mokujin

mokujin

Edit
CharCommandHit levelDamageStartupBlockHitCounter hitNotes
junb+3+4m25i28~29-12+9a (+0)
* Balcony Break
* -8 on block after absorbing an attack
* Power crush 7~27
junu+4m21i22~23-3~-2+22a
* Balcony Break (airborne)
* Low crush 8~28
* Floating state 29~31
junuf+2M24i19-9+30a (+15)+69a (+53)
* Tornado
* Chip damage (9) on block
* Deals 12 damage to self (8 recoverable)
* Unparryable
* Gain 6 Kazama Essence on normal hit and 5 on block or airborne hit
junuf+3m17i20~21-6+5+30a
Balcony Break (airborne)
* Low crush 11~27
* Floating state 28~30
junuf+4m10i16~18-20-9
* Low crush 10~40
* Floating state 41~43
junf,F+2m16i16~17-12+3
* Enter GEN +1 +16g r18 wiith F
* Enter MIA +1 +16g r18 wiith B
* Stance transitions can be delayed by up to 10F (+1~-9/+16g~+6g)
junf,F+2,2m, m16, 22i16~17, i21-13+8a+53a
* Tornado
* Balcony Break
* Elbow
* Combo from 1st hit with 8f delay
junf,F+3m23i18~19-9+2
* Homing
* Balcony Break (airborne)
junf,F+1+2m32i22+6+23a (+13)
* Balcony Break
* 6 chip damage on block
* Transition to +9, +26a (+16) GEN with F
* Transition to +9, +26a (+16) MIA with B
* Deals 6 damage to self (4 recoverable)
* Non-limb attack, unparryable by Asuka, Nina, etc
* Gain 8 Kazama Essence on normal hit and 6 on block or airborne hit
junf,f,F+3m28i24~28+3~+7+14a (+5)+46d (-1)
* Balcony Break
* 8 chip damage on block
* Low crush 3~30
* Low crush 31~33
junws1,1,1h, h, m14, 7, 20i12~13, ,i25-13+13a (+4)
* Balcony Break
* Combo from 2nd CH with 4f delay
* Input can be delayed 14f
junws1,1,2h, h, M14, 7, 22i12~13, ,i23-9+30a (+15)+69a (+53)
* Tornado
* Combo from 2nd CH with 6f delay
* Input can be delayed 14f
* Chip damage on block
* Deals recoverable self-damage when not in Heat
* Unparryable
* Gain 6 Kazama Essence on normal hit and 5 on block or airborne hit
junws1,4h, m14, 16i12~13, i22~23-11+0c
* Spike
* Combo from 1st hit with 5f delay
* Input can be delayed 10f
* Move can be delayed 8f
junws1,4,1+2h, m, m14, 16, 28i12~13, ,i25~26-20+16a (+11)
* Balcony Break
* Elbow
* Combo from 2nd CH
junws2m12i13~14-8+5+32a
Hits grounded up-close only
junws2,1m, m12, 20i13~14, i22~23-12+19a (10)
* Balcony Break
* Combo from 1st hit
junws3M16i14~15-13+25a (+5)
* Low crush 17~33
* Floating state 34~36
junws4m21i11~12-12+18a (+11)
junws1+2m20i21-2+5+14 +63a
* Elbow
* Cancel to r39 FC with D on frame 20
junws3+4m23i18~19-21+38a (+28)
Tornado
* Floating state 15~36
junSS.2m27i16-9+14a (+5)+34d (+26)
* Balcony Break
* Tornado
* Restores 3 health and 3 recoverable on hit
* Gain 6 Kazama Essence on normal hit and 5 on airborne hit
junSS.4m20i18~20+6+8c
* Heat Engager
* Heat Dash +5, +67a (+50)
* Spike
* Gain 10 Kazama Essence on Heat activation
jun(Back to wall).b,b,UBm21i39~41+4c~+6c+22a
* Floating state 5~13
* Low crush 14~33
* Floating state 34~36
junGEN.3M14i17~20-4c~-1c+4c~+7c
Spike
junGEN.3,2M, M14, 16i17~20, i24-9+33a (+18)
* Combo from 1st hit with 8f delay
* Input can be delayed 10f
* Deals 12 damage to self (8 recoverable)
* Unparryable
* Gain 8 Kazama Essence on normal hit and 6 on block or airborne hit
junIZU.1,2h, m7, 20i13~14, i24-13+6a+15a
* Spike
* Combo from 1st hit with 5f delay
* Input can be delayed 6f
junIZU.2M24i23~25-13~-11+34a (+24)
* Tornado
* Chip damage (9) on block
* Deals 12 damage to self (8 recoverable)
* Unparryable
* Gain 6 Kazama Essence on normal hit and 5 on block or airborne hit
* High crush 6~20
junIZU.4,1L, M10, 21i19, i19~20-14~-13+14a (+3)
* Balcony Break
* 2nd hit only available as combo from 1st hit
* DA: +9 damage on hit (30)
* Deals 18 damage to self (12 recoverable)
* Unparryable
* Gain 20 Kazama Essence on normal or airborne hit
* Low crush 22~38
* Floating state 39~41
junIZU.1+2M24i21~22-12+19a
* Balcony Break
* Spike
* Frame advantage is -6c if an attack is absorbed
* Power crush 8~20
junIZU.f+1+2m21i16~17-6+5+25
* Homing
* Balcony Break (airborne)
* Only i15 or faster attacks guaranteed on CH
* Jab evasion
* Gain 6 Kazama Essence on normal hit and 5 on airborne hit
junMIA.1M30i24~25-9+72a (+56)
* Tornado
* 12 Chip damage on block
* Deals 9 damage to self (8 recoverable)
* Unparryable
* Gain 8 Kazama Essence on normal hit and 6 on block or airborne hit
junMIA.1+2m17i20~21+4+11g
* Homing
* Strong Aerial Tailspin
* Balcony Break on airborne hit
* Transitions to IZU on hit or block
* Gain 6 Kazama Essence on normal hit and 5 on block or airborne hit
* High crush
kazuya2+3m[12;12]i16+1+2c
* Heat Burst
* Cancel to r45 with b,b on frame 42
* 2 chip damage on block
* 12 chip damage on hit
* Only deals recoverable damage
* Cannot cause a K.O.
* Power crush 7~16
kazuya1,1,2h, h, m5, 6, 14i10, ,i13-17+20a (+15)
* Balcony Break (airborne)
* Combo from 1st hit
* Combo form 2nd hit with 11f delay
* Move can be delayed 11f
kazuya1,2,2~3h, h, m5, 8, 23i10, ,i23-9+6
Interrupt with i21 from 2nd block
kazuya1,2,4,3h, h, L, m5, 8, 18, 25i10, ,i32-2+24a (+15)+69a
* Balcony Break
* Combo from 3rd CH
* Move can be delayed 11f
kazuya2,2h, m12, 24i12, i24~25-8+7+50a
* Balcony Break (airborne)
* Combo from 1st CH
kazuya3,1,4h, h, m12, 10, 17i14, ,i21~22-6+8+40d (+32)
* Knee
* Combo from 2nd CH with 6f delay
* Move can be delayed 14f
kazuyaf+2m23i20-12+13a(+4)
* Tornado
* Balcony Break
* Reversal break and -8 on block if an attack is absorbed
* 9 chip damage on block after absorbing an attack in power crush state
* Power crush 7~19
kazuyaf+3m22i17-13+5+54a(+23)
Balcony Break on air hit
kazuyaf+4m20i19~20+4c+7c+31d
Spike
kazuyaf+1+2m20i25-9+11a(+2)
* Balcony Break
* Parries high and mid punches
* 25 damage, +38d (+17) on successful parry
* Parry state 3?~10?
kazuyadf+1m11i15~16-7+9
kazuyadf+1,df+2m, m11, 22i15~16, i22-8+18c+32a(+22)
* Tornado
* Balcony Break
* Combo from 1st hit with 5F delay
* Move can be delayed by 2F
* Input can be delayed by 5F
kazuyadf+2m22i14-12+5+59a
* Homing
* Balcony Break on air hit
* Crumple stun +13F after CH
kazuyadf+3m13i18-7+9
Knee
kazuyadf+3,2m, m13, 15i18, -11+5
* Combo from 1st hit with 10F delay
kazuyadf+3,2,1m, m, m13, 15, 21i18, -14+8(-1)+25
* Tornado
* Balcony Break
* Combo from 2nd CH
* Can be delayed 16F
kazuyadf+3,2,1*m, m, m13, 15, 25i18, i46+11g+10(+1)
* Tornado
* Balcony Break
* Chip damage when guarded
kazuyadf+4m10i13~14-9+2
kazuyadf+4,4m, m10, 16i13~14, i15~16-15+0c
* Spike
* Combo from 1st hit with 11?f delay
* Move can be delayed 10?f
kazuyadf+3+4,1m,h, m7,9, 15i18, i11-11+1
kazuyadb+1m7i13-10+0
kazuyadb+2m23i20-9c+7c+21d
Spike
kazuyab+1,2h, m10, 20i11, i20-14+9 (+0)
* Balcony Break
* Combo from 1st hit
* Can be delayed 14F
* Combo can be delayed 10F from hit
kazuyab+2m12i14-8+4
kazuyab+2,2m, m12, 14i14, i25-10+1
kazuyab+2,4,1m, h, m12, 12, 22i14, ,i19-14+11a (+2)
* Balcony Break
* Combo from 2nd CH
kazuyab+3,1,4,1h, h, l, m15, 10, 10, 15i18, ,i15-14+15a (+6)
Balcony Break
kazuyab+1+2m21i22-8+5
* Heat Engager
* Heat Dash +36a (+26a) on hit
* 6 chip damage on block
kazuyaub+1m12i18-12-1-1
* Spike
* Low crush ~9
kazuyauf+1m16i20-7+3+3
kazuyaDVK.uf+1,3m, M16, 20i20, i30-9+17a (+0)
* Balcony Break
* Consumes 180F? of remaining Heat time
* Restores 30F of Heat on hit
* Jail from 1st block
* Combo from 1st hit
* Available only on 1st hit or block
* Low crush 9~27
* Floating state 28~30
kazuyauf+3m25i19-9+17(+9)
* Balcony Break
* Low crush 9~
kazuyauf+4m16i25-12-1
* Balcony Break on air hit
* Low crush 9~
kazuyauf+4,4,4,4m, l, l, m16, 12, 10, 20i25, -17+19a (+12)
Balcony Break
kazuyaf,F+2m20i16-9+13c
* Heat Engager
* Heat Dash +36a (+26a) on hit, +5 on block
* Balcony Break
* 6 chip damage on block
* Forces backroll onhit
kazuyaf,F+3m21i20-3c+46a
* Spike
kazuyaf,F+4M22i17~18-9+5+29a(+23)
kazuyaf,n,d,DF+4,1L, m15, 23i16, i26-16+17a(+10
* Balcony Break
* Combo from first hit
kazuyaf,n,d,df+1m23i20-16+29a(+19)
* Tornado
* Meaty 1F in actuality
kazuyaf,n,d,df+1+2m33i24+5+25a(+15)
* Tornado
* Balcony Break
* 9 chip damage on block
kazuyauf,n,4m20i23-13+32a(+22)
* Low crush 9~
kazuyaf,f,F+3m30i22~25+6+13a(+3)
* Balcony Break
* 9 chip damage on block
* Low crush 3~
kazuyaws1m10i13-5+5
kazuyaws1,2m, m10, 12i13, i22-12+73a(+57)
* Tornado
* Combo from 1st hit
kazuyaws2m25i16-18+57a
Homing
kazuyaws3m24i21-5+20a(+11)
* Homing
* Balcony Break
kazuyaws4m13i11~12-3+8
kazuyaws4,4m, m13, 16i11~12, i15~16-15+0c
* Combo from 1st hit
kazuyaws1+2m25i13-9+8+24a
kazuyaSS.3m23i23-7+16a (+7)+50a
Balcony Break
kazuyaSS.4m14i15-6+4
Balcony Break
kazuyaSS.4,1m, m14, 22i15, i21~22-13+21a (+12)
* Strong Aerial Tailspin
* Elbow
* Combo from 1st hit with 9f delay
* Move can be delayed 9F
* Recovers 5F faster on hit (t65 r28)
kazuyaFC.df+3+4m24i23-11c+11a
* High crush
* Low crush 13~
kazuya(back to wall).b,b,ubm25i29-1+45d (-13)
* Air Status 5F
* is8~13
kazuyaBT.u+3m18i9-12+19a (+9)
* Low crush 9~24
* Floating state 25~27
kazuyaDVK.1+4M27i21~31-9+3a
* Tornado
* Reversal Break
* Balcony Break if an attack is absorbed
* Consumes 300F? of remaining Heat time
* +8a (-1) and balcony break on hit if an attack is absorbed
* -7 on block if an attack is absorbed
* 10 chip damage on block after absorbing an attack in power crush state
* More evasive when performed from crouching state
* Power crush 6?~20?
kazuyaDVK.SS.2m25i17~18-15+76a
* Tornado
* Sidestep adds 9f, effective move startup: i26
* Consumes 150F? of remaining Heat time
kazuyaDVK.f,n,d,DF+4,1,1,BL, m, m15, 23, 17i16, ,i24~26-19+26a (+16)
* Low crush 24~
king2+3m[12;12]i16+1+2c
* Heat Burst
* Cancel to r45 with b,b on frame 42
* 2 chip damage on block
* 12 chip damage on hit
* Only deals recoverable damage
* Cannot cause a K.O.
* Power crush 7~16
king1,2,1h, h, m5, 15, 10i10, ,i24~25-4+5s+10s
* Forces standing on hit.
* Move can be delayed by 9F
* Jail from 2nd normal hit with 4F delay
* Starter of 10 Strings, 3rd~5th hits are combo.
king2,1h, m10, 15i10, i23~24-3+8
* Forces standing on hit.
* Combo from 1st hit.
king3,2h, m17, 18i15~16, i20~21-9+5c
* Elbow
* Move can be delayed by 10F
* Input can be delayed by 11F
king3,2,2h, m, m17, 18, 24i15~16, ,i23~24-13+17g JGR
* Elbow
* Balcony Break
* Floor Break
* Transition to +17g JGR on hit
* Transition to +12g standing on hit with B
* Jail from 2nd hit with 10F delay
* Combo from 2nd CH with 10F delay
* Move can be delayed by 11F
* Input can be delayed by 12F
* Forces tech backroll on hit
* Opponent recovers crouching
king3,2,2*h, m, m17, 18, 30i15~16, ,i34~35+9c JGR+25a (+15) JGR
* Balcony Break
* Elbow
* Transition to JGR on hit or block (+9/+25a (+15))
* Transition to standing on hit or block with B (+4c/+20a (+10))
* Move can be delayed by 11F
* Input can be delayed by 12F
* 12 chip damage on block
king1+2m17i18-11-2s+0s
* Elbow
* Forces standing on hit.
* Transition to BT.
king1+2,1m, m17, 21i18, i22-13+12a(+3)
* Balcony Break
* Combo from 1st hit with 3F delay
* Interrupt with i5 from 1st block
* Cancel move at frame 19 with B (-18/-9/-7)
* Input can be delayed by 3F
* Move cannot be delayed
kingf+2m12i15~16-11+2s
* Elbow
* Forces standing on hit?
kingf+2,d+1m, m12, 15i15~16, i22-13c+2c
* Floor Break
* Move can be delayed by 10F
* Input can be delayed by 12F
kingf+2,d+1,2m, m, m12, 15, 16i15~16, ,i22~23-15+27a(+17)
* Combo from 2nd hit with 13F delay
* Move can be delayed by 10F
* Input can be delayed by 13F
* Jail from 2nd block with no delay
kingf+3m18i15~16-8+1+9s
* Only forces standing on CH.
* +1c on crouching hit
kingf+4m25i18~20-9+12a(+3)
Balcony Break
Homing
* Low crush 9~
kingf+1+4m21i17~19+3+7s
* Body charge attack
* Forces standing on hit.
kingf+2+3m27i20~24-9+8a(-1a)
* Heat Engager
* Heat Dash +5 on block, +36a(+26a) on hit.
* Balcony Break
* Shoulder
kingdf+1m15i14~15-1+3s
* Elbow
* Forces standing on hit.
kingdf+1,2m, m15, 15i14~15, i20~21-10+5s
* Combo from 1st hit with 5F delay
* Combo from 1st CH with 10F delay
* Jail from 1st block with 5F delay
* Move can be delayed by 11F
* Input can be delayed by 13F
kingdf+2m12i13-6+4s
* Forces standing on hit.
kingdf+3m17i14-9+6s
* Forces standing on hit.
* Tracks left side.
kingdf+4,3,4l, h, m10, 11, 27i14~15, ,i28~29-15+6a (-3)+47a(+16)
* Balcony Break
* Combo from 2nd CH.
* Crumple on 3rd CH.
* Shift to r32? BT (-8, +13a (+4a), +54a (+23a)) with B
* Shift to backturn is 14F punishable.
* Low crush 18~
kingd+1+2m21i23-24+45a(+35)
* Tornado
* High crush 6~23
kingd+2+3M25i30~35-8+0c
*
Floor Break
* Elbow
* Low crush 21~32
* Floating state 33~54
kingd+3+4,4,4,2L, L, L, m14, 7, 7, 10i16, ,i28-15+5
* Balcony Break
kingdb+2m21i25~26-5c+19a
* Forces Crouching on block.
kingb+1,4h, m13, 23i12, i26~28-10+1d+18(-17)*
* Combo from 1st CH with no delay.
* Recovers in FUFT.
* Move can be delayed by 6F
* Input can be delayed by 10F
kingub+4m15i15-13+19a(+9)+33a(+23)
* Knee
* Jump straight up knee, very short range.
* Low crush 9~
kingu+1+2m25i35~36+2c+22a
* Parryable by traditional punch parries
* Low crush 9~
kinguf+2M35i47~53-17c-7d/-4c
* Elbow
* Hits OTG.
* u+2 to jump vertical (js9~), ub+2 to jump back (js9~).
* Force Crouching on block. (ub+2 also on hit)
* Low crush 10~
kinguf+3M23i22~29-10-1d
* Low crush 13~
kinguf+4m13i15-13+33a(+23)
* Knee
* Recovers 2F faster on hit or block (r30? t46?)
* Low crush 9~
kinguf+3+4m23i22~23-12/-7+25g / +22g
* Tornado
* -7 on block after absorbing an attack in power crush state.
* 9 chip damage on block after absorbing an attack in power crush state.
* 10 chip damage on block after absorbing an attack in power crush state while in heat.
* Shifts to r27 JGR on hit.
* Cancel shift into JGR on hit at +22 r55? with input B
* Power crush 7~
kingf,F+1m21i20~21-5+14g+38d
* Homing
* Balcony Break
kingf,F+2m21i31~32+7+12c
* Elbow
* Forces crouching on hit.
* Allow crouching throw on hit.
* 6 chip damage on block.
* 8 chip damage on block in heat.
kingf,f,n,1+2m0i9+0+7s+18s
* i10 startup with buffered input
* Forces Standing on hit.
* Allows follow up on CH.
kinguf,n,4m20i23~25-13+32a(+22)
* Low crush 9~
kingf,f,F+3m25i20~25+3+30(+22)
* Balcony Break
* Knee
* 7 chip damage on block.
* 10 chip damage on block in heat.
kingf,f,F+3+4m40i28~34+17+32d(-26)
Balcony Break
* Low crush 9~
kingws1m12i10~11-3+4s
* Acts like 11 frame attack.
* Forces Standing on hit.
kingws2m11i14-9+1s
* Homing
* Forces Standing on hit.
kingws2,2m, m11, 25i14, i15~16-12+12g
* Balcony Break
* Combo from 1st hit with 9F delay
* Combo from 1st CH with 16F delay
* Recover 3F faster on hit(r30? t66?)
* Transition to JGR on hit
* Cancel to standing with B
* Move can be delayed by 10F
* Input can be delayed by 16F
kingws4m20i11~12-6+5
kingws1+2m20i18~19-10+35a(+25)
* Elbow
kingFC.df+2m21i15-14+56a
* Crumple on hit.
kingBT.3M18i13~14-13+9s+50d
* Tornado
* Hits OTG. Forces standing on normal hit.
* Crumple on CH for full combo.
kingCD.1+2M24i20~23-5c+16d+52a
Balcony Break
* Bounce off ground on CH for full combo.
kingCD.DF+4m21i15~16-9+49a(+18)+53a
* Knee
* Special down state that allows low juggle (on normal hit).
* Crumple on CH for full combo.
kingFUFT.b+3+4m25i16~28-25+4a(-6)
Balcony Break
* Faster than normal spring kick and knocks down.
kingJGR.1m21i16~17-8+26c
* Balcony Break
* Elbow
* Power up into JGR.1* after 30F? or during Heat
** Partially uses remaining Heat time during Heat.
kingJGR.1*m25i16~17-4+75a (+59)
* Tornado
* Elbow
* Effective startup i46~47?
* Partially uses remaining Heat time during Heat.
kingJGR.3m30i22~23-9+12d (+2)
* Balcony Break
* Homing
* Power up into JGR.3* after 30F? or during Heat
** Partially uses remaining Heat time during Heat.
* Low crush 11~30
* Floating state 31~33
kingJGR.3*m34i22~23+2+21a (-5)
* Balcony Break
* Homing
* Effective startup i52~53?
* 10 chip damage on block
* Partially uses remaining Heat time during Heat
* Low crush 11~30
* Floating state 31~33
kingJGS.2m15/18/22i11~12-9/-2/0c+12c
* Forces Crouching on hit.
* Forces Crouching on block from 3rd spin on.
* Damage increase up to 3rd spin.
kingJGS.3m23/27/34i22~23-5/-1+21a(+12)/+25a(+16)
* Balcony Break
* Strong Aerial Tailspin
* On block / hit increases up to 2nd spin.
* Damage increase up to 3rd spin.
kingJGS.df+4m30/36/45i17~19-16/+8+5a(-4)
Balcony Break
* On block increases up to 2nd spin.
* Damage increase up to 3rd spin.
kuma2+3m[12;12]i16+1+2c
* Heat Burst
* Cancel to r45 with b,b on frame 42
* 2 chip damage on block
* 12 chip damage on hit
* Only deals recoverable damage
* Cannot cause a K.O.
* Power crush 7~16
kuma1,1h, m5, 8i10, i22~23-15-4c
* Combo from 1st hit CH with 2F delay
* Move can be delayed by 3F
kuma1,1,1h, m, m5, 8, 14i10, ,i22~23-16+69a (+23)
* Tornado
* Combo from 2nd hit
* Combo from 1st CH
kuma2,1h, m10, 11i10, i16-3+2
* Combo from 1st hit with 2F delay
* +2c on crouching hit
* Panda: Reduced vertical hitbox (does not hit as high)
kuma2,1,2h, m, m10, 11, 22i10, ,i33~34-14+31a (+21)
kuma1+2m25i13~14-13+18g
* Balcony Break
* Heat Engager
* Forces crouch on hit
kumaf+1+2m16i18-15+18a
kumaf+1+2,1+2m, M16, 20i18, i30~31-14+65a (+49)
* Tornado
* Combo from 1st hit
* Grounded hit on off-axis hit against large body size characters?
kumaf+3+4,1+2L, M20, 30 (24)i28~30, i50~i60-16-13a
* Shoulder
** Body slam (unparryable)
* 24 damage from 1st hit with grounded scaling
* High crush 0~
kumadf+1m6i15~16-6+2
kumadf+1,2m, m6, 9i15~16, i22~23-11-2
* Combo from 1st CH
kumadf+1,2,1+2m, m, M6, 9, 20i15~16, ,i25~26-14c+17d
* Combo from 2nd hit with 9F delay
* Combo from 1st CH
* Move can be delayed by 8F
* Input can be delayed by 10F
kumadf+2m10i15~16-9+2
kumadf+2,1m, m10, 12i15~16, i20~21-16+35a (+25)
* Combo from 1st hit with 4F delay
* Input can be delayed by 4F
* Move cannot be delayed
kumadf+3m13i16-9+2
* +2c on crouching hit
kumadf+4m15i12-4+7
kumad+1+2M23i14~15-15+13d (+3)
* Balcony Break
* Shoulder
** Body slam (unparryable)
* 27 damage on clean hit
kumadb+1,2h, M11, 20i14~15, i22~23-13+4+13c
* Spike
* Combo from 1st hit
* Hold 2 to power up, up to 2 charge levels
* Transition to HBS with input D or 3+4
kumadb+1,2*h, M11, 20i14~15, i33~34-12+13c+42a
* Spike
* 8 chip damage on block
* Heat skips to db+1,2** charge with i34~35 startup
* Transition to HBS with D or 3+4
kumadb+1,2**h, M11, 30i14~15, i47~48+3+42a
* Spike
* Reversal Break
* 12 chip damage on block
* Startup shortened during Heat: i34~35 startup (partially consumes Heat time)
* Transition to HBS with D or 3+4
kumadb+1+2,1+2,2m,m, m,m, m4,4, 4,4, 18i14~15, ,i20~21-15+22a (+12)
kumab+1M24i22~23-13+13a
* Balcony Break
* Transition to -13 HBS with input D or 3+4
* 9 chip damage on block
* 12 chip damage on block after absorbing an attack in power crush state
* -3 on block after absorbing an attack in power crush state
* Power crush 7~21
kumab+2m12i15-9+2
kumab+2,1,1+2m, h, m12, 14, 20i15, ,i26-11+15a (+6)
* Balcony Break
* Combo from 2nd CH with 4F delay
* Move can be delayed by 10F
* Panda: Shorter vertical hitbox (does not hit as high)
kumab+2,2m, m12, 15i15, i25-10+6
* Combo from 1st CH with 5F delay
* Move can be delayed by 13F
kumab+2,2,1m, m, m12, 15, 25i15, ,i35~39-15+25a (+15)
* Tornado
* Combo from 2nd CH with 1F delay
* Move can be delayed by 15F
* Low crush 38~58
* Floating state 59~61
kumab+3+4m20i22~23-28+61a
* Alternate input: ws3+4
* Tornado
kumau+1+2m24i18~23-4+3
* Transition to HBS with D or 3+4 (-3/+4)
* Low crush 17~33
* Floating state 34~36
kumau+3+4m21i34~39+10+20
* Transition to SIT (cannot cancel)
* Low crush 8~36
* Floating state 37~39
* High crush 51~
kumauf+1m20i26~28-6+22a
* Alternate input: ub+1 or u+1
* 8 chip damage on block
* Low crush 9~30
* Low crush 31~33
kumauf+2m20i28~30-6+30a+65a (+45)
* Balcony Break
* Homing
* Strong Aerial Tailspin
* Alternate input: ub+2 or u+2
kumauf+3m13i16~17-13+30a (+20)
* Panda: Very slightly increased vertical hitbox height (hits higher)
* Low crush 9~32
* Floating state 33~35
kumauf+3,4m, m13, 13i16~17, i10~12-11+30a (+20) / +21a (+14)
* Less frame advantage occurs after Combo from last hit
* Panda: Very slightly increased vertical hitbox height on frames 11~12 (hits lower)
* Low crush 1~17
* Floating state 18~20
kumauf+3,4,1+2m, m, M13, 13, 22i16~17, ,i18~19-15+16a / -2a
* Spike
* Transition to HBS with input D or 3+4
* Less frame advantage occurs after Combo from last hit
kumauf+4m20i29~30-6-10a (-20)
* Balcony Break
* Low crush 9~30
* Floating state 31~33
kumauf+4,3m, m20, 25i29~30, i20~21+7+21a (+14)
* Balcony Break
* Only connects on hit or block
* Recovers in FUFT
* Low crush
kumaf,F+2M23i19~21-19+45a (+35)
* High crush 8~18
kumaf,F+1+2M30i37~38+8 HBS+52a HBS
* 9 chip damage on block
* Transition to HBS
* Transition to ROL with input F (+5/+49a)
* Panda: Reduced vertical hitbox (does not hit as high)
* Low crush 9~32
* Floating state 33~35
kumaqcf+2m15i17~18-8+3
kumaqcf+2,1m, m15, 25i17~18, i27-10+33a (+7)
* Heat Engager
* Heat Dash +36a (+26)
* Balcony Break
* Combos from 1st hit
kumaf,f,F+3m30i22~23+6+13a (+3)
* Balcony Break
* Chip damage on block
* Low crush 3~25
* Floating state 26~28
kumaf,f,F+1+2m30i20~24+3+9c
* Balcony Break
* Heat Engager
* 9 chip damage on block
* Transition to HBS with D or 3+4 (+3/+9c; does not shift when using Heat Dash)
* Forces tech backroll on hit
* Panda: shorter attack hitbox range, reduced vertical height (does not hit as deep or high)
* Low crush 21~35
* Floating state 36~38
kumaws1m13i13~15-11+2+7
kumaws1,2m, m13, 20i13~15, i18~19-13+6 (+20g)+18cg
* Combo from 1st hit
* Hold 2 to power up, up to 2 charge levels
* Transition to HBS with input D or 3+4
* Tornado
* Wall Crush +20g on hit
* Balcony Break on CH
kumaws1,2*m, m13, 28i13~15, i33-12+18cg+31a (-2)
* Combo from 1st CH
* Heat skips to Level 2 charge
* Transition to HBS with input D or 3+4 (-12/+18cg/+34a (-2))
* Balcony Break
* Tornado
kumaws1,2**m, m13, 38i13~15, i44+3+27a (-9)
* Transition to HBS with input D or 3+4
* Balcony Break
* Tornado
* Reversal Break
* chip damage on block
* Heat reduces charge length (consumes partial Heat time)
kumaws2m20i15~16-12+29a (+19)
kumaws3m21i18~20-9+17 (+8)
* Balcony Break
* Homing
kumaws4m20i11~12-6+5
kumaSS.1+2m23i22~23-3+6c
* 9 chip damage
* Transition to +12 +3 HBS with D
kumaFC.df+2m12i18~19-13-2
*
kumaFC.df+2,1,1+2m, h, M12, 12, 6i18~19, ,i22~23-17-6
* Interrupt with i6 from 2nd block
kumaFC.df+2,1,1+2,3,1+2m, h, M, L, M12, 12, 6, 5, 6i18~19, ,i26~27-19-8
* Interrupt with i10 from 4th block
* Can SSR hit from 4th block
kumaFC.df+2,1,1+2,3,1+2,3+4m, h, M, L, M, m12, 12, 6, 5, 6, 6i18~19, ,i25~26-12-1
* Interrupt with i8 from 5th block
* Can SSL/SSR and SWL/SWR from 5th block
* Low crush 15~27
* Floating state ?
* High crush 28~
kumaFC.df+2,1,1+2,3,1+2,3+4,1+2m, h, M, L, M, m, m12, 12, 6, 5, 6, 6, 7i18~19, ,i55-49-38
* Interrupt float with i40? from 6th block
* Can SSL/SSR and SWL/SWR from 6th block
* Floating state 1~122
kumaFC.df+2,1,1+2,3,1+2,3+4,1+2,2m, h, M, L, M, m, m, m12, 12, 6, 5, 6, 6, 7, 6i18~19, ,i20~22-17-6
* Interrupt with i21? from 7th block
* Can SSL/SSR and SWL/SWR from 7th block
kumaFUFA.1+2M15i17~19-2+6
* Transition to HBS (Cannot cancel)
* Reverse direction when performed in FUFT
kumaFUFT.d+1+2m21i29~31+18~+20+37a+37a
* Transition to SIT (Cannot cancel)
* Reverse direction when performed in FUFA
kumaHBS.1M10i12-13+5+12
* Elbow
kumaHBS.1,2M, M10, 23i12, i24~25-13+6c+13c
* Combo from 1st hit with 20?F (charge) delay
* Hold 2 to power up, up to 2 charge levels
* Move can be delayed by 10F by holding 2
kumaHBS.1,2*M, M10, 23i12, i33~34-12+13c+49a
* Combo from 1st CH with 30?F (charge) delay
* Move can be delayed by 9?F by holding 2
* Becomes HBS.1,2** during heat
* Consumes 240F? of remaining Heat time
* 9 chip damage on block
kumaHBS.1,2**M, M10, 30i12, i44~45+3+49a
* Reversal Break
* Replaces HBS.1,2*: i33~34 startup during Heat (t83? r36?)
* 12 chip damage on block
kumaHBS.1+2M24i19~22-15+79a
* Tornado
* 27dmg upon opponent landing
* High crush 1~18
kumaHBS.3+4M21i20~24-14+9a (-1)
* Heat Engager
* Heat Dash +43d (+35)
* Balcony Break
* Panda: Decreased attack range and height hitbox (does not hit as deep)
* Power crush 7~19
kumaHBS.df+1m23i25~27-7+20a (+11)
* Homing
* Balcony Break
* Strong Aerial Tailspin
* 9 chip damage
kumaHBS.df+2m20i15~16-17+35a (+25)
* Tornado
kumaHBS.d+1+2m22i16~20-3+4+76a (+60)
* Tornado
* Transition to HBS
* Tornado on CH only
* t44? r24? on hit
* Panda: Increased vertical attack hitbox height. Decreased attack range and height hitbox on frames 18-20 (does not hit as deep or high)
kumaROL.2m21i17~19-17+28a (+18)
kumaROL.4M20i26~30+7+26a
Recovers in FUFT
kumaSIT.2m18i19~21-12+73a (+57)
* Tornado
kumaSIT.3+4M20i25-12 / -10 ROL-4a / -2a ROL
* Transition to ROL with input SIT.F
lars2+3m[12;12]i16+1+2c
* Heat Burst
* Cancel to r45 with b,b on frame 42
* 2 chip damage on block
* 12 chip damage on hit
* Only deals recoverable damage
* Cannot cause a K.O.
* Power crush 7~16
larsH.LEN.2m20i16~17-9+65a (+49)
* Tornado
* Elbow
* Consumes 240F of remaining Heat time
* 9 chip damage on block
* High crush 1~15
* Low crush 16~34
lars1,1h, m5, 8i10, i18~19-8+0
* Combo from 1st hit CH with 3F delay
* Jail from 1st block with no delay
lars1,1,1h, m, m5, 8, 20i10, ,i25~26-12+17a
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Combo from 2nd hit with 4F delay
* Combo from 1st CH with 4F delay
* Move can be delayed by 5F
lars2,1h, m10, 12i10, i20~21-6+8
* Combo from 1st hit with 3F delay
* Input can be delayed by 3F
* Transition to LEN, cannot cancel
lars1+2m25i25-12+7
* Power crush 7~24
lars3+4m22i17~18-8+17d
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
larsf+1,2h, m10, 11i13, i12-5+6
* Transition to SEN
* Combo from 1st hit with 1F delay
* Input can be delayed by 1F
* Jails from 1st block
* Transition to standing with B (-8/+3)
larsf+1,2,3h, m, m10, 11, 20i13, ,i24-5+22c+49a
* Balcony Break
* Combo from 2nd hit CH
* Transition to DEN
* Cancel DEN and transition to standing with input B (-12/+41d (-17)/+42a)
* Forces tech backroll on hit
** Opponent recovers crouching
larsf+4m12i17-9+7
* Knee
larsf+4,1m, m12, 8i17, i21~22-9+2
Combo from 1st CH
larsf+4,1,2m, m, m12, 8, 8i17, ,i12-10+2
Combo from 2nd hit
larsf+4,1,2,1m, m, m, m12, 8, 8, 20i17, ,i24~25-14+19 (+9)
* Balcony Break
* Combo from 3rd CH
larsf+1+2m20i15~16-13+28
larsf+1+4m28i13~14-18+18 (+8)
* Balcony Break
* Shoulder
larsdf+1m12i13-3+5
larsdf+1,1,3m, h, m12, 12, 25i13, ,i25~26-12+16d
* Balcony Break
* Combo from 2nd CH with 9F delay
* Move can be delayed by 10F
* Input can be delayed by 14F
larsdf+1,3m, m12, 20i13, i24-12+13a (+4)
* Balcony Break
* Combo from 1st CH with 1F delay
* Input can be delayed by 1F
larsdf+2m15i14-3+9+13c
* Elbow
* Transition to SEN
* Recover 30F heat on transition
* Transition to standing with B (-11/+1/+5c)
larsdf+3m15i16-11+8
* Transition to DEN with input D (-4/+15)
larsdf+3,3m, m15, 24 (16)i16, i25~26-15+29a (+14a)
* Combo from 1st hit with 2F delay
* 16 damage with scaling from 1st hit
* Input can be delayed by 2F
* Move cannot be delayed
* Low crush 23~
larsdf+4m16i15~16-8+2
larsd+2m17i18~19+0c+8c+10d
* Elbow
* Transition to FC with input D
larsd+3,1(wall stun)l, h,h, m8, 4,10, 27i15, ,i35~36-3a (-15)
* Spike?
larsdb+2m12i15-8+3
* Transition to SEN with input F (-5/+6)
larsdb+2,1m, m12, 8i15, i15~16-8+6
larsdb+2,3m, m12, 15i15, i19-13+8
* Tornado
* Wall Crush +20g on hit
* Input can be held to power up and deal more chip damage on block
* Input can be delayed by 5F? from 1st?
larsdb+2,3*m, m12, 25i15, i51+13+24d (+14)
* Tornado
* Balcony Break
* Input can be partially held from i? to i?
* 10 chip damage on block
larsdb+1+2m12i26-13+8
* Transition to DEN with input D (-6/+11)
* Backsway
larsb+1m17i15~17-9+4+14a (+5)
* Homing
* Balcony Break on CH
larsb+2m12i15-7+4
larsb+2,1m, m12, 17i15, i15-10+4+32a
* Combo from 1st hit with 15F delay
* Move can be delayed by 10F
* Input can be delayed by 15F
larsb+3m14i17-12+4
* Transition to SEN with input F (-5/+11)
larsb+4m23i15-8+8
Knee
larsuf+4m20i25~27-8+42a
* Has high and mid evasive frames
* Increased evasion when performed from crouching state
* Low crush 9~
larsf,F+2M20i21~22-13+35a
* Tornado
* Transition to SEN on hit with input F (+37a)
** Switches sides
larsf,F+4,3l, m12, 20i21, i28-16-3
larsf,F+1+2m20i16~17-9+14 (+5)+59a (+39)
* Elbow
* Balcony Break
* 4 chip damage on block
larsf,n,b+2m10i14-120
larsf,n,b+2,1m, m10, 10i14, i16-18+47a (+39)
larsuf,n,4m20i23~25-13+32a (+22)
* Low crush
larsf,f,F+3m30i20~26+6+15a (+5)
* Balcony Break
* 9 chip damage on block
* Low crush 3~
larsws1m16i15~16-12+38a
* Tornado
* Transition to SEN with F on hit (+36a)
** Switches sides
larsws2m13i13~14-8+3
* Transition to DEN with D (-12/-1)
** Retreats during stance transition
* Transition to SEN with F (-5/+6)
larsws2,1m, m13, 17i13~14, i23~24-12+2c+4d
* Combo from 1st hit
larsws4m16i11~12-6+5
larsSS.2m20i16~17-7+22d
* 4 chip damage on block
larsFC.df+2m19i15~16-8+5+63a
lars(Back to wall).b,b,UBm25i29~33-1+19c
* Balcony Break
* Bryan
* Kazuya
* Lars
* Law
* Forces tech backroll on hit
* Floating state 5~13
* Low crush 14~33
* Floating state 34~36
larsDEN.2M17i17~19-7+7+62a
* Transition to Avalanche Flip on hit or CH with input UF (+9/+64a)
* Jab evasion
larsDEN.3m23i22~23+5+5
* Heat Engager
* Heat Dash +5, +34a (+27)
* Homing
* Transition to SEN (cannot cancel, does not transition when using Heat Dash)
* 9 chip damage on block
* Low crush 8~
larsLEN.2m25i16~17-9+25 (+15)
* Tornado
* Elbow
* 8 chip damage on block
* Powers up during Heat (Uses Heat Time, Tornado launches on hit)
* High crush 1~15
* Low crush 16~
larsSEN.1m26i12~13-6+23a (+13)
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
larsSEN.3M20i14~16-13+29a (+19)
* Low crush 14~
larsSEN.1+2m21i14~16-14+20a (+13)
* Tornado
* Recovers 7F? faster on hit (t44 r28?)
* Power crush 6~13
law2+3m[12;12]i16+1+2c
* Heat Burst
* Cancel to r45 with b,b on frame 42
* 2 chip damage on block
* 12 chip damage on hit
* Only deals recoverable damage
* Cannot cause a K.O.
* Power crush 7~16
law1,1,1h, h, m5, 5, 20i10, ,i20-12+15c
* Heat Engager
* Heat Dash +5, +36a (+26)
* Combos from 1st or 2nd hit CH
* Balcony Break
* Forces tech backroll on hit
law1,2,2h, h, m5, 8, 10i10, ,i20-8+4+4
Combos from 1st hit CH
law1,2,2,1+2h, h, m, m5, 8, 10, 23i10, ,i19-13+5a (-4)
Balcony Break
law1,2,3h, h, m5, 8, 10i10, ,i15-5+13g
* Wall Crush +24g on hit
* Knee
* Combos from 1st hit CH
* Jails from 1st attack
law2,2h, m8, 10i10, i20-8+4
Delay-able
law2,2,1+2h, m, m8, 10, 20i10, ,i19-13+5a (-4)
* Balcony Break
* Combos from 2nd hit CH
* Delay-able
law2,b+2,1,2h, h, h, m8, 8, 8, 21i10, ,i20-3+20a+55a
* Combos from 3rd hit CH
* Delay-able
* Transition to FC with D
law3,3h, m12, 17i12, i27-14-3+53a (+22)
* Combos from 1st hit CH
* Delay-able
law4,u+3h, m15, 23i13, i33-1+30a (+13)
Combos off of 1st hit CH
* Low crush 23~
law1+2M20i16~17-13~12+12a (+5)+66a (+50)
* Tornado
* Weapon
* Partially uses remaining Heat Time in heat
* Instant Tornado on CH
lawf+2~1m24i19~20+4+30a (+4)+54a
* Balcony Break
* 4 chip damage on block
* Transition to DSS with F (+6/+32a (+6)/+56a)
* Alternate input DSS.f+2~1
lawf+3m12i18-10+1
lawf+3,1m, m12, 15i18, i20-2+8
* Transition to DSS with F
** (+3 oB, +13g)
lawf+1+2m20i20+3c+8c+55a
Transition to FC with D
lawf+3+4M20i25~26-2+7c+49a
Alternate input DSS.f+3+4
* Low crush 11~
lawdf+1m10i13-1+5
First hit of Law's 10 String
lawdf+1,3,2m, l, m10, 6, 6i13, ,i28-12-1
Combos from 1st hit
lawdf+2m12i15-7+34a (+24)
lawdf+3m23i21-13+52a (+21)
* High crush 6~
lawdf+4m15i13-8+3
lawdf+4,3m, m15, 23i13, i29~31-14+68a (+52)
* Tornado
* Combos from 1st hit CH
* Low crush 14~
lawd+2,3sl, m8, 21i11, i23-15+30a (+20)
* Combos from 1st hit CH
* Tornado
lawd+3+4,3l, m7, 23i12, i29-14+14a
* Balcony Break
* Combos from 1st hit CH
* Alternate input FC.d+4,3
* Low crush 19~
lawdb+2m15i14-4+7
* Elbow
lawdb+2,4m, M15, 25i14, i33-15+1d
Transition to FUFA with D
* Low crush
lawdb+4,4l, m20, 27i26, i37-8+30a (+12)
* Low crush
lawdb+1+2,1m,h,m, m8,8,8, 28i17, i22-16+16d (+6)
* Balcony Break
* Combo from 3rd CH
lawb+1m12i14-9+2
* Transition to DSS with F
** (-4 oB, +7 oH)
lawb+1,2m, m12, 12i14, i19-12+2
* Combo from 1st hit with 11F delay
* Move can be delayed by 14F
* Transition to DSS with F
** (-10 oB, +4 oH)
lawb+1,2,2m, m, m12, 12, 22i14, ,i18-14+12a (+5)
* Heat Engager
* Heat Dash +5, +42a (+27)
* Balcony Break
* Combo from 1st or 2nd hit CH with 12F delay
* Move can be delayed by 8F
* Input can be delayed by 16F
lawb+2m12i16-8+4
lawb+2,1m, m12, 16i16, i26-15+11a
* Tornado
* Balcony Break
* Combos from 1st hit CH
lawb+2,3,4m, l, m12, 10, 23i16, ,i23-7+36a (+26)
* Tornado
* Combos from 2nd hit CH
* Delay-able
* Transition to DSS with F
** (+5 oB, +48a (+38) oH)
lawb+3m27i23-12+17a (+8)
* Homing
* Balcony Break
* Transition to BT with B
** (-11 oB, +18a (+9) oH)
lawb+4m13i14-7+3
* Homing
* Transition to BT with B
** (-4 oB, +6 oH)
lawb+1+2m21i20-14+31a (+23)
Balcony Break
* Power crush 7~
lawb+3+4m25i23-18+16a (+6)
* Balcony Break
* High crush 6~10?
lawub+3,4M20i15-12+31a (+21)
lawu+4m12i15-13+19a (+9)+33a (+23)
* Low crush
lawUF+4m23i18-17+28a (+18)
* Alternate input
** UB+4, U+4, FC.ub+4, FC.u+4, FC.uf+4
* Low crush 9~
lawUF+4,3m, m23, 16i18, i19-14+78a (+62)
* Combos from 1st hit
* Tornado
* 2nd hit Instant Tornado
** (+68a (+52) oH)
* Alternate input
** UB+4,3 U+4,3
** FC.ub+4,3 FC.u+4,3 FC.uf+4,3
* Low crush
lawuf+3m20i18-8+16c
* Heat Engager
* Heat Dash +5, +36d (+26)
* Balcony Break
* Forces tech backroll on hit
* Low crush 9~
lawuf+4m14i15-13+33a (+23)
* Low crush 9~
lawf,F+2m12i14-6+2+7
lawf,F+2,1,3m, h, m12, 12, 23i14, ,i28-13+11a
* Balcony Break
* Combos off 2nd hit CH
* Delayable
lawf,F+2,f+1+2m, m12, 24i14, i31+4+30a (+4)+54a
* 4 chip damage on block
* Transition to DSS with F (+6/+32a (+6)/+56a)
lawf,F+3M30i23~260c+7d
* Floor Break
* 6 chip damage
* Low crush
lawf,F+4m17i20-9+19cg
Balcony Break
* Low crush
lawuf,n,4m20i19-15+30a (+20)
* Low crush
lawf,f,F+3m30i20~28+6+9c
* Balcony Break
* 6 chip damage on block
* Forces tech backroll on hit
* Low crush
lawws1m10i13-7-1
* Transition to DSS with F
** (-5 oB, +1 oH)
lawws2m20i15-18+31a (+21)
lawws4m14i11-4+4+5
* Transition to +4, +12, +13 DSS with F
lawws4,3m, m14, 23i11, i27-14+68a (+52)
* Tornado
** Combos from 1st hit CH
* Low crush
lawws3+4m30i14-21+0a (-17)
Balcony Break
* Low crush
lawss2m23i18+0+16d (+6)
* Balcony Break
* 4 chip damage on block
lawFC.3,4l, m10, 27i16, i29-14+14a (-3)
Combo from 1st hit CH
* Low crush
lawFC.4,3l, m7, 23i12, i29-14+14a
* Combos from 1st hit CH
* Alternate input d+3+4,3
* Low crush
lawFC.UF+3+4m30i46~49-4+17a (+7)
* Low crush
law(Back to wall).b,b,UBm25i29~33-1+19c
* Balcony Break
* Forces tech backroll on hit
* Floating state 5~13
* Low crush 14~33
* Floating state 34~36
lawBT.2m17i15-14-1+52a
* Elbow
lawBT.2,2m, m17, 20i15, i14-14+5c
* Elbow
* Combos from 1st hit
* Delay-able
* Forces tech backroll on hit
lawBT.4,3h, m14, 24i11, i24-12+12a (+3)
* Balcony Break
* Combos from 1st hit CH
lawBT.d+3+4M25i26-15+0
* Transition to FUFA with D
** (-2 oB, +13d oH)
lawDSS.f+1m20 (24)i14-11+12c
* Heat Engager
* Heat Dash +43d (+35)
* Balcony Break
* 4 chip damage on block
* 7 chip damage on block (Just Frame)
* Forces tech backroll on hit
* While transitioning to DSS from other moves, it is possible to input as a Just Frame (ex; 4,3~F:DSS.f+1) for 4 more damage on hit and 3 more chip damage on block.
lawDSS.f+3m27 (32)i20-9+22d (+12)
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
* 8 chip damage on block
* 9 chip damage on block (Just Frame)
* While transitioning to DSS from other moves, it is possible to input DSS.f+3 as a Just Frame (ex; 4,3~F:DSS.f+3) for 5 more damage.
lee2+3m[12;12]i16+1+2c
* Heat Burst
* Cancel to r45 with b,b on frame 42
* 2 chip damage on block
* 12 chip damage on hit
* Only deals recoverable damage
* Cannot cause a K.O.
* Power crush 7~16
leeH.df+3+4m35i16~17+0+26a+26a
* Homing
* Balcony Break
* 7 chip damage on block
* Partially consumes remaining Heat Time
* Transition to +0, +26a MS with F
leeH.d+1+2m30i18~19+6+21a (+11)+21a (+11)
* Balcony Break
* 6 chip damage on block
* Partially consumes remaining Heat Time
* Transition to +8, +21a (+11) HMS with 3+4
lee1,2,2h, h, m5, 9, 14i10, ,i20~21-13-2
* Move can be delayed 5F
* Input can be delayed 7F
* Combo from 2nd CH with 7F delay
lee1,2,4h, h, m5, 9, 10i10, ,i18-12-1+58a
* Jail from 1st attack
* Combo from 2nd hit
* Transition to -14 -2 HMS with 3
* Move can be input by pressing 4 during frames 1-9 of 1,2
lee1,2:4h, h, m5, 9, 12i10, ,i18-12+5+58a
* Jail from 1st attack
* Combo from 2nd hit with 1f delay
* Move can be input by pressing 4 during frames 10-13 of 1,2
* Transition to r44 -14 +3 HMS with 3
lee1,3:3h, h, m5, 5, 4i10, ,i9-11+0
* Input 3 during frames 13-16 of previous hit
* Jail from 1st attack
lee2,1,1h, h, m10, 8, 18i10, ,i20-12+3+26a
*
lee2,2h, m10, 14i10, i20-13-2
* Combos from 1st hit CH
lee3m16i14-8+7
* Transition to -8, +7 HMS with 4
lee4,3,3h, h, m14, 14, i11, ,i19-13+8d
* Floor Break
* Combos from 2nd hit CH
lee4,3,4h, h, m14, 14, i11, ,i30-9+42d
* Tornado
* Low crush
lee4,u+3h, m14, 23i11, i33-1+48djs
* Transition to -9, +40 MS with F
lee1+2m20i21-1+3+26a
* Homing
* Floor Break
* Transition to +2, +6, +29a HMS with 3+4
leef+2m12i14-9+2
leef+3m6i15-18-7
leef+3,3m, m6, 3i15, i8-18-7
Combos from 1st hit
leef+4,3h, m13, 18i11, i21-8+6c+63a
* Transition to -4, +7c, +64a HMS with 4
* Combos on 1st hit CH
* Delayable
leedf+1m10i13-1+5
leedf+2m12i15-7+34a (+24)
leedf+3m13i14~15-8+3
leedf+3,2,3m, h, m13, 13, 20i14~15, ,i22-14+13c g
* Heat Engager
* Heat Dash +5, +42a (+27)
* Balcony Break
* Combo from 1st or 2nd CH with 7F delay
* Move can be delayed by 10F
* Input can be delayed by 11F
leedf+4m14i13-14-9+5
Transition to -9, +5 HMS with 3
leeD+4,4,4,4l, l, l, m7, 8, 5, 21i12, ,i24-20+11a (+2)
* Balcony Break
* Transition to -11, +20a (+11) HMS with 3
* Combos from 3rd hit CH
leed+2m17i18-6+8+13
* Jab evasion
leeb+1,1h, m9, 6i14, i20-5+6
* Transition to -1, +10g HMS with 3+4
* Cancel and transition to -5, +1 MS with F
* +6c on crouching hit
leeb+1+3,4m35i20+22a (+13)
* Balcony Break
* Only available upon successful parry
* Guaranteed hit
leeb+4m20i20-3+7c+64a
* Floor Break
* Spike
* Transition to -2, +8c, +65a HMS with 3
* +18d on crouching opponent
leeub+3M20i18-13+20a (+13)+74a (+58)
* Tornado
* Low crush
leeuf+3m12i25-9+2
* Low crush
leeuf+3,1m, m12, 18i25, i21-12+3+26a
Combos from 1st hit
leeuf+4m14i15-13+31a (+21)
* Knee
* Alternate input ub+4, u+4
* Low crush
leef,F+3m23i14~15-9+21d (+11)
* Heat Engager
* Heat Dash +5, +36d
* Balcony Break
* Slight low profile
leeqcf+4M24i22-17+50a (+40)
* Tornado
leeuf,n,4m20i23-13+32a (+22)
* Low crush
leef,f,F+3m14i14-9+16a (+9)
* Knee
* Alternate input wr3
* Low crush
leef,f,F+3,4m, m14, 26i14, i20+3+19d
* Floor Break
* Transition to +6, +29d (-6) HMS with 3
* Combos from 1st hit
* 7 chip damage
* Balcony break on 2nd hit only
* Low crush
leews1m12i13-2+8
* Automatically transitions to HMS on hit or block
leews2m12i14-8+3
*
leews2,3m, m12, 24i14, i20-13+32a (+22)
* Tornado
* Combos from 1st hit
leews3M16i10-21-10
*
leews3,3M, m16, 11i10, i15-15-4c
* Transition to -15, -4 HMS with 4
* Combos from 1st hit
leews3,3,DF+3M, m, m16, 11, 10i10, ,i26-19-8
* Combos from 2nd hit CH
leews4m16i11-6+5
* Transition to -9, +2 HMS with 3
leeFC.UF+4m25i18~28-17+28a (+18)
* Transition to -17, +28a (+18) HMS with 3
* Alternate input FC.UB+4, FC.U+4
* Low crush
leeHMS.1,4h, m7, 17i12, i15-8+4+57a
* Transition to -8, +4, +58a HMS with 3
leeHMS.2m23i19-13+39a (+29)
* Tornado
leeHMS.u+3m32i20~22-9+23d (+13)
* Balcony Break
* Transition to -9, +23d (+13) FC with D
* 7 chip damage
* Low crush 9~
leeHMS.u+4M20i26~29+5c+8c
*
* Low crush 16~
leeMS.3m10i15-12-1
*
* Low crush
leeMS.3,4m, m10, 10i15, i15-13+32a (+22)
*
leo2+3m[12;12]i16+1+2c
* Heat Burst
* Cancel to r45 with b,b on frame 42
* 2 chip damage on block
* 12 chip damage on hit
* Only deals recoverable damage
* Cannot cause a K.O.
* Power crush 7~16
leo1,2,1,1h, h, h, m5, 10, 16, 21i10, ,i18-13+12a (+3)
*
Balcony Break
* Combo from 3rd Hit
leo2,2h, m9, 20i11, i22-12+6
Combo from 1st Hit
leo3,2,3h, h, m15, 10, 23i14, ,i23~24-7~-6+13a (+4)
*
Tornado
*
Balcony Break
* Combo from 2nd CH
* Cancel to -15 -4 with B
leo3,2,4h, h, m15, 10, 14i14, ,i22~23+9~+10+15g+19
* Knee
* Combo from 2nd CH
leo1+2m25i25-12+11a (+2)
* Balcony Break
* Chip damage on block
* Power crush 7~
leof+2,2h, m14, 21i14~16, i23~24-12~-11+8+25d
* Combo from 1st hit with 6F delay
* Move can be delayed by 10F
* Input can be delayed by 12F
leoLTG.f+2,4,3h, h, M14, 16, 20i14~16, ,i32~35+3c~+7c+16d
* Balcony Break
* Spike
* Combo from 1st hit
* Transition to BOK with D (+6c~+10c/+19d~+22d
* 8 chip damage on block
* Consumes 240F of heat timer during heat
* Low crush 16~
leof+4m14i17~18+9~+10+15g+19
* Knee
* Stance moves may be delayed by 11F
* Enter CD -5 +1 +5 with df
leof+1+2m24i17~18-14~-13+10a (+1)+56a
* Balcony Break
leodf+1m13i13~14-1~0+7
leodf+2m15i15~16-13~-12+28a (+18)
<Showing 2401-2800 of 6205 moves>