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All Characters Tekken 8 Frame Data

CharCommandHit levelDamageStartupBlockHitCounter hitNotes
ravenqcf+4M15i18~20-14~-12+32a (+22)
Tornado
* Floating state 20~32
ravenuf,n,4m20i23~25-13~-11+32a (+22)
* Low crush 9~30
* Floating state 31~33
ravenf,f,F+3m20i22~24+4~+6+6a
* Floor Break
* 6 chip damage on block
* Low crush 14~34
* Floating state 35~37
ravenws1m14i14~15-14~-13+35a (+25)
ravenws2m17i13~14-8~-7+8~+9+37a (+27)
Elbow
ravenws3m18i16~17-8~-7+0s
ravenws4m18i11~12-7~-6+7~+8
ravenws3+4m20i16~18-12+7~+9
* Heat Engager
* Homing
* Balcony Break
* Heat Dash +5, +43d (+35)
* Cancel to r19 BT with B
raven(Back to wall).b,b,UBm21i40~43+6~+9+28a (+19)
Balcony Break
* is8~13
* Floating state 18~26
* Low crush 27~45
* Floating state 46~48
ravenBT.2,2h, m9, 12i10, i21~22-9~-8+2~+3
* Combo from 1st CH
* Interrupt with i2
* Transition to t45 r25 SZN with 3+4 or D (-7~-6/+8~+9)
ravenBT.3,4h, m10, 17i10, i28~30+0~+2+1~+3+11g~+13g
* Combo from 1st hit with 2f delay
* Interrupt with i9
* Input can be delayed 6f
* Move can be delayed 5f
* Forces crouch on CH
* i10 attacks guaranteed on CH (1st active frame)
ravenBT.3,4,3h, m, M10, 17, 22i10, ,i27~30-6~-3+18a
* Interrupt with i24
* Same move as (df+4,4),3
* Low crush 1~27
* Floating state 28~30
ravenBT.3,4,4h, m, M10, 17, 21i10, ,i32~34-9~-8+5a
* Spike
* Combo from 2nd CH
* Interrupt with i5
* Low crush 12~31
* Floating state 32~34
ravenBT.3,4,4,Fh, m, M10, 17, 21i10, ,-36
* Will phase through opponent up-close
* While vanished, Raven has no hurtbox
* Low crush 18~49
* Floating state 50~52
ravenBT.4m21i19~20-5~-4+18c
* Heat Engager
* Heat Dash +36a (+26) on hit, +5 on block
* Balcony Break
* Forces tech backroll on hit
* Low crush 6~19
ravenBT.1+2m23i15~16-13+30a (+22)
* Balcony Break
* -7 and 9 chip damage on block on attack absorption
* Power crush 6~14
ravenBT.b+2m14i16~17-2~-1+6~+7
* Elbow
ravenBT.f,F+3m25i21~22-9~-8+8a
* High crush 4~22
ravenBT.f+1m18i16-8+6
* Balcony Break
* Transitions to throw on hit only
* Opponent recovers BT on hit
ravenBT.f+2m13i17~18-5~-4+6~+7
ravenBT.f+2,3m, M13, 15i17~18, i24~25-7~-6+14c~+15c
* Spike
* Combo from 1st CH with 5f delay
* Interrupt with i5
* Input can be delayed 12f
ravenBT.f+3m17i13~14-5~-4+6+14
* Knee
* Transition to r45 BT at -8/+3/+11 with input B
ravenBT.f+3+4M24i25~27-9~-7+5a
Spike
* Low crush 5~24
* Floating state 25~27
* High crush 28~51
ravenBT.f+3+4,FM24i25~27, -36-22
* Will phase through opponent up-close
* While vanished, Raven has no hurtbox
* Low crush 18~49
* Floating state 50~52
ravenSZN.3m16i16~17-1+5~+6
* Transition to BT (-1/+5) with B
* Transition to FC (-1/+5) with D
* Low crush 9~17
ravenSZN.3+4m25i27~30-6+18a
Floor Break
* Low crush
reina2+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
reina1,1,2h, h, m5, 6, 12i10, ,i13-17+11
* Wall Crush +23g on hit, +14g without transition
* Combo from 1st hit with 11f delay
* Transition to SEN r29 on hit only
* Cancel to r38 on hit with B (+2)
* +16a (+7) / +7a (-2) on BT hit
reina1,2,3h, h, m5, 6, 10i10, ,i21~22-10+1
* Knee
* Combo from 2nd CH with 3f delay
* Input can be delayed 3f
* Move can be delayed 2f
reina2,2,1h, h, m5, 5, 20i12, ,i22~23-14+12a
* Balcony Break
* Spike
* Head
* Hit-confirmable from 1st hit
* Combo from 1st hit with 5f delay
* Input can be delayed 10f
* Move can be delayed 9f
reina2,2,2h, h, m5, 5, 21i12, ,i29-6+6
* Transition to WRA r30 with D (-6/+6)
* Transition to WRA is safe (can be cancelled early enough with crouch dash)
* Combo from 2nd hit only if the 2nd hit connects on i15, otherwise no combo
* Input can be delayed 10f
* Move can be delayed 9f
* Interrupt with i11 from 2nd block
reina2,2,2,1h, h, m, m5, 5, 21, 20i12, ,i35~37-15~13+30a (+20)
* Tornado
* Combo from 3rd hit with 1f delay
* Input can be delayed 4f
* Move can be delayed 3f
* Evasive, can go under jabs
* Low crush 37~57
* Floating state 58~60
reina2,2,2,2h, h, m, m5, 5, 21, 25i12, ,i31-14+21a (+0)
* Balcony Break
* Combo from 3rd hit with 4f delay
* Move can be delayed 3f
* Blue spark with input qcf+2 for 5 more damage
reina3,4h, m12, 20i18~19, i20-14+50 (+19)+54a
Combo from 1st hit
reinaH.3,4,4h, m, m12, 20, 28i18~19, ,i27-8+23a (+3)
* Balcony Break
* Combo from 1st hit
* Jail from 2nd block
* Consumes 240F of remaining Heat time
* 11 chip damage on block
reina1+2m25i12~13-10~-9+24a (+14)
reina3+4,4m,m, m5,10, 20i18 i26, i16-14+50 (+19)+54a
Combo from 1st hit with 4f delay
reinaH.3+4,4,4m,m, m, m5,10, 20, 28i18 i26, ,i27-8+23a (+3)
* Balcony Break
* Combo from 2nd hit
* Consumes 240F of remaining Heat time
reinaf+2,3h, m8, 16i13, i18~19-9+2+6
* Jails from 1st hit without delay
* Combo from 1st hit with 6F delay
* Transition to SEN (-2/+9/+13) with input F
* Cannot block up to i12 on empty transition on block
* Can be delayed
reinaf+4m20i19~20+2c+5c+29d
* +13c on crouching hit
* Opponent is FDFA on CH
* Spike
reinaf+1+2m22i32-11+7
* Wall Crush +19g on hit
* Transition to SSH r20 with 3_uf_uf+3_uf+4
* High crush 6~17
reinaf+3+4m25i43-14+50 (+19)+55a
* Cancel to r24 FC at earliest with input DB/D/DF
* High crush 6~33
reinaf+3+4*m30i67+10+52a
* Guard Break
* Cancel to r24 FC at earliest with input DB/D/DF
* 9 chip damage in heat
* High crush 6~57
reinaH.f+3+4*,4m, m30, 28i67, i27-8+23a (+3)
* Balcony Break
* Combo from 1st block
* Airborne combo from 1st hit
* does 19 damage if 1st connect on block or hit
reinaH.f+3+4,4m, m25, 28i43, i27-8+23a (+3)
* Balcony Break
* Combo from 1st hit
reinadf+1m8i13~14-3+4
* Transition to SEN r18 with F (-3/+4)
* Cannot block up to i15 on empty transition on block
reinadf+1,2m, m8, 20i13~14, i22~23-14+12a
* Heat Engager
* Heat Dash +5, +43d (+35)
* Head
* Combo from 1st hit with 2F delay
* Move can be delayed by 5F
* Input can be delayed by 7F
reinadf+2m13i15~16-12+30a (+20)
* +2 on hit on crouching opp.
* +30a (+20) on CH on crouching opp.
reinadf+4m14i15-4+7
reinadf+4,2m, m14, 10i15, i18-8+6
* Transition to WRA r28 with D (-6/+8)
* Combo from 1st hit
reinadf+3+4,4m,h, m5,10, 20i16,i5~9, i20-14+50 (+19)+54a
Combo from 1st hit
reinad+2m17i15+0c+3c+33d
* Spike
* Elbow
* Does not knockdown on counter hit after inputting d+2,H.1+2
reinaH.d+2,1+2m, m17, 28i15, i12~13+5 UNS+33a (+7)
* Balcony Break
* Jail from 1st block
* Combo from 1st hit
* Transition to UNS r34 on block (+5)
* 5 chip damage on block
* Consumes 300F of remaining Heat time
reinadb+4,1+2L, m7, 20i16, i15-12+39d (-19)
* Balcony Break
* Combo from 1st CH even with delay
* Can be delayed
* CH-confirmable from 1st CH
reinab+1,1h, m14, 15i18, i22-10-4
* Combo from 1st hit with 8F delay
* Interrupt with i3 from 1st block
* Move can be delayed by 10F
* Input can be delayed by 12F
reinab+1,1,3h, m, m14, 15, 13i18, ,i15~17-10+3
* Transition to SEN r18 with F (+0/+13)
* Cannot block up to i14 on empty transition on block
* Combo from 2nd CH
* Jails from 2nd block
reinab+1,1,3,3h, m, m, m14, 15, 13, 20i18, ,i32-16+48 (+17)+53a
reinab+2m14i16~17-9+3
Homing
reinab+1+2m20i18-13+14cg
* Balcony Break
* -8 frame advantage and 8 chip damage on block after absorbing an attack in power crush state
* Power crush 7~17
reinaub+4m13i17~18-13+16a (-1)
* Tornado
* Balcony Break
* Low crush 9~
reinauf+3,1h, m10, 15i21~22, i16-5+5
* +13c on crouching hit
* Jails on 1st block
* Combo from 1st hit
reinauf+4m15i17~18-13+70a (+54)
* Tornado
* Low crush 9~
reinauf+3+4,1+2mm, m10,10, 20i20,i4, i17-14-4
* Combo from 1st hit
reinab,b,UBm21i39-41+4c+22a
Requires back close to wall to execute
* Low crush
reinaf,F+2m14i12-9+2
* Transition to SEN r22 with F (+2/+13)
* Cannot block up to i12 on empty transition on block
reinaf,F+3m20i20~22-3+20a
* Balcony Break
* Heat Engager
* Heat Dash +5, +67a (+50)
* Spike
reinaf,n,d,df:3M23i15~17-9+13a (-4)+23a (+17)
* Balcony Break
* 4 chip damage on block
reinaf,f,F+3m22i24~27+6+32a (+24)
* Balcony Break
* 6 chip damage on block
* Low crush 3~34
* Floating state 35~37
reinaws1m12i13-13+13 SEN
Transition to SEN r39 on hit
reinaws2m20i18-8+9+14c
Balcony Break
* High crush 1~6
reinaws3m14i15~16-10+1
reinaws4m10i11~12-6+5
reinaws4,4m, m10, 15i11~12, i17~18-17-1c
* Combo from 1st hit with 7F delay
* Jails from 1st block with 2F delay
* Transition to WRA r29 with D (-10/+6)
* Move can be delayed by 6F
* Input can be delayed by 7F
reinaws3+4m14i14~15-8+14
* High crush 1~13
reinaSSH.uf+3m22i30~33+6+32a (+24)
* Balcony Break
* i50~53 effective startup
* 6 chip damage on block
* Floating state 1~13
* Low crush 12~37
* Floating state 38~40
reinaFC.df+3m25i20-17+54a (+34)
* Balcony Break
* Can evade some mids
* High crush 1~
* Floating state 18~19
reinaFC.df+4m20i15-14+54a
* Balcony Break
reinaBT.4m20i17-14+54a
Strong Aerial Tailspin
reinaSEN.1m12i16-14+1
-9 and 2 chip damage on block after absorbing an attack in power crush state
* Power crush 6~15
reinaSEN.1,2m, m12, 25i16, i26-16+21a (+0)
* Balcony Break
* Blue spark with input qcf+2 for 5 extra damage
* Hit-confirmable from 1st hit or if attack was absorbed
* Combo from 1st hit even with 9?F delay
* Can be delayed by 10?F
-9 and 7 chip damage on block after absorbing an attack in power crush state
reinaSEN.2m20i13-6+8
* Tornado
* Transition to WRA (-6/+8) with D
* Transition to WRA is safe (can cancel WRA with crouch dash early enough)
reinaSEN.4M24i26~27+4+12d
* Deals chip damage on block
* Spike
* Low crush 8~16
* Floating state 17~19
reinaUNS.4m23i18~19-8+43a (-15)
* Balcony Break
* Heat Engager
* Heat Dash +5, +62a (+42)
* 6 chip damage on block
* Can be cancelled into crouch with DB/D/DF
* High crush 6~16
reinaWDS.3m17i16~17-6+4+58a
- WDS.3: Unbufferable. i18 effective startup
reinaWGS.1m24/26i19~21-22+24a (+14)
* 26 dmg if manual CD
* Low crush 19~40
* Floating state 41~43
reinaWGS.1,3m, m24/26, 22 (15)i19~21, i26~30-12+14a / +18d (-17)
* Spike
* Airborne combo from 1st hit (+18d (-17))
* Interrupt with i9 from 1st block
* 6 chip damage on block
* Low crush 1~31
reinaWGS.df+3M17/21i15~17-13+13a (-4)+23a (+17)
* Becomes 22dmg Electric War God Kick during Heat (partially uses remaining Heat Time)
** 4 chip damage on block
* 21dmg when performing f,n,d,DF+3/f,n,DF+3 without Heat
reinaWRA.1,4h, M12, 22i12, i25~26-9c+9d
* Balcony Break
* Spike
* Combo from 1st hit with 6F delay
* Interrupt with i6 from 1st block
* Move cannot be delayed
* Input can be delayed by 6F
* 6 chip damage on block
reinaWRA.2m30i15~16-9+11a (+2)
* Balcony Break
* Heat Engager
* Heat Dash +5, +36a (+26)
* 9 chip damage on block
reinaWRA.3m17i28-6+22a (+12)
* Balcony Break
* 3 chip damage on block
* Low crush 9~36
* Floating state 37~39
reinaWRA.3,4m, m17, 20i28, i18~19+6+17a (+16)
* Balcony Break
* Jails from 1st block with 1F delay
* Combo from 1st hit with 1F delay
* 8 chip damage on block (11 total)
* Transition to WRA with D (+8/+19a (+18))
* gives wallsplat at specific distances from the wall
* can hard wall break if 1st hit connect close to the wall
* Available only on 1st hit or block
* Move cannot be delayed
* Input can be delayed by 1F
* Low crush 1~26
* Floating state 27~29
reinaWRA.4,2M,M, m6,8, 8i17~18,i13, i15-18-7
* Jails from 2nd block with 4F delay
* Combo from 1st CH or 2nd hit with 14F delay
* Move can be delayed by 10F
* Input can be delayed by 14F
reinaWRA.4,2,2,1+2M,M, m, h, m6,8, 8, 4, 22i17~18,i13, ,i24~25-20+24a (+3)
* Balcony Break
* Blue spark with input qcf+1+2 for 6 extra damage
* Jail from 1st block with 1F delay
* Combo from 1st CH or 2nd hit with 1F delay
* Move can be delayed by 15F
reinaWRA.1+2m30i15~16-13~-12+16g
* Balcony Break
* Opponent recovers crouching on hit
* -1 frame advantage and 12 chip damage on block after absorbing an attack in power crush state
* Power crush 6~14
reinaWRA.3+4M26i18~19+0c~+1c+5d
* Spike
* 7 chip damage on block
* Opponent is FDFA on normal hit
reinaWRA.d+4,3L, m9, 20i16~17, i21~22-16+48 (+17)+53a
* Combo from 1st CH with 15F delay
* Input can be delayed 16F
* Move can be delayed 13F
* High crush 1~9
shaheen2+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
shaheen1,2,2h, h, m5, 9, 17i10, ,i20~21-11+3+58a
* Combo from 1st CH or 2nd CH with 10F delay
* Interrupt with i2 from 1st block
* Move can be delayed by 10F
* Input can be delayed by 12F
* Cancel to SNK (-13/-2) with DF
shaheen1,2,4h, h, m5, 9, 20i10, ,i24~26-13+33a (+18)
* Tornado
* Combo from 1st or 2nd CH with 2F delay
* Interrupt with i6 from 1st block
* Move cannot be delayed
* Input can be delayed by 2F
shaheen2,1h, m10, 7i10, i17~18-4+2
* Combo from 1st hit
shaheen4,4h, m16, 25i13, i24~25-13+20d
* Aerial combo from 1st CH
* When combo from 1st CH:
Floor Break
* Interrupt with i4 from 1st block
shaheen3+4m20i18~20-9+19a (+2)
* Tornado
* Balcony Break
shaheenf+3m17i20-5+6+13c
* Good right sidestep tracking
* Transition to SNK (-3/+8/+15c) with DF
* Low crush 13~
shaheendf+1m12i13~14-1+5
Tracks SSR/SWR completely
shaheendf+2m13i15~16-7+34a (+24)
* Only launches standing opponents
* +4s on hit against crouching opponents
* Launches crouching on CH
shaheendf+3m20i17-13+21d
* Homing
shaheendf+4m13i14-7+0
shaheendf+4,1m, m13, 10i14, i22~23-9+2
* Transition to -2, +9 SNK with DF
* Combo from 1st hit
* Jail from 1st block with ?F delay
shaheendf+4,1,3m, m, m13, 10, 28i14, ,i27~28-13+19a (+9)
* Balcony Break
* Combo from 2nd CH with 3F delay
* Interrupt with i8 from 1st block
* Move can be delayed by 10F
* Input can be delayed by 11F
* Low crush
shaheend+2m15i18~19-6+8
* Jab evasion
shaheendb+2m11i14-10+1
* Transition to SNK with input db+2,DF (-3/+8/+8)
shaheenb+1m20i19~20+0c+6c
* Heat Engager
* Heat Dash +67a (+50)
* Transition to +0c, +6c FC with D
shaheenb+3m17i19+1c+3c+14c
* 5 chip damage on block
shaheenb+4M23i17-15+4+29a (+23)
shaheenuf+1m25i24~25+1+20d
* Balcony Break
* Heat Engager
* Heat Dash +67a (+50)
* 10 chip damage on block
* Cancel to FC with input uf+1,D
* Low crush 9
shaheenuf+3m22i25~26-7+24
* Alternate input: ub+3 or u+3
* Low crush 9
shaheenuf+4m13i15~17-13+33 (+23)
* Alternate input: ub+4 or u+4
* Low crush 9
shaheenf,F+3m23i17-12+63 (+48)
* Tornado
* Alternate input: f,f,F+3
* Hit throw which side switches
* Low crush 13
shaheenuf,n,4m20i23~25-13+32 (+22)
* Low crush
shaheenf,f,F+2m30i17~18+5+13c
* Balcony Break
* chip damage on block
* Forces tech backroll on hit
* Jab evasion
shaheenws1m17i14-2+4+14
shaheenws2m21i16-17+57
shaheenws3m9i13-110
* Transition to -7, +4 SNK with DF
shaheenws3,3m, m9, 25i13, i17-13+11a (+2)+43a (-4)
* Tornado
* Balcony Break
* Jail from 1st block with ?F delay
shaheenws4m16i11~12-6+5
shaheenSS.1+2m23i19~20+3+22g+35a
* Sidestep takes 9f; effective startup i28
* 6 chip damage on block
shaheenFC.df+2m21i18~19-9+17a (+8)
* Strong Aerial Tailspin
* Balcony Break
shaheen(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
shaheenBT.2m20i14~15-3+42a
shaheenSNK.2M17i15~16-9+8+23a (+6)
Balcony BreakOn counterhit
shaheenSNK.3m23i20-12+63 (+48)
* Tornado
* Hit throw which side switches
* Low crush 13
shaheenSNK.1+2m21i19+4c+8c
* Heat Engager
* Heat Dash +67a (+50)
* Floor Break
* 6 chip damage on block
shaheenSNK.df+1m12i15~16-5+6
* Good left sidestep tracking
shaheenSNK.df+1,3m, m12, 28i15~16, i27~28-13+19a (+9)
* Heat Engager
* Heat Dash +43d (+35)
* Balcony Break
* Combo from 1st hit with 1F delay
* Interrupt with i8 from 1st block
* Move can be delayed by 6F
* Input can be delayed by 7F
* Low crush
steve2+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
steve1,1,d+1h, h, m5, 7, 15i10, ,i25-6+0+5
* Transition to r18? FLK with b (+0/+6/+11)
** r18? FLK FC cancel?
* Interrupt with i6 from 1st block
* Move can be delayed by 3F
steve1,2,1,2h, h, h, m5, 10, 15, 15i10, ,i18~19-10+16a (+7)
* Balcony Break
* Combo from 3rd CH
* Move cannot be interrupted
* Transition to LWV with 3 (-6/+20a (+11))
* Transition to RWV with 4 (-6/+20a (+11))
* Transition to SWY with b+3_4 (-6/+20a (+11))
* Transition to r20? DCK with f+3_4 (-4/+22a (+13))
** r22? DCK FC cancel?
steve1,d+1h, m5, 15i10, i25-6+0+5
* Transition to r18? FLK with b (+0/+6/+11)
** r18? FLK FC cancel?
* Interrupt with i7 from 1st block
* Move can be delayed by 3F
steve2,1,2h, h, m12, 14, 22i12, ,i25-11+13a (+4)
* Balcony Break
* Combo from 2nd CH with 3?F delay
* Interrupt with i6 from 1st block
* Move can be delayed by 10?F
steve2,2h, m12, 17i12, i22~24-14+6
* Tornado
* Combo from 1st hit
* Interrupt with i2 from 1st block
stevef+2m11i21~22-6+5
stevef+2,1~2m, m11, 20i21~22, i31-10+36d (+28)
* Balcony Break
* Interrupt with i16 from 1st block
* Whiffs vs SSR, SWR from 1st block
stevef+2,2m, m11, 15i21~22, i16~17-6+11g
* Combo from 1st hit with 6F delay
* Jail from 1st block with ?F delay
* Move can be delayed by 16F
* Transition to LNH
* Transition to r29? standing with b (-10/+7)
stevef+1+2,2m,h, m10,12, 20i15~16, i7~9, i18~19-13+3d
* Combo from 2nd hit
* Move cannot be interrupted
stevedf+1m12i13~14-2+5
* Transition to LWV with 3 (-7/0)
* Transition to RWV with 4 (-7/0)
* Transition to SWY with b+3_4 (-7/0)
* Transition to r20? DCK with f+3_4 (-5/+2)
** r22? DCK FC cancel?
stevedf+1,2~2m, m12, 12i13~14, i37-10+36d (+28)
* Balcony Break
* Interrupt with i18 from 1st block
* Interrupt with i11 from 1st hit
* Whiffs vs SSR, SWR from 1st block or hit
stevedf+1,2~f+1+2,1m, h,h, m12, 8,12, 7i13~14, ,i17~18-19-8
* Combo from 2nd CH
stevedf+1,2~f+1+2,1,1m, h,h, m, m12, 8,12, 7, 8i13~14, ,i23~26-25-17
* Combo from 3rd hit
stevedf+1,2~f+1+2,1,1,2m, h,h, m, m, m12, 8,12, 7, 8, 8i13~14, ,i22~23-8
* Combo from 4th hit
stevedf+2m10i16~17-11+6+10c
* Transition to r22? LWV with 3 (-7/+10/+14c)
* Transition to r22? RWV with 4 (-7/+10/+14c)
* Transition to r22? SWY with b+3_4 (-7/+10/+14c)
* Transition to r18? DCK with f+3_4 (-3/+14g/+18c~+19c)
** r19? DCK FC cancel?
steved+2,1l, m11, 8i17, i14~15-11-5+0
* Combo from 1st CH with 13F delay
* Move cannot be interrupted from 1st block or hit
* Move can be delayed by 13F
* Transition to r22 LWV with 3 (-6/+0/+5)
* Transition to r22 RWV with 4 (-6/+0/+5)
* Transition to r22 SWY with b+3_4 (-6/+0/+5)
* Transition to r20 DCK with f+3_4 (-4/+2/+7)
* r22? DCK FC cancel?
stevedb+1+2m21i28~29-13+29a (+21)
* -9 frame advantage and 8 chip damage on block after absorbing an attack in power crush state
* Power crush 7~27
steveb+1,2~1h, m10, 17i13~14, i30~31-8+4+63a
* Interrupt with i14 from 1st block
* Interrupt with i3 from 1st hit
steveb+1,d+2,1h, l, m10, 10, 10i13~14, ,i25~27-9+35a (+20a)
* Tornado
* Combo from 2nd CH
* Interrupt with i6 from 2nd block
steveb+2m20i17~18-13+14
* Can evade highs
steveub+2~1m17i30~31-8+4+63a
steveu+2m14i17~19-15+34a (+24)
* Tornado
* Low crush 12~32
steveuf+1m18i19~21-6+5
* Spike
* Low crush 9~
steveuf+2m20i22~25-14+52a
* Spike
* Low crush 9~
steveuf+4m20i23~24-9+22a (+5)+36a (+26)
*
Balcony Break
* Low crush 9~
stevef,F+2m24i14~17-13c+12d
* Spike
steveqcf+1m21i16-10+16a (+7)
Heat Engager
Heat Dash (+5, +36a (+26)
* Balcony Break
* Transition to r18? FLK with B (-3/+23a (+14)/+23a (+14))
** r18? FLK FC cancel?
stevef,f,F+2m30i20~24+6+10d
Heat Engager
Heat Dash (+5, +67a (+50))
* Balcony Break
* Spike
* 9 chip damage on block
* Low crush 9~
steveWS.1m12i11~12-3+3+8
steveWS.1,2m, m12, 17i11~12, i13~14-13+3c+23d
* Spike
* Combo from 1st hit with 1F delay
* Combo from 1st CH with 11F delay
* Jail from 1st block with 3F delay
* Move can be delayed by 11F
steveWS.2m17i13~15-7+4
* Transition to r22? LWV with 3 (-7/+4)
* Transition to r22? RWV with 4 (-7/+4)
* Transition to r22? SWY with b+3_4 (-7/+4)
* Transition to r20? DCK with f+3_4 (-5/+6)
* r22? DCK FC cancel?
steveWS.2,2m, m17, 15i13~15, i16~17-6+11
* Combo from 1st hit with 5F delay
* Jail from 1st block with no delay
* Move can be delayed by 5F
* Transition to LNH
* Input b to cancel LNH at r29? (-10/+7)
steveFC.df+2m20i16~17-15+34a (+24)
Tornado
steveALB.2m22i23~24-3+16a (+7)
Heat Engager
Heat Dash (+36a (+26))
* Balcony Break
steveALB.d,1sp, m34i13, i12~13-3+16a (+7)
* Balcony Break
* ALB.d_u takes 37 frames, effective startup is i49~50
steveDCK.1m17i19~20-7+58a (+27)+34a (+24)
steveDCK.2m15i19~21-14+35a (+25)
steveDCK.f+2~1m17i28~29-8+4+63a
steveEXD.1m21i19~20-7+44d (+36)+41a (+31)
* 8 chip damage on block
steveEXD.2m21i19~21-14+61a (+51)
* 6 chip damage on block
steveEXD.f+2~1m17i28~29-8+4+63a
steveFLK.1,1,1,2h, h, h, m14, 8, 8, 22i12, ,i20~22-12+17a (+0)
* Tornado
* Combo from 3rd hit
* Interrupt with i4 from 3rd block
steveFLK.1,1,2h, h, m14, 8, 22i12, ,i20~22-12+17a (+0)
* Tornado
* Combo from 2nd CH
* Same hit as (FLK.1,1,1),2
* Interrupt with i3 from 2nd block
steveFLK.1,1,f+1h, h, m14, 8, 17i12, ,i15-5+0c+10d
* Spike
* Combo from 2nd CH with 9F delay
* Jail from 2nd block with no delay
* Move can be delayed by 11F
* Same hit as (FLK.1),f+1
steveFLK.1,2h, m14, 22i12, i20~22-12+17a (+0)
* Tornado
* Combo from 1st CH
* Same hit as (FLK.1,1,1),2
steveFLK.1,f+1h, m14, 17i12, i15-5+0c+10d
* Spike
* Combo from 1st CH with 14F delay
* Jail from 1st block with 3F delay
* Move can be delayed by 14F
steveFLK.2m21i18~19-5c+7d+42a
* Spike
* 6 chip damage on block
steveFLK.u+2m14i17~19-15+34a (+24)
* Tornado
* Low crush 12~32
steveLNH.1m21i14-15-9+15g
* Balcony Break
* Heat Engager
* Heat Dash +5, +43d (+35)
* Homing
* Transition to r18 FLK (-3/+21g) with B
steveLNH.2m22i16-17-13+61a (+51)
* Tornado
steveLWV.1m14i14-10+1
* Input b to r18? FLK (-3/+8/+8)
steveLWV.1,1m, m14, 22i14, i24~26-13+28a (+19)
* Strong Aerial Tailspin
* Balcony Break
* Combo from 1st hit with 5F delay
* Interrupt with i4 from 1st block
* Move can be delayed by 10F
steveLWV.1,2~1m, m14, 17i14, i30~31-8+4+63a
* Input 1 at frame 17 of LWV.1,2
* Interrupt with i15 from 1st block
* Interrupt with i4 from 1st hit
* Whiffs vs SWL from 1st block (must perform delayed sidewalk by performing SSL -> SWL)
steveLWV.1,f+1m, m14, 9i14, i17-3+3
* Combo from 1st hit with 10F delay
* Jail from 1st block with 1F delay
* Move can be delayed by 10F
steveLWV.2m13i14~16-5+4
* Shoulder
* Transition to r10? PAB with f (-1/+8)
* r10? PAB FC cancel?
steveLWV.2,1m, m13, 21i14~16, i19-8+4c+7d
* Spike
* Combo from 1st CH with 5F delay
* Interrupt with i2 from 1st block
* Move can be delayed by 11F
stevePAB.1,2,1h, h, m10, 14, 21i12~13, ,i18~20-13+8c+44a
* Spike
* Combo from 2nd CH with 8F delay
* Jail from 1st block with no delay
* Move can be delayed by 10F
stevePAB.2~1m17i27~28-8+4+63a
stevePAB.b+1m15i17~18-19-6
stevePAB.b+1,1,2m, h, m15, 10, 12i17~18, ,i18~20-11-5
* Combo from 2nd CH with 4F delay
* Move cannot be interrupted
* Move can be delayed by 10F
stevePAB.b+1,1,2,1m, h, m, m15, 10, 12, 21i17~18, ,i21-10+16a (+7)
* Balcony Break
* Combo from 3rd hit
* Jails attack inputs from 3rd block
* Transition to r18? FLK with b (-3/+23a (+14))
** r18? FLK FC cancel?
stevePAB.b+2m25i28~29-13+11a (+2)
* Balcony Break
* Backswing Blow
stevePAB.df+1m12i15~16-9+2
stevePAB.df+1,1m, m12, 14i15~16, i19~20-10+1
* Combo from 1st hit with 7F delay
* Interrupt with i2 from 1st block
* Move can be delayed by 12f
stevePAB.df+1,1,2m, m, m12, 14, 12i15~16, ,i22-11-3
* Combo from 2nd CH with 5F delay
* Interrupt with i4 from 2nd block
* Whiffs vs SSR, SWR from 2nd block
* Move can be delayed by 10F
stevePAB.df+1,1,2,1m, m, m, m12, 14, 12, 20i15~16, ,i16-13+17d
* Spike
* Combo from 3rd hit with 2F delay
* Jail from 3rd block with no delay
* Move can be delayed by 2F
stevePAB.df+1,2~1m, m12, 17i15~16, i30~31-8+4+63a
Move cannot be interrupted
stevePAB.df+2m16i16~17-10+31a (+21)
* Elbow
stevePAB.f+2m18i18~19-13+31a (+16)
stevePAB.f+2,1m, m18, 24i18~19, i34~35+1+24a (+14)
* Balcony Break
* Combo from 1st hit
* Interrupt with i15 from 1st block
stevePAB.uf+2m23i17~19-15+34a (+24)
* Tornado
* Low crush 9~
steveRWV.1m13i14~16-5~-3+4~+6
* Shoulder
* Transition to r10? PAB with f (-1~+1/+8~+10)
* r10? PAB FC cancel?
steveRWV.1,2~1m, m13, 17i14~16, i30~31-8+4+63a
* Input 1 at frame 17 of RWV.1,2
* Interrupt with i18 from 1st block
* Interrupt with i9 from 1st hit
* Whiffs vs SSL, SWL from 1st block
steveRWV.2m22i14~15-13+10a (+1)+31a (+5)
*
Balcony Break
steveSWY.1m26i16~17-1c~+0c+14c~+15c
* Can be +15c at farther ranges
* 10 chip damage on block
steveSWY.2m30i17~18-18+36a
* High crush 1~
victor2+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
victorH.db+1+2m30i28~29+6+6a (-4)
* Weapon
* Transition to IAI
* 9 chip damage on block
* Consumes 270F of remaining Heat time
victorH.u+1+2M46i31~32-4+0a (-1)
* Balcony Break
* Weapon
* Victor teleports overhead on frame 10 and descends downward for the rest of the startup; evades some highs and mids but vulnerable on descent (lows, throws, etc. hit)
* 15 chip damage on block
* Consumes 450F of remaining Heat time
* Low crush 10~26
* Floating state 27~29
victor1,2,1h, h, m5, 12, 20i10, ,i26~27-12+18a (+1)+72a (+56a)
* Tornado
* Balcony Break
* Weapon
* Combo from 2nd CH with 4F delay
* Move can be delayed by 12F
victor4,3h, m15, 17i13~14, i23~24-10+5
* Combo from 1st hit with 7F delay
* Move can be delayed by 7F
* Input can be delayed by 8F
victor4,3,2h, m, m15, 17, 25i13~14, ,i25~26-13+34d (+13)
* Balcony Break
* Weapon
* Combo from 2nd CH with 10F delay
* 7 chip damage on block
* Move can be delayed by 9F
* Input can be delayed by 10F
victor1+2m17i15-9+4+46a
* Weapon
victorf+2,2,1h, h, m10, 10, 12i13~14, ,i13~14-11+0
* Weapon
* Combo from 2nd CH
victorf+2,2,1,1h, h, m, m10, 10, 12, 25i13~14, ,i20~21-15+20 (+15)
* Balcony Break
* Weapon
* Combo from 3rd hit
* Combo from 2nd CH
* Hit confirmable if (f22)1 is ch
victorf+4m15i14-10+0
victorf+4,2m, m15, 20i14, i26~27-12+5c+7d
* Weapon
* Combo from 1st hit
* CH on last hit or wallhit causes FDFA knockdown
* Transition to IAI (-12/+5c/+7a) with D or 3+4
victorf+1+2m30i24~25+3+1a
* Balcony Break
* Heat Engager
* Heat Dash +5, +67a (+50)
* Weapon
* 9 chip damage on block
victordf+1m10i13~14-2+4
victordf+2m14i15~16-14+31a (+21)
* Weapon
* Recovers 3f faster on hit (t48 r32)
victordf+3m10i16-9+2
victordf+3,4m, m10, 14i16, i21-9+2
* Knee
* Combo from 1st CH
* Interrupt with i1
victordf+4m15i13~14-9+5
* Knee
victordf+3+4m28i14~15-17+16a (+11)
* Balcony Break
* Shoulder
victord+2m21i18+0+4c
* Heat Engager
* Heat Dash +5, +67a (+50)
* Weapon
* 6 chip damage on block
victordb+1m9i14~15-9-2
* Weapon
victordb+1,1m, m9, 9i14~15, i21~22-7+2
* Weapon
* Transition to PRF with F (-5/+4)
* Combo from 1st hit
victorb+1m11i14-13-3
* Weapon
* Transition to PRF r25 with F (-5/+5) with 9F delay
victorb+3m15i17-9+4
victorb+3,1m, m15, 25i17, i25~26-13+21a (+16)
* Balcony Break
* Weapon
* Combo from 1st hit with 7F delay
* Interrupt with i2 from 1st block
victorb+1+4m24i26~27-21+37a (+6)
* Weapon
* ~i5-6 backsway
victorub+2m17i17~18-5+8+32a
* Weapon
* Balcony Break
* Can be charged
* Transition to PRF -4 +9 with F
victorub+2*m22i28~29+3+32a+66a (+50)
* Weapon
* Balcony Break
* Tornado on CH
* Transition to PRF +4 +33a with F
victoru+1+2M32i31~32-20c+1a
* Weapon
* 9 chip damage on block
* Victor teleports overhead on frame 10 and descends downward for the rest of the startup; evades some highs and mids but vulnerable on descent (lows, throws, etc. hit)
* Low crush 10~26
* Floating state 27~29
victoruf+1m9i13-9+4
* Weapon
victoruf+1,1m, m9, 21i13, i25~26-14+15gc
* Tornado
* Balcony Break
* Weapon
* Combo from 1st hit with 8F delay
* Opponent recovers crouching on hit
* Transition to PRF (-10/+19gc) with F
* Cancel to IAI (-9/+4) with D or 3+4
victoruf+2m15i19~20-9+7
* Homing
* Weapon
victoruf+3m17i18~19-9+3+36d
* Low crush 7-15
victorf,F+2m24i18~20-16+33a (+23a)
* Tornado
* Weapon
* 7 chip damage on block
* Jab evasion from frame 6 to 17?
victorf,f,F+2m21i18~19+2+8cg+61a (+45a)
* Balcony Break
* Weapon
* Transition to IAI r36 with d or 3+4 (+5/+11cg/+64a (+48a))
* Forces tech back roll on hit
* 6 chip damage on block
victorws1m20i15~16-16+53a
* Weapon
victorws2m15i14~15-8+6+35a (+25)
* Weapon
victorws4m16i11~12-6+5
victorSS.1+2m25i18~19-9+15 (+5)
* Balcony Break
victorIAI.1m9i13~14-9+4
* Weapon
victorIAI.1,1m, m9, 21i13~14, i25~26-14+15g
* Tornado
* Balcony Break
* Weapon
* Combo from 1st hit with 9F delay
* Move can be delayed by 10F
* Input can be delayed by 11F
* Opponent recovers crouching on hit
* Transition to PRF with F (-10/+19gc)
* Cancel to IAI with D or 3+4 (-9/+4)
victorIAI.1,2m, m9, 15i13~14, i22~24-19+25a (+10)+25a (+10)
* Weapon
* Combo from 1st hit
* Hit Confirmable 11F
* 6 chip damage on block
* Low crush
victorIAI.1,2,2m, m, m9, 15, 16i13~14, ,i23~24-18c+8a (-27)+8a (-27)
* Spike
* Weapon
* Combo from 1st hit
* 9 chip damage on block
* is?
* Low crush ?
victorIAI.2m23i16~17-9+15 (+5)+26a
* Balcony Break
* Tornado
* Weapon
* 9 chip damage on block
* FUFA knockdown on CH
victorIAI.P.fm21i16~17+60a (+44)
* Balcony Break
* Tornado
victorIAI.d+1M25i180+24a (+9)
* Heat Engager
* Heat Dash +5, +42a (+27)
* Balcony Break
* Weapon
* 7 chip damage on block
victorPRF.2m9i12~13-8+1+1
* Weapon
victorPRF.2,2m, m9, 13i12~13, i13~14-4 IAI+5 IAI
* Weapon
* Combo from 1st hit
* Transition to IAI (Cannot cancel)
victorPRF.2,2,1+2m, m, m9, 13, 31i12~13, ,i12-13+7d
* Weapon
* Combo from 2nd CH
victorPRF.3m21i15~17-8+15c
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Knee
* Forces tech backroll on hit
* Low crush 11~23
* Floating state 24~25
victorPRF.1+2m25i25~27+6+14a
* Balcony Break
* Weapon
* 7 chip damage on block
* Transition to IAI (+6/+14a) on hit or block with D
xiaoyu2+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
xiaoyu1,2,1h, h, m5, 8, 20i10, ,i16~17-9+14a (+5)
* Balcony Break
* Combo from 2nd CH with 10F delay
* Jail from 2nd block with 3F delay
xiaoyu1,d+2h, m5, 10i10, i20~23-3+8+10
* Combo from 1st hit with 5F delay
* Interrupt with i1 from 1st block
* Move can be delayed by 10F
* Transition to standing with 1,D+2 or 1,d+2,F (-4, +7, +9)
* Transition to HYP with 1,d+2~B (-2, +9, +11)
xiaoyu1,d+2,1+2h, m, m5, 10, 24i10, ,i29~31-12+17a
* Combo from 2nd hit CH
* Interrupt with i11 from 2nd block
* Whiffs vs SSL, SWL from 2nd block
xiaoyu2,1h, m8, 10i10, i19-4+7
* Combo from 1st CH
* Jail from 1st block
* Transition to standing by holding any direction (-4, +7)
xiaoyu1+2m24i20~21-7+20a
*
xiaoyu3+4M23i23~25-1c+3c+19a
* Spike
* Transition to AOP r30 with D (+0/+4c/+20a)
** AOP transition is r32 on whiff
* Low crush 10~22
* Floating state 23~25
xiaoyuf+2m12i16~17-5+4
xiaoyuf+2,1,4m, h, m12, 14, 20i16~17, ,i26~27-13+17a (+8)+62a (+42)
* Balcony Break
* Combo from 2nd CH with 6F delay
* Interrupt with i6 from 1st block
* Whiffs vs SWL from 1st block
* Move can be delayed by 10F
xiaoyuH.f+2,1,2m, h, m12, 14, 20i16~17, ,i26~28+6+23d+50a
* Balcony Break
* Spike
* Partially uses remaining Heat time
* Combo from 1st hit with no delay
* Combo from 2nd CH with 6F delay
* Interrupt with i6 from 1st block
* Whiffs vs SSR, SWR from 1st block
* Move can be delayed by 5-10F
* Transition to standing with F (+4, +21d, +47a)
* Low crush
xiaoyuf+3M14i16~18-9+2
* Knee
* Doesn't hit grounded if opponent is on-axis in FUFT
xiaoyuf+3,1M, m14, 8i16~18, i22~23-3+8
* Combo from 1st hit
* Interrupt with i3 from 1st block
xiaoyuf+3,1,4M, m, M14, 8, 20i16~18, ,i26~28-22+62a (+46)
* Tornado
* Instant Tornado
* Combo from 2nd hit CH
* Interrupt with i8 from 2nd block
xiaoyuf+1+2m30i12~13-16+15d (+10)
* Balcony Break
* Shoulder
xiaoyudf+1m13i14-2+9
* Transition to standing by holding any direction (-4, +7)
* High crush 6~14
xiaoyudf+2m15i14-6+7
*
xiaoyudf+2,1+2m, m15, 25i14, i24~25-14+21a (+16)
* Balcony Break
* Shoulder
* Combo from 1st hit with 7F delay
* Interrupt with i7 from 1st block
* Move can be delayed by 6F
* Input can be delayed by 9F
xiaoyudf+4m12i12-4+7
*
xiaoyudb+1m22i18-9+14a (+5)
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
* Clean hit damage: 30
xiaoyub+1m10i8~13-12+1~+6
* Transition to BT on hit
* Transition to standing on hit with B+1 (-1~+4)
xiaoyub+2m13i15~16-6+5
* Homing
* Transition to BT
xiaoyub+4m10i13~14-9+0
*
xiaoyub+4,1m, m10, 20i13~14, i27~28-14+14cg
* Heat Engager
* Heat Dash +43d (+35)
* Balcony Break
* Combo from 1st hit with 8F delay
* Interrupt with i3 from 1st block
* Forces tech back roll on hit
* Move can be delayed by 5F
* Input can be delayed by 8F
xiaoyuub+3m23i20~21-13+36a (+26)
* Tornado
* Transition to AOP
* Low crush 18~
xiaoyuub+4M20i22~24-13+13d (-4)
* Tornado
* Balcony Break
* Power crush 7~21
xiaoyuu+4m20i23~26-7+4c+24a
* Spike
* Transition to FC with D (-7, +4c, +24a)
* Transition with AOP with d+1+2 (-9, +2c, +22)
* Low crush 9~
xiaoyuu+1+2,2m,m, m5,5, 12i16~18 i2~4, i27-12-1
* Combo from 1st CH
* Interrupt with i7 from 1st block
xiaoyuu+1+2,2,1m,m, m, m5,5, 12, 20i16~18 i2~4, ,i27~28-12+16a (+7)
* Balcony Break
* Combo from 2nd hit
* Combo from 1st CH
* Interrupt with i7 from 1st block
* Cancel to BT with B (-19/-8)
xiaoyuuf+2m23i26~27+6+7c+49a
* Spike
* Transition to standing with F (+4, +5c, +47a)
* Alternate input u+2
* Chip on block [6]
* Low crush 9~
xiaoyuuf+3m13i16~17-13+29a (+19)
* Low crush 9~
xiaoyuuf+4m20i23~26-7+4c+24a
* Spike
* Transition to FC with D (-7, +4c, +24a)
* Transition with AOP with d+1+2 (-9, +2c, +22)
* Low crush 9~
xiaoyuWhile in the air 3m30i14-2+29d
* Strong Aerial Tailspin
* Balcony Break
* Transition to AOP with D (-3, +28)
* Low crush
xiaoyuWhile landing 4m25i8-8+23a (+13)
* Balcony Break
* Low crush
xiaoyuf,F+1m13i15-11+7c
* Spike
* Transition to AOP with D (-5, +13c)
xiaoyuf,F+1,4m, m13, 20i15, i21~22-12+22d
* Combos from 1st CH
* Interrupt with i4 from 1st block
xiaoyuf,F+2m12i15-5+6
*
xiaoyuf,F+2,1m, m12, 20i15, i27~28-12+16a (+7)
* Balcony Break
* Combo from 1st hit with 2F delay
* Move can be delayed by 12F
* Interrupt with i7 from 1st block
* Cancel to BT with B (-19,-8)
xiaoyuf,F+3M12i14~15-5+6+12
*
xiaoyuf,F+1+2m12i14~16-9+5
xiaoyuf,F+1+2,1+2m, m12, 20i14~16, i19~20-8+7c+43a
* Spike
* Combo from 1st hit with 8F delay
* Jail from 1st block with no delay
* Move can be delayed by 14F
* Input can be delayed by 16F
xiaoyuf,F+3+4M23i37~45-3+39a
* Spike
* Chip on block [9]
* Low crush 9~
xiaoyuuf,n,4m20i23~24-18+27a (+17)
*
* Low crush 9~
xiaoyuf,f,F+3m20i23~30+7g~+14g+29a (+19)
* Balcony Break
* Transition to AOP
* Chip on block [9]
* Alternate input wr3
* Low crush 3~31
* Floating state 32~34
xiaoyuws1m8i12~13-7+4
xiaoyuws1,4m, m8, 16i12~13, i22~23-10+12g
* Balcony Break
* Combo from 1st hit with 8F delay
* Interrupt with i3 from 1st block
* Move can be delayed by 7F
* Input can be delayed by 9F
xiaoyuws2m17i13~14-3+7+38a (+28)
* Transition to r22 standing by holding down any direction (-4, +6, +37a (+27))
xiaoyuws2*m20i22~23-3+38a (+28)
* Transition to r22 standing by holding down any direction (-4, +37a (+27))
xiaoyuws3m22i22~23+3+6c+51a
* Transition to FC +3 +6c with D
xiaoyuws4m20i11~13-10+20a (+13)
*
xiaoyuws1+2m12i14~16-9+5
xiaoyuws1+2,1+2m, m12, 20i14~16, i19~20-8+7c+43a
* Spike
* Combo from 1st hit with 8F delay
* Jail from 1st block with no delay
* Move can be delayed by 14F
* Input can be delayed by 16F
xiaoyu(back to wall).b,b,UBm21i35~38+1+34d
Transition to BT
* Floating state 5~7
* is8~24
* Floating state 25~33
* Low crush 34~37
* Floating state 38~40
xiaoyuAOP.1m11i18-5+6
* Transition to HYP r21 with B (-2/+9)
* +6c on crouching hit
xiaoyuAOP.1,4m, M11, 20i18, i25~27-9+15d (-2)
* Tornado
* Balcony Break
* Combo from 1st hit with 5F delay
* Interrupt with i6 from 1st block
* Move can be delayed by 11F
* Input can be delayed by 12F
xiaoyuAOP.2m10i13~14-11+0
*
xiaoyuAOP.2,1m, m10, 20i13~14, i21~22-12+13a (+4)
* Heat Engager
* Heat Dash +43d (+35)
* Balcony Break
* Combo from 1st hit with 8F delay
* Interrupt with i2 from 1st block
* Move can be delayed by 12F
* Cancel to BT r32 with B at frame 19 (-14/-3)
xiaoyuAOP.4m14i12~13-3+8
* Inconsistent grounded hit (more consistent on side hit)
xiaoyuAOP.1+2m25i19-1+19a (+10)+64a
* Tornado
* Balcony Break
xiaoyuAOP.d+1+2m21i26-8+42a (+32)
*
* High crush 1~25
xiaoyuAOP.uf+3m14i15~17-17+27a (+17)
* Alternate input AOP.ub+3, AOP.u+3
* AOP.u+3: No forward momentum
* AOP.ub+3: Backwards momentum
* Low crush 10~35
* Floating state 36~38
xiaoyuAOP.uf+3,1m, m14, 22 (15)i15~17, i24~25-4+7c~+8c
* Spike
* Airborne combo from 1st hit with 5F delay (+9a)
* Interrupt with i8 from 1st block
* Low crush 1~19
* Floating state 20~22
* High crush 27~47
xiaoyuAOP.uf+3,4m, M14, 17i15~17, i15~17-14-3+22g
* Alternate input AOP.ub+3,4 AOP.u+3,4
* Interrupt with i6 from 1st block
xiaoyuAOP.uf+4m12i16~26-10+1
* Transition to AOP with D (-12, +0)
* Transition to BT with B (-15, -3)
* Alternate input AOP.u+4
* Low crush
xiaoyuAOP.uf+4,4m, m12, 12i16~26, i23-12-1
* Combo from 1st hit only AOP.uf+4 connects on frame 21 or later
* Interrupt with i14 from 1st block
* Alternate input AOP.u+4,4
* Low crush
xiaoyuBT.1m17i16~18-5+4+64a
* Elbow
* Jab evasion
* Transition to BT
xiaoyuBT.1,2m, m17, 20i16~18, i24~25-13+17a
* Tornado
* Balcony Break
* Combo from 1st hit
* Interrupt with i6 from 1st block
* Move is delayed 2F
* Move cannot be delayed
* Cancel to r15 FC with D at frame 18 (-16/-7/+53a)
* Low crush 9~18
* Floating state 19~21
xiaoyuBT.2,1,4h, h, M9, 8, 15i12, ,i18~20-18+33a (+23)
* Combo from 2nd CH with 11F delay
* Jail from 2nd block with no delay
* Move can be delayed by 14F
xiaoyuBT.2,2h, m9, 12i12, i21~23-7+5
* Combos from 1st CH
* Interrupt with i1 from 1st block
* Transition to BT
xiaoyuBT.3M13i16-5+12
* +21d on backturned hit
* Transition to BT
* Low crush 5~
xiaoyuBT.4M13i13~15-18+33a (+23)
*
xiaoyuBT.1+2,1+2m,m, m6,6, 6,6i16~18,i3~5, i17~18, i4~5-13+8d
* Combo from 1st hit with 15F delay
* Move cannot be interrupted
* Move can be delayed by 8F
* Input can be delayed by 15F
xiaoyuBT.3+4m25i18~19-16+10a (+1)+33a
* Balcony Break
* Transition to BT
* Low crush 9
xiaoyuBT.b+1+2m25i17~18-14+21a (+16)
* Balcony Break
* Shoulder
* -9 on block if an attack is absorbed
* 10 chip damage on block after absorbing an attack in power crush state
* Power crush 6~16
xiaoyuBT.f+1+2m21i23-8+3+5
* Sabaki punch parry
** 50 damage, +20d
** Transition to BT
* Parry state 1~5?
xiaoyuBT.f+3+4,3+4M23i12-11+40a (+30)
* "Cali Roll"
* High crush 1?~13?
* Floating state 1?~13?
xiaoyuHYP.2m25i18-4+22 (-13)
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
* Powered UpBased on the number of steps taken in HYP:HYP.2 damage increases and becomes plus on block. See the charts in th HYP section for more details. up when in Heat or based on the number of steps taken.
* Consumes 240?F of heat timer during heat
* 9 chip damage on block (2 steps)
* 14 chip damage on block (3 steps)
xiaoyuH.f,F+1,2m, m13, 20i15, i26~28+6+24d+50a
* Balcony Break
* Partially uses remaining Heat time
* Combos from 1st hit
* Interrupt with i9 from 1st block
* Whiffs vs SSR, SWR from 1st block
* Transition to with F (+4, +22d, +48a)
* Low crush
xiaoyuhFC.3,2,1,4L, h, h, M11, 6, 6, 12i15~17, ,i18~20-18+33a (+23)
* Combo from 3rd hit CH with 11F delay
* Jail from 3rd block with no delay
* Move can be delayed by 14F
yoshimitsu2+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 7~62
* On
* cancel:
* Floating state 12~20
* Low crush 21~29
* Floating state 30~32
yoshimitsuH.DGF.1M26i30~31+2+30d+46a
* Floor Break
* Weapon
* 13 chip damage on block
* Recovers 1 base health or 6 additional recoverable health on hit
* Consumes 240F of remaining Heat time
* Low crush 1~27
yoshimitsu1,1h, m5, 19i10, i23-9+4c
* Floor Break
* Weapon
* Combo from 1st hit with 1f delay
* Move can be delayed 3f
* Interrupt with i4 from 1st block
* 3 chip damage on block
* Power up in NSS or Heat
yoshimitsu1,NSS.1h, m5, 22i10, i23-9+22a (+17)
* Floor Break
* Weapon
* Combo from 1st hit with 1f delay
* Input can be delayed 3f
* Interrupt with i4 from 1st block
* 8 chip damage on block
* Recovers 1 base health or 6 additional recoverable health on hit
* Recovers 1 base health when remaining recoverable health is 5 or less
* 1,H.1: Consumes 90F of remaining Heat time
yoshimitsu2,1h, m10, 23i11, i26~27-9+12a
* Balcony Break
* Weapon
* Combo from 1st CH with 1f delay
* Move cannot be delayed
* Cancel to -12 -6 r30 with B
* Interrupt with i8 from 1st block
* Replaced by a different move in NSS
yoshimitsu3m12i15~16-9+5
yoshimitsu3,2m, m12, 12i15~16, i22-12+1
Interrupt with i1 from 1st block
yoshimitsu3,2,1+2m, m, M12, 12, 26i15~16, ,i26~27-14c+20a (+10)
* Balcony Break
* Weapon
* Combo from 2nd hit with 4f delay
* Input can be delayed 10f
* Move can be delayed 9f
* Interrupt with i7 from 2nd block
* 5 chip damage on block
* Power up in NSS or Heat
yoshimitsu3,2,NSS.1+2m, m, M12, 12, 27i15~16, ,i26~27-14c+20a (+10)
* Balcony Break
* Weapon
* Combo from 2nd hit with 4f delay
* Input can be delayed 10f
* Move can be delayed 9f
* 10 chip damage on block
* Clean hit 35 damage
* Recovers 1 base health or 6 additional recoverable health on hit
* Recovers 1 base health when remaining recoverable health is 5 or less
* 3,2,H.1+2: Consumes 180F of remaining Heat time
yoshimitsu4,4,2h, h, m16, 16, 5i12~13, ,i30~31-22-12
Yoshimitsu recovers sideturned on block
yoshimitsu4,4,2,2,NSS.1h, h, m, h, m16, 16, 5, 6, 30i12~13, ,i67-54-17a
yoshimitsu4~3m25i25~26-13+52a (+42)
* Tornado
* Evasive, can go under some mids
* High crush 4~22
* Floating state 10~50
yoshimitsu1+2+3m0i22~40-8~+10g+0~+18+16~+34
* Weapon
* Can hit grounded when up-close and off-axis
yoshimitsu1+4m20i6~9-20+14c
* Weapon
* 70% proration on standing hit
* Recovers 12f faster on hit
* Hit vs BT +11d (FDFT)
* Power up in NSS or Heat
* Can be done from Crouch Level 1
yoshimitsuf+2,1h, M18, 21i17~18, i26~27-12+17a (+10)
* Tornado
* Weapon
* Combo from 1st CH +66a (+50)
yoshimitsuf+2,NSS.1h, m18, 21i17~18, i26~27-12+17a (+10)
* Tornado
* Airborne combo from 1st CH (+66a (+50))
yoshimitsuf+2,db+2h, m18, 8i17~18, i15-5+6
* Input can be delayed 2f
* Move cannot be delayed
* Leads to db+2 extensions
yoshimitsuf+3,4h, m24, 20i16~17, i23~24-6+37a (+23)
* Knee
* 2nd hit delayed 18f
* Interrupt with i17 from 1st block
* Low crush 22~29
* Floating state 30~32
yoshimitsuf+4m20i18-13+21a (+11)
* Balcony Break
* -9 on block after absorbing an attack
* 8 chip damage on attack absorption
* Power crush 7~17
yoshimitsuf+1+2M23i20-12+8a (-1)
* Heat Engager
* Heat Dash +5, +62a (+42)
* Balcony Break
* Weapon
* 4 chip damage on block
* Power up in NSS or Heat (29 damage and extended range)
yoshimitsudf+1m14i13-4+5
yoshimitsudf+1,2,1m, h, M14, 16, 19i13, ,i26~27-12+17a (+10)
* Tornado
* Weapon
* Combo from 2nd CH +66a (+50)
* Interrupt with i1 from 2nd block
yoshimitsudf+1,2,NSS.1m, h, M14, 16, 19i13, ,i26~27-12+17a (+10)
* Tornado
* Combo from 2nd CH
yoshimitsudf+1,2,db+2m, h, m14, 16, 8i13, ,i15-5+6
* Jail from 2nd block
* Leads to db+2 extensions
yoshimitsudf+1,4m, m14, 17i13, i17-12+4
* Jail from 1st attack with 2f delay
* Input can be delayed 2f
* Move cannot be delayed
* 2nd hit can whiff at certain ranges, -20 on whiff
yoshimitsudf+2m13i15~16-7+34a (+24)
* +4s against crouching
* Launches crouching on CH
* Can evade jabs on frames ?~?
yoshimitsudf+3m10i17~18-4+4
yoshimitsudf+3,1m, M10, 20i17~18, i23~24-9+4c+6a
* Floor Break
* Weapon
* Combo from 1st hit
* Interrupt with i1 from 1st block
* 4 chip damage on block
* Power up in NSS or Heat
* Input can be held to transition to d+1*
yoshimitsudf+3,NSS.1m, M10, 24i17~18, i23~24-9+16a+52a
* Floor Break
* Weapon
* Combo from 1st hit
* Recovers 1 base health or 6 additional recoverable health on hit
* Recovers 1 base health when remaining recoverable health is 5 or less
* 9 chip damage on block
* Input can be held to transition to d+1*
* df+3,H.1: Consumes 90F of remaining Heat time
yoshimitsudf+4m15i12-7+4
Recovers 2f faster on hit or block
yoshimitsudf+1+4M20i20~21-17+35a (+25)
* Weapon
* Can be performed in FC
* Recovers 7f faster on hit
* Transition to r34 KIN with 1+2
* Transition to r30 KIN with 1+2 only when performing KIN.f+2 immediately after
* Faster startup and 22 damage with input f,n,d,df+1
* Low crush 20~42
* Floating state 43~45
yoshimitsudf+2+3m18i17~18-13+6g+58a (+38)
* Balcony Break
* Weapon
* Can be performed in FC
* Faster startup and 20 damage with input f,n,d,df+2
* High crush 9~17
yoshimitsud+1M15i24~25-9+1c+6a
* Floor Break
* Weapon
* 4 chip damage on block
* Power up in NSS or Heat
yoshimitsud+2M12i16~17-9~-8+0~+1
Weapon
yoshimitsud+2,2M, m12, 15i16~17, i22~23-12+7g+28a (+22)
* Weapon
* Combo from 1st hit with 13f delay
* Input can be delayed 16f
* Move can be delayed 10f
* In 1SS Enter NSS r31 with B
yoshimitsud+2,2,2M, m, M12, 15, 19i16~17, ,i25~27-13+16a (+9)
* Tornado
* Weapon
* Input can be delayed 10f
* Move can be delayed 9f
* Steel pedal
yoshimitsud+2,2,NSS.d+1M, m, m12, 15, 17i16~17, ,i29~30-12+2c+42a
* Floor Break
* Input can be delayed 10f
* Move can be delayed 9f
yoshimitsud+2,2,d+1M, m, m12, 15, 17i16~17, ,i29~30-12+2c+42a
* Floor Break
* Weapon
* Input can be delayed 10f
* Move can be delayed 9f
* Last hit has shorter range and no Weapon property in NSS
yoshimitsudb+1,2L, m12, 20i26~28, i25~26-13+0+6g
* Balcony Break (airborne or CH)
* Combo from 1st with 1f delay
* Combo from 1st CH with 8f delay
* Input can be delayed 8f
yoshimitsudb+2m8i15-5+6
yoshimitsudb+2,2m, m8, 7i15, i10~14-9~-5+2~+6
Combo from 1st hit
yoshimitsudb+2,2,2m, m, m8, 7, 6i15, ,i10~14-9~-5+2~+6
Combo from 1st hit
yoshimitsudb+2,2,2,2m, m, m, m8, 7, 6, 5i15, ,i10~14-9~-5+2~+6
Combo from 3rd CH
yoshimitsudb+2,2,2,2,2m, m, m, m, m8, 7, 6, 5, 4i15, ,i10~14-9~-5+2~+6
* Combo from 4th hit
* Combo from 3rd CH
yoshimitsudb+2,2,2,2,2,2m, m, m, m, m, m8, 7, 6, 5, 4, 3i15, ,i10~14-49-37
Combo from 5th CH
yoshimitsudb+3,3,3,3,3,4l, l, l, l, l, m8, 7, 7, 5, 5, 15i18~19, ,i12~13-8+23a (+13)
* Balcony Break
* Enter KIN -6 +25a (+15) r21 with 1+2
* Enter NSS -6 +25a (+15) r24 with B
* Same animation as ws4
* Can be performed following any number of db+3 lows except the first and last
yoshimitsub+2m12i14~15-9+2
Enter KIN r27 with 1+2
yoshimitsub+2,1m, M12, 20i14~15, i27~28-17+28a (+18)
* Weapon
* Combo from 1st CH with 2f delay
* Enter KIN r30 with 1+2
* Input can be delayed 14f
* Low crush 28~49
* Floating state 50~52
yoshimitsub+2,NSS.1m, m12, 17i14~15, i27~28-17+28a (+18)
* Enter KIN r30 with 1+2
* Combo from 1st CH with 2f delay
* Input can be delayed 14f
* Low crush 28~49
* Floating state 50~52
yoshimitsuub+1m17i24~25-5+4c
* Floor Break
* Weapon
* Performs u+1 with a vertical jump
* Low crush 9~27
* Floating state 28~30
yoshimitsuub+4m17i20~22-19+12a (+2)
* Balcony Break
* Floor Break
* Low crush 9~32
* Floating state 33~35
yoshimitsuub+1+2M25i24~25-8c+27a (+17)
* Balcony Break
* Weapon
* 5 chip damage on block
* Power up in NSS or Heat
yoshimitsuu+1m20i24~25-4+5c+50a
* Floor Break
* Weapon
* Low crush 9~27
* Floating state 28~30
yoshimitsuuf+1m10i17-10+2c
* Weapon
* Good right sidestep tracking
* Transition to KIN -3 +9 r26 with 1+2
* H.uf+1: Consumes 90F of remaining Heat time
yoshimitsuuf+1,1m, M10, 17i17, i29~30-10+9c
* Floor Break
* Weapon
* Combo from 1st hit with 4f delay
* Input can be delayed 4f
* Move can be delayed 3f
* Interrupt with i6 from 1st block
* Transition to FLE on hit only
* Power up in NSS or Heat
yoshimitsuuf+1,NSS.1m, M10, 22i17, i29~30-10+9c
* Floor Break
* Weapon
* Combo from 1st hit with 4f delay
* Input can be delayed 4f
* Move can be delayed 3f
* Interrupt with i6 from 1st block
* Transition to FLE on hit only
* Good sidestep right tracking
* Restores 3 additional recoverable health on hit
yoshimitsuuf+1+3<dM30i83~84-1+34a
* Floor Break
* Weapon
* 12 chip damage on block
* Input during frames 35-60 of uf+1+3
* Low crush 9~80
* Floating state 81~83
yoshimitsuuf+1+3,dM25i55~56-3+34a
* Floor Break
* Weapon
* 10 chip damage on block
* Input during frames 1-31 of uf+1+3
* Low crush 9~52
* Floating state 53~55
yoshimitsuuf+3m15i15-13+32a (+22)
* Knee
* Can evade jabs at frames 5-7
* Low crush 9~33
* Floating state 34~36
yoshimitsuuf+4m21i20~22-9+22a
* Homing
* Balcony Break
* Floor Break
* Low crush 9~32
* Floating state 33~35
yoshimitsuuf+3+4M20i31~35-16~-12-4a
* Floor Break
* In 1SS cancel to DGF r41 with 1+2 on frame 23
* In 1SS enter FLE r28 with d+1+2
* In 1SS enter IND r28 with d+1+2 (or NSS.d+1+2)
* On hit, transitions to -4a r49 backward jump automatically
* Landing on opponent's head, transitions to -48a (-58) r75 hop automatically, hitting Yoshimitsu during this animation forces him into BT
* Low crush 10~32
* Floating state 33~35
<Showing 3601-4000 of 6584 moves>