mokujin

mokujin

Edit
CharCommandHit levelDamageStartupBlockHitCounter hitNotes
claudiob+2+3ub(m)60i72+15a (-11)+15a (-11)
Balcony Break
fengH.3+4ub(m)30i30~31+12c g+19d
* Partially consumes remaining Heat
* Creates an unblockable shockwave along the ground that is +7g on hit and forces the opponent to crouch. The shockwave comes out even if the kick itself whiffs, or is parried by certain parries like Jin's or Reina's. It can be absorbed by a Power Crush.
hwoarangdb+3+4ub(m)40i61~63+17
* Also possible during Right Stance
* db+3+4,b,b to cancel and shift to Left Flamingo
hwoarangLFS.1+4ub(m)80i66~69-1-1
* LFS.1+4,b,b to cancel
kazuyab+1+4ub(m)60i63+20a(+10)+20a(+10)
kazuyaDVK.3+4ub(m)30i64-16(-77)
* Partially uses remaining Heat time
Low crush 25~
kumab+1+4ub(m)25i60~62+16a/+21a HBS
* Transition to HBS with input D or 3+4
larsb+2+3ub(m)45i84~85+61a
leroyd,df,f+3+4,Fub(m)80i56~57-1~0
* Reversal (partially restores remaining Heat time when successful during Heat)
* Follow-up upon successful reversal with input 1 or 2 to Chain Punch: Branch
Parry state
pandab+1+4ub(m)25i60~62+16a/+21a HBS
* Transition to HBS with input D or 3+4
reinab+1+4ub(m)50i64+20d (-1)+20d (-1)
* Balcony Break
* Can cancel with input b,b
shaheendb+1+2ub(m)40i64~65+42 (+11)+42 (+11)
steveub+1+2ub(m)70i66+12a (+1)+12a (+1)
* Balcony Break
reinab+1+4ub(m)50i64+20 (-1)+20 (-1)
* Balcony Break
* Can cancel with input b,b
victorb,B+2+3ub(m)50i65~66N/A+2 (-8)+2 (-8)
* Balcony Break
kumaOTG.d+1+4l,ub(l)16 (11),48 (33)i55~110,i25~38N/A8 (0) / +14
* Cancel into BT with input OTG.d+1+4,3+4
* More frame advantage when hitting standing opponent
pandaOTG.d+1+4l,ub(l)16 (11),48 (33)i55~110,i25~38N/A8 (0) / +14
* Cancel into BT with input OTG.d+1+4,3+4
* More frame advantage when hitting standing opponent
kazuyaDVK.ub+1+2ub(h)40i41+14 (-44)
* Partially uses remaining Heat time
* Jack-8 or Alisa can recovery 20 by input 1+2
kazuyaDVK.uf+1+2ub(h)26i22
steve1+3throw35i12~14
*
Homing
* Throw break 1 or 2
steve2+4throw35i12~14
*
Homing
* Floor Break
* Throw break 1 or 2
steveBack throwthrow55i12
* Unbreakable
steveLeft throwthrow40i12
* Throw break 1
steveRight throwthrow40i12
* Throw break 2
steveqcb+2+4throw40i12
* 2 Throw break
steveuf+1+2throw40i12
* 1+2 Throw break
eddyd+1+3th(m)30i12~13-5
* Heat Engager
* Throw break: none
eddyd+2+4th(m)35i12~13+0
Throw break: none
hwoarangAIR.ub+3th(m)26i15~16
* Break: none
* Opponent recovery on hit: FUFA, sideswap
* Also possible during Right Stance
larsuf+3+4,4sp,th(m)40,i17~18-40
Low crush
victorIAI.3m,th(m)13 (25)i17-14+25 (+10)+25 (+10)
* Knee
Power crush
claudio1+3th(h)35i12~14-2+0d
* Break: 1 or 2
* Opp. Position on break: Reverse Pos.
* Opp. Position on hit: Foot-sd. Face-up
claudio2+4th(h)35i12~14-3+0d
* Break: 1 or 2
* Opp. Position on break: Reverse Pos.
* Opp. Position on hit: Reverse Pos. Head-sd. Face-up
claudioBack throwth(h)50+0d
* Break: none
* Opp. Position on break: -
* Opp. Position on hit: Foot-sd. Face-down
claudioLeft throwth(h)40-3-3d
* Break: 1
* Opp. Position on break:
* Opp. Position on hit: Right-sd. Face-up
claudioRight throwth(h)40-3+0d
* Break: 2
* Opp. Position on break:
* Opp. Position on hit: Foot-sd. Face-up
claudiouf+1+2th(h)40-6
* Break: 1+2
* Opp. Position on break:
* Opp. Position on hit: Reverse Pos. Head-sd. Face-up
eddy1+3th(h)35i12~14-5-7
* Floor Break
* Throw break: 1 or 2
eddy2+4th(h)35i12~14-6-9
* Floor Break
* Throw break: 1 or 2
* Sideswitch on break
eddyBack throwth(h)50i12~14+0
Throw break: none
eddyHSP.1+3th(h)26i23~24+6
* Throw break: none
* Shift to RLX on hit
eddyLeft throwth(h)40i12~14-3+0
Throw break: 1
eddyRLX.uf+1+2th(h)40i17~18-6+0
* Throw break: 1+2
* Sideswitch on break
eddyRight throwth(h)40i12~14-3-6
Throw break: 2
eddyuf+1+2th(h)40i12~14-6-4(-34)
Throw break: 1+2
hwoarang1+3th(h)35i12~14
* Break: 1 or 2
* Opponent recovery on hit: FDFT
* Sideswap on break
hwoarang2+4th(h)25i12~14
* Spike
* Break: 1 or 2
* Opponent recovery on hit: FDFT off-axis to the left, sideswap
hwoarang2+4,Bth(h)40i12~14
* Break: 2
* Opponent recovery on hit: FUFA, sideswap
* Shifts to Backturn Stance
hwoarangBack throwth(h)60i12~14
* Break: none
* Opponent recovery on hit: FUFA
* Also possible during Right Stance
hwoarangLeft throwth(h)45i12~14
* Break: 1
* Opponent recovery on hit: FUFT off-axis to the left
* Also possible during Right Stance
hwoarangRFF.1+3th(h)45i12
* Break: 1+2
* Opponent recovery on hit: FUFA, sideswap
* Also possible during Right Stance
hwoarangRight throwth(h)44i12~14
* Break: 2
* Opponent recovery on hit: FDFT off-axis to the right
* Also possible during Right Stance
hwoarangd,db,b+3th(h)45i12~14
* Spike
* Break: 1
* Opponent recovery on hit: FUFA, sideswap
hwoarangf+2+3th(h)35i12~14
* Break: 1+2
* Opponent recovery on hit: FUFA, sideswap
* Possible in all stances except Backturn Stance
hwoaranguf+1+2th(h)40i12~14
* Break: 1+2
* Opponent recovery on hit: FUFA
* Also possible during Right Stance
kuma1+3th(h)35i12~14-3+1
* Throw break: 1 or 2
* Opponent status on hit: FUFT
kuma2+4th(h)35i12~14-6+1
* Throw break: 1 or 2
* Opponent status on hit: FUFT
* Side switch on hit
kumaBack throwth(h)70i12~14+1
* Throw break: none
* Opponent status on hit: FUFA
kumaHBS.f+1+2th(h)35i26~27+1
* Throw break: none
* Spike
* Opponent status on hit: FUFA
kumaHBS.f+1+2th(h)35i26~27+1
* Throw break: none
* Spike
* Opponent status on hit: FUFA
kumaLeft throwth(h)50i12~14-3+1
* Throw break: 1
* Spike
* Opponent status on hit: FUFT
kumaRight throwth(h)40i12~14-3+1
* Throw break: 2
* Opponent status on hit: FUFT off axis
kumaf,df,d,db,b,f+1+2th(h)50i110+5
* Throw break: 1+2
* Opponent status on hit: FUFA
* Side switch on hit
kumauf+1+2th(h)35i12~140+26d (+7)
* Throw break: 1+2
* Balcony Break
* Opponent status on hit: FUFT
larsuf+3+4,1+2sp,th(h)40,i9~11+1
* Throw break: 1+2
lars(airborne).f,f,F+2+4th(h)31 (21)i110
* Throw break: none
* Opponent status on hit: FUFT
lars1+3th(h)35i12~14-3+1
* Spike
* Throw break: 1 or 2
* Opponent status on hit: FUFA
lars2+4th(h)35i12~14-30
* Throw break: 1 or 2
* Opponent status on hit: FDFT perpendicular
* Side switch on hit
larsBack throwth(h)50i12~140
* Throw break: none
* Opponent status on hit: FDFT
larsLeft throwth(h)40i12~14-30
* Throw break: 1
* Opponent status on hit: FUFT
larsRight throwth(h)40i12~14-3+1
* Throw break: 2
* Opponent status on hit: FUFA
larsf,f,F+2+4th(h)40i11-30
* Throw break: 1+2
* Opponent status on hit: FDFA
larsuf+1+2th(h)35i12~14-30
* Throw break: 1+2
* Opponent status on hit: FUFT
leroy1+3th(h)35i12~14
* Spike
* Throw break: 1 or 2
* Opponent status on hit: FUFT perpendicular
leroy2+4th(h)35i12~14
* Throw break: 1 or 2
* Opponent status on hit: FUFA
* Side switch on hit
leroyBack throwth(h)50i12~14
* Spike
* Throw break: none
* Opponent status on hit: FDFA
leroyLeft throwth(h)40i12~14
* Spike
* Throw break: 1
* Opponent status on hit: FUFT perpendicular
leroyRight throwth(h)40i12~14
* Throw break: 2
* Opponent status on hit: FUFA
* Side switch on hit
leroyuf+1+2th(h)35i12~14
* Throw break: 1+2
* Opponent status on hit: FUFA off-axis to the left
panda1+3th(h)35i12~14-3+1
* Throw break: 1 or 2
* Opponent status on hit: FUFT
panda2+4th(h)35i12~14-6+1
* Throw break: 1 or 2
* Opponent status on hit: FUFT
* Side switch on hit
pandaBack throwth(h)70i12~14+1
* Throw break: none
* Opponent status on hit: FUFA
pandaLeft throwth(h)50i12~14-3+1
* Throw break: 1
* Spike
* Opponent status on hit: FUFT
pandaRight throwth(h)40i12~14-3+1
* Throw break: 2
* Opponent status on hit: FUFT off axis
pandaf,df,d,db,b,f+1+2th(h)50i110+5
* Throw break: 1+2
* Opponent status on hit: FUFA
* Side switch on hit
pandauf+1+2th(h)35i12~140+26d (+7)
* Throw break: 1+2
* Balcony Break
* Opponent status on hit: FUFT
reina1+3th(h)35i12~14-3+0
* Throw break 1 or 2
* Spike
* Opponent recovery on hit: FUFA off-axis to the left
reina2+4th(h)35i12~14-6+0
* Throw break: 1 or 2
* Opponent recovery on hit: FUFA
* Side switch on Hit or Throw break
reinaBack throwth(h)50i12~14+0
* Break: none
* Opponent recovery on hit: FDFA
reinaLeft throwth(h)40i12~14-3+0
* Throw break: 1
* Opponent recovery on hit: FUFA off-axis to the left
reinaRight throwth(h)40i12~14-3+0
* Throw break 2
* Opponent recovery on hit: FUFA
reinaSEN.1+3th(h)12i16-3
* Throw break: none
* Opponent recovery on hit: FUFA
reinad,db,b,f+2th(h)40i12-3+0
* Balcony Break
* Throw break: 2
* Opponent recovery on hit: FUFT
reinauf+1+2th(h)35i12-6+25 (+8)
* Balcony Break
* Throw break: 1+2
* Side switch on Throw break
shaheen1+3th(h)35i12~14
* Throw escape: 1 or 2
* Opponent status on hit: FUFA
shaheen2+4th(h)35i12~14
* Spike
* Throw escape: 1 or 2
* Opponent status on hit: FUFA
* Side switch on hit
shaheenBack throwth(h)50i12~14
* Throw escape: none
* Opponent status on hit: FUFA
* Side switch on hit
shaheenLeft throwth(h)40i12~14
* Throw escape: 1
* Opponent status on hit: FUFT
* Side switch on hit
shaheenRight throwth(h)40i12~14
* Throw escape: 2
* Opponent status on hit: FUFA
shaheenuf+1+2th(h)40i12~14
* Spike
* Throw escape: 1+2
* Opponent status on hit: FUFA
* Side switch on hit
reina1+3th(h)35i12~14+0+0
* Throw break 1 or 2
* Spike
* Opponent recovery on hit: FUFA off-axis to the left
reina2+4th(h)35i12~14+0+0
* Throw break: 1 or 2
* Opponent recovery on hit: FUFA
reinaBack throwth(h)50i12~14+0
* Break: none
* Opponent recovery on hit: FDFA
reinaLeft throwth(h)40i12~14-3+0
* Throw break: 1
* Opponent recovery on hit: FUFA off-axis to the left
reinaRight throwth(h)40i12~14-3+0
* Throw break 2
* Opponent recovery on hit: FUFA
reinaSEN.1+3th(h)12i16-3
* Throw break: none
* Opponent recovery on hit: FUFA
reinaWRA.1+3th(h)20i16+10
* Throw break: none
* Opponent recovery on hit: FUFT
reinad,db,b,f+2th(h)40i12+0+0
* Balcony Break
* Throw break: 2
* Opponent recovery on hit: FUFT
reinauf+1+2th(h)35i12+0+25 (+8)
* Balcony Break
* Throw break: 1+2
claudioR.df+1+2m,th10,45
* Rage Art
claudio1+2,1+2m,th20,10,i17+0
Only comes out on hit
jack-8GMH.1+2th45 (57)i16-6+0d
* 57 Damage if opponent hits the wall
* Throw Break 1+2
* Swaps positions on break
jinH.2+3m,h,m,th15,12,15,15i15~16+3+0+0
* Heat Smash
* Transitions to Breaking Step on block
jinH.2+3,Bm,h,m,th15,12,15,15+3N/AN/A
* Heat Smash
* Only possible on block
jinR.df+1+2m,th,th10,10,35
* Erases opponent's recoverable health on hit
jinZEN.1,3m,h,th14,14,14i16-9~-80
kazuyaH.2+3l,m,th12,20,34i18-14ThTh
* Heat Smash
* Alternate input: R1
kazuyaR.df+1+2m,th10,45-15
* Erases opponent's recoverable health on hit
kazuyaDVK.1,1,2,Fh,h,m,th5,6,12,8i10-17+5
* Jails
* Partially uses remaining Heat time
* Only on hit
kazuyaDVK.f,F+2m,th20,20i16-9+0
* Partially uses remaining Heat time
* Only on hit
kazuyaDVK.f,n,d,df+1m,th23,15i20-16Th
* Partially uses remaining Heat time
* On hit, does not shift to throw with n
kazuyaDVK.f,n,d,df+3h,th30,15i18+4Th
Low crush
kazuyaDVK.f,n,d,df+4,1,1l,m,m,th15,23,16,15i16-19+0
* Partially uses remaining Heat time
larsH.LEN.1l,th20,15i16~17-12c+5
* Side switch on hit throw
* Opponent is left FUFA
larsCH b+4m,th27,28i150
leroyb+3+4m,th21,25i18~19-14+0
* Balcony Break
* Attack throw on hit
leroyCH b+1h,th20,25i13+0
lidia(airborne).f,F+4,3m,m,th8,8,8i18,i24~25-1
* Balcony Break
* Power up based on Heaven and Earth level
* Regain recoverable health
pandaR.df+1+2m,th55i20-150
* Rage Art
* Erase opponent's Recoverable Health on hit
steveH.2+3m,th10,4,2,3,3,3,25i16+8 LNH+0
* Heat Smash
* Floor Break
* Spike
* Chip damage on block
* On block, transitions to LNH
* Alternate input: H.FLK.2+3 or H.PAB.2+3
steveFLK.1+2th40i12-6+0d
* 1+2 for throw break
stevePAB.1+2th45i110+0d
* 1+2 for throw break
steveSWY.1+2thi10-2+1 / +10wc
* +10 when opponent hits the wall, if the throw is successful
* Throw break 1+2
steveSWY.1+2~bthi10-2+1 / +13~17wc
* +13 when opponent hits the wall after being rotated by < 90 degrees
* +17 when opponent hits the wall after being rotated by > 90 degrees
* Throw break 1+2
steveTFA.1th15+0+14
* Press 1 for throw break
* Partially uses remaining heat time
steveTFA.2th50+0+0d
* Press 2 for throw break
* Partially uses remaining heat time
reinaCH.df+3+4m,th6,35i16+0
victorb+1,2m,h,th11,16(15),i20-8+0+0
* Side switch after attack throw connects
* Hit Confirmable on counter hit
victorCH.db+4l,th20,4i20~21+49a
victorCH.d+4l,th12,18i16-30
kingdf+3+4t/s30/15i28~35-12~-18+18d/-7~0
* Throw only when opponent standing close.
* Cannot throw break.
* Recovers in BT/FUFT on throw success/failed.
Low Crush
kingf,f,n,2l/(l,t)17/(20,35)i18-13+5s/(0d)
* Shifts to throw on front grounded CH.
* Hits OTG.
high crush
kingWALL.f,hcf+1 / WALL.f,f,F+2+4t(w)65(70)i10-5d
* Cannot throw break. Also converts from RKO.
* Input quickly to "blue spark" (+5 damage).
* Partially restores remaining Heat time.
* Opponent recovers in FUFR.
kingFC.1+2t(s)0i26+3d
* 1+2 throw break (except from behind).
* Catches standing and crouching opponent from all directions.
kingFDFA.db+1+3t(g)32i18~20+0d
* 1 or 2 throw break, depending on King's input.
* Opponent recovers in FDFA.
kingFDFL.db+1+3t(g)37i18~20+0d
* 1 or 2 throw break, depending on King's input.
* Opponent recovers in FDFL.
kingFDFR.db+1+3t(g)35i18~20+0d
* 1 or 2 throw break, depending on King's input.
* Side Switch.
* Opponent recovers in FDFL.
kingFDFT.db+1+3t(g)30i18~20+22d
* 1 or 2 throw break, depending on King's input.
* Side Switch.
* Opponent recovers in FDFL.
kingFUFA.db+1+3t(g)28i18~20+0d
* 1 or 2 throw break, depending on King's input.
* Opponent recovers in FUFR.
kingFUFL.db+1+3b+1+3t(g)0i18~20+25d
* 1 or 2 throw break, depending on King's input.
* Opponent recovers in FDFL/FDFR.
kingFUFT.DB+1+3t(g)25i18~20+0d
Floor Break
* 1 throw break.
* Opponent recovers in FUFT.
kingFUFT.DB+2+4t(g)28i18~20+1d
* 2 throw break.
* Opponent recovers in FUFT.
kingFUFT.db+1+3t(g)20,10 / 35i18~20+1d(-40)
* 1 or 2 throw break, depending on King's input.
* Mash 1/2/3/4 to roll in midscreen to reduce 10 damage, on wall splat damage is 35.
* Opponent recovers in FUFT if fails to roll.
king1,2,1,d+2+4h,h,m,t(c)5,15,10,35i28~30+1d
* Floor Break
* Crouch throw, cannot throw break.
* Opponent recovers in FDFA.
king1,2,d+2+4h,h,t(c)5,15,35i27+1d
* Floor Break
* Crouch throw, cannot throw break.
* Opponent recovers in FDFA.
kingd+1+3t(c)35i12~13+0d
Floor Break
* Crouch throw, cannot throw break.
* Can also be done by db+1+3 and in FC too.
* Opponent recovers in FDFA.
kingd+2+4t(c)35i12~13+0d
Floor Break
* Crouch throw, cannot throw break.
* Can also be done by db+2+4 and in FC too.
* Opponent recovers in FUFA.
kingd+1+4t(c)35i12~13+0d
* Heat Engager
* Crouch throw, cannot throw break.
* Can also be done by db+1+4 and in FC too.
* Restores some Heat Gauge in Heat.
* Cannot heat dash.Opponent recovers in FDFA.
kingAIR.1+3 / AIR.f+1+3t(a)30i12~14 / i15~17+0d
* Cannot throw break.
* Input f+1+3 to increase throw range, but its startup is 3 frames slower.
* Opponent recovers in FDFT.
kingAIR.2+4 / AIR.f+2+4t(a)20i12~14 / i15~17+40d(+35)
Tornado
* Cannot throw break.
* Input f+2+4 to increase throw range, but its startup is 3 frames slower.
* Opponent recovers in FUFT.
kingAIR.d+1+3t(a)15i12~13-5d
* Cannot throw break.
* Opponent recovers in FDFL.
kingAIR.f,f,F+2+4t(a)65(70)i10+4d
Floor Break
* Cannot throw break.
* Input quickly to "blue spark" (+5 damage).
* Partially restores remaining Heat time.
* Opponent recovers in FUFT.
kingAIR.f,hcf+1t(a)55(60)i10 / i12~14+3d
Floor Break
* Cannot throw break.
* Also by JGR.1+3 against airborne opponent.
* Input quickly to "blue spark" (+5 damage).
* Partially restores remaining Heat time.
* Opponent recovers in FUFT.
kingWallBack.b,b,ubt / m45 / 21i43~48 / i44~63-8+2 / +15
* Airborne from 5F, invincibility from 8 to 13F.
* Unbreakable throw near wall, becomes air attack if throw not connected.
* Side switch. Opponent recovers in FUFA.
reinaWRA.1+3t (h)20i16+10d
* Unbreakable
* Opponent recovery on hit: FUFT
* Does 35 damage on wall hit
alisaDBT.f+1m,t49i19~21-11+0d
* Weapon
* Transition to attack throw on front standing or airborne hit
* 14 damage +3c vs BT opponent
* 4 chip damage on block
&lt;div class=&quot;plainlist&quot;&gt;
* Low crush 17~32
* fs33~35&lt;/div&gt;
alisa1+3t35i12~14-7+0d
* Homing
* Throw break: 1 or 2
* Opponent recovery on hit: FDFT
* Side switch on break
alisa2+4t35i12~14-5+0d
* Homing
* Floor Break
* Throw break: 1 or 2
* Opponent recovery on hit: FDFT
* Side switch
* Transition to DES with 1+2
alisaBack throwt55+0d
* Floor Break
* Throw break: none
* Opponent recovery on hit: FDFA
* Side switch
alisaFC.db+1+2t45i11-4-4
* Throw break: 1+2
* Opponent recovery on hit: FUFA
* Side switch
alisaLeft throwt40-3-5d
* Throw break: 1
* Opponent recovery on hit: FDFA
* Can side switch on hit
alisaRight throwt40-3+0d
* Floor Break
* Throw break: 2
* Opponent recovery on hit: FUFA perpendicular to Alisa
alisauf+1+2t40i12~13-4+3
* Throw break: 1+2
* Opponent recovery on hit: FUFT
asukaH.2+3m,t12,11,27i16+10g-6
* Heat Smash
* Floor Break
* 17 chip damage on block
* Transition to attack throw on hit
* +15a if only the last hit connects
* +11d (-24) if only the last two hits connect
* 2nd hit damage 11 > 18 if 1st hit whiffs
* 3rd hit damage 27 > 30 if 1st hit whiffs
* Hit level becomes m,m,m on block/whiff
Low crush 5~
asukaR.df+1+2m,t55+i20-15+0d
* Rage Art
* Damage increases with lower health
* Removes recoverable health on hit
* Input can be held
Power crush 8~
asukadf+1,2m,h,t10,13,25,i22-3+0d
* Floor Break
* Combo from 1st CH with 2f delay
* Combo from 1st hit when off-axis to the left or right
* Input can be delayed 7f
* +18a on off-axis hit, +16a on BT hit
* Transition to attack throw on standing front hit
* Won't transition to throw if opponent is too far (Jack-8 range 3.3~), gives +13 on hit instead
asukauf+2h,t20,25i14-1+0d
* Floor Break
* Balcony break on airborne hit
* +12a on off-axis hit, +10a on BT hit
* Transition to attack throw on standing front hit
* Won't transition to throw if opponent is too far (Jack-8 range 2.7~), gives +7 on hit instead
asuka1+2+3+4,1+2,m,t,0,0i16-6+3
* Throw break 1+2
* Works on standing or crouching opponent
* Tackle is reversed on the player on break
* Opponent recovers FUFT on hit
asukaws2,1+2m,t18,8,i24~25-5+17
* Combo from 1st hit with 3f delay
* Move can be delayed 2f
* Links to Destabilizer (f+1+3_f+2+4) extensions on hit
* +9 on BT hit
asuka1+3t35i12~14-2+0d
* Homing
* Floor Break
* Throw break 1 or 2
asuka2+4t35i12~14-2+0d
* Homing
* Throw break 1 or 2
* Side switch on hit
* Opponent recovers FDFA on hit
asukaBack throwt50+7d
* Unbreakable
* Side switch on hit
* Opponent recovers FDFA on hit
asukaFC.db+1+2t15,15,15i11-6+56a (+28)
* Throw break 1+2
* Side switch on hit
* 2nd damage on landing
* 3rd damage without tech roll
asukaLeft throwt40-3-3d
* Throw break 1
* Opponent recovers FDFT on hit
asukaRight throwt40-3+0d
* Throw break 2
* Side switch on hit
* Opponent recovers FUFA on hit
asukadf+2+3t40i12-6-6d
* Floor Break
* Throw break 2
* Opponent recovers off-axis FUFT on hit
* Can side switch on hit
asukaf+1+3t0i19~20+17
asukauf+1+2t40i12-3+0d
* Throw break 1+2
* Opponent recovers FUFA on hit
azucenaH.2+3m,m,t15,9,29i15~16+6+0a
* Heat Smash
* Reversal Break
* Balcony Break
* 17 chip damage on block
* Transition to attack throw on hit
* Enter LIB +6 automatically on block/whiff
* +15a if only the last hit connects
* +30a (+20) if only the last two hits connect
* 2nd hit damage 9 > 15 if 1st hit whiffs
* 3rd hit damage 29 > 30 if 1st hit whiffs
* Hit level becomes m,h,m on block/whiff
* Spike on the last hit if the first two whiff
&lt;div class=&quot;plainlist&quot;&gt;
* Low crush 18~57
* fs58~60
&lt;/div&gt;
azucenauf+1,Ph,t18,25-4d
Opponent recovers FUFA
azucenaBT.2:2m,t15,23+0d
Transitions to attack throw on front hit only
azucena1+3t35i12~14-3+0d
* Throw break 1 or 2
azucena2+4t35i12~14-3+0d
* Throw break 1 or 2
* Side switch
azucenaBack throwt50+0d
* Unbreakable
* Side switch
azucenaFC.1+2t0i26-5+3
* Throw break 1+2
azucenaFC.1+2,2,1,2,1t,t0,5,5,5,15+0d
* Throw break 1 or 2
* Alternate Input: 1,2,1,2
azucenaFC.1+2,1+2t,t0,25-9+1d
* Throw break 1+2
azucenaLeft throwt40-3+0d
* Throw break 1
azucenaRight throwt40-3-3d
* Throw break 2
azucenad+1+3t30i12~13+0d
* Heat Engager
* Crouch throw
* Unbreakable
azucenauf+1+2t40i11+0-3d
* Throw break 1+2
* Can side switch on hit
bryanH.2+3m,m,t20,20,35i16+15g-1d
* Heat Smash
* Floor Break
* Transition to attack throw on hit
Low crush 9
bryanws2m,t10,20i19-10+50a
* Throw only on hit
* Powerup with f+2 or b+2 (perfect) - additional 5 damage
bryan1+3t35i12~14-3-2d
* Floor Break
* Throw break 1 or 2
bryan2+4t35i12~14-6+0d
* Floor Break
* Throw break 1 or 2
* Side switch
bryanBack throwt60-1d
bryanFC.db+1+2t45i11-6+1d
* Throw break 1+2
bryanLeft throwt40-3+1d
* Floor Break
* Throw break 1
* Side switch
bryanRight throwt40-3+6d
* Throw break 2
bryanuf+1+2t40i12-6-5d
* Floor Break
* Throw break 1+2
devil-jinH.MCR.2+3h!,t23,16i20+0d
* Heat Smash
* Transition to attack throw on standing or airborne hit
Low crush 1~12
devil-jinH.2+3m,h,t20,22,10i18+11+5d
* Heat Smash
* Jail from 1st attack
* Transition to attack throw on hit
* Transition to MCR on block only
* 8 Chip Damage on block
&lt;div class=&quot;plainlist&quot;&gt;
* Low crush 15~52
* fs53~55&lt;/div&gt;
devil-jinR.df+1+2m,t55+i20-15+0d
* Rage Art
* Damage increases with lower health, maximum 80 damage
* Removes recoverable health on hit
* Opponent recovers FDFA on hit
Power crush 8~20
devil-jinuf+3+4,H.1+2m,m,t8,20,20i25~50-15+0d
* 6 Chip Damage on block
* Available only as combo from 1st hit
* Unavailable on whiff
* Transition to attack throw on hit
* Consumes 250F of remaining heat time
Low crush
devil-jinf,n,d,df+1,UFm,t30,10-4d
* Floor Break
* Transition to attack throw on hit
* Available only on hit
* Opponent recovers FDFA on hit
devil-jinFLY.2h!,t20,20i36+0d
* Floor Break
* Transition to attack throw on front standing or airborne hit
* +1a (-8) on BT hit
&lt;div class=&quot;plainlist&quot;&gt;
* Low crush 1~60
* fs61~63&lt;/div&gt;
devil-jin1+3t35i12~14+0 BT+2d
* Homing
* Throw break: 1 or 2
* Can be done from FC
devil-jin2+4t35i12~14-3+0d
* Homing
* Throw break 1 or 2
* Side switch on hit
* Opponent recovers FUFA on hit
* Can be done from FC
devil-jinBack Throwt50+1d
* Unbreakable
* Side switch on hit
devil-jinLeft Throwt43-3+1d
* Throw break 1
* Opponent recovers FUFA on hit
devil-jinRight Throwt40-3+0d
* Throw break 2
* Side switch on hit
* Opponent recovers FDFA on hit
devil-jindf+2+3t40i12-2-6d
* Floor Break
* Throw break 2
* Can be done from FC
devil-jinf,hcf+1+2t45i12-6+0d
* Throw break 1+2
* Side switch on hit when done on opponent's front and left sides from P1 side
* Sideswap on hit when done on opponent's left side from P2 side
* Can be done from FC
devil-jinqcb+1+3t40i12-2+0d
* Throw break 1
* Opponent recovers FUFA on hit
* Can be done from FC
devil-jinuf+1+2t35i12+0+25d (+7)
* Balcony Break
* Throw break 1+2
* Side switch on throw break
* Can be done from FC
dragunovH.2+3,db+1+2m,m,m,t25,14,23,0,i26-2d
Heat Smash
dragunov1,3,2~1+2h,h,t5,14,40,i29~32+5-2d
* Throw break 1+2
** Unbreakable during Heat
** Partially uses remaining Heat time
* Cancel with B
* Alternate input f,F+2~1+2
dragunovb+4,2,1+2m,m,t15,15,17,i40-5+3d
* Throw break 1+2
** Recovery in BT
** Unbreakable during Heat
** Partially uses remaining Heat time
* Alternate input:
** ss2,1+2,1+2
** ss3+4,1+2
** (Face down).1+2,1+2
** FC.df+1,H.1+2
dragunovf,f,F+2,H.1+2m,t22,0,i40-2d
Partially uses remaining Heat time
dragunovf,f,F+4m,t20,25i20~21-7+1d
* Throw when hit from the front
* Alternate input wr4
dragunovSS.2,3m,h,t16,20,20i18-9+1d
* Throw when hit from the front
* Side switch
* Combo from 1st hit
dragunovFC.df+1,H.1+2L,t8,0,i40-2d
Partially uses remaining Heat time
dragunov(During enemy wall stun).f,f,F+4m,t20,20,25,35i20~21
* Tornado
* Deals maximum 32 (20) damage due to scaling
dragunovFDFT.3l,t8,30i19-9+0d
On close hit
High crush
dragunovSNK.3L,t17,20i17~18-16+0+1d
* Throw when CH from the front
** Called "Needle Hold" in-game
dragunovWR.F+3L,t20,20i17~18-15+1d
* Throw when hit from the front
Low crush
dragunov1+3t35i12~14-2+1d
* Throw break 1 or 2
dragunov2+4t35i12~14-2+1d
* Throw break 1 or 2
* Side switch on hit and break
dragunovBack throwt50+1d
dragunovLeft throwt40-3+1d
* Throw break 1
dragunovRight throwt40-3+1d
* Throw break 1
dragunovTackle.1t35+0d
* Throw break 1
* Diminishes opponent's recoverable gauge
dragunovTackle.2t40+3d
* Throw break 2
dragunovTackle.1+2t45+3d
* Throw break 1+2
dragunovdb+3~1+2t30i19~20+1d
* Heat Engager
* Side switch
* Crouch throw
* Cancel into FC with D_DB
* Alternate input b+2,1,3~1+2
High crush
dragunovd+1+3t30i12~14+1d
* Heat Engager
* Crouch throw
* Alternate input 2+4
dragunovf+1+4t40i11-2+0d
* Throw break 1
* Side switch
dragunovf+2+3t40i11-2-1d
* Throw break 2
* Side switch
dragunovuf+1+2t45i12-6-5d
* Floor Break
* Throw break 1+2
* Side switch
dragunovuf+3+4t35i38~42-12d
fengR.df+1+2t55i20-15+0d
* Rage Art
* Erases opponent's recoverable health on hit
* Damage increases with lower health
jack-8H.2+3h,m,t50i10-9-2d (-12)
* Heat Smash
* Balcony Break
* Chip damage on block (19)
jack-8R.df+1+2m,t55+i20-15+0d
* Rage Art
* Damage increases with lower health
* Erases opponent's recoverable health on hit
Power crush 8~
jack-8(During Enemy wall stun) 1+3t33i12!+0d
* Wall throw (Unbreakable)
* Alternate input 2+4 or uf+1+2
jack-81+3t35i12+0+1d
* Throw Break 1 or 2
* Swaps positions on break
jack-82+4t35i12-6-3d
* Throw Break 1 or 2
* Swaps positions on break
* Side Switch
jack-8Back Throw 1+3t70i12!+3d
* Unbreakable
* Floor Break
jack-8Back Throw 2+4t70i12!+17d
* Unbreakable
* Balcony Break
jack-8GMH.1+3t30i15!+0d
* Crouch Throw (Unbreakable)
* Floor Break
* Alternate input d+1+3
jack-8GMH.2+4t25i15!+6d
* Heat Engager
* Cannot cancel into Heat Dash
* Crouch Throw (Unbreakable)
* Alternate input d+2+4
jack-8Left Throwt40i12-3+1d
* Throw Break 1
* Balcony Break
jack-8Right Throwt40i12-3+0d
* Throw Break 2
* Side Swap
jack-8db,n,f+1+2t50i11-6-1d
* Throw Break 1+2
* Floor Break
jack-8db+2+3t25i11-2+14c
* Throw Break 2
* Floor Break
jack-8df,DF+2+4t10i14-2+54a
* Throw Break 2
*
jack-8df+2+4t10i11-2+26a
* Throw Break 2
*
jack-8d+1+3t30i12!+0d
* Crouch Throw (Unbreakable)
* Floor Break
* Can be done from crouch
* Alternate input GMH.1+3
jack-8d+2+4t25i12!+6d
* Heat Engager
* Cannot cancel into Heat Dash
* Crouch Throw (Unbreakable)
* Can be done from crouch
* Alternate input GMH.2+4
jack-8qcb+2t45i11-2+12d
* Throw Break 2
jack-8qcf+1t40i11-2-2d
* Throw Break 1
* Floor Break
jack-8uf+1+2t35i11-6-10d
* Throw Break 1+2
* Floor Break
jack-8uf+1+2,d,df+2t40i11-6+19a (-7)
* Throw Break 1+2
* Balcony Break
* Wallsplats opponent
* If blocked, does 20 chip dmg and is -2 oB
junGEN.2m,t16,32i16~17-13~-12+0d
* Transitions to attack throw on front hit only, otherwise knockdown
* Deals 12 damage to self (8 recoverable)
* Frame advantage is -9 if an attack is absorbed
* Chip damage on block if an attack is absorbed
Power crush 8~
jun1+3t35i12~14+0+0d
Homing
* Throw break 1 or 2
jun2+4t35i12~14+0d
Homing
* Throw break 1 or 2
* Side switch
junBack throwt50+7d
* Unbreakable
* Side switch
junFC.db+1+2t15,15,15i11~12-6+56a (+28)
* Throw break 1+2
* Opponent can tech roll to reduce the landing damage
junIZU.1+4t35i14-6+0d
* Throw break 1+2
* Alternate input: IZU.2+3
junLeft throwt40-3+0d
* Throw break 1
* Can side switch on hit
junRight throwt40-3+0d
* Throw break 2
* Side switch on hit
junb+1+3,Pt7,8,10+0d
* Opponent recovers FDFT
jundf+2+3t40i12-6-6d
* Throw break 2
* Floor Break
junf+3+4,P (Low)t4,2,2,2,2,2,2,2,2+0d
* Restores 14 health and 14 recoverable
* Opponent recovers FDFA
junf+3+4,P (Throw)t40+0d
* Restores 8 health and 8 recoverable
* Opponent recovers FUFA (sideways)
junuf+1+2t40i12-6+0d
Throw break 1+2
kingH.2+3m,t20,40i17+12+0d
* Heat Smash
* Floor Break
* Shifts to JGR on block (without heat).
* Hold b to cancel shift, becomes +7 on block.
* Beats all Power Crush armor, hits OTG.
king1,2,1,2+4h,h,m,t5,15,10,40i26~28+0d
* Throw break 2.
king1,2,2+4h,h,t5,15,30i30+1d
* Throw break 2.
kingf+3:1+2m,t18,20+1d
* Input during f+3 hit stun.
* Shifts to throw on front grounded hit.
kingdb+1+2,2m,t15,25i15-9/-5+35g/+8g
* Heat Engager
* Heat Dash +5 on block, +18 on wall block.
* Elbow has no armor, and input is delayable.
* Shifts to throw on front grounded hit.
* +8 on hit during heat or after heat.
* If attack absorbed,chip damage & -5 on block.
Power crush
kingb+2,4h,m,t16,18,20i21-8+10s/+0
* Shifts to throw on front grounded hit.
kingb+3:1+2h,t2320+0d
* Shifts to throw on front grounded hit.
* Input 1+2 before b+3 hits.
kingf,F,2+3m,t20,15i21~43-16c~+2c-19c~+3c/-5d
* Forces crouching on block and hit.
* Throw when hit standing in front close range.
kingBT.3:1+2m,t18,20+0d
* Floor Break
* Throw when hit standing in front close range.
* Just frame input.
kingJGR.2+3M,t20,15i21~43-16c~+2c-19c~+3c/-5d
* Throw when hit standing in front close range.
* King recovers off axis
kingJGS.3,2+3m,m,t23/27/34,20,15i21~43-16c~+2c-19c~+3c/-5d
* Throw when hit standing in front close range.
* Doesn't combo from JGS.3, but trades with 10 frame jab.
* Properties not changed with extra spins.
king(Behind 1 throw)t60(depends)+0d
* Cannot throw break.
* Any 1/1+2 break throw behind opponent's back, as well as RKO and chain throws.
* Side switch. Opponent recovers in FDFL.
king(Behind 2 throw)t60(depends)-1d
* Cannot throw break.
* Any 2 break throw behind opponent's back except chain throws.
* Side switch? Opponent recovers in FDFL.
king(Left side throw)t40(depends)+36d
* 1 throw break.
* Any throw on standing opponent's left side.
* Side switch. Opponent recovers in FUFR.
king(Right side throw)t42(depends)+21d
* 2 throw break.
* Any throw on standing opponent's right side.
* Opponent recovers in FUFT.
king1+3 / f+1+3t35i12~15 / i15~17+0d
* 1 or 2 throw break.
* Input f+1+3 to increase throw range, but its startup is 3 frames slower.
* Opponent recovers in FUFA.
king2+4 / f+2+4t35i12~15 / i15~17+0d
* 1 or 2 throw break.
* Input f+2+4 to increase throw range, but its startup is 3 frames slower.
* Side switch. Opponent recovers in FUFA.
kingAB1.1,1+2t12,18+2d
* 1 throw break.
* Opponent recovers in FUFT. Max damage 50.
kingAB1.2,1,1+3t20+0d
* 1+2 throw break.
* Opponent recovers in FDFT.
kingAB1.2,4,2+4t20+1d
* 2 throw break.
* Opponent recovers in FUFL.
kingAB2b.3,4,3+4,1+2t20+1d
* Cannot throw break.
* Opponent recovers in FUFR. Max Damage 60.
kingAB2c.1,3,4,2,1+2t60+1d
* 2 throw break.
* Opponent recovers in FUFL. Max damage 100.
kingAB2c.2,1,3,1+2t25+1d
* 1 throw break.
* Opponent recovers in FUFA. Max damage 65.
kingBehind.b,f+1+2t75i10+1d
Floor Break
* Cannot throw break.
* Opponent recovers FUFR.
kingCD.1+4t20i12+1d
* 1 Throw break.
* Opponent recovers in FUFT.
kingCD.2+3t25i12+0d
* 2 throw break.
* Opponent recovers in FDFR.
kingDHH.2,1,3,4t12,13 / 32-7d(-40)
* 2 throw break.
* Mash 1/2/3/4 to roll in midscreen to reduce damage, on wall splat damage is 32.
* Opponent recovers in FUFT if fails to roll.
kingDHH.1+2,1+2t15-3d
* 1 throw break.
* Opponent recovers in FDFT.
kingFC.db,d,db+1+2t45i12+0d
Floor Break
* 1+2 throw break.
* Opponent recovers in FUFR.
kingJGR.1+3t45i23+1d
* Heat Engager
* Cannot throw break. Cannot heat dash.
* Restores some Heat Gauge in Heat.
* Opponent recovers in FUFA.
kingJGS.1+4t20i12+0d
* 1 or 2 throw break, depending on King's input.
* Opponent recovers in FDFT.
* Becomes f,hcf+1 / 2+4 on air grab / wall splat.
kingMMD1.1,4,2,3t12+1d
* Cannot throw break.
* Opponent recovers in FUFL.
kingMMD2.1,1+3/ MMD2.2,2+4t13+0d
* 1 or 2 throw break, depending on King's input.
* Opponent recovers in FDFA.
kingMMD3.2,3,1,1+2t24
* 1+2 Throw break.
* Opponent recovers in FDFR. Max Damage 69.
kingMMD3.1+2,1,1+3/ MMD3.1+2,2,2+4t12+1d
* 1 or 2 throw break, depending on King's input.
* Opponent recovers in FUFA.
kingMMD4.3+4,1+2t10+0d
* Cannot throw break.
* Opponent recovers in FDFA.
kingMMD5.1+2,3,1+3/ MMD5.1+2,4,2+4t18+0d
* 1 or 2 throw break, depending on King's input.
* Opponent recovers in FDFA.
kingMMD5.1+2,4,2,1+2t11,15+0d
* 1+2 throw break.
* Opponent recovers in FDFL. Max Damage 93.
kingMMD6.2,4,1,1+3/ MMD6.2,4,1,2+4t31-10d
* 1 or 2 throw break, depending on King's input.
* Opponent recovers in FUFA. Max Damage 116.
kingPD.1+2,3,4,1+2t45i11+0d
* 1+2 throw break. (when legs lifted to the top)
* Could use ki charge button for 1+2 input.
* Opponent recovers in FDFL.
kingPD.1+2,1+2t35i11-14d
Floor Break
* 2 throw break. (when legs lifted to the top)
* Opponent recovers in FDFA.
kingRAS1.1t7/15+0d
* Cannot throw break.
* Input with 2,1,1+2 for more damage.
* Opponent recovers in FUFR.
kingRAS2.1t7/15+0d
* 1 or 2 throw break, depending on King's input.
* Input with 3+4,1 or 3+4,2 for more damage.
* Opponent recovers in FUFR.
kingRAS3.1t12/17+1d
* Cannot throw break.
* Input with 1,2,3+4 for more damage.
* Opponent recovers in FUFT.
kingRAS4.1t15/20/31+1d
* 1 throw break. Side Switch.
* Input with 2,1,3,4 for more damage.
* On wall splat damage is 31.
* Opponent recovers in FUFT. Max damage 97.
kingRAS4.2t20/25+1d
* 2 throw break. Side Switch.
* Input with 3,1,2,3+4,1+2 for more damage.
* King recovers in backturn stance.
* Opponent recovers in FUFA. Max damage 91.
kingRSSB1.1t7/15+1d
* Cannot throw break.
* Input with 2,2,1+2 for more damage.
* Opponent recovers in FUFT.
kingRSSB2.1t7/15+0d
* 1 or 2 throw break, depending on King's input.
* Input with 3+4,1 or 3+4,2 for more damage.
* Opponent recovers in FDFA.
kingRSSB3.1t9/13+1d
* Cannot throw break.
* Input with 1,2,3+4,1+2 for more damage.
* Opponent recovers in FUFT.
kingRSSB4.1t15/20/31+1d
* 1 throw break. Side Switch.
* Input with 2,1,3,4 for more damage.
* Opponent recovers in FUFT. Max damage 94.
kingRSSB4.2t20/25+1d
* 2 throw break.
* Input with 3,1,2,3+4,1+2 for more damage.
* King recovers in backturn stance.
* Opponent recovers in FUFA. Max damage 88.
kingSHH1.1,2,1+2t25+0d
* 1 throw break. Side Switch.
* Opponent recovers in FDFR. Max damage 50.
kingSHH1.2,1,1+3t30+0d
* 2 throw break.
* Opponent recovers in FDFR. Max damage 55.
kingSHH1.1+2,1,3t20+0d
* 1+2 throw break.
* Opponent recovers in FDFL.
kingSHH2c.3,4,1+2,3+4t40+0d
* Cannot throw break.
* Opponent recovers in FDFT. Max Damage 85.
kingUT,2,1,2,1t5,5,5,15+0d
* Could be any 1/2 combination (e.g. 1,1,1,1 / 1,2,2,1)
* Throw break the 1st/4th hit by input the opposite to King's 1st/4th button.
kingUT,1+2t25+1d
* 1+2 throw break.
* Can also input at 3rd hit of Ultimate Punch.
* Opponent recovers in FUFR.
kingUT,1+2,1+2t,t25,10+1d
* Cannot throw break.
* Opponent recovers in FUFA.
kingUT,3+4t20+1d
* 3+4 throw break.
* Can also input at 3rd hit of Ultimate Punch.
* Opponent recovers in FUFR.
kingUT,3+4:1+2t,t20,30+1d
* Just frame input.
* Cannot throw break.
* Opponent recovers in FDFL.
kingb+1+2(,f,F)t0i12~17+14g / -2
* 1+2 throw break. Side switch.
* Damage becomes 15 on wall splat.
* Shifts to JGR, input f,F / b,B to cancel shift.
kingb+1+2,1+2(,f,F)t0i12~17+11g / -6
* 1+2 throw break.
* Damage becomes 15 on wall splat.
* Shifts to JGR, input f,F / b,B to cancel shift.
kingdb,n,f+2+4t53i11-1d
Floor Break
* 2 throw break. Can also be done by qcb,n,f+2+4 / b,db,d,n,f+2+4.
* Opponent recovers in FUFA.
kingdb+2+3t40 (8+20+12)i12+1d / 0d
* 1+2 throw break.
* Just frame input 3+4 when the last hit connects, reverse 26 damage back to King.
* Opponent recovers in FUFT / FDFT.
kingdf+1+3t19i32+1d
* 1 throw break. Side Switch.
* Very slow crouch dash then grab.
* Opponent recovers in FUFA.
kingdf+2+4t20i32+1d
* 2 throw break. Side Switch.
* Very slow crouch dash then grab.
* Opponent recovers in FUFT.
kingdf+2+3t40i12+0d
* 2 throw break.
* Opponent recovers in FUFT.
kingf,f,F+2+4t40(45)i10+1d
* 1+2 throw break.
* Input quickly to "blue spark" (+5 damage).
* Partially restores remaining Heat time.
* Opponent recovers in FUFL.
kingf,hcf+1t45(50),20 / 70i10-22d(-50)
* 1 throw break. Side switch.
* Input quickly to "blue spark" (+5 damage).
* Partially restores remaining Heat time.
* Mash 1/2/3/4 to roll in midscreen to reduce 20 damage, on wall splat damage is 70.
* Opponent recovers in FUFT if fails to roll.
kingf,hcf+2t50(55)i12~14+1d
* 2 throw break.
* Input quickly to "blue spark" (+5 damage).
* Partially restores remaining Heat time.
* f,b,d,f are required, so it can be done by f,b,db,d(,n),f+2. (same for Giant Swing)
* Opponent recovers in FUFL.
kingqcb+1+2t50i11+0d
Floor Break
* 1+2 throw break. Side switch.
* King recovers in backturn stance.
* Partially restores remaining Heat time.
* Opponent recovers in FUFA.
kingqcf+1t30i11+8d
* 1 throw break.
* Opponent recovers in FUFT.
kingss2+4t15 / 20i13+0d / +1d
* 2 throw break (except from behind).
* RSSB2 from side/behind, RSSB1 from front, doesn't change to left/right/behind throw.
* Opponent recovers in FUFT.
* Throw can be canceled by input b/db.
kinguf+1+2 / uf+1+2,Bt30i12+19d(-7) / +17d(-13)
* 1+2 throw break.
* Hold b to throw backwards.
* Damage becomes 15 on wall splat.
* Opponent recovers in FUFT.
lawH.2+3m,t24,4,5,5,5,7 (50)i14+11g+5
* Heat Smash
* Balcony Break
* Automatically transitions to DSS on block
lawR.df+1+2m,t55+i20-15+0
* Rage Art
* Damage increases with lower health
* Erases opponent's recoverable health on hit
Power crush 8~
law1+3t35i12~14-3+0d
Throw break 1 or 2
law2+4t35i12~14+0d
* Throw break 1 or 2
* Side swap
* Transition to BT with D
** (+5 BT)
lawBack Throwt50i12~14+0d
Unbreakable
lawDSS.uf+1+2t35i12-2+0d
Throw break 1+2
lawLeft Throwt40i12~14-3+0d
Throw break 1
lawRight Throwt42i12~14-3+0d
Throw break 2
lawb+2+4t34 (38 Heat)+0d
* Punches only
* Partially restores remaining Heat Time
* Does 38 damage in Heat
lawf,F+3+4t10i12-3+55a (+28)
Throw break 1+2
lawf+2+3t35i12-2+6d
Throw break 1
lawuf+1+2t35i12-6+3d
Throw break 1+2
lawuf+1+2,2,1,1+2t40i12-6-6d
* Throw break 1+2
* Floor Break
leeH.2+3l,t37i20-15+0d
* Heat Smash
* Balcony Break
leeR.df+1+2m,t55+i20-15+0
* Rage Art
* Damage increases with lower health
* Erases opponent's recoverable health on hit
Power crush 8~
lee3~3:4h,t18,20i34!+0d
* Unbreakable
* Perfect Input not required during Heat
* Partially consumes remaining Heat Time, while Perfect input restores Heat Time
leeHMS.3h,t21,20i18-3+0d
* Homing
* Shifts to throw on hit from the front
* 6 chip damage
Power crush
lee1+3t35i12~14-3-2d
Throw break 1 or 2
lee2+4t35i12~14-6-2d
* Throw break 1 or 2
* Side swap
leeBack Throwt50i12~14!-5d
Unbreakable
leeLeft Throwt40i12~14-3-3d
Throw break 1
leeRight Throwt40i12~14-3+0d
Floor Break Throw break 2
leeuf+1+2t20i12~14-3+23d
* Throw break 1+2
* Alternate input HMS.uf+1+2
leo1+3t35i12~14-3+0d
Throw break 1 or 2
leo2+4t35i12~14-6+0d
* Throw break 1 or 2
* Side switch on hit
* Deals 4 more damage at the wall
leoBack throwt50i12~14-3d
* Deals 10 more damage at the wall
leoLeft throwt40i12~14-3+0d
* Throw break 1
* Side switch on hit
* Deals 4 more damage at the wall
leoRight throwt40i12~14-3+1d
* Throw break 2
* Side switch on hit
leouf+1+2t40i12~14-6+8d
* Balcony Break
* Throw break 1+2
* Side switch
lidiaHRS.2m,t18,10i16-10+8
* Heat Engager
* Heat Dash [[Lidia_combos#Staples|+67a (+50)]] on hit, +5 on block
* Transitions to attack throw on front hit
* Does not transition to throw when using Heat Dash
* Activates Heat when throw is completed
* Transition to r33 HAE on hit only
* Cancel HAE transition with B
lidia1+3t35i12~14-3+4
* Homing
* Throw break: 1 or 2
* Opponent on break: standing
lidia2+4t35i12~14-6+0d
* Homing
* Floor Break
* Throw break: 1 or 2
* Opponent on hit: FUFA
* Side switch on hit
lidiaBack throwt50+0d
* Homing
* Throw break: none
* Opponent on hit: FDFT
lidiaCH.db+3t41i16~17-10d
* Power up based on Heaven and Earth level
* Restores recoverable health
lidiaLeft throwt40-3+4
* Throw break: 1
* Opponent on break: standing
lidiaRight throwt40-3+0d
* Floor Break
* Throw break: 2
* Opponent on hit: FUFA
* Side switch on hit
lidiauf+1+2t40i12-6+0d
* Throw break: 1+2
* Opponent on hit: FUFA
* Power up based on Heaven and Earth level
* Regain recoverable health
liliH.2+3h,t55i23+9-3d
* Heat Smash
* Homing
* Floor Break
Low crush
liliR.df+1+2m,t55+i20-15+0
* Rage Art
* Damage increases with lower health
* Erases opponent's recoverable health on hit
Power crush 8~
lili(During Enemy wall stun) 1+3t39i12!+0d
* Wall throw (Unbreakable)
* Alternate input 2+4, uf+1+2
lili1+3t35i12-3
* Throw break 1 or 2
* Floor Break
Showing 400 of 5296 moves