
All Characters
All Characters Tekken 8 Frame Data
| Char | Command | Hit level | Damage | Startup | Block | Hit | Counter hit | Notes |
|---|---|---|---|---|---|---|---|---|
| hwoarang | LFS.1+2,4 | m, m | 13, 16 | i15~16, i23~27 | -13 | +5c | +28d | * Spike * Combos from 1st hit |
| hwoarang | RFF.d+3+4 | L | 19 | i19 | -11 | +5 | +15g | * Remains in RFF |
| hwoarang | RFS.f+3 | m | 18 | i20~21 | -10 | +5 | +15a (+6) | * Homing * 5 chip damage on block in heat |
| jack-8 | 2,3 | h, m | 10, 18 | i11, i19 | -13 | +5 | +30d (+22) | * Knee * Balcony Break on airborne hit or CH * Combo from 1st hit * Move cannot be interrupted |
| jack-8 | 3 | m | 18 | i15~16 | -9 | +5 | * Knee * Transition to GMH with D ** (+2 oB, +16g oH, +16 ch) * Alternate input f+3 or ws3 | |
| jack-8 | f+1 | m | 13 | i14~15 | -6 | +5 | * Effectively homing? | |
| jack-8 | f+1,2 | m, h | 13, 12 | i14~15, i22~23 | -6 | +5 | * Balcony Break * Combos from 1st hit * Interrupt with i3 from 1st block | |
| jack-8 | f+2 | h | 22 | i10 | -12 | +5 | +32a (+24) | |
| jack-8 | f+4~1 | h | 80 | i65 | ! | +5 | Unblockable | |
| jack-8 | df+4 | m | 17 | i15 | -9 | +5 | +14c | |
| jack-8 | ws4 | m | 20 | i11 | -6 | +5 | * | |
| jack-8 | hFC.db+1,1 | l, m | 14, 10 | i14, i24 | -6 | +5 | * Spike * Interrupt with i5 from 1st block * High crush | |
| jack-8 | qcb+2 | t | 45 | i11 | -2 | +5d | * Throw Break 2 | |
| jin | b+3 | m | 17 | i16 (i15~16) | -6 | +5 | * Knee * i15~16 when performing b+3,2 or transitioning into ZEN * Enter ZEN -2 +9 r20 with F | |
| jin | ws1 | m | 7 | i13~14 | -6 | +5 | ||
| jun | 1,2,4 | h, h, m | 5, 8, 16 | i10, ,i27~28 | -12 | +5 | +15a (+6) | * Balcony Break (airborne) * Wall Crush +17g on hit and 3 chip damage * Not a true combo on 2nd hit or CH (bug? breaks neutral guard) * Interrupt with i5 from 1st block * Input can be delayed 9f |
| jun | df+1,1 | m, m | 10, 17 | i13~14, i24~25 | -11 | +5 | +13g | * Combo from 1st hit * Interrupt with i5 from 1st block |
| jun | b+4 | m | 14 | i13~14 | -7 | +5 | Knee | |
| jun | uf+3 | m | 17 | i20~21 | -6 | +5 | +30a | Balcony Break (airborne) * Low crush 11~27 * Floating state 28~30 |
| jun | ws1 | h | 14 | i12~13 | -6 | +5 | ||
| jun | ws2 | m | 12 | i13~14 | -8 | +5 | +32a | Hits grounded up-close only |
| jun | ws1+2 | m | 20 | i21 | -2 | +5 | +14 +63a | * Elbow * Cancel to r39 FC with D on frame 20 |
| jun | IZU.f+1+2 | m | 21 | i16~17 | -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 |
| jun | hFC.3+4 | m,m | 10,10 | i21~22 i23~24 | -6 | +5c | * Transition to r24 FC with D * Can be done from Crouch Level 1 * Low crush 5~19 * Floating state 20~22 | |
| kazuya | DVK.1,1,2,F | h, h, m, t | 5, 6, 14, 8 | i10, , | +5d BT | * Consumes 120F of remaining Heat time * Opponent recovers FDFT * Available only on 3rd hit | ||
| kazuya | f+3 | m | 22 | i17~18 | -13 | +5 | +54a (+23) | Balcony Break on air hit |
| kazuya | df+2 | m | 22 | i14 | -12 | +5 | +59a | * Homing * Balcony Break on air hit * Crumple stun +13F after CH |
| kazuya | df+3,2 | m, m | 13, 13 | i18~19, i20 | -11 | +5 | * Combo from 1st hit with 9F delay * Move cannot be interrupted | |
| kazuya | b+1+2 | m | 21 | i22 | -8 | +5 | * Heat Engager * Heat Dash +5, +43d (+35) * 6 chip damage on block | |
| kazuya | f,F+4 | M | 22 | i17~18 | -9 | +5 | +29a(+23) | |
| kazuya | ws1 | m | 10 | i13~14 | -5 | +5 | ||
| king | 1,2,1 | h, h, m | 5, 15, 10 | i10, ,i24~25 | -4 | +5 | +10 | * Jail from 2nd hit with 4f delay * Move can be delayed 9f * Interrupt with i5 from 1st block * Starter of 10 Strings, 3rd~5th hits are combo |
| king | 3,2 | h, m | 17, 18 | i15~16, i20~21 | -9 | +5c | * Elbow * Move can be delayed 10f * Interrupt with i1 from 1st block | |
| king | df+1,2 | m, m | 15, 15 | i14~15, i20~21 | -10 | +5 | * Combo from 1st hit with 4f delay * Combo from 1st CH with 9f delay * Move can be delayed 11f * Input can be delayed 12f | |
| king | d+1,2 | sl, m | 5, 13 | i10, i15~17 | -11 | +5 | * Jail from 1st block * Combo from 1st CH | |
| king | d+3+4,4,4,2 | L, L, L, m | 14, 7, 7, 10 | i16, ,i28 | -15 | +5 | * Combos if the low before the punch counterhits | |
| king | b+1,2 | h, h | 13, 20 | i12, i19~20 | -13 | +5 | * Tornado * Combo from 1st hit with 8f delay * Combo from 1st CH with 10f delay * Launches opponent if b+1 counterhits, +70a (+54) * Move can be delayed by 6f * Input can be delayed by 10f | |
| king | f,f,n,2 | L,(t) | 17,(30) | i18 | -13 | +5s/(0d) | * i19 startup with buffered input * Shifts to throw on front grounded CH. * Unexecutable at long range from opponent * High crush 6~29 | |
| king | ws4 | m | 20 | i11~12 | -6 | +5 | ||
| king | JGR.2 | h | 24 | i18~19 | +3 | +5a | * Strong Aerial Tailspin * 4 chip damage on block. * Power up into JGR.2* after 30F? or during Heat ** Partially uses remaining Heat time during Heat. | |
| king | JGS.4 | h | 40/42/52 | i17~18 | +8/+15 | +5a(-4)/+10a(+1) | * Balcony Break * Guard Break * Chip damage on block. * On block / hit increases up to 2nd spin. * Damage increase up to 3rd spin. | |
| king | JGS.df+4 | m | 30/36/45 | i17~19 | -16/+8 | +5a(-4) | Balcony Break * On block increases up to 2nd spin. * Damage increase up to 3rd spin. | |
| kuma | 4 | h | 20 | i14 | -6 | +5 | +30a | * Balcony Break on CH |
| kuma | f+4 | h | 22 | i15 | -6 | +5 | +30a | * Balcony Break on CH |
| kuma | ws4 | m | 20 | i11~12 | -6 | +5 | ||
| kuma | HBS.1 | M | 10 | i12 | -13 | +5 | +12 | * Elbow |
| kuma | hcb,f+1+2 | th(h) | 50 | i11 | +0 | +5 | * Throw break: 1+2 * 60 dmg if opponent hits the wall * Opponent status on hit: FUFA * Side switch on throw break and hit | |
| kunimitsu | 1,1,4 | h, m, m | 5, 12, 23 | i10, ,i26~27 | +3 | +5a | * Spike * Interrupt with i15 from 2nd block * Whiffs vs SS, SW from 2nd block * Input can be delayed 9f * Move cannot be delayed * Available on hit or block only * 4 chip damage on block * Low crush 5~29 * Floating state 30~32 | |
| kunimitsu | 1,2,2 | h, h, h | 5, 8, 10 | i10, ,i20~21 | -12 | +5 | * Balcony Break (airborne) * Weapon * Combo from 1st hit * Move cannot be interrupted * Transition to BT with B | |
| kunimitsu | 2,2 | h, m | 12, 14 | i12, i12~13 | -6 | +5 | * Weapon * Jail from 1st block with 5f delay * Combo from 1st hit with 5f delay * Transition to KAT -6 +5 r26 with 1+2 * Input can be delayed 5f * Move cannot be delayed | |
| kunimitsu | df+1 | m | 10 | i13~14 | -2 | +5 | ||
| kunimitsu | df+1,3 | m, h | 10, 20 | i13~14, i21 | -9 | +5 | +44a (+34) | * Tornado * Combo from 1st Ch with 4f delay * Input can be delayed 9f * Move can be delayed 8f * Interrupt with i3 from 1st block |
| kunimitsu | df+3+4 | m,m | 8,12 | i17~18 i7~9 | -2 | +5 | * Floor Break * Transition to BT * Can hit grounded when off-axis * High evasion at frame 5? * Floating state 10~24 | |
| kunimitsu | b+2 | m | 17 | i17~18 | -9 | +5 | +57 | * Balcony Break (airborne) * Weapon |
| kunimitsu | ws4 | m | 15 | i11~12 | -6 | +5 | ||
| kunimitsu | SS.2,1+2 | m, M,M | 13, 10,20 | i17~18, i22~23 i9~10 | -12 | +5c | * Floor Break * Weapon * Combo from 1st hit CH * Interrupt with i4 from 1st block * Sidestep adds 9f, effective startup i31~32 * Move is delayed 1f | |
| kunimitsu | BT.1,2,4 | h, m, m | 10, 14, 23 | i11, ,i26~27 | +3 | +5d | * Spike * Available on hit or block only * Interrupt with i15 from 2nd block * Whiffs vs SS, SW from 2nd block * Input can be delayed 10f * Move cannot be delayed * 4 chip damage on block * Low crush 5~29 * Floating state 30~32 | |
| kunimitsu | BT.d+4 | L,L | 10,18 | i20~21 i26~27 | -14 | +5c | * Jail from 1st attack * High crush 4~ | |
| kunimitsu | SET.1,2,4 | h, h, m | 8, 13, 23 | i10~11, ,i26~27 | +3 | +5a | * Spike * Input can be delayed 10f * Move cannot be delayed * Available on hit or block only * Interrupt with i15 from 1st block * Whiffs vs SS, SW from 1st block * 4 chip damage on block * Low crush 5~29 * Floating state 30~32 | |
| kunimitsu | SET.4,3 | M, m | 13, 21 | i18~19, i22 | -13 | +5a | * Spike * Combo from 1st hit with 9f delay * Input can be delayed 9f * Move can be delayed 5f * Interrupt with i5 from 1st block * Low crush 5~17 * Floating state 18~20 | |
| kunimitsu | hFC.1+2 | l,sm | 8,15 | i18 i15 | -12 | +5 BT | * Weapon * Can hit grounded when off-axis * Transition to BT on hit * High crush 1~24 | |
| lars | H.LEN.1 | L,t | 20,10 | i16~17 | -12c | +5d | * Consumes 600F of remaining Heat time * Side switch and recover standing on hit throw * Opponent is left FUFA * High crush 1~50 | |
| lars | df+1 | m | 12 | i13 | -3 | +5 | Recovers 2F faster on hit (t33 r20) | |
| lars | db+4 | l | 19 | i20~21 | -26 | +5c | +29a | * High crush 6~ |
| lars | f,F+4 | l | 12 | i21 | -31 | +5 | ||
| lars | ws4 | m | 16 | i11~12 | -6 | +5 | ||
| lars | FC.df+2 | m | 19 | i15~16 | -8 | +5 | +63a | |
| lars | DEN.3 | m | 23 | i22~23 | +5 | +5 | * Heat Engager * Heat Dash +5, +43d (+35) * Homing * Transition to SEN (cannot cancel, does not transition when using Heat Dash) * 9 chip damage on block * Low crush 8~ | |
| law | H.2+3 | m,t | 24,4,5,5,5,7 (50) | i14 | +11g | +5 | * Heat Smash * Balcony Break * Transitions to DSS on block * 8 chip damage on block | |
| law | 1,2,2,1+2 | h, h, m, m | 5, 8, 10, 23 | i10, ,i19 | -13 | +5a (-4) | Balcony Break | |
| law | 2,2,1+2 | h, m, m | 8, 10, 20 | i10, ,i19 | -13 | +5a (-4) | * Balcony Break * Combos from 2nd hit CH * Delay-able | |
| law | 3+4,4 | m,m, h | 5,10, 25 | i14~15, i11, i30 | +7 | +5c | * Balcony Break * Combos from 1st hit * 5 chip damage on block * Forces tech backroll on hit * Alternate input DSS.3+4,4 * Low crush 22~ | |
| law | df+1 | m | 10 | i13 | -1 | +5 | First hit of Law's 10 String | |
| law | uf+3+4 | l | 27 | i29 | -24 | +5 | Alternate input DSS.uf+3+4 * Low crush 8~30? | |
| law | BT.2,2 | m, m | 17, 20 | i15, i14 | -14 | +5c | * Elbow * Combos from 1st hit * Delay-able * Forces tech backroll on hit | |
| law | DSS.f+4 | h | 36 (40) | i19 | +7 | +5c | * Balcony Break * 7 chip damage on block * 12 chip damage on block (Just Frame) * Forces tech backroll on hit * While transitioning to DSS from other moves, it is possible to input DSS.f+4 on frame 1 or 2 of DSS (ex; 4,3~F:DSS.f+4) for 4 more damage. | |
| lee | 1,2:4 | h, h, m | 5, 9, 12 | i10, ,i18 | -12 | +5 | +58a | * Jail from 1st block * Combo from 2nd hit with 1f delay * Input 4 during frames 10-13 of 1,2 * Consumes 60F of remaining Heat time without perfect input * 4 chip damage on block * Move cannot be delayed * Transition to HMS r33 with 3 (-14/+3/+57a) ** Cancel to r11 standing or FC with b_db_d_df (Cannot block i25) ** Cancel to r1 standing or r7 FC with u_d~d_db_d_df (Cannot block i15) |
| lee | df+1 | m | 10 | i13~14 | -1 | +5 | Links to 10-hit combo | |
| lee | df+3,2 | m, h | 13, 13 | i14~15, i19~20 | -10 | +5 | * Jail from 1st block with no delay * Combo from 1st hit with 4F delay * Recovers 4F faster on hit (t59 r24) | |
| lee | df+4 | m | 13 | i13~14 | -9 | +5 | * Transition to HMS r27 with 3 (-9/+5) ** Cancel to r16 standing or FC with b_db_d_df (Cannot block i25) ** Cancel to r1 standing or r7 FC with u_d~d_db_d_df (Cannot block i10) | |
| lee | ws4 | m | 16 | i11 | -6 | +5 | * Transition to -9, +2 HMS with 3 | |
| lee | FC.df,d,DF:3 | l | 26 | i18~24 | -15~-9 | +5c | +5d | * * Frame advantage on block depends on spacing.: Ranges from -15 up close, to -9 at tip range. * Perfect Input not required during Heat * Perfect input when DF and 3 are input during the same frame * Partially consumes remaining Heat Time * Is not bufferable from full crouch (regular version gets buffered instead) * Transition to HMS -15 +5c with 4 * High crush * Low crush |
| lee | FC.df,d,DF+3 | l | 20 | i18~24 | -15~-9 | +5c | +5d | * * Frame advantage on block depends on spacing: Ranges from -15 up close, to -9 at tip range. * Bufferable from full crouch * Transition to HMS -15 +5c with 4 * High crush * Low crush |
| lee | MS.3+4 | l | 20 | i25~31 | -15~-9 | +5c | +5d | * High crush * Low crush |
| leo | 2 | h | 9 | i11 | -1 | +5 | ||
| leo | df+4 | m | 14 | i13 | -6 | +5 | ||
| leo | df+2+3 | L | 20 | i21~22 | -12~-11 | +5 | +21d | * High crush 6~ |
| leo | d+1 | m | 18 | i18~19 | -2~-1 | +5c | +13 | * Spike * Enter FC with d |
| leo | db+2 | m | 16 | i16~17 | -9~-8 | +5 | ||
| leo | b+4 | m | 13 | i18 | -8 | +5 | ||
| leo | ws3 | M | 9 | i13~14 | -6~-5 | +5 | * Knee * Alternate input CD.3 | |
| leroy | df+1 | m | 10 | i13~14 | -6 | +5 | ||
| leroy | db+3 | L | 12 | i20~21 | -8~-7 | +5~+6 | +14c | Transition to HRM * High crush 6~39 |
| leroy | b+1 | h | 17 | i13 | -6 | +5 | Shifts to throw "Knee Snap" on front grounded CH | |
| leroy | uf+1 | h | 17 | i16~17 | -9 | +5 | * Strong Attack Reversal * Follow-up upon successful reversal with input 1 or 2 * Parry state 6~13 | |
| leroy | ws4 | m | 16 | i11~12 | -6 | +5 | ||
| leroy | HRM.2 | h | 14 | i12~13 | -2 | +5~+6 | ||
| leroy | HRM.1+2 | m,h,h,h | 3,3,3,3 | i14, i5, i5, i5 | -2 | +5 | * 12 damage total * Power up during Heat (Consumes 150F of remaining Heat time) * 16 damage on hit, and 8 chip damage on block | |
| lidia | df+3 | m | 15 | i14~15 | -8 | +5 | Knee | |
| lidia | db+3+4 | m | 21 | i22 | -3 | +5 | * Has low parry effect * Does not parry weapon lows * Parry state 5~13 | |
| lidia | b+3,1 | m, m | 16, 10 | i17~18, i23~24 | -11~-10 | +5 | +14 | Combo from 1st hit |
| lidia | CAT.4,3+4 | L, M | 14, 25 | i19~20, i38~39 | -18 | +5a | * Spike * Combo from 1st CH * Jails from 1st hit * HAE lvl.3: *** Combos from 1st hit and decreases Heaven and Earth level by 1 * Low crush 21~25 * Floating state 26~39 | |
| lidia | WLF.4 | L,M | 10,20 | i20,i23~25 | -14c | +5c | * Floor Break * Second hit available on hit or block only * Power up based on Heaven and Earth level **HAE lvl.0 30 damage **HAE lvl.1 32 damage **HAE lvl.2 34 damage **HAE lvl.3 38 damage *** lvl.3 +2d on hit | |
| lili | u+3,3 | m, m | 20, 15 | i22~23, i28 | -12 | +5c | * Combo from 1st hit * Interrupt with i22 from 1st block * Whiffs vs SS, SW from 1st block * Input can be delayed 13f * Move cannot be delayed * Enter DEW -3 +14c r21 with F * Low crush 22~48 * Floating state 49~51 | |
| lili | f,F+3 | m | 15 | i22 | -12 | +5c | * Enter DEW -3 +14c r21 with F * Low crush 7~27 * Floating state 28~30 | |
| lili | BT.d+2 | L | 17 | i16 | -12 | +5c | +14d | * High crush 4~ |
| miary-zo | 3 | m | 12 | i13~14 | -9 | +5 | ||
| miary-zo | f+2 | m | 23 | i20 | -13 | +5 | * Balcony Break (airborne) * Punch Sabaki, +30d (+22) and Balcony Break on successful parry * Parry state 5~10 | |
| miary-zo | df+1 | m | 10 | i13 | -2 | +5 | ||
| miary-zo | df+1,1 | m, h | 10, 17 | i13, i19 | -3 | +5 | * Combo from 1st hit with 2f delay * Interrupt with i2 from 1st block * Input can be delayed 2f * Move cannot be delayed * Enter MOR +0 +8 r22 with F | |
| miary-zo | df+1,1,2 | m, h, M | 10, 17, 20 | i13, ,i30 | -12 | +5a | +50a | * Spike * Weapon * Interrupt with i8 from 2nd block * Input can be delayed 1f * Move cannot be delayed * Chip damage on block |
| miary-zo | df+4 | m | 17 | i16 | -4 | +5 | +57a | * Knee * Enter MOR -1 +8 +60a r26 with F |
| miary-zo | db+3 | L | 21 | i22~23 | -26 | +5c | +44a | * Stagger on block * High crush 8~ |
| nina | 4,3 | h, m | 15, 20 | i11, i29~30 | -2c | +5c | +21a | * Spike * Interrupt with i13 from 1st block * Whiffs vs SSR from 1st block |
| nina | f+4 | m | 15 | i21~22 | -5 | +5 | * Enter SS +2 +12 with D_U * Low crush 12~24 | |
| nina | df+1 | m | 10 | i13~14 | -1 | +5 | ||
| nina | df+3,2 | m, h | 13, 9 | i14, i19 | +1 | +5 | +12 | * Combo from 1st hit with 10f delay * Move cannot be interrupted * Enter SS 0 +4 +11 with D or U * Enter CD -1 +3 +10 t29 r10 with F * Enter SWA +8 +12 +19 with B |
| nina | d+1 | sl | 5 | i10 | -5 | +5 | * Transition to standing r24 with f * High crush 4~ | |
| nina | b+2,2 | h, h | 12, 12 | i12, i14~15 | -6 | +5 | * Combo from 1st hit with 1?f delay * Jail from 1st block with 1?f delay * Move can be delayed 1?f | |
| nina | b+1+2 | m,m | 5,20 | i16 i8~10 | -4 | +5a | * Removes Recoverable Health * Balcony break on airborne hit * Combo from 1st hit only if the second hit connects on i8 * 2nd hit available only as combo from 1st * If the second hit connects on i9~10, frame advantage on hit will be -16 * Powered up in heat | |
| nina | u+4 | M | 21 | i23~28 | +0c~+5c | +5g~+10g | +22a | * Spike * Opponent recovers crouching on hit * Low crush 7~30 * Floating state 31~33 |
| nina | uf+4,3,4 | h, L, h | 22, 10, 14 | i18, ,i20 | -6 | +5 | * Combo from 2nd hit * Move cannot be interrupted * Enter SS -5 +6 with D_U | |
| nina | ws1 | m | 17 | i13~14 | -6 | +5 | ||
| panda | 4 | h | 20 | i14 | -6 | +5 | +30a | * Balcony Break on CH |
| panda | f+4 | h | 22 | i15 | -6 | +5 | +30a | * Balcony Break on CH |
| panda | ws4 | m | 20 | i11~12 | -6 | +5 | ||
| panda | hcb,f+1+2 | th(h) | 50 | i11 | +0 | +5 | * Throw break: 1+2 * 60 dmg if opponent hits the wall * Opponent status on hit: FUFA * Side switch on throw break and hit | |
| paul | df+1,1 | m, h | 11, 9 | i14, i20~21 | -5 | +5 | +8 | * Combo from 1st hit with 4f delay * Interrupt with i1 from 1st block * Move can be delayed 10f * Input can be delayed 11f |
| paul | ws4 | m | 18 | i11~12 | -6 | +5 | ||
| raven | 3,3 | m, h | 10, 16 | ,i14~15, i17~18 | -8~-7 | +5~+6 | * Combo from 1st hit * Jail from 1st block | |
| raven | db+2 | m | 13 | i13~14 | -4~-3 | +5~+6 | * Elbow | |
| raven | db+3 | L | 19 | i28~29 | -12~-11 | +5~+6 | +39d | Cannot be low parried (bug?) * Low crush 8~24 * Floating state 25~27 * High crush 28~ |
| raven | ub+1 | m | 11 | i16 | -6 | +5 | Can be performed during CD (Shadow Sprint) | |
| raven | b,B+2 | m,h | 15,21 | i17~18 i30~31 | -10~-9 | +5~+6 | * Balcony Break * Jail from 1st attack * Parries high or mid punches or kicks * Parry state 1?~ | |
| raven | qcf+2 | L | 18 | i22~23 | -12~-11 | +5~+6 | +14~+15 | Cancel to r41? BT with qcf+2~B * High crush 10~45 |
| raven | BT.1 | h | 7 | i8 | -1~+0 | +5~+6 | ||
| raven | BT.3,4,4 | h, m, M | 10, 17, 21 | i10, ,i32~34 | -9~-8 | +5a | * Spike * Combo from 2nd CH * Interrupt with i5 * Low crush 12~31 * Floating state 32~34 | |
| 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.f+4,1 | L, h | 13, 15 | i16, i22~23 | -9~-8 | +5~+6 | * Tornado * Combo from 1st hit * Interrupt with i2 * Transition to r26 t36 SZN with 3+4 or D (-6~-5/+8~+9) | |
| raven | BT.f+3+4 | M | 24 | i25~27 | -9~-7 | +5a | Spike * Low crush 5~24 * Floating state 25~27 * High crush 28~51 | |
| raven | SZN.3 | m | 16 | i16~17 | -1 | +5~+6 | * Transition to BT (-1/+5) with B * Transition to FC (-1/+5) with D * Low crush 9~17 | |
| raven | BT.f+1+2,P | t | 25 | +5d | Opponent recovers FUFA | |||
| reina | 3 | h | 12 | i18~19 | -11 | +5 | Homing * High crush 8~17 | |
| reina | f+4 | m | 20 | i19~20 | +2c | +5c | +29d | * +13c on crouching hit * Opponent is FDFA on CH * Spike |
| reina | uf+3,1 | h, m | 10, 15 | i21~22, i16 | -5 | +5 | * +13c on crouching hit * Jails on 1st block * Combo from 1st hit | |
| reina | ws4 | m | 10 | i11~12 | -6 | +5 | ||
| reina | WRA.3+4 | M | 26 | i18~19 | +0c~+1c | +5d | * Spike * 7 chip damage on block * Opponent is FDFA on normal hit | |
| shaheen | 4,1 | h, h | 16, 14 | i13, i18 | -5 | +5 | * +31a (+24) from 1st CH * Combo from 1st hit * Jails attack inputs from 1st block (crouch assist bufferable) * Duckable | |
| shaheen | df+1 | m | 12 | i13~14 | -1 | +5 | Tracks SSR/SWR completely | |
| shaheen | ws4 | m | 16 | i11~12 | -6 | +5 | ||
| shaheen | SNK.1 | h | 10 | i12 | -1 | +5 | +14 | |
| steve | 2 | h | 12 | i12 | -1 | +5 | ||
| steve | f+2 | m | 11 | i21~22 | -6 | +5 | ||
| steve | f+2,2,1+2 | m, m, m,m,m | 11, 15, 5,8,20 | i21~22, ,i18~19, i7~8, i16 | -12 | +5c | * Combo from 2nd CH * Move cannot be interrupted * Spike * Floor Break | |
| steve | df+1 | m | 12 | i13~14 | -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? | |
| 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 | i13~14, ,i15~15 | -9 | +5 | ||
| steve | uf+1 | m | 18 | i19~21 | -6 | +5 | * Spike * Low crush 9~ | |
| steve | Back throw | t | 55 | +5d | * Unbreakable * Sideswitch * Opponent left FUFT | |||
| victor | H.2+3 | L,M | 39,(25) | i20, i39~40 | -14 | +5d | * Heat Smash * Balcony Break * Shift to attack throw on 1st hit (39dmg) * +7a (-3) from 2nd hit * Alternate input: H.R1 * 8 chip damage on block * Low crush 36~56 * Floating state 57~59 | |
| victor | 2,1 | h, h | 10, 12 | i12~13, i16 | -6 | +5 | * Weapon * Combo from 1st hit with 6F delay * Transition to PRF with F (-4/+7) * Move cannot be delayed * Input can be delayed by 6F | |
| victor | 3,1+2 | h, h,h | 11, 9,10 | i12~13, i19~20,i8~9 | -9 | +5 | * Combo from 1st hit with 6F delay | |
| victor | 4,3 | h, m | 15, 17 | i13~14, i23~24 | -10 | +5 | * Combo from 1st hit with 7F delay * Move can be delayed by 7F * Input can be delayed by 8F | |
| victor | f+2 | h | 10 | i13~14 | -11 | +5 | ||
| victor | f+4,2 | m, m | 15, 20 | i14, i26~27 | -12 | +5c | +7d | * Weapon * Combo from 1st hit * CH on last hit or wallhit causes FDFA knockdown * Transition to IAI (-12/+5c/+7a) with D or 3+4 |
| victor | df+4 | m | 15 | i13~14 | -9 | +5 | * Knee | |
| victor | b+2 | h | 5 | i10 | -6 | +5 | +14 | * Weapon * Deals recoverable damage only; cannot cause a K.O. |
| victor | ws4 | m | 16 | i11~12 | -6 | +5 | ||
| victor | PRF.2,2 | m, m | 9, 13 | i12~13, i13~14 | -4 IAI | +5 IAI | * Weapon * Combo from 1st hit * Transition to IAI (Cannot cancel) | |
| victor | PRF.b+2 | h | 5 | i10 | -6 | +5 | +14 | * Weapon * Deals recoverable damage only; cannot cause a K.O. |
| xiaoyu | f+2,1 | m, h | 12, 14 | i16~17, i20 | -6 | +5 | +7 | * Combo from 1st hit * Jails from 1st block with ?F delay * Transition to HYP with B (+0, +11) |
| xiaoyu | db+2 | L | 13 | i18~19 | -8 | +5c | +12 | * * High crush 6~ |
| xiaoyu | b+2 | m | 13 | i15~16 | -6 | +5 | * Homing * Transition to BT | |
| xiaoyu | f,F+1+2 | m | 12 | i14~16 | -9 | +5 | ||
| xiaoyu | ws1+2 | m | 12 | i14~16 | -9 | +5 | ||
| xiaoyu | FC.df+2,1 | L, l | 8, 10 | i19, i18 | -8 | +5c | * Combo from 1st hit * Jail from 1st block with ?F delay * Transition to FC BT with DF_D_DB * High crush 1~45 | |
| xiaoyu | FC.df+4,4 | L, L | 13, 13 | i18~20, i27~29 | -6 | +5 | * Combo from 1st hit CH * Interrupt with i8 from 1st block * Alternate input AOP.f+4,4 * High crush 1~ | |
| xiaoyu | AOP.f+2,1 | L, l | 8, 10 | i19, i18 | -8 | +5c | * Combo from 1st hit * Jail from 1st block with ?F delay * Transition to FC BT with DF_D_DB * High crush 1~45 | |
| xiaoyu | AOP.f+4,4 | L, L | 13, 13 | i18~20, i27~29 | -6 | +5 | * Combo from 1st CH * Interrupt with i8 from 1st block * High crush 1~ | |
| xiaoyu | BT.2,2 | h, m | 9, 12 | i12, i21~23 | -7 | +5 | * Combos from 1st CH * Interrupt with i1 from 1st block * Transition to BT | |
| xiaoyu | BT.2,2,1 | h, m, m,M,M | 9, 12, 7,7,7 | i12, ,i12~14,i17~19,i21~27 | -11 | +5c | * Transition to FC * Transition to AOP with D (-10, +5c) * Combos from 2nd hit * Jail from 2nd block with ?F delay | |
| yoshimitsu | 2 | h | 10 | i11 | -1 | +5 | +8 | |
| yoshimitsu | 3 | m | 12 | i15~16 | -9 | +5 | ||
| yoshimitsu | df+1 | m | 14 | i13 | -4 | +5 | ||
| 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 | u+1 | m | 20 | i24~25 | -4 | +5c | +50a | * Floor Break * Weapon * Low crush 9~27 * Floating state 28~30 |
| yoshimitsu | f,F+3 | m | 20 | i23~24 | -4 | +5 | * Enter KIN r25 +3 +12 with 1+2 * Cannot be buffered | |
| yoshimitsu | ws2,NSS.1 | m, h | 13, 16 | i15~16, i23 | -6 | +5 | * Elbow * Combo from 1st hit * Move cannot be interrupted | |
| yoshimitsu | ws4 | m | 14 | i11~12 | -6 | +5 | * Enter KIN r24 with 1+2 * Enter NSS r24 with B | |
| yoshimitsu | BT.1,2 | h, m | 16, 18 | i15, i25 | -5 | +5 | +63a | * Balcony Break (airborne) * Elbow * Combo from 1st CH * Interrupt with i5 from 1st block |
| yoshimitsu | NSS.IND.1 | M | 15 | i48~51 | -8c | +5a | * Floor Break * Same animation as the ending of NSS.qcf+1 * Low crush 30~52 * Floating state 53~55 | |
| yoshimitsu | NSS.qcf+1 | M | 30 | i53~56 | -8c | +5a | * Floor Break * Can be buffered * Can be performed in FC * Low crush 10~55 * Floating state 56~58 | |
| yoshimitsu | NSS.u+1 | m | 24 | i25~26 | -4 | +5c | +15a | Floor Break * Low crush 9~27 * Floating state 28~30 |
| yoshimitsu | hFC.2 | sl | 8 | i11 | -4 | +5 | * High crush 1~ | |
| zafina | f+1+2 | m,m | 16,22 | i19~20 i13~14 | -9 | +5a (-5) | * Heat Engager * Heat Dash +5, +36a (+26) * Balcony Break * Jab evasion? * Second hit available only on hit or block * 8 chip damage on block * Deal 10 recoverable damage to self without Heat * Azazel's Power * Gain ORB on hit or heat activation | |
| zafina | d+3 | L | 14 | i22 | -15 | +5c | +24d | * Transition to MNT -13 +7c +26d r32 with D * Evasive (can go under some mids) * High crush 6~ |
| zafina | db+1+2,1+2 | L, m | 10, 20 | i28~29, i33 | -16 | +5a (-4) | * Combos from 1st hit * Tornado when combo from first hit only. * +37a (-10) on combo from first hit * Balcony Break on airborne hit * Interrupt with i16 from 1st block | |
| zafina | f,F+3,1 | m, m | 20, 24 | i20~22, i18 | -16 | +5a | * Balcony Break * Combo from 1st CH with 13F delay * Move cannot be interrupted * Input can be delayed by 13F * Move cannot be delayed | |
| zafina | FC.d+2 | sl | 8 | i11 | -4 | +5 | * High crush 1~ | |
| zafina | MNT.1 | m | 12 | i13 | -6 | +5 | ||
| zafina | SCR.3 | m | 15 | i13 | -6 | +5 | ||
| zafina | TRT.1 | L | 13 | i18 | -11 | +5 | +15a | |
| zafina | TRT.3 | m | 16 | i14~i15 | -7 | +5c | +19c | * Spike * Floating state 1~49? |
| alisa | f+2,3 | m, h | 12, 8 | i17~18, i22 | -8 | +4 | * Balcony Break (airborne) * Combo from 1st CH with 1f delay * Interrupt with i4 from 1st block * Move cannot be delayed * Transition to r40 DES with 1+2 * Low crush 17~38 * Floating state 39~41 | |
| alisa | df+4 | m | 13 | i12 | -7 | +4 | +4c on hit against crouching opponent | |
| alisa | f,F+1+2 | m,m | 5,10 | i17~18 i12~13 | -9 | +4 | +13 | 13 extra damage on CH, 28 in total |
| alisa | DBT.3 | L | 17 | i16~20, i1~5 | -14 | +4c~+8c | +28a | * Frame advantage +8c~+12c on shallow hit, +32 on CH * fs9~20 on hit * Low crush 1~8 * High crush 9~30 * Floating state 9~40 |
| alisa | DES.d+1 | L,L,L,L,L | 17 | i20~24 i1~5 i1~5 i1~5 i1~3 | -13 | +4 | * Weapon * Combo from any hit * Typically connects at i21? * 1 chip damage on block * 6 chip damage on block in heat * High crush 4~48 | |
| alisa | OTG.db+1+2 | L | 25 | i25~27 | -14 | +4a | * Spike * Weapon | |
| alisa | SBT.1,2,1,3+4 | m, m, m, m,m | 12, 13, 7, 33 | i13~14, ,i18 | -18 | +4a (-13) | * Balcony Break * Combo from 3rd hit * Combo from 2nd CH * Transition to DES with input SBT.1,2,1,3+4,1+2 * Low crush 26~150 * Floating state 151~153 | |
| alisa | SBT.3 | L | 17 | i16~20, i1~5 | -14 | +4c~+8c | +28a | * Frame advantage +8c~+12c on shallow hit, +32 on CH * fs9~20 on hit * Low crush 1~8 * High crush 9~30 * Floating state 9~40 |
| anna | 3,2 | m, m | 17, 20 | i14~16, i20 | -11c | +4c | * Spike * Combo from 1st hit | |
| anna | f+2 | h | 14 | i14 | -2 | +4 | * Elbow | |
| anna | df+3,1,4 | m, h, h | 13, 10, 20 | i14, ,i15~16 | -3 | +4 | * Combo from 1st CH * Combo from 2nd hit with 10f delay * Input can be delayed 10f * Move can be delayed 8f * Jail from 2nd attack | |
| anna | df+3,2 | m, h | 13, 9 | i14, i19 | -2 | +4 | +10 | * Combo from 1st hit with 10f delay * Input can be delayed 10f * Enter HAM -2 +4 +10 r21 with F |
| anna | f,F+3,3 | m, L | 14, 14 | i15, i25 | -14 | +4c | +14 | * Combo from 1st hit with 5f delay * Interrupt with i3 from 1st block * High crush 25~58 |
| armor-king | df+2 | m | 21 | i15~16 | -12 | +4 | +22a | Jab evasion? |
| armor-king | b+1+2 | m | 0 | i16~17 | +0 | +4 | +15 | |
| armor-king | BAD.2 | m | 12 | i15~16 | -7 | +4 | ||
| armor-king | FUFT.b+3+4 | m | 25 | i16~28 | -25 | +4a (-6) | * Balcony Break * Faster than normal spring kick and knocks down. * Floating state 1~11 * Low crush 12~34 * Floating state 35~45 | |
| asuka | 1,1 | h, m | 5, 15 | i10, i24 | -7 | +4 | * Combo from 1st CH with 3f delay * Links to f+1 extensions * Interrupt with i4 from 1st block | |
| asuka | 1+4,2,4 | sl,h, h, m | 5,8, 10, 26 | i14 i17, ,i24 | -9 | +4 | +17a (+8) | * Balcony Break (CH) * Combo from 3rd CH * Interrupt with i4 from 3rd block |
| asuka | f+1 | m | 17 | i20 | -7 | +4 | ||
| asuka | db+3 | L | 17 | i20 | -12 | +4c | +14g | |
| asuka | db+4,4 | L, L | 14, 15 | i22~24, i31~33 | -7 | +4 | +35a | * Transition to r22 FC with D * Interrupt with i12 from 1st block * Slight mid evasion * Can be low parried from block or normal hit only * High crush 1~49 |
| asuka | db+4,4,4 | L, L, L | 14, 15, 16 | i22~24, ,i31~33 | -7 | +4 | +35a | * Transition to r22 FC with D * Interrupt with i12 from 2nd block * Can be low parried from block or normal hit only * High crush 1~49 |
| asuka | b+2,1 | m, m | 12, 14 | i15, i28 | -7 | +4 | * Combo from 1st CH * Interrupt with i2 WS from 1st block * Links to f+1 extensions | |
| asuka | b+4,2 | m, m | 17, 12 | i15~16, i18~19 | -12 | +4c | * Floor Break * Knee * Jail from 1st block with ?F delay * Input can be delayed 14f | |
| asuka | ws1 | m | 12 | i14~15 | -7 | +4 | ||
| azucena | 3 | m | 13 | i14 | -7 | +4 | ||
| azucena | 4,1 | h, h | 15, 14 | i12~13, i21~22 | -2 | +4 | +6~+7 | * Combo from 1st hit * Interrupt with i2 from 1st block * Unparryable by traditional punch parries (bug?) |
| azucena | df+1,4 | m, h | 11, 13 | i13~14, i17~18 | -7 | +4 | * Jail from 1st block * Combo from 1st hit * Enter BT -5 +6 r23 with B | |
| azucena | db+3 | L | 14 | i16~17 | -7 | +4 | ||
| azucena | b+4,3 | m, m | 10, 10 | i15~16, i23~24 | -10 | +4 | * Knee * Combo from 1st hit with 6f delay * Interrupt with i4 from 1st block | |
| azucena | BT.3 | L | 23 | i19~20 | -13 | +4 LIB | +14c | * Strong Aerial Tailspin * Balcony break on airborne hit * Transition to LIB on hit |
| bob | 3,3 | m, m | 14, 18 | i15~16, i25~26 | -13 | +4a (-5) | * Balcony Break * Combo from 1st CH * Interrupt with i6 from 1st block | |
| bob | 4 | h | 15 | i13 | -9 | +4 | +9s | * |
| bob | 4,3,4 | h, h, M | 15, 15, 20 | i13, ,i28~33 | -10 | +4c | +3d | * Spike * Combo from 2nd CH with 6F delay * Airborne combo from 1st CH (-7d) * Interrupt with i6 from 1st block * Low crush 18~35 |
| bob | df+4,3 | h, h | 12, 23 | i13~14, i20~21 | -8 | +4 | * Combo from 1st hit with 3F delay * Interrupt with i2 from 1st block * Transition to BAL r20 with F (+12g/+0) ** FC r37 transition with no input (Cannot block i17 moves when transitioning on block) * Move can be delayed by 2F * Input can be delayed by 3F | |
| bob | b+4 | m | 13 | i15 | -11 | +4 | +9 | * Knee |
| bob | ws2 | m | 10 | i14 | -7 | +4 | * | |
| bob | FC.df+2,1 | m, m | 14, 12 | i14, i21 | -7 | +4 | * Combo from 1st hit * Interrupt with i1 from 1st block * +4c on crouching hit | |
| bryan | 1,4 | h, h | 5, 14 | i10, i15 | -7 | +4 | Jail from 1st attack | |
| bryan | 1,4,2 | h, h, h | 5, 14, 18 | i10, ,i24 | -7 | +4 | +53a | * Combo from 2nd CH with 10f delay * Input can be delayed 18f * Move can be delayed 16f * Interrupt with i8 from 3rd block * Whiffs vs SSR, SWR from 1st block * Crouch assist bufferable from 1st block or hit * Cancel into 1,4,2,1 with f+1 ** Interrupt with i21 from 1st block ** Interrupt with i10 from 1st hit ** Whiffs vs SWR from 1st block ** Whiffs vs SS, SW from 1st hit * Cancel into 1,4,2,4 with f+4 ** Interrupt with i35 from 1st block ** Interrupt with i24 from 1st hit ** Whiffs vs SSR, SW from 1st block ** Whiffs vs SS, SW from 1st hit |
| bryan | f+3 | m | 18 | i16~18 | +0~+2 | +4~+6 | +50a | Knee |
| bryan | db+1+2 | m,h | 8,16 | i15 i12 | -9 | +4 | * Heat Engager * Heat Dash +5, +43a (+35) * Balcony Break (airborne) * Jail from 1st attack | |
| bryan | b+2 | h | 18 | i17 | -7 | +4 | +53a | * Cancel into b+2,1 with f+1 * Cancel into b+2,4 with f+4 |
| bryan | b+3 | m | 12 | i19 | -7 | +4 | * Enter SLS +1 +12g +12 r18 with f * Links to 10-hit string | |
| bryan | b+3,1+2 | m, m | 12, 25 | i19, i22 | -6 | +4c | +26d | * Floor Break * Combo from 1st CH with 8f delay * Interrupt with i4 from 1st block * Transition to FC with d * Input can be delayed 12f * Move can be delayed 10f |
| bryan | ws3 | m | 17 | i12 | -10 | +4 | +33a (+27) | * Knee |
| bryan | ws3,4 | m, m | 17, 21 | i12, i28 | -10 | +4 | +29g | * Knee * Airborne combo from 1st CH with ?F delay (+26a (+19)) * Input can be delayed 10f * Interrupt with i8 from 1st block |
| bryan | FC.df+2 | m | 12 | i13 | -9 | +4 | Elbow | |
| claudio | 3+4 | M | 28 | i24~26 | -11c | +4a | * Floor Break * Low crush 13~22 * Floating state 23~25 | |
| claudio | f+4 | m | 23 | i22~23 | +4c | +4c | +28d | |
| claudio | f+1+2,1+2 | m, m | 8, 16 | i16, i18 | -14 | +4a | * Combo from 1st hit with 11f delay * Jail from 1st block with no delay * Input can be delayed 11f * Move can be delayed 10f | |
| claudio | d+1,2 | m, m | 14, 15 | i17~18, i28~29 | -9 | +4 | * Tornado * Combo from 1st CH * Interrupt with i8 from 1st block * Whiffs vs SSL, SWL from 1st block | |
| claudio | b+4,1 | m, h | 10, 18 | i17, i20~21 | +1 | +4 | * Tornado * Balcony break on airborne hit * Combo from 1st hit with no delay * Combo from 1st CH with 10f delay * Move cannot be interrupted * Input can be delayed 12F * 5 chip damage on block | |
| claudio | ws1,2 | m, M | 12, 12 | i12~13, i28~29 | -9 | +4 | * Tornado * Combo from 1st hit with 1f delay * Interrupt with i9 from 1st block * Whiffs vs SSL, SWL from 1st block | |
| clive | df+1 | m | 10 | i14~15 | -3 | +4 | ||
| clive | db+1 | h | 10 | i17~18 | +0 | +4 | +12a | * Homing * 5 chip damage on block |
| clive | db+4 | L | 20 | i19~20 | -18 | +4c | +67a (+51a) | * Effectively homing? |
| clive | PHX.2 | m | 12 | i15 | -9 | +4c | +35d (+27) | * Balcony Break on CH * Weapon * 3 chip damage on block |
| devil-jin | 1,2,2 | h, h, h | 5, 8, 12 | i10, ,i17 | -12 | +4 | * Combo from 1st hit with 11F delay * Jail from 2nd hit with 2F delay * Move can be delayed 9F * Input can be delayed 11F | |
| devil-jin | 1,2,4 | h, h, m | 5, 8, 10 | i10, ,i11 | -10 | +4 | * Knee * Jail from 1st block * Combo from 1st hit * Move is delayed 6F * Input cannot be delayed | |
| devil-jin | 3,1,f,F | m, h | 16, 11 | i17~19, , | -2 | +4 | ||
| devil-jin | H.4~3,1+2 | M, SM | 21, 15 | i29-32, i24~35 | +2~+13 | +4cg~+15cg | * Tornado * Weapon * Balcony Break * Projectile (unparryable) * Forces tech back roll on hit * +58a (+42) from previous hit * Jail from 1st block * 3 chip damage on block * Consumes 210F of remaining heat time * +1d on BT hit | |
| devil-jin | 1+4 | SL,h | 5,5 | i16~17,i14 | -3 | +4 | * -17 from 1st block * Can be performed in reverse during backturn (Fox Step) | |
| devil-jin | db+1+2 | m | 15 | i23~38 | -9 | +4 | * Cancel to r27 MCR with F (js27~) at frame 5 onwards * Balcony Break on air hit | |
| devil-jin | H.b,f+2,1,4,1+2 | m, m, M, SM | 12, 12, 21, 15 | i15~17, ,i24~35 | +2~+13 | +4cg~+15cg | * Balcony Break * Tornado * Weapon * Projectile (unparryable) * Forces tech back roll on hit * +59a(+43) from previous hit * Jail from 3rd block * 3 chip damage on block * Consumes 210F of remaining heat time * +1d on BT hit | |
| devil-jin | H.f,n,d,df+1+2,1+2 | m, SM | 25, 20 | i26~27, i25~36 | +2~+13 | +4cg~+15cg | * Tornado * Weapon * Projectile (unparryable) * +60a(+44) from previous hit * Jail from 1st block * 4 chip damage on block * Consumes 600F of remaining heat time * No pushback on 1st CH * Forces tech back roll on hit * +1d on BT hit | |
| dragunov | db+2 | m | 12 | i14~15 | -7 | +4 | ||
| dragunov | b+4 | m | 15 | i14 | -7 | +4 | +4c on crouching opponents | |
| dragunov | b+4,2 | m, m | 15, 10 | i14, i21 | -7 | +4 | * Floor Break * Combo from 1st CH with 5f delay * Interrupt with i1 * Enter FC r26 with D or DB * Enter SNK -6 +5 r25 with DF | |
| dragunov | ws1 | m | 11 | i12~13 | -3 | +4 | Enter SNK -5 +2 r22 with DF | |
| eddy | d+3 | L | 17 | i21~22 | -14c | +4c | +27g | * High crush 6~54 |
| eddy | b+2,3 | m, m | 12, 13 | i15~16, i22~23 | -11 | +4 | * Combo from 1st hit with 7F delay * Interrupt with i1 from 1st block * Move can be delayed by 6F * Input can be delayed by 7F | |
| eddy | MD1.HSP.3+4 | L,m,m | 6,6,16 | i21~22, i19~20, i9~10 | -14 | +4c | * Low crush 28~45 * Floating state 46~48 | |
| fahkumram | df+2 | m | 10 | i15 | -7 | +4 | ||
| fahkumram | f,F+3 | L | 20 | i21 | -14 | +4 | ||
| fahkumram | ws1 | m | 12 | i13~14 | -4 | +4 | * Elbow | |
| fahkumram | FC.df+2 | L | 22 | i19~20 | -14 | +4 | +12a | * Elbow * Opponent recovers in FDFT on CH * High crush 1~20 |
| feng | df+2 | m | 15 | i20~21 | -8 | +4 | ||
| feng | db+1 | m | 15 | i16 | -12 | +4 | * Transition to r28 KNP with B (-9/+7) ** Cannot block i15 when going to KNP on block * Transition to r35 STC with F (-16/+0) | |
| feng | db+3 | l | 14 | i17 | -15 | +4c | +0d | * Transition to attack throw when CH from front * Transition to BT on CH * Can be accessed from a manual CD input with input qcf,db+3 * High crush 6~51 |
| feng | db+1+2 | m | 13 | i21~22 | -4 | +4 | Floor Break | |
| feng | b+2,3,4,2 | m, l, m, M | 13, 6, 13, 22 | i17, ,i24~25 | -6c | +4c | * Spike * Aerial combo from 3rd hit (-6a~-9a) with 13F delay * Interrupt with i7 from 3rd block * Move can be delayed by 10F * Input can be delayed by 13F | |
| feng | uf+1 | m | 12 | i18~19 | -5 | +4 | * +12c on crouching opponent * No forward momentum with input u+1 * Low crush 6~31 * Floating state 32~34 | |
| feng | ws1,3 | m, h | 13, 20 | i13, i22~23 | -6 | +4c | * Heat Engager * Heat Dash +43d (+35) * Combo from 1st hit with 3F delay * Move can be delayed by 10F * Input can be delayed by 12F * Unparryable by traditional kick parries (bug?) | |
| feng | BT.d+1 | l | 20 | i20~21 | -13c | +4 | +16a | * High crush 15~52 |
| feng | KNP.1 | l | 20 | i20~21 | -13c | +4 | +16a | * High crush 15~52 |
| heihachi | 1,2,2 | h, h, h | 5, 8, 12 | i10, ,i17 | -12 | +4 | * Jail from 1st block with 2F delay * Combo from 1st hit with 2F delay * Enter FUJ -9 +4 r30 with D on frame 22 * Move cannot be delayed * Input can be delayed by 2F | |
| heihachi | df+1,1 | m, h | 10, 8 | i13~14, i15 | -2 | +4 | * Combo from 1st hit * Interrupt with i1 from 1st block | |
| heihachi | df+2 | m | 8 | i13~14 | -7 | +4 | ||
| heihachi | b+1 | m | 12 | i14~15 | -9 | +4 | ||
| heihachi | uf+2 | m | 16 | i19 | -9 | +4 | ||
| heihachi | FC.df+4 | L | 16 | i19~21 | -23 | +4c | * Clean hit +17a and 20 damage * High crush 1~ | |
| hwoarang | 1,1,3,3 | h, h, L, h | 5, 8, 10, 14 | i10, ,i20 | -14 | +4 | * Combo from 3rd hit with 1F delay * Move can be delayed by 10F | |
| hwoarang | 3 | h | 15 | i14 | -7 | +4 | ||
| hwoarang | df+3,4 | m, m | 12, 20 | i22~23, i24~25 | -14 | +4a | * Combo from 1st hit with 7F delay * Move can be delayed by 5F * Input can be delayed by 7F * Power up if an attack is absorbed by previous hit ** Reversal Break? ** 4 chip damage on block ** -9 on block | |
| hwoarang | df+3+4 | m,h,m | 7,4,17 | i13,i14,i24~25 | -14 | +4c | * Heat Engager * Heat Dash +5, +43d (+35) * Jails * 5 chip damage on block * Also possible during RFF | |
| hwoarang | uf+4 | h | 12 | i22~23 | -2 | +4 | * Also possible during RFF * Transition to RFS * Low crush 10~ | |
| hwoarang | ws2 | m | 12 | i15~16 | -7 | +4s | ||
| hwoarang | ws4,4 | m, M | 12, 13 | i11~12, i15~19 | -9 | +4c | * Jail from 1st block * Combo from 1st hit * Recovers 3 frames faster on hit (r21 t52) * Transition to RFF | |
| hwoarang | LFS.2,2 | m, h | 15, 7 | i16, i20 | +0 | +4 | +9 | Combo from 1st hit |
| hwoarang | LFS.2,2,3,4,3,4,4,4,4,3 | m, h, h, L, m, m, l, h, m, h | 15, 7, 10, 7, 7, 8, 7, 10, 21 (14), 42 (21) | i16, ,i16~19 | +3 | +4a (-6) | * Balcony Break * Airborne combo from 8th hit * Combo from 9th hit * Jail from 9th block * Low crush 5~ | |
| hwoarang | LFS.1+2 | m | 13 | i15~16 | -10 | +4c | * | |
| hwoarang | LFS.d+4 | L | 17 | i20~21 | -12 | +4 | +14d | * Transition to RFF |
| jack-8 | 1,1 | h, m | 10, 22 | i12, i15~16 | -14c | +4c | +19d | * Elbow * Combo from 1st hit with 9F delay * Interrupt with i4 from 1st block * Transition to GMH with D * (+4 oB, +8c oH, +23d cH) * Input can be delayed by 9F * Move cannot be delayed |
| jack-8 | ws2 | m | 10 | i14 | -7 | +4 | * Elbow | |
| jack-8 | FC.df+4 | m | 10 | i12 | -12 | +4 | * Knee | |
| jack-8 | FC.df+4,2 | m, M | 10, 17 | i12, i20 | -14 | +4c | +19d | * Elbow * Combo from 1st hit with ?F delay * Move cannot be interrupted |
| jack-8 | hFC.1,1 | L, L | 10, 14 | i19~21, i31~33 | -12~-10 | +4~+6 | * Interrupt with i14 from 1st block * Interrupt with i4 from 1st hit * Move cannot be delayed * Input can be delayed by 2F * High crush 1~62 | |
| jin | 2,1,4~4 | h, m, l | 9, 9, 20 | i10, ,i20~21 | -12 | +4c | +14d | * Interrupt with i16 from 2nd block * Whiffs vs |
| jin | 3 | h | 17 | i14 | -7 | +4 | ||
| jin | f+3,1 | m, m | 12, 17 | i14, i22 | -12 | +4 | * Heat Engager * Heat Dash +43d (+35) * Combo from 1st hit with 8F delay * Interrupt with i3 from 1st block * Move can be delayed by 7F * Input can be delayed by 8F * Balcony break on airborne hit | |
| jin | f+4 | m | 21 | i16-17 | -8 | +4 | +42a | * Enter ZEN -1 +11 +49a r26 with F * Balcony break on airborne hit |
| jin | df+1 | m | 10 | i13~14 | -3 | +4 | +6 | |
| jin | d+2 | L | 22 | i22~23 | -14 | +4c | +25d | * Balcony break on airborne hit * High crush 8~55 |
| jin | b,f+2 | m | 15 | i15~16 | -7 | +4 | * Has good left sidestep tracking | |
| jin | ws1,3 | m, h | 7, 8 | i13~14, i14 | -6 | +4 | * Jail from 1st block * Transition to r26 backdash with B | |
| jin | ws4,4 | m, h | 13, 15 | i11~12, i19~20 | -7 | +4 | * Combo from 1st hit with 1f delay * Interrupt with i1 from 1st block * Move cannot be delayed | |
| jin | ZEN.1+2 | L,t | 10,20 | i21, i61 | -14 | +4 | * Wall Crush +8 on hit * Transition to attack throw on standing hit from the front * Transition to +5 CD with DF after throw * High crush 8~21 | |
| jun | 1+4,3,4 | SL,h, m, L | 5,8, 15, 17 | i14 i17, ,i25~26 | -13~-12 | +4c~+5c | +26a | * Combo from 3rd CH * Interrupt with i4 from 3rd block |
| jun | df+3+4,4 | m, L | 17, 17 | i24~25, i25~26 | -13 | +4c | +26a | * Combo from 1st CH * Interrupt with i4 from 1st block |
| jun | db+4,4 | L, L | 14, 15 | i22~24, i31~33 | -7~-5 | +4~+6 | +35a | * Combo from 1st CH * Interrupt with i12 from 1st block * Slight mid evasion * Can be low parried from block or normal hit only * Transition to r28 FC with D * High crush 1~49 |
| jun | db+4,4,4 | L, L, L | 14, 15, 16 (11) | i22~24, ,i31~33 | -7~-5 | +4~+6 | +35a | * Airborne combo from 2nd CH (+24a (+17)) * Transition to r28 FC with D * Interrupt with i12 from 2nd block * Can be low parried from block or normal hit only * High crush 1~49 |
| jun | GEN.3 | M | 14 | i17~20 | -4c~-1c | +4c~+7c | Spike | |
| jun | IZU.1 | h | 7 | i13~14 | -7 | +4 | Enter GEN -6, +5 r18 with F Enter MIA -6, +5 r18 with B | |
| kazuya | 1,2,2 | h, h, h | 5, 8, 12 | i10, ,i17 | -12 | +4 | * Combo from 1st hit * Combo from 2nd hit with 2f delay * Jail from 1st block with 2f delay * Input can be delayed 2f * Move cannot be delayed | |
| kazuya | 3 | h | 12 | i14 | -8 | +4 | ||
| kazuya | db+4 | L | 18 | i20~21 | -12 | +4 | +17g | * Flips over on grounded hit * Recovers 3F faster on hit (t48 r27) |
| kazuya | b+2 | m | 12 | i14 | -8 | +4 | ||
| kazuya | SS.4 | m | 14 | i15 | -6 | +4 | Balcony Break | |
| king | df+2 | m | 12 | i13 | -6 | +4 | ||
| king | db+3 | L | 17 | i23 | -14 | +4c | +25a | * Tracks left side * High crush 6~ |
| king | ws1 | m | 12 | i10~11 | -3 | +4s | * Acts like 11 frame attack. * Forces Standing on hit. | |
| king | FUFT.b+3+4 | m | 25 | i16~28 | -25 | +4a(-6) | Balcony Break * Faster than normal spring kick and knocks down. | |
| king | AIR.f,f,F+2+4 | t(a) | 65(70) | i10 | +4d | * Floor Break * Cannot throw break. * Input n,f,F+2+4 within 6 frames after dash startup (f,n,f) to execute "blue spark" (+5 damage). * Opponent recovers in FUFT. | ||
| kuma | db+1 | h | 11 | i14~15 | -10 | +4 | +9 | |
| kuma | db+1,2 | h, M | 11, 20 | i14~15, 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 |
| kuma | HBS.d+1+2 | m | 22 | i16~20 | -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) |
| kuma | SIT.1 | l | 15 | i21~22 | -12 | +4 | +9 | |
| kunimitsu | d+2,1,2 | m, m, m | 11, 7, 7 | i16, ,i11~12 | -12 | +4 | * Weapon * Jail from 1st block with 1f delay * Combo from 2nd hit with 1f delay * Input can be delayed 1f * Move cannot be delayed | |
| kunimitsu | ws1 | m | 11 | i12 | -7 | +4 | ||
| kunimitsu | SS.4 | l | 16 | i20~22 | -37 | +4c | * Clean Hit +13d * Clean Hit damage 20 * Sidestep adds 9f, effective startup i29~31 * Stagger on block * High crush 6~ | |
| kunimitsu | BT.d+2 | L | 20 | i17~18 | -13 | +4 | +8d | * Floor Break * Weapon * Transition to FC with D * High crush 6~18 |
| kunimitsu | KAT.1 | h | 12 | i11 | -7 | +4 | * Has good left sidestep tracking | |
| lars | d+3,1 | l, h,h | 8, 4,10 | i15, i19,i18 | -7 | +4 | * Combo from 1st hit CH | |
| lars | b+1 | m | 17 | i15~17 | -9 | +4 | +14a (+5) | * Homing * Balcony Break on CH |
| lars | b+2 | m | 12 | i15 | -7 | +4 | Has good left sidestep tracking | |
| lars | b+2,1 | m, m | 12, 17 | i15, i15 | -10 | +4 | +32a | * Combo from 1st hit with 15F delay * Jail from 1st block with ?F delay * Move can be delayed by 10F * Input can be delayed by 15F |
| lars | b+3 | m | 14 | i17 | -12 | +4 | * Transition to SEN with input F (-5/+11) | |
| lars | LEN.1 | L | 20 | i16~17 | -12 | +4c | * High crush 1~ | |
| law | 1,2,2 | h, h, m | 5, 8, 10 | i10, ,i20 | -8 | +4 | +4 | Combos from 1st hit CH |
| law | 1,2,2,2 | h, h, m, h | 5, 8, 10, 15 | i10, ,i13 | -9 | +4 | +9d | * Combos from 1st or 3rd hit CH * Delay-able * Transition to DSS with F ** (-4 oB, +9g oH, +14d CH) |
| law | 2,2 | h, m | 8, 10 | i10, i20 | -8 | +4 | Delay-able | |
| law | 2,2,2 | h, m, h | 8, 10, 10 | i10, ,i13 | -9 | +4 | +9d | * Combos from 2nd hit * Transition to DSS with F ** (-4 oB, +9g oH, +14d) |
| law | df+3+4 | l | 12 | i18 | -15 | +4c | +6a | * High crush 6~52 |
| law | b+2 | m | 12 | i16 | -8 | +4 | ||
| law | b+2,2 | m, h | 12, 15 | i16, i13 | -9 | +4 | +9d | * Combos from 1st hit * Delay-able * Transition to DSS with F ** (-4 oB, +9 oH, +14d CH) |
| law | ws4 | m | 14 | i11 | -4 | +4 | +5 | * Transition to +4, +12, +13 DSS with F |
| lee | f+4 | h | 13 | i11 | -7 | +4 | ||
| lee | db+3+4 | L | 19 | i21~23 | -13 | +4 | +38a | |
| lee | ws1,4 | m, h | 12, 20 | i13~14, i20 | -5 | +4 | * Combo from 1st hit * Transition to HMS with 3 (-8/+1) * Move cannot be delayed * Consumes 60F of remaining Heat time | |
| lee | HMS.1,4 | h, m | 7, 17 | i12, i15 | -8 | +4 | +57a | * Combo from 1st hit with 10F delay * Jail from 1st block with 6F * Transition to HMS r32 with 3 (-8/+4/+58a) |
| lee | HMS.4 | L | 20 | i22~24 | -13 | +4c | +72a (+56) | * Instant Tornado on CH * High crush 6~54 |
| leo | 2,1 | h, h | 9, 12 | i11, i16~17 | -7~-6 | +4 | * Jail from 1st block * Combo from 1st hit | |
| leo | 3 | h | 15 | i14 | -8 | +4 | ||
| leo | f+3 | h | 23 | i20~21 | 0~+1 | +4 | +27a | * Enter BOK +2 +6 +29a with d |
| leo | b+3 | m | 12 | i14~15 | -7~-6 | +4 | ||
| leo | b+3,1 | m, m | 12, 13 | i14~15, i20 | -10 | +4 | * Spike * Combo from 1st hit * Interrupt with i1 from 1st block * Enter BOK -8 +3 with d * Enter KNK -10 +1 with b | |
| leo | uf+2,1 | m, m | 15, 17 | i18~21, i25~26 | -8~-7 | +4 | +32d | * Combo from 1st hit ** +23a (+16) * Interrupt with i11 from 1st block * Whiffs vs SSR from 1st block * Low crush 0~12 |
| leo | ws1 | m | 13 | i14~15 | -8~-7 | +4 | ||
| leo | ws4,1+2 | m, m | 8, 18 | i11~12, i25~27 | -12~-10 | +4d | * Heat Engager * Heat Dash +5, +43d (+35) * Shoulder * Combo from 1st hit * Interrupt with i5 from 1st block * Alternate input CD.4,1+2 | |
| leo | KNK.4 | L | 18 | i20~21 | -12 | +4c | +17a | * Spike * Transition to CD r28 with df (-10/+6c/+19d) ** CD SS cancel is -12 |
| leroy | 2,1 | h, m | 10, 12 | i12, i12~13 | -7~-6 | +4~+5 | * Elbow * Jail from 1st block | |
| leroy | 2,1,2 | h, m, h | 10, 12, 17 | i12, ,i20~21 | -7~-6 | +4~+5 | Elbow * Strong Attack Reversal * Follow-up after successful parry with input 1 or 2 * Delayable * Combo from 2nd hit CH * Parry state 2~16 | |
| leroy | 1+2 | h,h,h | 9 | i14 | -2 | 4 | * Power up during Heat (partially uses remaining Heat time) | |
| leroy | f+4 | m | 14 | i16~17 | -9~-8 | +4 | ||
| leroy | df+1,1+2 | m, h,h,h | 10, 3,3,3 | i13~14, i14,i6 (i7),i6 (i7) | -2 | +4 | * Combo from 1st hit * Power up during Heat (Consumes 150F of remaining Heat time) ** 12 damage on hit, and 6 chip damage on block | |
| leroy | b+4 | m | 16 | i17~18 | -9 | +4 | Homing | |
| leroy | SS.4 | L | 17 | i18~19 | -12 | +4 | +14 | * Can be delayed |
| leroy | HRM.b+3,2 | L, m | 12, 27 (18) | i20~21, i31~32 | -16 | +4a (-5) / +0a (-1) | * Balcony Break * Airborne combo from 1st hit (+0a (-1)) ** Combo deals [30; 12] damage | |
| leroy | HRM.b+4 | L | 17 | i20~21 | -13 | +4c | +28a | Homing * High crush 8~37 |
| lidia | 1,2 | h, h | 5, 8 | i10, i10 | -3 | +4 | * Jail from 1st attack with 4f delay * Combo from 1st hit with 4f delay | |
| lidia | 2,4 | h, m | 8, 13 | i11, i21 | -8 | +4 | * Combo from 1st hit with 4f delay * Interrupt with i1 from 1st block | |
| lidia | f+2 | h | 10 | i12 | -7 | +4 | Elbow | |
| lidia | df+1,2 | m, h | 13, 10 | i13, i16~17 | -4 | +4 | Combo from 1st hit with 1f delay | |
| lidia | d+3,1 | l, h | 9, 8 | i15, i18 | -3 | +4 | * Combo from 1st CH with 1f delay * Jail from 1st hit | |
| lidia | b+3 | m | 16 | i17~18 | -7 | +4 | ||
| lidia | ws1 | m | 12 | i13~14 | -3 | +4 | ||
| lidia | WLF.3 | m | 10 | i17 | -6 | +4 | ||
| lidia | 1+3 | t | 35 | i12~14 | -3 | +4 | * Homing * Throw break: 1 or 2 * Opponent on break: standing | |
| lidia | Left throw | t | 40 | -3 | +4 | * Throw break: 1 * Opponent on break: standing | ||
| lili | 1,1 | h, h | 5, 16 | i10, i20~21 | -6 | +4 | * Elbow * Jail from 1st attack with no delay * Combo from 1st hit with 5f delay * Move can be delayed 6f | |
| lili | f+1+2 | m | 17 | i14~15 | -7 | +4c | +12c | * Floor Break * Transition to BT -3 +8cg +8 with B |
| lili | f,F+4 | L | 23 | i22~23 | -12 | +4 | * Floor Break * Enter BT -6 +10g +10 r24 with B * Different stun animation on CH, but no change in frame advantage without BT entry | |
| lili | f,F+3+4 | m | 30 | i19~25 | -2~+4 | +4a (-5) | * Balcony Break * Powers up in Heat * Chip damage on block [9] * Low crush 11~31 * Floating state 32~34 |