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All Characters Tekken 8 Frame Data

CharCommandHit levelDamageStartupBlockHitCounter hitNotes
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
* Jails from 1st block with ?F delay
jack-8db+1,1,1l, l, l13, 5, 5i12, ,i16-12-1
* Combo from 1st hit (even on 2nd whiff) or 2nd hit with ?F delay
* Whiffs from 1st or 2nd block (-28)
* May whiff from 1st hit (-31)
jack-8db+2l24i22-18+3c+33d
* Can be charged to power up
* High crush 6
jack-8db+2*l30i35~36-33+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
* Interrupt with i7 from 1st block
jack-8db+3,4,3l, l, l15, 12, 12i21, ,i27-19-8
* Interrupt with i7 from 2nd block
jack-8db+3,4,3,4l, l, l, l15, 12, 12, 12i21, ,i27-16-5
* Interrupt with i7 from 3rd block
jack-8db+3,4,3,4,3l, l, l, l, l15, 12, 12, 12, 12i21, ,i27-19-8
* Interrupt with i7 from 4th block
jack-8db+3,4,3,4,3,4l, l, l, l, l, l15, 12, 12, 12, 12, 12i21, ,i27-16-5
* Interrupt with i7 from 5th block
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
* Airborne combo from 1st hit
* Interrupt with i9 from 1st block
* High crush
jack-8ws1+2,1+2,1+2m, m, l14, 12, 14i20, ,i27~28-23+6d
* Balcony Break
* Combos from 1st hit
* Interrupt with i9 from 2nd block
jack-8FC.df+2,d+1m, l12, 8i17, i22-11+0
* Balcony Break
* Combos from 1st hit
* Interrupt with i5 from 1st block
* High crush
jack-8SIT.1l10i19-48-37
*
* Floating state
jack-8SIT.1,2l, l10, 10i19, i15-47-36
* Combos from 1st hit
* Interrupt with i1 from 1st block
* Floating state
jack-8SIT.1,2,1l, l, l10, 10, 10i19, ,i15-47-36
* Combos from 1st hit
* Interrupt with i1 from 2nd block
* Floating state
jack-8SIT.1,2,1,2l, l, l, l10, 10, 10, 10i19, ,i15-47-36
* Combos from 1st hit
* Interrupt with i1 from 3rd block
* Alternate input SIT.2,1,2,1
** String moves recover 4 frames faster with alternate input
* Floating state
jack-8hFC.1L10i19~21-8+3
* Can be done from Crouch Level 1
* +3c on crouching hit
* High crush 1~46
jack-8hFC.1,1L, L10, 14i19~21, i31~33-12~-10+4~+6
* Interrupt with i14 from 1st block
* Interrupt with i4 from 1st hit
* Move cannot be delayed
* Input can be delayed by 2F
* High crush 1~62
jack-8hFC.2,1sl, l8, 6i11, i24-14-3
* Alternate input d+2,1
* Combos from 1st hit
* First two hits of 10 hit combo
* Interrupt with i4 from 1st block
jack-8hFC.3l12i20-17-6
* Alternate input d+3
* High crush 1
jack-8hFC.4l10i16-15-4
* Alternate input d+4
* High crush 1
jack-8hFC.1+2l21i24-15+13d
* Alternate input FC.db+1+2
* Can be done from Crouch Level 1
* High crush 1
jack-8hFC.db+1l14i14-11+3
* Can be done from Crouch Level 1
* High crush 1
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
* Cannot low parry on 2nd hit
* Interrupt with i3 from 2nd block
* Input can be delayed 12f
jin2,1,4~4h, m, l9, 9, 20i10, ,i20~21-12+4c+14d
* Interrupt with i16 from 2nd block
* Whiffs vs
jin3,1,4h, h, l17, 7, 18i14, ,i18-13+3+29a
* Combo from 2nd CH with 9f delay
* Move cannot be interrupted
* Input can be delayed 14f
* Move can be delayed 12f
jind+2L22i22~23-14+4c+25d
* 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, 5i13~14, ,i20~21-31+8
* Combo from 1st hit
* Interrupt with i3 from 1st block
jinFC.df+4L20i21~22-26+2c+69a (+53)
Transition to +12cg ZEN with F on hit
* High crush 1~57
jinf,n,d,DF+4l12i20~21-31+8c
jinDVS.4L10i16-12-2c
* 3 chip damage on block
jinDVS.DF+3L24i33~34-23-2a
* 7 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
* Interrupt with i5 from 1st block
jun1+4,2,d+4SL,h, h, L5,8, 10, 15i14 i17, ,i24~25-23~-22+27a
* Combo from 3rd CH
* Interrupt with i4 from 3rd block
* High crush 10~38
jun1+4,3,4SL,h, m, L5,8, 15, 17i14 i17, ,i25~26-13~-12+4c~+5c+26a
* Combo from 3rd CH
* Interrupt with i4 from 3rd block
jundf+3+4,4m, L17, 17i24~25, i25~26-13+4c+26a
* Combo from 1st CH
* Interrupt with i4 from 1st block
jund+4L10i15-12-1
-1c on crouching hit
jundb+2L17i23~24-12+2+14g
* High crush 15~54
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
* Interrupt with i12 from 1st block
* Slight mid evasion
* Can be low parried from block or normal hit only
* Transition to r28 FC with D
* High crush 1~49
jundb+4,4,4L, L, L14, 15, 16 (11)i22~24, ,i31~33-7~-5+4~+6+35a
* Airborne combo from 2nd CH (+24a (+17))
* Transition to r28 FC with D
* Interrupt with i12 from 2nd block
* Can be low parried from block or normal hit only
* 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 6~58
junb+3,4m, L20, 14i16~17, i20~22-11+0~+2+3
* Combo from 1st hit with 25F delay
* Interrupt with i26 from 1st block
* Links to db+4 extensions
* Transition in r28 FC with D
* Move cannot be delayed
* High crush 1~42
junws1,4,2h, m, L14, 16, 17i12~13, ,i23~24-16+0c+13a
* Spike
* Combo from 2nd CH
* Interrupt with i5 from 2nd block
* High crush 17~
junFC.df+2L12i16~17-11+0+14
* High crush 1~46
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
Stagger low
* High crush 13~
kazuya1,2,4h, h, L5, 8, 18i10, ,i23~24-14c-3+0c
* Combo from 2nd CH with 7f delay
* Interrupt with i3 from 1st block
* -3c on crouching hit
kazuyad+3L10i16-17-6
* -6c on crouching hit
* High crush 4~
kazuyad+4l6i12-15-4
* -4c on crouching hit
* High crush 4~
kazuyad+1+2L20i23-14c+3c+27a
* Cancel to r36 FC at frame 21 with B
* 4f timestop on CH
* High crush 6~56
kazuyadb+3L14i19~20-12-1+7c
* -1c on crouching hit
* High crush 6~50
kazuyadb+4L18i20~21-12+4+17g
* Flips over on grounded hit
* Recovers 3F faster on hit (t48 r27)
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
* Weapon
* Projectile
* Deals 10 recoverable damage on hit - Cannot K.O
* Consumes 150F of remaining Heat time
* Transition to r29 CD with DF (-10/+11)
** cannot guard i23 moves
** Transition to r39 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, ,i33~35-10d-8a+22a
* Recovers in FC on hit
* Low crush 25~36
* Floating state 37~62
kingd+3L12i17-12+1
kingd+4l6i14-15-4
kingd+3+4L14i16-25-9
* On CH, can access Stagger Kicks Flurry (d+3+4,4,4,4)
* Can be done from Crouch Level 1
* High crush 6~
kingd+3+4,4L, L14, 7i16, i29-25-9
* Combo from 1st CH
* High crush 1~
kingd+3+4,4,4L, L, L14, 7, 7i16, ,i29-25-9
* Combo from 2nd CH
* High crush 1~
kingdb+3L17i23-14+4c+25a
* Tracks left side
* High crush 6~
kingdb+4L20i29~31-17a-3d+27d
* r41 FC on hit
* High crush 6~14
* Low crush 16~29
* Floating state 30~65
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~
kingBT.d+4l20i22~24-14-2d+28d
* Transitions to FC r40 on hit
* Also can be done in backturn crouching.
* Low crush 11~25
* Floating state 26~55
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~
kinghFC.3L10i18-17-6
* Get extra range by FC.df+3/CD.DF+3.
kuma2,1,3h, m, l10, 11, 13i10, ,i18-13-2
* Combo from 2nd CH
kumaf+3+4L20i28~30-23+6a
* Unparryable (bug?)
* High crush 6~70
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
kumadb+4l20i21~22-23+6+74a (+38)
* Tornado
* Panda: Very slight decrease in vertical hitbox height (does not hit as high)
* High crush 6~51
kumadb+2+3L30i32~34-12+39a
* Balcony Break on airborne hit
* Hold 2+3 to power up, up to 2 charge levels and deal chip damage on block
kumadb+2+3*L40i45~47-12+39a
* Balcony Break on airborne hit
* 12 chip damage on block
kumadb+2+3**L60i60~62-4+43a
* Balcony Break on airborne hit
* Unparryable
* 18 chip damage on block
kumaub+1+2l25i31~32-17+12a
* Cancel to r22 HBS with D or 3+4 at frame 21
* Low crush 6~27
* Floating state 28~30
kumaqcf+2,2m, L15, 22i17~18, i33~34-18c+21d
* Interrupt with i11
* Move can be delayed by 5F
* 6 chip damage on block
kumaFC.df+2,1,1+2,3m, h, M, L12, 12, 6, 5i18~19, ,i32~33-18-7
* Interrupt with i15 from 3rd block
kumaFDFA.1+2l10i14~16-12+6+6
* Transition to HBS
* Move is airborne, requires strong parry
* Reverse direction when performed in FDFT
kumaHBS.2L16i21~24-15+21g
* Transition to HBS
* High crush 1~
kumaHBS.b+1+2L16i26~29-20c+3+7
* Head
* Transition to r40 HBS with input D or 3+4
* Panda: Reduced attack range and vertical hitbox (does not hit as high)
* High crush 1~67
kumaHBS.b+1+2,1+2L, L16, 33i26~29, i22~24-29c+8a
* Balcony Break
* Head
* Combo from 1st CH
* Panda: Reduced attack range and vertical hitbox (does not hit as high)
* High crush 1~59
kumaHBS.f+3+4L25i16~22-11+37a (+28)+69a (+22)
* Balcony Break
* Hip
* Transition to SIT during attack active frames
* Unparryable?
* Very short hitbox reach
* Low crush 9~21
* Floating state 22~
kumaROL.3l20i18~26-18+33a
Recovers in FUFT
kumaSIT.1l15i21~22-12+4+9
kumaSIT.1,1l, l15, 13i21~22, i25~26-12+6
Combo from 1st CH
kumahFC.1L12i19~21-8+2c
* Can be done from Crouch Level 1
* High crush 0~46
kunimitsudf+3,2m, L14, 20i17~18, i28~29-15+1c
* Balcony Break (airborne)
* Weapon
* Combo from 1st CH
* Cancel to FC -13 -5 -3 r34 with D
* Interrupt with i6 from 1st block
* High crush 22~35
kunimitsud+3L11i16~17-14-3
-3c on crouching hit
kunimitsud+1+2L17i20-14+0+15g
* Weapon
* Recovers 3f faster on hit (t50 r30)
* High crush 6~50
kunimitsudb+3l8i18-15-14
* High crush 6~
kunimitsudb+3,3l, l8, 7i18, i15~17-19-7
* Jail from 1st attack
* High crush 1~
kunimitsudb+3,3,3l, l, l8, 7, 7i18, ,i15~17-19-7
* Jail from 1st block
* Combo from 2nd CH
* Interrupt with i13 from 2nd block
* High crush 1~
kunimitsudb+3,3,3,3l, l, l, l8, 7, 7, 5i18, ,i15~17-19-7
* Jail from 1st block
* Combo from 3rd CH
* High crush 1~
kunimitsudb+3,3,3,3,3l, l, l, l, l8, 7, 7, 5, 5i18, ,i15~17-19-7
* Jail from 1st block
* Combo from 4th CH
* High crush 1~
kunimitsudb+3,3,3,3,3,3l, l, l, l, l, l8, 7, 7, 5, 5, 5i18, ,i15~17-47-35
* Jail from 1st block
* Combo from 5th CH
* High crush 1~
kunimitsudb+4L13i17-12+0+8
kunimitsuu+2L25i35~36-16+6+25a
* Weapon
* Cancel to r47 FC with D
* Low crush 10~27
* Floating state 28~30
kunimitsuSS.4l16i20~22-37+4c
* Clean Hit +13d
* Clean Hit damage 20
* Sidestep adds 9f, effective startup i29~31
* Stagger on block
* High crush 6~
kunimitsuBT.d+2L20i17~18-13+4+8d
* Floor Break
* Weapon
* Transition to FC with D
* High crush 6~18
kunimitsuKAT.4L16i22~28-16~-10-2~+4
* is1~4
* Floating state 1~4
* Low crush 5~18
* Floating state 19~21
kunimitsuMUS.2L25i25-18+21d+39a
Weapon
* High crush 11~43
kunimitsuSET.3L17i18~23-16~-11+0c~+5c+25a
* High crush 6~
kunimitsuhFC.3L10i16-17-6
* High crush 1~
kunimitsuhFC.4l6i12-15-4
* High crush 1~
lars1,4h, L5, 10i10, i22-12+1
* Combo from 1st CH with 2f delay
* Interrupt with i3 from 1st block
* Move can be delayed 2f
* Transition to LEN -12 +3 r32 with D
larsd+3l8i15-14-3
larsd+1+2l25i24~25-20+9d
* High crush 20~
larsdb+1l9i17-12-1
* High crush 6~
larsdb+4l19i20~21-26+5c+29a
* High crush 6~
larsf,F+4l12i21-31+5
larsDEN.4l14i23~25-12+1
* Transition to LEN with input D (-12/+3)
larsDEN.3+4L21i22~23-14-3+5c
* Transition to SEN with input F (-7/+4/+12c)
larsLEN.1L20i16~17-12+4c
* High crush 1~
larsSEN.2L23i17~19-12+6c+27d
* Tornado
* High crush 1~48
lawdf+1,3m, l10, 6i13, i20-16-5
* Combo from 1st hit with 2F delay
* Interrupt with i2
* Move cannot be delayed
* Links to 10-hit combo
lawdf+3+4l12i18-15+4c+6a
* High crush 6~52
lawd+1l15i19~20-12-1
Transition to Slide Step with DF
* High crush 6~
lawd+3l8i16-14-3
Transition to FC with D
lawd+4l7i15-11+0
lawd+3+4l7i12-15-2
Alternate input hFC.4
* High crush 4~
lawdb+3l15i17-13+3c+13g
lawdb+4l20i26-37+15a
Homing
* High crush 6~
lawb+2,3m, l12, 10i16, i23-12-1
Delay-able
lawb+2,3,d+4m, l, l12, 10, 23i16, ,i34-37+11a
Delay-able
* High crush
lawuf+1,3h, l10, 10i12, i19-13-1
* Combos from 1st hit
* Alternate input:
** Ki Charge~1,3
** b,B+2+3~1,3
lawuf+3+4l27i29-24+5
Alternate input DSS.uf+3+4
* Low crush 8~30?
law1+2+3+4~1,3h, l10, 10i12, i19-13-1
* Combos from 1st hit
* Alternate input:
** uf+1,3
** b,B+2+3~1,3
lawss3l17i18-13+7+16c
* Transition to DSS on hit
lawFC.df,d,df+3l17i16~20-23+13
* Alternate input df+3 in Slide Step
lawBT.d+3l6i12-15-4
lawBT.d+4l17i23-13+6c+26d
lawDSS.4l21i21-13+6c+38a
lawhFC.3l10i16-17-6
* High crush 4~
lawhFC.4l7i12-15-2
Alternate input d+3+4
* High crush 4~
lee2,1,4h, h, L10, 8, 18i10, ,i25~26-15+1+11
* Combo from 2nd CH with 3F delay
* Interrupt with i10 from 1st block
* Move can be delayed by 8F
* Input can be delayed by 11F
* High crush 15~56
leedf+1,2,2,1,3,3m, h, h, h, h, L10, 5, 6, 5, 7, 6i13~14, ,i24-25-14
* Combo from 5th CH
leed+3L17i16-15-1+17a
* Transition to HMS r31 cs1~15 with 4 (-15/-1/+17a)
** Cancel to r1 standing or FC with b_db_d_df (Can block i16 moves)
* -1c on crouching opponents
* High crush 6~47
leed+4l7i12-13-14-2
-14c/-2c on crouching hit/CH
leed+4,4l, l7, 8i12, i20-15-16-4
* Combo from 1st CH with 10F delay
* Move cannot be interrupted from 1st block
* Interrupt with i1 from 1st hit
* Must hold D to input (d+4,d+4)
* -16c/-4c on crouching hit or CH
* Low parryable on hit or block
* Move can be delayed by 13F
leed+4,4,4l, l, l7, 8, 5i12, ,i20-15-16-4
* Combo from 2nd CH with 10F delay
* Move cannot be interrupted from 2nd block
* Interrupt with i1 from 2nd hit
* -4c on crouching CH
* Low parryable on hit or block
leedb+3L12i20-12-1
leedb+4l6i12-15-4
Alternate input FC.4
* High crush
leedb+3+4L19i21~23-13+4+38a
leeb+3l9i15-14-3
leews3,3,D+3M, m, l16, 11, 8i10, ,i26-19-8
* Combos from 2nd hit CH
leeFC.3l10i13-17-6
*
* High crush
leeFC.4l6i12-15-4
* Alternate input db+4
* High crush
leeFC.df,d,DF:3l26i18~24-15~-9+5c+5d
* * Frame advantage on block depends on spacing.: Ranges from -15 up close, to -9 at tip range.
* Perfect Input not required during Heat
* Perfect input when DF and 3 are input during the same frame
* Partially consumes remaining Heat Time
* Is not bufferable from full crouch (regular version gets buffered instead)
* Transition to HMS -15 +5c with 4
* High crush
* Low crush
leeFC.df,d,DF+3l20i18~24-15~-9+5c+5d
* * Frame advantage on block depends on spacing: Ranges from -15 up close, to -9 at tip range.
* Bufferable from full crouch
* Transition to HMS -15 +5c with 4
* High crush
* Low crush
leeFC.df+4l17i16~17-14+3c+25d
* Transition to HMS with 3 (-14/+3c/+25d)
* High crush
leeHMS.4L20i22~24-13+4c+72a (+56)
* Instant Tornado on CH
* High crush 6~54
leeMS.3+4l20i25~31-15~-9+5c+5d
* High crush
* Low crush
leeMS.b,n,4l20i21-13+3+12
*
* High crush
leo1,2,4h, h, L5, 10, 15i10, ,i24-13+3+8a
* Combo from 2nd CH with 6F delay
* Interrupt with i4 from 1st block
* Move can be delayed by 11F
leodf+2+3L20i21~22-12~-11+5+21d
* High crush 6~
leod+3l10i16-17-6
* High crush 4~
leod+4L13i16~17-11~-10+0
leod+3+4l7i12-15-4
* High crush 4~
leodb+4L11i20~22-31~-29+2+33a
* Clean hit +2
* Staggers on block
* Causes float on hit if db+4,1 is input
* High crush 11~
leof,F+4,3,4m, h, L12, 23, 17i19, ,i29~31-12~-10-1+30a
* Low crush 0~7
* Floating state 8~10
* High crush 20~
leows1,4m, L13, 12i14~15, i19~20-12~-11-1
* Combo from 1st CH
* Interrupt with i1 from 1st block
leoFC.df+3L20i21~23-26~-24+37a
leoqcf+1L17i18~19-13~-12-1+11
* High crush 6~50
leoKNK.4L18i20~21-12+4c+17a
* Spike
* Transition to CD r28 with df (-10/+6c/+19d)
** CD SS cancel is -12
leoKNK.3+4L24i24~25-26+19a
* High crush 8~55
leoOTG.d+3+4L22i21~22-13~-12+3
* Spike
* -2d (-10) on grounded hit
leohFC.3l10i16-17-6
leohFC.4l6i12-15-4
leroy3,3m, L14, 13i15, i18-14+2+15d
* Delayable
* Combo from 1st hit
leroy1+4L16i100~279-26~+153+24~+203
* 1 chip damage on block
* Power up during Heat (Consumes 150F? of remaining Heat time)
** +70a~249a on hit
leroyd+2L11i15~16-13~-12-2~-1+3~+4
* High crush
leroyd+2,4L, L11, 11i15~16, i24~25-13~-12-2c+38d
* High crush
leroyd+3L8i16-13-2
leroyd+4L9i14~15-12~-11-1~0
leroydb+3L12i20~21-8~-7+5~+6+14c
Transition to HRM
* High crush 6~39
leroydb+4L13i17-15-4c+36d
* High crush 6~51
leroySS.4L17i18~19-12+4+14
* Can be delayed
leroyFC.df+4L14i15~16-13~-12-2~-1+3~+4
* High crush
leroyHRM.3L8i16-13-2
-2c on crouching opponents
leroyHRM.b+3L12i20~21-26-9
-9c on crouching hit
leroyHRM.b+4L17i20~21-13+4c+28a
Homing
* High crush 8~37
leroyOTG.db+2li17~18-16-5
Power up during Heat (partially uses remaining Heat time)
leroyOTG.db+2,1+2l, li17~18, -13-2
lidia1,2,4h, h, l5, 8, 15i10, ,i26-13+3+26a
* Input can be delayed 8f
* Interrupt with i7 from 2nd block
* Can be low parried on hit
* Can hit grounded while off-axis
lidia2,1,4,4h, h, h, l8, 10, 15, 5i11, ,i24~25
* High crush
lidiad+2L12i18-14-4+12
* High crush 6~
lidiad+3l9i15-16-5+5
Can hit grounded off-axis
lidiad+4l6i12-15-4
* High crush 4~
lidiadb+3L17i16~17-11+7
* Homing
* Clean hit adds 3 damage
* Transition to HRS on hit or block only
* Transition to attack throw on CH
* HRS transition is -19
lidiadb+4l15i22-13+0
Can hit grounded off-axis
lidiaFC.df+3L16i20-26+2c
* +12a on clean hit, 4 extra damage
* High crush 1~
lidiaCAT.4L14i19~20-6+8c+33a
* Transition to WLF on hit or block only
* Crouching state ends early on frame 20 when transitioning to WLF
* WLF transition is -14
* Powered up based on Heaven and Earth Level
* HAE lvl.1 16 damage
* HAE lvl.2 18 damage
* HAE lvl.3 20 damage
* High crush 11~31
lidiaHRS.1+2L17i20~21-18-1c+67a (+51)
* Powered up based on Heaven and Earth Level
** HAE lvl.1 19 damage
** HAE lvl.2 21 damage
** HAE lvl.3 23 damage +21a on hit, and decreases HAE level by 1
* High crush 8~
lidiaOTG.d+1+2L24i18~19-13+6c
* Spike
* Power up based on Heaven and Earth level
* Regain recoverable health
lidiahFC.3L10i16-17-6
* High crush 1~
lidiahFC.4l6i12-15-4
* High crush 1~
liliH.RAB.3L22i20~21-13+24a+70a (+54)
* Homing
* Tornado on CH
* Partially consumes remaining Heat time
* High crush 6~
lili1,2,3h, h, L5, 12, 13i10, ,i26-13-2+6c
* Combo from 2nd CH
* Interrupt with i7 from 1st block
* High crush 10~45
lili2,3h, L8, 13i10, i26-13-2+6c
* Combo from 1st hit
* Interrupt with i6 from 1st block
* High crush 10~45
lilidf+4,4m, L12, 23i13~14, i20~21-13-2+8
* Floor Break
* Combo from 1st hit with 9f delay
* Interrupt with i1 from 1st block
* Input can be delayed 13f
* Move can be delayed 8f
* Transition to BT -9 +2 +10 with B
lilid+1L10i18~19-11+0
* Transition to FC with D
* High crush 9~29
lilid+3L14i19~20-12+1+5c
lilid+4l6i12-15-4
* High crush 4~
lilidb+4L20i30~31-24+76a (+60)
* Homing
* Snake Edge
* Instant Tornado
* Stagger on block
* High crush 7~37
lilidb+3+4L20i24~25-18+3d+33a
* High crush 16~
lilif,F+4L23i22~23-12+4
* Floor Break
* Enter BT -6 +10g +10 r24 with B
* Different stun animation on CH, but no change in frame advantage without BT entry
liliws1,2,4m, h, L10, 16, 20i13~14, ,i22~23-14+12a+43a
* Combo from 2nd CH with 7f delay
* Interrupt with i4 from 2nd block
* Input can be delayed 11f
* Move can be delayed 10f
* High crush 13~51
liliFC.3L10i16-17-6
* High crush 1~
liliFC.4l6i12-15-4
* High crush 1~
liliFC.df+3L19i19-28-18~-9-2~+7+26a
* High crush 10~47
liliBT.d+2L17i16-12+5c+14d
* High crush 4~
liliBT.d+3L8i17~19-17-1+2c
* High crush 4~40
liliBT.d+4L9i14-11+1
* High crush 4~
liliBT.d+3+4L25i20~22-26+19a
* Transition to t63 r41 with F (cs8~46)
* Stagger on block
* High crush 8~41
liliRAB.3L20i20~21-13+3c+70a (+54)
* Homing
* Instant Tornado on CH
* Powered up during Heat: 22 damage and KND on normal hit
* High crush 6~
miary-zodf+3+4L17i21-15-4+6a
* High crush 6~45
miary-zod+3L14i20-14+1+12g
Weapon
* High crush 12~
miary-zodb+3L21i22~23-26+5c+44a
* Stagger on block
* High crush 8~
miary-zodb+4L13i18-12+1
miary-zouf+2,3h, L14, 14i17, i27~28-14+2c
* Combo from 1st hit
* Move cannot be interrupted
miary-zoFC.df+4L16i18~19-26+4c
* Clean hit +9a, 4 extra damage
* Stagger on block
* High crush 1~44
miary-zoMOR.4L10i17-12-1
* High crush 1~29
nina4,4,4h, h, L15, 21, 20i11, ,i30~31-12+4c+46a
* Balcony break on airborne hit
* Combo from 2nd CH
* Interrupt with i5 from 2nd block
* High crush 16~55
ninadf+3,2,1,4m, h, h, L13, 9, 6, 12i14, ,i23-13-2
* Combo from 3rd CH with 2f delay
* Interrupt with i4 from 3rd block
* -2c vs crouching opponents
* Move can be delayed by 11f
* High crush 10~55
ninad+2L13i20-12+0+5
* Transition to CD r22/r23 with F (-8 r23/+2/+7)
* Recovers 6F faster on hit (t45 r25)
* High crush 6~51
ninad+3L10i16-17-6
* High crush 4~
ninad+4l6i12-15-4
* High crush 4~
ninadb+3L17i20-13+4c+13a
ninadb+4L5i16~17-9a+2
* High crush 6~16
ninauf+4,3h, L22, 10i18, i18-19-8
* Combo from 1st CH
* Move cannot be interrupted
* High crush 35~64
ninad,DF+4L20i20~24-37+14a+55a (+39)
* Faster version of df+3+4
* Instant Tornado on CH
* High crush 1~
ninauf,n,D+3L15i43-17-6
* Low crush 9~30
* Floating state 31~33
* High crush 34~53
ninaSS.4L14i20-14+6c
Sidestep adds minimum 9f, effective startup i29
* High crush 6~39
ninaqcf+3L17i19~28-20~-11+0c~+9c+21a
* High crush 10~49
ninaOTG.d+3+4L30 (21)i17~18-17-7d
Spike
ninahFC.3L10i16-17-6
* -6c on crouching hit
* High crush 1~
ninahFC.4l6i12-15-4
* -4c on crouching hit
* High crush 1~
panda2,1,3h, m, l10, 11, 13i10, ,i18-13-2
* Combo from 2nd CH
pandaf+3+4L20i28~30-23+6a
* Unparryable (bug?)
* High crush 6~70
pandad+3L12i20-17-6
* -6c on crouching hit
* High crush 4~
pandad+4l10i16-15-4
* -4c on crouching hit
* High crush 4~
pandadb+2L10i18-15-1
* Transition to HBS with D or 3+4 (-17/-3)
* High crush 6~51
pandadb+3l12i18-12+1
pandadb+4l20i21~22-23+6+74a (+58)
* Tornado
* High crush 6~
pandadb+2+3l30i32~34-12+39a
* Balcony Break
* Hold 2+3 to power up, up to 2 charge levels and deal more chip damage on block
pandadb+2+3*l40i45~47-12+39a
* Balcony Break
* chip damage on block
pandadb+2+3**l60i60~62-4+43a
* Balcony Break
* chip damage on block
pandaub+1+2l25i31~32-17+12a
* Cancel into HBS with input D or 3+4
* Low crush
pandad,df,f+2,2m, l15, 22i17~18, i33~34-18+21d
* Chip damage on block
pandaFDFA.1+2l10i14~16-12+6+6
* Transition to HBS
* Move is airborne, requires strong parry
pandaHBS.2L16i21~24-15+21g
* Transition to HBS
* High crush 1~
pandaHBS.b+1+2l16i26~29-25c+14a
* Transition to HBS with input D or 3+4
pandaHBS.b+1+2,1+2l, l16, 33i26~29, i22~24-29c+8a / -3a (-10)
* Balcony Break
* Less frame advantage occurs after Combo from last hit
pandaROL.3l20i18~26-18+33a
Recovers in FUFT
pandaSIT.1l15i21~22-12+4+9
pandaSIT.1,1l, l15, 13i21~22, i25~26-12+6
Combo from 1st CH
pandahFC.1L12i19~21-8+2c
* Can be done from Crouch Level 1
* High crush 0~46
paul1,4h, L5, 8i10, i23-11c+1
* Combo from 1st CH
* Interrupt with i4 from 1st block
* High crush 14~
pauld+1,4m, L16, 15i14~15, i19-31c-17+14a FUFA
* Move cannot be delayed
* Input can be delayed 5f
* Combo from 1st CH with 5f delay
* Interrupt with i6 from 1st block
* Stagger low
pauld+4L9i15-31c+14a FUFA+14a
* Clean Hit range 1.59
* 8 damage, -17 on hit without Clean Hit
* Stagger state on block
pauldb+3L12i15~i17-18c-4
* -4c on crouching hit
* High crush
pauldb+4L6i12-15c-4
* High crush
paulb+4L14i20~21-12c+4+17g
paulf,F+2,2m, L14, 21i15~17, i36~38-19c+27a
* Cancel to -28 -18 FC with B
* Interrupt with i18 from 1st block
* Whiffs vs SSL, SW from 1st block
* Alternate input FC.df+2,2
* High crush 33~83
paulf,F+3,4,d+4m, m, L17, 10, 15i15~16, ,i27~28-17c-6
* Interrupt with i15 from 1st block
* Whiffs vs SWL from 1st block
* Move cannot be delayed
* Input can be delayed by 6F
* Low crush 10~24
* Floating state 25~27
* High crush 58~101
paulSS.3L17i19-12c+4+12c
* Effective minimum startup 28f
paulqcf+3L18i18~19-14c+0+20a
* Clean hit range 2.0
* 17 damage on hit without Clean Hit
* +7 on CH without Clean Hit
* High crush 7~40
paulqcf+1+2L20i32~33-12c+71a (+55)
* Cancel to t41 FC with B
* High crush 1~33
paulDPD.df+4L17i17-13+3+24d
* Effective minimum startup 27f
* Clean Hit range 1
* Damage without clean hit 20
paulOTG.d+2L16i18-12c-1d (-9)
* Spike
* +4 on hit against standing opponent
paulqcb+3L14i18~19-21c-10g+21a
* High crush 1~
raven2,3h, l9, 10i10, i22-13-2
* Combo from 1st hit
* Interrupt with i4
* High crush 6~
raven4~3,1m,m, l8,10, 15i16 i29~30, i34~35-13~-2+4~+5
* Interrupt with i15
* Can be delayed
* High crush 1~
ravend+3L10i15-11+0
ravend+4L18i21-13-2+13g
-2c on crouching opponents
* High crush 6~
ravendb+3L19i28~29-12~-11+5~+6+39d
Cannot be low parried (bug?)
* Low crush 8~24
* Floating state 25~27
* High crush 28~
ravendb+4L21i24~25-14~-13+4c~+5c+37a
* High crush 6~49
ravenb+2,2,1+2h, m, L12, 17, 20i15~17, ,i20~21-30~-29+3d
* Combo from 2nd CH
* Interrupt with i6 from 1st block
* Move is delayed 6F
* Move cannot be delayed
* Input cannot be delayed
* High crush 18~29
ravenb+4,B+4~3m, L13, 11i14~15, i20-11+0
* Interrupt with i29
* High crush 12~37
ravenu+3,3h, L23, 18i27~28, i31~32-16~-15+16a
* Transitions to r76 Ki Charge on hit only
* Alternate input: ub+3,3
* Interrupt with i4
* Hit cancels 1st hit's 2nd active frame
* Can be performed during CD (Shadow Sprint)
* High crush 14~39
ravenuf+3+4,4m, L17, 9i23~25, i21~22-11~-10+0~+1
* Interrupt with i2
* Can be performed during CD (Shadow Sprint)
* High crush 1~41
ravenqcf+2L18i22~23-12~-11+5~+6+14~+15
Cancel to r41? BT with qcf+2~B
* High crush 10~45
ravenFC.3L10i16-17-6
* High crush 1~
ravenFC.4l6i12-15-4
* High crush 1~
ravenFC.df+3L17i20~22-9~-7+2~+4+30d
Alternate input: d,DF+3
* High crush 1~35
ravenBT.d+2L20i20~21-12+4+13g
* Transition to Blind Fall (standing) on hit
* Transition to +4 BT (Blind Labyrinth) with B on hit
* Transition to +4 FC (Blind Fall) with D on hit
* High crush 4~
ravenBT.d+3L16i25~27-26~-24+0~+2
* Tornado
* on Clean hit only
* Clean hit +74a (+58), 20 damage
* High crush 4~48
ravenBT.d+4l6i12-15-4
* High crush 1~
ravenBT.f,F+3+4L17i23~30-18~-11+24a
* Floating state 13~21
* High crush 18~49
ravenBT.f+4L13i16-9+4
ravenSZN.4L21i17~24-14~-7+4~+11g+13a~+20a
* High crush 6~
reinad+4l6i12-15-4
* -4c on crouching hit
* High crush 4~
reinadb+4L7i16-13-2+2
reinaSS.4l17i18~19-13+0+13g
reinaSSH.3L26i22-26-4c
* i42 effective startup
reinaSSH.CH.3L33,18i22+0d
* Floor Break
reinaFC.d+3l10i16-17-6
* High crush 1~
reinaOTG.d+4L14 (11)i19-19-8 / -8a (-16)
22 (17) dmg if done with input OTG.d+4 alone
reinaOTG.d+4,1L, L14 (11), 17 (20)i19, i20~21-26-10 / -15a (-23)
* Blue spark with input OTG.d+4:1 on frames 15-18 for 20 (16) dmg
* Jails from 1st block
* Combo from 1st hit
reinaUNS.d+4L14i20-12+3 SEN+13 SEN
* Transition to SEN on hit only
* Transition to standing (+0/+10) on hit with B
* WDS.4: Unbufferable. i22 effective startup
* High crush 6~35
reinaWGS.DF+4L6/8i16-23+2c
* 8 dmg if manual CD
* High crush 15~55
reinaWGS.DF+4,4L, L6/8, 16i16, i17~18-23+2+23a
* Combo from 1st hit
* High crush 10~55
reinaWRA.d+4L9i16~17-15-4+2
* High crush 6~50
shaheenf+2,4h, L10, 16i12, i22~23-13+2+29a
* Combo from 1st hit with 3F delay
* Interrupt with i3 from 1st block
* Transition to -11, +4, +31a SNK with DF
* Move can be delayed by 10F
* Input can be delayed by 11F
shaheend+1L16i20~21-13+4+28g
* High crush 6~52
shaheend+3L12i16~17-14+0
* Transition to -10, +4 SNK with DF
* High crush 6~48
shaheend+4L10i19-12+1
shaheend+3+4l6i12-15-4
* -4c on crouching hit
* High crush 4~
shaheendb+3L12i20~21-17-6
shaheenSS.2L14i20-12+1c
* Sidestep takes 9f; effective startup i29
* High crush 15~
shaheenFC.df,d,DF+3L17i16~20-23a+7a
* Transitions to SNK on hit
* Low crush
shaheenFC.df+4L16i16~17-14+1
* Transition to -11, +4 SNK with DF
** -12 with perfect SNK cancel
shaheenSNK.4L20i20~22-14+3c+14c
steve1,2,1,d+2h, h, h, l5, 10, 15, 19i10, ,i26~27-12+1c+14d
* Transition to r30 FC with d_db
* Interrupt with i9 from 1st block
* High crush 10~
steved+1l12i16-13-2
* High crush 6~
steved+2l11i17-18-5
* High crush 6~
stevedb+2l21i26~27-12+1c+14d
* Transition to r30 FC with d_db
* High crush 6~
stevedb+3l10i16-13+0
steveb+1,d+2h, l10, 10i13~14, i27~28-11+0
* Combo from 1st hit
* Interrupt with i10 from 1st block
* Transition to r25? PAB with f (-9/+2)
* r25? PAB FC cancel?
* High crush 13~
steveuf+3l20i36~37-12+9
* Low crush 9~
steve-afterafters+1l23i16-12+17d
* High crush 6~
steveqcf+2l18i19-18+2c
* Transition to r36? PAB with F (-18/+2c)
** r36? FC cancel?
* High crush 10~
steveALB.d,d+1sp, l30i13, i22~23-12+14d
* ALB.d_u takes 37 frames, effective startup time is i59~60
* High crush 6~
steveALB.d+2l17i34-12+1c+14d
* High crush 6~
steveOTG.d+1+2L16i17-11c+2
* Recovers in crouch
* +0d (-8) on grounded hit
stevePAB.d+1l11i15~16-12+2
* Alternate input: FC df1
* High crush 6~
stevePAB.d+2l25i28~29-12+7+32a
* Cancel into FC with DB
* High crush 6~
victor1,3h, L5, 11i10, i21~22-12-1
* Combo from 1st hit with 2F delay
* -1c on crouching hit
victord+1L7i16-17-6
* Weapon
* Cannot be parried (weapon low)
* High crush 6~52
victord+3L11i18~19-13-2
victord+4L10i16-13-2+0d
* Perform Guilty Mariko on counter hit
victordb+4l17i20~21-26+4c+49a
* High crush 6
victorIAI.4L17i18~19-12+4+9
victorPRF.1L15i19~20-12+4c+14g
* Weapon
* Unparryable (weapon low)
* High crush 6~50
xiaoyudf+3L23i29~30-23+71a (+55)
* Tornado
* Instant Tornado
* Homing
* Cancel to BT with B (r31)
* On hit of whiff, transition to AOP with D
* Snake Edge
* High crush 6~29
xiaoyud+3L12i14-12-3+1
*
* High crush 6~
xiaoyud+4l6i12-15-4
* Alternate input FC.4
xiaoyudb+2L13i18~19-8+5c+12
*
* High crush 6~
xiaoyudb+3L0i15+2c+2c+14
*
xiaoyudb+4L14i18-12+4c+14
* This move is +20 on a traded hit
xiaoyub+2,2m, L13, 15i15~16, i21~23-7+4+22a
* Transition to BT
* Combo from 1st hit with 9F delay
* Interrupt with i6 from 1st block
* Move can be delayed by 6F
* Input can be delayed by 11F
xiaoyuuf+1L15i33-7+10g c
* Cancel to r42? FC with D
* Low crush 9~
xiaoyuWhile landing 3L19i15-18+27a
*
xiaoyuSS.4L19i18-13-2+29a
*
* High crush 6~
xiaoyuFC.df+2L8i19-8+3
* Transition to FC BT with DF_D_DB
* High crush 1~27
xiaoyuFC.df+2,1L, l8, 10i19, i18-8+5c
* Combo from 1st hit
* Jail from 1st block with ?F delay
* Transition to FC BT with DF_D_DB
* High crush 1~45
xiaoyuFC.df+4L13i18~20-7+4
* Transition to AOP
* Alternate input AOP.f+4
* High crush 1~
xiaoyuFC.df+4,4L, L13, 13i18~20, i27~29-6+5
* Combo from 1st hit CH
* Interrupt with i8 from 1st block
* Alternate input AOP.f+4,4
* High crush 1~
xiaoyuAOP.3L19i25~30-16~-11+0~+5+27a
* 4f timestop on CH
* High crush 1~60
xiaoyuAOP.3+4L22i23~25-33+1d FC
* Transition to FC r53 on hit
* High crush 1~44
* Floating state 45~75
xiaoyuAOP.d+1L13i19~21-12-1+0d
* Floor Break
* Shift to attack throw on CH
* High crush 1~50
xiaoyuAOP.f+2L8i19-8+3
* Transition to FC BT with DF_D_DB
* High crush 1~27
xiaoyuAOP.f+2,1L, l8, 10i19, i18-8+5c
* Combo from 1st hit
* Jail from 1st block with ?F delay
* Transition to FC BT with DF_D_DB
* High crush 1~45
xiaoyuAOP.f+4L13i18~20-7+4
* Transition to AOP
* i18~19 when AOP.f+4,4 is input.
* High crush 1~
xiaoyuAOP.f+4,4L, L13, 13i18~20, i27~29-6+5
* Combo from 1st CH
* Interrupt with i8 from 1st block
* High crush 1~
xiaoyuBT.db+4L0i15+2c+2c+14
* Alternate input BT.df+4
xiaoyuBT.d+3L12i16-12+7c
*
xiaoyuBT.d+4L19i20~22-26-1+27d
* Instant Tornado
* Clean hit damage: 20
* +27d on clean hit
* High crush 8~
xiaoyuBT.uf+1L15i33-7+12
* Transition to AOP
* Cancel to FC with D
* Alternate input BT.u+1
* Low crush 9~
xiaoyuHYP.3L17i20-13+7c
* Homing
* Powered UpBased on the number of steps taken in HYP:HYP.3 damage increases and becomes more plus on hit. See the charts in th HYP section for more details. up when in Heat or based on the number of steps taken.
* Consumes 600F of heat timer during heat
* High crush 6~30
xiaoyuhFC.3L11i15~17-15-4
* High crush 1~49
xiaoyuhFC.4l6i12-15-4
*
* High crush 1~46
yoshimitsu2,d+3h, L10, 11i11, i22-12-1
* Combo from 1st hit with 2f delay
* Interrupt with i4 from 1st block
* Input can be delayed 2f
* Move cannot be delayed
* High crush 10~
yoshimitsud+3L12i15~17-18~-16-4~-2
Most commonly impacts on frame 16, except when tracking right
* High crush 4~
yoshimitsud+4l6i12-15-4
* High crush 4~
yoshimitsudb+1L12i26~28-11~-9+4~+6+7~+9
Unavailable in NSS
* High crush 8~
yoshimitsudb+3l8i18~19-25-14
* High crush 6~
yoshimitsudb+3,3l, l8, 7i18~19, i15~17-19-7
* Combo from 1st hit
* Enter IND r20 with d+3+4
* High crush 1~
yoshimitsudb+3,3,3l, l, l8, 7, 7i18~19, ,i15~17-19~-17-7~-5
* Combo from 2nd CH
* Enter IND r20 with d+3+4
* High crush 1~
yoshimitsudb+3,3,3,3l, l, l, l8, 7, 7, 5i18~19, ,i15~17-19-7
* Combo from 3rd CH
* Enter IND r20 with d+3+4
* High crush 1~
yoshimitsudb+3,3,3,3,3l, l, l, l, l8, 7, 7, 5, 5i18~19, ,i15~17-19-7
* Combo from 4th CH
* Enter IND r20 with d+3+4
* High crush 1~
yoshimitsudb+3,3,3,3,3,3l, l, l, l, l, l8, 7, 7, 5, 5, 5i18~19, ,i9~11-26-15
* Combo from 5th CH
* High crush 1~
yoshimitsudb+4L14i17-12-1
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