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All Characters Tekken 8 Frame Data

CharCommandHit levelDamageStartupBlockHitCounter hitNotes
azucenadf+3m17i17~18-5+5+59a
Knee
azucenadf+4m15i16~17-7+2
azucenad+1m20i20~21+4+7c+44a
* Spike
* Elbow
azucenad+2m15i17~18-9+5
azucenad+3,3L, m10, 14i15, i23-13+1
* Combo from 1st CH with 7f delay
* Move can be delayed 10f
* Interrupt with i3 from 1st block
azucenad+3,3,4L, m, m10, 14, 21i15, ,i25~26-14+15a (-2)
* Tornado
* Balcony Break
* Combo from 2nd CH with 10f delay
* Interrupt with i3 from 1st block
azucenad+4,1~2L, m13, 20i15~16, i17~18-8+20a (+11)+59a
* Strong Aerial Tailspin
* Balcony Break
* Interrupt with i17 from 1st block
* Interrupt with i7 from 1st hit
azucenadb+1+2M23i20~21-21+33a (+23)
Steel pedal
* High crush 6~21
azucenadb+3+4m30i26~30-16~-12+15a (+5)
* Balcony Break
* Backswing blow
* Low crush 20~35
* Floating state 36~38
azucenab+3m21i19+2c+8c
* Heat Engager
* Heat Dash +5, +67a (+50)
* Spike
* 6 chip damage on block
azucenab+4m10i15~16-9+2
Knee
azucenab+4,3m, m10, 10i15~16, i23~24-10+4
* Knee
* Combo from 1st hit with 6f delay
* Interrupt with i4 from 1st block
azucenab+4,3,4m, m, m10, 10, 16i15~16, ,i23~24-10-2
* Knee
* Combo from 2nd CH with 10f delay
* Interrupt with i2 from 2nd block
azucenauf+3,4h, m20, 17i21~22, i20~21-14+15a (+6)+55a
* Strong Aerial Tailspin
* Balcony Break
* Combo from 1st hit with 11f delay
* Interrupt with i5 from 1st block
azucenauf+4M22i24~26-8+21a
* Spike
*20 damage when u+4 or ub+4 input is used
* Low crush 9~26
azucenaf,F+3M20i15~17-14~-12+35a (+25)
Tornado
* Low crush 17~37
* Floating state 38~40
azucenaf,F+4M25i25~27+0c~+2c+13c~+15c
* Spike
* Guaranteed 13f or faster mid on hit
* 70% scaling on combo
* 7 chip damage on block
azucenaf,f,F+3m10i15~16-14-9
Knee
* Low crush 9~36
* Floating state 37~39
azucenaws1m17i13~14-8+6+32a (+26)
Only hits grounded up-close and off-axis
azucenaws2m14i15~16-13+32a (+22)
azucenaws3m23i20~21+4+16cg
* Balcony Break
* 6 chip damage on block
* Opponent recovers crouching
azucenaws4m13i11~12-6+5
azucenaws4,1,3m, h, m13, 10, 28i11~12, ,i22~23-13+10a (+1)+27a
* Balcony Break
* Combo from 2nd CH with 7f delay
* Move can be delayed 10f
* Move cannot be interrupted
* Cancel to BT -16 -8 r20 with B
azucena(Back to wall).b,b,UBm25i27~33+1~+7+7a (-3)
Balcony Break
* Floating state 5~13
* is8~13
* Low crush 14~36
* Floating state 37~62
azucenaBT.1,4h, m9, 21i10~11, i24~25-11+8+53a
* Combo from 1st hit
* Combo from 1st CH with 2f delay
* Interrupt with i3 from 1st block
* Move can be delayed 10f
* Will not combo if the kick impacts on i25
azucenaBT.2m15i17~18-8+3
Transition to attack throw on front standing hit by inputting 2 on frames 10~16
azucenaBT.4m15i15~16-3+6
azucenaBT.4,3m, m15, 21i15~16, i23~24-14+16a (-1)+70a (+54)
* Tornado
* Balcony Break
* Combo from 1st hit with 6f delay
* Interrupt with i2 from 1st block
* Move can be delayed 10f
* Only hits grounded when up-close and off-axis
azucenaBT.1+2m17i14~15-11+3+58a
azucenaBT.3+4M23i27~29-5c~-3c+20a
* Spike
* 6 chip damage on block
* Evasive, can evade mids and some highs
* Low crush 9~29
azucenaLIB.2m22i14~15-8+21~22cg
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
azucenaLIB.3,1L, m15, 20i16~17, i22~23-10+21d
* Spike
* Combo from 1st CH with 7f delay
* Move can be delayed 8f
* Interrupt with i3 from 1st block
* On block only regular i10 punishers are guaranteed, even though she is backturned
azucenaLIB.4m14i15~16-3+10+10a
azucenaLIB.4,1,2m, h, m14, 10, 23i15~16, ,i28~29-10+67a (+51)
* Tornado
* Balcony Break
* Combo from 2nd CH with 1f delay
* Move can be delayed 10f
* Interrupt with i9 from 2nd block
* Whiffs vs SS, SW from 2nd block
azucenaLIB.4,2m, M14, 21i15~16, i25~26-13+16a
* Balcony Break
* Spike
* Combo from 1st hit with 5f delay
* Interrupt with i3 from 1st block
* Will not wall splat when the first hit is a counter hit due to float state
azucenaLIB.1+2M23i18~19-14+38a (+28)
* Tornado
* Cancel to r20 BT with B
* Low crush 20~30
* Floating state 31~33
azucenaLIB.d+3m25i24~26+2+13a+38a
* Balcony Break
* Floor Break on airborne hit
* High crush 6~
bob1,2,2h, h, m5, 10, 20i10, ,i20~21-14+5
* Heat Engager
* Heat Dash +43d (+35)
* Balcony Break
* Combo from 1st CH with 3F delay
* Interrupt with i1 from 1st block
* Move can be delayed by 2F
* Input can be delayed by 3F
bob2,1h, m8, 10i10, i23~25-7+0+3
* Combo from 1st hit with 2F delay
* Interrupt with i3 from 1st block
* Move can be delayed by 7F
bob2,1,4h, m, m8, 10, 20i10, ,i27~28-10+11d
* Spike
* Combo from 2nd CH
* Interrupt with i8 from 2nd block
* Whiffs vs SSR, SWR from 2nd block
* Floating state 17~37
bob3m14i15~16-6+5
*
bob3,1,1m, h, m14, 11, 20i15~16, ,i19-13+6+23a
* Spike
* Combo from 2nd CH with 10F delay
* Move cannot be interrupted
* Move can be delayed by 9F
* Input can be delayed by 10F
bob3,3m, m14, 18i15~16, i25~26-13+4a (-5)
* Balcony Break
* Combo from 1st CH
* Interrupt with i6 from 1st block
bob4,3,4h, h, M15, 15, 20i13, ,i28~33-10+4c+3d
* Spike
* Combo from 2nd CH with 6F delay
* Airborne combo from 1st CH (-7d)
* Interrupt with i6 from 1st block
* Low crush 18~35
bob4,4h, M15, 22i13, i32~37+2c+5d
* Spike
* Airborne combo from 1st CH with 2F delay (-7d)
* Interrupt with i14 from 1st block
* Whiffs vs SS, SW from 1st block
* Low crush 19~37
bob1+2m18i19~20-13+0c
* Spike
* Transition to BAL r23 with F on hit or block (+1/+14c)
** FC r46 transition with no input (cannot block i22 moves after transition on block)
bob1+2,1+2m, m18, 20i19~20, i18~19-15+11a (-6)+26a (+18)
* Balcony Break
* Combo from 1st hit with 5F delay
* Move cannot be interrupted
* Move can be delayed by 16F
* Input can be delayed by 20F
bob3+4,4M,M, m14, 14, 14i25, i8, i28~29-14+16a
* Spike
* Interrupt with i8 from 1st block
* Whiffs vs SS, SW from 1st block
* Move cannot be delayed
* Input can be delayed by 1F
* Low crush 9~30
* Floating state 31~33
bob3+4,4,2M,M, m, m14, 14, 14, 25i25, i8, ,i19~20-14+1a (-16)
* Balcony Break
* Spike combo from 2nd hit (-4a (-16))
* Move cannot be interrupted
* 20f timestop on hit
bobf+2,3h, M10, 22i12, i14~15-15+12a (+3)
* Balcony Break
* Jails from 1st block with 6F delay
* Combo from 1st hit with 10F delay
* Move can be delayed by 5F
* Input can be delayed by 10F
* Recovers 3F faster on hit (t64 r32)
bobH.f+2,1+2,1h, m,m, M10, 10,10, 20 (14)i12, ,i25~30-12+15d (-20)
* Floor Break
* Combo from 1st hit
* Jail from 3rd block
* 14dmg with scaling from prev hit
* 20F timestop on hit
* +13d from 4th hit (impossible?)
* Low crush 2~29
* Floating state 30~32
bobf+3m18i21~24-2+3c+9c
* Spike
bobf+3,4m, m18, 23i21~24, i28~29+3+10a (+1)+55cs
* Balcony Break
* Combo from 1st CH with 6F delay
* Interrupt with i11 from 1st block
* Interrupt with i5 from 1st hit
* Whiffs vs SS, SW from 1st block
* Whiffs vs SSR from 1st hit
* 4f timestop on CH
* Move cannot be delayed
* Input can be delayed by 6F
bobf+1+2m23i16~17-14+12a (+3)
* Balcony Break
* Body slam
* 9 chip damage and -9 on block after attack absorption
* Recovers 1F faster on hit (t49 r32)
* Power crush 7~15
bobdf+1m13i14-2+5
*
bobdf+1,2m, m13, 15i14, i19-10+6
* Elbow
* Jail from 1st block with 1F delay
* Combo from 1st hit with 3F delay
* Combo from 1st CH with 8F delay
* Move can be delayed by 10F
* Input can be delayed by 11F
bobdf+1,d+1m, M13, 20i14, i26~27-13c+6c+13c
* Elbow
* Spike
* Combo from 1st CH with 1F delay
* Interrupt with i6 from 1st block
* Recovers 4F faster on hit (t72 r32)
* Move can be delayed by 7F
* Input can be delayed by 8F
* Low crush 19~29
* Floating state 30~32
bobdf+2m14i15~16-8+3s+33a (+23)
* Slight jab evasion (frames 8 to 10?)
bobdf+3m19i19~20-9+19a (+2)+73a (+57)
* Balcony Break
* Tornado
* Instant Tornado on CH
* Recovers 2F faster on hit (t50 r30)
bobdf+4,4h, m12, 24i13~14, i25~26-13+11a (+2)
* Heat Engager
* Heat Dash +43d (+35)
* Balcony Break
* Knee
* Combo from 1st hit with 3F delay
* Interrupt with i7 from 1st block
* Whiffs vs SSR from 1st block (inconsistent; more consistent when using sidestep stance moves)
* Move can be delayed by 2F
* Input can be delayed by 3F
* Floating state 24~34
bobd+1M18i18~19-8+7c+12d
* Spike
* Recovers 4F faster on hit or block (t46 r27)
bobd+2m12i15-9+2
*
bobd+2,1m, m12, 11i15, i14~15-11+0
* Jail from 1st block with 2F delay
* Combo from 1st hit with 2F delay
* Move can be delayed by 1F
* Input can be delayed by 2F
bobd+2,1,2m, m, m12, 11, 18i15, ,i22~24-12-1
* Interrupt with i3 from 1st block
* Move can be delayed by 10F
bobd+2,1,2,2m, m, m, m12, 11, 18, 21i15, ,i29-15+15a (+5)
* Balcony Break
* Combo from 3rd hit with 4F delay
* Interrupt with i6 from 3rd block
* Whiffs vs SSL, SWL from 3rd block
* 20f timestop on hit
* Move can be delayed by 10F
bobd+2,3m, m12, 21i15, i41-2+9+67a
* Knee
* Interrupt with i21 from 1st block
* Interrupt with i10 from 1st hit
* Whiffs vs SS, SW from 1st block
* 4f timestop on CH
* Crumple stun on CH
* Move can be delayed by 2F
bobd+2,4m, m12, 21i15, i17-13+14a (+7)
* Balcony Break
* Jail from 1st block with 2F delay
* Combo from 1st hit with 2F delay
* Low crush 19~32
* Floating state 33~35
bobd+4,3,4l, h, m11, 12, 15i16, ,i25~26-15+8a (-1)
* Balcony Break
* Combo from 1st CH or 2nd hit
* Move cannot be interrupted
bobd+1+2,2h,h, m6,6, 6i14, i11, i10~11-8+3
* Jail from 1st block
* Combo from 1st hit
bobdb+2m17i14-8+6
* Slight jab evasion especially with pushback or after certain hit reactions (stomach stuns? frames 3 to 7?)
bobdb+4,4L, m15, 14i24~25, i25~27-12-2
* Spike
* Combo from 1st CH
* Interrupt with i6 from 1st block
* Whiffs vs SSR, SWR from 1st block
* Low crush 14~28
* Floating state 29~31
bobdb+4,4,3,3L, m, h, M15, 14, 12, 18i24~25, ,i35~38-12+29d
* Spike
* Combo from 3rd CH
* Interrupt with i10 from 3rd block
bobdb+1+2m16i17~18-13+33a (+23)
* Strong jab evasion (frames 5 to 13?)
bobb+1m15i18~19-8+5c
* Elbow
* Spike
bobb+1,2m, m15, 16i18~19, i23~24-8+7
* Combo from 1st hit
* Jails attack inputs from 1st block (cannot CH)
bobb+2m12i13~14-5+6
*
bobb+2,1m, m12, 23i13~14, i23-13+7
* Elbow
* Spike
* Combo from 1st hit with 1F delay
* Transition to BAL r27 with F on hit (+12g)
** FC r50 transition with no input (Cannot block i11 moves)
* Interrupt with i5 from 1st block
* Move cannot be delayed
* Input can be delayed by 1F
bobb+2,2,4m, h, m12, 12, 13i13~14, ,i22-13+3
* Knee
* Combos from 2nd CH with 8F delay
* Interrupt with i2 from 2nd block
* Move can be delayed by 10F
bobb+3M20i17~18-15+12a (+3)+27a (+21)
* Recovers 3F faster on hit (t50 r32)
bobb+4m13i15-11+4+9
* Knee
bobb+1+2m20i17~18-9+8c
* Spike
* Head
bobb+1+2,1m, m20, 10i17~18, i30-11+0
* Combo from 1st CH with 8F delay
* Interrupt with i5 from 1st block
* Move can be delayed by 9F
bobb+3+4m26i18~20-7+18a (+8)
* Balcony Break
* Hip
* 20F timestop on hit
* 5 chip damage on block
* Low crush 10~22
* Floating state 23~25
bobub+1m25i26-15+15a (+6)
* Balcony Break
* Backswing blow
* Recovers 6F faster on hit (t56 r30)
bobub+4,1m25i11~13 (i28~30)-9+11a (+2)
* Balcony Break
* i28~30 effective startup (ub+4 takes 17 frames)
* 20f timestop on hit
* Low crush 1~27
* Floating state 28~30
bobub+3+4,4m,m, m6,6, 23 (16)i18, i10, i29~31-11+20a (+11)/+21a (+14)
* Balcony Break
* Airborne combo from 1st hit (+21a (+14))
* Interrupt with i6 from 1st block
* Low crush 17~31
bobu+3M20i22~23+3+7+9c
* Spike
* Transition to BAL r23 with F (+7/+12g/+16c)
** FC r49 transition with no input (Cannot block i16 and i11 moves after block and hit transitions respectively)
* Low crush 9~20
bobu+1+2m15i16~18-11-3
* Head
* Slight jab evasion?
* Transition to BAL r23 on hit or block with F (+0/+8)
* FC r46 transition with no input (Cannot block i23 and i15 moves on block or hit transitions respectively)
* Low crush 13~24
* Floating state 25~27
bobu+1+2,1+2m, m15, 25i16~18, i18~22-17+8a (-1)
* Balcony Break
* Body slam
* Combo from 1st hit with 13F delay
* Interrupt with i7 from 1st block
* Move can be delayed by 14F
* Input can be delayed by 27F
bobu+3+4M20i24~28+1+6c
* Spike
* 4 chip damage on block
* Low crush 12~29
bobuf+1m10i16-9+3
* Has good right sidestep tracking
bobuf+1,2m, m10, 16i16, i20~21-9+8
* Combo from 1st hit with 6F delay
* Interrupt with i1 from 1st block
* Move can be delayed by 5F
* Input can be delayed by 6F
bobH.uf+1,2,2m, m, m10, 16, 24i16, ,i31+5+23a (+13)
* Balcony Break
* Combo from 1st hit
* Interrupt with i8 from 2nd block
* Whiffs vs SSL, SWL from 2nd block
* Consumes 300F of remaining Heat Time
* 20F timestop on hit
* Input cannot be delayed
bobuf+3m20i20-13+33a (+23)
* Recovers 2F faster on hit (t51 r31)
* Low crush 9~26
* Floating state 27~29
bobuf+4m20i26~28-4+22a
* Spike
* Low crush 9~28
* Floating state 29~31
bobb,B+1+4,2m25i15~16 (i57~58)-11+11a
* Balcony Break
* Spike
* i57~58 actual startup
* Input 2 at frame 42
bobf,F+2m21i14-8+14a
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
bobf,F+4m12i22~23-9+2
* Homing
* +2c on crouching hit
* Low crush 14~26
* Floating state 27~29
bobf,F+4,4m, m12, 20i22~23, i14~16-12+11a (+2)
* Balcony Break
* Combo from 1st hit
* Available on hit or block only
* Input cannot be delayed
* Low crush 1~27
* Floating state 28~30
bobf,n,d,DF+4,1+2L, m16, 25 (17)i18~19, i25-17+7a (+6) / +2d
* Balcony Break
* Airborne combo from 1st hit (+7a (+6))
bobf,n,d,df+2M24i16~17-23+76a
* Tornado
* Parryable
* Recovers 5F faster on hit (t60 r43)
* Low crush 17~39
* Floating state 40~42
bobf,n,d,df+3m16i16~17-10-5s
* Knee
* Low crush 14~27
* Floating state 28~30
bobf,n,d,df+3,4m, M16, 30 (21)i16~17, i26-11c+16a (+6) / +21a (+11)
* Balcony Break
* Combo from 1st hit
* Interrupt with i1 from 1st block
* 20f timestop on hit
* Low crush 1~25
* Floating state 26~28
bobf,n,d,df+1+2m20i15-10+24a (+14)
* Balcony Break
* Can be charged to power up
* i28 latest uncharged startup with max charge delay
bobf,n,d,df+1+2*m33i28+4+39a
* Balcony Break
* Charge for 23-28F
* 6 chip damage on block
bobuf,n,4m20i23~25-13+32a (+22a)
*
* Low crush 9~30
* Floating state 31~33
bobf,f,F+3m30i20~24+6+10a (+0)
* Balcony Break
* 9 chip damage on block
* Low crush 3~25
* Floating state 26~28
bobf,f,F+3+4M27i26~33+0+2cg
* Balcony Break
* Forces tech back roll on hit
* 5 chip damage on block
* Low crush 15~35
* Floating state 36~38
bobws1m11i13~15-11+0
* Elbow
bobws1,3m, M11, 25i13~15, i25~26-13+11a (+2)
* Balcony Break
* Hip
* Combo from 1st hit
* Interrupt with i5 from 1st block
bobws2m10i14-7+4
*
bobws2,1m, m10, 10i14, i28~31-20+33a (+23)
* Tornado
* Combo from 1st hit with 2F delay
* Interrupt with i8 from 1st block
* Whiffs vs SSL, SWL from 1st block
bobws2,2m, m10, 20i14, i23-13c+5c+17d
* Combo from 1st hit with 7F delay
* Interrupt with i7 from 1st block
* Move can be delayed by 10F
* Input can be delayed by 14F
bobws3,3+4h, M17, 28 (19)i17~18, i33~41-4c+17d
* Spike
* Airborne combo from 1st hit (-8d)
* Interrupt with i8 from 1st block
* Low crush 15~37
* Floating state 38~40
bobws4m16i11~12-6+5
*
bobws1+2m20i15~17-8+17a (+10)+31a (+21)
*
bobSS.1+2m24i15~16-5c+13cg
* Balcony Break
* i24~25 effective startup (sidestep takes 9f)
* Forces tech back roll on hit
bobFC.df+2m14i14-8+3
* +3c on crouching hit
bobFC.df+2,1m, m14, 12i14, i21-7+4
* Combo from 1st hit
* Interrupt with i1 from 1st block
* +4c on crouching hit
bobFC.df+2,1,1+2m, m, m14, 12, 25i14, ,i26-13+11a (+2)
* Balcony Break
* Combo from 2nd CH with 4F delay
* Interrupt with i6 from 1st block
* Move can be delayed by 9F
bob(back to wall).b,b,UBm21i35~38+1+34d
* Floating state 5~7
* is8~24
* Floating state 25~33
* Low crush 34~37
* Floating state 38~40
bobBAL.1m16i15~17-5+5
*
bobBAL.2m21i23~24-8+12g
* Balcony Break
* Homing
* Strong Aerial Tailspin
bobBAL.3m25i24~25+4+17a (+0)
* Balcony Break
* Tornado
* Low crush 21~25
* Floating state 26~43
bobBAL.3+4M28i29~33-13c+13d
* Floor Break
* Hip
* Floating state 1~16
* Low crush 17~29
* Floating state 30~32
bobBT.d+2m17i15~16-9+14a (+5)+59a
* Balcony Break
* 4f timestop on CH
* Crumple stun +13F on CH
bryan1,2,1h, h, m5, 8, 18i10, ,i19-6+6+30d
* Combo from 1st CH with no delay
* Combo from 2nd CH with 10F delay
* Move cannot be interrupted
* Move can be delayed by 10F
bryan1,4,2,1,4h, h, h, h, m5, 14, 18, 16, 21i10, ,i25~26-10+37a
* Tornado
* Strong Aerial Tailspin
* Can hit grounded while off-axis
* Airborne combo from 4th hit (+73a (+57))
* Interrupt with i2 from 4th block
bryan1,4,2,4h, h, h, m5, 14, 18, 21i10, ,i30~31-5+40a (+14)
* Strong Aerial Tailspin
* Balcony Break
* Airborne combo from 3rd CH (+38a (+31))
* Whiffs vs SS, SW from 3rd block
* Interrupt with i16 from 3rd block
* Interrupt with i5 from 3rd hit
* Low crush 16~31
* Floating state 32~34
bryan1,4,3h, h, m5, 14, 15i10, ,i21-10+1
* Combo from 2nd CH with 5f delay
* Interrupt with i1 from 1st block
bryan2,3h, m10, 14i10, i16-10+6+16a (+7)
Balcony Break (CH)
* Combo from 1st hit with 1f delay
* Jail from 1st block with ?F delay
* CH frames also apply to combo from 1st CH
bryan3m14i16-4+7
bryan3,2m, m14, 11i16, i22-10+1
* Combo from 1st CH
* Interrupt with i2 from 1st block
bryan3,2,1m, m, m14, 11, 10i16, ,i20-9+2
* Combo from 2nd hit
* Combo from 1st CH
* Move cannot be interrupted
bryan3,2,1,2m, m, m, m14, 11, 10, 14i16, ,i19-10+19a (+10)
* Balcony Break
* Combo from 3rd CH with 2f delay
* Interrupt with i1 from 3rd block
bryan3,3,4m, h, m14, 13, 25i16, ,i28-12+11cg
* Balcony Break
* Combo from 2nd CH
* Interrupt with i10 from 2nd block
* Whiffs vs SS, SW from 2nd block
* Forces tech back roll on hit
bryan4,3h, m15, 12i12, i24~25-10+2
* Combo from 1st hit
* Interrupt with i4 from 1st block
bryan4,3,4h, m, m15, 12, 16i12, ,i24~25-12+14a (+5)+33d (+25)
* Balcony Break
* Hold to power up and deal more chip damage on block
* Interrupt with i6 from 1st block
bryan4,3,4*h, m, m15, 12, 25i12, ,i40~41-6+35a (+9)
* Balcony Break
* 10 chip damage on block
* Whiffs vs SWR from 2nd block
* Interrupt with i21 from 2nd block
* Interrupt with i10 from 2nd hit
bryan1+2m15i17~18-7+6
Homing
bryan1+2,2m, m15, 20i17~18, i26~27-14+51d (+20)
* Combo from 1st hit with delay
* Interrupt with i6 from 1st block
bryan3+4m20i18-13+8+59a
Balcony Break (airborne)
bryanSNE.3+4,2m, m20, 20i18, i14~15-9+25a (+20)
* Balcony Break
* Weapon?
* Combo from 1st hit
* Consumes SNE
* 8 chip damage on block
* Interrupt with i5 from 1st block
* Unparryable by traditional parries, Asuka, Nina, etc
bryanSNE.3+4,2*m, M20, 30i18, i55~56+9g~+10g+66a (+50)
* Tornado
* Reversal Break
* Balcony Break
* Consumes SNE
* Interrupt with i32 from 1st block
* Whiffs vs SS, SW from 1st block
* Chip damage on block (12)
* Wall splat on block
bryanf+2m10i15-10+1
bryanf+2,1m, m10, 12i15, i10-10+1
Jail from 1st attack
bryanf+2,1,4m, m, m10, 12, 20i15, ,i18~19-13+3a
* Balcony Break (airborne)
* Combo from 1st or 2nd hit
* Jail from 1st or 2nd block with ?F delay
* Gain SNE on hit with 1+2
* SNE gain is r25
bryanSNE.f+2,1,2m, m, m10, 12, 5i15, ,i14~15-7+9c
* Floor Break
* Elbow
* Combo from 1st hit
* Jail from 1st block with ?F delay
* Consumes SNE
* Consumes 240f of Heat Time
* Chip damage on block (1)
bryanSNE.f+2,1,2,3m, m, m, m10, 12, 5, 7i15, ,i22-10+18a (+11)
* Knee
* Combo from 1st hit
* Move cannot be interrupted
* Chip damage on block (2)
bryanSNE.f+2,1,2,3,2m, m, m, m, m10, 12, 5, 7, 20 (14)i15, ,i35~36-13+25a (-1)
* Balcony Break
* Airborne combo from 1st hit (+0a (-1))
* Interrupt with i13 from 4th block
* Whiffs vs SS, SW from 4th block
* Chip damage on block (8)
* Unparryable by traditional parries, Asuka, Nina, etc
* Consumes 210f of Heat
bryanf+3m18i16~18+0~+2+4~+6+50a
Knee
bryanf+4m10i18-9+1
bryanf+4,1m, m10, 10i18, i25~26-13c+40a (+32)
* Spike
* Combo from 1st hit with 5f delay
* Interrupt with i4 from 1st block
* Move can be delayed 4f
bryanDF+1m8i15-5+1
* DF must be held for the extensions
bryanDF+1,1m, m8, 2i15, i10-10-4
* Jail from 1st block with 9F delay
* Combo from 1st hit with 14F delay
* Move can be delayed 16F
bryanDF+1,1,1m, m, m8, 2, 2i15, ,i10-10-4
* Jail from 1st block with 8?F delay
* Combo from 1st hit with 14F delay
* Move can be delayed by 25F
bryanDF+1,1,1,1m, m, m, m8, 2, 2, 2i15, ,i10-10-4
* Jail from 1st block with 8?F delay
* Combo from 1st hit with 14F delay
* Move can be delayed by 25F
bryanDF+1,2m, m8, 20i15, i23-15+1+14a (+5)
* Balcony Break (airborne)
* Combo from any hit
* Interrupt with i3 from any block
bryandf+2m12i13-6+5
Elbow
bryandf+2,3m, m12, 20i13, i23-13+8+59a
* Combo from 1st CH with 5F delay
* Interrupt with i3 from 1st block
bryandf+4m23i22~24-6~-4+19a
* Homing
* Balcony Break (airborne)
bryand+2m17i14~15-2+8c
* Spike
* Elbow
* Transition to FC with D
bryand+2,3m, m17, 21i14~15, i22-10+16a (-1)+32a (+18)
* Balcony Break
* Knee
* Combo from 1st CH with 10f delay
* Jail from 1st block with ?F delay
* Move can be delayed 9f
bryand+1+2~2m24i30+7+53a
* Spike
* 7 chip damage on block
bryand+3+4,2l, m16, 25i19, i19-12+14a (-3)
* Tornado
* Balcony Break
* Combo from 1st CH
* Interrupt with i9 from 1st block
* Cancel to -23 -12 -7 FC with DB
bryandb+2m13i15~17-6+8
bryanb+1m21i20~21+4+7c+78a (+58)
* Spike
* Elbow
bryanb+2,1,4h, h, m18, 16, 20i17, ,i25-26-10+37a
* Tornado
* Airborne combo from 2nd hit or 1st CH
* Interrupt with i2 from 2nd block
* Can hit grounded when off-axis
bryanb+2,4h, m18, 21i17, i30-31-5+40a (+14)
* Strong Aerial Tailspin
* Balcony Break
* Airborne combo from 1st CH (+39a (+32))
* Interrupt with i16 from 1st block
* Whiffs vs SS, SW from 1st block
* Interrupt with i4 from 1st hit
* Low crush 16~31
* Floating state 32~34
bryanb+3m12i19-7+4
* Enter SLS +1 +12g +12 r18 with f
* Links to 10-hit string
bryanb+3,2,1m, h, m12, 12, 10i19, ,i20-9+2
* Combo from 2nd hit
* Combo from 1st CH
* Move cannot be interrupted
bryanb+3,2,1,2m, h, m, m12, 12, 10, 14i19, ,i19-10+19a (+10)
* Balcony Break
* Combo from 2nd CH
* Interrupt with i1 from 3rd block
bryanb+3,4m, m12, 18i19,
bryanb+3,4,1m, m, m12, 18, 5i19,
bryanb+3,4,1,2m, m, m, m12, 18, 5, 7i19,
bryanb+3,4,1,2,1,4,2,1,4m, m, m, m, h, h, h, h, m12, 18, 5, 7, 3, 8, 5, 5, 10i19,
bryanb+3,1+2m, m12, 25i19, i22-6+4c+26d
* Floor Break
* Combo from 1st CH with 8f delay
* Interrupt with i4 from 1st block
* Transition to FC with d
* Input can be delayed 12f
* Move can be delayed 10f
bryanb+4m18i16-10+15
* Knee
* Hit vs BT +9a
bryanb+1+4m26i28-9+7c
Spike
bryanub+1+2,1m,m, m5,2, 2i15 i12, i12-13-3
* Combo from 1st hit 8f delay
* Jail from 1st block with ?F delay
* Input can be delayed 18f
bryanub+1+2,1,2m,m, m, m5,2, 2, 2i15 i12, ,i11-16-6
* Combo from 1st hit
* Jail from 1st block with ?F delay
* 11f input window-
bryanub+1+2,1,2,1m,m, m, m, m5,2, 2, 2, 2i15 i12, ,i10-13-3
* Combo from 1st hit
* Jail from 1st block with ?F delay
* 9f input window
bryanub+1+2,1,2,1,2m,m, m, m, m, m5,2, 2, 2, 2, 2i15 i12, ,i9-16-6
* Combo from 1st hit
* Jail from 1st block with ?F delay
* 8f input window
bryanub+1+2,1,2,1,2,1m,m, m, m, m, m, m5,2, 2, 2, 2, 2, 2i15 i12, ,i8-13-3
* Combo from 1st hit
* Jail from 1st block with ?F delay
* 7f input window
bryanub+1+2,1,2,1,2,1,2m,m, m, m, m, m, m, m5,2, 2, 2, 2, 2, 2, 2i15 i12, ,i7-16-6
* Combo from 1st hit
* Jail from 1st block with ?F delay
* 6f input window
bryanub+1+2,1,2,1,2,1,2,1m,m, m, m, m, m, m, m, m5,2, 2, 2, 2, 2, 2, 2, 2i15 i12, ,i6-13-3
* Combo from 1st hit
* Jail from 1st block with ?F delay
* 5f input window
bryanub+1+2,1,2,1,2,1,2,1,2m,m, m, m, m, m, m, m, m, m5,2, 2, 2, 2, 2, 2, 2, 2, 2i15 i12, ,i5-16-6
* Combo from 1st hit
* Jail from 1st block with ?F delay
* 4f input window
bryanub+1+2,1,2,1,2,1,2,1,2,1m,m, m, m, m, m, m, m, m, m, m5,2, 2, 2, 2, 2, 2, 2, 2, 2, 2i15 i12, ,i5-26-15
* Combo from 1st hit
* Jail from 1st block with ?F delay
* 4f input window
bryanub+1+2,1,2,1,2,1,2,1,2,1,4m,m, m, m, m, m, m, m, m, m, m, m5,2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 14i15 i12, ,i10-35-15a (-24)
* Knee
* Balcony Break
* Combo from 1st hit
* Jail from 1st block with ?F delay
bryanuf+1m22i20~21-13+15a
* Balcony Break
* Floor Break
* Gain SNE on hit (+3a on hit)
* -9 frame advantage and 8 chip damage on block after absorbing an attack in power crush state
* Power crush 7~19
bryanuf+2m6i13-10+1
bryanuf+2,2m, m6, 4i13, i10-10+1
* Combo from 1st hit with 7f delay
* Jail from 1st block with ?F delay
* Move can be delayed 5f
bryanuf+2,2,2m, m, m6, 4, 4i13, ,i10-10+1s
* Combo from 1st hit with 5f delay
* Jail from 1st block with ?F delay
bryanuf+2,2,2,3m, m, m, m6, 4, 4, 20i13, ,i22~23-15+30a (+12)
* Knee
* Combo from 3rd hit with 5f delay
* Interrupt with i2 from 1st block
bryanSNE.uf+2,2,2,2m, m, m, m6, 4, 4, 9i13, ,i10-12-1s
* Combo from 1st hit
* Consumes SNE
* Chip damage on block (2)
bryanSNE.uf+2,2,2,2,2m, m, m, m, m6, 4, 4, 9, 9i13, ,i10-12-2s
* Combo from 1st hit
* Jail from 1st block with ?F delay
* Chip damage 2 (22%) on block
bryanSNE.uf+2,2,2,2,2,3m, m, m, m, m, m6, 4, 4, 9, 9, 23i13, ,i22~23-15+3a
* Knee
* Combo from 3rd or 4th or 5th hit
** +35a (+17) from 3rd hit
** +31a (+13) from 4th hit
** +30a (+12) from 5th hit
* 9 chip damage (39%) on block
* Interrupt with i1 from 5th block
bryanuf+3m15i27~28-2+15
* Low crush 9~28
* Floating state 29~31
bryanuf+4m20i24~26-5+26a
Spike
* Low crush 9~32
* Floating state 33~35
bryanuf+3+4m22i16~17-7+8a
* Tornado
* Knee
* Gain SNE on hit
* Low crush 9~26
* Floating state 27~29
bryanb,B+4M24i21~33-19~-7-7a~+5a
Spike
* Low crush 18~32
* Floating state 33~
bryanf,F+3m25i24~25-13+28a (-8)+39a (-8)
* Balcony Break
* Gain SNE on hit with 1+2
* SNE gain is r25
* Chip damage on block (7)
* Hitstop 20f on hit
bryanf,F+3*m33i34~35+8+71a
* Balcony Break
* Gain SNE on hit with 1+2
* Chip damage on block (9)
* Hitstop 20f on hit
bryanuf,n,4m20i23~25-13+32a (+22)
Jump takes 9 frames
* Low crush 9~30
* Floating state 31~33
bryanf,f,F+3m30i22~25+6~+9+13a (+3)
* Balcony Break
* Chip damage on block (9)
* Low crush 3~25
* Floating state 26~28
bryanws1m20i15~16-14+35a (+25)
bryanws3m17i12-10+4+33a (+27)
* Knee
bryanws3,4m, m17, 21i12, i28-10+4+29g
* Knee
* Airborne combo from 1st CH with ?F delay (+26a (+19))
* Input can be delayed 10f
* Interrupt with i8 from 1st block
bryanws4m16i11~12-6+5
bryanSS.2M15i17~18-9+5
bryanFC.df+2m12i13-9+4
Elbow
bryanFC.df+4m21i15~16-10+13g+25d
Balcony Break
* High crush 1~14
bryan(Back to wall).b,b,UBm25i29~33-1+19cg
* Balcony Break
* Bryan
* Fahkumram
* Heihachi
* Kazuya
* Lars
* Law
* Forces tech back roll on hit
* Floating state 5~13
* is8~13
* Low crush 14~46
* Floating state 47~49
bryanSLS.2,1h, m16, 23i15~16, i15~16-11+33a (+18)
* Combo from 1st hit with 4f delay
* Jail from 1st block with ?F delay
bryanSLS.2,2h, m16, 25i15~16, i25-7+14a
* Balcony Break
* Spike
* Combo from 1st hit with 4f delay
* Interrupt with i7 from 1st block
* +9a on BT hit
bryanSLS.2,4h, m16, 22i15~16, i16~17-10+5a
* Tornado
* Knee
* Combo from 1st hit with 4f delay
* Jail from 1st block with ?F delay
* Gain SNE on hit, -12a
* Low crush 9~26
* Floating state 27~29
bryanSLS.4m13i18-5+1+3
bryanSLS.4,1,4m, h, M13, 13, 20i18, ,i25-10+37a
* Tornado
* Combo from 2nd hit
* Move cannot be interrupted
* Opponent recovers FUFA on hit
bryanSLS.1+2m23i15~16-9+23a (+13)
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
* Elbow
bryanSNE.f,F+1+2,Ph, m30, 20i13, i13~140+25a (+20)
* Balcony Break
* Chip damage on block (8)
* Consumes SNE
* Initial attack absorbing animating takes 9 frames (pc1~9), effective startup is i22~23
* Power crush 1~14
bryanqcb+2m16i15~16-9+6
bryanqcb+4M23i17~18-12+31a (+21)
* Recovers 2f faster on hit (t48 r30)
claudio2+3m[12;12]i16+1+2c
* Heat Burst
* Cancel to r45 with b,b on frame 42
* 2 chip damage on block
* 12 chip damage on hit
* Only deals recoverable damage
* Cannot cause a K.O.
* Power crush 7~16
claudio2,1h, m10, 13i12, i20-6+5
* Combo from 1st hit with 2f delay
* Interrupt with i2 from 1st block
claudio2,1,2h, m, m10, 13, 25i12, ,i16~18-13+12a (+3)
* Heat Engager
* Heat Dash +5, +62a (+42)
* Strong Aerial Tailspin
* Balcony Break
* Combo from 2nd CH with 14f delay
* Interrupt with i1 from 1st block
* Input can be delayed 15f
* Move can be delayed 10f
* Transition to r65 STB on hit without STB
* -10a (-1) upon STB gain on an airborne hit
claudio3m14i14~15-10+1
* Tracks sidestep right and sidewalk right completely?
claudio1+2m20i17-14+2c
Floor Break
claudio3+4M28i24~26-11c+4a
* Floor Break
* Low crush 13~22
* Floating state 23~25
claudiof+2,1h, m9, 12i12, i15~16-10+6c
* Floor Break
* Combo from 1st hit
* Jail from 1st block with ?F delay
claudiof+2,1,1+2h, m, m9, 12, 25i12, ,i21~22-18+7a (-2)
* Balcony Break
* Shoulder
* Combo from 1st CH with 16F delay
* Move cannot be interrupted
* Input can be delayed 16F
* Move can be delayed 12F
claudiof+2,2h, m9, 20i12, i14-26+18a (-13)
* Balcony break on airborne hit
* Combo from 1st hit
* Jail from 1st block with ?F delay
* Transition to r67 STB on hit without STB
* Tremendous backstep on block
claudiof+4m23i22~23+4c+4c+28d
claudiof+1+2m8i16-18-7
claudiof+1+2,1+2m, m8, 16i16, i18-14+4a
* Combo from 1st hit with 11f delay
* Jail from 1st block with no delay
* Input can be delayed 11f
* Move can be delayed 10f
claudioSTB.f+1+2,1+2m, m8, 16i16, i18-9+64a
* Balcony Break
* Jail from 1st attack with 1f delay
* Combo from 1st hit with 11f delay
* Input can be delayed 11f
* Move can be delayed 10f
* 3 chip damage on block
* Consumes STB
* Consumes 600F of remaining Heat time
claudiodf+1m10i15~16-4+7
* Cannot be sidestepped or sidewalked right?
claudiodf+1,2m, m10, 15i15~16, i23~24-15+31a (+21)
* Combo from 1st hit with 1f delay
* Interrupt with i4 from 1st block
claudiodf+2m19i14-13+5+57a
* Gain STB on counterhit
* Completely homing to SSL/SWL?
claudiodf+3m12i14-7+6
* Completely homing to SSR/SWR?
claudiodf+3,1m, m12, 18i14, i17~19-14+29a (+14)
* Tornado
* Combo from 1st hit with 14f delay
* Interrupt with i3 from 1st block
* Input can be delayed 14f
* Move can be delayed 8f
claudiodf+4m14i13-8+3
claudiod+1m14i17~18-8+2
claudiod+1,2m, m14, 15i17~18, i28~29-9+4
* Tornado
* Combo from 1st CH
* Interrupt with i8 from 1st block
* Whiffs vs SSL, SWL from 1st block
claudioSTB.d+1,2m, M14, 23i17~18, i28+6+28a (+13)
* Tornado
* Combo from 1st hit
* 4 chip damage on block
* Interrupt with i8 from 1st block
* Whiffs vs SSL, SWL from 1st block
* Consumes STB
* Consumes 240F of remaining Heat time
claudiod+1+2m28i13~14-18+7a (-2)
* Balcony Break
* Shoulder
claudiodb+2,1sl, m8, 12i11, i18-9+3
* Combo from 1st CH
* Move cannot be interrupted
* High crush 1~
claudiodb+1+2M20i17~18-12+8a (-9)+62a (+46)
* Tornado
* Balcony Break
* High crush 6~16
* Low crush 20~32
* Floating state 33~35
claudiob+1m17i18~19-8+9a
* Homing
* Balcony Break
claudiob+3m14i13-4+7
* Knee
* Completely homing to SSL/SSR/SWR?
claudiob+3,n,3m, m14, 21i13, i24~25-12+9c+14
* Spike
* Combo from 1st CH with 6f delay
* Interrupt with i5 from 1st block
* Input can be delayed 9f
* Move can be delayed 8f
claudiob+4m10i17-14-3
* Increased tracking when b4,2 is input with delayed buffer?
claudiob+4,2m, m10, 20i17, i20-11+29a (+3)
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
* Combo from 1st hit with no delay
* Combo from 1st CH with 10f delay
* Trade with i1 from 1st block?
* Input can be delayed 12F
* Transition to r45 STB on hit without STB and Heat
claudiob+4,3,2m, h, M10, 14, 20i17, ,i31~32-13+16a
* Balcony Break
* Spike
* Combo from 2nd CH
* Interrupt with i5 from 2nd block
* Low crush 1~31
claudioSTB.b+4,3,2m, h, M10, 14, 38i17, ,i31~32-1c43a (+33)
* Balcony Break
* Spike
* Combo from 2nd CH
* Interrupt with i5 from 2nd block
* 7 chip damage on block
* Consumes STB
* Consumes 240F of remaining Heat time
* Low crush 1~31
claudiob+4,4m, m10, 16i17, i28~29-13+30a (+20)
* Tornado
* Combo from 1st CH with 2f delay
* Input can be delayed 12F
* Interrupt with i8 from 1st block
* Whiffs vs SS, SW from 1st block
* Low crush 22~37
* Floating state 38~40
claudiob+1+2m25i22-13+15a
* Balcony Break
* Spike
* -9 frame advantage and 10 chip damage on block after absorbing an attack in power crush state
* Power crush 7~21
claudiob+3+4m24i29~30-15+9a (+0)
* Homing
* Balcony Break
* Backswing blow
* Max distance from opponent when performed from tip range: 3.07-3.09 (frames 10-13?)
claudioub+2m20i17~18-7+20d
* Balcony Break
* Gain STB on hit (+4d r49)
* 20f timestop on hit
claudiouf+2m21i21+4c+20a
* Heat Engager
* Heat Dash +5, +67a (+50)
* Balcony Break
* Spike
* Transition to r49 STB on hit without STB and Heat
* Transition to FC r30 with D
* 4 chip damage on block
* Low crush 9~22
claudiouf+3m22i23~25-6+23d
* Floor Break
* 20 damage with input ub+3
* 21 damage with input u+3
* Linear move?
* No tracking to SSL/SWL side?
* Low crush 9~26
* Floating state 27~29
claudiouf+4m13i15~17-13+33a (+23)
* Low crush 9~30
* Floating state 31~33
claudiouf+3+4,2m,m, m10,12, 14i17,i10~11, i20-12+30a (+4)
* Balcony Break
* Gain STB on hit (+21a (-5) r50)
* Combo from 1st hit
* 20f timestop on hit
* Interrupt with i1 from 1st block
claudiof,F+2m14i14~16-18-7
* Elbow
* i15 fastest startup when buffered during blockstun. i17 fastest startup when unbuffered
claudiof,F+2,1+2m, m14, 14,20i14~16, i14~16-13+10a (+1)
* Balcony Break
* Combo from 1st hit with 10f delay
* Interrupt with i3 from 1st block
* Input can be delayed 13f
* Move can be delayed 10f
* Transition to r57 STB on hit without STB
* Frame advantage -14a (-23) on STB gain
claudiof,F+3m8i15~16-8-1
claudiof,F+3,2m, m8, 4,13i15~16, i20~21,i16~17-13+22a (+17)
* Tornado
* 2 chip damage on block
* Can be charged
* Has roughly 5 levels of charge
* Combos from 1st hit if uncharged
* Jail from 1st block with ?F of charge
claudiof,F+3,2*m, m8, 4,20i15~16, i20~21,i39~40+0+14cg
* Tornado
* Balcony Break
* 6 chip damage on block
* Gain STB on hit or block
* Interrupt with i16 from 1st block
* Whiffs vs SS, SW (SSR preferred with shorter charge inputs)
* Forces tech back roll on hit
claudiof,F+4m20i15~17-1~+1+6~+8+13~+15
* Knee
* i16 startup when buffering f,n. i18 fastest startup when unbuffered
* Low crush 11~28
* Floating state 29~31
claudiouf,n,4m20i23~i25-13+32a (+22a)
* Low crush 9~30
* Floating state 31~33
claudiows1m12i12~13-4+7
claudiows1,2m, M12, 12i12~13, i28~29-9+4
* Tornado
* Combo from 1st hit with 1f delay
* Interrupt with i9 from 1st block
* Whiffs vs SSL, SWL from 1st block
claudioSTB.ws1,2m, M12, 23i12~13, i28~29+6+28a (+13)
* Tornado
* Combo from 1st hit with 1f delay
* Interrupt with i9 from 1st block
* Whiffs vs SSL, SWL from 1st block
* 4 chip damage on block
* Consumes STB
* Consumes 240F of remaining Heat time
claudiows2m20i15~16-14+26a (+16)
* Transition to r39 STB on hit without STB
* Frame advantage +24a (+14) on STB gain
claudiows3m20i16-12+11a (+2)
Balcony Break
claudiows4m18i11~12-6+5
claudio(back to wall).b,b,ubm21i36~38+0c+8a
* Floating state 5~13
* Low crush 14~32
* Floating state 33~35
claudioSTB.db+1+2M25i17~18-9+62a (+46)
* Tornado
* 5 chip damage on block
* Consumes STB
* Consumes 240F of remaining Heat time
* High crush 6~16
* Low crush 20~32
* Floating state 33~35
clive2+3m[12;12]i16+1+2c
* Heat Burst
* Cancel to r45 with b,b on frame 42
* 2 chip damage on block
* 12 chip damage on hit
* Only deals recoverable damage
* Cannot cause a K.O.
* Power crush 7~16
cliveH.PHX.2+3m42i15~16+8+0
* Heat Smash
* Floor Break
* Weapon
* Increases ZAN gauge by 1.16 on hit
* Increases ZAN gauge by 0.66 on block
* Transition to throw on hit
* Opponent recovers in FDFA state
* Only deals recoverable damage
* (32) damage balcony break on 1st whiff
* 6 chip damage on block
clive1,2h, M5, 20i10, i21~22-14+22a (+17)
* Floor Break
* Weapon
* Combo from 1st hit with 2f delay
* Increases ZAN gauge by 0.40 on hit
* Increases ZAN gauge by 0.14 on block
* Only deals recoverable damage
* +11d on BT hit
* +14c on side hit; forces tech backroll
clive2,2h, m11, 9i12, i23-8-1
* Balcony Break (airborne)
* Weapon
* Combo from 1st hit
* Jail from 1st block
* Enter PHX -1 +6 r25 with F or 4 on hit or block
clive2,2,1h, m, m11, 9, 18i12, ,i17~18-13+8a (-1)+28d(+20d)
* Balcony Break
* Weapon
* Combo from 1st CH
* Combo from 2nd CH with 10f? delay
* Jail from 1st block with 1F delay
* Input 1 during the 2nd hit animation on frames 21~23 to add +3 damage
clive3m16i16-13-2
clive3,3m, M16, 20i16, i30~32-18~-16+12a (-5)+36a (+26)
* Tornado
* Balcony Break
* Input can be delayed 1f
* Floating state 31~
clive4m8i12-10+1
clive4,2m, M8, 17i12, i20~21-11+3
* Weapon
* Combo from 1st hit
* Input can be delayed 3f
clive1+2m21i13-9+2
* Heat Engager
* Heat Dash +5, +43d (+35d)
* Balcony Break (airborne)
* Weapon
* On hit regain 5 additional recoverable health
clive1+4m10-75i22-15+9a (ZAN1)
* Removes Recoverable Health (ZAN5 only)
* Weapon
* Increases ZAN gauge by 0.20 on ZAN1 hit
* Increases ZAN gauge by 0.10 on ZAN1 block
* Transitions to attack throw on hit with ZAN2-5
* Resets ZAN gauge on hit with ZAN2-5
* Damage increases with ZAN gauge level:
* ZAN1: 10
* ZAN2: 45
* ZAN3: 48
* ZAN4: 58
* ZAN5: 75
clive3+4,PM20,i27~28+61a (+45)
* Tornado
* is1~27
* Floating state 28~70
clivef+2m10i15-12-4
* Weapon
clivef+2,2m, m10, 7i15, i17~18-8+3
* Weapon
* Combo from 1st CH
* Jail from 1st block
* Enter PHX -5 +6 r30 with F or 4 on hit or block
clivef+2,2,2m, m, M10, 7, 20i15, ,i27~28-13+9a
* Heat Engager
* Heat Dash +5, +67a {+50)
* Balcony Break
* Spike
* Weapon
* Combo from 1st CH
* Combo from 2nd hit
* Interrupt with i8 from 2nd block
* Input can be delayed by 8F
* Move cannot be delayed
clivef+2,2,1+2m, m, M10, 7, 18i15, ,i27~28-13c+9a
* Balcony Break
* Spike
* Weapon
* Combo from 1st CH
* Combo from 2nd hit
* Interrupt with i8 from 2nd block
* Increases ZAN gauge by 0.70 on hit
* Increases ZAN gauge by 0.30 on block
* Only deals recoverable damage
* Input can be delayed by 8F
* Move cannot be delayed
cliveH.f+2,2,1m, m, m10, 7, 25i15, ,i26~27-9+14c
* Balcony Break
* Combo from 1st hit with 8F delay
* Interrupt with i7
* Move cannot be delayed
* Input can be delayed by 8F
* Consumes 150F of remaining Heat time
* Forces tech backroll on hit
* 5 chip damage on block
cliveH.f+2,2,1*m, m, m10, 7, 30i15, ,i42~43+11+52a
* Guard Break
* Consumes 150F of remaining Heat time
* Interrupt with i23 from 2nd block
* Interrupt with i12 from 2nd hit
* Whiffs vs SSL, SW from 2nd block
* Whiffs vs SSR, SWR from 2nd hit
* 12 chip damage on block
clivef+3M15i20~21-14+37a
* Spike
* 3 chip damage on block
* Low crush 9~24
* Floating state 25~27
clivedf+1m10i14~15-3+4
clivedf+1,2,1m, h, m10, 13, 15i14~15, ,i26~27-15+32a (+11)
* Balcony Break
* Weapon
* Combo from 1st hit
* Input 1 during the 2nd hit animation on frames 21~23 to add +3 damage
clivedf+1,4m, m10, 12i14~15, i20~21-10+1
* Knee
* Combo from 1st hit
clivedf+1,4,3m, m, M10, 12, 20i14~15, ,i27~28-18~-16+12a (-5)+36a (+26)
* Tornado
* Balcony Break
* Move can be delayed by 9f
* Floating state 28~
clivedf+2,2m,m, m5,10, 20i15~16 i26~27, i18~19+5a (-2)
* Weapon
* Available only as combo from 2nd hit
* Available on standing hit only
* Low crush 9~
clivedf+4m13i14-9+5
clived+1+2M23i22~23-6+9a (-8)+63a (+47)
* Tornado
* Balcony Break
* Weapon
* 6 chip damage on block
clivedb+2m10i17~18-12-1
* Weapon
clivedb+2,1m, M10, 23i17~18, i25~26-13+27a (+12a)
* Tornado
* Weapon
* Combo from 1st hit
clivedb+2,1*m, M10, 27i17~18, i40~41-3+27a (+12a)
* Tornado
* Weapon
* 10 chip damage on block
clivedb+1+2,1M,m, M12,10, 20i17~18 i23, i22~i23-13+24a (+9a)
* Balcony Break (BT)
* Weapon
* Combo from 2nd CH
* Transition to +41a (+23) GAR on airborne hit
* Cancel GAR transition with B
* 6 chip damage on block
cliveb+1m18i17~18-13+10g+57a
* Homing
* Balcony Break
* Weapon
cliveb+3,P,2m35i20~21+3+16a (+6a)
* Reversal Break
* Balcony Break
* Weapon
* Move can be delayed by 20F
* is1~9
* Floating state 10~20
cliveb+4M20i18~19-9+16cg+25a (+19a)
* Balcony Break
* Steel pedal, opponent recovers in FUFT
* Opponent recovers crouching on standing hit
cliveb+1+2m25i24~25-14+14a (+4a)
* Balcony Break
* Weapon
* Reversal Break (after attack absorb)
* 34 in total damage after absorbing an attack in power crush state
* Damage taken during power crush state is recoverable
* -7 frame advantage and 12 chip damage on block after absorbing an attack in power crush state
* Power crush 7~23
clivef,F+2m21i19~20-7+13a+38a
* Balcony Break
* Spike
* Weapon
* Increases ZAN gauge by 0.50 on hit
* Increases ZAN gauge by 0.14 on block
* Only deals recoverable damage
clivef,F+1+2m22i20+3+9c
* Spike
* Weapon
* 2 chip damage on block
clivef,f,F+2m20i24~26-4+31d (+10)
* Balcony Break
* Weapon
* Enter PHX +8 +43d (+22) r26 with F or 4 on hit or block
* 4 chip damage on block
clivews1m11i13~14-4+3+8
* Elbow
* Enter PHX -1 +6 +11 r23 with F or 4 on hit or block
clivews1,2m, m11, 19i13~14, i26~27-12+9+21a
* Balcony Break
* Weapon
* Combo from 1st hit with 3f delay
* Combo from 1st CH with 8f delay
* Interrupt with i3 from 1st block
* Input can be delayed 8f
* Increases ZAN gauge by 0.50 on hit
* Increases ZAN gauge by 0.14 on block
clivews2m15i15~16-14~-13+53a
* Weapon
clivews4m14i11~12-5+6
* Enter PHX -5 +6 r23 with F or 4 on hit or block
cliveSS.2M12i17~18-9-2
* Weapon
* Side step takes 9f, effective startup i26
cliveSS.2,1M, m12, 23i17~18, i22~23-15+9cg
* Heat Engager
* Heat Dash +5, +45a (+35a)
* Balcony Break
* Weapon
* Input 1 during the 1st hit animation on frames 16~18 to add +3 damage
* Combo from 1st hit with 11f delay
* Jail from 1st block with 5F delay
* Input can be delayed 11f
* Move can be delayed 10f
* Force tech backroll on hit
cliveSS.1+2M21i25~26+2+49a
* Spike
* Weapon
* 6 chip damage on block
* Transition to FC with D
* Side step takes 9f, effective startup i34~35
cliveCH.f,F+1+2m50i20+0d
* Weapon
* Throw from front hit
* Opponent recovers FUFA
cliveGAR.1m18i15~17-5~-3+17a
* Balcony Break
* Spike
* 21 damage with delayed input
* Jump takes 17f, effective minimum startup i32~34
* 3 (4) chip damage on block
* -12 on block, +3c on hit, 15 damage, 18 delayed input damage, 3 chip damage with ub+1
* Low crush 1~23
* Floating state 24~26
cliveGAR.2m20i18~19-15-13
* Weapon
* 24 damage with delayed input
* -16 on block, -14 on hit, 12 damage, 15 delayed input damage with ub+2
* Jump takes 17f, effective minimum startup i35~36
* js1~48 with u+2
* Low crush 1~49
clivePHX.2m12i15-9+4c+35d (+27)
* Balcony Break on CH
* Weapon
* 3 chip damage on block
clivePHX.2,1m, M12, 23i15, i25~26-12+24a (+9)
* Tornado
* Weapon
* On hit regain 5 additional recoverable health
* Combo from 1st hit with 9f delay
* Airborne combo from 1st CH with 12F delay
** Grounded combo with more than 12F delay
* Interrupt with i9 from 1st block
* Input can be delayed 16f
* Move can be delayed 10f
cliveH.PHX.2,1+2m, m12, 32i15, i23~24+4+25a(-1a)
* Balcony Break
* Weapon
* Combo from 1st hit
* Interrupt with i7 from 1st block
* 6 chip damage on block
* Consumes 150F of remaining Heat time
clivePHX.3+4m20i28~29+7+18a (+8)
* Homing
* Balcony Break
* 6 chip damage on block
* Low crush 18~39
* Floating state 40~42
cliveWOL.3M20i27~28-15~-14+61a (+45)
* Tornado
* Instant tornado
* Low crush 1~52
* Floating state 53~55
devil-jin2+3m[12;12]i16+1+2c
* Heat Burst
* 46f timestop at frame 14 of activation (t92)
* Cancel to r87 with b,b on frame 42 (frame 28 of timestop)
** t41 r27 effective recovery
* 20f timestop on block or hit
* 2 chip damage on block
* 12 chip damage on hit
* Only deals recoverable damage
* Cannot cause a K.O.
* Power crush 7~16
devil-jin1,1,2h, h, m5, 6, 14i10, ,i13~14-17+18a (+13)
* Balcony Break on airborne hit
* Jail from 1st block with 5F delay
* Combo from 1st hit with 11F delay
* +41? (+3?) on wall hit
* +7a (-2) on BT hit
devil-jin1,2,3h, h, m5, 8, 25i10, ,i29~31+4+24a
* Floor Break
* Input can be delayed 1f
* Move cannot be delayed
* Interrupt with i10 from 2nd block
* Whiffs vs SS, SW from 2nd block
devil-jin1,2,3,4h, h, m, m5, 8, 25, 30i10, ,i36~38+0~+2+11c~+13c
* Floor Break
* Interrupt with i7 from 3rd block
* Whiffs vs SSL, SWL from 3rd block
devil-jin1,2,4h, h, m5, 8, 10i10, ,i11-10+4
* Knee
* Jail from 1st block
* Combo from 1st hit
* Move is delayed 6F
* Input cannot be delayed
devil-jin3m16i17~19-12-6
devil-jin3,1,2m, h, M16, 11, 20i17~19, ,i25~28-11+72a (+56)
* Tornado
* Interrupt with i9 from 2nd block
* Whiffs vs SSR from 2nd block
* Move can be delayed 4F
* Input can be delayed 12F
devil-jin3,1,4m, h, m16, 11, 20i17~19, ,i23~24-9+15a (+6)+59a
* Balcony Break on normal hit
* Interrupt with i7 from 2nd block
* Whiffs vs SSR, SWR from 2nd block
* Move can be delayed 4F
* Input can be delayed 12F
devil-jin4~3M21i29-32-7c+14a
* Floor Break
* Parryable by traditional kick parries
* Effective startup i30
* Low crush 14~23
* Floating state 24~26
devil-jin1+4,2SL,h, m5,5, 20i16~17,i14, i24~25-12+72a (+56)
* Tornado
* Combo from 2nd CH
* Interrupt with i4 from 2nd block
* 6 chip damage on block
devil-jinf+2m14i17~18-8+3
Floor Break
devil-jinf+2,4m, m14, 17i17~18, i15-11+0+29a (+23)
* Knee
* Jail from 1st block with 3F delay
* Combo from 1st hit with 14F delay
* Move can be delayed 13F
* Input can be delayed by 14F
devil-jinf+4m10i15~16-12-1
devil-jinf+4,3m, m10, 15i15~16, i26~27-22+18a (+8)
* Tornado
* Combo on 1st CH with 3F delay
* Interrupt with i7 from 1st block
* Whiffs vs SSR, SWR from 1st block
* Move can be delayed by 15F
* Enter FLY +36a (+26) with ub_u_uf on hit
* Low crush 27~51
* Floating state 52~54
devil-jindf+1m11i13-6+5+9
devil-jindf+1,4m, m11, 23i13, i20~21-13+16cg+31d (+23d)
* Balcony Break
* Combo on 1st CH with 10F delay
* Interrupt with i5 from 1st block
* Transition to MCR r33 with F on hit or CH (+16cg/+31d (+23d))
** -9 on an empty MCR transition on hit
* +11d on BT hit
* Move can be delayed by 5F
* Input can be delayed by 10F
devil-jindf+2m17i15-9+6+9
* Transition to MCR r25 with F on hit or CH (+14/+17)
** -11/-8 on an empty MCR transition
* Has good right sidestep tracking
devil-jindf+3m12i16~17-9+2
+2c on hit against crouching opponents
devil-jindf+3,2m, m12, 10i16~17, i19-13-7
* Combo from 1st hit
* Move cannot be interrupted
devil-jindf+3,2,4m, m, m12, 10, 20i16~17, ,i26-27-22+18a (+8)
* Tornado
* Combo from 2nd CH with 4f delay
* Interrupt with i1 from 1st block
* Jail from 2nd hit with 4F delay
* Enter FLY +36a (+26) with ub_u_uf on hit
* Move can be delayed 16f
* Low crush 27~50
* Floating state 51~53
devil-jindf+4m10i13~14-9+2
devil-jindf+4,4m, m10, 16i13~14, i13~14-15-4c
* Floor Break
* Jail from 1st block with 3F delay
* Combo from 1st hit with 10F delay
* Move can be delayed 10F
devil-jind+1m25i18~19-14+20a (+10)
* Balcony Break
* Damage taken during power crush state is recoverable.
* Reversal Break and -9 on block if an attack is absorbed
* 10 chip damage on block after absorbing an attack in power crush state
* Power crush 7~17
devil-jindb+1+2m15i23~38-9+4
* Cancel to r27 MCR with F (js27~) at frame 5 onwards
* Balcony Break on air hit
devil-jindb+1+2*m25i39~60+5g+7+37d (+29)
* Balcony Break on CH or air hit
* Cancel to r27 MCR with F (js27~)
* 10 chip damage on block
devil-jindb+1+2**m42i61~63+10+37d
* Balcony Break
* Guard Break
* Cancel to r27 MCR with F (js27~)
* 16 chip damage on block
* +11d on BT hit
devil-jinb+1,2h, m10, 20i12, i23-14+23a (+13)
* Balcony Break
* Combo from 1st hit with 7f delay
* Interrupt with i8 from 1st block
* Whiffs vs SSL, SSR, SWL, SWR after 1st block
* Input can be delayed by 15f
* Move can be delayed by 10f
* Cancel to r32 with B on frame 17 (-18/-7)
devil-jinb+1+3m30i15-8+16a (+6)
* Balcony Break
* 50% damage reduction when absorbing attacks
* Devil Jin automatically retaliates on successful power crush
* Reversal Break, -8 on block and 12 chip damage on block after attack absorption
* r34 on hit
* Power crush 4~14
devil-jinb+2,1h, m11, 21i14~16, i30-31-16+29a (+19)
* Tornado
* Interrupt with i13 from 1st block
* Can evade some jab interrupts
* Move cannot be delayed
* Input can be delayed by 1F
* Low crush 30~51
* Floating state 52~54
devil-jinb+2,3h, m11, 23i14~16, i25~27-14+8a (-1)
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Combo from 1st hit
* Interrupt with i7 from 1st block
* Move cannot be delayed
* +8d on side or BT hit
* Low crush 25~47
* Floating state 48~50
devil-jinb+3M24i29~32-18~-15+10a~+13a
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* 6 chip damage on heat dash
* Backswing blow
* Max distance from opponent when performed at tip range: ~3.82-3.83 (frames 16-19?)
* +5d~8d on BT hit
* Low crush 8~33
* Floating state 34~36
devil-jinb+4M20i17~18-8+6+30a (+24)
Opponent recovers FDFA on grounded hit
devil-jinb+1+2m21i20~21+3c+7c+24d
* Spike
* Opponent recovers FDFA on CH
* 4 chip damage on block
devil-jinu+4m22i20~21-25+15a (+5)
* Tornado
* May evade some highs during frames 5-9
* Might evade some mids during frames 7-9
* Increased evasion when performed from crouching state
* Enter FLY +35a (+25) with ub_u_uf on hit
* Low crush 9~44
* Floating state 45~47
devil-jinuf+3m21i28~29+3c+13
* Floor Break
* +24d on BT hit
* Low crush 9~25
* Floating state 26~28
devil-jinuf+4m21i18-8+11
* Heat Engager
* Heat Dash +62a (+42)
* Balcony Break
* +18a (+9) on BT hit
* Low crush 8~18
devil-jinb,f+2m12i15~17-9-1
* Input bufferable
* -1c on hit against crouching opponents
devil-jinb,f+2,1m, m12, 12i15~17, i14~15-10+1
* Elbow
* Jail from 1st block with 6f delay
* Combo from 1st hit with 13f delay
* Move can be delayed by 7f
* Input can be delayed by 13f
devil-jinb,f+2,1,2m, m, m12, 12, 24i15~17, ,i22~23-8+15a (+6)+45a (+0)
* Balcony Break
* Combo on 2nd CH with 7f delay
* Interrupt with i8 from 1st block
* Whiffs vs SSR, SWR from 1st block (SSL & SWL inconsistent with less evasive sidesteps)
* Input can be delayed 20f
* Move can be delayed 15f
* 7 chip damage on block
devil-jinb,f+2,1,4m, m, M12, 12, 21i15~17, ,i26~29-8c+14a
* Floor Break
* Interrupt with i13 from 1st block
* Whiffs vs SS, SW from 1st block
* Move can be delayed by 14f
* Input can be delayed by 20f
* Low crush 12~20
* Floating state 21~23
devil-jinb,f+2,1,df+2m, m, m12, 12, 20i15~17, ,i18~19-13+25a (+8)
* Tornado
* Balcony Break on grounded hit only
* Combo on 2nd CH with 11f delay
* Interrupt with i5 from 1st block
* Whiffs vs SSR, SWR from 1st block
* Input can be delayed 20f
* Move can be delayed 14f
* Opponent recovers FDFA on hit
devil-jinb,f+1+2m6,6,6,6,6,6i25 i6 i6 i6 i6 i6-17+31a (-2)
* Weapon
* Projectile (unparryable)
* 17 damage on hit with scaling
* 6 chip damage on block
* Low crush 24~80
* Floating state 81~83
devil-jinb,f+1+2,2m, M6,6,6,6,6,6, 30 (9)i25 i6 i6 i6 i6 i6, i28~31-31-14a (-23)
* Balcony break on standing hit only
* Combo from 1st hit with 7F delay
* 9 damage with scaling from 1st
* Move cannot be delayed
* Input can be delayed by 7F
* Low crush 28~69
* Floating state 70~72
devil-jinf,F+2m24i15~16-8+15a (+6)
* Heat Engager
* Heat Dash +36a (+26)
* Balcony Break
* 7 chip damage on block
* Active frame 1 range: 2.73
devil-jinf,F+4m22i20~21-6+16cg+55a
* Balcony Break on normal hit
* Active frame 1 range: 3.70
* +11a (+2) on BT hit
* Low crush 10~30
* Floating state 31~33
devil-jinf,n,d,DF+4,4L, m7, 28i16, i25~26-16+7c+14a
* Spike
* Combo from 1st hit
devil-jinf,n,d,df+1m30i22~24-16~-14+29a (+19)
* Active frame 1 range: 2.36
* Active frame 2 range: 2.52
* Low crush 22~43
* Floating state 44~46
devil-jinf,n,d,df+3M25i26~28-8c+16a
* Floor Break
* 7 chip damage on block
* Active frame 1 range: 3.62
* Active frame 2 range: 3.63?
* Low crush 5~28
devil-jinf,n,d,df+1+2m25i26~27-5+32d (+24d)
* Homing
* Balcony Break
* 7 chip damage on block
* Opponent recovers FUFA on CH
* +12d on BT hit
devil-jinf,f,F+3m30i22~25+6~+9+13a (+3)
* Balcony Break
* 9 chip damage on block
* Active frame 1 range: 2.90
* Active frame 2 range: 3.53
* Active frame 3 range: 3.62
* Low crush 3~25
* Floating state 26~28
devil-jinws1m12i13~14-6+5+9
devil-jinws1,2m, m12, 15i13~14, i22-11+6+10
* Combo from 1st hit with 7F delay
* Combo from 1st CH with 10F delay
* Interrupt with i4 from 1st block
* Transition to MCR r25 with F on hit or CH (+14/+17)
** -11/-8 on an empty MCR transition
* Move can be delayed 9F
* Input can be delayed 10F
devil-jinws2m20i14~15-12~-11+72a (+56)
* Tornado
* First active frame range: 2.50
* 6 chip damage on block
* Slight jab evasion properties
devil-jinws3m16i14-11+9+14
* Knee
* Transition to MCR r25 with F on hit or CH (+14/+23)
** -12/-3 on an empty MCR transition
* Alternate input: hold 3 then input f,n,d,df+4 or f,n,d,df+3+4
* Jab evasion from frame 1? to 9?
devil-jinws4m10i11~12-3+8
devil-jinws4,4m, M10, 20i11~12, i27~28-16+7c
* Spike
* Combo from 1st hit with 1F delay
* Interrupt with i8 from 1st block
* Input can be delayed by 1F
* Move cannot be delayed
devil-jinSS.2m25i17~18-22+72a
* Transition to Hell's Gate on hit with U
* Sidestep adds 9f, effective move startup: i26
devil-jin(back to wall).b,b,UBm21i36~38+0c+8a
* Floating state 5~13
* is8~13
* Low crush 14~45
* Floating state 46~48
devil-jinFLY.3M30i15~22-15~-8+8cg~+15cg
* Balcony Break
* Spike
* Forces tech back roll on hit
** Opponent recovers in FC?
* +5d on BT hit
devil-jinFLY.4M10i20~21-29-20s
* Low crush 1~50
* Floating state 51~53
devil-jinFLY.4,2M, m10, 20 (14)i20~21, i22~23-27+14a (+4)/ +52a (+7)
* Airborne combo from 1st hit (+52a (+7))
* Interrupt with i1 from 1st block
devil-jinFLY.4,2,1M, m, m10, 20 (14), 20 (14/10)i20~21, ,i22~24-16+29a (+19a) / +17a (+10) / +16a (+9)
* Airborne combo from 1st hit or 2nd hit with 24F delay (+17a (+10) or +16a (+9))
* Interrupt with i24 from 2nd block
* Whiffs vs SS, SW from 2nd block
* Move cannot be delayed
* Input is delayed by 24F
* Effective startup i45~47
* Low crush 22~43
* Floating state 44~46
devil-jinMCR.1m20i22+8+20d
* Spike
* Opponent recovers FDFA on hit
* 6 chip damage on block
* Low crush 1~38
* Floating state 39~41
devil-jinMCR.2m12i15~16-9-1
Homing
* Low crush 1~37
* Floating state 38~40
devil-jinMCR.2,2m, M12, 20i15~16, i24-26-14c+2a
* Heat Engager
* Heat Dash +5, +43d (+35)
* Floor Break
* Combo from 1st hit with 2F delay
* Opponent recovers FDFA on hit
* Interrupt with i3
* Input can be delayed by 2F
* Move cannot be delayed
* Low crush 1~17
* Floating state 18~20
devil-jinMCR.4M10i20~21-29-20s
* Low crush 1~50
* Floating state 51~53
devil-jinMCR.4,2M, m10, 20 (14)i20~21, i22~23-27+14a (+4)/ +52a (+7)
* Airborne combo from 1st hit (+52a (+7))
* Interrupt with i1 from 1st block
devil-jinMCR.4,2,1M, m, m10, 20 (14), 20 (14/10)i20~21, ,i22~24-16+29a (+19a) / +17a (+10) / +16a (+9)
* Airborne combo from 1st hit or 2nd hit with 24F delay (+17a (+10) or +16a (+9))
* Interrupt with i24 from 2nd block
* Whiffs vs SS, SW from 2nd block
* Move cannot be delayed
* Input is delayed by 24F
* Effective startup i45~47
* Low crush 22~43
* Floating state 44~46
dragunov2+3m[12;12]i16+1+2c
* Heat Burst
* Cancel to r45 with b,b on frame 42
* 2 chip damage on block
* 12 chip damage on hit
* Only deals recoverable damage
* Cannot cause a K.O.
* Power crush 7~16
dragunov1,1,3h, h, m5, 8, 22i10, ,i25~26-9+15a (+6)+36a (+0)
* Balcony Break
* Combo from 2nd CH with 5f delay
* Interrupt with i5 from 1st block
* Input can be 10f delayed
dragunov1,2h, m5, 8i10, i18-9+2
* Jail from 1st attack
* Combo from 1st hit
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