mokujin

mokujin

Edit
CharCommandHit levelDamageStartupBlockHitCounter hitNotes
pandaf+1+2m16i18-15+18a
pandaf+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?
pandaf+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~
pandadf+1m6i15~16-6+2
pandadf+1,2m, m6, 9i15~16, i22~23-11-2
* Combo from 1st CH
pandadf+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
pandadf+2m10i15~16-9+2
pandadf+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
pandadf+3m13i16-9+2
* +2c on crouching hit
pandadf+4m15i12-4+7
pandad+1+2M23i14~15-15+13d (+3)
* Balcony Break
* Shoulder
** Body slam (unparryable)
* 27 damage on clean hit
pandadb+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
pandadb+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
pandadb+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
pandadb+1+2,1+2,2mm, mm, m4,4, 4,4, 18i14~15, ,i20~21-15+22a (+12)
pandab+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
pandab+2m12i15-9+2
pandab+2,1,1+2m, h, m12, 14, 20i15, ,i26-11+15a (+6)
* Balcony Break
* Combos from 2nd hit CH
pandab+2,2m, m12, 15i15, i25-10+6
Combos from 1st hit CH
pandab+2,2,1m, m, m12, 15, 25i15, ,i35~39-15+25a (+15)
* Tornado
* Does not Tornado on wall hit
* Combos from 2nd hit CH
* Low crush
pandab+3+4m20i22~23-28+61a
* Alternate input: ws3+4
* Tornado
pandau+1+2m24i18~23-4 / -3 HBS+3 / +4 HBS
* Transition to HBS with input D or 3+4
* Low crush
pandau+3+4m21i34~39+14cg+20d
* Transition to SIT (cannot cancel)
* Low crush
pandauf+1m20i26~28-6+22a
* Alternate input: ub+1 or u+1
* chip damage on block
* Low crush
pandauf+2m20i28~30-6+30a+65a (+45)
* Balcony Break
* Homing
* Tailspin
* Alternate input: ub+2 or u+2
pandauf+3m13i16~17-13+30a (+20)
* Low crush
pandauf+3,4m, m13, 13i16~17, i10~12-11+30a (+20) / +21a (+14)
Less frame advantage occurs after Combo from last hit
* Low crush
pandauf+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
pandauf+4m20i29~30-6-10a (-20)
* Balcony Break
* Low crush
pandauf+4,3m, m20, 25i29~30, i20~21+7+21a (+14)
* Balcony Break
* Only connects on hit or block
* Recovers in FUFT
* Low crush
pandad,df,f+2m15i17~18-8+3
pandad,df,f+2,1m, m15, 25i17~18, i27-10+33a (+7) / HE
* Balcony Break
* Heat Engager
pandaf,F+2m23i19~21-19+45a (+35)
pandaf,F+1+2m30i37~38+8 HBS / +5 ROL52a HBS / +49a ROL
* Chip damage
* Transition to HBS (cannot cancel into standing)
* Transition to ROL with input F
pandaf,f,F+3m30i22~23+6+13a (+3)
* Balcony Break
* Chip damage on block
pandaf,f,F+1+2m30i20~24+3+35d (-23)
* Balcony Break
* Heat Engager
* Chip damage
* Transition to HBS with input D or 3+4 (does not shift when using Heat Dash)
* Low crush
* 21F
pandaws1m13i13~15-11+2+7
pandaws1,2m, m13, 20i13~15, i18~19-13+6 (+20g)+18
* 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
* Wallsplat on CH
pandaws1,2*m, m13, 28i13~15, i35-12+18c+33a (-2)
* Heat skips to Level 2 charge
* Transition to HBS with input D or 3+4
* Balcony Break
* Tornado
pandaws1,2**m, m13, 38i13~15, i44+3+27a (-9)
* Transition to HBS with input D or 3+4
* Balcony Break
* Tornado
* chip damage on block
* Cannot absorb with power crush
* Heat reduces charge length (consumes partial Heat time)
pandaws2m20i15~16-12+29a (+19)
pandaws3m21i18~20-9+17 (+8)
* Balcony Break
* Homing
pandaws4m20i11~12-6+5
pandaSS.1+2m23i22~23-3+6c
* 9 chip damage
* Transition to +12 +3 HBS with D
pandaFUFA.1+2m15i17~19-2 (-2)+6 (+6)+6 (+6)
* Transition to HBS (Cannot cancel)
pandaFUFT.d+1+2m21i30+17+37a+37a
* Transition to SIT (Cannot cancel)
pandaHBS.1m10i12~13-13+2+12
pandaHBS.1,2m, m10, 20i12~13, i24~25-13+4+13c
*Hold 2 to power up, up to 2 charge levels
pandaHBS.1,2*m, m10, 20i12~13, i33~34-12+13c+49a
* chip damage on block
* Heat skips to Level 2 charge
pandaHBS.1,2**m, m10, 30i12~13, i44~45+3+49a
* chip damage on block
* Cannot absorb with power crush
* Heat reduces charge length (consumes partial Heat time)
pandaHBS.1+2m24i19~22-15+79a
* Tornado
pandaHBS.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
pandaHBS.df+1m23i25~27-7+20a (+11)
* Homing
* Balcony Break
* Strong Aerial Tailspin
* 9 chip damage
pandaHBS.df+2m20i15~16-17+35a (+25)
* Tornado
pandaHBS.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)
pandaROL.2m21i17~19-17+28a (+18)
pandaROL.4m20i26~30+7+26a
Recovers in FUFT
pandaSIT.2m18i19~21-12+73a (+57)
* Tornado
pandaSIT.3+4m20i25-12 / -10 ROL-4a / -2a ROL
* Transition to ROL with input F
paul2+3m12i16+1+2c
* Heat Burst
* Consumes Heat
* t92 on whiff
* Cinematic freeze on frame 15
* Cancel to t42 r26 standing with b,b
* Power crush 7~
paulH.1+2m35i28-9+30d (-6) FDFA
* Balcony Break
* Reversal Break
* Consumes Heat unless canceled
* Chip damage (10)
* Move can be delayed 11f (i39)
* Charge begins on frame 1
* Requires 1~27f charge
* Delayed startup from 17~27f charge
* Cancel to t27~35 r1 CS from 17~35f with f
** Sidestep u can be buffered 2f after cancel
** CS attacks can be buffered from 26f
** Decaying 13f delay on CS attacks
*** Decays to 0 delay 24f after cancel
* Cancel to t41~49 r12 SWA from 17~35f with b
** Sidestep u can be buffered from 27f
** SWA attacks can be buffered from 26f
* H.1+2* from 28~55f charge
* Burning Fist at 56f charge
paulH.1+2*m40i46+13g+30d (-6) FDFA
* Balcony Break
* Reversal Break
* Consumes Heat unless canceled
* Chip damage (16)
* Move can be delayed 21f (i67)
* Charge begins on frame 1
* Requires 28~55f charge
* Delayed startup from 35~55f charge
* Cancel to t27~35 r1 CS from 17~35f with f
** Sidestep u can be buffered 2f after cancel
** CS attacks can be buffered from 26f
** Decaying 13f delay on CS attacks
*** Decays to 0 delay 24f after cancel
* Cancel to t41~49 r12 SWA from 17~35f with b
** Sidestep u can be buffered from 27f
** SWA attacks can be buffered from 26f
* H.1+2 from 1~27f charge
* Burning Fist at 56f charge
paulH.qcf+2m51i13~14-13+26a (-10) FDFA
* Heat Dash +5, +36a (+26)
* Balcony Break
* Reversal Break
* Consumes Heat
* Chip damage (11)
* Clean Hit range 2.3
* Heat Dash disables Clean Hit
* 34 damage without Clean Hit
paulH.f+1+2*m30i29~30+5c+55a
* Balcony Break
* Consumes Heat
* Chip damage (13)
* Requires 24f charge
* f+1+2 from 0~23f charge
paul1,2,3h, h, m5, 12, 7i10, ,i16~17-25-14
* Combo from 1st hit
* Jail from 1st hit
* Cancel to 10 strings
paul3m14i15~16-7+4
paul1+2m30i28-10+20d (+10)
* Balcony Break
* H.1+2 with Heat
* Move can be delayed 11f (i39)
* Charge begins on frame 1
* Requires 1~27f charge
* Delayed startup from 17~27f charge
* Cancel to t27 r1 CS from 17~35f with f
** Cancel can be delayed 8f
** Sidestep u can be buffered 2f after cancel
** CS attacks can be buffered from 26f
** Decaying 13f delay on CS attacks
*** Decays to 0 delay 24f after cancel
* Cancel to t41 r12 SWA from 17~35f with b
* Cancel can be delayed 8f
** Sidestep u can be buffered from 27f
** SWA attacks can be buffered from 26f
* 1+2* from 28~55f charge
* Burning Fist at 56f charge
paul1+2*m35i46+3+20d (+10)
* Balcony Break
* H.1+2* with Heat
* Chip damage (10)
* Move can be delayed 21f (i67)
* Charge begins on frame 1
* Requires 28~55f charge
* Delayed startup from 35~55f charge
* Cancel to t27 r1 CS from 17~35f with f
** Cancel can be delayed 8f
** Sidestep u can be buffered 2f after cancel
** CS attacks can be buffered from 26f
** Decaying 13f delay on CS attacks
*** Decays to 0 delay 24f after cancel
* Cancel to t41 r12 SWA from 17~35f with b
** Cancel can be delayed 8f
** Sidestep u can be buffered from 27f
** SWA attacks can be buffered from 26f
* 1+2 from 1~27f charge
* Burning Fist at 56f charge
paulf+3,1h, m11, 21i16~17, i17-10+12d (+3)
* Homing
* Balcony Break
* Elbow
* Combo from 1st hit
paulf+4m24i22-5+6
* Heat Engager
* Heat Dash +5, +62a (+42)
* Homing
* Low crush 9~22
paulf+1+2m22i20~21+3c+8c+35d (+27)
* Balcony Break (CH only)
* Chip damage (4)
* Move can be delayed 9f (i29~30)
* Delayed startup from 5~23f charge
* f+1+2* at 24f charge
* H.f+1+2* at 24f charge
* Transition to 0, +5c DPD with DF
paulf+1+2*m26i29~30+7c+20d FDFA+55a
* Balcony Break
* H.f+1+2* with Heat
* Chip damage (10)
* Requires 24f charge
* f+1+2 from 0~23f charge
* Transition to +4c, +17d DPD with DF
paulf+1+4m25i21~23-14+41d (-17)
* Balcony Break
* Shoulder
* Sharp leftward movement on startup
pauldf+1m11i14-2+4
* Transition to r15 SWA +3 +9 from 2~14f, 16f with b
pauldf+1,1,2m, h, m11, 9, 22i14, ,i22~23-9+32a (+24)
* Balcony Break
* Combo from 2nd CH
pauldf+1~bm11i14, +3+9
* Sidestep u can be buffered from 16f
* SWA attacks can be buffered from 24f
* Transition to cs1~ r9 -1 -12 DPD from 32f with df
pauldf+2m13i15~16-8+33a (+23)
* High evasion
* +4s on crouching normal hit
pauldf+3m14i16-9+2
pauldf+3,4m, m14, 17i16, i21~22-10+6+59a
* Move can be delayed 14f
* Input can be delayed 14f
* Combo from 1st hit with 10f delay
pauldf+4m17i17~18-2+8+14
* Knee
pauld+1m16i14~15-9+2+3c
* Spike
* Transition to r27 FC with d
pauld+1,2m, m16, 26i14~15, i29-17+20d (+10)
* Balcony Break
* H.d+1,2 with Heat
* Move can be delayed 14f (i43)
* Charge begins on frame 16
* Requires 0~26f charge
* Delayed startup from 1~26f charge
* Combo from 1st CH with 0~6f charge
* d+1,2* at 27f charge
pauld+1,2*m, m16, 39i14~15, i43+9+20d (+10)
* Balcony Break
* H.d+1,2* with Heat
* Chip damage (11)
* Charge begins on frame 16
* Requires 27f charge
* d+1,2 from 0~26f charge
pauld+1,4,2m, L, m16, 15, 21i14~15, ,i21-14+3d (-6)+35a (-12)
* Balcony Break
* Elbow
* Combo from 2nd CH +11d (+4)
paulH.d+1,2m, m16, 32i14~15, i29-13+29d (-7) FDFA
* Balcony Break
* Reversal Break
* Consumes Heat
* Move can be delayed 14f (i43)
* Charge begins on frame 16
* Requires 0~26f charge
* Delayed startup from 1~26f charge
* Combo from 1st CH with 0~6f charge
* H.d+1,2* at 27f charge
paulH.d+1,2*m, m16, 45i14~15, i43+12+30d (-6) FDFA
* Balcony Break
* Guard Break
* Reversal Break
* Consumes Heat
* Chip damage (13)
* Charge begins on frame 16
* Requires 27f charge
* H.d+1,2 from 0~26f charge
pauld+4,2L, m9, 23i15, i21-18-9
* Elbow
* Move can be delayed 3f
* Input can be delayed 4f
* Combo from 1st CL with 3f delay +5d (-2)
* Combo from 1st CH with 3f delay +5d (-2)
pauld+4,2,1+2L, m, m9, 23, 26i15, ,i26~27-17+3d (-6)+35a (-12)
* Balcony Break
* Move can be delayed 4f
* Input can be delayed 4f
* Combo from 1st CL with 4f delay +13d (+6)
* Combo from 1st CH with 4f delay +13d (+6)
* Combo from 2nd hit with 4f delay +13d (+6)
* Perfect input window 21~22f after 2 input
pauld+4,2:1+2L, m, m9, 23, 30i15, ,i26~27-17+3d (-6)+35a (-12)
* Balcony Break
* Move can be delayed 1f
* Input can be delayed 1f
* Combo from 1st CL with 1f delay +13d (+6)
* Combo from 1st CH with 1f delay +13d (+6)
* Combo from 2nd hit with 1f delay +13d (+6)
* Perfect input window 21~22f after 2 input
* Perfect input increases damage, wall carry
pauld+1+2m28i12~13-18+16d (+11)+24d (+16)
* Balcony Break
* Shoulder
pauldb+2M21i19~20-11+14d (-3) FDFA+28a (+18)
* Tornado
* Balcony Break
pauldb+1+2M21i20~21-14+30a (+22)
* Shoulder
* Chip damage (11) if attack is absorbed
* Power crush 7~19
paulb+1,2h, m10, 21i12~13, i20~21-14+16d (-1) FDFA
* Tornado
* Balcony Break
* Move can be delayed 5f
* Input can be delayed 5f
* Combo from 1st hit with 5f delay
paulb+2m22i18-5c+4c
* Spike
paulb+2,1m, m22, 22i18, i36-120c+16d
* Move can be delayed 20f (i56)
* Charge begins on frame 18
* Requires 0~41f charge
* Delayed startup from 22~41f charge
* Combo from 1st CH with 0~23f charge
* b+2,1* / H.b+2,1* at 42f charge
paulb+2,1*m, M22, 27i18, i60~61+8+20d+56a
* Balcony Break
* H.b+2,1* with Heat
* Chip damage (7)
* Charge begins on frame 18
* Requires 42f charge
* b+2,1 from 0~41f charge
paulH.b+2,1*m, m22, 35i18, i60~61+12+56a
* Balcony Break
* Guard Break
* Consumes Heat
* Chip damage (13)
* Charge begins on frame 18
* Requires 42f charge
* b+2,1 from 0~41f charge
paulub+2m22i18-5+14d
* Balcony Break
* +21d (+14) on airborne opponent
* Can be charged to power up
paulub+2*m30i27+1+17a
* Homing
* Balcony Break
* 9 chip damage
pauluf+3m15i15~16-16+25a (+15)
* Low crush 8~29
* Floating state 30~32
pauluf+3,4m, m15, 10i15~16, i13~14-13+32a (+22)
* Combo from 1st hit +28a (+21)
* Low crush 8~29
* Floating state 30~32
pauluf+4m13i15~17-13+33a (+23)
* Low crush 8~29
* Floating state 30~32
paulf,F+2m14i15~17-17-7
* Elbow
* Alternate input FC.df+2
paulf,F+2,1m, m14, 20i15~17, i26-12+14d
* Balcony Break
* Combo from 1st hit
* Cancel to -21 -11 standing with B
* Alternate input FC.df+2,1
paulf,F+3m17i15~16-17+24a (+14)
* Low crush 10~31
* Floating state 32~34
paulf,F+3,4m, m17, 10i15~16, i13~14-16+30a (+20)
* Combo from 1st hit +27a (+10)
* Low crush 10~24
* Floating state 25~27
paulf,F+3,4,f+4m, m, m17, 10, 18i15~16, ,i27~29-14+12d (+3)
* Balcony Break
* Low crush 10~24
* Floating state 25~27
paulf,F+4M20i27~34+2+18a
* Chip damage (8)
* Low crush 14~31
* Floating state 32~34
pauluf,n,4m20i23~25-13+32a (+22)
* Can be delayed 12f after jump
* Additional range with delay
* Low crush 8~29
* Floating state 30~32
paulws1m16i15~16-10-7+1
paulws1,2m, m16, 17i15~16, i20-11+2+3
* Move can be delayed 10f
* Input can be delayed 10f
* Combo from 1st CH with 10f delay
* Transition to t59 r19 SWA +1 +14g +15 from 39~44f with b
paulws1,2~bm, m16, 17i15~16, ,+1+14g+15
* Sidestep u can be buffered from 44f
* SWA attacks can be buffered from 51f
* Transition to cs1~ r9 -10 +4 +5 DPD from 60f with df
paulws2m20i15~16-14+27a (+17)
paulws3M16i13~14-8+6
* Knee
paulws4m18i11~12-6+5
paulFC.D,U+4m40i13~18-49d-9d (-24)
* Deals recoverable damage to self
paulqcf+2m45i13~14-17+26a (-10) FDFA
Heat Engager
Balcony Break
* H.CS.2 with Heat
* Clean Hit range 2.3
* 30 damage without Clean Hit
paulqcf+3+4m22i19~20-9+35a (+27)+74a (+58)
* Tornado
* Balcony Break
* Knee
* High Evasion (brief)
* Low crush 19~39
paulDPD.df+2m10i14-10+6
* Balcony Break
* Effective minimum startup 24f
paulDPD.df+2,3m, M10, 22i14, i25~26-13c+10d FDFA+46a
* Spike
* Move can be delayed 10f
* Input can be delayed 17f
* Combo from 1st hit with 6f delay
paulqcb+1M24i21~22+0c+21d FDFA+53a
* Chip damage (7)
paulqcb+2m27i15-9+39d (-19)
* Heat Engager
* Heat Dash +5, +36a (+26)
* Clean Hit range 2.45
* Heat Dash disables Clean Hit
* 21 damage without Clean Hit
paulqcb+3,2L, m14, 20i18~19, i27~28-10+6
* Combo from 1st CH +20d (+13)
paulqcb+3,2,3L, m, M14, 20, 22i18~19, ,i25~26-13c+10d FDFA+46a
* Spike
* Combo from 1st CH +15d (-20) FDFA
* Move can be delayed 10f
* Input can be delayed 17f
paulqcb+1+2m22i16~17-14+37a (+27)
* Tornado
* High evasion
paulH.f,F+2,1+2m, m14, 31i15~17, i29~30+1+25a (-1)
* Balcony Break
* Consumes 300F of Heat
* Combos from 1st hit
* Jails from 1st hit
* 7 chip damage
paulH.df+1+3,qcf+2t, m22, 21i12~13, i13~14+16d (-20) FDFA
* Balcony Break
* Consumes Heat
* Strict qcf input required (d,f does not work)
* Perfect input window 55-56f
pauldf+1+3,qcf+2t, m22, 15i12~13, i13~14+16d (-20) FDFA
* Balcony Break
* H.df+1+3,qcf+2 with Heat
* Strict qcf input required (d,f does not work)
* Perfect input window 55-56f
* Perfect input increases damage, wall carry
pauldf+1+3:H.qcf+2t, m22, 26i12~13, i13~14+16d (-20) FDFA
* Balcony Break
* Consumes Heat
* Strict qcf input required (d,f does not work)
* Perfect input window 55-56f
* Perfect input increases damage, wall carry
pauldf+1+3:qcf+2t, m22, 20i12~13, i13~14+16d (-20) FDFA
* Balcony Break
* H.df+1+3:qcf+2 with Heat
* Strict qcf input required (d,f does not work)
* Perfect input window 55-56f
* Perfect input increases damage, wall carry
raven2+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
raven1,2,4h, h, M5, 12, 20i10, ,i23~25-14~-12+15a (-2)
* Tornado
* Balcony Break
* Combo from 1st or 2nd CH
* Low crush 23~42
* Floating state 43~45
raven3m10,i14~15-8~-7+3~+4
raven4~3,4m,m, m8,10, 20i16 i29~30, i33~34-14~-13+15a
* Balcony Break
* Can be delayed
raven1+2m20i14-9+15a
* Heat Engager
* Heat Dash +45a (+35) on hit, +5 on block
ravenf+2m10i15~16-12~-11-1~+0
ravenf+2,3m, M10, 13i15~16, i21~22-9~-8+6c~+7c
* Spike
* Combo from 1st hit
* Can be delayed
* Can transition to r27 SZN at -9~-8/+6c~+7c with 3+4 or D
ravenf+3m18i17-9+3
*
Homing
* Can transition to r30 BT at -6/+6 with B
ravenf+3,2m, m18, 21i17, i30-14+10a (+1)+30a (+22)
* Balcony Break
* Combo from 1st hit
ravendf+1m13i14~15-2~-1+8~+9
Pseudo-homing. Can only be sidewalked left at range
ravendf+2m15i16~18-13~-11+30a (+20)
* Launches crouching opponent
ravendf+2,4m, m15, 24i16~18, i12~13-15~-14+11a (+2)
Balcony Break
ravendf+4m15i15~16-9~-8+2~+3
ravendf+4,4m, M15, 16i15~16, i22~25-14~-13+6a
* Balcony Break
* Combo from 1st hit with 7f delay
* Input can be delayed 9f
* Move can be delayed 8f
ravendf+4,4,3m, M, M15, 16, 22i15~16, ,i27~30-6~-3+18a
* Low crush 1~27
* Floating state 28~30
ravendb+2m13i13~14-4~-3+5~+6
ravenb+2,2h, m12, 17i15~17, i22-3+6+8
* Elbow
* Combo from 1st hit with 7F delay
* Input can be delayed 13f
ravenb+2,2,3h, m, M12, 17, 20i15~17, ,i21~22-19~-18+12a (-5)+26a (+16)
* Balcony Break
* Combo from 2nd CH
* Grounded hit can be inconsistent
ravenb+3M23i27~29+4~+6+15a
* Spike
* Chip damage on block
ravenb+4m13i14~15-9~-8-1~+0
Knee
ravenb+4,4m, m13, 20i14~15, i17~19-8~-6+6c~+8c
* Spike
* Combo from 1st hit
ravenb+4,B+4m, M13, 24i14~15, i37~42+1c~+6c+2c~+7c+12a
Spike
ravenb+4,B+4~3,3+4m, L, m13, 11, 15i14~15, ,i26~30-25~-21+6a
* Combo from 2nd hit with 4f delay
* Input can be delayed 7f
ravenb+1+2m30i28~30-15~-13+20a (+10)
* Balcony Break
* Backswing blow
* Evades on 6f
ravenub+1m11i16-6+5
Can be performed during CD (Shadow Sprint)
ravenub+1,2m, m11, 13i16, i18~19-13~-12-2c~-1c
* Spike
* Combo from 1st hit with 7f delay
* Can be performed during CD (Shadow Sprint)
ravenu+3,3,3h, L, M23, 18, 22i27~28, ,i27~30-6~-4+18a
* Alternate input: ub+3,3,3
* Can be performed during CD (Shadow Sprint)
* Low crush 1~27
* Floating state 28~30
ravenuf+3M20i29~30-9+20a
* Spike
* Can be performed during CD (Shadow Sprint)
* Low crush 9~30
ravenuf+4m14i20~21-9~-8+22a (+12)
* Balcony Break
* Can be performed during CD (Shadow Sprint)
* Low crush 8~27
* Floating state 28~30
ravenuf+4,4m, m14, 20i20~21, i16~19-15+9g~12g+21a
* Balcony Break
* Alternate input: ub+4,4 or u+4,4
* Can cancel to r19 BT at -16~-15/+15a (+5) with B
* Can be performed during CD (Shadow Sprint)
ravenuf+3+4m17i23~25-16~-14+14a
* Spike
* Can be performed during CD (Shadow Sprint)
* Low crush 8~26
ravenuf+3+4,4,2m, L, m17, 9, 21i23~25, ,i21-13+10a
Can be performed during CD (Shadow Sprint)
ravenuf+3+4,3+4m, m17, 15i23~25, i20~24-25~-21+6a
Can be performed during CD (Shadow Sprint)
ravenf,F+2m26i15~16-12~-11+15a (+5)
Heat Engager
Heat Dash +36a (+26)
Balcony Break
ravenf,F+3m20i15~18-14~-11+43a (+29)
Balcony Break
* Low crush 7~23
* Floating state 24~26
ravenf,F+4m21i15~17-10~-8+21a (+4)
Balcony Break
ravenqcf+1m15i16-9+4+15a
* Elbow
* Can transition to +0/+13/+24a t44 r24 SZN with 3+4 or D
ravenqcf+2~1m25i20~21-9~-8+24a (+14)
* Balcony Break
* Chip damage on block
* Actual startup is i40~41
ravenqcf+4M15i18~20-14~-12+32a (+22)
Tornado
* Floating state 20~32
ravenuf,n,4m20i23~25-13~-11+32a (+22)
* Low crush 9~30
* Floating state 31~33
ravenf,f,F+3m20i22~24+4~+6+6a
* Floor Break
* 6 chip damage on block
* Low crush 14~34
* Floating state 35~37
ravenws1m14i14~15-14~-13+35a (+25)
ravenws2m17i13~14-8~-7+8~+9+37a (+27)
Elbow
ravenws3m18i16~17-8~-7+0s
ravenws4m18i11~12-7~-6+7~+8
ravenws3+4m20i16~18-12+7~+9
* Heat Engager
* Homing
* Balcony Break
* Heat Dash +62a (+42) on hit, +5 on block
* Can cancel to r19 BT with B
raven(Back to wall).b,b,UBm21i40~43+6~+9+28a (+19)
Balcony Break
* is8~13
* Low crush ?~?
* Floating state ?~?
ravenBT.2,2h, m9, 12i10, i21~22-9~-8+2~+3
* Combo from 1st CH
* Can shift to t45 r25 SZN at -7~-6/+8~+9 with input 3+4 or D
ravenBT.3,4h, m10, 17i10, i28~30+0~+2+1~+3+11g~+13g
* Combo from 1st hit with 2f delay
* Input can be delayed 6f
* Move can be delayed 5f
* Forces crouch on CH
ravenBT.3,4,3h, m, M10, 17, 22i10, ,i27~30-6~-3+18a
Same move as (df+4,4),3
* Low crush 1~27
* Floating state 28~30
ravenBT.3,4,4h, m, M10, 17, 21i10, ,i32~34-9~-8+5a
* Spike
* Combo from 2nd CH
* Low crush 12~31
* Floating state 32~34
ravenBT.3,4,4,Fh, m, M10, 17, 21i10, ,-36
* Will phase through opponent up-close
* While vanished, Raven has no hurtbox
* Low crush 18~49
* Floating state 50~52
ravenBT.4m21i19~20-5~-4+44a (-14)
* Heat Engager
* Heat Dash +36a (+26) on hit, +5 on block
* Balcony Break
* Low crush 6~19
ravenBT.1+2m23i15~16-13+30a (+22)
* Balcony Break
* Frame advantage is -7 if an attack is absorbed
* Chip damage on block if an attack is absorbed
* Power crush 6~
ravenBT.b+2m14i16~17-2~-1+6~+7
ravenBT.f,F+3m25i21~22-9~-8+8a
* High crush 4~22
ravenBT.f+1m18I16-8+6
* Balcony Break
* Transitions to throw on hit only
* Opponent recovers BT on hit
ravenBT.f+2m13i17~18-5~-4+6~+7
ravenBT.f+2,3m, M13, 15i17~18, i24~25-7~-6+14c~+15c
* Spike
* Combo from 1st CH with 5f delay
* Input can be delayed 12f
ravenBT.f+3m17i13~14-5~-4+6+14
* Knee
* Can transition to r45 BT at -8/+3/+11 with input B
ravenBT.f+3+4M24i25~27-9~-7+5a
Spike
* Low crush 5~24
* Floating state 25~27
* High crush 28~51
ravenBT.f+3+4,FM24i25~27, -36-22
* Will phase through opponent up-close
* While vanished, Raven has no hurtbox
* Low crush 18~49
* Floating state 50~52
ravenSZN.3m16i16~17-1+5~+6
* Transition to BT (-1/+5) with B
* Transition to FC (-1/+5) with D
* Low crush 9~17
reina2+3m[12;12]i16+1+2c
* Heat Burst
* Cancel to r45 with b,b on frame 42
* 2 chip damage on block
* 12 chip damage on hit
* Only deals recoverable damage
* Cannot cause a K.O.
* Power crush 7~16
reina1,1,2h, h, m5, 6, 12i10, ,i13-17+11
* Combo from 1st hit with 11f delay
* Hit-confirmable from 1st hit
* Cancel transition with input B, frame advantage +2
* Wall Crush +23g on hit, +14g without transition
* Transition to SEN on hit only
* knockdown if hit in backturn
reina1,2,3h, h, m5, 6, 10i10, ,i21~22-10+1
* Knee
* Combo from 2nd CH with 3f delay
* Input can be delayed 3f
* Move can be delayed 2f
reina2,2,1h, h, m5, 5, 20i12, ,i22~23-14+12a
* Balcony Break
* Spike
* Head
* Hit-confirmable from 1st hit
* Combo from 2nd hit with 5f delay
* Input can be delayed 10f
* Move can be delayed 9f
reina2,2,2h, h, m5, 5, 21i12, ,i29-4+6
* Transition to r29? WRA (-4/+6) with D
* Transition to WRA is safe (can be cancelled early enough with crouch dash)
* Combo from 2nd hit only if the 2nd hit connects on i15, otherwise no combo
* Input can be delayed 10f
* Move can be delayed 9f
* Interrupt with i11 from 2nd block
reina2,2,2,1h, h, m, m5, 5, 21, 20i12, ,i35~37-15~13+30a (+20)
* Tornado
* Combo from 3rd hit with 1f delay
* Input can be delayed 4f
* Move can be delayed 3f
* Evasive, can go under jabs
* Low crush 37~57
* Floating state 58~60
reina2,2,2,2h, h, m, m5, 5, 21, 25i12, ,i31-14+21a (+0)
* Balcony Break
* Combo from 3rd hit with 4f delay
* Move can be delayed 3f
* Blue spark with input qcf+2 for 5 more damage
reina3,4h, m12, 20i18~19, i20-14+50 (+19)+54a
Combo from 1st hit
reinaH.3,4,4h, m, m12, 20, 28i18~19, ,i27-8+23a (+3)
* Balcony Break
* Combo from 2nd hit
reina1+2m25i12~13-10~-9+24a (+14)
reina3+4,4m,m, m5,10, 20i18 i26, i16-14+50 (+19)+54a
Combo from 1st hit with 4f delay
reinaH.3+4,4,4m,m, m, m5,10, 20, 28i18 i26, ,i27-8+23a (+3)
* Balcony Break
* Combo from 2nd hit
reinaf+2,3h, m8, 16i13, i18~19-9+2+6
* Jails from 1st hit without delay
* Combo from 1st hit with 6F delay
* Transition to SEN (-2/+9/+13) with input F
* Cannot block up to i12 on empty transition on block
* Can be delayed
reinaf+4m20i19~20+2c+5c+29d
* +13c on crouching hit
* Opponent is FDFA on CH
* Spike
reinaf+1+2m22i32-11+7
* Wall Crush +19g on hit
* High crush 6~24
reinaf+3+4m25i43-14+50 (+19)+55a
* Cancel to r24 FC at earliest with input DB/D/DF
* High crush 6~33
reinaf+3+4*m30i67+10+52a
* Cancel to r24 FC at earliest with input DB/D/DF
* 9 chip damage in heat
* High crush 6~57
reinaH.f+3+4*,4m, m30, 28i67, i27-8+23a (+3)
* Balcony Break
* Combo from 1st block
* does 19 damage if 1st connect on block or hit
reinaH.f+3+4,4m, m25, 28i43, i27-8+23a (+3)
* Balcony Break
* Combo from 1st hit
reinadf+1m8i13~14-3+4
* Can transition to r18 SEN (-3/+4/+4) with input F
* Cannot block up to i15 on empty transition on block
reinadf+1,2m, m8, 20i13~14, i22~23-14+12a
* Heat Engager
* Heat Dash +18g, +43d (+35)
* Head
* Combo from 1st hit with 2F delay
* Move can be delayed by 5F
* Input can be delayed by 7F
reinadf+2m13i15~16-12+30a (+20)
* +2 on hit on crouching opp.
* +30a (+20) on CH on crouching opp.
reinadf+4m14i15-4+7
reinadf+4,2m, m14, 10i15, i18-8+6
* Can transition to WRA (-6/+8/+8) with input D
* Combo from 1st hit
reinadf+3+4,4m,h, m5,10, 20i16,i5~9, i20-14+50 (+19)+54a
Combo from 1st hit
reinad+2m17i15+0c+3c+27d
* Spike
* Elbow
* Does not knockdown on counter hit after inputting d+2,H.1+2
reinaH.d+2,1+2m, m17, 28i15, i12~13+7 UNS+33a (+7)
* Balcony Break
* Jail from 1st block
* Combo from 1st hit
* Transition to r20 +7 UNS on block
* 5 chip damage on block
* Consumes 300?F of remaining Heat time
reinadb+4,1+2L, m7, 20i16, i15-12+39d (-19)
* Balcony Break
* Combo from 1st CH even with delay
* Can be delayed
* CH-confirmable from 1st CH
reinab+1,1h, m14, 15i18, i22-10-4
* Combo from 1st hit without delay
* Can be delayed
reinab+1,1,3h, m, m14, 15, 13i18, ,i15~17-10+3
* Can transition to SEN (+0/+13/+13) with input F
* Cannot block up to i14 on empty transition on block
* Combo from 2nd CH
* Jails from 2nd block
reinab+1,1,3,3h, m, m, m14, 15, 13, 20i18, ,i32-16+48 (+17)+53a
reinab+2m14i16~17-9+3
Homing
reinab+1+2m20i18-13+14g
Balcony Break
* Power crush 7~
reinaub+4m13i17~18-13+16a (-1)
* Tornado
* Balcony Break
* Low crush 9~
reinauf+3,1h, m10, 15i21~22, i16-5+5
* +13c on crouching hit
* Jails on 1st block
* Combo from 1st hit
reinauf+4m15i17~18-13+70a (+54)
* Tornado
* Low crush 9~
reinauf+3+4,1+2mm, m10,10, 20i20,i4, i17-14-4
* Combo from 1st hit
reinab,b,UBm21i39-41+4c+22a
Requires back close to wall to execute
* Low crush
reinaf,F+2m14i12-9+2
* Can transition to SEN (+2/+13) with input F
* Cannot block up to i12 on empty transition on block
reinaf,F+3m20i20~22-3+20a
* Balcony Break
* Heat Engager
* Heat Dash +5, +67a (+50)
* Spike
reinaf,n,d,df:3M23i15~17-9+13a (-4)+23a (+17)
* Balcony Break
* 4 chip damage on block
reinaf,f,F+3m22i24~27+6+32a (+24)
* Balcony Break
* Chip damage when guarded
* Low crush
reinaws1m12i13-13+13 SEN
Transitions to SEN on hit
reinaws2m20i18-8+9+14c
Balcony Break
reinaws3m14i15~16-10+1
reinaws4m10i11~12-6+5
reinaws4,4m, m10, 15i11~12, i17~18-17-1c
* Can transition to WRA (-10/+6/+6) with input D
* Combo from 1st hit
* Jails from 1st block
reinaws3+4m14i14~15-8+14
* High crush
reinaSSH.uf+3m22i30~33+6+32a (+24)
* Balcony Break
reinaFC.df+3m25i20-17+54a (+34)
* Balcony Break
* Can evade some mids
* High crush 1~
reinaFC.df+4m20i15-14+54a
* Balcony Break
reinaBT.4m20i17-14+54a
Strong Aerial Tailspin
reinaSEN.1m12i16-14+1
* Power crush 6~15
reinaSEN.1,2m, m12, 25i16, i26-16+21a (+0)
* Balcony Break
* Blue spark with input qcf+2 for 5 extra damage
* Hit-confirmable from 1st hit or if attack was absorbed
* Combo from 1st hit even with 9?F delay
* Can be delayed by 10?F
* Becomes -9 on block if 1st hit absorbed an attack
reinaSEN.2m20i13-4+8
* Tornado
* Transition to WRA (-4/+8) with D
* Transition to WRA is safe (can cancel WRA with crouch dash early enough)
reinaSEN.4M24i26~27+4+12d
* Deals chip damage on block
* Spike
* Low crush 8~16
* Floating state 17~19
reinaUNS.4m23i18~19-8+43a (-15)
* Balcony Break
* Heat Engager
* Heat Dash +5, +62a (+42)
* 6 chip damage on block
* Can be cancelled into crouch with DB/D/DF
* High crush 6~16
reinaWDS.3m17i16~17-6+4+58a
reinaWGS.1m24i19~21-22+24a (+14)
* 26 dmg if manual CD
* High crush
reinaWGS.1,3m, m24, 22i19~21, i26~30-12+18d (-17)
* Spike
* Combo from 1st hit
* Low crush
reinaWGS.df+3M17i15~17-13+13a (-4)+23a (+17)
* Becomes 22dmg Electric War God Kick during Heat (partially uses remaining Heat Time)
** 4 chip damage on block
* 21dmg when performing f,n,d,DF+3/f,n,DF+3 without Heat
reinaWRA.1,4h, M12, 22i12, i25~26-9+9d
* Balcony Break
* Spike
* Combo from 1st hit
reinaWRA.2m30i15~16-9+11a (+2)
* Balcony Break
* Heat Engager
* Heat Dash +5, +36a (+26)
* Deals chip damage on block
reinaWRA.3m17i28-6+22a (+12)
* Balcony Break
* Deals 3 chip damage on block
* Low crush 9~36
* Floating state 37~39
reinaWRA.3,4m, m17, 20i28, i18~19+6+17a (+16)
* Balcony Break
* Deals 8 chip damage on block (11 total)
* Can transition to WRA (+8/+19a (+18)/-) with input D
* Jails from 1st block
* Combo from 1st hit
* gives wallsplat at specific distances from the wall
* can hard wall break if 1st hit connect close to the wall
* Available only on 1st hit or block
* Low crush 9~36
* Floating state 37~39
reinaWRA.4,2M,M, m6,8, 8i17~18,i13, i15-18-7
* Jails from 2nd block
* Hit-confirmable from 2nd hit
* Combo from 1st CH
* Combo from 2nd hit
* Can be delayed
reinaWRA.4,2,2,1+2M,M, m, h, m6,8, 8, 4, 22i17~18,i13, ,i24~25-20+24 (+3)
* Balcony Break
* Blue spark with input qcf+1+2 for 6 extra damage
* Combo from 4th hit without delay
* Can be delayed
reinaWRA.1+2m30i15~16-13+16d
* Balcony Break
* Power crush 6~14
reinaWRA.3+4M26i18~19+0c+5d
* Spike
* 7 chip damage on block
* Opponent is FDFA on normal hit
reinaWRA.d+4,3L, m9, 20i16~17, i21~22-16+48 (+17)+53a
* Combo from 1st CH with 14f delay
* Input can be delayed 15f
* Move can be delayed 13f
* CH-confirmable
shaheen2+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
shaheenH.f,F+1+2m15,25 (17)i16~17+4c SNK+27d (-8)
* Floor Break
* Spike
* 32 damage with scaling from 1st hit
* Transition to SNK on hit or block
* Consumes 450F of remaining Heat time
* Low crush 28~
shaheen1,2,2h, h, m5, 9, 17i10, ,i20~21-11+3+58a
* Combo from 1st CH with 10F delay
* Combo from 2nd CH with 10F delay
* Move can be delayed by 10F
* Input can be delayed by 12F
* Cancel to SNK (-13/-2) with DF
shaheen1,2,4h, h, m5, 9, 20i10, ,i24~26-13+33a (+18)
* Tornado
* Combo from 1st or 2nd CH with 2F delay
* Move cannot be delayed
* Input can be delayed by 2F
shaheen2,1h, m10, 7i10, i17~18-4+2
* Combo from 1st hit
shaheen4,4h, m16, 25i13, i24~25-13+20d
* Aerial combo from 1st CH
* When combo from 1st CH:
Floor Break
shaheenf+3m17i20-5+6+13c
* Good right sidestep tracking
* Transition to SNK (-3/+8/+15c) with DF
* Low crush 13~
shaheendf+1m12i13~14-1+5
Tracks SSR/SWR completely
shaheendf+2m13i15~16-7+34a (+24)
* Only launches standing opponents
* +4s on hit against crouching opponents
* Launches crouching on CH
shaheendf+3m20i17-13+21d
* Homing
shaheendf+4m13i14-7+0
shaheendf+4,1m, m13, 10i14, i22~23-9+2
* Transition to -2, +9 SNK with DF
* Combo from 1st hit
shaheendf+4,1,3m, m, m13, 10, 28i14, ,i27~28-13+19a (+9)
* Balcony Break
* Combo from 2nd CH with 3F delay
* Move can be delayed by 10F
* Input can be delayed by 11F
* Low crush
shaheend+2m15i18~19-6+8
* Jab evasion
shaheendb+2m11i14-10+1
* Transition to SNK with input db+2,DF (-3/+8/+8)
shaheenb+1m20i19~20+0c+6c
* Heat Engager
* Heat Dash +67a (+50)
* Transition to +0c, +6c FC with D
shaheenb+3m17i19+1c+3c+14c
* 5 chip damage on block
shaheenb+4M23i17-15+4+29a (+23)
shaheenuf+1m25i24~25+1+20d
* Balcony Break
* Heat Engager
* Heat Dash +67a (+50)
* 10 chip damage on block
* during Heat, partially restore remaining Heat time
* Cancel to FC with input uf+1,D
* Low crush 9
shaheenuf+3m22i25~26-7+24
* Alternate input: ub+3 or u+3
* Low crush 9
shaheenuf+4m13i15~17-13+33 (+23)
* Alternate input: ub+4 or u+4
* Low crush 9
shaheenf,F+3m23i17-12+63 (+48)
* Tornado
* Alternate input: f,f,F+3
* Hit throw which side switches
* Low crush 13
shaheenuf,n,4m20i23~25-13+32 (+22)
* Low crush
shaheenf,f,F+2m30i17~18+5+13c
* Balcony Break
* chip damage on block
* during Heat, partially restores remaining Heat time
* Forces tech backroll on hit
* Jab evasion
shaheenws1m17i14-2+4+14
shaheenws2m21i16-17+57
shaheenws3m9i13-110
* Transition to -7, +4 SNK with DF
shaheenws3,3m, m9, 25i13, i17-13+11a (+2)+43a (-4)
* Tornado
* Balcony Break
shaheenws4m16i11~12-6+5
shaheenSS.1+2m23i19~20+3+22g+35a
* Partially restore remaining Heat time on hit
* Sidestep takes 9f; effective startup i28
* 6 chip damage on block
shaheenFC.df+2m21i18~19-9+17a (+8)
* Strong Aerial Tailspin
* Balcony Break
* Partially restore remaining Heat time on hit
shaheenBT.2m20i14~15-3+42a
shaheenSNK.2M17i15~16-9+8+23a (+6)
Balcony BreakOn counterhit
shaheenSNK.3m23i20-12+63 (+48)
* Tornado
* Hit throw which side switches
* Low crush 13
shaheenSNK.1+2m21i19+4c+8c
* Heat Engager
* Heat Dash +67a (+50)
* Floor Break
* 6 chip damage on block
shaheenSNK.df+1m12i15~16-5+6
* Good left sidestep tracking
shaheenSNK.df+1,3m, m12, 28i15~16, i27~28-13+19a (+9)
* Heat Engager
* Heat Dash +43d (+35)
* Balcony Break
* Combo from 1st hit with 1F delay
* Move can be delayed by 6F
* Input can be delayed by 7F
* Low crush
steve2+3m[12;12]i16+1+2c
* Heat Burst
* Cancel to r45 with b,b on frame 42
* 2 chip damage on block
* 12 chip damage on hit
* Only deals recoverable damage
* Cannot cause a K.O.
* Power crush 7~16
steve1,1,d+1h, h, m5, 7, 15i10, ,i25-6+0+5
* Transition to r18? FLK with b (+0/+6/+11)
** r18? FLK FC cancel?
* Move can be delayed by 3F
steve1,2,1,2h, h, h, m5, 10, 15, 15i10, ,i18-19-10+16a (+7)
* Balcony Break
* Combo from 3rd CH
* Transition to LWV with 3 (-6/+20a (+11))
* Transition to RWV with 4 (-6/+20a (+11))
* Transition to SWY with b+3_4 (-6/+20a (+11))
* Transition to r20? DCK with f+3_4 (-4/+22a (+13))
** r22? DCK FC cancel?
steve1,d+1h, m5, 15i10, i25-6+0+5
* Transition to r18? FLK with b (+0/+6/+11)
** r18? FLK FC cancel?
* Move can be delayed by 3F
steve2,1,2h, h, m12, 14, 22i12, ,i25-11+13a (+4)
* Balcony Break
* Combo from 2nd CH with 3?F delay
* Move can be delayed by 10?F
steve2,2h, m12, 17i12, i22-24-14+6
* Tornado
* Combo from 1st hit
stevef+2m11i21~22-6+5
stevef+2,1~2m, m11, 20i21~22, i31-10+36d (+28)
* Balcony Break
stevef+2,2m, m11, 15i21~22, i16~17-6+11g
* Combo from 1st hit with 6F delay
* Move can be delayed by 16F
* Transition to LNH
* Transition to r29? standing with b (-10/+7)
stevef+1+2,2m,h, m10,12, 20i15~16, i7~9, i18~19-13+3d
* Combo from 2nd hit
stevedf+1m12i13-2+5
* Transition to LWV with 3 (-7/0)
* Transition to RWV with 4 (-7/0)
* Transition to SWY with b+3_4 (-7/0)
* Transition to r20? DCK with f+3_4 (-5/+2)
** r22? DCK FC cancel?
stevedf+1,2~2m, m12, 12i13, i37-10+36d (+28)
* Balcony Break
stevedf+1,2~f+1+2,1m, h,h, m12, 8,12, 7i13, ,i17~18-19-8
* Combo from 2nd CH
stevedf+1,2~f+1+2,1,1m, h,h, m, m12, 8,12, 7, 8i13, ,i23~26-25-17
* Combo from 3rd hit
stevedf+1,2~f+1+2,1,1,2m, h,h, m, m, m12, 8,12, 7, 8, 8i13, ,i22~23-8
* Combo from 4th hit
stevedf+2m10i16~17-11+6+10c
* Transition to r22? LWV with 3 (-7/+10/+14c)
* Transition to r22? RWV with 4 (-7/+10/+14c)
* Transition to r22? SWY with b+3_4 (-7/+10/+14c)
* Transition to r18? DCK with f+3_4 (-3/+14g/+18c~+19c)
** r19? DCK FC cancel?
steved+2,1l, m11, 8i17, i14~15-11-5+0
* Combo from 1st CH with 13F delay
* Move can be delayed by 13F
* Transition to r22 LWV with 3 (-6/+0/+5)
* Transition to r22 RWV with 4 (-6/+0/+5)
* Transition to r22 SWY with b+3_4 (-6/+0/+5)
* Transition to r20 DCK with f+3_4 (-4/+2/+7)
* r22? DCK FC cancel?
stevedb+1+2m21i28-13+14
* -9 frame advantage and 8 chip damage on block after absorbing an attack in power crush state
* Power crush 7~
steveb+1,2~1h, m10, 17i13, i30~31-8+4+63a
steveb+1,d+2,1h, l, m10, 10, 10i13, ,i25~27-9+35a (+20a)
* Tornado
* Combo from 2nd CH
steveb+2m20i17-13+14
* Can evade highs
steveub+2~1m17i30~31-8+4+63a
steveu+2m14i17~19-15+34a (+24)
* Tornado
* Low crush 12~32
steveuf+1m18i19~21-6+5
* Spike
* Low crush 9~
steveuf+2m20i22~25-14+52a
* Spike
* Low crush 9~
steveuf+4m20i23-9+22a (+5)+36a (+26)
*
Balcony Break
* Low crush 9~
stevef,F+2m24i14~17-13c+12d
* Spike
steveqcf+1m21i16-10+16a (+7)
Heat Engager
Heat Dash (+5/+36a (+26)/+36a (+26))
* Balcony Break
* Transition to r18? FLK with B (-3/+23a (+14)/+23a (+14))
** r18? FLK FC cancel?
stevef,f,F+2m30i20~24+6+10d
Heat Engager
Heat Dash (+5/+67a (+50)/-)
* Balcony Break
* Spike
* 9 chip damage on block
* Low crush 9~
steveWS.1m12i11~12-3+3+8
steveWS.1,2m, m12, 17i11~12, i13~14-13+3c+23d
* Spike
* Combo from 1st hit with 1F delay
* Combo from 1st CH with 11F delay
* Jail from 1st block with 3F delay
* Move can be delayed by 11F
steveWS.2m17i13~15-7+4
* Transition to r22? LWV with 3 (-7/+4)
* Transition to r22? RWV with 4 (-7/+4)
* Transition to r22? SWY with b+3_4 (-7/+4)
* Transition to r20? DCK with f+3_4 (-5/+6)
* r22? DCK FC cancel?
steveWS.2,2m, m17, 15i13~15, i16~17-6+11
* Combo from 1st hit with 5F delay
* Jail from 1st block with no delay
* Move can be delayed by 5F
* Transition to LNH
* Input b to cancel LNH at r29? (-10/+7)
steveFC.df+2m20i16~17-15+34a (+24)
Tornado
steveALB.2m22i23-3+16a (+7)
Heat Engager
Heat Dash (+5/+36a (+26)/-)
* Balcony Break
steveALB.d,1sp, m34i13, i12-3+16a (+7)
* Balcony Break
* ALB.d_u takes 37 frames, effective startup time is i49
steveDCK.1m17i19-7+58a (+27)+34a (+24)
steveDCK.2m15i19-14+35a (+25)
steveDCK.f+2~1m17i28~29-8+4+63a
steveEXD.1m21i19-7+44d (+36)+41a (+31)
* 8 chip damage on block
steveEXD.2m21i19-14+61a (+51)
* 6 chip damage on block
steveEXD.f+2~1m17i28~29-8+4+63a
steveFLK.1,1,1,2h, h, h, m14, 8, 8, 22i12, ,i20~22-12+17a (+0)
* Tornado
* Combo from 3rd hit
steveFLK.1,1,2h, h, m14, 8, 22i12, ,i20~22-12+17a (+0)
* Tornado
* Combo from 2nd CH
* Same hit as (FLK.1,1,1),2
steveFLK.1,1,f+1h, h, m14, 8, 17i12, ,i15-5+0+10d
* Spike
* Combo from 2nd CH with 9F delay
* Jail from 2nd block with no delay
* Move can be delayed by 11F
* Same hit as (FLK.1),f+1
steveFLK.1,2h, m14, 22i12, i20~22-12+17a (+0)
* Tornado
* Combo from 1st CH
* Same hit as (FLK.1,1,1),2
steveFLK.1,f+1h, m14, 17i12, i15-5+0+10d
* Spike
* Combo from 1st CH with 14F delay
* Jail from 1st block with 3F delay
* Move can be delayed by 14F
steveFLK.2m21i18~19-5c+7d+42a
* Spike
* 6 chip damage on block
steveFLK.u+2m14i17~19-15+34a (+24)
* Tornado
* Low crush 12~32
steveLNH.1m21i14-15-9+15g
* Balcony Break
* Heat Engager
* Heat Dash +5g +43a(+35)
* Homing
* Transition to r18 FLK (-3/+21g) with B
steveLNH.2m22i16-17-13+61a (+51)
* Tornado
steveLWV.1m14i14-10+1
* Input b to r18? FLK (-3/+8/+8)
steveLWV.1,1m, m14, 22i14, i24~26-13+28a (+19)
* Strong Aerial Tailspin
* Balcony Break
* Combo from 1st hit with 5F delay
* Move can be delayed by 10F
steveLWV.1,2~1m, m14, 17i14, i30~31-8+4+63a
* Input 1 at frame 17 of LWV.1,2
steveLWV.1,f+1m, m14, 9i14, i17-3+3
* Combo from 1st hit with 10F delay
* Jail from 1st block with 1F delay
* Move can be delayed by 10F
steveLWV.2m13i14~16-5+4
* Transition to r10? PAB with f (-1/+8)
* r10? PAB FC cancel?
steveLWV.2,1m, m13, 21i14~16, i19-8+4c+7d
* Spike
* Combo from 1st CH with 5F delay
* Move can be delayed by 11F
stevePAB.1,2,1h, h, m10, 14, 21i12~13, ,i18~20-13+8c+44a
* Spike
* Combo from 2nd CH with 8F delay
* Jail from 1st block with no delay
* Move can be delayed by 10F
stevePAB.2~1m17i27~28-8+4+63a
stevePAB.b+1m15i17~18-19-6
stevePAB.b+1,1,2m, h, m15, 10, 12i17~18, ,i18~20-11-5
* Combo from 2nd CH with 4F delay
* Move can be delayed by 10F
stevePAB.b+1,1,2,1m, h, m, m15, 10, 12, 21i17~18, ,i21-10+16a (+7)
* Balcony Break
* Combo from 3rd hit
* Jail from 3rd block
* Transition to r18? FLK with b (-3/+23a (+14))
** r18? FLK FC cancel?
stevePAB.b+2m25i28~29-13+11a (+2)
* Balcony Break
* Backswing Blow
stevePAB.df+1m12i15~16-9+2
stevePAB.df+1,1m, m12, 14i15~16, i19~20-10+1
* Combo from 1st hit with 7F delay
* Move can be delayed by 12f
stevePAB.df+1,1,2m, m, m12, 14, 12i15~16, ,i22-11-3
* Combo from 2nd CH with 5F delay
* Move can be delayed by 10F
stevePAB.df+1,1,2,1m, m, m, m12, 14, 12, 20i15~16, ,i16-13+17d
* Spike
* Combo from 3rd hit with 2F delay
* Jail from 3rd block with no delay
* Move can be delayed by 2F
stevePAB.df+1,2~1m, m12, 17i15~16, i30~31-8+4+63a
stevePAB.df+2m16i16~17-10+31a (+21)
* Elbow
stevePAB.f+2m18i18~19-13+31a (+16)
stevePAB.f+2,1m, m18, 24i18~19, i34~35+1+24a (+14)
* Balcony Break
* Combo from 1st hit
* Interruptible by i16 or faster moves
stevePAB.uf+2m23i17~19-15+34a (+24)
* Tornado
* Low crush 9~
steveRWV.1m13i14~16-5~-3+4~+6
* Transition to r10? PAB with f (-1~+1/+8~+10)
* r10? PAB FC cancel?
steveRWV.1,2~1m, m13, 17i14~16, i30~31-8+4+63a
* Input 1 at frame 17 of RWV.1,2
steveRWV.2m22i14-13+10a (+1)+31a (+5)
*
Balcony Break
steveSWY.1m26i16~17-1c~+0c+14c~+15c
* Can be +15c at farther ranges
* 10 chip damage on block
steveSWY.2m30i17~18-18+36a
* High crush 1~
victor2+3m[12;12]i16+1+2c
* Heat Burst
* 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
victorH.db+1+2m30i28~29+9+6a (-4)
* Weapon
* Transitions to IAI
* Partially uses remaining Heat time
victorH.u+1+2m46i31~32-4+0a (-1)
* Balcony Break
* Weapon
* Victor teleports overhead on frame 10 and descends downward for the rest of the startup; evades some highs and mids but vulnerable on descent (lows, throws, etc. hit)
* Deals 23 chip damage on block
* is10~?
* Low crush ?~
victor1,2,1h, h, m5, 12, 20i10, ,i26~27-12+18a (+1)+72a (+56a)
* Tornado
* Balcony Break
* Weapon
* Combo from 2nd CH with 4F delay
* Move can be delayed by 12F
victor4,3h, m15, 17i13~14, i23~24-10+5
* Combo from 1st hit
victor4,3,2h, m, m15, 17, 25i13~14, ,i25~26-13+34d (+13)
* Balcony Break
* Combo from 2nd CH
* Deals 7 chip damage on block
victor1+2m17i15-9+2+46a
victorf+2,2,1h, h, m10, 10, 12i13~14, ,i13~14-110
* Combo from 2nd CH
victorf+2,2,1,1h, h, m, m10, 10, 12, 25i13~14, ,i20~21-15+20 (+15)
* Balcony Break
* Combo from 3rd hit
* Combo from 2nd CH
* Hit confirmable if (f22)1 is ch
victorf+4m15i14-10+0
victorf+4,2m, m15, 20i14, i26~27-12+5c+7a / +5
* Combo from 1st hit
* CH on last hit or wallhit causes FDFA knockdown
* Transition to IAI (-12/+5c/+7a) with D or 3+4
victorf+1+2m30i24~25+3+1a / HE
* Balcony Break
* Heat Engager
* Heat Dash +5, +67a (+50a)
* Weapon
* Deals 10 chip damage on block
* Partially restores Heat on hit
victordf+1m10i13~14-2+4
victordf+2m14i15~16-14+31a (+21)
victordf+3m10i16-9+2
victordf+3,4m, m10, 14i16, i21-9+2
* Knee
* Combo from 1st CH
victordf+4m15i13~14-9+5
* Knee
victordf+3+4m28i14~15-17+16 (+11)
* Balcony Break
victord+2m21i18+0+4 / HE
* Heat Engager
* Heat Dash +5, +67a (+50a)
* Weapon
* 6 chip damage on block
victordb+1m9i14~15-9-2
victordb+1,1m, m9, 9i14~15, i21~22-7 / -5 PRF+2 / +4 PRF
* Transition to PRF with F
* Combo from 1st hit
victorb+1m11i14-13 / -5 PRF-3 / +5 PRF
* Transition to PRF with F
victorb+3m15i17-9+4
<Showing 3201-3600 of 6206 moves>