
| Char | Command | Hit level | Damage | Startup | Block | Hit | Counter hit | Notes |
|---|---|---|---|---|---|---|---|---|
| kuma | db+4 | l | 20 | i21~22 | -23 | +6 | +74a (+38) | * Tornado * Panda: Very slight decrease in vertical hitbox height (does not hit as high) * High crush 6~51 |
| kuma | db+2+3 | l | 30 | i32~34 | -12 | +39a | * Balcony Break on airborne hit * Hold 2+3 to power up, up to 2 charge levels and deal more chip damage on block | |
| kuma | db+2+3* | l | 40 | i45~47 | -12 | +39a | * Balcony Break on airborne hit * chip damage on block | |
| kuma | db+2+3** | l | 60 | i60~62 | -4 | +43a | * Balcony Break on airborne hit * chip damage on block | |
| kuma | ub+1+2 | l | 25 | i31~32 | -17 | +12a | * Cancel to r22 HBS with D or 3+4 at frame 21 * Low crush 6~27 * Floating state 28~30 | |
| kuma | qcf+2,2 | m, l | 15, 22 | i17~18, i33~34 | -18 | +40a | * Chip damage on block | |
| kuma | FC.1 | l | 12 | i19~21 | -8 | +2c | * High crush 0~46 | |
| kuma | FC.df+2,1,1+2,3 | m, h, M, L | 12, 12, 6, 5 | i18~19, ,i32~33 | -18 | -7 | * Interrupt with i15 from 3rd block | |
| kuma | FDFA.1+2 | l | 10 | i14~16 | -12 | +6 | +6 | * Transition to HBS * Move is airborne, requires strong parry * Reverse direction when performed in FDFT |
| kuma | HBS.2 | L | 16 | i21~24 | -15 | +21g | * Transition to HBS * High crush 1~ | |
| kuma | HBS.b+1+2 | L | 16 | i26~29 | -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 |
| kuma | HBS.b+1+2,1+2 | L, L | 16, 33 | i26~29, 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 | |
| kuma | HBS.f+3+4 | L | 25 | i16~22 | -11 | +37a (+28) | +69a (+22) | * Balcony Break * Transition to SIT during attack active frames * Unparryable? * Very short hitbox reach * Low crush 9~21 * Floating state 22~ |
| kuma | ROL.3 | l | 20 | i18~26 | -18 | +33a | Recovers in FUFT | |
| kuma | SIT.1 | l | 15 | i21~22 | -12 | +4 | +9 | |
| kuma | SIT.1,1 | l, l | 15, 13 | i21~22, i25~26 | -12 | +6 | Combo from 1st CH | |
| lars | 1,4 | h, l | 5, 10 | i10, i22 | -12 | +1 | * Combo from 1st CH with 2F delay * Transition to LEN with input D (-12/+3) | |
| lars | d+3 | l | 8 | i15 | -14 | -3 | ||
| lars | d+1+2 | l | 25 | i24~25 | -20 | +9d | * High crush 20~ | |
| lars | db+1 | l | 9 | i17 | -12 | -1 | * High crush 6~ | |
| lars | db+4 | l | 19 | i20~21 | -26 | +5c | +29a | * High crush 6~ |
| lars | f,F+4 | l | 12 | i21 | -31 | +5 | ||
| lars | DEN.4 | l | 14 | i23~25 | -12 | +1 | * Transition to LEN with input D (-12/+3) | |
| lars | DEN.3+4 | L | 21 | i22~23 | -14 | -3 | +5c | * Transition to SEN with input F (-7/+4/+12c) |
| lars | LEN.1 | L | 20 | i16~17 | -12 | +4c | * High crush 1~ | |
| lars | SEN.2 | L | 23 | i17~19 | -12 | +6c | +73a (+57) | * Tornado * High crush 1~ |
| law | df+1,3 | m, l | 10, 6 | i13, i20 | -16 | -5 | Combos from 1st hit | |
| law | df+3+4 | l | 12 | i18 | -15 | +4c | +6a | * High crush 6~ |
| law | d+1 | l | 15 | i21 | -12 | -1 | Transition to Slide Step with DF * High crush 6~ | |
| law | d+3 | l | 8 | i16 | -14 | -3 | Transition to FC with D | |
| law | d+4 | l | 7 | i15 | -11 | +0 | ||
| law | d+3+4 | l | 7 | i12 | -15 | -2 | Alternate input FC.d+4 * High crush 4~ | |
| law | db+3 | l | 15 | i17 | -13 | +3c | +13g | |
| law | db+4 | l | 20 | i26 | -37 | +15a | Homing * High crush 6~ | |
| law | b+2,3 | m, l | 12, 10 | i16, i23 | -12 | -1 | Delay-able | |
| law | b+2,3,d+4 | m, l, l | 12, 10, 23 | i16, ,i34 | -37 | +11a | Delay-able * High crush | |
| law | uf+1,3 | h, l | 10, 10 | i12, i19 | -13 | -1 | * Combos from 1st hit * Alternate input: ** Ki Charge~1,3 ** b,B+2+3~1,3 | |
| law | uf+3+4 | l | 27 | i29 | -24 | +5 | Alternate input DSS.uf+3+4 * Low crush 8~30? | |
| law | 1+2+3+4~1,3 | h, l | 10, 10 | i12, i19 | -13 | -1 | * Combos from 1st hit * Alternate input: ** uf+1,3 ** b,B+2+3~1,3 | |
| law | ss3 | l | 17 | i18 | -13 | +7 | +16c | * Transition to DSS on hit |
| law | FC.3 | l | 10 | i16 | -17 | -6 | * High crush 4~ | |
| law | FC.4 | l | 7 | i12 | -15 | -2 | Alternate input d+3+4 * High crush 4~ | |
| law | FC.df,d,df+3 | l | 17 | i16~20 | -23 | +13 | * Alternate input df+3 in Slide Step | |
| law | BT.d+3 | l | 6 | i12 | -15 | -4 | ||
| law | BT.d+4 | l | 17 | i23 | -13 | +6c | +26d | |
| law | DSS.4 | l | 21 | i21 | -13 | +6c | +38a | |
| lee | 2,1,4 | h, h, l | 10, 8, 18 | i10, ,i25 | -15 | +1 | +11 | * |
| lee | df+1,2,2,1,3,3 | m, h, h, h, h, L | 10, 5, 6, 5, 7, 6 | i13, ,i24 | -25 | -14 | * Combo from 5th CH | |
| lee | D+4 | l | 7 | i12 | -13 | -14 | -2 | |
| lee | D+4,4 | l, l | 7, 8 | i12, i20 | -15 | -16 | -4 | Combos from 1st hit CH |
| lee | D+4,4,4 | l, l, l | 7, 8, 5 | i12, ,i20 | -15 | -16 | -4 | Combos from 2nd hit CH |
| lee | d+3 | l | 17 | i16 | -15 | -1 | +17a | Transition to -15, -1, +17a HMS with 4 * High crush 6~ |
| lee | d+4 | l | 7 | i12 | -13 | -14 | -2 | |
| lee | db+3 | L | 12 | i20 | -12 | -1 | ||
| lee | db+4 | l | 6 | i12 | -15 | -4 | Alternate input FC.4 * High crush | |
| lee | db+3+4 | L | 19 | i21 | -13 | +4 | +38a | |
| lee | b+3 | l | 9 | i15 | -14 | -3 | ||
| lee | b,n,4 | l | 20 | i21 | -13 | +3 | +12 | * * High crush |
| lee | ws3,3,D+3 | M, m, l | 16, 11, 8 | i10, ,i26 | -19 | -8 | * Combos from 2nd hit CH | |
| lee | FC.3 | l | 10 | i13 | -17 | -6 | * * High crush | |
| lee | FC.4 | l | 6 | i12 | -15 | -4 | * Alternate input db+4 * High crush | |
| lee | FC.df,d,DF:3 | l | 26 | i18~24 | -15~-9 | +5 | +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, while Perfect input restores Heat Time * Is not bufferable from full crouch (regular version gets buffered instead) * High crush * Low crush |
| lee | FC.df,d,DF+3 | l | 20 | i18~24 | -15~-9 | +5 | +5d | * * Frame advantage on block depends on spacing: Ranges from -15 up close, to -9 at tip range. * Bufferable from full crouch * High crush * Low crush |
| lee | FC.df+4 | l | 17 | i16~17 | -14 | +3c | +25d | * Transition to -14, +3, +25d HMS with 3 * High crush |
| lee | HMS.4 | l | 20 | i22 | -13 | +4c | +72a (+56) | * Instant Tornado on CH * High crush 6~ |
| lee | MS.3+4 | l | 20 | i25~31 | -15~-9 | +5c | +5d | * High crush * Low crush |
| leo | 1,2,4 | h, h, L | 5, 10, 15 | i10, ,i24 | -13 | +3 | +8d | Combo from 2nd CH |
| leo | df+2+3 | L | 20 | i21~22 | -12~-11 | +5 | +21d | * High crush 6~ |
| leo | d+3 | l | 10 | i16 | -17 | -6 | * High crush 4~ | |
| leo | d+4 | L | 13 | i16~17 | -11~-10 | +0 | ||
| leo | d+3+4 | l | 7 | i12 | -15 | -4 | * High crush 4~ | |
| leo | db+4 | L | 11 | i20~22 | -31~-29 | +2 | +33a | * Clean hit +2 * Staggers on block * Causes float on hit if db+4,1 is input * High crush 11~ |
| leo | f,F+4,3,4 | m, h, L | 12, 23, 17 | i19, ,i29~31 | -12~-10 | -1 | +30a | * Low crush 0~7 * Floating state 8~10 * High crush 20~ |
| leo | ws1,4 | m, L | 13, 12 | i14~15, i19~20 | -12~-11 | -1 | Combo from 1st CH | |
| leo | FC.df+3 | L | 20 | i21~23 | -26~-24 | +37a | ||
| leo | qcf+1 | L | 17 | i18~19 | -13~-12 | -1 | +11 | * High crush 6~ |
| leo | KNK.4 | L | 18 | i20 | -12 | +4c | +17d | * Spike * Enter CD -10 +6c +19d with df |
| leo | KNK.3+4 | L | 24 | i24 | -26 | +19d | * High crush 8~ | |
| leo | OTG.d+3+4 | L | 22 | i21~22 | -13~-12 | +3 | * Spike * -2d (-10) on grounded hit | |
| leo | hFC.3 | l | 10 | i16 | -17 | -6 | ||
| leo | hFC.4 | l | 6 | i12 | -15 | -4 | ||
| leroy | 3,3 | m, L | 14, 13 | i15, i18 | -14 | +2 | +15d | * Delayable * Combo from 1st hit |
| leroy | 1+4 | L | 16 | i100~279 | -26 | +24 | Power up during Heat (partially uses remaining Heat time) | |
| leroy | d+2 | L | 11 | i15~16 | -13~-12 | -2~-1 | +3~+4 | * High crush |
| leroy | d+2,4 | L, L | 11, 11 | i15~16, i24~25 | -13~-12 | -2c | +38d | * High crush |
| leroy | d+3 | L | 8 | i16 | -13 | -2 | ||
| leroy | d+4 | L | 9 | i14~15 | -12~-11 | -1~0 | ||
| leroy | db+3 | L | 12 | i20~21 | -8~-7 | +5~+6 | +14c | Transition to HRM * High crush |
| leroy | db+4 | L | 13 | i17 | -15 | -4c | +36d | * High crush |
| leroy | SS.4 | L | 17 | i18~19 | -12 | +4 | +14 | * Can be delayed |
| leroy | FC.df+4 | L | 14 | i15~16 | -13~-12 | -2~-1 | +3~+4 | * High crush |
| leroy | HRM.3 | L | 8 | i16 | -13 | -2 | ||
| leroy | HRM.b+3 | L | 12 | i20~21 | -31 | -9 | ||
| leroy | HRM.b+4 | L | 17 | i20~21 | -13 | +4c | +28a | Homing * High crush |
| leroy | OTG.db+2 | l | i17~18 | -16 | -5 | Power up during Heat (partially uses remaining Heat time) | ||
| leroy | OTG.db+2,1+2 | l, l | i17~18, | -13 | -2 | |||
| lidia | 1,2,4 | h, h, l | 5, 8, 15 | i10, ,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 |
| lidia | 2,1,4,4 | h, h, h, l | 8, 10, 15, 5 | i11, ,i24~25 | * High crush | |||
| lidia | d+2 | L | 12 | i18 | -14 | -4 | +12 | * High crush 6~ |
| lidia | d+3 | l | 9 | i15 | -16 | -5 | +5 | Can hit grounded off-axis |
| lidia | d+4 | l | 6 | i12 | -15 | -4 | * High crush 4~ | |
| lidia | db+3 | L | 17 | i16~17 | -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 | |
| lidia | db+4 | l | 15 | i22 | -13 | +0 | Can hit grounded off-axis | |
| lidia | FC.df+3 | L | 16 | i20 | -26 | +2c | * +12a on clean hit, 4 extra damage * High crush 1~ | |
| lidia | FC.d+3 | L | 10 | i16 | -17 | -6 | * High crush 1~ | |
| lidia | FC.d+4 | l | 6 | i12 | -15 | -4 | * High crush 1~ | |
| lidia | CAT.4 | L | 14 | i19~20 | -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 * High crush 11~31 |
| lidia | HRS.1+2 | L | 17 | i20~21 | -18 | -1c | +67a (+51) | * High crush 8~ |
| lidia | OTG.d+1+2 | L | 24 | i18~19 | -13 | +6c | * Spike * Power up based on Heaven and Earth level * Regain recoverable health | |
| lili | H.RAB.3 | L | 22 | i20~21 | -13 | +24a | +70a (+54) | * Homing * Tornado on CH * Partially consumes remaining Heat time * High crush 6~ |
| lili | 1,2,3 | h, h, L | 5, 12, 13 | i10, ,i26 | -13 | -2 | +6c | * Combo from 2nd CH * High crush 10~45 |
| lili | 2,3 | h, L | 8, 13 | i10, i26 | -13 | -2 | +6c | * Combo from 1st hit * High crush 10~45 |
| lili | df+4,4 | m, L | 12, 23 | i13~14, i20~21 | -13 | -2 | +8 | * Floor Break * Combo from 1st hit with 9f delay * Input can be delayed 13f * Move can be delayed 8f |
| lili | d+1 | L | 10 | i18~19 | -11 | +0 | * Transition to FC with D * High crush 9~29 | |
| lili | d+3 | L | 14 | i19~20 | -12 | +1 | +5c | |
| lili | d+4 | l | 6 | i12 | -15 | -4 | * High crush 4~ | |
| lili | db+4 | L | 20 | i30~31 | -24 | +76a (+60) | * Homing * Snake Edge * Instant Tornado * Stagger on block * High crush 7~37 | |
| lili | db+3+4 | L | 20 | i24~25 | -18 | +3d | +33a | * High crush 16~ |
| lili | f,F+4 | L | 23 | i22~23 | -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 | |
| lili | ws1,2,4 | m, h, L | 10, 16, 20 | i13~14, ,i22~23 | -14 | +12a | +43a | * Combo from 2nd CH with 7f delay * Input can be delayed 11f * Move can be delayed 10f * High crush 13~51 |
| lili | FC.3 | L | 10 | i16 | -17 | -6 | * High crush 1~ | |
| lili | FC.4 | l | 6 | i12 | -15 | -4 | * High crush 1~ | |
| lili | FC.df+3 | L | 19 | i19-28 | -18~-9 | -2~+7 | +26a | * Can be done from Crouch Level 1 * High crush 10~47 |
| lili | BT.d+2 | L | 17 | i16 | -12 | +5c | +14d | * High crush 4~ |
| lili | BT.d+3 | L | 8 | i17~19 | -17 | -1 | +2c | * High crush 4~40 |
| lili | BT.d+4 | L | 9 | i14 | -11 | +1 | * High crush 4~ | |
| lili | BT.d+3+4 | L | 25 | i20~22 | -26 | +19a | * Transition to t63 r41 with F (cs8~46) * Stagger on block * High crush 8~41 | |
| lili | RAB.3 | L | 20 | i20~21 | -13 | +3c | +70a (+54) | * Homing * Instant Tornado on CH * Powered up during Heat: 22 damage and KND on normal hit * High crush 6~ |
| miary-zo | df+3+4 | L | 17 | i21 | -15 | -4 | +6a | * High crush 6~45 |
| miary-zo | d+3 | L | 14 | i20 | -14 | +1 | +12g | Weapon * High crush 12~ |
| miary-zo | db+3 | L | 21 | i22~23 | -26 | +5c | +44a | * Stagger on block * High crush 8~ |
| miary-zo | db+4 | L | 13 | i18 | -12 | +1 | ||
| miary-zo | uf+2,3 | h, L | 14, 14 | i17, i27~28 | -14 | +2c | * Combo from 1st hit | |
| miary-zo | FC.df+4 | L | 16 | i18~19 | -26 | +4c | * Clean hit +9a, 4 extra damage * Stagger on block * High crush 1~44 | |
| miary-zo | MOR.4 | L | 10 | i17 | -12 | -1 | * High crush 1~29 | |
| nina | 4,4,4 | h, h, L | 15, 21, 20 | i11, ,i30~31 | -12 | +4c | +46a | * Balcony break on airborne hit * Combo from 2nd CH * High crush 16~55 |
| nina | df+3,2,1,4 | m, h, h, L | 13, 12, 6, 12 | i14, ,i23 | -13 | -2 | Combo from 3rd CH with 2f delay * High crush 10~ | |
| nina | d+2 | L | 13 | i20 | -12 | +0 | +5 | * Transition to -8, +2, +7 CD with F * High crush 6~ |
| nina | d+3 | L | 10 | i16 | -17 | -6 | * High crush 4~ | |
| nina | d+4 | l | 6 | i12 | -15 | -4 | * High crush 4~ | |
| nina | db+3 | L | 17 | i20 | -13 | +4c | +13a | |
| nina | db+4 | L | 5 | i16~17 | -9a | +2 | * High crush 6~16 | |
| nina | uf+4,3 | h, L | 23, 10 | i18, i18 | -19 | -8 | Combo from 1st CH * High crush 35~64 | |
| nina | d,DF+4 | L | 20 | i20~24 | -37 | +14a | +27a | Faster version of df+3+4 * High crush 1~ |
| nina | uf,n,D+3 | L | 15 | i43 | -17 | -6 | * Low crush 9~30 * Floating state 31~33 * High crush 34~53 | |
| nina | SS.4 | L | 14 | i20 | -14 | +6c | Sidestep adds minimum 9f, effective startup i29 * High crush 6~39 | |
| nina | qcf+3 | L | 17 | i19~28 | -20~-11 | +0c~+9c | +21a | * High crush 10~49 |
| nina | OTG.d+3+4 | L | 30 | i17~18 | -17 | -7d | Spike | |
| nina | hFC.3 | L | 10 | i16 | -17 | -6 | * -6c on crouching hit * High crush 1~ | |
| nina | hFC.4 | l | 6 | i12 | -15 | -4 | * -4c on crouching hit * High crush 1~ | |
| panda | 2,1,3 | h, m, l | 10, 11, 13 | i10, ,i18 | -13 | -2 | * Combo from 2nd CH | |
| panda | f+3+4 | L | 20 | i28~30 | -23 | +6a | * Unparryable (bug?) * High crush 6~ | |
| panda | d+3 | L | 12 | i20 | -17 | -6 | * -6c on crouching hit * High crush 4~ | |
| panda | d+4 | l | 10 | i16 | -15 | -4 | * -4c on crouching hit * High crush 4~ | |
| panda | db+2 | L | 10 | i18 | -15 | -1 | * Transition to HBS with D or 3+4 (-17/-3) * High crush 6~51 | |
| panda | db+3 | l | 12 | i18 | -12 | +1 | ||
| panda | db+4 | l | 20 | i21~22 | -23 | +6 | +74a (+58) | * Tornado * High crush 6~ |
| panda | db+2+3 | l | 30 | i32~34 | -12 | +39a | * Balcony Break * Hold 2+3 to power up, up to 2 charge levels and deal more chip damage on block | |
| panda | db+2+3* | l | 40 | i45~47 | -12 | +39a | * Balcony Break * chip damage on block | |
| panda | db+2+3** | l | 60 | i60~62 | -4 | +43a | * Balcony Break * chip damage on block | |
| panda | ub+1+2 | l | 25 | i31~32 | -17 | +12a | * Cancel into HBS with input D or 3+4 * Low crush | |
| panda | d,df,f+2,2 | m, l | 15, 22 | i17~18, i33~34 | -18 | +40a | * Chip damage on block | |
| panda | FC.1 | l | 12 | i19~21 | -8 | +2 | ||
| panda | FDFA.1+2 | l | 10 | i14~16 | -12 | +6 | +6 | * Transition to HBS * Move is airborne, requires strong parry |
| panda | HBS.2 | L | 16 | i21~24 | -15 | +21g | * Transition to HBS * High crush 1~ | |
| panda | HBS.b+1+2 | l | 16 | i26~29 | -25c | +14a | * Transition to HBS with input D or 3+4 | |
| panda | HBS.b+1+2,1+2 | l, l | 16, 33 | i26~29, i22~24 | -29c | +8a / -3a (-10) | * Balcony Break * Less frame advantage occurs after Combo from last hit | |
| panda | ROL.3 | l | 20 | i18~26 | -18 | +33a | Recovers in FUFT | |
| panda | SIT.1 | l | 15 | i21~22 | -12 | +4 | +9 | |
| panda | SIT.1,1 | l, l | 15, 13 | i21~22, i25~26 | -12 | +6 | Combo from 1st CH | |
| paul | 1,4 | h, L | 5, 8 | i10, i23 | -11c | +1 | * Combo from 1st CH * High crush 14~ | |
| paul | d+1,4 | m, L | 16, 15 | i14~15, i19 | -31c | -17 | +14a FUFA | * Move can be delayed 5f * Input can be delayed 5f * Combo from 1st CH with 5f delay |
| paul | d+4 | L | 9 | i15 | -31c | +14a FUFA | +14a | * Clean Hit range 1.59 * 8 damage, -17 on hit without Clean Hit * Stagger state on block |
| paul | db+3 | L | 12 | i15~i17 | -18c | -4 | * -4c on crouching hit * High crush | |
| paul | db+4 | L | 6 | i12 | -15c | -4 | * High crush | |
| paul | b+4 | L | 14 | i20~21 | -12c | +4 | +17g | |
| paul | f,F+2,2 | m, L | 14, 21 | i15~17, i36~38 | -19c | +27a | * Cancel to -28 -18 FC with B * Alternate input FC.df+2,2 * High crush 33~83 | |
| paul | f,F+3,4,d+4 | m, m, L | 17, 10, 15 | i15~16, ,i27~28 | -17c | -6 | * Low crush 10~24 * Floating state 25~27 * High crush 58~101 | |
| paul | SS.3 | L | 17 | i19 | -12c | +4 | +12c | * Effective minimum startup 28f |
| paul | qcf+3 | L | 18 | i18~19 | -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 |
| paul | qcf+1+2 | L | 20 | i32~33 | -12c | +71a (+55) | * Cancel to t41 FC with B * High crush 1~33 | |
| paul | DPD.df+4 | L | 17 | i17 | -13 | +3 | +24d | * Effective minimum startup 27f * Clean Hit range 1 * Damage without clean hit 20 |
| paul | OTG.d+2 | L | 16 | i18 | -12c | -1d (-9) | * Spike * +4 on hit against standing opponent | |
| paul | qcb+3 | L | 14 | i18~19 | -21c | -10g | +21a | * High crush 1~ |
| raven | 2,3 | h, l | 9, 10 | i10, i22 | -13 | -2 | Combo from 1st hit * High crush 6~ | |
| raven | 4~3,1 | m,m, l | 8,10, 15 | i16 i29~30, i34~35 | -13~-2 | +4~+5 | Can be delayed * High crush 1~ | |
| raven | d+3 | L | 10 | i15 | -11 | +0 | ||
| raven | d+4 | L | 18 | i21 | -13 | -2 | +13g | * High crush 6~ |
| raven | db+3 | L | 19 | i28~29 | -12~-11 | +5~+6 | +39d | Cannot be low parried * Low crush 8~24 * Floating state 25~27 * High crush 28~ |
| raven | db+4 | L | 21 | i24~25 | -14~-13 | +4c~+5c | +37a | * High crush 6~49 |
| raven | b+2,2,1+2 | h, m, L | 12, 17, 20 | i15~17, ,i20~21 | -30~-29 | +3d | * Combo from 2nd CH * High crush 18~29 | |
| raven | b+4,B+4~3 | m, L | 13, 11 | i14~15, i20 | -11 | +0 | * High crush 12~37 | |
| raven | u+3,3 | h, L | 23, 18 | i27~28, i31~32 | -16~-15 | +16a | * Transitions to r76 Ki Charge on hit only * Alternate input: ub+3,3 * Can be performed during CD (Shadow Sprint) * High crush 14~39 | |
| raven | uf+3+4,4 | m, L | 17, 9 | i23~25, i21~22 | -11~-10 | +0~+1 | Can be performed during CD (Shadow Sprint) * High crush 1~41 | |
| raven | qcf+2 | L | 18 | i22~23 | -12~-11 | +5~+6 | +14~+15 | Cancel to r41? BT with qcf+2~B * High crush 10~45 |
| raven | FC.3 | L | 10 | i16 | -17 | -6 | * High crush 1~ | |
| raven | FC.4 | l | 6 | i12 | -15 | -4 | * High crush 1~ | |
| raven | FC.df+3 | L | 17 | i20~22 | -9~-7 | +2~+4 | +30d | Alternate input: d,DF+3 * High crush 1~35 |
| raven | BT.d+2 | L | 20 | i20~21 | -12 | +4 | +38d | * 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~ |
| raven | BT.d+3 | L | 16 | i25~27 | -26~-24 | +0~+2 | * Tornado * on Clean hit only * Clean hit +74a (+58), 20 damage * High crush 4~48 | |
| raven | BT.d+4 | l | 6 | i12 | -15 | -4 | * High crush 1~ | |
| raven | BT.f,F+3+4 | L | 17 | i23~30 | -18~-11 | +24a | * Floating state 13~21 * High crush 18~49 | |
| raven | BT.f+4 | L | 13 | i16 | -9 | +4 | ||
| raven | SZN.4 | L | 21 | i17~24 | -14~-7 | +4~+11g | +13a~+20a | * High crush 6~ |
| reina | d+4 | l | 6 | i12 | -15 | -4 | * High crush 4~ | |
| reina | db+4 | L | 7 | i16 | -13 | -2 | +2 | |
| reina | SS.4 | l | 17 | i18~19 | -13 | +0 | +13g | |
| reina | SSH.3 | L | 26 | i32 | -26 | -4c | * High crush | |
| reina | SSH.CH.3 | l | 33,18 | i22 | +0 | * Spike | ||
| reina | FC.d+3 | l | 10 | i16 | -17 | -6 | * High crush 1~ | |
| reina | OTG.d+4 | L | 14 (11) | i19 | -19 | -8 / -8a (-16) | 22 (17) dmg if done with input OTG.d+4 alone | |
| reina | OTG.d+4,1 | L, L | 14 (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 | |
| reina | UNS.d+4 | L | 14 | i20 | -12 | +3 SEN | +13 SEN | * Transition to SEN on hit only * Transition to standing (+0/+10) on hit with B * High crush 6~35 |
| reina | WGS.DF+4 | L | 6 | i16 | -23 | +2c | * 8 dmg if manual CD | |
| reina | WGS.DF+4,4 | L, L | 6, 16 | i16, i17~18 | -23 | +2 | +23a | * Combo from 1st hit * High crush |
| reina | WRA.d+4 | L | 9 | i16~17 | -15 | -4 | +2 | * High crush 6~ |
| shaheen | f+2,4 | h, L | 10, 16 | i12, i22~23 | -13 | +2 | +29a | * Combo from 1st hit with 3F delay * Transition to -11, +4, +31a SNK with DF * Move can be delayed by 10F * Input can be delayed by 11F |
| shaheen | d+1 | L | 16 | i20~21 | -13 | +4 | +28g | * Partially restores remaining Heat time on hit * High crush 6~52 |
| shaheen | d+3 | L | 12 | i16~17 | -14 | +0 | * Transition to -10, +4 SNK with DF * High crush 6~48 | |
| shaheen | d+4 | L | 10 | i19 | -12 | +1 | ||
| shaheen | db+3 | L | 12 | i20~21 | -17 | -6 | ||
| shaheen | SS.2 | L | 14 | i20 | -12 | +1c | * Sidestep takes 9f; effective startup i29 * High crush 15~ | |
| shaheen | FC.df,d,DF+3 | L | 17 | i16~20 | -23a | +7a | * Transitions to SNK on hit * Low crush | |
| shaheen | FC.df+4 | L | 16 | i16~17 | -14 | +1 | * Transition to -11, +4 SNK with DF | |
| shaheen | SNK.4 | L | 20 | i20~22 | -14 | +3c | +14c | |
| steve | 1,2,1,d+2 | h, h, h, l | 5, 10, 15, 19 | i10, ,i26-27 | -12 | +1c | +14d | * Transition to r30 FC with d_db * High crush 10~ |
| steve | d+1 | l | 12 | i16 | -13 | -2 | * High crush 6~ | |
| steve | d+2 | l | 11 | i17 | -18 | -5 | * High crush 6~ | |
| steve | db+2 | l | 21 | i26 | -12 | +1c | +14d | * Transition to r30 FC with d_db * High crush 6~ |
| steve | db+3 | l | 10 | i16 | -13 | +0 | ||
| steve | b+1,d+2 | h, l | 10, 10 | i13, i27~28 | -11 | +0 | * Combo from 1st hit * Transition to r25? PAB with f (-9/+2) * r25? PAB FC cancel? * High crush 13~ | |
| steve | uf+3 | l | 20 | i36~37 | -12 | +9 | * Low crush 9~ | |
| steve-after | afters+1 | l | 23 | i16 | -12 | +17d | * High crush 6~ | |
| steve | qcf+2 | l | 18 | i19 | -18 | +2c | * Transition to r36? PAB with F (-18/+2c) ** r36? FC cancel? * High crush 10~ | |
| steve | ALB.d,d+1 | sp, l | 30 | i13, i22 | -12 | +14d | * ALB.d_u takes 37 frames, effective startup time is i59 * High crush 6~ | |
| steve | ALB.d+2 | l | 17 | i34 | -12 | +1c | +14d | * High crush 6~ |
| steve | OTG.d+1+2 | L | 16 | i17 | -11c | +2 | * Recovers in crouch * +0d (-8) on grounded hit | |
| steve | PAB.d+1 | l | 11 | i15~16 | -12 | +2 | * Alternate input: FC df1 * High crush 6~ | |
| steve | PAB.d+2 | l | 25 | i28~29 | -12 | +7 | +32a | * High crush 6~ |
| victor | 1,3 | h, L | 5, 11 | i10, i21~22 | -12 | -1 | * Combo from 1st hit with 2F delay * -1c on crouching hit | |
| victor | d+1 | l | 7 | i16 | -17 | -6 | * Cannot be parried (weapon low) | |
| victor | d+3 | l | 11 | i18~19 | -13 | -2 | ||
| victor | d+4 | l | 10 | i16 | -13 | -2 | +0 (th) | |
| victor | db+4 | l | 17 | i20~21 | -26 | +4c | +49a | * High crush 6 |
| victor | IAI.4 | L | 17 | i18~19 | -13 | +3 | +8 | |
| victor | PRF.1 | L | 15 | i19~20 | -12 | +4c | +14g | * High crush 6~50 |
| xiaoyu | df+3 | L | 23 | i29~30 | -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 | |
| xiaoyu | d+3 | L | 12 | i14 | -12 | -3 | +1 | * * High crush 6~ |
| xiaoyu | d+4 | l | 6 | i12 | -15 | -4 | * Alternate input FC.4 | |
| xiaoyu | db+2 | L | 13 | i18~19 | -8 | +5c | +12 | * * High crush 6~ |
| xiaoyu | db+3 | L | 0 | i15 | +2c | +2c | +14 | * |
| xiaoyu | db+4 | L | 14 | i18 | -12 | +4c | +14 | * This move is +20 on a traded hit |
| xiaoyu | b+2,2 | m, L | 13, 15 | i15~16, i21~23 | -7 | +4 | +22a | * Transition to BT * Combo from 1st hit with 9F delay * Move can be delayed by 6F * Input can be delayed by 11F |
| xiaoyu | uf+1 | L | 15 | i33 | -7 | +10g c | * Cancel to r42? FC with D * Low crush 9~ | |
| xiaoyu | While landing 3 | L | 19 | i15 | -18 | +27a | * | |
| xiaoyu | SS.4 | l | 19 | i18 | -13 | -2 | +29a | * * High crush 6~ |
| xiaoyu | FC.3 | L | 11 | i15~17 | -15 | -4 | * High crush 1~49 | |
| xiaoyu | FC.4 | l | 6 | i12 | -15 | -4 | * * High crush 1~46 | |
| xiaoyu | FC.df+2 | L | 8 | i19 | -8 | +3 | * Transition to FC BT with DF_D_DB * High crush 1~27 | |
| xiaoyu | FC.df+2,1 | L, l | 8, 10 | i19, i18 | -8 | +3 | * Combo from 1st hit * Jail from 1st block * Transition to FC BT with DF_D_DB * High crush 1~45 | |
| xiaoyu | FC.df+4 | L | 13 | i18~20 | -7 | +4 | * Transition to AOP * Alternate input AOP.f+4 * High crush 1~ | |
| xiaoyu | FC.df+4,4 | L, L | 13, 13 | i18~20, i27~29 | -6 | +5 | * Combo from 1st hit CH * Alternate input AOP.f+4,4 * High crush 1~ | |
| xiaoyu | AOP.3 | L | 19 | i25 | -16 | +0 | +27a | * * High crush |
| xiaoyu | AOP.3+4 | L | 22 | i23 | -33 | +1d | * Transition to FUFT on block | |
| xiaoyu | AOP.d+1 | L | 13 | i19 | -12 | -1 | +0 | * * High crush |
| xiaoyu | AOP.f+4 | L | 13 | i18~20 | -7 | +4 | * Transition to AOP * Alternate input FC.df+4 * High crush 1~ | |
| xiaoyu | AOP.f+4,4 | L, L | 13, 13 | i18~20, i27~29 | -6 | +5 | * Combos from 1st hit CH * Alternate input FC.df+4,4 * High crush 1~ | |
| xiaoyu | BT.db+4 | L | 0 | i15 | +2 | +2 | +14 | * Alternate input BT.df+4 |
| xiaoyu | BT.d+3 | L | 12 | i16 | -12 | +7c | * | |
| xiaoyu | BT.d+4 | L | 19 | i20~22 | -26 | -1 | +27d | * Instant Tornado * Clean hit damage: 20 * +27d on clean hit * High crush 8~ |
| xiaoyu | BT.uf+1 | L | 15 | i33 | -7 | +12g c | * Transition to AOP * Cancel to FC with D * Alternate input BT.u+1 * Low crush 9~ | |
| xiaoyu | HYP.3 | L | 17 | i20 | -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 450F of heat timer during heat * High crush 6~30 | |
| yoshimitsu | 2,d+3 | h, L | 10, 11 | i11, i22 | -12 | -1 | * Combo from 1st hit with 2f delay * Move cannot be delayed * High crush 12~ | |
| yoshimitsu | d+3 | L | 12 | i15~17 | -18~-16 | -4~-2 | Most commonly impacts on frame 16, except when tracking right * High crush 4~ | |
| yoshimitsu | d+4 | l | 6 | i12 | -15 | -4 | * High crush 4~ | |
| yoshimitsu | db+1 | L | 12 | i26~28 | -11~-9 | +4~+6 | +7~+9 | Unavailable in NSS * High crush 8~ |
| yoshimitsu | db+3 | l | 8 | i18~19 | -25 | -14 | * High crush 6~ | |
| yoshimitsu | db+3,3 | l, l | 8, 7 | i18~19, i15~17 | -19 | -7 | * Combo from 1st hit * Enter IND r20 with d+3+4 * High crush 1~ | |
| yoshimitsu | db+3,3,3 | l, l, l | 8, 7, 7 | i18~19, ,i15~17 | -19~-17 | -7~-5 | * Combo from 2nd CH * Enter IND r20 with d+3+4 * High crush 1~ | |
| yoshimitsu | db+3,3,3,3 | l, l, l, l | 8, 7, 7, 5 | i18~19, ,i15~17 | -19 | -7 | * Combo from 3rd CH * Enter IND r20 with d+3+4 * High crush 1~ | |
| yoshimitsu | db+3,3,3,3,3 | l, l, l, l, l | 8, 7, 7, 5, 5 | i18~19, ,i15~17 | -19 | -7 | * Combo from 4th CH * Enter IND r20 with d+3+4 * High crush 1~ | |
| yoshimitsu | db+3,3,3,3,3,3 | l, l, l, l, l, l | 8, 7, 7, 5, 5, 5 | i18~19, ,i9~11 | -26 | -15 | * Combo from 5th CH * High crush 1~ | |
| yoshimitsu | db+4 | L | 14 | i17 | -12 | -1 | ||
| yoshimitsu | b+1,1,db+3 | h, h, l | 8, 9, 7 | i17, ,i13~14 | -20 | -9 | * Combo from 1st hit * Can combo to DB+3 extensions * Can be performed after one or three b+1 * High crush 10~ | |
| yoshimitsu | b+1,1,db+3,3 | h, h, l, l | 8, 9, 7, 5 | i17, ,i15~17 | -19 | -7 | * Combo from 3rd CH * Can combo to db+3 extensions * Enter IND r20 with d+3+4 * Can be performed after one or three b+1 * High crush 1~ | |
| yoshimitsu | uf+2 | L | 25 | i35~36 | -16 | +6g | +25a | * Weapon * Cancel to r47 FC with D on frame 27 * Low crush 10~29 * Floating state 30~32 |
| yoshimitsu | FC.d+3 | L | 10 | i16 | -17 | -6 | * High crush 1~ | |
| yoshimitsu | FC.d+4 | l | 6 | i12 | -15 | -4 | * High crush 1~ | |
| yoshimitsu | BT.d+1 | L | 20 | i17~18 | -13 | +3 | +38a | Weapon * High crush 6~ |
| yoshimitsu | DGF.3 | L | 18 | i22~23 | -13 | +6c | +28a | Airborne attack, can't be low parried * Low crush 1~18 |
| yoshimitsu | FLE.2 | L | 20 | i24~28 | -12~-8 | +30a | * Side switches on close hit * Can combo to ws4 on no side switch * Floating state 1~ * High crush 6~ | |
| yoshimitsu | IND.4 | L | 18 | i47~48 | -26 | +4c | +31a | * Homing * Enter IND -26 +8 +35a r24 with d+3+4 * High crush 1~ |
| yoshimitsu | KIN.3 | L | 17 | i25~32 | -16~-9 | +13a | +25a | * Low crush 10~20 * Floating state 21~23 * High crush 24~ |
| yoshimitsu | KIN.d+1 | L | 20 | i23~24 | -13 | +3 | +38a | * Weapon * Cancel to r34 FC with DB on frame 16 * High crush 22~ |
| yoshimitsu | NSS.BT.d+1 | l | 15 | Yoshimitsu remains in NSS | ||||
| yoshimitsu | NSS.FC.DF+1 | l | 12 | i25~26 | -16 | +27a | * High crush 1~34 | |
| yoshimitsu | NSS.FC.DF+1,2 | l, L | 12, 20 | i25~26, i25~26 | -14 | +14 | * Floor Break * Combo from 1st hit * Interrupt with i7 from 1st block * High crush 1~45 | |
| yoshimitsu | NSS.FC.df+3 | L | 12 | i20~21 | -26 | +67a (+51) | * High crush 1~ | |
| yoshimitsu | NSS.KIN.d+1 | L | 17 | i23~24 | -13 | +3 | +38a | Cancel to r34 FC with DB on frame 16 * High crush 22~ |
| yoshimitsu | NSS.u+1+2 | L | 18 | i27~29 | +5 | +21g | * Floor Break * Can't be low parried * Opponent recovers crouching * Low crush 9~24 * Floating state 25~ | |
| yoshimitsu | WFL.4 | L | 15 | i23~24 | -9 | +15c | Transition to r24 IND on hit only * Low crush 1~12 * High crush 12~ * Floating state 13~ | |
| yoshimitsu | hFC.db+3 | l | 8 | i18~19 | -25 | -14 | * Leads to db+3 extensions * Can be done from Crouch Level 1 * High crush 1~ | |
| yoshimitsu | hFC.df+4 | L | 18 | i18~19 | -26 | +4c | +31a | * Homing * Enter IND -26 +8c +35a r24 with d+3+4 * Can be done from Crouch Level 1 * High crush 1~ |
| zafina | 2,1,3 | h, m, L | 8, 9, 11 | i10, ,i32 | -17 | +4d | * Combo from 2nd hit CH with 1f delay * Input can be delayed 11f * Move can be delayed 10f * Cancel 3rd hit to MNT -17 -9 r25 with D * Floating state 6~31 * High crush 32~69 | |
| zafina | df+3,d+4 | m, L | 15, 15 | i15~16, i25~26 | -14 | +1c | Combo from 1st hit * High crush 11~ | |
| zafina | d+3 | L | 14 | i22 | -15 | +5c | +24d | * Transition to MNT -13 +7c +26d r32 with D * Evasive (can go under some mids) * High crush 6~ |
| zafina | d+4 | L | 8 | i17~18 | -19 | -3 | +7 | |
| zafina | db+3 | L | 13 | i18 | -8 | +3 | * Cancel SCR transition -11 +0 t48 r30 with B | |
| zafina | db+4 | L | 14 | i21~22 | -12 | -3 | +3 | * Transition to -13 -4 +2 MNT with D * High crush 6~40 |
| zafina | db+1+2 | L | 10 | i28~29 | -16 | +15a | * High crush 9~66 | |
| zafina | FC.df+3 | L | 15 | i23~24 | -26 | +14a | * Enter MNT -26 +13a with D * High crush 1~ | |
| zafina | FC.d+3 | l | 10 | i16 | -17 | -6 | * High crush 1~ | |
| zafina | FC.d+4 | l | 6 | i12 | -15 | -4 | * High crush 1~ | |
| zafina | MNT.3 | L | 12 | i15~16 | -12 | -1 | * High crush 1~46 | |
| zafina | MNT.4 | L | 13 | i17~18 | -19 | -3 | +7 | * Enter TRT with D * High crush 1~62 |
| zafina | MNT.d+1 | L | 14 | i15~16 | -11 | 0 | * High crush 1~58 | |
| zafina | MNT.d+4 | L | 19 | i20~27 | -22~-15 | +4c~+11c | +19a~+26a | * Knee * Evasive (can go under mids) * High crush 1~ |
| zafina | SCR.b+1+2 | L | 20 | i16 | -18 | +23g | * Weapon * Evasive (can go under some mids) * Deal 10 recoverable damage to self without Heat * Gain ORB on hit * Azazel's Power * High crush 7~35 | |
| zafina | SCR.df+3 | L | 10 | i28~30 | -23 | -10c | * Homing * High crush 6~ | |
| zafina | SCR.df+3,3 | L, L | 10, 10 | i28~30, i29~31 | -23 | +54a (+38) | * Homing * Combo from 1st hit * High crush 1~ | |
| zafina | SCR.df+4 | L | 17 | i19~20 | -14 | +7c | +37a | * High crush 6~ |
| zafina | SCR.d+3 | l | 10 | i18 | -6 | -3 | +9c | * Interrupt with i13 if Zafina uses SCR.4 * Can hit grounded when off-axis |
| zafina | SCR.d+4 | L | 20 | i24~30 | -25 | -4a | * Enter MNT with D * High crush 10~ | |
| zafina | TRT.1 | L | 13 | i18 | -11 | +5 | +15a | |
| zafina | TRT.d+1+2 | L | 20 | i25 | -21 | +10a | ||
| zafina | WR.f+4 | L | 21 | i14~30 | -52~-36 | -7a | * Enter BT -52 -7a with U * Enter TRT -52 -7a r35 with D * Zafina must run for 32f to access this move * Floating state 14~40 | |
| fahkumram | d+4 (counterhit) | l (t) | 41 | i14 | +0d | * Shifts to throw on front gounded CH | ||
| king | f,f,n,2 | L,(t) | 17,(30) | i18 | -13 | +5s/(0d) | * i19 startup with buffered input * Shifts to throw on front grounded CH. * Unexecutable at long range from opponent * High crush 6~29 | |
| asuka | d+3+4 | l,h | 5,20 | i14 i9~12 | -8 | +30a (+20) | * Combo from 1st CH * -25 if 1st hit is blocked * Low crush 5~42 * Floating state 43~45 | |
| fahkumram | ...GRF.3*~d | L,h | 15,17 | i27,i23 | -12 | +11a (+10) | * Balcony Break * Consumes GRF * Partially consumes remaining Heat time * +31a (+5) if only the 2nd hit hits | |
| jun | d+3+4 | l,h | 5,20 | i14 i24~27 | -25 | +30a (+20) | * Combo from 1st CH * Jail from 1st attack * -6 only if 2nd hit is blocked * Low crush 5~27 * Floating state 28~30 | |
| reina | SEN.3+4 | L,h | 10,12 | i20~21, i35~36 | -29/-11 | +4 | * Homing * -29 stagger block on 1st block * -11 on 2nd block * High crush 10~34 | |
| victor | FC.1+2 | l,h | 10,10 | i16,i10~11 | -23, -13 | +0 | *Not parryable (weapon low) *Transition to PRF (-17 / +6) with F | |
| alisa | FC.1+2 | L,L | 10,16 | i21~23 i6~8 | -11c | +5c | * Enter DES with n,1+2 * High crush 1~55 | |
| eddy | f+4,3+4 | m, L,L | 13, 7,7 | i23~25, i22~24 i5~6 | -24c | +12a | * Transition to RLX on hit or whiff * Combo from 1st CH * Floating state 1~70 * High crush 10~86 | |
| eddy | SS.4 | L,L | 7,10 | i21~22 | -13c | +3c | * High crush 6~31 | |
| jack-8 | db+1+2 | l,l | 8,21 | i18 | -70 | -5d | * Floor Break | |
| king | d+3+4,4,4,4 | L, L, L, L,L | 14, 7, 7, 4,3 | i16, ,i29,i29 | -26 | +15 | * Only available if 1st hit on CH. * Combo from 3rd hit * High crush 1~ | |
| lars | f,F+3+4 | l,l | 26 | i19~20 | -16 | +0c | * High crush 21~ | |
| lars | FC.1+2 | l,l | 9,15 | i18,i14~i15 | -12 | +1c | * Transition to LEN on hit with input n,D (+3c) * High crush 1~ | |
| leo | BOK.3+4 | L,L | 7,13 | i16~17,i12~14 | -13 | +2 | * High crush 1~ | |
| reina | db+2 | l,l | 10,12 | i20~21,i9~10 | -16 | -3 | ||
| victor | f,f,F+1+2 | L,L | 10,14 | i18, i14~15 | -14 | +4 IAI | +15g | * Transition to r18 IAI at +4 on hit * High crush 15~ |
| victor | IAI.d+1+2 | l,l | 10,20 | i20~21,i14~15 | -29 | -3 | ||
| alisa | DES.d+2 | L,L,L | 3,3,17 | i22~23 | -14 | +0c | * Homing * Weapon * Combo from any hit * Transition to DBT (-22/+4) with 3_4 * 5 chip damage on block * 7 chip damage on block in heat * High crush 22~91 | |
| alisa | DES.d+1 | L,L,L,L,L | 17 | i20~24 i1~5 i1~5 i1~5 i1~3 | -13 | +4 | * Weapon * Combo from any hit * 1 chip damage on block * 6 chip damage on block in heat * High crush 4~48 | |
| asuka | ws2,1,1,1,2,1+4,1,3+4 | m, h, m, h, m, sll,h, h, l,m | 18, 10, 8, 8, 6, 7,5, 6, 5,24 | i13~14, , | -43 | LNC | ||
| claudio | H.2+3 | L,M | 40 | i18~19 | -14 | +11d | * Heat Smash * Reversal Break * Balcony Break * Transition to attack throw on hit * Chip damage on block * Pseudo homing low? | |
| jun | H.GEN.1,1+2 | L,M | 14,35 | i20~21 i26~41 | -14 | +25a (+7) | * Reversal Break * Balcony Break * Jail from 1st attack * Has good left sidestep tracking * Restores 6 recoverable (3 on block) * Chip damage (2,7) on block * Consumes 450f of heat timer * Gain 5 Kazama Essence on normal hit, airborne hit or block * High crush 11~21 | |
| leroy | db+2+3 | L,M | 10,14 (9) | i20~21 i15~16 | -14 | +67a (+51) | * Weapon * Tornado * Only once per match * chip damage on block * Tracks to both sides effectively homing | |
| lidia | WLF.4 | L,M | 10,20 | i20,i23~25 | -14c | +5c | * Floor Break * Second hit available on hit or block only * Power up based on Heaven and Earth level **HAE lvl.0 30 damage **HAE lvl.1 32 damage **HAE lvl.2 34 damage **HAE lvl.3 38 damage *** lvl.3 +2d on hit | |
| miary-zo | BAO.4 | L,m | 18,20 | i18~19 i27~28 | -24 | -2d | +66a (+50) | * Tornado * Jab evasion? * 2nd available only on hit or block * Low crush 1~43 * Floating state 44~46 |
| victor | H.2+3 | l,m | 39 | i20 | -14 | th | * Heat Smash * Balcony Break * Alternate input: H.R1 * 8 chip damage on block | |
| eddy | MD1.HSP.3+4 | L,m,m | 6,6,18 | i21~22 | -13 | +4c | * Low crush 28?~ | |
| eddy | MD2.HSP.3+4 | L,m,m | 16,4,15 | i21~22 | -13 | +18a(-17) | Floor Break * Low crush 28?~ | |
| lili | H.BT.2+3 | l,M,M,M | 15,5,5,20 | i16 i27~28 i6~8 i20~22 | -8 | +23a (+5) | * Heat Smash * Homing * Balcony Break * 5 chip damage * High crush 4~? * Low crush 25~? | |
| reina | H.WRA.d+3+4 | l,m,m,m | 12,8,3,12 | i18~19 | -17 | +0 | * Spike * Floor Break * Alternate input: H.WRA.R1 * Jails if any hit is blocked * Transitions to attack throw on 1st hit for a total of 35 dmg * +4a (-5) if any hit after the 1st connects * Consumes 300F of remaining Heat time | |
| zafina | ORB.SCR.df+3+4 | L,m,m,sm | 6,15,3,10 | i19 | -14 | -13a (-14) | * Transition to 3rd hit on 2nd hit * Consumes ORB * Consumes 450F of Heat time * Deals 5 additional damage when Zafina's remaining health is 42 or lower * 4 chip damage on block ** Deals 6 chip damage on block when Zafina's remaining health is 42 or lower * High crush 6~ | |
| paul | H.2+3 | L,m,t | 9,23,25 | i18,i21,i38 | -14 | +3d | * Heat Smash * Balcony Break * Fully consumes Heat * Chip damage (8) * Transition to throw on 1st hit only * 40 damage with throw transition * 53 damage on 2nd + 3rd hit * t134 r49 on block * t124 on whiff | |
| kazuya | H.2+3 | L,m,th | 9,14 (20),17 (34) | i18, i27 | -14 | +0d | * Heat Smash * Balcony Break * 8 chip damage | |
| lars | H.DEN.3+4 | L,SM | 11,10 | i22~23, i9 | -14 | +21d | * 2 chip damage on block * 2nd hit only occurs on 1st hit * Recovers ?F faster on hit * Transition to r19 SEN with input F (-7/+34d) * Consumes 300F of remaining heat time | |
| raven | FC.df+3+4 | L,sm | 17,25 | i18~20 i34~36 | -23~-21 | -5a | * Spike * Transition to r20 SZN on hit only * Second hit available on hit only ** Airborne spike on 1st and 2nd hit * Recovers heat on hit * High crush 1~17 | |
| dragunov | FDFT.3 | l,t | 8,30 | i19 | -9 | +0d | On close hit * High crush 1~47 | |
| dragunov | SNK.3 | L,t | 17,20 | i17~18 | -16 | +0 | +1d/(+26a) | * Throw when CH from the front or on airborne hit in close range ** Called "Needle Hold" in-game * +26a on CH from distance * Floating state 10~42 * High crush 12~ |
| dragunov | WR.F+3 | L,t | 20,20 | i17~18 | -15 | +1d | * Transition to attack throw on front standing hit * Must run for 32f to access this move * +27a on BT hit * Normally Side switches on hit * High crush 12~44 * Floating state 10~42 | |
| jin | ZEN.1+2 | l,t | 10,20 | i21, i61 | -14 | +4 (+8w) | * Wall Crush +8 on hit * Transition to attack throw on standing hit from the front * Transition to +5 CD with DF after throw * High crush 10~ | |
| lars | H.LEN.1 | L,t | 20,15 | i16~17 | -12c | +5d | * Consumes 300F of remaining Heat time * 6 chip damage on block * Side switch on hit throw * Opponent is left FUFA * High crush 1~50 | |
| lee | H.2+3 | l,t | 40 | i20 | -14 | +0d | * Heat Smash * Balcony Break | |
| shaheen | H.2+3 | L,t | 40 | i20~21 | -14 | +24a (+14) | * Balcony Break * Heat Smash * Transition to attack throw on 1st hit * 8 chip damage on block | |
| victor | CH.d+4 | l,t | 12,18 | i16 | +0 | |||
| xiaoyu | CH AOP.d+1 | l,t | 40 | i19 | -12 | +0 | * Floor Break * Attack throw on CH * High crush | |
| victor | CH.db+4 | l,th | 20,4 | i20~21 | +49a | |||
| kuma | OTG.d+1+4 | l,ub(l) | 16 (11),48 (33) | i55~110,i25~38 | N/A | 8 (0) / +14 | * Cancel to BT with input OTG.d+1+4,3+4 * More frame advantage when hitting standing opponent | |
| panda | OTG.d+1+4 | l,ub(l) | 16 (11),48 (33) | i55~110,i25~38 | N/A | 8 (0) / +14 | * Cancel into BT with input OTG.d+1+4,3+4 * More frame advantage when hitting standing opponent | |
| yoshimitsu | FC.DF+1 | l! | [12;12] | i26 | +70a (+54) | * Weapon * 100% recoverable damage * Cannot be buffered after Heat Dash * Must hold DF for 5 frames * i27 effective startup (with FC.db,b+1 input) * i31 effective startup (with FC.DF+1 input) * i37 effective startup (FC.db,b+1 from manual crouch) * i41 effective startup (FC.DF+1 from manual crouch) * High crush 1~34 | ||
| alisa | 2+3 | m | [12;12] | i16 | +1 | +2c | * Heat Burst * Cancel to r45 with b,b on frame 42 * 2 chip damage on block * 12 chip damage on hit * Only deals recoverable damage * Cannot cause a K.O. * Power crush 7~16 | |
| alisa | H.2+3 | m | 50 (28) | i20~21 | +8 | -15d | * Heat Smash * Transition to DES with 1+2 (+8) * Transition to SBT with 3_4 (+10) * Transition to DBT with f+3_f+4 (+10) * 8 chip damage on block | |
| alisa | 2,3 | h, m | 10, 8 | i12, i22~23 | -10 | +1 | * Knee * Combo from 1st CH with 2f delay | |
| alisa | 2,3,3 | h, m, m | 10, 8, 25 | i12, ,i20~22 | -11 | +16a (-7) | +61a (+41) | * Strong Aerial Tailspin * Balcony Break * Combo from 2nd hit with 9f delay * Input can be delayed 12f * Move can be delayed 11f * Low crush 13~41 * Floating state 42~44 |
| alisa | 3 | m | 10 | i13~14 | -12~-11 | -1~+0 | ||
| alisa | 3,f+2 | m, m | 10, 20 | i13~14, i24~28 i1~4 i1~4 i1~4 i1 | -12 | +5 | * Weapon * Combo from 1st hit * 2 chip damage on block * 6 chip damage on block in heat | |
| alisa | 1+2 | m | 22 | i19~20 | -4 | +15a | * Heat Engager * Heat Dash +5, +67a (+50) * Balcony Break * Spike * Head * 6 chip damage on block | |
| alisa | f+2 | m | 12 | i17~18 | -4 | +7 | * Enter DES with 1+2 | |
| alisa | f+2,1 | m, m | 12, 20 | i17~18, i24~25 | -12 | +14c | * Heat Engager * Heat Dash +5, +62a (+42) * Balcony Break * Weapon * Combo from 1st hit * 6 chip damage on block * 10 chip damage on block in heat * Does not transition to DES when using Heat Dash | |
| alisa | f+2,3,3 | m, h, m | 12, 8, 22 | i17~18, ,i35~36 | -10 | +12a (-3) | * Balcony Break * Combo from 2nd hit | |
| alisa | f+3,1+2 | h, m | 10, 25 | i14~15, i24~25 | -13 | +8 | * Balcony Break * Weapon * Combo from 1st hit * 7 chip damage on block * 12 chip damage on block in heat | |
| alisa | f+4 | m | 14 | i16 | -9 | +1 | * Homing * Enter DES with 1+2 | |
| alisa | f+4,1,4 | m, h, m | 14, 14, 24 (19) | i16, ,i27~65 | -12~+26g | +1a | * Aerial combo from 2nd hit * i25-26 bounce, i25-26 travel, (---)/i35(27-65) travel then explosion , -3(-11) and -1(-9) for explosion then hit, respectively | |
| alisa | f+1+2 | m | 25 | i14~15 | -12 | +14g | * Balcony Break * Enter SBT -16 +10g r25 with 3_4 * Enter DBT -16 +10g r25 with f+3_f+4 * Opponent recovers crouching | |
| alisa | df+1 | m | 10 | i13 | -6 | +5 | +8 | * +5c on hit against crouching opponents |
| alisa | df+1,4 | m, m | 10, 17 | i13, i26~27 | -11 | +3c | +13c | * Spike * Combo from 1st CH * Transition to DES with 1+2 |
| alisa | df+2 | m | 16 | i16~17 | -9 | +32a (+22) | * +7 on hit against crouching opponent * Does not launch crouching opponent except on CH | |
| alisa | df+3 | m | 14 | i16 | -9 | +1 | ||
| alisa | df+4 | m | 13 | i12 | -7 | +4 | ||
| alisa | d+2 | M | 8 | i24~26 | -14 | +2c | Spike | |
| alisa | d+2,4 | M, M | 8, 20 | i24~26, i18~21 | -9 | +28a (+13a) | * Combo from 1st hit * Enter DES with 1+2 * Low crush 21~43 * Floating state 44~46 | |
| alisa | db+2 | m | 10 | i18~19 | -18 | -5 | ||
| alisa | db+2,2 | m, m | 10, 10 | i18~19, i19~20 | -9 | +5 | * Combo from 1st hit with 12f delay * Input can be delayed 15f * Move can be delayed 14f * Enter DES with 1+2 | |
| alisa | b+1 | m | 15 | i15~16 | -5 | +8 | * High crush 12~ | |
| alisa | b+2 | m | 12 | i18 | -9 | +1 |