
| Char | Command | Hit level | Damage | Startup | Block | Hit | Counter hit | Notes |
|---|---|---|---|---|---|---|---|---|
| nina | uf+4,3 | h, L | 23, 10 | i18, i18 | -19 | -8 | Combo from 1st CH * High crush 35~64 | |
| nina | d,DF+4 | L | 20 | i20~24 | -37 | +14a | +27a | Faster version of df+3+4 * High crush 1~ |
| nina | uf,n,D+3 | L | 15 | i43 | -17 | -6 | * Low crush 9~30 * Floating state 31~33 * High crush 34~53 | |
| nina | SS.4 | L | 14 | i20 | -14 | +6c | Sidestep adds minimum 9f, effective startup i29 * High crush 6~39 | |
| nina | qcf+3 | L | 17 | i19~28 | -20~-11 | +0c~+9c | +21a | * High crush 10~49 |
| nina | OTG.d+3+4 | L | 30 | i17~18 | -17 | -7d | Spike | |
| nina | hFC.3 | L | 10 | i16 | -17 | -6 | * -6c on crouching hit * High crush 1~ | |
| nina | hFC.4 | l | 6 | i12 | -15 | -4 | * -4c on crouching hit * High crush 1~ | |
| panda | 2,1,3 | h, m, l | 10, 11, 13 | i10, ,i18 | -13 | -2 | * Combo from 2nd CH | |
| panda | f+3+4 | L | 20 | i28~30 | -23 | +6a | * Unparryable (bug?) * High crush 6~ | |
| panda | d+3 | L | 12 | i20 | -17 | -6 | * -6c on crouching hit * High crush 4~ | |
| panda | d+4 | l | 10 | i16 | -15 | -4 | * -4c on crouching hit * High crush 4~ | |
| panda | db+2 | L | 10 | i18 | -15 | -1 | * Transition to HBS with D or 3+4 (-17/-3) * High crush 6~51 | |
| panda | db+3 | l | 12 | i18 | -12 | +1 | ||
| panda | db+4 | l | 20 | i21~22 | -23 | +6 | +74a (+58) | * Tornado * High crush 6~ |
| panda | db+2+3 | l | 30 | i32~34 | -12 | +39a | * Balcony Break * Hold 2+3 to power up, up to 2 charge levels and deal more chip damage on block | |
| panda | db+2+3* | l | 40 | i45~47 | -12 | +39a | * Balcony Break * chip damage on block | |
| panda | db+2+3** | l | 60 | i60~62 | -4 | +43a | * Balcony Break * chip damage on block | |
| panda | ub+1+2 | l | 25 | i31~32 | -17 | +12a | * Cancel into HBS with input D or 3+4 * Low crush | |
| panda | d,df,f+2,2 | m, l | 15, 22 | i17~18, i33~34 | -18 | +40a | * Chip damage on block | |
| panda | FC.1 | l | 12 | i19~21 | -8 | +2 | ||
| panda | FDFA.1+2 | l | 10 | i14~16 | -12 | +6 | +6 | * Transition to HBS * Move is airborne, requires strong parry |
| panda | HBS.2 | L | 16 | i21~24 | -15 | +21g | * Transition to HBS * High crush 1~ | |
| panda | HBS.b+1+2 | l | 16 | i26~29 | -25c | +14a | * Transition to HBS with input D or 3+4 | |
| panda | HBS.b+1+2,1+2 | l, l | 16, 33 | i26~29, i22~24 | -29c | +8a / -3a (-10) | * Balcony Break * Less frame advantage occurs after Combo from last hit | |
| panda | ROL.3 | l | 20 | i18~26 | -18 | +33a | Recovers in FUFT | |
| panda | SIT.1 | l | 15 | i21~22 | -12 | +4 | +9 | |
| panda | SIT.1,1 | l, l | 15, 13 | i21~22, i25~26 | -12 | +6 | Combo from 1st CH | |
| paul | 1,4 | h, L | 5, 8 | i10, i23 | -11c | +1 | * Combo from 1st CH * High crush 14~ | |
| paul | d+1,4 | m, L | 16, 15 | i14~15, i19 | -31c | -17 | +14a FUFA | * Move can be delayed 5f * Input can be delayed 5f * Combo from 1st CH with 5f delay |
| paul | d+4 | L | 9 | i15 | -31c | +14a FUFA | +14a | * Clean Hit range 1.59 * 8 damage, -17 on hit without Clean Hit * Stagger state on block |
| paul | db+3 | L | 12 | i15~i17 | -18c | -4 | * -4c on crouching hit * High crush | |
| paul | db+4 | L | 6 | i12 | -15c | -4 | * High crush | |
| paul | b+4 | L | 14 | i20~21 | -12c | +4 | +17g | |
| paul | f,F+2,2 | m, L | 14, 21 | i15~17, i36~38 | -19c | +27a | * Cancel to -28 -18 FC with B * Alternate input FC.df+2,2 * High crush 33~83 | |
| paul | f,F+3,4,d+4 | m, m, L | 17, 10, 15 | i15~16, ,i27~28 | -17c | -6 | * Low crush 10~24 * Floating state 25~27 * High crush 58~101 | |
| paul | SS.3 | L | 17 | i19 | -12c | +4 | +12c | * Effective minimum startup 28f |
| paul | qcf+3 | L | 18 | i18~19 | -14c | +0 | +20a | * Clean hit range 2.0 * 17 damage on hit without Clean Hit * +7 on CH without Clean Hit * High crush 7~40 |
| paul | qcf+1+2 | L | 20 | i32~33 | -12c | +71a (+55) | * Cancel to t41 FC with B * High crush 1~33 | |
| paul | DPD.df+4 | L | 17 | i17 | -13 | +3 | +24d | * Effective minimum startup 27f * Clean Hit range 1 * Damage without clean hit 20 |
| paul | OTG.d+2 | L | 16 | i18 | -12c | -1d (-9) | * Spike * +4 on hit against standing opponent | |
| paul | qcb+3 | L | 14 | i18~19 | -21c | -10g | +21a | * High crush 1~ |
| raven | 2,3 | h, l | 9, 10 | i10, i22 | -13 | -2 | Combo from 1st hit * High crush 6~ | |
| raven | 4~3,1 | m,m, l | 8,10, 15 | i16 i29~30, i34~35 | -13~-2 | +4~+5 | Can be delayed * High crush 1~ | |
| raven | d+3 | L | 10 | i15 | -11 | +0 | ||
| raven | d+4 | L | 18 | i21 | -13 | -2 | +13g | * High crush 6~ |
| raven | db+3 | L | 19 | i28~29 | -12~-11 | +5~+6 | +39d | Cannot be low parried * Low crush 8~24 * Floating state 25~27 * High crush 28~ |
| raven | db+4 | L | 21 | i24~25 | -14~-13 | +4c~+5c | +37a | * High crush 6~49 |
| raven | b+2,2,1+2 | h, m, L | 12, 17, 20 | i15~17, ,i20~21 | -30~-29 | +3d | * Combo from 2nd CH * High crush 18~29 | |
| raven | b+4,B+4~3 | m, L | 13, 11 | i14~15, i20 | -11 | +0 | * High crush 12~37 | |
| raven | u+3,3 | h, L | 23, 18 | i27~28, i31~32 | -16~-15 | +16a | * Transitions to r76 Ki Charge on hit only * Alternate input: ub+3,3 * Can be performed during CD (Shadow Sprint) * High crush 14~39 | |
| raven | uf+3+4,4 | m, L | 17, 9 | i23~25, i21~22 | -11~-10 | +0~+1 | Can be performed during CD (Shadow Sprint) * High crush 1~41 | |
| raven | qcf+2 | L | 18 | i22~23 | -12~-11 | +5~+6 | +14~+15 | Cancel to r41? BT with qcf+2~B * High crush 10~45 |
| raven | FC.3 | L | 10 | i16 | -17 | -6 | * High crush 1~ | |
| raven | FC.4 | l | 6 | i12 | -15 | -4 | * High crush 1~ | |
| raven | FC.df+3 | L | 17 | i20~22 | -9~-7 | +2~+4 | +30d | Alternate input: d,DF+3 * High crush 1~35 |
| raven | BT.d+2 | L | 20 | i20~21 | -12 | +4 | +38d | * Transition to Blind Fall (standing) on hit * Transition to +4 BT (Blind Labyrinth) with B on hit * Transition to +4 FC (Blind Fall) with D on hit * High crush 4~ |
| raven | BT.d+3 | L | 16 | i25~27 | -26~-24 | +0~+2 | * Tornado * on Clean hit only * Clean hit +74a (+58), 20 damage * High crush 4~48 | |
| raven | BT.d+4 | l | 6 | i12 | -15 | -4 | * High crush 1~ | |
| raven | BT.f,F+3+4 | L | 17 | i23~30 | -18~-11 | +24a | * Floating state 13~21 * High crush 18~49 | |
| raven | BT.f+4 | L | 13 | i16 | -9 | +4 | ||
| raven | SZN.4 | L | 21 | i17~24 | -14~-7 | +4~+11g | +13a~+20a | * High crush 6~ |
| reina | d+4 | l | 6 | i12 | -15 | -4 | * High crush 4~ | |
| reina | db+4 | L | 7 | i16 | -13 | -2 | +2 | |
| reina | SS.4 | l | 17 | i18~19 | -13 | +0 | +13g | |
| reina | SSH.3 | L | 26 | i32 | -26 | -4c | * High crush | |
| reina | SSH.CH.3 | l | 33,18 | i22 | +0 | * Spike | ||
| reina | FC.d+3 | l | 10 | i16 | -17 | -6 | * High crush 1~ | |
| reina | OTG.d+4 | L | 14 (11) | i19 | -19 | -8 / -8a (-16) | 22 (17) dmg if done with input OTG.d+4 alone | |
| reina | OTG.d+4,1 | L, L | 14 (11), 17 (20) | i19, i20~21 | -26 | -10 / -15a (-23) | * Blue spark with input OTG.d+4:1 on frames 15-18 for 20 (16) dmg * Jails from 1st block * Combo from 1st hit | |
| reina | UNS.d+4 | L | 14 | i20 | -12 | +3 SEN | +13 SEN | * Transition to SEN on hit only * Transition to standing (+0/+10) on hit with B * High crush 6~35 |
| reina | WGS.DF+4 | L | 6 | i16 | -23 | +2c | * 8 dmg if manual CD | |
| reina | WGS.DF+4,4 | L, L | 6, 16 | i16, i17~18 | -23 | +2 | +23a | * Combo from 1st hit * High crush |
| reina | WRA.d+4 | L | 9 | i16~17 | -15 | -4 | +2 | * High crush 6~ |
| shaheen | f+2,4 | h, L | 10, 16 | i12, i22~23 | -13 | +2 | +29a | * Combo from 1st hit with 3F delay * Transition to -11, +4, +31a SNK with DF * Move can be delayed by 10F * Input can be delayed by 11F |
| shaheen | d+1 | L | 16 | i20~21 | -13 | +4 | +28g | * Partially restores remaining Heat time on hit * High crush 6~52 |
| shaheen | d+3 | L | 12 | i16~17 | -14 | +0 | * Transition to -10, +4 SNK with DF * High crush 6~48 | |
| shaheen | d+4 | L | 10 | i19 | -12 | +1 | ||
| shaheen | db+3 | L | 12 | i20~21 | -17 | -6 | ||
| shaheen | SS.2 | L | 14 | i20 | -12 | +1c | * Sidestep takes 9f; effective startup i29 * High crush 15~ | |
| shaheen | FC.df,d,DF+3 | L | 17 | i16~20 | -23a | +7a | * Transitions to SNK on hit * Low crush | |
| shaheen | FC.df+4 | L | 16 | i16~17 | -14 | +1 | * Transition to -11, +4 SNK with DF | |
| shaheen | SNK.4 | L | 20 | i20~22 | -14 | +3c | +14c | |
| steve | 1,2,1,d+2 | h, h, h, l | 5, 10, 15, 19 | i10, ,i26-27 | -12 | +1c | +14d | * Transition to r30 FC with d_db * High crush 10~ |
| steve | d+1 | l | 12 | i16 | -13 | -2 | * High crush 6~ | |
| steve | d+2 | l | 11 | i17 | -18 | -5 | * High crush 6~ | |
| steve | db+2 | l | 21 | i26 | -12 | +1c | +14d | * Transition to r30 FC with d_db * High crush 6~ |
| steve | db+3 | l | 10 | i16 | -13 | +0 | ||
| steve | b+1,d+2 | h, l | 10, 10 | i13, i27~28 | -11 | +0 | * Combo from 1st hit * Transition to r25? PAB with f (-9/+2) * r25? PAB FC cancel? * High crush 13~ | |
| steve | uf+3 | l | 20 | i36~37 | -12 | +9 | * Low crush 9~ | |
| steve-after | afters+1 | l | 23 | i16 | -12 | +17d | * High crush 6~ | |
| steve | qcf+2 | l | 18 | i19 | -18 | +2c | * Transition to r36? PAB with F (-18/+2c) ** r36? FC cancel? * High crush 10~ | |
| steve | ALB.d,d+1 | sp, l | 30 | i13, i22 | -12 | +14d | * ALB.d_u takes 37 frames, effective startup time is i59 * High crush 6~ | |
| steve | ALB.d+2 | l | 17 | i34 | -12 | +1c | +14d | * High crush 6~ |
| steve | OTG.d+1+2 | L | 16 | i17 | -11c | +2 | * Recovers in crouch * +0d (-8) on grounded hit | |
| steve | PAB.d+1 | l | 11 | i15~16 | -12 | +2 | * Alternate input: FC df1 * High crush 6~ | |
| steve | PAB.d+2 | l | 25 | i28~29 | -12 | +7 | +32a | * High crush 6~ |
| victor | 1,3 | h, L | 5, 11 | i10, i21~22 | -12 | -1 | * Combo from 1st hit with 2F delay * -1c on crouching hit | |
| victor | d+1 | l | 7 | i16 | -17 | -6 | * Cannot be parried (weapon low) | |
| victor | d+3 | l | 11 | i18~19 | -13 | -2 | ||
| victor | d+4 | l | 10 | i16 | -13 | -2 | +0 (th) | |
| victor | db+4 | l | 17 | i20~21 | -26 | +4c | +49a | * High crush 6 |
| victor | IAI.4 | L | 17 | i18~19 | -13 | +3 | +8 | |
| victor | PRF.1 | L | 15 | i19~20 | -12 | +4c | +14g | * High crush 6~50 |
| xiaoyu | df+3 | L | 23 | i29~30 | -23 | +71a (+55) | * Tornado * Instant Tornado * Homing * Cancel to BT with B (r31) * On hit of whiff, transition to AOP with D * Snake Edge * High crush 6~29 | |
| xiaoyu | d+3 | L | 12 | i14 | -12 | -3 | +1 | * * High crush 6~ |
| xiaoyu | d+4 | l | 6 | i12 | -15 | -4 | * Alternate input FC.4 | |
| xiaoyu | db+2 | L | 13 | i18~19 | -8 | +5c | +12 | * * High crush 6~ |
| xiaoyu | db+3 | L | 0 | i15 | +2c | +2c | +14 | * |
| xiaoyu | db+4 | L | 14 | i18 | -12 | +4c | +14 | * This move is +20 on a traded hit |
| xiaoyu | b+2,2 | m, L | 13, 15 | i15~16, i21~23 | -7 | +4 | +22a | * Transition to BT * Combo from 1st hit with 9F delay * Move can be delayed by 6F * Input can be delayed by 11F |
| xiaoyu | uf+1 | L | 15 | i33 | -7 | +10g c | * Cancel to r42? FC with D * Low crush 9~ | |
| xiaoyu | While landing 3 | L | 19 | i15 | -18 | +27a | * | |
| xiaoyu | SS.4 | l | 19 | i18 | -13 | -2 | +29a | * * High crush 6~ |
| xiaoyu | FC.3 | L | 11 | i15~17 | -15 | -4 | * High crush 1~49 | |
| xiaoyu | FC.4 | l | 6 | i12 | -15 | -4 | * * High crush 1~46 | |
| xiaoyu | FC.df+2 | L | 8 | i19 | -8 | +3 | * Transition to FC BT with DF_D_DB * High crush 1~27 | |
| xiaoyu | FC.df+2,1 | L, l | 8, 10 | i19, i18 | -8 | +3 | * Combo from 1st hit * Jail from 1st block * Transition to FC BT with DF_D_DB * High crush 1~45 | |
| xiaoyu | FC.df+4 | L | 13 | i18~20 | -7 | +4 | * Transition to AOP * Alternate input AOP.f+4 * High crush 1~ | |
| xiaoyu | FC.df+4,4 | L, L | 13, 13 | i18~20, i27~29 | -6 | +5 | * Combo from 1st hit CH * Alternate input AOP.f+4,4 * High crush 1~ | |
| xiaoyu | AOP.3 | L | 19 | i25 | -16 | +0 | +27a | * * High crush |
| xiaoyu | AOP.3+4 | L | 22 | i23 | -33 | +1d | * Transition to FUFT on block | |
| xiaoyu | AOP.d+1 | L | 13 | i19 | -12 | -1 | +0 | * * High crush |
| xiaoyu | AOP.f+4 | L | 13 | i18~20 | -7 | +4 | * Transition to AOP * Alternate input FC.df+4 * High crush 1~ | |
| xiaoyu | AOP.f+4,4 | L, L | 13, 13 | i18~20, i27~29 | -6 | +5 | * Combos from 1st hit CH * Alternate input FC.df+4,4 * High crush 1~ | |
| xiaoyu | BT.db+4 | L | 0 | i15 | +2 | +2 | +14 | * Alternate input BT.df+4 |
| xiaoyu | BT.d+3 | L | 12 | i16 | -12 | +7c | * | |
| xiaoyu | BT.d+4 | L | 19 | i20~22 | -26 | -1 | +27d | * Instant Tornado * Clean hit damage: 20 * +27d on clean hit * High crush 8~ |
| xiaoyu | BT.uf+1 | L | 15 | i33 | -7 | +12g c | * Transition to AOP * Cancel to FC with D * Alternate input BT.u+1 * Low crush 9~ | |
| xiaoyu | HYP.3 | L | 17 | i20 | -13 | +7c | * Homing * Powered UpBased on the number of steps taken in HYP:HYP.3 damage increases and becomes more plus on hit. See the charts in th HYP section for more details. up when in Heat or based on the number of steps taken. * Consumes 450F of heat timer during heat * High crush 6~30 | |
| yoshimitsu | 2,d+3 | h, L | 10, 11 | i11, i22 | -12 | -1 | * Combo from 1st hit with 2f delay * Move cannot be delayed * High crush 12~ | |
| yoshimitsu | d+3 | L | 12 | i15~17 | -18~-16 | -4~-2 | Most commonly impacts on frame 16, except when tracking right * High crush 4~ | |
| yoshimitsu | d+4 | l | 6 | i12 | -15 | -4 | * High crush 4~ | |
| yoshimitsu | db+1 | L | 12 | i26~28 | -11~-9 | +4~+6 | +7~+9 | Unavailable in NSS * High crush 8~ |
| yoshimitsu | db+3 | l | 8 | i18~19 | -25 | -14 | * High crush 6~ | |
| yoshimitsu | db+3,3 | l, l | 8, 7 | i18~19, i15~17 | -19 | -7 | * Combo from 1st hit * Enter IND r20 with d+3+4 * High crush 1~ | |
| yoshimitsu | db+3,3,3 | l, l, l | 8, 7, 7 | i18~19, ,i15~17 | -19~-17 | -7~-5 | * Combo from 2nd CH * Enter IND r20 with d+3+4 * High crush 1~ | |
| yoshimitsu | db+3,3,3,3 | l, l, l, l | 8, 7, 7, 5 | i18~19, ,i15~17 | -19 | -7 | * Combo from 3rd CH * Enter IND r20 with d+3+4 * High crush 1~ | |
| yoshimitsu | db+3,3,3,3,3 | l, l, l, l, l | 8, 7, 7, 5, 5 | i18~19, ,i15~17 | -19 | -7 | * Combo from 4th CH * Enter IND r20 with d+3+4 * High crush 1~ | |
| yoshimitsu | db+3,3,3,3,3,3 | l, l, l, l, l, l | 8, 7, 7, 5, 5, 5 | i18~19, ,i9~11 | -26 | -15 | * Combo from 5th CH * High crush 1~ | |
| yoshimitsu | db+4 | L | 14 | i17 | -12 | -1 | ||
| yoshimitsu | b+1,1,db+3 | h, h, l | 8, 9, 7 | i17, ,i13~14 | -20 | -9 | * Combo from 1st hit * Can combo to DB+3 extensions * Can be performed after one or three b+1 * High crush 10~ | |
| yoshimitsu | b+1,1,db+3,3 | h, h, l, l | 8, 9, 7, 5 | i17, ,i15~17 | -19 | -7 | * Combo from 3rd CH * Can combo to db+3 extensions * Enter IND r20 with d+3+4 * Can be performed after one or three b+1 * High crush 1~ | |
| yoshimitsu | uf+2 | L | 25 | i35~36 | -16 | +6g | +25a | * Weapon * Cancel to r47 FC with D on frame 27 * Low crush 10~29 * Floating state 30~32 |
| yoshimitsu | FC.d+3 | L | 10 | i16 | -17 | -6 | * High crush 1~ | |
| yoshimitsu | FC.d+4 | l | 6 | i12 | -15 | -4 | * High crush 1~ | |
| yoshimitsu | BT.d+1 | L | 20 | i17~18 | -13 | +3 | +38a | Weapon * High crush 6~ |
| yoshimitsu | DGF.3 | L | 18 | i22~23 | -13 | +6c | +28a | Airborne attack, can't be low parried * Low crush 1~18 |
| yoshimitsu | FLE.2 | L | 20 | i24~28 | -12~-8 | +30a | * Side switches on close hit * Can combo to ws4 on no side switch * Floating state 1~ * High crush 6~ | |
| yoshimitsu | IND.4 | L | 18 | i47~48 | -26 | +4c | +31a | * Homing * Enter IND -26 +8 +35a r24 with d+3+4 * High crush 1~ |
| yoshimitsu | KIN.3 | L | 17 | i25~32 | -16~-9 | +13a | +25a | * Low crush 10~20 * Floating state 21~23 * High crush 24~ |
| yoshimitsu | KIN.d+1 | L | 20 | i23~24 | -13 | +3 | +38a | * Weapon * Cancel to r34 FC with DB on frame 16 * High crush 22~ |
| yoshimitsu | NSS.BT.d+1 | l | 15 | Yoshimitsu remains in NSS | ||||
| yoshimitsu | NSS.FC.DF+1 | l | 12 | i25~26 | -16 | +27a | * High crush 1~34 | |
| yoshimitsu | NSS.FC.DF+1,2 | l, L | 12, 20 | i25~26, i25~26 | -14 | +14 | * Floor Break * Combo from 1st hit * Interrupt with i7 from 1st block * High crush 1~45 | |
| yoshimitsu | NSS.FC.df+3 | L | 12 | i20~21 | -26 | +67a (+51) | * High crush 1~ | |
| yoshimitsu | NSS.KIN.d+1 | L | 17 | i23~24 | -13 | +3 | +38a | Cancel to r34 FC with DB on frame 16 * High crush 22~ |
| yoshimitsu | NSS.u+1+2 | L | 18 | i27~29 | +5 | +21g | * Floor Break * Can't be low parried * Opponent recovers crouching * Low crush 9~24 * Floating state 25~ | |
| yoshimitsu | WFL.4 | L | 15 | i23~24 | -9 | +15c | Transition to r24 IND on hit only * Low crush 1~12 * High crush 12~ * Floating state 13~ | |
| yoshimitsu | hFC.db+3 | l | 8 | i18~19 | -25 | -14 | * Leads to db+3 extensions * Can be done from Crouch Level 1 * High crush 1~ | |
| yoshimitsu | hFC.df+4 | L | 18 | i18~19 | -26 | +4c | +31a | * Homing * Enter IND -26 +8c +35a r24 with d+3+4 * Can be done from Crouch Level 1 * High crush 1~ |
| zafina | 2,1,3 | h, m, L | 8, 9, 11 | i10, ,i32 | -17 | +4d | * Combo from 2nd hit CH with 1f delay * Input can be delayed 11f * Move can be delayed 10f * Cancel 3rd hit to MNT -17 -9 r25 with D * Floating state 6~31 * High crush 32~69 | |
| zafina | df+3,d+4 | m, L | 15, 15 | i15~16, i25~26 | -14 | +1c | Combo from 1st hit * High crush 11~ | |
| zafina | d+3 | L | 14 | i22 | -15 | +5c | +24d | * Transition to MNT -13 +7c +26d r32 with D * Evasive (can go under some mids) * High crush 6~ |
| zafina | d+4 | L | 8 | i17~18 | -19 | -3 | +7 | |
| zafina | db+3 | L | 13 | i18 | -8 | +3 | * Cancel SCR transition -11 +0 t48 r30 with B | |
| zafina | db+4 | L | 14 | i21~22 | -12 | -3 | +3 | * Transition to -13 -4 +2 MNT with D * High crush 6~40 |
| zafina | db+1+2 | L | 10 | i28~29 | -16 | +15a | * High crush 9~66 | |
| zafina | FC.df+3 | L | 15 | i23~24 | -26 | +14a | * Enter MNT -26 +13a with D * High crush 1~ | |
| zafina | FC.d+3 | l | 10 | i16 | -17 | -6 | * High crush 1~ | |
| zafina | FC.d+4 | l | 6 | i12 | -15 | -4 | * High crush 1~ | |
| zafina | MNT.3 | L | 12 | i15~16 | -12 | -1 | * High crush 1~46 | |
| zafina | MNT.4 | L | 13 | i17~18 | -19 | -3 | +7 | * Enter TRT with D * High crush 1~62 |
| zafina | MNT.d+1 | L | 14 | i15~16 | -11 | 0 | * High crush 1~58 | |
| zafina | MNT.d+4 | L | 19 | i20~27 | -22~-15 | +4c~+11c | +19a~+26a | * Knee * Evasive (can go under mids) * High crush 1~ |
| zafina | SCR.b+1+2 | L | 20 | i16 | -18 | +23g | * Weapon * Evasive (can go under some mids) * Deal 10 recoverable damage to self without Heat * Gain ORB on hit * Azazel's Power * High crush 7~35 | |
| zafina | SCR.df+3 | L | 10 | i28~30 | -23 | -10c | * Homing * High crush 6~ | |
| zafina | SCR.df+3,3 | L, L | 10, 10 | i28~30, i29~31 | -23 | +54a (+38) | * Homing * Combo from 1st hit * High crush 1~ | |
| zafina | SCR.df+4 | L | 17 | i19~20 | -14 | +7c | +37a | * High crush 6~ |
| zafina | SCR.d+3 | l | 10 | i18 | -6 | -3 | +9c | * Interrupt with i13 if Zafina uses SCR.4 * Can hit grounded when off-axis |
| zafina | SCR.d+4 | L | 20 | i24~30 | -25 | -4a | * Enter MNT with D * High crush 10~ | |
| zafina | TRT.1 | L | 13 | i18 | -11 | +5 | +15a | |
| zafina | TRT.d+1+2 | L | 20 | i25 | -21 | +10a | ||
| zafina | WR.f+4 | L | 21 | i14~30 | -52~-36 | -7a | * Enter BT -52 -7a with U * Enter TRT -52 -7a r35 with D * Zafina must run for 32f to access this move * Floating state 14~40 | |
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| armor-king | (Back to wall).b,b,UB | h!,t | 40 | i40~45 | +0d | * Floor Break * Transition to attack throw on hit * Opponent recovers FUFR? * is9?~24? * Floating state 25?~34? * Low crush 35?~39? * Floating state 40?~47? | ||
| devil-jin | H.MCR.1+2 | h!,t | 12,27 | i20 | +0d | * Transition to attack throw on standing or airborne hit * Consumes 300F of the heat timer * Low crush 1~12 | ||
| devil-jin | FLY.2 | h!,t | 20,20 | i36 | +0d | * Floor Break * Transition to attack throw on front standing or airborne hit * +1a (-8) on BT hit * Low crush 1~60 * Floating state 61~63 | ||
| yoshimitsu | DGF.3+4 | h!,t | 17,18 | i20~21 | +0 | * Floor Break * Transitions to attack throw on front hit (air hit OK) * Attack throw recovers standing * Low crush 1~ | ||
| alisa | b,B+1+4 | h! | 50 | i63~84 | +37a (-18) | * Balcony Break * Weapon * Low crush 12~79 * Floating state 80~82 | ||
| alisa | BKP.1+2 | h! | 20,3 | i34~71 | +58 | * Weapon | ||
| alisa | DES.2,1 | M,M,m, h! | 5,5,5, 20 | i20~21 i1~2 i1~2, i28~56 | +85a (+69) | * Tornado * Weapon * Available only as a combo from 1st hit | ||
| alisa | SBT.1+2 | h! | 20 | i27~28 | +8 | * Balcony Break * Weapon * Low crush 26~53 | ||
| armor-king | H.f,n,d,df+1+2 | h! | [10] | i25~28 | +23g | * On hit, gives a special stun that makes throws unbreakable for the stun duration * Partially uses remaining Heat time * Only deals recoverable damage * Cannot K.O | ||
| armor-king | 1+3+4 | h! | 25? | i37~44 | +12g? | * Extremely high hitbox | ||
| armor-king | f+3+4,P | h! | [5] | i25~34 | +23g | * On successful parry, gives a special stun that makes throws unbreakable for the stun duration * Cannot K.O | ||
| armor-king | f,n,d,DF+3 | h! | 30 | i35~37 | +19a (+10) | * Balcony Break *Hold B to cancel at frame 19 into r23 standing | ||
| armor-king | f,n,d,df+1+2 | h! | [5] | i35~38 | +23g | *On hit, gives a special stun that makes throws unbreakable for the stun duration *Comes out faster in heat *Cannot K.O | ||
| azucena | H.2+3+4 | h! | 0 | i45 | +35a | |||
| azucena | 2+3+4 | h! | 0 | i45 | -1 | |||
| devil-jin | db+1+4 | h! | 40 | i32~63 | -30c~+1c | * Balcony Break * -22c~-19c on average * Forces backroll on hit | ||
| devil-jin | MCR.1+2 | h! | 12 | i20 | +0 | * Balcony Break (airborne) * Low crush 1~12 * Floating state 13~15 | ||
| kazuya | DVK.ub+1+2 | h! | 40 | i41~56 | -12c~+3c | * Consumes 150F? of remaining Heat time * -12c~-7c on average * Forces backroll on hit | ||
| kazuya | DVK.u+1+2 | h! | 27 | i18~35 | * Hits airborne opponents only * Consumes 60F? of remaining Heat time | |||
| king | BT.1+2 | h! | 45 | i26~30 | +2d | * Unblockable high attack. | ||
| lee | ub+3+4 | h! | 60 | i60 | +9 (+0) | +9a | * Balcony Break * Unblockable * Cancel and transition to HMS with 3+4 | |
| lidia | HAE.1+2 | h! | 35/38/41 | i16 | +0a | * Tornado * Power up based on Heaven and Earth level | ||
| nina | qcf+2+3 | h! | [10;10] | i24~38 | +36g~+50g | * High crush 1~37 | ||
| yoshimitsu | 4,4,2,2,NSS.1~1 | h, h, m, h, m, h! | 16, 16, 5, 6, 30, 40 | i12~13, ,i20~105 | -49a (-75) | * Balcony Break * Cancel early to r30 with B | ||
| yoshimitsu | ub+1+3,1+2 | m!, h! | 40, 18 | i50~52, i18~19 | +1~+2 | +45a | * Floor Break * Weapon | |
| yoshimitsu | BDS.1 | h! | 25 | i21~40 | +32a~+51a | |||
| yoshimitsu | NSS.ub+1+3,n,1 | m!, h! | 50, 40 | i51~65, i20~105 | -49a (-75) | * Balcony Break * Cancel to r94 with B on frame 64 | ||
| leroy | CH b+1 | h,th | 20,25 | i13 | +0d | |||
| victor | b+1,2 | m, h,th | 11, 16(15) | i14, i20 | -8 | +0 | * Side switch after attack throw connects * Hit Confirmable on counter hit * Combo from 1st CH | |
| armor-king | 3+4* | M, h,t | 14, 0,40 | i25~32, i35 | +0 | * Floor Break * Transitions to throw on front grounded hit * Cannot throw break * Opponent is left FUFL | ||
| asuka | df+1,2 | m, h,t | 10, 13,25 | i13~14, 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 | |
| asuka | uf+2 | h,t | 20,25 | i14 | -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 | |
| dragunov | SS.2,3 | m, h,t | 16, 20,20 | i20~21, i18 | -9 | +1d | * Throw when hit from the front * Removes Recoverable Health * Side switch on front hit * +5 on side or BT hit * Combo from 1st hit | |
| jin | ZEN.1,3 | m, h,t | 14, 14,14 | i16~i17, i24~25 | -9 | +0d | * Combo from 1st hit * Transition to attack throw on standing or airborne hit * +33a (+18) on side hit * +18a (+11) and balcony break on BT hit | |
| kazuya | DVK.f,n,d,df+3 | h,t | 30,20 | i18~27,i20~30 | -2~+8 | +0d | * Consumes 180F? of remaining Heat time * Extension available only on hit or block * Extension can be canceled with b * 16 chip damage on block * Low crush 9~ | |
| lee | HMS.3 | h,t | 21,20 | i18 | -3 | +0d | * Strong Aerial Tailspin * Homing * Shifts to throw on hit from the front * 6 chip damage * Power crush 8~ | |
| lili | H.3+4,3+4 | h,t | 45 | i23 | +7 | -3d | * Homing * Floor Break * Partially consumes remaining Heat time * Low crush 22~ | |
| paul | f+2 | h,t | 12,22 | i13 | -5 | +9 | * Heat Engager +9 * Heat Dash +5, +62a (+42) * Transition to throw on front hit * Transition to +7 DPD on hit with DF * +32a without throw transition | |
| raven | qcf+3 | h,t | 16,14 | i16~17 | -7~-6 | -4d | * Spike * Transitions to attack throw on front hit only, otherwise launch +33a (+23) * Recovers heat on hit | |
| zafina | H.2+3 | h,sm | 51 | i12~13 i47~53 i1~7 i1~7 i1~6 i1~2 | +3 | +0d | * Heat Smash * Reversal Break * Balcony Break * Jail from 1st attack * 10 chip damage on block * Transition to attack throw on hit | |
| jack-8 | H.2+3 | h,m,t | 50 | i10 | -9 | -2d (-12) | * Heat Smash * Balcony Break * 10 chip damage on block | |
| heihachi | df+3,1+2 | m, h,m,m | 10, 3,3,3 | i15~16, i14 i9 i8 | -15 | -4 | * Jail from 1st attack | |
| victor | f+2,2,2 | h, h, h,m,m | 10, 10, 7,5,20 | i13~14, ,i14,i12~13,i7~8 | -13 | +20a | * Balcony Break * Combo from 2nd CH | |
| asuka | NWG.uf+1,2 | h,m | i26~27 | +0 | +19a (+10) | * Balcony Break * Strong Aerial Tailspin * Combo from 1st hit * Unparryable by traditional punch parries (bug?) * Cancel to -3 -15 FC with D | ||
| kuma | b+1+2 | h,m | 10,20 | i18~19 i12~13 | -8 | +13d / HE | * Balcony Break * Heat Engager * Homing * chip damage * Transition to HBS with input D or 3+4 (does not shift when using Heat Dash) | |
| lee | b+1:1 | h,m | 12,6 | i14,i20 | -5 | +6 | * Transition to -1, +10g HMS with 3+4 * Cancel and transition to -5, +1 MS with F * +6c on crouching hit * Perfect Input not required during Heat * Does not partially consume remaining Heat Time, Perfect input does not restore Heat Time * Heat Time is only restored or consumed after the 2 followup | |
| leroy | df+2,1+2 | m, h,m | 7, 5,10 | i15~16, i19~20, i11~12 | -18 | +33a (+23) | * Jail from 1st block * Combo from 1st hit | |
| lidia | f+1+2 | h,m | 5,4 | i14, i9~10 | -10 | +1 | Jail from 1st attack | |
| nina | db+1+2 | h,m | 5,22 | i11 i18 | -14 | +10a (+1) | * Heat Engager * Heat Dash +5, +43a (+35) * Balcony Break * Jail from 1st attack | |
| panda | b+1+2 | h,m | 10,20 | i18~19 i12~13 | -8 | +13d / HE | * Balcony Break * Floor Break * Heat Engager * Homing * chip damage * Transition to HBS with input D or 3+4 (does not shift when using Heat Dash) | |
| raven | f+1+2 | h,m | 10,20 | i18~19, i26 | -13 | +30a (+4) | * Balcony Break * Frame advantage is -9 if an attack is absorbed ** 8 chip damage on block after absorbing an attack * Power crush 7~ | |
| asuka | b+1+4 | h,L | 15,8 | i12 i17~18 | -8 | +5 | +7 | Combo from 1st hit |
| leo | b+1+4 | h,l | 6,12 | i19~21 | -12~-10 | +3 | +14 | |
| law | 1,2,uf+3,4 | h,h,Special,M | 20 | i15 | -12 | +31a (+21) | ||
| lili | H.3+4,3+4 | h,h,m,M | 10,10,15,20 | i23~24 i14~15 i36~38 i9~11 | +7 | +20d(-15) | * Homing * Floor Break * Partially consumes remaining Heat time * Low crush 22? | |
| jun | SS.1+2 | h,h,m | 7,9,18 | i16 i17 i15~16 | -4 | +7c | * Homing * Spike * Jail from 1st attack * Combo from 1st or 2nd hit | |
| miary-zo | uf+3 | h,h,m | 6,6,12 | i18~19 i9~10 i9~10 | -7 | +6 | * Balcony Break (airborne) * Weapon * Low crush 9~38 * Floating state 39~41 | |
| yoshimitsu | qcf+1 | h,h,M | 24,15,35 | i28~34 i37 i58~60 | +0~+2 | +30a | * Floor Break 2nd and 3rd * Weapon * 14 chip damage on block * Can be buffered * Can be performed in FC * 1st and 2nd hits connect only vs airborne opponent * Low crush 10~55 * Floating state 56~58 | |
| alisa | SS.4,1+2 | L, h,h,h,m | 16, 5,5,5,5 | i24~25, i18~19 i3~5 i5~7 i4~5 | -10 | +8 | * Spike * Combo from 1st CH * Low crush 15~34 * Floating state 35~37 | |
| alisa | DBT.1 | h,h,h,h,h,h | 30 | i24~28 i1~6 i1~6 i1~6 i1~6 i1~2 | +9 | +11g | * Weapon * Jail from 1st attack * 3 chip damage on block * 12 chip damage on block in heat * Low crush 17~34 * Floating state 35~37 | |
| alisa | DES.uf+2 | h,h,h,h,h | 5,5,5,5,5 | i10~14 i1~5 i1~5 i1~5 i1~1 | +35a (+28) | * Weapon * Only hits airborne opponents | ||
| jack-8 | 2,1,1+2 | h, m, h,h,h,h,h | 10, 12, 10,6,6,6,20 | i11, ,i33~36, i8~14, i3~6, i7~13, i5~6 | -4 | +13d | * Jails from 3rd block * Chip damage on block (10) | |
| nina | H.b+3+4,1+2 | h,h,h,h,h | 16,6,6,6,10 | i14~15, i28 i35 i42 | -2 | +29a (+3) | * Balcony Break * Weapon * Combo from 1st hit * Jails from 2nd hit * Chip damage on block * Partially uses remaining Heat time | |
| law | ub+1,1+2,2 | h,h,h,h | 3,3,3,25 | i12,i6,i6,i13 | -14 | +28a (+13) | * Combos from 1st CH * Jails from 1st to 4st attack * Last hit delay-able * Frame data for 1st, 2nd and 3rd hits: ** (-9 oB, -3 oH) | |
| alisa | DES.1+2 | h,h,h | 7,7,20 | i16~18 i5~7 i9~11 | +4 | +15g | * Homing * Balcony Break * Weapon * 6 chip damage on block * 12 chip damage on block in heat * Jails | |
| leroy | 1+2 | h,h,h | 9 | i14 | -2 | 4 | * Power up during Heat (partially uses remaining Heat time) | |
| leroy | 1+2,1+2 | h,h,h, h,h,h | 9, 9 | i14, i9 | -2 | 7 | * Power up during Heat (partially uses remaining Heat time) * Combo from 1st hit * jails | |
| leroy | df+1,1+2 | m, h,h,h | 10, 3,3,3 | i13~14, i14,i6 (i7),i6 (i7) | -2 | +4 | * Combo from 1st hit * Power up during Heat (Consumes 150F of remaining Heat time) ** 12 damage on hit, and 6 chip damage on block ** Restores 60F of remaining Heat time on hit | |
| leroy | SS.1+2 | h,h,h | 3, 3, 20 | i14, i6, i6 | +7 | +25g | * Balcony Break * Opponent recovers crouching on hit * 8 chip damage on block * Power up during Heat (partially uses remaining Heat time) | |
| lidia | P.b+1+3 | h,h,h | 5,5,20 | i16, i16, i16 | +23a (+18) | Input 2 within a 2f window (15~16) on the second punch, adds 2 damage * 15 * 16 | ||
| miary-zo | b+2,3,2 | h, h, h,h,h | 10, 16, 5,8,12 | i13, ,i27~29 i4~5 i5~6 | -6 | +21d | * Balcony Break * Weapon * Jail from 3rd attack * Chip damage on block | |
| miary-zo | MOR.1,2 | m, h,h,h | 14, 5,8,12 | i13, i21~23 i4~5 i5~6 | -3 | +24d | * Heat Engager * Heat Dash +5, +36a (+26) * Balcony Break * Weapon * Combo from 1st hit with 10f delay * Input can be delayed 10f * Move can be delayed 7f * Jail from 2nd attack * Chip damage on block | |
| nina | 1,2,1,1+2 | h, h, h, h,h,h | 5, 10, 17, 6,6,6 | i10, ,i25 i32 i39 | -9 | +34a (-24) | * Balcony Break * Weapon * Jail from 3rd attack * Combo from 2nd CH * Chip damage on block * Power up in Heat | |
| nina | b+3+4,1+2 | h, h,h,h | 16, 6,6,6 | i14~15, i28 i5 i5 | -5 | +34a (-24) | * Balcony Break * Weapon * Combo from 1st hit * Chip damage on block * Powered up in heat | |
| nina | ws1,1+2 | m, h,h,h | 17, 6,6,6 | i13~14, i25 i5 i5 | -9 | +34a (-24) | * Balcony Break * Weapon * Jail from 2nd attack * Chip damage on block * Powered up in heat | |
| nina | ws4,3,1+2 | m, h, h,h,h | 15, 24, 6,6,6 | i11~12, ,i28 i5 i5 | -9 | +34a (-24) | * Balcony Break * Jail from 3rd attack * Combo from 2nd hit * Combo from 1st CH * Chip damage on block * Powered up in heat | |
| nina | qcf+4,3,1+2 | m, h, h,h,h | 15, 23, 6,6,6 | i14, ,i28 i5 i5 | -9 | +24a (-9) | * Balcony Break * Weapon * Combo from 1st hit * Jail from 3rd attack * Chip damage on block * Powered up in heat | |
| yoshimitsu | H.DGF.f+1+2 | h,h,h | 10,10,20 | i16~17 i11~12 i11~12 | +4 | +18a (+9) | * Homing * Balcony Break * Weapon * Jail from 1st block * Combo from 1st hit * 16 chip damage on block * Recovers 1 base health or 5 additional recoverable health on hit * Consumes 90F of remaining Heat time * Low crush 1~65 | |
| yoshimitsu | DGF.f+1+2 | h,h,h | 9,9,18 | i16~17 i11~12 i11~12 | -2 | +18a (+9) | * Homing * Balcony Break * Weapon * Jail from 1st block * Combo from 1st hit * 9 chip damage on block * Power up in Heat * Low crush 1~65 | |
| clive | H.u+1+2,2 | M,m, h,h | 18,21, 10,12 | i19~20,i20~21, i23~24,i12~13 | -9 | +8 | * Weapon 1st hit * Jail from 2nd normal hit * 7 chip damage on block * Transition to r15 PHX with F or 4 on hit or block (-3/+14) * Same move as (df+1,H.1),2 | |
| clive | H.df+1,1,2 | m, M,m, h,h | 10, 13,15, 10,12 | i14~15, ,i23~24,i12~13 | -9 | +8 | * Weapon 1st hit * Jail from 3rd normal hit * Transition to r15 PHX with F or 4 on hit or block (-3/+14) * 7 chip damage on block | |
| eddy | SS.3+4 | h,h | 6,10 | i14~15 | -7 | +31a(+24) | * Transition to FC * Low crush 11~30 * Floating state 31~? * High crush ?~? | |
| hwoarang | H.RFS.f+4 | h,h | 8,10 | i8, i10 | +0 | +5 | * Jail from 1st block * Remains in RFS * 2 chip damage on block | |
| hwoarang | LFS.4~3 | h,h | 17,26 | i15~16, i8~9 | +6 | +24a (+14) | * Balcony Break * 7 chip damage on block * Jail from 1st block * Input 4 the following frame after 3 to power up ** 45dmg on hit, 8 chip damage on block * Low crush 12~ | |
| hwoarang | RFS.f+4 | h,h | 8,8 | i8, i10 | +0 | +2 | +5 | * Jail from 1st block * +6 on 2nd CH * Remains in RFS * Power up during Heat |
| jin | f+1+2 | h,h | 14,24 | i14 i9~10 | -6 | +21a (+11) | * Balcony Break * Jail from 1st attack * Chip damage on block | |
| jun | uf+1 | h,h | 6,30 | i10 i26 | -14 | +12a (+3) | * Balcony Break * Jail from 1st attack * Deals 12 damage to self (8 recoverable) * 2nd hit available only on hit or block * Recovery listed is for the 1st hit * Gain 10 Kazama Essence on normal hit and 7 on block or airborne hit | |
| lars | d+3,1 | l, h,h | 8, 4,10 | i15, i19,i18 | -7 | +4 | * Combo from 1st hit CH | |
| lee | f+1+2 | h,h | 12,20 | i13 | -13 | +18a (+9) | Balcony Break | |
| lee | b+1:1+2 | h,h | 12,25 | i14,i21 | -6 | +39d (-19) | * Balcony Break * Combos from 1st hit * 10 chip damage * Perfect Input not required during Heat * Partially consumes remaining Heat Time, while Perfect input restores Heat Time | |
| lili | 3+4 | h,h | 10,20 | i23~24 i14~15 | -2 | +20a (+11) | * Heat Engager * Heat Dash +5 +62a (+42) * Homing * Balcony Break * Jail from 1st attack * Chip damage on block [8] * Low crush 22~36 * Floating state 37~39 | |
| lili | f,f,F+1+2 | h,h | 9,16 | i13~14 i7~8 | +4 | +33d | * Strong Aerial Tailspin * Balcony Break * Chip damage on block [4] | |
| lili | DEW.3+4 | h,h | 6,19 | i12~14 i5~6 | +6 | +17g | * Strong Aerial Tailspin * Balcony Break * Jail from 1st attack * Enter RAB +0 +11 r31 with b+3 or b+4 * Hit vs BT +24a (+15) * Low crush 12~22 * Floating state 23~25 | |
| miary-zo | 1,1,2 | h, h, h,h | 5, 5, 4,8 | i10, ,i15~16 i11~12 | -11 | +2 | * Balcony Break (airborne) * Wall Crush +16g on hit * Hit vs BT +13d * Combo from 1st hit * Combo from 2nd hit with 7f delay * Input can be delayed 7f * Move can be delayed 4f * Enter MOR -8 +5 r28 with F on hit or block only | |
| nina | f+3 | h,h | 10,20 | i14~15 i10~11 | +3~+4 | +24a (+15) | +54a | * Balcony Break * Does not jail * 2nd hit is homing |
| steve | df+1,2~f+1+2 | m, h,h | 12, 8,12 | i13, i34, i9 | -3 | +0 | +3 | * Transition to r22? LWV with 3 (-4/-1/+2) * Transition to r22? RWV with 4 (-4/-1/+2) * Transition to r22? SWY with b+3_4 (-4/-1/+2) * Transition to r20? DCK with f+3_4 (-2/+1/+4) ** r22? DCK FC cancel? |
| steve | PAB.f+1+2 | h,h | 12,23 | i12, i15~16 | -5 | +24a (+15) | * Balcony Break | |
| victor | 1,1,2 | h, h, h,h | 5, 5, 5,7 | i10, ,i17~18,i9~10 | -12 | +3 | * Weapon * Combo from 1st hit * Jail from 1st block * Transition to r27 PRF with F (-8/+7) | |
| victor | 3,1+2 | h, h,h | 11, 9,10 | i12~13, i19~20,i8~9 | -9 | +5 | * Combo from 1st hit *delayable | |
| victor | df+1,1 | m, h,h | 10, 7,7 | i13~14, i20 | -4 | +7 | * Combo from 1st hit | |
| steve | H.EXD.1+3 | h (th) | i18 | * Homing * Unbreakable * Transition to TFA | ||||
| alisa | 1 | h | 5 | i10 | +1 | +8 | Recovers 2f faster on hit or block (t27 r17) | |
| alisa | 1,1 | h, h | 5, 18 | i10, i21 | -3 | +5 | +14d | * Combo from 1st hit with 4f delay * Input can be delayed 8f * Enter DES with 1+2 |
| alisa | 1,2 | h, h | 5, 10 | i10, i12 | -3 | +8 | Jail from 1st attack with 4f delay | |
| alisa | 1,2,2 | h, h, h | 5, 10, 20 | i10, ,i20~35 | -9~+6 | +21a (+6) | * Tornado * Balcony Break (airborne) * Weapon * Combo from 2nd CH with 1f delay * 6 chip damage on block | |
| alisa | 2 | h | 10 | i12 | -6 | +5 | ||
| alisa | 2,2 | h, h | 10, 22 | i12, i20~35 | -13~+2 | +15a (+5) | * Balcony Break * Combo from 1st hit * 2nd hit available on hit or block only | |
| alisa | 3,2 | m, h | 10, 20 | i13~14, i26~27 | -2 | +20a (+11) | * Heat Engager * Heat Dash +5, +43d (+35) * Homing * Balcony Break * Weapon * Combo from 1st hit * 6 chip damage on block * 10 chip damage on block in Heat * Does not transition to DES when using Heat Dash | |
| alisa | 4 | h | 24 | i13~14 | -5 | +14g | +38a | * Homing * Balcony Break * Hit vs BT +21a (+12) |
| alisa | f+2,3 | m, h | 12, 8 | i17~18, i22 | -8 | +4 | * Balcony Break (airborne) * Combo from 1st CH with 1f delay * Move cannot be delayed * Transition to r40 DES with 1+2 * Low crush 17~38 * Floating state 39~41 | |
| alisa | f+3 | h | 10 | i14~15 | -14 | -3 | ||
| alisa | f+3,2 | h, h | 10, 20 | i14~15, i24~26 | -4 | +39d (+31) | * Balcony Break * Weapon * Combo from 1st hit * 6 chip damage on block * 10 chip damage on block in Heat | |
| alisa | f+4,1 | m, h | 14, 14 | i16, i25~26 | -9 | +15d (+7) | * Balcony Break * Head * Combo from 1st hit | |
| alisa | df+1,1 | m, h | 10, 20 | i13, i30~31 | +1 | +8 | * Balcony Break (airborne) * Combo from 1st CH with 2f delay * Move cannot be delayed | |
| alisa | df+1,1,2 | m, h, h | 10, 20, 28 | i13, ,i22~25 | +6 | +8 | * Weapon * Combo from 2nd hit * 2 chip damage on block * 8 chip damage on block in heat | |
| alisa | d+4,1+2 | L, h | 12, 20 | i17~18, i20~21 | +0 | +11a (+2) | * Balcony Break * Head * Jail from 1st attack * Combo from 1st CH | |
| alisa | b+2,4 | m, h | 12, 20 | i18, i16~17 | -7 | +12g | +36a | * Balcony Break * Combo from 1st hit with 12f delay |
| alisa | ub+2 | h | 23 | i16~20 | -9 | +12c | * Balcony Break * 9 chip damage on block, +0 block advantage on attack absorption * Forces tech backroll on hit * Power crush 7~15 * Floating state 20~30 | |
| alisa | ub+4,1,1,2 | m, m, m, h | 10, 12, 9, 5 | i18, ,i24~25 | -10 | +1 | * Combo from 3rd hit * Combo from 1st CH | |
| alisa | ub+4,1,1,2,1 | m, m, m, h, h | 10, 12, 9, 5, 5 | i18, ,i35~36 | -9 | +7 | * Balcony Break (airborne) | |
| alisa | uf+2 | h | 22 | i16~17 | -2 | +20a (+11) | * Heat Engager * Heat Dash +5, +62a (+42) * Homing * Balcony Break * Weapon * 6 chip damage on block * 11 chip damage on block in heat | |
| alisa | f,F+3,4 | m, h | 12, 15 | i18~19, i19~20 | -10 | +20a (+11) | * Balcony Break * Combo from 1st hit * Jail from 1st block * Enter DES with 1+2 * Low crush 15~48 * Floating state 49~51 | |
| alisa | f,f,F+2 | h | 30 | i13~15 | +5~+7 | +28a (+20) | * Balcony Break * 9 chip damage on block * Enter DES with 1+2 * Low crush 3~27 * Floating state 28~30 | |
| alisa | ws1,2 | M, h | 12, 12 | i13~14, i24~25 | -5 | +6 | * Combo from 1st hit * Enter DES with 1+2 | |
| alisa | BKP.1 | h | 21 | i11~13 | +4~+6 | +27a (+1) | * Strong Aerial Tailspin * Balcony Break * 9 chip damage on block * Transition to SBT at +6/+29 (+3) with 3 or 4 * Transition to DBT at +6/+29 (+3) with f+3 or f+4 | |
| alisa | BKP.2 | h | 34 | i11~33 | -9~+13 | +21 (+6) | * Tornado * 6 chip damage on block | |
| alisa | DBT.2,1 | M,M,h,h,h, h | 25, 45 | i16~18 i1~5 i1~5 i1~5 i1~1, i26~28 | -11c | +14a | -28 on whiff. * Balcony Break * Spike * 13 chip damage on block * 18 chip damage on block in heat * Low crush 17~100 * Floating state 101~103 | |
| alisa | DES.f+1 | h | 21 | i11~13 i1~3 i1~3 i1~3 i1~3 i1~3 i1~1 | +3 | +9 | * Weapon * 1 chip damage on block * 7 chip damage on block in heat | |
| anna | 1 | h | 5 | i10 | +1 | +8 | Recovers 2f faster on hit or block (t27 r17) | |
| anna | 1,2 | h, h | 5, 8 | i10, i10 | -3 | +8 | * Jail from 1st attack with 4f delay * Enter HAM +0 +11 r19 with F | |
| anna | 1,2,1 | h, h, h | 5, 8, 4 | i10, ,i16 | -4 | +0 | * Jail from 1st attack with 3f delay * Combo from 1st hit with 4f delay * Input can be delayed 10f | |
| anna | 1,2,1,4 | h, h, h, h | 5, 8, 4, 18 | i10, ,i20~21 | +4 | +32a (+22) | * Tornado * Chip damage on block * Floating state 20~39 | |
| anna | 1,2,4 | h, h, h | 5, 8, 22 | i10, ,i22 | -6 | +20a (+11) | +49a | * Balcony Break * Combo from 2nd CH |
| anna | 2 | h | 10 | i10 | -3 | +3 | +9 | * Enter HAM +1 +7 +13 with F |
| anna | 2,4 | h, h | 10, 22 | i10, i22 | -6 | +20a (+11) | +49a | * Balcony Break * Combo from 1st CH with 9f delay * Input can be delayed 10f |
| anna | 4 | h | 15 | i11 | -9 | +7 | +7s | |
| anna | 4,2 | h, h | 15, 2 | i11, i25~26 | -8 | -4 | * Combo from 1st CH | |
| anna | f+2 | h | 14 | i14 | -2 | +4 | * Elbow | |
| anna | f+2,3 | h, h | 14, 20 | i14, i19~20 | -7 | +12g | * Balcony Break * Combo from 1st hit * Input can be delayed 12f * Move can be delayed 7f | |
| anna | df+1,2 | m, h | 10, 10 | i13~14, i16 | -5 | +2 | +9 | * Combo from 1st hit * Jail from 1st block * Transition to HAM with F (+0/+7/+14) |
| anna | df+1,2,4 | m, h, h | 10, 10, 22 | i13~14, ,i17~20 | -5 | +20a (+11) | +14c | * Balcony Break * Combo from 2nd CH with 10f delay * Input can be delayed 10f * Move can be delayed 8f |
| anna | df+3,1 | m, h | 13, 10 | i14, i30 | -3 | +7 | * Combo from 1st CH * Move can be delayed by 10F * Interrupt with i11 from 1st block * Cancel to CJM -15 -4 -3 r33 with B on frame 14 * Cancel to SS -10 +1 +2 r37 with U_D on frame 28 ** r43 when blocking after SS | |
| anna | df+3,1,4 | m, h, h | 13, 10, 20 | i14, ,i15~16 | -3 | +4 | * Combo from 1st CH * Combo from 2nd hit with 10f delay * Input can be delayed 10f * Move can be delayed 8f * Jail from 2nd attack | |
| anna | df+3,2 | m, h | 13, 9 | i14, i19 | -2 | +4 | +10 | * Combo from 1st hit with 10f delay * Input can be delayed 10f * Enter HAM -2 +4 +10 r21 with F |
| anna | df+3,2,1 | m, h | 13, 9 | i14, , | ||||
| anna | df+3,2,1,2 | m, h | 13, 9 | i14, , | ||||
| anna | df+3,2,1,2,4 | m, h | 13, 9 | i14, , | * Transition to -21 -10 +9a CJM with B | |||
| anna | df+3,2,1,2,4,1 | m, h | 13, 9 | i14, , | ||||
| anna | df+3,2,1,2,4,1,2 | m, h | 13, 9 | i14, , | ||||
| anna | df+3,2,1,2,4,1,2,2 | m, h | 13, 9 | i14, , | ||||
| anna | df+3,2,1,2,4,1,2,2,3+4 | m, h | 13, 9 | i14, , | ||||
| anna | df+3,2,1,2,4,1,2,2,3+4,2 | m, h | 13, 9 | i14, , | ||||
| anna | df+3,2,4 | m, h, h | 13, 9, 22 | i14, ,i22 | -6 | +20a (+11) | +49a | * Balcony Break * Combo from 2nd CH with 9f delay * Input can be delayed 10f |
| anna | d+3,4 | L, h | 10, 14 | 16, i20 | -8 | +1 | * Combo from 1st CH | |
| anna | d+4,1 | l, h | 6, 10 | i12, i25 | +0 | +6 | +11 | * Combo from 1st CH with 5f delay * Input can be delayed 9f * Cancel to SS -21 +7 r32 with U_D on frame 23 * Cancel to CJM -10 +1 r29 with B on frame 14 * r38 when blocking after SS |
| anna | db+1,4 | m, h | 16, 24 | i16~18, i24 | -8 | +10a (+1) | * Balcony Break * Combo from 1st CH with 9f delay * Input can be delayed 15f | |
| anna | db+3+4,4 | L, h | 18, 23 | i24, i29~30 | -9 | +14a (+5) | * Balcony Break * Combo from 1st hit on clean hit * Combo from 1st CH with no clean hit * Low crush 18~29 * Floating state 30~32 | |
| anna | b+1,2 | m, h | 14, 12 | i16~17, i24 | -11 | +5 | * Combo from 1st hit * Jails from 1st attack | |
| anna | b+2 | h | 10 | i13~14 | -5 | +1 | * Homing | |
| anna | b+2,2 | h, h | 10, 20 | i13~14, i18~19 | -9 | +5 | * Balcony Break (airborne) * Combo from 1st hit * Female characters can slap back with 2 on hit * Jails from 1st attack | |
| anna | uf+1 | h | 6 | i13 | -4 | +7 | ||
| anna | H.uf+3,1 | m, h | 22, 20 | i23~24, i40~89 | +4g~+53g | +20a (-6) | * Strong Aerial Tailspin * Balcony Break * Weapon * Combo from 1st hit * Fragile debuff on hit or block, opponent receives chip damage from any attack, removed when land a hit on you * 6 chip damage on block * Partially uses remaining Heat time * Jails from 1st attack | |
| anna | H.uf+3,2 | m, h | 22, 30 | i23~24, i40~139 | -1~+98g | +20a (-6) | * Strong Aerial Tailspin * Balcony Break * Weapon * Combo from 1st hit * Chip damage on block * Partially uses remaining Heat time * Jails from 1st attack | |
| anna | f,F+2 | h | 21 | i17~18 | +4 | +15d | * Homing * Balcony Break (airborne) * Weapon * 6 chip damage on block | |
| anna | qcf+1 | h | 20 | i13~17 | +1~+5 | +3~+7 | +47a (+37) | * Elbow * Can be buffered * Chip damage on block * Perfect input d,df,f#1, f and 1 must be pressed on the same frame, grants +3 damage and increased chip damage on block |
| anna | BT.1 | h | 15 | i8 | -8 | +3 | * Links to 1 jab extensions * Combo into extensions on CH | |
| anna | CJM.1 | h | 17 | i11~12 | +0 | +7 | +14 | |
| anna | CJM.2 | h | 10 | i10 | -11 | +0 | ||
| anna | CJM.d+3,3 | L, h | 8, 20 | i15, i21 | -7 | +7 | * Combo from 1st hit * -31 from 1st block | |
| anna | HAM.1 | h | 20 | i13~14 | +6 | +30a (+20) | * Heat Engager * Heat Dash +5, +43d (+35) * Balcony Break * Elbow * 6 chip damage on block | |
| anna | HAM.2,1 | m, h | 12, 23 | i15~16, i25~26 | -3 | +17a (+8) | * Strong Aerial Tailspin * Balcony Break * Weapon * Combo from 1st hit * 4 chip damage on block | |
| anna | ROLL.4 | h | 21 | i20 | +7 | +32a (+22) | +57a | * Tornado * Chip damage on block * Roll adds minimum 20f, effective startup i40 * High crush 39~69 * Low crush 20~35 * Floating state 36~38 |
| armor-king | H.ub+1 | h | 25 | i24~25 | +8 | +60a | * Strong Aerial Tailspin * Homing * Transition to r26 BAD with F (+8/+61a) * Partially uses remaining Heat time * 7 chip damage on block | |
| armor-king | 1 | h | 5 | i10 | +1 | +8 | Recovers 2f faster on hit or block (t27 r17) | |
| armor-king | 1,2 | h, h | 5, 10 | i10, i10 | -3 | +6 | * Combo from 1st hit with 2F delay * Jail from 1st block with 2F delay | |
| armor-king | 2 | h | 10 | i10 | +1 | +7 | ||
| armor-king | 3 | h | 17 | i15~16 | -4 | +3 | * Has good right sidestep tracking |