mokujin

mokujin

Edit
CharCommandHit levelDamageStartupBlockHitCounter hitNotes
law1,2,uf+3,4h,h,Special,M20i15-12+31a (+21)
asukab+1+4h,L15,8i12 i17~18-8+5+7
Combo from 1st hit
leob+1+4h,l6,12i19~21-12~-10+3+14
asukaNWG.uf+1,2h,mi26~27+0+19a (+10)
* Balcony Break
* Strong Aerial Tailspin
* Combo from 1st hit
* Unparryable by traditional punch parries (bug?)
* Cancel to -3 -15 FC with D
kumab+1+2h,m10,20i18~19 i12~13-8+13d / HE
* Balcony Break
* Heat Engager
* Homing
* chip damage
* Transition to HBS with input D or 3+4 (does not shift when using Heat Dash)
leeb+1:1h,m12,6i14,i20-5+6
* Transition to -1, +10g HMS with 3+4
* Cancel and transition to -5, +1 MS with F
* +6c on crouching hit
* Perfect Input not required during Heat
* Does not partially consume remaining Heat Time, Perfect input does not restore Heat Time
* Heat Time is only restored or consumed after the 2 followup
leroydf+2,1+2m, h,m7, 5,10i15~16, i19 i11-18+33 (+23)
* Combo from 1st hit
* Jails
lidiaf+1+2h,m5,4i14, i9~10-10+1
Jail from 1st attack
ninadb+1+2h,m5,22i11 i18-14+10a (+1)
* Heat Engager
* Heat Dash +5, +43a (+35)
* Balcony Break
* Jail from 1st attack
pandab+1+2h,m10,20i18~19 i12~13-8+13d / HE
* Balcony Break
* Floor Break
* Heat Engager
* Homing
* chip damage
* Transition to HBS with input D or 3+4 (does not shift when using Heat Dash)
ravenf+1+2h,m10,20i18~19, i26-13+30a (+4)
* Balcony Break
* Frame advantage is -9 if an attack is absorbed
** 8 chip damage on block after absorbing an attack
* Power crush 7~
heihachidf+3,1+2m, h,m,m10, 3,3,3i15~16, i14 i9 i8-15-4
* Jail from 1st attack
victorf+2,2,2h, h, h,m,m10, 10, 7,5,20i13~14, ,i14,i12~13,i7~8-13+20a
* Balcony Break
* Combo from 2nd CH
jack-8H.2+3h,m,t50i10-9-2d (-12)
* Heat Smash
* Balcony Break
* 10 chip damage on block
zafinaH.2+3h,sm51i12~13 i47~53 i1~7 i1~7 i1~6 i1~2+3+0d
* Heat Smash
* Reversal Break
* Balcony Break
* Jail from 1st attack
* 10 chip damage on block
* Transition to attack throw on hit
armor-king3+4*M, h,t14, 0,40i25~32, i35+0
* Floor Break
* Transitions to throw on front grounded hit
* Cannot throw break
* Opponent is left FUFL
asukadf+1,2m, h,t10, 13,25i13~14, i22-3+0d
* Floor Break
* Combo from 1st CH with 2f delay
* Combo from 1st hit when off-axis to the left or right
* Input can be delayed 7f
* +18a on off-axis hit, +16a on BT hit
* Transition to attack throw on standing front hit
* Won't transition to throw if opponent is too far (Jack-8 range 3.3~), gives +13 on hit instead
asukauf+2h,t20,25i14-1+0d
* Floor Break
* Balcony break on airborne hit
* +12a on off-axis hit, +10a on BT hit
* Transition to attack throw on standing front hit
* Won't transition to throw if opponent is too far (Jack-8 range 2.7~), gives +7 on hit instead
dragunovSS.2,3m, h,t16, 20,20i20~21, i18-9+1d
* Throw when hit from the front
* Removes Recoverable Health
* Side switch on front hit
* +5 on side or BT hit
* Combo from 1st hit
jinZEN.1,3m, h,t14, 14,14i16~i17, i24~25-9+0d
* Combo from 1st hit
* Transition to attack throw on standing or airborne hit
* +33a (+18) on side hit
* +18a (+11) and balcony break on BT hit
kazuyaDVK.f,n,d,df+3h,t30,20i18~27,i20~30-2~+8+0d
* Consumes 180F? of remaining Heat time
* Extension available only on hit or block
* Extension can be canceled with b
* 16 chip damage on block
* Low crush 9~
leeHMS.3h,t21,20i18-3+0d
* Strong Aerial Tailspin
* Homing
* Shifts to throw on hit from the front
* 6 chip damage
* Power crush 8~
liliH.3+4,3+4h,t45i23+7-3d
* Homing
* Floor Break
* Partially consumes remaining Heat time
* Low crush 22~
paulf+2h,t12,22i13-5+9
* Heat Engager +9
* Heat Dash +5, +62a (+42)
* Transition to throw on front hit
* Transition to +7 DPD on hit with DF
* +32a without throw transition
ravenqcf+3h,t16,14i16~17-7~-6-4d
* Spike
* Transitions to attack throw on front hit only, otherwise launch +33a (+23)
* Recovers heat on hit
leroyCH b+1h,th20,25i13+0d
victorb+1,2m, h,th11, 16(15)i14, i20-8+0
* Side switch after attack throw connects
* Hit Confirmable on counter hit
* Combo from 1st CH
alisab,B+1+4h!50i63~84+37a (-18)
* Balcony Break
* Weapon
* Low crush 12~79
* Floating state 80~82
alisaBKP.1+2h!20,3i34~71+58
* Weapon
alisaDES.2,1M,M,m, h!5,5,5, 20i20~21 i1~2 i1~2, i28~56+85a (+69)
* Tornado
* Weapon
* Available only as a combo from 1st hit
alisaSBT.1+2h!20i27~28+8
* Balcony Break
* Weapon
* Low crush 26~53
armor-kingH.f,n,d,df+1+2h![10]i25~28+23g
* On hit, gives a special stun that makes throws unbreakable for the stun duration
* Partially uses remaining Heat time
* Only deals recoverable damage
* Cannot K.O
armor-king1+3+4h!25?i37~44+12g?
* Extremely high hitbox
armor-kingf+3+4,Ph![5]i25~34+23g
* On successful parry, gives a special stun that makes throws unbreakable for the stun duration
* Cannot K.O
armor-kingf,n,d,DF+3h!30i35~37+19a (+10)
*
Balcony Break
*Hold B to cancel at frame 19 into r23 standing
armor-kingf,n,d,df+1+2h![5]i35~38+23g
*On hit, gives a special stun that makes throws unbreakable for the stun duration
*Comes out faster in heat
*Cannot K.O
azucenaH.2+3+4h!0i45+35a
azucena2+3+4h!0i45-1
devil-jindb+1+4h!40i32~63-30c~+1c
* Balcony Break
* -22c~-19c on average
* Forces backroll on hit
devil-jinMCR.1+2h!12i20+0
* Balcony Break (airborne)
* Low crush 1~12
* Floating state 13~15
kazuyaDVK.ub+1+2h!40i41~56-12c~+3c
* Consumes 150F? of remaining Heat time
* -12c~-7c on average
* Forces backroll on hit
kazuyaDVK.u+1+2h!27i18~35
* Hits airborne opponents only
* Consumes 60F? of remaining Heat time
kingBT.1+2h!45i26~30+2d
* Unblockable high attack.
leeub+3+4h!60i60+9 (+0)+9a
* Balcony Break
* Unblockable
* Cancel and transition to HMS with 3+4
lidiaHAE.1+2h!35/38/41i16+0a
* Tornado
* Power up based on Heaven and Earth level
ninaqcf+2+3h![10;10]i24~38+36g~+50g
* High crush 1~37
yoshimitsu4,4,2,2,NSS.1~1h, h, m, h, m, h!16, 16, 5, 6, 30, 40i12~13, ,i20~105-49a (-75)
* Balcony Break
* Cancel early to r30 with B
yoshimitsuub+1+3,1+2m!, h!40, 18i50~52, i18~19+1~+2+45a
* Floor Break
* Weapon
yoshimitsuBDS.1h!25i21~40+32a~+51a
yoshimitsuNSS.ub+1+3,n,1m!, h!50, 40i51~65, i20~105-49a (-75)
* Balcony Break
* Cancel to r94 with B on frame 64
armor-king(Back to wall).b,b,UBh!,t40i40~45+0d
* Floor Break
* Transition to attack throw on hit
* Opponent recovers FUFR?
* is9?~24?
* Floating state 25?~34?
* Low crush 35?~39?
* Floating state 40?~47?
devil-jinH.MCR.1+2h!,t12,27i20+0d
* Transition to attack throw on standing or airborne hit
* Consumes 300F of the heat timer
* Low crush 1~12
devil-jinFLY.2h!,t20,20i36+0d
* Floor Break
* Transition to attack throw on front standing or airborne hit
* +1a (-8) on BT hit
* Low crush 1~60
* Floating state 61~63
yoshimitsuDGF.3+4h!,t17,18i20~21+0
* Floor Break
* Transitions to attack throw on front hit (air hit OK)
* Attack throw recovers standing
* Low crush 1~
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alisa1,2,d+2h, h, l5, 10, 17i10, ,i27~28-11+2+33a
* Combo from 2nd CH
* Input can be delayed 8f
* Move can be delayed 7f
alisa1,2,d+2*h, h, l5, 10, 22i10, ,i36~37-10+34a
* Input can be delayed 8f
* Move can be delayed 7f
alisa2,3,4h, m, L10, 8, 20i12, ,i42~45-13+13a
* Low crush 24~39
* Floating state 40~42
alisadf+3,3m, L14, 17i16, i23~24-12+1+14a
* Spike
* Combo from 1st hit with 9f delay
* Input can be delayed 16f
* Move can be delayed 12f
alisad+3L17i23~32-10~-1+8c~+17c+32a
BKP transition is -18~-10
* Low crush 9~23
* Floating state 24~26
alisad+4L12i17~18-12-1+8g
alisad+3+4L20i27~i28-37+67a (+51)
* Homing
* Enter DES with 1+2
* High crush 20~40
* Floating state 5~55
alisadb+3L11i16-13-2+3
* High crush 4~
alisadb+4L17i20~21-14+2c+12g
* High crush 6~
alisaub+4,1,1,2,1,1,3+4m, m, m, h, h, m,M,M, L10, 12, 9, 5, 5, 3,3,3, 7i18, ,i27~28-29+15a
*
* Floating state 5~50
alisaSS.4L16i24~25-12+2
* High crush 6~35
alisaFC.d+3L10i16-17-6
* High crush 1~
alisaFC.d+4l6i12-15-4
* High crush 1~
alisaCLK.d+3L20i30~31-12+73a (+57)
* 8 chip damage on block
* High crush 9~
alisaDBT.3L17i16~20, i1~5-14+4c~+8c+28a
* Frame advantage +8c~+12c on shallow hit, +32 on CH
* Listed states are on hit only
* Low crush 26~34
* High crush 35~
* Floating state 34~38
alisaDBT.f+2L13i19~20-12+6c
* Weapon
* 3 chip damage on block
* 5 chip damage on block in heat
alisaOTG.db+1+2L25i25~27-14+4a
* Spike
* Weapon
alisaSBT.3L17i16~20, i1~5-14+4c~+8c+28a
* Frame advantage +8c~+12c on shallow hit, +32 on CH
* Listed states are on hit only
* Low crush 26~34
* High crush 35~
* Floating state 34~38
anna1,4h, L5, 12i10, i22~23-13-2
* Combo from 1st hit
* High crush 10~
annadf+4L17i16~17-15+5c+25d
* Pseudo homing to SSR side
annad+3L1016-17-6
* High crush 4~
annad+4l6i12-15-4
annadb+3L21i30~32-26+68a (+52)
* Stagger on block
* Instant Tornado on hit
* High crush 16~63
annadb+4L14i17~18-13+6c+13
* Transition to r26 HAM on hit automatically
* Cancel HAM transition -13 +1c +8 with B
annadb+3+4L18i24-26-6
* Clean hit -4 on hit, +3 damage
* High crush 6~
annaf,F+3,3m, L14, 14i15, i25-14+4c+14
* Combo from 1st hit with 5f delay
* High crush 1~
annaf,f,F+3L12i16~20-20-2c
*
* High crush 9~
annaSS.2L12i20~21-12+0+14g
* Sidestep adds minimum 9f, effective startup i29~30
* High crush 6~
annaFC.df+2L12i20-21+70a (+54)
* Instant Tornado on hit
* Recovers 6f faster on hit
* Deals only 6 damage when using its follow up attack in Heat
* High crush 1~52
annaH.FC.df+2,1L, L12, 18i20, i27~28-21+64a (+48)
* Balcony Break (airborne)
* Weapon
* Jail from 1st attack
* Instant Tornado on hit
* 24 damage total from 1st hit
* Chip damage on block
* Partially uses remaining Heat time
annaCJM.d+3L8i15-11+0
*
annaHAM.3L17i20~21-14-3+6c
* Homing
* Transition to r25 CJM with B (-7/+4/+13)
* High crush 8~
annaOTG.d+3+4L30i17~18-17-7d
* Spike
* Partially restores remaining Heat time on grounded hit
annaTOM.4L21i15-13+28g
armor-kingd+3L14i17-12+2+9
armor-kingd+4l6i14-15c-4
armor-kingd+3+4l15i17-16c-2+0
* High crush 6~
armor-kingdb+3L26i22~24-26+6+74a (+58)
* Homing
* High crush 6~51
armor-kingdb+4L20i29~31-17d-3d+27a
* Opponent recovers FDFA
* Armor King recovers in crouch on hit and FDFT on block
* High crush 6~14
* Low crush 16~
armor-king(2 steps or more) wr4l20i20~24-21+0d+30a
* Low crush
armor-kingf,f,n,2L20i19-13+5+10
* Transition to BAD on hit with F (+8/+13)
* High crush 8~37
armor-kingSS.2l17i19~20-12+3+6c
* High crush
armor-kingFC.3l12i18-16-2
* High crush
armor-kingBAD.4L23i17~18-13+3c+26a
armor-kingOTG.d+4L18i19~21-16-5d (-13)
* -5 on hit when opponent is standing
armor-kingOTG.d+4,4L, L18, 8i19~21, i18~21-16-8d
* Floor Break
* Combos from 1st hit on grounded opponent
* -5 on hit when opponent is standing
armor-kingOTG.d+4,4,4L, L, L18, 8, 6i19~21, ,i18~21-16-8d
* Floor Break
* Combos from 1st hit on grounded opponent
* -5 on hit when opponent is standing
asuka1,3h, l5, 10i10, i21-11+0
* Combo from 1st hit with 2f delay
* Combo from 1st CH with 3f delay
asuka1+4,2,d+4sl,h, h, L5,8, 10, 15i14 i17, ,i24~25-23+27d
* Combo from 3rd CH
* High crush 10~38
asukaf+1,4m, L17, 26i20, i25~27-26+24a
* Homing
* Combo from 1st CH
* Input can be delayed 15f
* Interrupt with i11 from 1st block
* Cancel to FC -24 -13 r43? with DB
* High crush 6~
asukadf+3+4L22i28~30-26+70a (+54)
* Homing
* Alternate input: 3~4
* Cancel to r47? FC with DB
* High crush 6~
asukad+1+2L20i20-18+11a
Spike
* High crush 10~39
asukadb+3L17i20-12+4c+14g
asukadb+4L14i22~24-11+0+3
Transition to r22 FC with D
* High crush 6~41
asukadb+4,4L, L14, 15i22~24, i31~33-7+4+35a
Transition to r22 FC with D
* High crush 1~49
asukadb+4,4,4L, L, L14, 15, 16i22~24, ,i31~33-7+4+35a
Transition to r22 FC with D
* High crush 1~49
asukab+1L17i29~30-10+6+0d
* Transition to attack throw on CH, +22 damage
* Cancel to r14 FC with D
* High crush 6~
asukab+2,4m, L12, 14i15, i33~35-11+0+3
* Links to db+4 extensions
* Transition to r22 FC with D
* High crush 15~
asukab+3,4m, L15, 14i16~17, i20~22-11+0+3
* Links to db+4 extensions
* Transition to r22 FC with D
* High crush 1~
asukab+1+4,3h,L, L15,8, 18i12 i17~18, i32~33-13-2+16a
Combo from 2nd CH
asukaws2,1,1,1,2,1,4,3m, h, m, h, m, sm, m, l18, 10, 8, 8, 6, 5, 7, 7i13~14, ,-25-9
asukaFC.df+2L10i16~17-11+0+25g
* Only i17 or faster guaranteed on CH
* High crush 1~
asukaDST.4l19i19-14+11a
asukahFC.3L10i16-17-6
* High crush 1~
asukahFC.4l6i12-15-4
* High crush 1~
azucenad+3L10i15-14-3
azucenad+4L13i15~16-13-2
azucenad+1+2l[21;21]i25~26-4+0d
* Transition to throw on front standing hit only
* 18 damage to Azucena when hitting crouching opponent (block)
* Damage on hit and block is recoverable health
* Cannot KO Azucena when blocked
* r41 FC on whiff
* High crush 8~
* Floating state 25~
azucenadb+3L14i16~17-7+4
azucenadb+4L13i19-14-3+12g
* High crush 6~20
azucenaFC.df+3L17i18~19-13+3c+13c
* High crush 1~
azucenaFC.df+4L23i17~18-15+5+24d
* Transition to r33 LIB on hit only
* High crush 1~
azucenaFC.d+3L10i16-17-6
* High crush 1~
azucenaFC.d+4l6i12-15-4
* High crush 1~
azucenaBT.3L23i19~20-13+4 LIB+14c
* Strong Aerial Tailspin
* Balcony break on airborne hit
* Transition to LIB on hit
azucenaLIB.3L15i16~17-9+2
azucenaLIB.d+4L14i19~20-31-2
bryan1,2,3h, h, L5, 8, 15i10, ,i24-12+2+14a
* Combo from 1st CH or 2nd CH with 3F delay
* Move cannot be delayed
* Input can be delayed by 3F
bryan3,2,1,4m, m, m, L14, 11, 10, 12i16, ,i22-11+0
Combo from 3rd CH with 3f delay
bryandf+3L20i29~30-26+70a (+54)
* Homing
* High crush 6~
bryand+3l10i16-11+0
bryand+4L13i15-11+0
bryand+1+2,3m,m, l10,15, 20i17, i27~28-13+5+25a
bryand+3+4l16i19-12-1+4
Can hit grounded on certain ranges
bryandb+3L11i16~17-12-1+4
* High crush 6~
bryanb+3,2,1,4m, h, m, L12, 12, 10, 12,i16, ,i22-11+0
* Combo from 2nd CH
bryanb,df+4l25i29-13+14g+29a
* Cancel to r26 with B
bryanSNE.FC.df+3l24i20-13+7+25a
* Balcony Break
* Consumes SNE
* Unparryable
bryanqcb+3l23i19~20-13+5+26a
Balcony break on airborne hit
claudio1,3h, l5, 11i10, i22-12-1
* Combo from 1st CH with 3f delay
* Input can be delayed 5f
* Move can be delayed 4f
claudiod+2L6i20-11+0
* High crush 6~
claudiod+2,2L, L6, 8i20, i16~17-13-1
* Jail from 1st block
* Combo from 1st hit
* High crush 1~
claudiod+3L10i16-17-6
* -6c on crouching hit
* High crush 4~
claudiod+4l6i12-15-4
* -4c on crouching hit
* High crush 4~
claudiodb+3L17i21~22-15~-14+3c+13c
* High crush 6~
claudiodb+4L7i15-13-2
* Pseudo homing to SSL/SWL side?
claudioSS.4L20i20~21-12+6c+27d
* Side step takes 9f, effective startup i29
* Tracking and range notes:
* Assuming i29 startup with 9f left sidestep
* SSL4 range: 2.45
* SSR4 range: 2.39
* Pseudo homing low?
clivedf+3L20i29~30-26+3c
* Homing
* High crush 6~65
clived+1L14i18~19-13+2
* High crush 6~
clived+3L10i16-17-6
* -6c on crouching hit
* High crush 4~
clived+4l6i12-15-4
* -4c on crouching hit
* High crush 4~
clivedb+4L20i19~20-18+4c+67a (+51a)
* Effectively homing?
cliveFC.df+2L18i19~20-12+3c
* Weapon
* High crush 1~20
clivePHX.3L8i21-26-3c
* Stagger on block
clivePHX.4L15i15~16-13-1c+13c
* High crush 6~
devil-jind+3L12i18~19-12-1+7c
* Pseudo homing
devil-jind+4l6i12-15-4
* -4c on crouching hit
* High crush 4~
devil-jindb+2L15i21~22-13+3c+26a
* 4 chip damage on block
* High crush 6~
devil-jindb+3L10i16-17-6
* -6c on crouching hit
* High crush 4~
devil-jinf,n,d,DF+3L24i33~34-23-2a
* Opponent recovers FDFA on hit
* Active frame 1 range: 3.89
* Low crush 5~28
devil-jinf,n,d,DF+4L7i16-23c-5c
devil-jinOTG.d+1+2L25i23~31-16~-8+5a~+13a
* Weapon
* Projectile (unparryable)
* Balcony break on CH
* Typically connects grounded on frames i25~26 of startup at -14~-13/+12a~+13a(+0a~+1a)
dragunov2,1,4h, h, L10, 10, 14i10, ,i23-12+3c
* Spike
* Trades with i8 from 2nd block
dragunovf+4,d+4h, L16, 12i14~15, i25-12+3c
* Spike
* Combo from 1st hit with 5f delay
dragunovd+2L14i18~19-13-1c+13g
* High crush 6~
dragunovd+3L13i17~18-14-3+1c
dragunovd+4L12i15~16-15-9-4
dragunovdb+3l17i27~29-26-2c+67a (+51)
Clean hit +67a (+51)
* High crush 6~49
dragunovdb+3+4L23i20~21-31+3g+20a
Balcony break on airborne hit
dragunovb+2,1,3m, h, l14, 11, 17i15, ,i29~31-26-2c+1d
* Clean hit +4
* Shift to Clipping Heel Hook on close range CH
* High crush 15~050
dragunovFC.df+1L8i16~17-13-4
dragunovBT.d+3l20i16-11+10d
dragunovOTG.db+3L24i24-11+0
* Floor Break
* +0a (-8) on grounded
dragunovPGR.3l21i18~19-26-1d
* Homing
* Shift to Clipping Heel Hook on front hit only for 20 more damage
* +3 on hit from the side or back
* High crush 8~50
eddy1,2,4~3h, h, L5, 12, 20i10, ,i32~33-14c+18a
* High crush 32~
eddyf+2,4m, l15, 17i18, i23~24-14c+2+71a(+55)
* Combo from 1st CH with with 12f delay
* Input can be delayed 17f
* Move can be delayed 15f
eddydf+4L14i18-12+0+14g
eddyd+3L17i21~22-14c+4c+27g
* High crush 6~54
eddyd+4L10i15~16-16c-5
* Transition to FC
* High crush 6~50
eddydb+2L10i18~19-18c-7-2
* High crush 6~55
eddydb+3L21i28-14c+5c+21a
* Has good right sidestep tracking
eddyb+1,4,3+4m, m, L15, 10, 7,7i14~15, ,i22~24-24c+12
* Combos from 1st CH
* Combos from 2nd hit
* Low crush 1~?
* High crush 10~?
eddyu+4~3L20i32~33-14c+18
* Balcony Break
* Transition to RLX
* Low crush 7?~
eddyuf+3,4m, L15, 10i26~28, i24~25-14c+7+73a(+57)
eddyf,F+3L20i21~22-14c+6c+15c
* Transition to RLX on hit
* Transition to FC on block or whiff
* High crush 15~33
eddyFC.4l6i13-15-4
* Hits grounded up-close
eddyFC.df+4L25i24~25-21c+9+30a
* Transition to HSP
* Floating state 26~
eddyRLX.1L11i17-11c+0
* Transition to FC with D
* High crush 1~19
eddyRLX.3L12i16~17-26c-4+27a
* Transition to FC
* High crush 1~50
fahkumram1,2,4,4h, h, h, L5, 8, 10, 15i10, ,i25-15-4+0d
* Combos from 3rd hit
* Shift to attack throw Murderous Sweep on counterhit
fahkumram3,1,d+4m, h, L11, 12, 15i13, ,i20-15-4+0d
* Shift to attack throw Murderous Sweep on counterhit
* Combos from 2nd hit CH
fahkumram4,4h, L10, 15i12, i25-15-4+0d
* Combos from 3rd hit
* Shift to attack throw Murderous Sweep on counterhit
fahkumramdf+3l15i20-13-1c+28g
fahkumramd+3L11i16-16-5
fahkumramd+3,4,4L, h, L11, 10, 15i16, ,i25-15-4+0d
* Combos from 3rd hit
* Shift to attack throw Murderous Sweep on counterhit
fahkumramd+4L18i14-15-4+0d
* Shift to attack throw Murderous Sweep on counterhit
fahkumramf,F+3L20i21-14+4
fahkumramf,F+4~3L15i19-23-1c
fahkumramFC.3L10i16-17-6
* High crush
fahkumramFC.4l6i12-15-4
* High crush
fahkumramFC.df+2L22i19-14+4+12d
* Elbow
* High crush
fahkumramRAM.4l31i21-13+11a
* Balcony Break
feng3,3,4m, h, l15, 10, 23i16, ,i25~26-12+7c+17a
* Combo from 2nd CH with 5F delay
* Cancel to r16 BT with B (-13/-2)
* Move can be delayed by 10F
* Input can be delayed by 11F
feng3~4,3m, l27, 16 (11)i34~36, i18~20-26+24a
* Aerial combo from 1st hit (+19d (+12)) with 9F delay
* Move cannot be delayed
* Input can be delayed by 9F
* High crush 6~52
fengf+4,4h, l19, 16 (11)i18~19, i33~33-31+27a
* Aerial combo from 1st hit (+19a (+12)) with 5F delay
* Move cannot be delayed
* Input can be delayed by 5F
* High crush 10~42
fengd+2L16i20~21-12-1
-1c on crouching hit
* High crush 6~51
fengd+3L10i16-17-6
* -6c on crouching hit
* High crush 4~52
fengd+4L7i14~15-11+0
+0c on crouching hit
fengd+3+4l6i12-15-4
* -4c on crouching hit
* High crush 4~46
fengdb+2l10i20~21-11+0
+0c on crouching hit
* High crush 6~30
fengdb+2,2l, l10, 10i20~21, i28~30-17+25a
* Combo from 1st CH
* Cancel to r13 standing with B (-15/-4)
* High crush 1~30
fengdb+3l14i17-15+4c+0d
* Transition to attack throw when CH from front
* Transition to BT on CH
* Can be accessed from a manual CD input with input qcf,db+3
* High crush 6~51
fengdb+4l23i31 (30~32)-26+76a (+60)
* Tornado on normal hit only
* Homing
* Transition to FC on hit
* Instant tornado launcher
* High crush 6~58
fengdb+1+2,2m, l13, 10i21~22, i29~30-12+14g
* Combo from 1st CH with 4F delay
* Move can be delayed by 10F
* Input can be delayed by 12F
* -1c on crouching hit
* High crush 8~60
fengb+2,3m, l13, 6i17, i22~24-11+0+8c
* Combo from 1st hit with 3F delay
* Move can be delayed by 15F
* Input can be delayed by 18F
* +0c on crouching hit
fengSS.4l19i20~22-31c-3~-1+71a (+55)
* Has a clean hit effect (+71a (+55) on hit)
* -3~-1 on hit with no clean hit
* High crush 10~31
fengFC.df+1l19i21~22-13c-2+13g
-2c on crouching opponent
* High crush 1~53
fengFC.df+4l13i19~20-8c+3
* Can be input with D,df+4 (i27? effective startup)
* Transition to BT
* +3c on crouching opponent
fengBT.d+1l20i20~21-13c+4+16a
* High crush 15~52
fengBT.d+3L20i18~20-26c-4~-2+70a (+54)
* Has clean hit effect (+70a (+54))
* -4~-2 on normal hit
* High crush 6~52
fengCD.1L18i18~19-14+0+12g
* Head
* Transition to FC with D
* High crush 6~19
fengKNP.1l20i20~21-13c+4+16a
* High crush 15~52
fengKNP.4l10i18-31c-4
fengOTG.d+3+4L24 (19)i24~25-13-2
-2d (-10) on grounded hit
fengSTC.4l20i20-13+3+14
heihachidb+2L25i23~25-18+6c
* Spike
* High crush 8~
heihachidb+3L10i16-13-2
heihachif,n,d,DF+3L24i33~34-23+28a
* Low crush 5~28
heihachif,n,d,DF+4L15i16~17-23+8c+28a
heihachif,n,d,DF+4,4L, L15, 10i16~17, i24-10+3c+26a
* +26a if previous hit connects
heihachif,n,d,DF+4,4,4L, L, L15, 10, 8i16~17, ,i24-10+3c+26a
* +26a if previous hit connects
heihachiFC.df+4L16i19~21-23+4c
* Clean hit +17a and 20 damage
* High crush 1~
heihachiFUJ.4L20i18~19-14-4+12g
* Spike
heihachiOTG.d+4L30i19~20-14-3a (-11)
* Spike
heihachiRAI.4L15i19~20-23+8c+28a
* Links to f,n,d,DF+4 extensions
heihachiWAR.f,n,d,DF+4L15i16~17-14+8c+28a
* No stagger on block
* Links to f,n,d,DF+4 extensions
hwoarangH.RFS.d+4L15i20~21-23+7c
* Transition to RFF
* Partially uses remaining Heat time
** RFS.d+4,3,4 airborne combo guaranteed on normal hit
* Increased chip damage scaling on block during heat
** 4 chip damage on block in heat
hwoarang1,1,3h, h, L5, 8, 10i10, ,i21-12-1
* Combo from 2nd CH
hwoarangd+3l7i17-13-2
-2c on crouching hit
hwoarangd+4l7i19-17-6+4s
* Also possible during RFF
* High crush 6~55
hwoarangd+3+4L18i21~22-14+6 LFS
* Homing
* Transition to LFS on hit
* High crush 6~54
hwoarangdb+3L12i19-13-1+17g
* Also possible during RFF
* High crush 6~51
hwoarangdb+4L14i16-12-8-1
* Transition to r20 RFS with F (-1/+3/+10)
* Also possible during RFF
hwoaranguf+4,4,4h, m, L12, 12, 12i22~23, ,i9~10+1+7
* Combo from 2nd CH
* Also possible during RFF
* Transition to RFS
* Third hit is not low parryable if the first two hits connect. Parryable if the first two hits whiff.
hwoarangSS.4l18i19~20-13+5c+31a
* Transition to RFF
hwoarangBT.d+3L20i18~19-13-2+31a
* High crush 4~50
hwoarangLFS.2,2,3,4m, h, h, L15, 7, 10, 7i16, ,i22-14-3
hwoarangLFS.2,2,3,4,3,4,4m, h, h, L, m, m, l15, 7, 10, 7, 7, 8, 7i16, ,i19-27-16
* Interrupt from 6th block with i18
* Can be sidestepped
hwoarangLFS.d+3L7i16-17-6
* -6c on crouching hit
hwoarangLFS.d+4L17i20~21-12+4+14d
* Transition to RFF
hwoarangRFF.d+3L10i18-11+0
* Transition to BT
* +0c on crouching hit
hwoarangRFF.d+3+4L19i19-11+5+15g
* Remains in RFF
hwoarangRFS.d+3L13i15-13-5+2
* Transition to RFF
* Increased chip damage scaling on block during heat
** 3 chip damage on block in heat
* cs10~19 crush state when canceled into followup
* High crush 10~25
hwoarangRFS.d+4L15i20~21-23+7c
* Transition to RFF
hwoaranghFC.3L10i16-17-6
* -6c on crouching hit
* High crush 1~
hwoaranghFC.4l6i12-15-4
* -4c on crouching hit
* High crush 1~
jack-8H.uf+3L[16]i19-12+8c
* Spike
* Only deals recoverable damage
* Cannot K.O.
* Automatically transitions to GMH on hit
* Partially uses remaining heat time
* 3 chip damage on block
* Unparryable
* u+3/ub+3: less forward movement
* Low crush 9
jack-8df+1+4L23i34-37+18d
* Homing
* Alternate input b,db,d,df+1 to power up
** 28dmg
** i29~30
* Alternate input is completely bufferable
* High crush 6~89
jack-8d+2,1sl, l8, 6i11, i24-14-3
* Alternate input FC.2,1
Combos from 1st hit
First two hits of 10 hit combo
jack-8d+3l12i20-17-6
* Alternate input FC.d+3
* High crush 4
jack-8d+4l10i16-15-4
* Alternate input FC.d+4
* High crush 4
jack-8db+1l13i12-12+1
*
jack-8db+1,1l, l13, 5i12, i16-12-1
* Combos from 1st hit
jack-8db+1,1,1l, l, l13, 5, 5i12, ,i16-12-1
*
jack-8db+2l24i22-18+3c+33d
* Can be charged to power up
* High crush 6
jack-8db+2*l30i36-33+17d
* Gain GMC on hit or block
* 9 chip damage on block
jack-8db+3l15i21-20-9
*
jack-8db+3,4l, l15, 12i21, i27-16-9
*
jack-8db+3,4,3l, l, l15, 12, 12i21, ,i27-19-8
*
jack-8db+3,4,3,4l, l, l, l15, 12, 12, 12i21, ,i27-16-5
*
jack-8db+3,4,3,4,3l, l, l, l, l15, 12, 12, 12, 12i21, ,i27-19-8
*
jack-8db+3,4,3,4,3,4l, l, l, l, l, l15, 12, 12, 12, 12, 12i21, ,i27-16-5
*
jack-8db+4l14i16-13-2
*
* High crush 6
jack-8uf+3L[8]i23-12+8c GMH
* Spike
* Only deals recoverable damage
* Cannot K.O.
* Only spikes when hit up close
* Automatically transitions to GMH on hit
* Unparryable
* u+3/ub+3: less forward movement
* Low crush 9
jack-8b,db,d,df+1l28i29-37+18d
* Homing
* Alternate input df+1+4
jack-8f,F+1+2,1+2m, l20, 21i15, i28-19+13d
* High crush
jack-8ws1+2,1+2,1+2m, m, l14, 12, 14i20, ,i27-23+6d
* Balcony Break
* Combos from 1st hit
jack-8FC.1l10i19-8+3
*
* High crush 1
jack-8FC.1,1l, l10, 14i19, i31-12+5
*
* High crush
jack-8FC.2,1sl, l8, 6i11, i24-14-3
* Alternate input d+2,1
Combos from 1st hit
First two hits of 10 hit combo
jack-8FC.3l12i20-17-6
* Alternate input d+3
* High crush 1
jack-8FC.4l10i16-15-4
* Alternate input d+4
* High crush 1
jack-8FC.1+2l21i24-15+13d
* Alternate input FC.db+1+2
* High crush 1
jack-8FC.db+1l14i14-11+3
*
* High crush 1
jack-8FC.df+2,d+1m, l12, 8i17, i22-11+0
* Balcony Break
* Combos from 1st hit
* High crush
jack-8SIT.1l10i19-48-37
*
* Floating state
jack-8SIT.1,2l, l10, 10i19, i15-47-36
* Combos from 1st hit
* Floating state
jack-8SIT.1,2,1l, l, l10, 10, 10i19, ,i15-47-36
* Combos from 1st hit
* Floating state
jack-8SIT.1,2,1,2l, l, l, l10, 10, 10, 10i19, ,i15-47-36
* Combos from 1st hit
* Alternate input SIT.2,1,2,1
** String moves recover 4 frames faster with alternate input
* Floating state
jin1,3h, L5, 9i10, i16~17-12-1
* Combo from 1st hit with 4f delay
* Grounded hit can be inconsistent
jin1,3,4h, L, l5, 9, 17i10, ,i23-13+3+29a
* Combo from 2nd CH with 7f delay
* Input can be delayed 12f
jin2,1,4~4h, m, l9, 9, 20i10, ,i20~21-12+16a
Interrupt with i16 from 2nd block
jin3,1,4h, h, l17, 7, 18i14, ,i18-13+3+29a
* Combo from 2nd CH with 9f delay
* Input can be delayed 14f
* Move can be delayed 12f
jind+2L22i22~23-14+4c
* Balcony break on airborne hit
* High crush 8~55
jind+3l7i15~16-14-3
jind+4L11i16~17-12-1
Flips over on grounded hit
* High crush 6~31
jindb+4l18i20~21-13+3+13g
jinws1,3,2,1,4m, h, m, m, l7, 8, 4, 3, 5i13~i14, ,i20~21-31+8
Combo from 1st hit
jinFC.df+4L20i21~i22-26+2c+69a (+53)
Transition to +12cg ZEN with F on hit
* High crush 1~57
jinf,n,d,DF+4l12i20~i21-31+8c
jinDVS.4L10i16-12-2c
* 3 chip damage on block
jinDVS.DF+3L24i33~34-23-2a
* 8 chip damage on block
* Low crush 5~25
* Floating state 26~28
jinOTG.d+1+2L24i19~20-13-2 (-10)
* Spike
jun1,3h, L5, 12i10, i23-12+2+6c
* Combo from 1st CH with 2f delay
jun1+4,2,d+4SL,h, h, L5,8, 10, 15i14 i17, ,i24~25-23~-22+27a
Combo from 3rd CH
* High crush 10~38
jun1+4,3,4SL,h, m, L5,8, 15, 17i14 i17, ,i25~26-13~-12+4c~+5c+26a
Combo from 3rd CH
jundf+3+4,4m, L17, 17i24~25, i25~26-13+4c+26a
Combo from 1st CH
jund+4L10i15-12-1
jundb+2L15i23~24-12+2+14g
* High crush 15~
jundb+3L14i18-12+2+6c
jundb+4L14i22~24-11~-9+0~+2+3~+5
Transition to r28 FC with D
* High crush 6~41
jundb+4,4L, L14, 15i22~24, i31~33-7~-5+4~+6+35a
* Combo from 1st CH
* Transition to r28 FC with D
* High crush 1~49
jundb+4,4,4L, L, L14, 15, 16i22~24, ,i31~33-7~-5+4~+6+35a
* Transition to r28 FC with D
* High crush 1~49
junb+1L19i29~30-10~-9+6~+7+0d
* Cancel to r39 FC with D on frame 25
* Transition to attack throw on CH, +22 damage, total 44
* Opponent recovers FDFA on CH
* High crush 6~
junb+3,4m, L20, 14i16~17, i20~22-11+0~+2+3
* Combo from 1st hit
* Links to db+4 extensions
* Transition in r28 FC with D
* High crush 1~42
junws1,4,2h, m, L14, 16, 17i12~13, ,i23~24-16+0c+13a
* Spike
* Combo from 2nd CH
* High crush 17~
junFC.df+2L12i16~17-11+0+18
Only i14 or faster attacks guaranteed on CH
* High crush 1~
junFC.df+3L12i21-19+0c
* Clean hit +10a, 15 damage
* Opponent recovers FDFA on CL
* High crush 1~47
junGEN.1L22i20~21-12+3c+26a
* Has good left sidestep tracking
* High crush 11~
junIZU.4L10i19-37-1c+23a
* High crush 13~
kazuya1,2,4h, h, L5, 8, 18i10, ,i23~24-14c-3+0c
* Combo from 2nd CH with 7f delay
* Move can be delayed 7f
kazuyad+3L10i16-17-6
* High crush 4~
kazuyad+4l6i12-15-4
* High crush 4~
kazuyad+1+2L20i23-14c+3c+27a
* High crush 6~
kazuyadb+3L14i19~20-12c-1+7c
* High crush 6~
kazuyadb+4L18i20-12+4+17g
Flips over on grounded hit
kazuyab+3,1,4h, h, l15, 10, 10i18, ,i16-10c+7
kazuyab+3,1,4,3h, h, l, l15, 10, 10, 12i18, ,i20-13c+1
kazuyauf+4,4m, l16, 12i25, -23+29a
Combo from 1st CH
kazuyauf+4,4,4m, l, l16, 12, 10i25, -23+17a (+10)
kazuyaf,n,d,DF+4L15i16-23-3c+20a
kazuyaBT.d+3l6i12-15-4
* High crush 1~
kazuyaDVK.OTG.db+1+2L20i24~29-13~-8+13a (+1)+16d
* Balcony Break on airborne hit
* +6c on standing normal hit
* Consumes 90F? of remaining Heat time
kazuyaDVK.db+3+4L(10)i24-19+2
* Deals 10 recoverable damage on hit - Cannot K.O
* Unparryable (projectile?)
* Consumes 150F? of remaining Heat time
* Transition to r10 CD with DF (-10?/+11)
** -10 on block when performing stance actions, cannot guard i23 moves
** Transition to r22 forward dash with f,n,f (-21?/+0)
kazuyaOTG.d+3+4L25i23-12-1
kazuyahFC.3L10i16-17-6
* -6c on crouching hit
* High crush 1~
kazuyahFC.4l6i12-15-4
* -4c on crouching hit
* High crush 1~
kingdf+4l10i14~15-14-3
kingdf+4,3,d+4l, h, L10, 11, 20i14~15, ,i33~35-10-8a FC+22a FC
* Recovers in crouch on hit.
* Otherwise recovers in FDFT.
* Low crush 25~
kingd+3L12i17-12+1
* Hits OTG.
kingd+4l6i14-15-4
kingd+3+4L14i16-25-9
* On CH, can access Stagger Kicks Flurry (d+3+4,4,4,4)
* High crush 6~
kingd+3+4,4L, L14, 7i16, i29-25-9
* Combo from 1st hit on CH.
* High crush 1~
kingd+3+4,4,4L, L, L14, 7, 7i16, ,i29-25-9
* Combo from 2nd hit on CH.
* High crush 1~
kingdb+3L17i23-14+4c+25a
* Tracks left side.
* Flip over on grounded hit
* High crush 6~
kingdb+4L20i29~31-17a-3d+27d
* r41 FC on hit
* High crush 6~14
* Low crush 16~29
* Floating state 30~
kingFC.df+1L20i32~34-12+73a(+57)
* Can also be performed with f,n,d,DF+1/CD.1.
* Tornado on grounded hit.
* High crush 1~
kingFC.d+3L10i18-17-6
* Can also be done by FC.db+3.
* Get extra range by FC.df+3/CD.DF+3.
kingBT.d+4l20i22~24-14-2d+28d
* Recovers in FDFT on block and whiff.
* Also can be done in backturn crouching.
* Low crush 11~
kingJGR.4L20i20~24-21+0c
* Power up into JGR.4* after 30F? or during Heat
** Partially uses remaining Heat time during Heat.
* Low crush 7~23
* Floating state 24~
kingJGR.4*L24i20~24-21+20a
* Effective startup i50~54?
* Partially uses remaining Heat time during Heat.
* Low crush 7~23
* Floating state 24~
kuma2,1,3h, m, l10, 11, 13i10, ,i18-13-2
* Combo from 2nd CH
kumaf+3+4L20i28~30-23+6a
* Unparryable (bug?)
* High crush 6~
kumad+3L12i20-17-6
* -6c on crouching hit
* High crush 4~
kumad+4l10i16-15-4
* -4c on crouching hit
* High crush 4~
kumadb+2L10i18-15-1
* Transition to HBS with D or 3+4 (-17/-3)
* High crush 6~51
kumadb+3l12i18-12+1
<Showing 1201-1600 of 6205 moves>