mokujin

mokujin

Edit
CharCommandHit levelDamageStartupBlockHitCounter hitNotes
asukaf+1,4m, L17, 26i20, i25~27-26+24a
* Homing
* Combo from 1st CH
* Input can be delayed 15f
* Interrupt with i11 from 1st block
* Cancel to FC -24 -13 r43? with DB
* High crush 6~
asukadf+3+4L22i28~30-26+70a (+54)
* Homing
* Alternate input: 3~4
* Cancel to r47? FC with DB
* High crush 6~
asukad+1+2L20i20-18+11a
Spike
* High crush 10~39
asukadb+3L17i20-12+4c+14g
asukadb+4L14i22~24-11+0+3
Transition to r22 FC with D
* High crush 6~41
asukadb+4,4L, L14, 15i22~24, i31~33-7+4+35a
Transition to r22 FC with D
* High crush 1~49
asukadb+4,4,4L, L, L14, 15, 16i22~24, ,i31~33-7+4+35a
Transition to r22 FC with D
* High crush 1~49
asukab+1L17i29~30-10+6+0d
* Transition to attack throw on CH, +22 damage
* Cancel to r14 FC with D
* High crush 6~
asukab+2,4m, L12, 14i15, i33~35-11+0+3
* Links to db+4 extensions
* Transition to r22 FC with D
* High crush 15~
asukab+3,4m, L15, 14i16~17, i20~22-11+0+3
* Links to db+4 extensions
* Transition to r22 FC with D
* High crush 1~
asukab+1+4,3h,L, L15,8, 18i12 i17~18, i32~33-13-2+16a
Combo from 2nd CH
asukaws2,1,1,1,2,1,4,3m, h, m, h, m, sm, m, l18, 10, 8, 8, 6, 5, 7, 7i13~14, ,-25-9
asukaFC.df+2L10i16~17-11+0+25g
* Only i17 or faster guaranteed on CH
* High crush 1~
asukaDST.4l19i19-14+11a
asukahFC.3L10i16-17-6
* High crush 1~
asukahFC.4l6i12-15-4
* High crush 1~
azucenad+3L10i15-14-3
azucenad+4L13i15~16-13-2
azucenad+1+2l[21;21]i25~26-4+0d
* Transition to throw on front standing hit only
* 18 damage to Azucena when hitting crouching opponent (block)
* Damage on hit and block is recoverable health
* Cannot KO Azucena when blocked
* r41 FC on whiff
* High crush 8~
* Floating state 25~
azucenadb+3L14i16~17-7+4
azucenadb+4L13i19-14-3+12g
* High crush 6~20
azucenaFC.df+3L17i18~19-13+3c+13c
* High crush 1~
azucenaFC.df+4L23i17~18-15+5+24d
* Transition to r33 LIB on hit only
* High crush 1~
azucenaFC.d+3L10i16-17-6
* High crush 1~
azucenaFC.d+4l6i12-15-4
* High crush 1~
azucenaBT.3L23i19~20-13+4 LIB+14c
* Strong Aerial Tailspin
* Balcony break on airborne hit
* Transition to LIB on hit
azucenaLIB.3L15i16~17-9+2
azucenaLIB.d+4L14i19~20-31-2
bryan1,2,3h, h, L5, 8, 15i10, ,i24-12+2+14a
* Combo from 1st CH or 2nd CH with 3F delay
* Move cannot be delayed
* Input can be delayed by 3F
bryan3,2,1,4m, m, m, L14, 11, 10, 12i16, ,i22-11+0
Combo from 3rd CH with 3f delay
bryandf+3L20i29~30-26+70a (+54)
* Homing
* High crush 6~
bryand+3l10i16-11+0
bryand+4L13i15-11+0
bryand+1+2,3m,m, l10,15, 20i17, i27~28-13+5+25a
bryand+3+4l16i19-12-1+4
Can hit grounded on certain ranges
bryandb+3L11i16~17-12-1+4
* High crush 6~
bryanb+3,2,1,4m, h, m, L12, 12, 10, 12,i16, ,i22-11+0
* Combo from 2nd CH
bryanb,df+4l25i29-13+14g+29a
* Cancel to r26 with B
bryanSNE.FC.df+3l24i20-13+7+25a
* Balcony Break
* Consumes SNE
* Unparryable
bryanqcb+3l23i19~20-13+5+26a
Balcony break on airborne hit
claudio1,3h, l5, 11i10, i22-12-1
* Combo from 1st CH with 3f delay
* Input can be delayed 5f
* Move can be delayed 4f
claudiod+2L6i20-11+0
* High crush 6~
claudiod+2,2L, L6, 8i20, i16~17-13-1
* Jail from 1st block
* Combo from 1st hit
* High crush 1~
claudiod+3L10i16-17-6
* -6c on crouching hit
* High crush 4~
claudiod+4l6i12-15-4
* -4c on crouching hit
* High crush 4~
claudiodb+3L17i21~22-15~-14+3c+13c
* High crush 6~
claudiodb+4L7i15-13-2
* Pseudo homing to SSL/SWL side?
claudioSS.4L20i20~21-12+6c+27d
* Side step takes 9f, effective startup i29
* Tracking and range notes:
* Assuming i29 startup with 9f left sidestep
* SSL4 range: 2.45
* SSR4 range: 2.39
* Pseudo homing low?
clivedf+3L20i29~30-26+3c
* Homing
* High crush 6~65
clived+1L14i18~19-13+2
* High crush 6~
clived+3L10i16-17-6
* -6c on crouching hit
* High crush 4~
clived+4l6i12-15-4
* -4c on crouching hit
* High crush 4~
clivedb+4L20i19~20-18+4c+67a (+51a)
* Effectively homing?
cliveFC.df+2L18i19~20-12+3c
* Weapon
* High crush 1~20
clivePHX.3L8i21-26-3c
* Stagger on block
clivePHX.4L15i15~16-13-1c+13c
* High crush 6~
devil-jind+3L12i18~19-12-1+7c
* Pseudo homing
devil-jind+4l6i12-15-4
* -4c on crouching hit
* High crush 4~
devil-jindb+2L15i21~22-13+3c+26a
* 4 chip damage on block
* High crush 6~
devil-jindb+3L10i16-17-6
* -6c on crouching hit
* High crush 4~
devil-jinf,n,d,DF+3L24i33~34-23-2a
* Opponent recovers FDFA on hit
* Active frame 1 range: 3.89
* Low crush 5~28
devil-jinf,n,d,DF+4L7i16-23c-5c
devil-jinOTG.d+1+2L25i23~31-16~-8+5a~+13a
* Weapon
* Projectile (unparryable)
* Balcony break on CH
* Typically connects grounded on frames i25~26 of startup at -14~-13/+12a~+13a(+0a~+1a)
dragunov2,1,4h, h, L10, 10, 14i10, ,i23-12+3c
* Spike
* Trades with i8 from 2nd block
dragunovf+4,d+4h, L16, 12i14~15, i25-12+3c
* Spike
* Combo from 1st hit with 5f delay
dragunovd+2L14i18~19-13-1c+13g
* High crush 6~
dragunovd+3L13i17~18-14-3+1c
dragunovd+4L12i15~16-15-9-4
dragunovdb+3l17i27~29-26-2c+67a (+51)
Clean hit +67a (+51)
* High crush 6~49
dragunovdb+3+4L23i20~21-31+3g+20a
Balcony break on airborne hit
dragunovb+2,1,3m, h, l14, 11, 17i15, ,i29~31-26-2c+1d
* Clean hit +4
* Shift to Clipping Heel Hook on close range CH
* High crush 15~050
dragunovFC.df+1L8i16~17-13-4
dragunovBT.d+3l20i16-11+10d
dragunovOTG.db+3L24i24-11+0
* Floor Break
* +0a (-8) on grounded
dragunovPGR.3l21i18~19-26-1d
* Homing
* Shift to Clipping Heel Hook on front hit only for 20 more damage
* +3 on hit from the side or back
* High crush 8~50
eddy1,2,4~3h, h, L5, 12, 20i10, ,i32~33-14c+18a
* High crush 32~
eddyf+2,4m, l15, 17i18, i23~24-14c+2+71a(+55)
* Combo from 1st CH with with 12f delay
* Input can be delayed 17f
* Move can be delayed 15f
eddydf+4L14i18-12+0+14g
eddyd+3L17i21~22-14c+4c+27g
* High crush 6~54
eddyd+4L10i15~16-16c-5
* Transition to FC
* High crush 6~50
eddydb+2L10i18~19-18c-7-2
* High crush 6~55
eddydb+3L21i28-14c+5c+21a
* Has good right sidestep tracking
eddyb+1,4,3+4m, m, L15, 10, 7,7i14~15, ,i22~24-24c+12
* Combos from 1st CH
* Combos from 2nd hit
* Low crush 1~?
* High crush 10~?
eddyu+4~3L20i32~33-14c+18
* Balcony Break
* Transition to RLX
* Low crush 7?~
eddyuf+3,4m, L15, 10i26~28, i24~25-14c+7+73a(+57)
eddyf,F+3L20i21~22-14c+6c+15c
* Transition to RLX on hit
* Transition to FC on block or whiff
* High crush 15~33
eddyFC.4l6i13-15-4
* Hits grounded up-close
eddyFC.df+4L25i24~25-21c+9+30a
* Transition to HSP
* Floating state 26~
eddyRLX.1L11i17-11c+0
* Transition to FC with D
* High crush 1~19
eddyRLX.3L12i16~17-26c-4+27a
* Transition to FC
* High crush 1~50
fahkumram1,2,4,4h, h, h, L5, 8, 10, 15i10, ,i25-15-4+0d
* Combos from 3rd hit
* Shift to attack throw Murderous Sweep on counterhit
fahkumram3,1,d+4m, h, L11, 12, 15i13, ,i20-15-4+0d
* Shift to attack throw Murderous Sweep on counterhit
* Combos from 2nd hit CH
fahkumram4,4h, L10, 15i12, i25-15-4+0d
* Combos from 3rd hit
* Shift to attack throw Murderous Sweep on counterhit
fahkumramdf+3l15i20-13-1c+28g
fahkumramd+3L11i16-16-5
fahkumramd+3,4,4L, h, L11, 10, 15i16, ,i25-15-4+0d
* Combos from 3rd hit
* Shift to attack throw Murderous Sweep on counterhit
fahkumramd+4L18i14-15-4+0d
* Shift to attack throw Murderous Sweep on counterhit
fahkumramf,F+3L20i21-14+4
fahkumramf,F+4~3L15i19-23-1c
fahkumramFC.3L10i16-17-6
* High crush
fahkumramFC.4l6i12-15-4
* High crush
fahkumramFC.df+2L22i19-14+4+12d
* Elbow
* High crush
fahkumramRAM.4l31i21-13+11a
* Balcony Break
feng3,3,4m, h, l15, 10, 23i16, ,i25~26-12+7c+17a
* Combo from 2nd CH with 5F delay
* Cancel to r16 BT with B (-13/-2)
* Move can be delayed by 10F
* Input can be delayed by 11F
feng3~4,3m, l27, 16 (11)i34~36, i18~20-26+24a
* Aerial combo from 1st hit (+19d (+12)) with 9F delay
* Move cannot be delayed
* Input can be delayed by 9F
* High crush 6~52
fengf+4,4h, l19, 16 (11)i18~19, i33~33-31+27a
* Aerial combo from 1st hit (+19a (+12)) with 5F delay
* Move cannot be delayed
* Input can be delayed by 5F
* High crush 10~42
fengd+2L16i20~21-12-1
-1c on crouching hit
* High crush 6~51
fengd+3L10i16-17-6
* -6c on crouching hit
* High crush 4~52
fengd+4L7i14~15-11+0
+0c on crouching hit
fengd+3+4l6i12-15-4
* -4c on crouching hit
* High crush 4~46
fengdb+2l10i20~21-11+0
+0c on crouching hit
* High crush 6~30
fengdb+2,2l, l10, 10i20~21, i28~30-17+25a
* Combo from 1st CH
* Cancel to r13 standing with B (-15/-4)
* High crush 1~30
fengdb+3l14i17-15+4c+0d
* Transition to attack throw when CH from front
* Transition to BT on CH
* Can be accessed from a manual CD input with input qcf,db+3
* High crush 6~51
fengdb+4l23i31 (30~32)-26+76a (+60)
* Tornado on normal hit only
* Homing
* Transition to FC on hit
* Instant tornado launcher
* High crush 6~58
fengdb+1+2,2m, l13, 10i21~22, i29~30-12+14g
* Combo from 1st CH with 4F delay
* Move can be delayed by 10F
* Input can be delayed by 12F
* -1c on crouching hit
* High crush 8~60
fengb+2,3m, l13, 6i17, i22~24-11+0+8c
* Combo from 1st hit with 3F delay
* Move can be delayed by 15F
* Input can be delayed by 18F
* +0c on crouching hit
fengSS.4l19i20~22-31c-3~-1+71a (+55)
* Has a clean hit effect (+71a (+55) on hit)
* -3~-1 on hit with no clean hit
* High crush 10~31
fengFC.df+1l19i21~22-13c-2+13g
-2c on crouching opponent
* High crush 1~53
fengFC.df+4l13i19~20-8c+3
* Can be input with D,df+4 (i27? effective startup)
* Transition to BT
* +3c on crouching opponent
fengBT.d+1l20i20~21-13c+4+16a
* High crush 15~52
fengBT.d+3L20i18~20-26c-4~-2+70a (+54)
* Has clean hit effect (+70a (+54))
* -4~-2 on normal hit
* High crush 6~52
fengCD.1L18i18~19-14+0+12g
* Head
* Transition to FC with D
* High crush 6~19
fengKNP.1l20i20~21-13c+4+16a
* High crush 15~52
fengKNP.4l10i18-31c-4
fengOTG.d+3+4L24 (19)i24~25-13-2
-2d (-10) on grounded hit
fengSTC.4l20i20-13+3+14
heihachidb+2L25i23~25-18+6c
* Spike
* High crush 8~
heihachidb+3L10i16-13-2
heihachif,n,d,DF+3L24i33~34-23+28a
* Low crush 5~28
heihachif,n,d,DF+4L15i16~17-23+8c+28a
heihachif,n,d,DF+4,4L, L15, 10i16~17, i24-10+3c+26a
* +26a if previous hit connects
heihachif,n,d,DF+4,4,4L, L, L15, 10, 8i16~17, ,i24-10+3c+26a
* +26a if previous hit connects
heihachiFC.df+4L16i19~21-23+4c
* Clean hit +17a and 20 damage
* High crush 1~
heihachiFUJ.4L20i18~19-14-4+12g
* Spike
heihachiOTG.d+4L30i19~20-14-3a (-11)
* Spike
heihachiRAI.4L15i19~20-23+8c+28a
* Links to f,n,d,DF+4 extensions
heihachiWAR.f,n,d,DF+4L15i16~17-14+8c+28a
* No stagger on block
* Links to f,n,d,DF+4 extensions
hwoarangH.RFS.d+4L15i20~21-23+7c
* Transition to RFF
* Partially uses remaining Heat time
** RFS.d+4,3,4 airborne combo guaranteed on normal hit
* Increased chip damage scaling on block during heat
** 4 chip damage on block in heat
hwoarang1,1,3h, h, L5, 8, 10i10, ,i21-12-1
* Combo from 2nd CH
hwoarangd+3l7i17-13-2
-2c on crouching hit
hwoarangd+4l7i19-17-6+4s
* Also possible during RFF
* High crush 6~55
hwoarangd+3+4L18i21~22-14+6 LFS
* Homing
* Transition to LFS on hit
* High crush 6~54
hwoarangdb+3L12i19-13-1+17g
* Also possible during RFF
* High crush 6~51
hwoarangdb+4L14i16-12-8-1
* Transition to r20 RFS with F (-1/+3/+10)
* Also possible during RFF
hwoaranguf+4,4,4h, m, L12, 12, 12i22~23, ,i9~10+1+7
* Combo from 2nd CH
* Also possible during RFF
* Transition to RFS
* Third hit is not low parryable if the first two hits connect. Parryable if the first two hits whiff.
hwoarangSS.4l18i19~20-13+5c+31a
* Transition to RFF
hwoarangBT.d+3L20i18~19-13-2+31a
* High crush 4~50
hwoarangLFS.2,2,3,4m, h, h, L15, 7, 10, 7i16, ,i22-14-3
hwoarangLFS.2,2,3,4,3,4,4m, h, h, L, m, m, l15, 7, 10, 7, 7, 8, 7i16, ,i19-27-16
* Interrupt from 6th block with i18
* Can be sidestepped
hwoarangLFS.d+3L7i16-17-6
* -6c on crouching hit
hwoarangLFS.d+4L17i20~21-12+4+14d
* Transition to RFF
hwoarangRFF.d+3L10i18-11+0
* Transition to BT
* +0c on crouching hit
hwoarangRFF.d+3+4L19i19-11+5+15g
* Remains in RFF
hwoarangRFS.d+3L13i15-13-5+2
* Transition to RFF
* Increased chip damage scaling on block during heat
** 3 chip damage on block in heat
* cs10~19 crush state when canceled into followup
* High crush 10~25
hwoarangRFS.d+4L15i20~21-23+7c
* Transition to RFF
hwoaranghFC.3L10i16-17-6
* -6c on crouching hit
* High crush 1~
hwoaranghFC.4l6i12-15-4
* -4c on crouching hit
* High crush 1~
jack-8H.uf+3L[16]i19-12+8c
* Spike
* Only deals recoverable damage
* Cannot K.O.
* Automatically transitions to GMH on hit
* Partially uses remaining heat time
* 3 chip damage on block
* Unparryable
* u+3/ub+3: less forward movement
* Low crush 9
jack-8df+1+4L23i34-37+18d
* Homing
* Alternate input b,db,d,df+1 to power up
** 28dmg
** i29~30
* Alternate input is completely bufferable
* High crush 6~89
jack-8d+2,1sl, l8, 6i11, i24-14-3
* Alternate input FC.2,1
Combos from 1st hit
First two hits of 10 hit combo
jack-8d+3l12i20-17-6
* Alternate input FC.d+3
* High crush 4
jack-8d+4l10i16-15-4
* Alternate input FC.d+4
* High crush 4
jack-8db+1l13i12-12+1
*
jack-8db+1,1l, l13, 5i12, i16-12-1
* Combos from 1st hit
jack-8db+1,1,1l, l, l13, 5, 5i12, ,i16-12-1
*
jack-8db+2l24i22-18+3c+33d
* Can be charged to power up
* High crush 6
jack-8db+2*l30i36-33+17d
* Gain GMC on hit or block
* 9 chip damage on block
jack-8db+3l15i21-20-9
*
jack-8db+3,4l, l15, 12i21, i27-16-9
*
jack-8db+3,4,3l, l, l15, 12, 12i21, ,i27-19-8
*
jack-8db+3,4,3,4l, l, l, l15, 12, 12, 12i21, ,i27-16-5
*
jack-8db+3,4,3,4,3l, l, l, l, l15, 12, 12, 12, 12i21, ,i27-19-8
*
jack-8db+3,4,3,4,3,4l, l, l, l, l, l15, 12, 12, 12, 12, 12i21, ,i27-16-5
*
jack-8db+4l14i16-13-2
*
* High crush 6
jack-8uf+3L[8]i23-12+8c GMH
* Spike
* Only deals recoverable damage
* Cannot K.O.
* Only spikes when hit up close
* Automatically transitions to GMH on hit
* Unparryable
* u+3/ub+3: less forward movement
* Low crush 9
jack-8b,db,d,df+1l28i29-37+18d
* Homing
* Alternate input df+1+4
jack-8f,F+1+2,1+2m, l20, 21i15, i28-19+13d
* High crush
jack-8ws1+2,1+2,1+2m, m, l14, 12, 14i20, ,i27-23+6d
* Balcony Break
* Combos from 1st hit
jack-8FC.1l10i19-8+3
*
* High crush 1
jack-8FC.1,1l, l10, 14i19, i31-12+5
*
* High crush
jack-8FC.2,1sl, l8, 6i11, i24-14-3
* Alternate input d+2,1
Combos from 1st hit
First two hits of 10 hit combo
jack-8FC.3l12i20-17-6
* Alternate input d+3
* High crush 1
jack-8FC.4l10i16-15-4
* Alternate input d+4
* High crush 1
jack-8FC.1+2l21i24-15+13d
* Alternate input FC.db+1+2
* High crush 1
jack-8FC.db+1l14i14-11+3
*
* High crush 1
jack-8FC.df+2,d+1m, l12, 8i17, i22-11+0
* Balcony Break
* Combos from 1st hit
* High crush
jack-8SIT.1l10i19-48-37
*
* Floating state
jack-8SIT.1,2l, l10, 10i19, i15-47-36
* Combos from 1st hit
* Floating state
jack-8SIT.1,2,1l, l, l10, 10, 10i19, ,i15-47-36
* Combos from 1st hit
* Floating state
jack-8SIT.1,2,1,2l, l, l, l10, 10, 10, 10i19, ,i15-47-36
* Combos from 1st hit
* Alternate input SIT.2,1,2,1
** String moves recover 4 frames faster with alternate input
* Floating state
jin1,3h, L5, 9i10, i16~17-12-1
* Combo from 1st hit with 4f delay
* Grounded hit can be inconsistent
jin1,3,4h, L, l5, 9, 17i10, ,i23-13+3+29a
* Combo from 2nd CH with 7f delay
* Input can be delayed 12f
jin2,1,4~4h, m, l9, 9, 20i10, ,i20~21-12+16a
Interrupt with i16 from 2nd block
jin3,1,4h, h, l17, 7, 18i14, ,i18-13+3+29a
* Combo from 2nd CH with 9f delay
* Input can be delayed 14f
* Move can be delayed 12f
jind+2L22i22~23-14+4c
* Balcony break on airborne hit
* High crush 8~55
jind+3l7i15~16-14-3
jind+4L11i16~17-12-1
Flips over on grounded hit
* High crush 6~31
jindb+4l18i20~21-13+3+13g
jinws1,3,2,1,4m, h, m, m, l7, 8, 4, 3, 5i13~i14, ,i20~21-31+8
Combo from 1st hit
jinFC.df+4L20i21~i22-26+2c+69a (+53)
Transition to +12cg ZEN with F on hit
* High crush 1~57
jinf,n,d,DF+4l12i20~i21-31+8c
jinDVS.4L10i16-12-2c
* 3 chip damage on block
jinDVS.DF+3L24i33~34-23-2a
* 8 chip damage on block
* Low crush 5~25
* Floating state 26~28
jinOTG.d+1+2L24i19~20-13-2 (-10)
* Spike
jun1,3h, L5, 12i10, i23-12+2+6c
* Combo from 1st CH with 2f delay
jun1+4,2,d+4SL,h, h, L5,8, 10, 15i14 i17, ,i24~25-23~-22+27a
Combo from 3rd CH
* High crush 10~38
jun1+4,3,4SL,h, m, L5,8, 15, 17i14 i17, ,i25~26-13~-12+4c~+5c+26a
Combo from 3rd CH
jundf+3+4,4m, L17, 17i24~25, i25~26-13+4c+26a
Combo from 1st CH
jund+4L10i15-12-1
jundb+2L15i23~24-12+2+14g
* High crush 15~
jundb+3L14i18-12+2+6c
jundb+4L14i22~24-11~-9+0~+2+3~+5
Transition to r28 FC with D
* High crush 6~41
jundb+4,4L, L14, 15i22~24, i31~33-7~-5+4~+6+35a
* Combo from 1st CH
* Transition to r28 FC with D
* High crush 1~49
jundb+4,4,4L, L, L14, 15, 16i22~24, ,i31~33-7~-5+4~+6+35a
* Transition to r28 FC with D
* High crush 1~49
junb+1L19i29~30-10~-9+6~+7+0d
* Cancel to r39 FC with D on frame 25
* Transition to attack throw on CH, +22 damage, total 44
* Opponent recovers FDFA on CH
* High crush 6~
junb+3,4m, L20, 14i16~17, i20~22-11+0~+2+3
* Combo from 1st hit
* Links to db+4 extensions
* Transition in r28 FC with D
* High crush 1~42
junws1,4,2h, m, L14, 16, 17i12~13, ,i23~24-16+0c+13a
* Spike
* Combo from 2nd CH
* High crush 17~
junFC.df+2L12i16~17-11+0+18
Only i14 or faster attacks guaranteed on CH
* High crush 1~
junFC.df+3L12i21-19+0c
* Clean hit +10a, 15 damage
* Opponent recovers FDFA on CL
* High crush 1~47
junGEN.1L22i20~21-12+3c+26a
* Has good left sidestep tracking
* High crush 11~
junIZU.4L10i19-37-1c+23a
* High crush 13~
kazuya1,2,4h, h, L5, 8, 18i10, ,i23~24-14c-3+0c
* Combo from 2nd CH with 7f delay
* Move can be delayed 7f
kazuyad+3L10i16-17-6
* High crush 4~
kazuyad+4l6i12-15-4
* High crush 4~
kazuyad+1+2L20i23-14c+3c+27a
* High crush 6~
kazuyadb+3L14i19~20-12c-1+7c
* High crush 6~
kazuyadb+4L18i20-12+4+17g
Flips over on grounded hit
kazuyab+3,1,4h, h, l15, 10, 10i18, ,i16-10c+7
kazuyab+3,1,4,3h, h, l, l15, 10, 10, 12i18, ,i20-13c+1
kazuyauf+4,4m, l16, 12i25, -23+29a
Combo from 1st CH
kazuyauf+4,4,4m, l, l16, 12, 10i25, -23+17a (+10)
kazuyaf,n,d,DF+4L15i16-23-3c+20a
kazuyaBT.d+3l6i12-15-4
* High crush 1~
kazuyaDVK.OTG.db+1+2L20i24~29-13~-8+13a (+1)+16d
* Balcony Break on airborne hit
* +6c on standing normal hit
* Consumes 90F? of remaining Heat time
kazuyaDVK.db+3+4L(10)i24-19+2
* Deals 10 recoverable damage on hit - Cannot K.O
* Unparryable (projectile?)
* Consumes 150F? of remaining Heat time
* Transition to r10 CD with DF (-10?/+11)
** -10 on block when performing stance actions, cannot guard i23 moves
** Transition to r22 forward dash with f,n,f (-21?/+0)
kazuyaOTG.d+3+4L25i23-12-1
kazuyahFC.3L10i16-17-6
* -6c on crouching hit
* High crush 1~
kazuyahFC.4l6i12-15-4
* -4c on crouching hit
* High crush 1~
kingdf+4l10i14~15-14-3
kingdf+4,3,d+4l, h, L10, 11, 20i14~15, ,i33~35-10-8a FC+22a FC
* Recovers in crouch on hit.
* Otherwise recovers in FDFT.
* Low crush 25~
kingd+3L12i17-12+1
* Hits OTG.
kingd+4l6i14-15-4
kingd+3+4L14i16-25-9
* On CH, can access Stagger Kicks Flurry (d+3+4,4,4,4)
* High crush 6~
kingd+3+4,4L, L14, 7i16, i29-25-9
* Combo from 1st hit on CH.
* High crush 1~
kingd+3+4,4,4L, L, L14, 7, 7i16, ,i29-25-9
* Combo from 2nd hit on CH.
* High crush 1~
kingdb+3L17i23-14+4c+25a
* Tracks left side.
* Flip over on grounded hit
* High crush 6~
kingdb+4L20i29~31-17a-3d+27d
* r41 FC on hit
* High crush 6~14
* Low crush 16~29
* Floating state 30~
kingFC.df+1L20i32~34-12+73a(+57)
* Can also be performed with f,n,d,DF+1/CD.1.
* Tornado on grounded hit.
* High crush 1~
kingFC.d+3L10i18-17-6
* Can also be done by FC.db+3.
* Get extra range by FC.df+3/CD.DF+3.
kingBT.d+4l20i22~24-14-2d+28d
* Recovers in FDFT on block and whiff.
* Also can be done in backturn crouching.
* Low crush 11~
kingJGR.4L20i20~24-21+0c
* Power up into JGR.4* after 30F? or during Heat
** Partially uses remaining Heat time during Heat.
* Low crush 7~23
* Floating state 24~
kingJGR.4*L24i20~24-21+20a
* Effective startup i50~54?
* Partially uses remaining Heat time during Heat.
* Low crush 7~23
* Floating state 24~
kuma2,1,3h, m, l10, 11, 13i10, ,i18-13-2
* Combo from 2nd CH
kumaf+3+4L20i28~30-23+6a
* Unparryable (bug?)
* High crush 6~
kumad+3L12i20-17-6
* -6c on crouching hit
* High crush 4~
kumad+4l10i16-15-4
* -4c on crouching hit
* High crush 4~
kumadb+2L10i18-15-1
* Transition to HBS with D or 3+4 (-17/-3)
* High crush 6~51
kumadb+3l12i18-12+1
kumadb+4l20i21~22-23+6+74a (+38)
* Tornado
* Panda: Very slight decrease in vertical hitbox height (does not hit as high)
* High crush 6~51
kumadb+2+3l30i32~34-12+39a
* Balcony Break on airborne hit
* Hold 2+3 to power up, up to 2 charge levels and deal more chip damage on block
kumadb+2+3*l40i45~47-12+39a
* Balcony Break on airborne hit
* chip damage on block
kumadb+2+3**l60i60~62-4+43a
* Balcony Break on airborne hit
* chip damage on block
kumaub+1+2l25i31~32-17+12a
* Cancel to r22 HBS with D or 3+4 at frame 21
* Low crush 6~27
* Floating state 28~30
kumaqcf+2,2m, l15, 22i17~18, i33~34-18+40a
* Chip damage on block
kumaFC.1l12i19~21-8+2c
* High crush 0~46
kumaFC.df+2,1,1+2,3m, h, M, L12, 12, 6, 5i18~19, ,i32~33-18-7
* Interrupt with i15 from 3rd block
kumaFDFA.1+2l10i14~16-12+6+6
* Transition to HBS
* Move is airborne, requires strong parry
* Reverse direction when performed in FDFT
kumaHBS.2L16i21~24-15+21g
* Transition to HBS
* High crush 1~
kumaHBS.b+1+2L16i26~29-20c+3+7
* Head
* Transition to r40 HBS with input D or 3+4
* Panda: Reduced attack range and vertical hitbox (does not hit as high)
* High crush 1~67
kumaHBS.b+1+2,1+2L, L16, 33i26~29, i22~24-29c+8a
* Balcony Break
* Head
* Combo from 1st CH
* Panda: Reduced attack range and vertical hitbox (does not hit as high)
* High crush 1~59
kumaHBS.f+3+4L25i16~22-11+37a (+28)+69a (+22)
* Balcony Break
* Transition to SIT during attack active frames
* Unparryable?
* Very short hitbox reach
* Low crush 9~21
* Floating state 22~
kumaROL.3l20i18~26-18+33a
Recovers in FUFT
kumaSIT.1l15i21~22-12+4+9
kumaSIT.1,1l, l15, 13i21~22, i25~26-12+6
Combo from 1st CH
lars1,4h, l5, 10i10, i22-12+1
* Combo from 1st CH with 2F delay
* Transition to LEN with input D (-12/+3)
larsd+3l8i15-14-3
larsd+1+2l25i24~25-20+9d
* High crush 20~
larsdb+1l9i17-12-1
* High crush 6~
larsdb+4l19i20~21-26+5c+29a
* High crush 6~
larsf,F+4l12i21-31+5
larsDEN.4l14i23~25-12+1
* Transition to LEN with input D (-12/+3)
larsDEN.3+4L21i22~23-14-3+5c
* Transition to SEN with input F (-7/+4/+12c)
larsLEN.1L20i16~17-12+4c
* High crush 1~
larsSEN.2L23i17~19-12+6c+73a (+57)
* Tornado
* High crush 1~
lawdf+1,3m, l10, 6i13, i20-16-5
Combos from 1st hit
lawdf+3+4l12i18-15+4c+6a
* High crush 6~
lawd+1l15i21-12-1
Transition to Slide Step with DF
* High crush 6~
lawd+3l8i16-14-3
Transition to FC with D
lawd+4l7i15-11+0
lawd+3+4l7i12-15-2
Alternate input FC.d+4
* High crush 4~
lawdb+3l15i17-13+3c+13g
lawdb+4l20i26-37+15a
Homing
* High crush 6~
lawb+2,3m, l12, 10i16, i23-12-1
Delay-able
lawb+2,3,d+4m, l, l12, 10, 23i16, ,i34-37+11a
Delay-able
* High crush
lawuf+1,3h, l10, 10i12, i19-13-1
* Combos from 1st hit
* Alternate input:
** Ki Charge~1,3
** b,B+2+3~1,3
lawuf+3+4l27i29-24+5
Alternate input DSS.uf+3+4
* Low crush 8~30?
law1+2+3+4~1,3h, l10, 10i12, i19-13-1
* Combos from 1st hit
* Alternate input:
** uf+1,3
** b,B+2+3~1,3
lawss3l17i18-13+7+16c
* Transition to DSS on hit
lawFC.3l10i16-17-6
* High crush 4~
lawFC.4l7i12-15-2
Alternate input d+3+4
* High crush 4~
lawFC.df,d,df+3l17i16~20-23+13
* Alternate input df+3 in Slide Step
lawBT.d+3l6i12-15-4
lawBT.d+4l17i23-13+6c+26d
lawDSS.4l21i21-13+6c+38a
lee2,1,4h, h, l10, 8, 18i10, ,i25-15+1+11
*
leedf+1,2,2,1,3,3m, h, h, h, h, L10, 5, 6, 5, 7, 6i13, ,i24-25-14
* Combo from 5th CH
leeD+4l7i12-13-14-2
leeD+4,4l, l7, 8i12, i20-15-16-4
Combos from 1st hit CH
leeD+4,4,4l, l, l7, 8, 5i12, ,i20-15-16-4
Combos from 2nd hit CH
leed+3l17i16-15-1+17a
Transition to -15, -1, +17a HMS with 4
* High crush 6~
leed+4l7i12-13-14-2
leedb+3L12i20-12-1
leedb+4l6i12-15-4
Alternate input FC.4
* High crush
leedb+3+4L19i21-13+4+38a
leeb+3l9i15-14-3
leeb,n,4l20i21-13+3+12
*
* High crush
leews3,3,D+3M, m, l16, 11, 8i10, ,i26-19-8
* Combos from 2nd hit CH
leeFC.3l10i13-17-6
*
* High crush
leeFC.4l6i12-15-4
* Alternate input db+4
* High crush
leeFC.df,d,DF:3l26i18~24-15~-9+5+5d
* * Frame advantage on block depends on spacing.: Ranges from -15 up close, to -9 at tip range.
* Perfect Input not required during Heat
* Perfect input when DF and 3 are input during the same frame
* Partially consumes remaining Heat Time, while Perfect input restores Heat Time
* Is not bufferable from full crouch (regular version gets buffered instead)
* High crush
* Low crush
leeFC.df,d,DF+3l20i18~24-15~-9+5+5d
* * Frame advantage on block depends on spacing: Ranges from -15 up close, to -9 at tip range.
* Bufferable from full crouch
* High crush
* Low crush
leeFC.df+4l17i16~17-14+3c+25d
* Transition to -14, +3, +25d HMS with 3
* High crush
leeHMS.4l20i22-13+4c+72a (+56)
* Instant Tornado on CH
* High crush 6~
leeMS.3+4l20i25~31-15~-9+5c+5d
* High crush
* Low crush
leo1,2,4h, h, L5, 10, 15i10, ,i24-13+3+8d
Combo from 2nd CH
leodf+2+3L20i21~22-12~-11+5+21d
* High crush 6~
leod+3l10i16-17-6
* High crush 4~
leod+4L13i16~17-11~-10+0
leod+3+4l7i12-15-4
* High crush 4~
leodb+4L11i20~22-31~-29+2+33a
* Clean hit +2
* Staggers on block
* Causes float on hit if db+4,1 is input
* High crush 11~
leof,F+4,3,4m, h, L12, 23, 17i19, ,i29~31-12~-10-1+30a
* Low crush 0~7
* Floating state 8~10
* High crush 20~
leows1,4m, L13, 12i14~15, i19~20-12~-11-1
Combo from 1st CH
leoFC.df+3L20i21~23-26~-24+37a
leoqcf+1L17i18~19-13~-12-1+11
* High crush 6~
leoKNK.4L18i20-12+4c+17d
* Spike
* Enter CD -10 +6c +19d with df
leoKNK.3+4L24i24-26+19d
* High crush 8~
leoOTG.d+3+4L22i21~22-13~-12+3
* Spike
* -2d (-10) on grounded hit
leohFC.3l10i16-17-6
leohFC.4l6i12-15-4
leroy3,3m, L14, 13i15, i18-14+2+15d
* Delayable
* Combo from 1st hit
leroy1+4L16i100~279-26+24
Power up during Heat (partially uses remaining Heat time)
leroyd+2L11i15~16-13~-12-2~-1+3~+4
* High crush
leroyd+2,4L, L11, 11i15~16, i24~25-13~-12-2c+38d
* High crush
leroyd+3L8i16-13-2
leroyd+4L9i14~15-12~-11-1~0
leroydb+3L12i20~21-8~-7+5~+6+14c
Transition to HRM
* High crush
leroydb+4L13i17-15-4c+36d
* High crush
leroySS.4L17i18~19-12+4+14
* Can be delayed
leroyFC.df+4L14i15~16-13~-12-2~-1+3~+4
* High crush
leroyHRM.3L8i16-13-2
leroyHRM.b+3L12i20~21-31-9
leroyHRM.b+4L17i20~21-13+4c+28a
Homing
* High crush
leroyOTG.db+2li17~18-16-5
Power up during Heat (partially uses remaining Heat time)
leroyOTG.db+2,1+2l, li17~18, -13-2
lidia1,2,4h, h, l5, 8, 15i10, ,i26-13+3+26a
* Input can be delayed 8f
* Interrupt with i7 from 2nd block
* Can be low parried on hit
* Can hit grounded while off-axis
lidia2,1,4,4h, h, h, l8, 10, 15, 5i11, ,i24~25
* High crush
lidiad+2L12i18-14-4+12
* High crush 6~
lidiad+3l9i15-16-5+5
Can hit grounded off-axis
lidiad+4l6i12-15-4
* High crush 4~
lidiadb+3L17i16~17-11+7
* Homing
* Clean hit adds 3 damage
* Transition to HRS on hit or block only
* Transition to attack throw on CH
* HRS transition is -19
lidiadb+4l15i22-13+0
Can hit grounded off-axis
lidiaFC.df+3L16i20-26+2c
* +12a on clean hit, 4 extra damage
* High crush 1~
lidiaFC.d+3L10i16-17-6
* High crush 1~
lidiaFC.d+4l6i12-15-4
* High crush 1~
lidiaCAT.4L14i19~20-6+8c+33a
* Transition to WLF on hit or block only
* Crouching state ends early on frame 20 when transitioning to WLF
* WLF transition is -14
* High crush 11~31
lidiaHRS.1+2L17i20~21-18-1c+67a (+51)
* High crush 8~
lidiaOTG.d+1+2L24i18~19-13+6c
* Spike
* Power up based on Heaven and Earth level
* Regain recoverable health
liliH.RAB.3L22i20~21-13+24a+70a (+54)
* Homing
* Tornado on CH
* Partially consumes remaining Heat time
* High crush 6~
lili1,2,3h, h, L5, 12, 13i10, ,i26-13-2+6c
* Combo from 2nd CH
* High crush 10~45
lili2,3h, L8, 13i10, i26-13-2+6c
* Combo from 1st hit
* High crush 10~45
lilidf+4,4m, L12, 23i13~14, i20~21-13-2+8
* Floor Break
* Combo from 1st hit with 9f delay
* Input can be delayed 13f
* Move can be delayed 8f
lilid+1L10i18~19-11+0
* Transition to FC with D
* High crush 9~29
lilid+3L14i19~20-12+1+5c
lilid+4l6i12-15-4
* High crush 4~
lilidb+4L20i30~31-24+76a (+60)
* Homing
* Snake Edge
* Instant Tornado
* Stagger on block
* High crush 7~37
lilidb+3+4L20i24~25-18+3d+33a
* High crush 16~
lilif,F+4L23i22~23-12+4
* Floor Break
* Enter BT -6 +10g +10 r24 with B
* Different stun animation on CH, but no change in frame advantage without BT entry
liliws1,2,4m, h, L10, 16, 20i13~14, ,i22~23-14+12a+43a
* Combo from 2nd CH with 7f delay
* Input can be delayed 11f
* Move can be delayed 10f
* High crush 13~51
liliFC.3L10i16-17-6
* High crush 1~
liliFC.4l6i12-15-4
* High crush 1~
liliFC.df+3L19i19-28-18~-9-2~+7+26a
* Can be done from Crouch Level 1
* High crush 10~47
liliBT.d+2L17i16-12+5c+14d
* High crush 4~
liliBT.d+3L8i17~19-17-1+2c
* High crush 4~40
liliBT.d+4L9i14-11+1
* High crush 4~
liliBT.d+3+4L25i20~22-26+19a
* Transition to t63 r41 with F (cs8~46)
* Stagger on block
* High crush 8~41
liliRAB.3L20i20~21-13+3c+70a (+54)
* Homing
* Instant Tornado on CH
* Powered up during Heat: 22 damage and KND on normal hit
* High crush 6~
miary-zodf+3+4L17i21-15-4+6a
* High crush 6~45
miary-zod+3L14i20-14+1+12g
Weapon
* High crush 12~
miary-zodb+3L21i22~23-26+5c+44a
* Stagger on block
* High crush 8~
miary-zodb+4L13i18-12+1
miary-zouf+2,3h, L14, 14i17, i27~28-14+2c
* Combo from 1st hit
miary-zoFC.df+4L16i18~19-26+4c
* Clean hit +9a, 4 extra damage
* Stagger on block
* High crush 1~44
miary-zoMOR.4L10i17-12-1
* High crush 1~29
nina4,4,4h, h, L15, 21, 20i11, ,i30~31-12+4c+46a
* Balcony break on airborne hit
* Combo from 2nd CH
* High crush 16~55
ninadf+3,2,1,4m, h, h, L13, 12, 6, 12i14, ,i23-13-2
Combo from 3rd CH with 2f delay
* High crush 10~
ninad+2L13i20-12+0+5
* Transition to -8, +2, +7 CD with F
* High crush 6~
ninad+3L10i16-17-6
* High crush 4~
ninad+4l6i12-15-4
* High crush 4~
ninadb+3L17i20-13+4c+13a
ninadb+4L5i16~17-9a+2
* High crush 6~16
<Showing 4001-4400 of 6206 moves>