
| Char | Command | Hit level | Damage | Startup | Block | Hit | Counter hit | Notes |
|---|---|---|---|---|---|---|---|---|
| nina | b+4 | h | 15 | i14 | -9 | +9 | +15 | |
| nina | b+3+4 | h | 16 | i14~15 | -5 | +6 | ||
| nina | uf+4 | h | 23 | i18 | -9 | -1 | * Low crush 9~30 * Floating state 31~33 | |
| nina | uf+4,3,4 | h, L, h | 23, 10, 14 | i18, ,i20 | -6 | +5 | * Combo from 2nd hit * Enter SS -5 +6 with D_U | |
| nina | BT+1 | h | 15 | i8 | -8 | +3 | Links to 1 jab extensions | |
| nina | f,F+2 | h | 20 | i14 | -4 | +32a (+24) | * Balcony Break * Cannot be buffered * Transition to +6, +42d CD with F | |
| nina | uf,n,D+3,4 | L, h | 15, 14 | i43, i20 | -8 | +1 | * Combo from 1st CH | |
| nina | ws4,3 | m, h | 15, 24 | i11~12, i25 | -10 | +14a (+5) | * Balcony Break * Combo from 1st CH | |
| nina | SS.4,2 | L, h | 14, 22 | i20, i22 | -7 | +37d (-21) | * Tornado * Balcony Break * Combo from 1st CH * Chip damage on block | |
| nina | qcf+1 | h | 21 | i14~16 | +1~+3 | +3~+5 | +47a (+37) | * 5 chip damage on block, * bufferable |
| nina | qcf+4,3 | m, h | 15, 23 | i14, i25 | -10 | +14a (+5) | * Balcony Break * Combo from 1st hit with 4f delay * Move can be delayed 3f | |
| panda | 1 | h | 5 | i10 | +1 | +8 | Recovers 2f faster on hit or block (t27 r17) | |
| panda | 1,2 | h, h | 5, 25 | i10, i22~24 | -5 | +11 (+2) | * Balcony Break * Jail from 1st hit * Combo from 1st CH with 3F delay * 10 chip damage on block | |
| panda | 2 | h | 10 | i10 | -1 | +6 | ||
| panda | 3 | h | 25 | i18 | -5 | +21a (+11) | * Balcony Break | |
| panda | 4 | h | 20 | i14 | -6 | +5 | +30a | * Balcony Break on CH |
| panda | f+2 | h | 11 | i12 | -13 | +3 | ||
| panda | f+2,1 | h, h | 11, 20 | i12, i20 | -5 | +36a (+10) | * Balcony Break * Combo from 1st hit with 9F delay * Move can be delayed by 13F | |
| panda | f+3 | h | 30 | i20 | -5 | +21a (+11) | * Balcony Break | |
| panda | f+4 | h | 22 | i15 | -6 | +5 | +30a | * Balcony Break on CH |
| panda | df+3,2 | m, h | 13, 24 | i16, i27~28 | -5 | +22a | * Balcony Break on airborne hit * Combo from 1st hit * 9 chip damage on block | |
| panda | db+1 | h | 11 | i14~15 | -10 | +4 | +9 | |
| panda | b+2,1 | m, h | 12, 14 | i15, i23 | -3 / - 4 HBS / -14 ROL | +8 / +7 HBS / -3 ROL | * Combos from 1st hit * Transition to HBS with input D or 3+4 * Transition to ROL with input F | |
| panda | b,f+2 | h | 26 | i15~17 | -5 | +17a (+8) | +62a (+42) | * Balcony Break Tailspin * Chip damage on block |
| panda | ROL.1 | h | 31 | i15~16 | +4 | +35d (+27) | * Balcony Break * Tornado * Power up during Heat (partially uses remaining Heat time) | |
| paul | 1 | h | 5 | i10 | +1 | +8 | Recovers 2f faster on hit or block (t27 r17) | |
| paul | 1,2 | h, h | 5, 12 | i10, i10 | -3 | +8 | * Move can be delayed 3f * Input can be delayed 3f * Combo from 1st hit with 3f delay * Jail from 1st hit with 3f delay | |
| paul | 2 | h | 8 | i10 | +0 | +6 | ||
| paul | 2,3 | h, h | 8, 14 | i10, i19 | -2 | +8 | * Knee * Combo from 1st hit | |
| paul | 3,2 | m, h | 14, 17 | i15~16, i23 | -3 | +7 | +50a | * Move can be delayed 4f * Input can be delayed 6f * Combo from 1st hit with 6f delay * Transition to t60 r19 SWA +4 +14g +57a at 43f with b |
| paul | 3,2~b | m, h | 14, 17 | i15~16, , | +4 | +14g | +57a | * Sidestep u can be buffered from 45f * SWA attacks can be buffered from 54f * Transition to cs1~ r9 -13 +4 +47a DPD from 61f with df |
| paul | 4 | h | 17 | i12 | -7 | +7 | +32d | * Balcony Break (CH only) |
| paul | f+3 | h | 11 | i16~17 | -9 | +2 | * Homing | |
| paul | df+1,1 | m, h | 11, 9 | i14, i20~21 | -5 | +5 | +8 | * Combo from 1st hit with 4f delay * Move can be delayed 10f * Input can be delayed 10f |
| paul | b+1 | h | 10 | i12~13 | -9 | +2 | ||
| paul | b+3 | h | 16 | i14~15 | -6 | +31a (+25) | * Knee | |
| paul | b+1+2 | h | 28 | i24 | -9 | +21d (+16) | * Balcony Break * Chip damage (11) if attack is absorbed * Power crush 7~23 | |
| paul | uf+1 | h | 26 | i28~31 | -6 | +24a (+14) | * Balcony Break * Elbow * High Evasion * .73 backward movement over first 14f | |
| paul | uf+2 | h | 26 | i22~23 | +5 | +17d FDFA | * Heat Engager * Heat Dash +5, +67a (+50) * Balcony Break * Chip damage (6) * Transition to +2, +14d DPD with DF * Low crush 9~24 | |
| paul | f,F+2:1 | m, h | 14, 24 | i15~17, i15 | -4 | +37d (+11) | * Balcony Break * Chip damage (7) * Combo from 1st hit * Alternate input FC.df+2:1 | |
| paul | f,F+3,4,4 | m, m, h | 17, 10, 25 | i15~16, ,i23~25 | -5 | +62a (+42) | * Balcony Break * Low crush 10~24 * Floating state 25~27 | |
| paul | ws3,2 | M, h | 16, 21 | i13~14, i21~22 | -9 | +17d (+8) | +46a | * Balcony Break * Move can be delayed 12f * Input can be delayed 12f * Combo from 1st hit with 12f delay |
| paul | SS.1 | h | 21 | i20 | +8 | +35a (+27) | * Balcony Break * Elbow * Chip damage (6) * Effective minimum startup 30f | |
| paul | qcf+1 | h | 21 | i16~17 | -4 | +33a (+26) | * Elbow * Chip damage (4) | |
| paul | DPD.df+1 | h | 19 | i17 | -1 | +59a | * Strong Aerial Tailspin * Homing * Effective minimum startup 29f | |
| paul | DPD.df+2,1 | m, h | 10, 30 | i14, i18~19 | +4 | +23d | * Tornado * Balcony Break * Move can be delayed 10f * Input can be delayed 17f * Combo from 1st hit with 10f delay | |
| paul | qcb+3,2,1 | L, m, h | 14, 20, 25 | i18~19, ,i18~19 | -5 | +21d (-5) | * Tornado * Combo from 1st CH +63a (+47) T! | |
| paul | qcb+4 | h | 17 | i15~16 | +1 | +23d (+14) | +59a | * Homing * Chip damage (6) |
| raven | 1 | h | 5 | i10 | +1 | +8 | ||
| raven | 1,2 | h, h | 5, 12 | i10, i12 | -3 | +7 | * Jail from 1st attack with 2f delay * Can shift to r22 SZN -4/+6 with 3+4 or D | |
| raven | 2 | h | 9 | i10 | -1 | +8 | ||
| raven | 2,4 | h, h | 9, 16 | i10, i18~19 | -8~-7 | +8 | * Wall Crush +16g on hit, +18g on hit when transitioning into CD * Transition to +8 BT on hit with B * Transition to +8 FC on hit with D * Transition to +10 CD on hit with F | |
| raven | 3,3 | m, h | 10, 16 | ,i14~15, i17~18 | -8~-7 | +5~+6 | * Combo from 1st hit * Jail from 1st block | |
| raven | 3,3,4 | m, h, h | 10, 16, 20 | ,i14~15, ,i26~27 | -9 | +39a (-19) | +66a (+50) | * Balcony Break * Combo from 2nd CH * Cancel to r18 BT at -16~-15/-3~-2 with B |
| raven | 4 | h | 16 | i12~13 | -7~-6 | +3~+4 | ||
| raven | 4,1 | h, h | 16, 13 | i12~13, i19~20 | -3~-2 | +7~+8 | * Combo from 1st hit * Jail from 1st block | |
| raven | 4~3,3 | m,m, h | 8,10, 18 | i16 i29~30, i24~27 | -3~+0 | +14a | * Balcony Break * Can be delayed | |
| raven | f+4 | h | 17 | i15~16 | -12 | +67a (+51) | * Tornado * Balcony Break * Instant Tornado on hit | |
| raven | df+2,3 | m, h | 15, 17 | i16~18, i12~13 | -8~-7 | +28a (+19) | Balcony Break | |
| raven | df+3 | h | 17 | i16~17 | -9~-8 | +12a | +46a (+36) | * High crush 6~17 |
| raven | db+2,1 | m, h | 13, 15 | i13~14, i22~23 | -1~+0 | +8~+9 | * Combo from 1st hit * Transition to r22 SZN (-4/+5) with 3+4 or D | |
| raven | b+1 | h | 21 | i16~17 | +7c~+8c | +10c~+11c | * Spike * Elbow * Deals chip damage on block * Transitions to r26 SZN on hit or block only | |
| raven | b+2 | h | 12 | i15~17 | -14~-12 | -3~-1 | ||
| raven | b+2,4 | h, h | 12, 13 | i15~17, i24~25 | -7~-6 | +4~+5 | * Combo from 1st hit with 5F delay * Input can be delayed 13f | |
| raven | u+3 | h | 23 | i27~28 | +2 | +6~+7 | * Strong Aerial Tailspin * Chip damage on block * Alternate input: ub+3 * Can be performed during CD (Shadow Sprint) * Low crush 9~30 * Floating state 31~33 | |
| raven | BT.1 | h | 7 | i8 | -1~+0 | +5~+6 | ||
| raven | BT.1,4 | h, h | 7, 23 | i8, i16~17 | -8~-7 | +40a (-18) | +67a (+51) | * Balcony Break * Combo from 1st hit |
| raven | BT.2 | h | 9 | i10 | +0 | +7 | ||
| raven | BT.2,1 | h, h | 9, 10 | i10, i14 | -1 | +3 | * Combo from 1st hit * Can transition to r36 BT with B * Can transition to t31 r18 +3/+7 CD with F * Jails | |
| raven | BT.3 | h | 10 | i10 | -11 | +0 | ||
| raven | BT.b+2,4 | m, h | 14, 13 | i16~17, i17~18 | +0 | +5 | * Transition to BT (+0/+5) with B * Transition to FC (+0/+5) with D * Combos from 1st hit CH * Jail from 1st attack with 3f delay | |
| raven | BT.b+3 | h | 22 | i18~19 | +4~+5 | +41a | * Homing * Balcony Break * Strong Aerial Tailspin * Chip damage on block | |
| raven | BT.f+2,4 | m, h | 13, 17 | i17~18, i20~21 | -7~-6 | +4~+5 | * Combo from 1st hit with 1f delay * Input can be delayed 12f | |
| raven | BT.f+4,1 | L, h | 13, 15 | i16, i22~23 | -9~-8 | +5~+6 | * Tornado * Combo from 1st hit * Can transition to r26 t36 SZN at -6~-5/+8~+9 with 3+4 or D | |
| raven | SZN.1 | h | 12 | i14~15 | +1 | +8~+9 | Can transition to t30 r2? CD at +5~+6/+12~+13 with input F | |
| raven | SZN.1+2 | h | 25 | i15~16 | +0~+1 | +23a | +69a (+53) | * Homing * Balcony Break * Strong Aerial Tailspin * Tornado on CH * Chip damage on block |
| reina | 1 | h | 5 | i10 | +1 | +8 | Recovers 2f faster on hit or block (t27 r17) | |
| reina | 1,1 | h, h | 5, 6 | i10, i15 | -1 | +8 | Jail from 1st attack with 2f delay | |
| reina | 1,2 | h, h | 5, 6 | i10, i10 | -3 | +8 | * Jail from 1st block with 4F delay * Combo from 1st hit with 4F delay | |
| reina | 1,2,2 | h, h, h | 5, 6, 14 | i10, ,i17 | -14 | +0 | * Jail from 2nd block with 2F delay * Combo from 2nd hit with 2F delay * Combo from 2nd CH with 3F delay * Move can be delayed by 1F * Input can be delayed by 3F * Transition to UNS (-7/+7) with u_d | |
| reina | 1,2,3,4 | h, h, m, h | 5, 6, 10, 21 | i10, ,i22~23 | -4 | +21a (+12) | * Strong Aerial Tailspin * CH-confirmable from 2nd CH * Combo from 3rd hit with 5f delay * Input can be delayed 10f * Move can be delayed 8f * Interrupt with i5 from 3rd block | |
| reina | 2 | h | 5 | i12 | -4 | +7 | ||
| reina | 2,2 | h, h | 5, 5 | i12, i14~15 | -11 | +0 | * Jail from 1st attack with 1f delay | |
| reina | 3 | h | 12 | i18~19 | -11 | +5 | Homing * High crush 8~17 | |
| reina | 3,2 | h, h | 12, 16 | i18~19, i20 | -9 | +8 | +66a (+50) | * Tornado * Combo from 1st hit |
| reina | 4 | h | 20 | i13~14 | -8 | +11g | +35a | * Balcony Break * Opponent is FUFA on CH |
| reina | f+2 | h | 8 | i13 | -9 | -3 | * Transition to r16 UNS (+0/+6) with u_d | |
| reina | df+1,1 | m, h | 8, 10 | i13~14, i20 | -4 | +7 | * Combo from 1st hit with 4F delay * Move can be delayed by 5F * Input can be delayed by 7F | |
| reina | df+4,2,3 | m, m, h | 14, 10, 20 | i15, ,i27 | -8 | +35a | +71a (+55) | * Tornado * Combo from 2nd CH with 8F delay * Move can be delayed by 9F * Input can be delayed by 10F * High crush 7~15 |
| reina | b+1 | h | 14 | i18 | -4 | +6 | ||
| reina | b+4 | h | 20 | i18 | -8 | +35a | +71a (+55) | * Tornado * High crush 6~17 |
| reina | uf+1 | h | 15 | i13 | -9 | +8 | +17 | * Transitions to WRA (-/+8/+17) on hit |
| reina | uf+2 | h | 17 | i15-i16 | -12 | +9 | * Normal hit offsets opponent slightly to the left of the axis and rotates them. * Counter hit pushes the opponent on axis like most moves and does not rotate the opponent. | |
| reina | uf+3 | h | 10 | i21~22 | -10 | +1 | * Low crush 11~ | |
| reina | f,F+3+4 | h | 22 | i16~19 | -2 | +49d (-9) | +49a | * Balcony Break * Low crush |
| reina | f,n,d,df:2 | h | 23 | i11~12 (~i13) | +5 | +35a (+25) | * Chip damage when guarded | |
| reina | f,f,F+4 | h | 23 | i26~27 | +4 | +31a (+5) | * Strong Aerial Tailspin * Balcony Break * Homing * Can transition to WRA (+8/+35a (+9)/-) with input D * Low crush 17~26 * Floating state 27~29 | |
| reina | ws3,4 | m, h | 14, 19 | i15~16, i22~23 | -4 | +21a (+12) | * Strong Aerial Tailspin * Balcony Break * Combo from 1st hit without delay * Can be delayed * High crush | |
| reina | SSH.uf+4 | h | 28 | i32~33 | +4 | +31a (+5) | * Homing * Balcony Break * Can transition to WRA (+8/+35a (+9)/-) with input D | |
| reina | SEN.3 | h | 22 | i12~13 | +1 | +7 | * Homing * Heat Engager * Heat Dash +5, +34a (+27) * Deals chip damage on block | |
| reina | WGS.1,4 | m, h | 24, 26 | i19~21, i23~27 | -7 | +1 (+0) | * Balcony Break * Combo from 1st hit * Low crush | |
| reina | WGS.2 | h | 15 | i11~12 | -10 | +35a (+25) | * Becomes Electric Wind God Fist during Heat (partially uses remaining Heat Time) * 20dmg if manual CD | |
| reina | WGS.DF+4,2 | L, h | 6, 20 | i16, i24 | -22 | -1 | * Can transition to WRA (-15/+6/+6) with input D * Combo from 1st hit | |
| reina | WRA.1 | h | 12 | i12 | -4 | +8 | +14c | * Homing * Deals chip damage on block * Transition to SEN (+0/+13/+18c) with input F * Transition to UNS (+0/+12/+18c) with u_d * Cannot block up to i14 on empty transition on block |
| reina | WRA.4,2,2 | M,M, m, h | 6,8, 8, 4 | i17~18,i13, ,i15 | -12 | -1 | * Jails from 3rd block * Combo from 3rd hit * Can be delayed | |
| shaheen | H.D*,u+2 | h | 35 | i18~19 | +13 | +63a (+47) | * Balcony Break * Tornado * Guard break * Read more * Low crush | |
| shaheen | 1 | h | 5 | i10 | +1 | +8 | ||
| shaheen | 1,2 | h, h | 5, 9 | i10, i12 | -3 | +8 | ||
| shaheen | 1,2,3 | h, h, h | 5, 9, 18 | i10, ,i20 | -8 | +3 | * Transition to -1, +10 SNK with DF * Combo from 1st CH with 7F delay * Move can be delayed by 5F * Input can be delayed by 7F | |
| shaheen | 2 | h | 10 | i10 | +0 | +6 | ||
| shaheen | 2,3 | h, h | 10, 13 | i10, i20 | -8 | +3 | * Transition to -1, +10 SNK with DF * Combo from 1st hit with 2F delay * Move cannot be delayed * Input can be delayed by 2F | |
| shaheen | 3 | h | 18 | i14 | -8 | +3 | * Transition to -1, +10 SNK with DF | |
| shaheen | 4 | h | 16 | i13 | -10 | +1 | +1s | |
| shaheen | 4,1 | h, h | 16, 14 | i13, i18 | -5 | +5 | * +31a (+24) from 1st CH * Combo from 1st hit | |
| shaheen | 4,3 | h, h | 16, 21 | i13, i31 | -1 | +26a (+17) | +71a (51) | * Balcony Break |
| shaheen | f+2 | h | 10 | i12 | -8 | -2 | ||
| shaheen | f+2,3 | h, h | 10, 23 | i12, i18 | -12 | +21a (+16) | * Tornado * Combo from 1st hit with 7F delay * Move can be delayed by 9F * Input can be delayed by 10F | |
| shaheen | f+2,4,4 | h, L, h | 10, 16, 21 | i12, ,i26~27 | -7 | +10g | +14c | * Strong Aerial Tailspin * Balcony Break * Aerial combo from 2nd CH |
| shaheen | f+4 | h | 24 | i15~16 | +0 | +13g | * Balcony Break * Homing * 7 chip damage on block | |
| shaheen | df+4,3 | m, h | 13, 23 | i14, i23~24 | -4 | +23a (+14) | * Balcony Break * Combo from 1st hit | |
| shaheen | db+2,1 | m, h | 11, 24 | i14, i20 | -11 | +15c | * Balcony Break * Heat Engager * Heat Dash +43d (+35) * Combo from 1st hit with 10?F delay * Move can be delayed by 8F * Input can be delayed by 10F * Forces tech backroll on hit | |
| shaheen | db+3,4 | L, h | 12, 20 | i20~21, i18 | -13 | +68a (+52) | * Tornado *Counter hit combo from 1st hit * High crush | |
| shaheen | db+4 | h | 23 | i20 | -13 | +28 (+18) | * Tornado * High crush 6 | |
| shaheen | b+3+4 | h | 25 | i16 | -9 | +19a (+9) | * Balcony Break * +0 frame advantage and 10 chip damage on block after absorbing an attack in power crush state * Power crush 7~15 | |
| shaheen | D*,u+2 | h | 30 | i18~19 | +6 | +30d | * Balcony Break * Tornado * Alternate input: SNK.D*,u+2 * 12 chip damage on block * FUFA knockdown on hit * Powered up during Heat * Read more * Low crush 18~ | |
| shaheen | f,b+2 | h | 42 | i14 | -4 | +0d | * Tornado * Removes Recoverable Health * Transition to attack throw on standing front hit * Quick input properties during Heat * See also: f:b+2 | |
| shaheen | f:b+2 | h | 42 | i13 | -4 | +0d | * Tornado * Removes Recoverable Health * Transition to attack throw on standing front hit * Quick input properties during Heat * Partially restores remaining Heat time on hit * input must be less or equal to 6 frames * (example : 2 frames of f, 3 frames of neutral, 1 frame of b, then b+2) | |
| shaheen | FC.df+4,1 | L, h | 16, 20 | i16~17, i26 | -2 | +24a (+15) | * Balcony Break * Combo from 1st CH | |
| shaheen | SNK.1 | h | 10 | i12 | -1 | +5 | +14 | |
| shaheen | SNK.df+1,2 | m, h | 12, 40 | i15~16, i20 | -4 | 0 | * Tornado * Removes Recoverable Health * Combo from 1st hit with 7F delay * Move can be delayed by 6F * Input can be delayed by 7F * Transition to attack throw on standing front hit | |
| steve | 1 | h | 5 | i10 | +1 | +8 | Recovers 2f faster on hit or block (t27 r17) | |
| steve | 1,1 | h, h | 5, 7 | i10, i15 | -3 | +3 | * Combo from 1st hit with 4F delay * Jails from 1st block with 2F delay * Move can be delayed by 4F * Transition to LWV with 3 (-6/+0) * Transition to RWV with 4 (-6/+0) * Transition to SWY with b+3_4 (-6/+0) * Transition to r20? DCK with f+3_4 (-2/+4) ** r22? DCK FC cancel? | |
| steve | 1,1,2 | h, h, h | 5, 7, 13 | i10, ,i13-14 | -7 | +4 | * Combo from 1st hit with 3F delay * Jail from 1st block with 3F delay * Move can be delayed by 3F * Transition to LWV with 3 (-5/+6) * Transition to RWV with 4 (-5/+6) * Transition to SWY with b+3_4 (-5/+6) * Transition to r20? DCK with f+3_4 (-3/+8) ** r22? DCK FC cancel? | |
| steve | 1,2 | h, h | 5, 10 | i10, i10 | -3 | +8 | * Combo from 1st hit * Jail from 1st block * Transition to LWV with 3 (-4/+7) * Transition to RWV with 4 (-4/+7) * Transition to SWY with b+3_4 (-4/+7) * Transition to r20? DCK with f+3_4 (-2/+9) ** r22? DCK FC cancel? | |
| steve | 1,2,1 | h, h, h | 5, 10, 15 | i10, ,i14 | -3 | +3 | * Combo from 1st CH or 2nd CH * Jail from 1st block * Transition to r19? PAB with f (-2/+4) * Transition to r18? FLK with b (-1/+5) ** r18? PAB/FLK FC cancel? | |
| steve | 2 | h | 12 | i12 | -1 | +5 | ||
| steve | 2,1 | h, h | 12, 14 | i12, i19 | -5 | +6 | * Combo from 1st hit * Jail from 1st block * Transition to r15? PAB with f (+2/+13g/+13) * Transition to r14? FLK with b (+3/+14g/+14) ** r14? PAB/FLK FC cancel? | |
| steve | f+2,1 | m, h | 11, 12 | i21~22, i15 | -5 | +1 | * Combo from 1st hit with 7F delay * Move can be delayed by 16F * Transition to r15? PAB with f (+0/+4) * Transition to r14? FLK with b (+1/+5) ** r14? PAB/FLK FC cancel? | |
| steve | df+1,2 | m, h | 12, 13 | i13, i19 | -6 | +3 | +5 | * Combo from 1st hit * Cancel to r16? LWV with 3 (-16/-9) at frame 17 * Cancel to r16? RWV with 4 (-16/-9) at frame 17 * Cancel to r16? SWY with b+3_4 (-16/-9) at frame 17 * Cancel to r14? DCK with f+3_4 (-14/-7) at frame 17 ** r15? DCK FC cancel? |
| steve | df+1,2~1 | m, h | 12, 20 | i13, i30~31 | -2 | +2 | +61a | * Transition to r14? FLK with b (+0/+4/+63a) ** r14? FLK FC cancel? |
| steve | df+1,2~f+1+2,1,1,2,1 | m, h,h, m, m, m, h | 12, 8,12, 7, 8, 8, 8 | i13, ,i15~15 | -9 | +5 | ||
| steve | d+2,1,2 | l, m, h | 11, 8, 17 | i17, ,i24~25 | -2 | +27a (+18) | +56a | * Balcony Break * Combo from 2nd CH |
| steve | db+3,2 | l, h | 10, 10 | i16, i15~16 | -6 | +8 | * Combo from 1st hit * -27 on block after blocking first hit * Transition to LNH * Transition to r34 standing with b (-31/-10/+4) | |
| steve | b+1 | h | 10 | i13 | -14 | +2 | +61a | * Transition to r16? FLK with B (-1/+10/+69) ** r16? FLK FC cancel? |
| steve | b+1,2 | h, h | 10, 17 | i13, i17~18 | +3 | +8 | * Homing * Strong Aerial Tailspin * Combo from 1st hit * Transition to LNH * Transition to r34? standing with b (-1/+4) | |
| steve | ub+2 | h | 17 | i17 | +5 | +14c | * Strong Aerial Tailspin * Homing * 5 chip damage on block * Transition into LNH * Transition to r30 standing with b (+1/+10c) | |
| steve | uf+3,2 | l, h | 20, 10 | i36~37, i15~16 | -6 | +8 | * Combo from 1st hit * -27 on block after blocking 1st hit * Transition to r34? standing with b (-31/-10/+4) | |
| steve | WS.1,1 | m, h | 12, 7 | i11~12, i15 | -3 | +3 | * Combo from 1st hit * Combo from 1st CH with 11F delay * Move can be delayed by 11F * Transition to r22? LWV with 3 (-6/+0) * Transition to r22? RWV with 4 (-6/+0) * Transition to r22? SWY with b+3_4 (-6/+0) * Transition to r20? DCK with f+3_4 (-2/+4) * r22? DCK FC cancel? | |
| steve | DCK.f+2 | h | 21 | i15~16 | +5 | +14c | +55a | * Strong Aerial Tailspin * Transition to standing (+1/+10c/+51a) with B * 6 chip damage on block |
| steve | EXD.f+2 | h | 28 | i15~16 | +5 | +56a | * Strong Aerial Tailspin * Transition to standing (+1/+52a) with B * 11 chip damage on block | |
| steve | FLK.1 | h | 14 | i12 | -4 | +7 | * Transition to r18? FLK with b (-1/+10/+10) * Transition to r1? ALB with 3+4 with 2?F delay (+17g/+28g/+28) * r18? FLK FC cancel? | |
| steve | FLK.1,1 | h, h | 14, 8 | i12, i15 | -9 | +0 | * Combo from 1st CH with 3F delay * Jail from 1st block with 3F delay * Move can be delayed by 3F * Transition to r18? FLK with b (-4/+5/+5) * Transition to r1? ALB with 3+4 (+14g/+23g/+23) * r18? FLK FC cancel? | |
| steve | FLK.1,1,1 | h, h, h | 14, 8, 8 | i12, ,i15 | -9 | +0 | * Combo from 2nd CH with 1F delay * Jail from 2nd block with 1F delay * Move can be delayed by 1F * Transition to r18? FLK with b (-4/+5/+5) * Transition to r1? ALB with 3+4 (+14g/+23g/+23) | |
| steve | FLK.1,1,d+1 | h, h, h | 14, 8, 23 | i12, ,i15~17 | +0 | +18g | +42a | * Balcony Break * 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),d+1 |
| steve | FLK.1,d+1 | h, h | 14, 23 | i12, i15~17 | +0 | +18g | +42a | * Balcony Break * Combo from 1st CH with 14F delay * Jail from 1st block with 3F delay * Move can be delayed by 14F |
| steve | FLK.b+2 | h | 21 | i14~15 | -9 | +35d (+27) | * Tornado * Balcony Break * +0 frame advantage and 8 chip damage on block after absorbing an attack in power crush state * Power crush 8~ | |
| steve | LNH.1+2 | h | 24 | i18-19 | +12 | +51a (+31) | * Guard Break * Reversal Break * Balcony Break * 9 chip damage on block | |
| steve | LWV.1,2 | m, h | 14, 14 | i14, i22~23 | +3 | +8 | * Strong Aerial Tailspin * Homing * Combo from 1st hit with 7F delay * Move can be delayed by 10F * Transition to LNH * Input b to cancel LNH at r34? (-1/+4/+4) | |
| steve | LWV.1,f+1,1 | m, m, h | 14, 9, 8 | i14, ,i16 | +3 | +7 | +68a | * Combo from 1st or 2nd hit * Transition to r14? FLK with b (+4/+8/+69a) * r14? FLK FC cancel? |
| steve | PAB.1 | h | 10 | i12~13 | -2 | +9 | ||
| steve | PAB.1,2 | h, h | 10, 14 | i12~13, i15~16 | +0 | +8 | * Combo from 1st hit * Jail from 1st block | |
| steve | PAB.2 | h | 19 | i14 | +5 | +14c | * Homing * Transition to standing with B (+1/+10c) * Punch parry ** +0d and 25 damage on a successful parry * 5 chip damage on block * Parry state 7?-13 | |
| steve | PAB.b+1,1 | m, h | 15, 10 | i17~18, i18~19 | -7 | -1 | * Combo from 1st hit with 11F delay * Move can be delayed by 13F | |
| steve | PAB.df+1,2 | m, h | 12, 20 | i15~16, i17-18 | +3 | +8 | * Strong Aerial Tailspin * Homing * Combo from 1st hit with 8F delay * Transition to LNH * Transition to standing with B (-1/+4) | |
| steve | RWV.1,2 | m, h | 13, 17 | i14~16, i22~23 | +3 | +8 | * Strong Aerial Tailspin * Homing * Combo from 1st hit with 2F delay * Move can be delayed by 11F * Transition into LNH * Input b to cancel LNH at r34? (-1/+4/+4) | |
| victor | 1 | h | 5 | i10 | +1 | +8 | Recovers 2f faster on hit or block (t27 r17) | |
| victor | 1,1 | h, h | 5, 5 | i10, i16 | -3 | +8 | * Weapon * Combo from 1st hit with 2F delay * Jail from 1st block with 2F delay | |
| victor | 1,2 | h, h | 5, 12 | i10, i10 | -3 | +8 | * Weapon * Combo from 1st hit with 2F delay * Jail from 1st block with 2F delay | |
| victor | 2 | h | 10 | i12~13 | -12 | -2 | * Weapon | |
| victor | 2,1 | h, h | 10, 12 | i12~13, i16 | -6 / -4 PRF | +5 / +7 PRF | * Weapon * Transition to PRF with F * Combo from 1st hit | |
| victor | 2,2,2 | h, m,m, h | 10, 5,5, 12 | i12~13, ,i22 | -3 | +4 | * Strong Aerial Tailspin * Wall Crush +12g on hit * Projectile (unparryable) * Combo from 1st hit * 4 chip damage on blocked gunshot * Transitions to IAI on hit or block | |
| victor | 3 | h | 11 | i12~13 | -9 | +2 | ||
| victor | 4 | h | 15 | i13~14 | -9 | +1 | ||
| victor | f+2 | h | 10 | i13~14 | -11 | +5 | ||
| victor | f+2,2 | h, h | 10, 10 | i13~14, i11 | -15 | -4 | * Combo from 1st hit | |
| victor | f+4,1 | m, h | 15, 21 | i14, i23~24 | -4 | +18a (+9) / HE | * Balcony Break * Heat Engager * Heat Dash +5, +34a (+27) * Weapon * Combo from 1st hit | |
| victor | df+4,2 | m, h | 15, 16 | i13~14, i22 | -3 | +4 | * Strong Aerial Tailspin * Wall Crush +12g on hit * Combo from 1st hit * Deals 6 chip damage on blocked gunshot * Transitions to IAI (cannot cancel) | |
| victor | d+1,1 | l, h | 7, 15 | i16, i18 | -7 | +6 | * Combo from 1st CH * -26 on 1st block | |
| victor | db+3 | h | 20 | i19~20 | -11 | +67a (+51a) | * Tornado * Balcony Break * High crush 6 | |
| victor | b+2 | h | 5 | i10 | -6 | +5 | +14 | * Deals recoverable damage only; cannot cause a K.O. |
| victor | b+4 | h | 20 | i18~19 | -2 | +13 | * Homing * Balcony Break | |
| victor | b+1+2 | h | 25 | i19~20 | -9 | +16d | +16d | * Balcony Break * 7 chip damage on block * Power crush 7~ |
| victor | qcf+2 | h | 16 | i22 | -3 | +4 | * Strong Aerial Tailspin * Wall Crush +12g on hit * Transition to IAI * Deals 6 chip damage on block | |
| victor | ws3 | h | 16 | i14~15 | -14 | +6 | ||
| victor | IAI.1,1+2 | m, h | 9, 23 | i13~14, i20~21 | +3 | +20a (-6) | +21a | * Homing * Combo from 1st hit * Deals 9 chip damage on block * Hit confirmable 11F * Opponent is FUFA on CH * Low crush |
| victor | IAI.4,2 | L, h | 17, 20 | i18~19, i26~27 | -5 | +26 (+0) | +55a (+35a) | Strong Aerial Tailspin * Balcony Break * Combo from 1st CH * Deals 8 chip damage on block |
| victor | IAI.1+2 | h | 30 | i20~21 | +3 | +20 (-6) | +21a | * Homing * Deals 12 chip damage on block * Opponent is FUFA on CH * Low crush 10 |
| victor | PRF.2,2,1 | m, m, h | 9, 13, 20 | i12~13, ,i12~13 | -1 | +12 | +55a | * Strong Aerial Tailspin * Balcony Break * Combo from 2nd CH |
| victor | PRF.4 | h | 20 | i18~19 | -2 | +13 | * Homing * Balcony Break | |
| victor | PRF.b+2 | h | 5 | i10 | -6 | +5 | +14 | * Deals recoverable damage only; cannot cause a K.O. |
| xiaoyu | 1 | h | 5 | i10 | +1 | +8 | ||
| xiaoyu | 1,2 | h, h | 5, 8 | i10, i11 | -3 | +7 | * Combo from 1st hit with 4F delay * Jail from 1st block with 4F delay | |
| xiaoyu | 2 | h | 8 | i10 | -2 | +6 | * | |
| xiaoyu | 3 | h | 17 | i14~15 | -11 | +22a | * | |
| xiaoyu | 4 | h | 15 | i11 | -9 | +8 | +33a | * Balcony Break on CH |
| xiaoyu | f+2,1 | m, h | 12, 14 | i16~17, i20 | -6 | +5 | +7 | * Combo from 1st hit * Jails from 1st block * Transition to HYP with B (+0, +11) |
| xiaoyu | f+4 | h | 23 | i19 | +1 | +13 | * Homing * Chip on block [4] | |
| xiaoyu | df+2,3 | m, h | 15, 23 | i14, i23~24 | -1 | +35a (+9) | * Balcony Break * Cancel to r15 FC with DB, D, or DF (-3, -16) * Combo from 1st hit with 8F delay * Move can be delayed by 6F * Input can be delayed by 9F | |
| xiaoyu | d+3,4 | L, h | 12, 21 | i14, i25~26 | +0 | +26a (+17) | * Balcony Break * Combo from 1st CH | |
| xiaoyu | b+3 | h | 22 | i18~19 | +3 | +8c | +32d | * Chip on block [6] * Unparryable by traditional kick parries (bug?) * Transition to BT |
| xiaoyu | u+4,1 | m, h | 20, 4 | i23~26, i18 | -10 | -4 | -1 | * |
| xiaoyu | u+4,1,2 | m, h, h | 20, 4, 7 | i23~26, ,i11 | -10 | +1 | * Combo from 2nd hit * Jail from 2nd block | |
| xiaoyu | f,F+1,3 | m, h | 13, 20 | i15, i18~19 | -1 | +20a (+11) | * Balcony Break * Combos from 1st hit | |
| xiaoyu | f,F+4 | h | 20 | i20~23 | +9 | +13g c | +58a (+38) | * Strong Aerial Tailspin * Balcony Break * Transition to HYP on hit or block * Chip on block [6] |
| xiaoyu | FC.3,2 | L, h | 11, 6 | i15~17, i18 | +0 | +7 | * Combo from 1st hit CH | |
| xiaoyu | FC.3,2,1 | L, h, h | 11, 6, 6 | i15~17, ,i14 | -1 | +6 | +10g | * Transition to HYP with B (-2, +5) * Combo from 2nd hit * Jail from 2nd block |
| xiaoyu | AOP.1,2 | m, h | 11, 15 | i18, i21 | -3 | +30g | * Combo from 1st hit with 8F delay * Move can be delayed by 11F * Input can be delayed by 12F | |
| xiaoyu | BT.2 | h | 9 | i12 | +0 | +6 | * | |
| xiaoyu | BT.2,1 | h, h | 9, 8 | i12, i14 | -1 | +6 | +10 | * Transition to HYP with B (-2, +5) * Combos from 1st hit * Jail from 1st block |
| xiaoyu | BT.1+2,4 | m,m, h | 6,6, 20 | i16~18,i3~5, i23~24 | +3 | +19a (+10) | * Heat Engager * Heat Dash +5, +62a (+42) * Balcony Break * Combo from 1st hit with 15F delay * Move can be delayed by 8F * Input can be delayed by 17F * 6 chip damage on block | |
| xiaoyu | BT.d+3,4 | L, h | 12, 20 | i16, i19 | -5 | +20a (+11) | +37a | * Strong Aerial Tailspin * Balcony Break * Combo from 1st CH with 12F delay * Move can be delayed by 10F * Input can be delayed by 12F |
| xiaoyu | HYP.4 | h | 20 | i14 | -2 | +57a | * Balcony Break | |
| xiaoyu | HYP.3+4 | h | 20 | i25 | +8 | +30a | * Strong Aerial Tailspin * Cancel to BT with B * Chip on block [8] * Low crush 12~ | |
| yoshimitsu | 1 | h | 5 | i10 | +1 | +8 | Recovers 2f faster on hit or block (t27 r17) | |
| yoshimitsu | 2 | h | 10 | i11 | -1 | +5 | +8 | |
| yoshimitsu | 2,2 | h, h | 10, 18 | i11, i24 | -1 | +15g | * Tornado * Balcony Break (airborne) * Combo from 1st hit with 1f delay * Move cannot be delayed * Enter KIN r25 with 1+2 * Transitions to NSS on hit or block only * Recovers 2f faster on hit or block * Interrupt with i5 from 1st block * Hit vs BT +20a (+11) | |
| yoshimitsu | 2,3 | h, h | 10, 24 | i11, i26~27 | -10 | +16a (+7) | * Balcony Break * Combo from 1st CH with 2f delay * Move can be delayed 5f | |
| yoshimitsu | 2,NSS.1 | h, h | 10, 5,15 | i11, i23~24 i18 | -5 | +19a | * Balcony Break * Combo from 1st hit * Jail from 2nd attack | |
| yoshimitsu | 3,1 | m, h | 12, 20 | i15~16, i22~24 | +7 | +18g | * Heat Engager * Heat Dash +5, +62a (+42) * Balcony Break * Weapon * Combo from 1st hit * 4 chip damage on block * Does not transition to DGF during Heat activation or Heat Dash * Power up in NSS or Heat * Recovers in 1SS * Low crush 26~ | |
| yoshimitsu | 3,NSS.1 | m, h | 12, 22 | i15~16, i22~24 | +7 | +18g | * Heat Engager * Heat Dash +5g, +62a (+42) * Balcony Break * Weapon * Combo from 1st hit * 6 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 * Does not transition to DGF during Heat Dash * Recovers in 1SS * Low crush 26~ | |
| yoshimitsu | 4 | h | 16 | i12~13 | -11 | +0 | +20a (+10) | Balcony Break (airborne) |
| yoshimitsu | 4,4 | h, h | 16, 16 | i12~13, i24~25 | -4 | +4 | * Combo from 1st hit with 4f delay * Move cannot be delayed | |
| yoshimitsu | 4,4,2,2 | h, h, m, h | 16, 16, 5, 6 | i12~13, ,i22~23 | -24 | -13b | * Combo from 3rd hit | |
| yoshimitsu | 4,4,4 | h, h, h | 16, 16, 20 | i12~13, ,i24~25 | -4 | +18a (+9) | * Balcony Break * Combo from 2nd CH with 4f delay * Move cannot be delayed | |
| yoshimitsu | f+2 | h | 18 | i17~18 | -4 | +14g | +39a | Balcony Break |
| yoshimitsu | f+3 | h | 24 | i16~17 | -9 | +17a (+8) | * Homing * Balcony Break | |
| yoshimitsu | df+1,2 | m, h | 14, 16 | i13, i25~26 | -4 | +14g | +39a | * Balcony Break * Combo from 1st CH with 2f delay * Move cannot be delayed |
| yoshimitsu | d+2,1 | M, h | 12, 23 | i16~17, i27~28 | -9 | +17a (+8) | * Balcony Break * Weapon * Combo from 1st hit with 8f delay * Input can be delayed 16f * Move can be delayed 10f | |
| yoshimitsu | d+2,2,1 | M, m, h | 12, 15, 20 | i16~17, ,i19~20 | -9 | +8a (-1) | * Balcony Break * Weapon * Input can be delayed 10f * Move can be delayed 9f | |
| yoshimitsu | d+2,2,NSS.1 | M, m, h | 12, 15, 20 | i16~17, ,i19~20 | -9 | +8a (-1) | * Balcony Break * Input can be delayed 10f * Move can be delayed 9f | |
| yoshimitsu | d+2,NSS.1 | M, h | 12, 18 | i16~17, i27~28 | -9 | +10g | * Balcony Break * Combo from 1st hit with 8f delay * Input can be delayed 16f * Move can be delayed 10f | |
| yoshimitsu | b+1 | h | 8 | i17 | +1 | +7 | +12 | Can transition to Spinning Evade with b+3 or b+4 |
| yoshimitsu | b+1,1 | h, h | 8, 9 | i17, i11~12 | +4 | +5 | +10 | * Combo from 1st hit * Can transition to Spinning Evade with b+3 or b+4 |
| yoshimitsu | b+1,1,1 | h, h, h | 8, 9, 10 | i17, ,i11~12 | +4 | +5 | +10 | * Combo from 1st hit * Can transition to Spinning Evade with b+3 or b+4 |
| yoshimitsu | b+1,1,1,1 | h, h, h, h | 8, 9, 10, 12 | i17, ,i11~12 | +4 | +5 | +10 | * Combo from 3rd CH * Can transition to Spinning Evade with b+3 or b+4 |
| yoshimitsu | b+1,1,1,1,1 | h, h, h, h, h | 8, 9, 10, 12, 14 | i17, ,i11~12 | +4 | +5 | +10 | * Combo from 4th hit * Combo from 3rd CH * Can transition to Spinning Evade with b+3 or b+4 |
| yoshimitsu | b+1,1,1,1,1,1 | h, h, h, h, h, h | 8, 9, 10, 12, 14, 16 | i17, ,i11~12 | -73 | -71 | -67 | * Combo from 4th hit * Combo from 3rd CH |
| yoshimitsu | b+2,2 | m, h | 12, 21 | i14~15, i22~23 | -9 | +2a | * Heat Engager * Heat Dash +5, +36a (+26) * Weapon * Combo from 1st with 1f delay * Combo from 1st CH with 7f delay * Input can be delayed 14f | |
| yoshimitsu | b+2,NSS.2 | m, h | 12, 18 | i14~15, i22~23 | -9 | +0 | * Heat Engager * Heat Dash +5g, +36a (+26) * Combo from 1st with 1f delay * Combo from 1st CH with 7f delay * Input can be delayed 14f | |
| yoshimitsu | uf+3+4,1 | M, h | 20, 8 | i31~35, i16~18 | -1 | -43 | * On hit, transitions to r49 backward jump automatically * Combo from 1st hit vs grounded * Combo from 1st hit | |
| yoshimitsu | ws1,1 | m, h | 12, 12 | i13~14, i18 | -11 | +0 | * Floor Break * Combo from 1st hit with 11f delay * Combo from 1st CH with 13f delay * Input can be delayed 13f * Move can be delayed 8f * Cancel to Spinning Evade -5 -16 r25 with b+3_b+4 | |
| yoshimitsu | ws1,1,1 | m, h, h | 12, 12, 12 | i13~14, ,i18 | -11 | +0 | * Floor Break * Combo from 1st CH with 12f delay * Input can be delayed 12f | |
| yoshimitsu | ws1,2 | m, h | 12, 18 | i13~14, i25~26 | -4 | +14g | +39a | * Balcony Break * Combos from 1st hit with 4f delay * Combos from 1st CH with 9f delay * Input can be delayed 15f * Move can be delayed 13f |
| yoshimitsu | ws2,NSS.1 | m, h | 13, 16 | i15~16, i23 | -6 | +5 | * Elbow * Combo from 1st hit | |
| yoshimitsu | ws2,NSS.1,2 | m, h | 13, 16 | i15~16, , | * Balcony Break (airborne) * Elbow * Combo from 2nd CH | |||
| yoshimitsu | ws2,NSS.1,3 | m, h | 13, 16 | i15~16, , | * Balcony Break * Combo from 2nd CH | |||
| yoshimitsu | BT.1 | h | 16 | i15 | -3 | +8 | Elbow | |
| yoshimitsu | BT.1,3 | h, h | 16, 25 | i15, i25~26 | -7 | +27a (+17) | * Balcony Break * Combo from 1st CH | |
| yoshimitsu | BT.2 | h | 18 | i16~17 | -4 | +14g | +39a | * Balcony Break * Leads to f+2 extensions |
| yoshimitsu | DGF.2 | h | 15 | i16~18 | +4 | +13s | * Low crush 1~ | |
| yoshimitsu | DGF.f+2 | h | 23 | i20~21 | +7 | +19a (+10) | +64a (+44) | * Homing * Balcony Break * Weapon * Low crush 1~ |
| yoshimitsu | KIN.4 | h | 23 | i16~17 | +0 | +20a (+11) | +49a | * Homing * Balcony Break * Enter KIN +3 +23a (+14) r26 with 1+2 * Enter MED -1 +19a (+10) r28 with 3+4 |
| yoshimitsu | KIN.f+2 | h | 25 | i12~13 | -1 | +9a (+0) | * Heat Engager * Heat Dash +5g, +34a (+27) * Homing * Balcony Break * Weapon | |
| yoshimitsu | NSS.1+2+3 | h | 25 | i22~40 | -18~+0 | +26d (-32) | Balcony Break | |
| yoshimitsu | NSS.ub+1+3,1+2 | m!, h | 50, 15 | i51~65, i18~19 | -15 | -4 | +45a | Floor Break |
| zafina | 1 | h | 5 | i10 | +1 | +8 | Recovers 2f faster on hit or block (t27 r17) | |
| zafina | 1,2 | h, h | 5, 9 | i10, i12 | -3 | +8 | Jail from 1st attack | |
| zafina | 1,2,3 | h, h, h | 5, 9, 12 | i10, ,i20 | 0 | +9 | * Combo from 2nd hit CH with 8f delay * Move can be delayed 7f * Cancel SCR transition -9 +0 t71 r28 with B | |
| zafina | 1,3 | h, h | 5, 14 | i10, i17~18 | -2 | +7 | * Combo from 1st hit with 3f delay * Jail from 1st attack with 1f delay * Move can be delayed 2f * Cancel SCR transition -8 +1 t55 r26 with B | |
| zafina | 2 | h | 8 | i10 | -7 | -1 | ||
| zafina | 3 | h | 17 | i13 | +0 | +9 | * Cancel SCR transition -8 +1 t40 r27 with B | |
| zafina | 4 | h | 19 | i14~15 | -6 | -1 | +19a (+10) | Balcony break on airborne hit |
| zafina | f+2,3 | m, h | 17, 12 | i19, i19 | +0 | +9 | * Cancel SCR transition -9 +0 t68 r28 with B * Combo from 1st hit with 13f delay * Input can be delayed 17f * Move can be delayed 15f | |
| zafina | f+3 | h | 28 | i17 | +3 | +14c | * Balcony Break * Good left sidestep tracking * Cancel SCR transition -1 +10c t? r? with B | |
| zafina | f+4 | h | 13 | i14~15 | -6 | +22a | ||
| zafina | df+1,4 | m, h | 10, 18 | i13~14, i19~20 | -6 | +7 | * Balcony Break on airborne hit * Combo from 1st hit | |
| zafina | df+3,4 | m, h | 15, 17 | i15~16, i23~24 | -6 | +22a | +55a | * Balcony break on airborne hit * Combo from 1st hit |
| zafina | d+4,3 | L, h | 8, 10 | i17~18, i19 | -6 | +36a (+26) | * Combo from 1st hit CH with 11f delay * Move can be delayed 9f * Low crush 11~17 * Floating state 18~20 | |
| zafina | b+2 | h | 22 | i22~23 | -5 | +14 | * Homing * Balcony Break on airborne hit * +23a on BT hit | |
| zafina | uf+1 | h | 19 | i19 | +4 | +9 | ||
| zafina | f,F+2 | h | 20 | i15~16 | +1 | +21a (+12) | +38a | * Homing * Balcony Break * 6 chip damage on block |
| zafina | f,f,F+1+2 | h | 20 | i20~21 | +6 | +32a | * Strong Aerial Tailspin * Homing * Balcony Break * 8 chip damage on block * Low crush 20~39 * Floating state 40~ | |
| zafina | MNT.1,3 | m, h | 12, 12 | i13, i19 | 0 | +9 | * Jails from first attack * Cancel SCR transition -8 +1 t46 r27 with B | |
| zafina | SCR.1 | h | 12 | i10~11 | -2 | +9 | ||
| zafina | SCR.3,3 | m, h | 15, 20 | i13, i16 | +0 | +25a (+15) | * Balcony Break * Combo from 1st hit with 14f delay * Move can be delayed 9f | |
| zafina | SCR.d+3,3 | l, h | 10, 28 | i18, i24 | +3 | +77a (+61) | * Combo from 1st CH * Cancel SCR transition -1 +73a (+57) t55 r31 with B * Tornado launches on standing hit only | |
| armor-king | b,B+2+3 | ! | 50 | i63~66 | ! | +52a | * Cancel with D * Low crush | |
| alisa | H.d+1+2 | * Cancel to r30 with db * Consumes 60F of remaining Heat time * 75% damage reduction when absorbing attacks * Damage absorbed is recoverable * No hitstop during attack absorption * Automatic standing guard from frames 1 to 5 * Can standing or crouching guard starting at frame 31 * Power crush 6~30? | ||||||
| alisa | H.f+1+4 | * Consumes 150F of remaining Heat time * Low crush 18~40 * Floating state 41~43 | ||||||
| alisa | 1+2+3 | Can transition to DES with held input 1+2 | ||||||
| alisa | 1+2+4 | |||||||
| alisa | f+3+4 | * Low crush 26~54 * Floating state 55~57 | ||||||
| alisa | d+1+2 | * Transition to r30 with db or d+1+2 * Transition to DBT with DES.f+3_f+4 | ||||||
| alisa | db+1 | * Transition to FC with D * Can perform WS moves after 24 frames * High crush 4~15 | ||||||
| alisa | db+1 | * Transition to r9? FC with D or after d+3 BKP transition * Can perform WS moves after 24 frames * High crush 4~15 | ||||||
| alisa | b+1+3 | * Parries all highs * Parry state 3~15 | ||||||
| alisa | 1+2+3+4 | * Cannot block for 5 seconds * CH state for 5 seconds * Transition to DES with 1+2 * Low crush 11~49 * Floating state 50~52 | ||||||
| alisa | (Back to wall).b,b,UB | * is8~13 * Low crush 14~57 * Floating state 58~60 | ||||||
| alisa | DES.3 | |||||||
| alisa | DES.b,b | |||||||
| alisa | DES.b+3 | * Low crush 7~33 * Floating state 34~36 | ||||||
| alisa | DES.d+3 | * DES.d+3_4 goes to foreground, DES.u+3_4 goes to background * Transition to r20 DBT with 3_4 * Low crush 5~22 * Floating state 23~25 | ||||||
| alisa | DES.f,f | |||||||
| alisa | DES.f+3 | * Cancel to r33 with DBT.b * Transition to r50 SS with DBT.u_d * Low crush 18~40 * Floating state 41~43 | ||||||
| alisa | DES.f+3 | * Cancel to r33 standing block with DBT.B * Transition to Evasive Action with input DBT.U_D * Low crush 18~40 * Floating state 41~43 | ||||||
| alisa | FUFT.1+2 | * Floating state 1~5 * Low crush 6~40 * Floating state 41~43 | ||||||
| alisa | SBT.D | * Transition to r32 BKP with B (Backswing) * High crush 34~ | ||||||
| anna | f+3 | * Transition to r10 FC with db * Transition to r16 CJM with b+3 | ||||||
| anna | b+1+3 | 25 | +3d | * Parries high or mid punches or kicks * Can side switch depending on the parried attack * Parry state 5~12 | ||||
| anna | b+3 | * Actionable after 16f * i3? low parry: parries all lows (including Heat Smash lows) * i3? throw parry: +0d and 25 damage * Transition to r13 HAM with f+3 * Parry state 3~47 | ||||||
| anna | CJM.df | * High crush 5~ * Floating state 8~35 | ||||||
| anna | CJM.f+3 | * Transition to r10 FC with db * Transition to r16 CJM with b+3 | ||||||
| anna | HAM.b+3 | |||||||
| anna | TOM.3 | * Actionable after 16f * i3? low parry: parries all lows (including Heat Smash lows) * i3? throw parry: +0d and 25 damage * Transition to r13 HAM with f+3 * Parry state 3~47 | ||||||
| armor-king | b+1+3 | 25 | +0d | * Reverses High or Mid punches only * Opponent recovers FUFA when parrying a left punch * Opponent recovers FDFL when parrying a right punch * Has a followup on whiff only * Parry state 5~12 | ||||
| armor-king | f,n,d,df | * Cannot be buffered * Stance moves can be buffered out of heat dash * Recovers in FC at frame 20 * Cancel to SS with u * Cancel to standing block with b | ||||||
| asuka | b+1+3 | 25 | * Opponent recovers FUFT * Reverses high or mid attacks * Parry state 5~12 | |||||
| asuka | b+1+3* | 25 | * Opponent recovers FUFT * Reverses high or mid attacks * Parry state 5~54 | |||||
| asuka | 1+2+3+4 | * Transition to Ultimate Tackle throw with 1+2 * Cannot block for 5 seconds * CH state for 5 seconds | ||||||
| asuka | Tackle.2,1,2,1 | 5,5,5,10 | +3c | +0d | * Unbreakable unless reversed * only 1st and 4th hits can be blocked * 1 to defend left side (against right punch) * 2 to defend right side (against left punch) * 1, 2 or 1+2 to defend tackle from behind * Does not consume CH state on hit | |||
| azucena | H.LIB.1,2,F | +7 | +54a (+34) | * Strong Aerial Tailspin * 70% scaling on combo * Chip damage on block * Floating state 15~33 | ||||
| azucena | H.b+1,1,2,F | +7 | +54a (+34) | * Strong Aerial Tailspin * 70% scaling on combo * Chip damage on block * Floating state 15~33 | ||||
| azucena | H.b+2,F | +7 | +54a (+34) | * Strong Aerial Tailspin * Homing * 70% scaling on combo * 7 Chip damage on block * Low crush 15~30 * Floating state 31~33 | ||||
| azucena | H.f+3+4 | * Parries all high or low attacks * Consumes 120F of remaining Heat time * Cancel to r20 with DB * High crush 4~20 * Parry state 17~ | ||||||
| azucena | 1+3+4 | |||||||
| azucena | 1+3+4* | * Regenerates heat * Heat meter won't disappear, even if it fully depletes | ||||||
| azucena | f+3+4 | * Completely evades all high/low attacks * Cancel to r20 with DB * Parry state 18~ | ||||||
| azucena | f+3+4* | * Regenerates heat * Heat meter won't disappear, even if it fully depletes * Parry state 1~ | ||||||
| azucena | b+3+4 | * Low crush 6~19 * Floating state 20~22 | ||||||
| azucena | b+3+4* | Regenerates heat | ||||||
| azucena | 1+2+3+4 | * Cannot block for 5 seconds * CH state for 5 seconds | ||||||
| azucena | UB,b | Transition to r24 LIB with F * Low crush 18~37 * Floating state 38~40 | ||||||
| azucena | BT.b+3 | |||||||
| azucena | BT.b+1+2 | Parries all mids * Parry state 2~8 | ||||||
| azucena | BT.b+3+4 | * High crush 6~20 | ||||||
| azucena | BT.f+3+4 | * Low crush 6~21 * Floating state 22~24 | ||||||
| azucena | LIB.B | Completely evades high or low attacks * Parry state 1~ | ||||||
| azucena | LIB.F | * Completely evades high or low attacks * Regenerates heat with each step * Parry state 1~ | ||||||
| azucena | LIB.P (High) | 0 | * Restores recoverable health * Frame advantage depends on the move that gets parried * is1~16 | |||||
| azucena | LIB.U | * Completely evades high or low attacks * Regenerates heat with each step * Parry state 1~ | ||||||
| azucena | LIB.b,b | * Can be canceled at r20 with b+1 or uf+1, performs the same attack as uf+1 | ||||||
| azucena | LIB.f,f | |||||||
| bryan | b+1+3 | +31 | * Parries high or mid punches * Parry state 5~12 | |||||
| bryan | 1+2+3+4 | * Can't block for 5 seconds * CH state on your next attack for 5 seconds ''(Tekken 7 and prior games)'' * 10% damage increase on the next attack for 5 seconds ''(Tekken 8 season 2 patch onward)'' * Attacks taken will be CH for 5 seconds | ||||||
| bryan | d,db,b | * Cancel to SS on any frame with u * Minimum 3f needed to enter (one for each directional) * High crush 1~10 | ||||||
| bryan | qcf | * Enter FC r25 with DF * Cancel to SS on any frame with u * Cancel to block on frames 1~9 with b * Actionable on frame 1~ * High crush 1~25 | ||||||
| claudio | 1+2+3+4 | * Can't block for 5 seconds * CH state on your next attack for 5 seconds ''(Tekken 7 and prior games)'' * 10% damage increase on the next attack for 5 seconds ''(Tekken 8 season 2 patch onward)'' * Attacks taken will be CH for 5 seconds | ||||||
| clive | 3+4 | * Strong low parry effect (active while moving) * Move backward/forward with b_f * Cancel to r53 with db_d_df * Floating state 5~ * Parry state 9~ | ||||||
| clive | f+4 | Actionable after 15f | ||||||
| clive | b+3 | * Strong parry effect: parries all highs or mids, except throws, unblockables and charge moves * Parry state 5~13 | ||||||
| clive | b+3,P | Earliest cancel to parry attacks r23 * is1~16 | ||||||
| clive | 1+2+3+4 | * Can't block for 5 seconds * CH state on your next attack for 5 seconds ''(Tekken 7 and prior games)'' * 10% damage increase on the next attack for 5 seconds ''(Tekken 8 season 2 patch onward)'' * Attacks taken will be CH for 5 seconds | ||||||
| clive | uf | * Low crush 9~43 | ||||||
| clive | PHX.1+4 | |||||||
| clive | WOL.4 | Actionable after 15f | ||||||
| devil-jin | 3+4 | * Low crush 20~58 * Floating state 59~61 | ||||||
| devil-jin | f+3 | * Stance moves can be delayed by 10f * Low crush 18~32 * Floating state 33~35 | ||||||
| devil-jin | 1+2+3+4 | * CH state for 5 seconds * Can't block for 5 seconds * Low crush 6~47 * Floating state 48~50 | ||||||
| devil-jin | f,n,d,df | * Cannot be buffered * Stance moves can be buffered out of heat dash * Recovers in FC at frame 20 * Cancel to sidestep with u * Cancel to block with b | ||||||
| devil-jin | f,n,d,df,UF | * Can access wr3 by inputting 3 on frames 1~2 * Unable to act from frames 3~26 * Low crush 1~20 * Floating state 21~23 | ||||||
| devil-jin | FUFT.u+3+4 | FUFA shift to Fly leaves attacker in backturn | ||||||
| dragunov | 3+4 | * Transition to PGR * Transition to r8? FC with no input * Alternate input: d+3+4 to roll towards the foreground * High crush 6~38 | ||||||
| dragunov | d+1+2 | 40 | +5d | * Parries lows except weapons * Can side switch on a successful parry * 100% recoverable damage * Parry state 5~15 * High crush 1~25 | ||||
| dragunov | b+1+3 | 25 | -5d | * Parries mid and high punches and kicks * +1d on a successful kick parry * 100% recoverable damage * Sometimes Side switches on hit * Parry state 5~12 | ||||
| dragunov | 1+2+3+4 | * Can't block for 5 seconds * CH state on your next attack for 5 seconds ''(Tekken 7 and prior games)'' * 10% damage increase on the next attack for 5 seconds ''(Tekken 8 season 2 patch onward)'' * Attacks taken will be CH for 5 seconds | ||||||
| dragunov | SNK | * Lapses to standing * Cancel to SS with u * Input d, DF to transition to FC instead of SNK | ||||||
| dragunov | (Face down).1+2 | * High crush 30~40 | ||||||
| eddy | f+1+2 | * Auto low parry ps8?~ at Mandinga Level 1 ** Transition to Ogum Mandinga on successful parry * Transition to HSP * Floating state 14~53 | ||||||
| eddy | d+3+4 | * Can block at frame 20? with B or DB * Transition to FC after 35F * High crush 6~55 | ||||||
| eddy | b+1+2 | * Auto low parry ps8?~ at Mandinga Level 1 ** Transition to Ogum Mandinga on successful parry * Transition to HSP * Floating state 14~61 | ||||||
| eddy | 1+2+3+4 | |||||||
| eddy | b,ub | * Transition to RLX * Low crush 10?~ | ||||||
| eddy | HSP.n,d | * Transition to RLX * Floating state 1~10? * High crush 6?~ | ||||||
| eddy | HSP.n,f | * Transition to HSP * Floating state 1~ | ||||||
| eddy | RLX.n,d | * Transition to HSP | ||||||
| eddy | RLX.n,f | * Transition to RLX * Recover in FC after 48F? | ||||||
| fahkumram | b+1+3 | * Parries high, mid and low kicks * Parry state 5~12 | ||||||
| fahkumram | b+2+4 | * Parries high and mid punches * Grants GRF on successful parry * Regains recoverable health on successful parry * Parry state 5~12 | ||||||
| fahkumram | 1+2+3+4 | |||||||
| feng | 1+3+4 | |||||||
| feng | f+3+4 | * Parries high and mid fist and feet moves (not elbows/knees/heads etc) * Transition to STC absorbing one hit * Transitions to STC.P after absorbing two hits * Transition to r20 KNP with B (r25 autoblock) * Parry state 3~18 | ||||||
| feng | b+1+3 | 25 | -3d | * Timed with opponent punch * Sideswitch on parry * Parry state 5~12 | ||||
| feng | b+3~4 | * Transition to BT | ||||||
| feng | b+3+4 | * i20 high/mid block * Transition to r39 STC with f (ps25~39) | ||||||
| feng | ub+3 | -11~-10 | +15a~+16a | * Strong Aerial Tailspin * Backwards momentum | ||||
| feng | ub+4 | 15 | +19a (+9) | +33a (+23) | * Balcony Break * No forward momentum | |||
| feng | 1+2+3+4 | |||||||
| feng | qcf | * Minimum 3f needed to enter (one for each directional) * Transition to r6? hFC with alternate input D,df ** Cannot access stance moves ** Can access FC.df+4 with input D,df+4 (i27? effective startup) * Cancel to sidestep with U * Can access df+3 and db+3 from a manual qcf input | ||||||
| heihachi | H.b,b,n,3+4 | * Consumes all of the remaining Heat time * Tremendous backwards travel | ||||||
| heihachi | 2+3+4 | |||||||
| heihachi | f+3+4 | * Cancel to r20 with b or db * Heihachi remains in stance indefinitely unless a move is used * Actionable after 40f | ||||||
| heihachi | d+1+2 | * Actionable after 30f | ||||||
| heihachi | 1+2+3+4 | * Can't block for 5 seconds * CH state on your next attack for 5 seconds ''(Tekken 7 and prior games)'' * 10% damage increase on the next attack for 5 seconds ''(Tekken 8 season 2 patch onward)'' * Attacks taken will be CH for 5 seconds | ||||||
| heihachi | f,n,d,df | * Cannot be buffered * Stance moves can be buffered out of heat dash * Cancel to SS with u * Cancel to block with b | ||||||
| heihachi | f,n,d,df,UF | * Unable to act from frames 3~27 * Low crush 1~21 * Floating state 22~24 | ||||||
| heihachi | FUJ.DF | * Transition to r4 CD after 4 frames in FUJ (r8?) * Low parry on frames 1?~14? * Doesn't require a just frame input for Electric or Omen Thunder God Fist * Parry state 1?~14? | ||||||
| hwoarang | 1+2 | * Transition to BT | ||||||
| hwoarang | 3+4 | * Transition to RFF * Transition to r13? standing block with B | ||||||
| hwoarang | f+3 | * Transition to LFS * Sidesteps to the right * Can move forwards and backwards with F and B * Can sidestep with U and D * Cannot block or crouch in stance | ||||||
| hwoarang | b+1+3 | +9 | * Parries high and mid punches. Pressing 4 on successful parry gives Shotgun Shuffle * Parry state 5~12? | |||||
| hwoarang | 1+2+3+4 | |||||||
| hwoarang | f,n,4 | * Transition to RFS * Sidesteps to the left * Can move forwards and backwards with F and B * Can sidestep with U and D * Cannot block or crouch in stance | ||||||
| hwoarang | f,n,d,df | * Cannot be buffered * Stance moves can be buffered out of heat dash * Recovers in FC at frame 20 * Cancel to sidestep with u * Cancel to block with b | ||||||
| hwoarang | LFS.3+4 | * Transition to RFS | ||||||
| hwoarang | RFF.3+4 | * Transition to LFF | ||||||
| hwoarang | RFF.f+4 | * Transition to RFS | ||||||
| hwoarang | RFS.3+4 | * Transition to LFS | ||||||
| jack-8 | 1+4 | i22~ | * Alternate input hcf * Can be held for up to 5 spins | |||||
| jack-8 | 3+4 | * When timed with opponent attack, or absorbing an attack, gain GMC and recover in t35? r15 GMH * Recover Heat and recoverable health when absorbing an attack * GMC is always in effect during Heat * Alternate input: ws3+4 * Power crush 7~22 | ||||||
| jack-8 | d+3+4 | * Transitions to SIT (Sit Down) |