break
* Transition to 30dmg attack throw on 1st hit
* 2nd hit +81a 25dmg on 1st block or whiff
* Transition to r35 DEN (+12c/+81a)
* Transition to r37 standing with B (+10c/+79a)
* 7 chip damage on block
* Opponent recovers FDFA
* Low crush 18~60
* Floating state 61~63
larsb+1+2m,m4,20i21~22,i8~9-9+9
* Balcony Break
* Homing
* Can evade jabs from range
larsuf+1m,m10,20i15,i25-12+3
* Combo from 1st hit
* Cancel 2nd hit to r35? with B (-12/-5) at frame 16
* Transition to LEN r29 on hit with D (+3)
* Interrupt with i2 from 1st block
* Has good right sidestep tracking
larsuf+3m,m12,14 (20)i16~17,i15~18-26+33a (+15)
* Knee
* Second hit available on 1st hit (t75 r38, js12~61, fs62~64)
* Transition to FC on hit
* Low crush 12~44
* Floating state 45~47
larsSEN.3+4m,m6,16 (23)i13~14,i18~19+0c+22d (-13)
* Floor Break
* Jail from 1st block
* 6 chip damage on block
* +17d and balcony break on 2nd hit
* Low crush 7~35
* Floating state 36~38
law3+4m,m5,10i14~15, i11-13+3
Alternate input DSS.3+4
* Low crush 14~
leef+3+4M,M10,20i30~32, i2~4+4c+8c
* Spike
* 9 chip damage on block
* Low crush 14~30
* Floating state 31~33
leeFC.UF+3+4m,M30i46~49-4+18a (+8)
* Balcony Break
* Can hit cross-up
* Alternate input FC.UB+3+4, FC.U+3+4
* Low crush
leeHMS.1+2m,m10,15i15~16, i9~10-5+6
* Combo from 1st hit
* Transition to HMS r23 with 3+4 (-3/+8)
* 1st forces crouching against crouching opponents (opponents recover standing after 2nd hit)
leoqcf+3+4m,m6,20i18~20 i22~24-6~-4+13g
* Homing
* Balcony Break
* Low crush 17~
leoLTG.KNK.4,1+2L, m,m18, 13,14 (20)i20~21, i20~21,i31~32-14~-13+31a (+13)
* Balcony Break
* 35 damage with scaling from 1st hit
* Combo from 1st hit
* +15a (-2) on 2nd whiff and 3rd hit
* Consumes 450F of heat timer during heat
leroyuf+3+4m,m8,10i14~15,i10~11-14+16a
Balcony Break
* Low crush
leroySS.3+4m,m20,6i20~21, i9~10+3+8
* Transitions to HRM
* Low crush 23~36
leroyHRM.4,1+2M, M,m13, 5,20i11~12, i24~25 i8~9-14~-13+27a (+12)
* Tornado
* Combo from 1st hit with 3F delay
* Interrupt with i8 from 1st block
* Move cannot be delayed
* Input can be delayed by 3F
lidia3+4m,m6,20i20~21, i18+0+23g
* Jail from 1st attack
* Balcony break on airborne hit
* Transition to CAT on hit or block only
* Low crush 16~40
lidiaf+1+2,3,1+2h,m, m, m,m5,4, 5, 4,20i14, i9~10, ,i14,i22-15+20d (+15)
* Heat Engager
* Heat Dash +5, +43d (+35)
* Power up with input qcf+1+2 (adds 5 dmg to last hit)
* Jail from any attack
lidiaHAE.2m,m10,20/24/28i13, i20~21+2+14a
* Balcony Break
* 7/11/12 chip damage on block
* Power up based on Heaven and Earth level
* +35a (-1) on hit with HAE level 3
* 2nd hit available on hit or block only
lilif+3+4m,M6,20i18~20 i11~13-9+1d
* Floor Break
* Jail from 1st attack
* +12d on hit if the first kick whiffs
* Low crush 11~27
* Floating state 28~30
lilidf+3+4,3+4M, m,m14, 5,20i24~29, i26~28 i5~6-7+2d
* Floor Break
* Combo from 1st hit
* Interrupt with i13 from 1st block
* Whiffs vs SS, SW from 1st block
* +25a on hit when only the last kick connects
* Low crush 15~36
* Floating state 37~39
liliu+3,3,3+4m, m, m,m20, 15, 5,20i22~23, ,i27~29 i5~6-8+13d
* Floor Break
* Combo from 1st hit
* Interrupt with i8 from 2nd block
* Whiffs vs SS, SW from 2nd block
* Available only on hit or block
* Low crush 1~27
* Floating state 28~32
lilif,F+3,3+4m, m,m15, 5,20i22, i27~29 i5~6-8+13d
* Floor Break
* Combo from 1st hit
* Interrupt with i7 from 1st block
* Whiffs vs SSR, SWR from 1st block
* Available only on hit or block
* Floating state 1~3
liliBT.4m,M10,20i26~28 i21~22-7+11d
* Floor Break
* Combo from 1st hit
* Interrupt with i5 from 1st block
* 2nd kick is delayed 6f, effective startup of 2nd hit i28~29
* Floating state 13~48
liliBT.4,3+4m,M, M,M10,20, 5,10i26~28 i21~22, i28~29 i8~10-10~-8-1d
* Floor Break
* Combo from 1st hit
* Interrupt with i7 from 2nd block
* +21a on hit when only the last kick connects
* Input can be delayed 1f
* Move cannot be delayed
* Floating state 15~32
liliBT.1+2m,m5,20i13~14 i3~4-11c+16a
* Floor Break
miary-zof+1+2m,m3,3,i14~15 i8~9-10-4
miary-zof+1+2,1+2,3+4m,m, m,m,m, m,m3,3, 3,2,2, 5,12,i14~15 i8~9, ,i16~17 i6~7-22+6a (-11)
* Balcony Break
* Jail from 1st attack with 1f delay
* Input can be delayed 1f
* Move cannot be delayed
* Low crush 19~28
* Floating state 29~31
miary-zoBAO.1,4h, m,m12, 5,20i13~14, i25~26 i7~8-5+24d
* Balcony Break
* Floor Break
* Combo from 1st hit with 1f delay
* Interrupt with i1 from 1st block
* Input can be delayed 1f
* Move cannot be delayed
* 6 chip damage on block
* Low crush 1~31
* Floating state 32~34
miary-zoBAO.3m,m15,25i19~20 i10~11-9+15d (+5)
* Heat Engager
* Heat Dash +5, +43d (+35)
* Homing
* Balcony Break
* Low crush 1~66
* Floating state 67~69
nina4,4,3+4h, h, M,M15, 21, 8,21i11, ,i35~39 i43~49-6~+0+20a
* Spike
* Combo from 2nd CH
* Interrupt with i10 from 2nd block
* Whiffs vs delayed SWL from 2nd block (Must perform SSL->SWL)
* Low crush 29~36
* Floating state 37~42
nina1+4m,m4,20i15~16 i13~14-5+4c+6c
* Spike
* Transition to CD r25 with F (-2/+7c/+10c)
* Second hit is +7c on CH if the first hit whiffs
ninab+1+2m,m5,20i16 i8~10-4+5a
* Removes Recoverable Health
* Balcony break on airborne hit
* Combo from 1st hit only if the second hit connects on i8
* 2nd hit available only as combo from 1st
* If the second hit connects on i9~10, frame advantage on hit will be -16
* Powered up in heat
ninab+1+4m,m4,14i15 i13~14-15+34a (+24)
Tornado
paulDPD.df+3+4m,M32,10i18~23,i51~61-49d-9d (-24)
* Effective minimum startup 28f
* t112 on hit
* Deals recoverable damage to self
* Low crush 16~35
* Floating state 36~62
* FDFA
* 63~92
raven3~4m,M10,16i25~26 i31~36-9~-4+19a
Spike
raven3~4,Fm,M10,16i25~26 i31~36, -39~-36-8
Will phase through opponent up-close
* is8~30
* Low crush 13~41
* Floating state 42~44
raven4~3m,m8,10i16 i29~30-16~-15+31a (+21)
Recovery listed is for the second hit
* Low crush 14~27
* Floating state 28~30
ravenqcf+1+2m,m10,20i24 i350+11a (+2)
* Balcony Break
ravenBT.3+4m,m5,16i15 i34~35-14+34a (+24)
* Low crush 13~31
* Floating state 32~34
ravenBT.b+2,3m, m,m14, 5,16i16~17, i20 i39~40-14+34a (+24)
* Combo from 1st CH
* Interrupt with i1
* Low crush 18~36
* Floating state 37~39
reinaH.2+3m,m20,35i21+8+0d
* Heat Smash
* Balcony Break
* Alternate inputs: H.R1, H.WRA.2+3, H.WRA.R1
* Jails from 1st block
* Transitions to attack throw on 1st hit for a total of 50 dmg
* Transitions to r53 WRA on 2nd block, whiff or hit
* +19a WRA if only second hit connects (25 dmg)
* 7 chip damage on block
reina2~1m,m4,18i11(~14)-14+31d (+23)
* Balcony Break
* Spike
* Just frame if 2 is held for exactly one frame and then 1 on the next frame. Hits for 26 damage.
* 5f input window
* tracks to the left
reina3+4m,m5,10i18 i26-8+3c
Spike
* Low crush 9~26
reinaSEN.1+2m,m13,17i14~15,i12~13-6 WRA+31a (+23)
* Tornado
* Balcony Break
* Transitions to r32? WRA after recovery
reinaWRA.4M,M6,8i17~18,i13-10+7c
* Spike
** on 2nd hit
* Combo from 1st CH
* Both hits jail on block
shaheenH.f+1+2m,m15,25 (17)i16~17+4c SNK+27d (-8)
* Floor Break
* Spike
* 32 damage with scaling from 1st hit
* +21a from 2nd hit
** Balcony Break from 2nd hit only
* Transition to SNK r27 on hit or block
* Consumes 450F of remaining Heat time
* Opponent recovers in FDFA
* Low crush 28~48
* Floating state 49~51
shaheenf+3+4M,M20i22~23+3c+11c
* 6 chip damage on block
* Transitions to SNK
* Floor Break
steve1+2m,m7,21i14, i9~10-12+18a (+11)
* Heat Engager
* Heat Dash +5, +43d (+35)
steveDCK.1+2m,m3,3i16, i7-9+2
steveDCK.1+2,1+2m,m, m,m3,3, 3,3i16, i7, i5, i2-9+2
* Combo from 1st hit
* Jail from 1st block?
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