mokujin

mokujin

Edit
CharCommandHit levelDamageStartupBlockHitCounter hitNotes
bryanws3,4m, m17, 21i12, i28-10+4+29g
* Knee
* Input can be delayed 10f
* Interrupt with i8 from 1st block
bryanFC.df+2m12i13-9+4
Elbow
claudio3+4M28i24~26-11c+4a
* Floor Break
* Low crush 13~22
* Floating state 23~25
claudiof+4m23i22~23+4c+4c+28d
claudiof+1+2,1+2m, m8, 16i16, 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
claudiob+4,1m, h10, 18i17, i20~21+1+4
* Tornado
* Balcony break on airborne hit
* Combo from 1st hit with no delay
* Combo from 1st CH with 10f delay
* Input can be delayed 12F
* 5 chip damage on block
* 7 chip damage on block in heat
claudiows1,2m, M12, 12i12~13, i28~29-9+4
* Tornado
* Combo from 1st hit with 1f delay
* Interrupt with i10 from 1st block
clivedf+1m10i14~15-3+4
clivedb+1h10i17~18+0+4+12a
* Homing
* 5 chip damage on block
clivedb+4L20i19~20-18+4c+67a (+51a)
* Effectively homing?
clivePHX.2m12i15-7+4+35d (+27)
* Balcony Break
* Weapon
* 3 chip damage on block
devil-jin1,2,2h, h, h5, 8, 12i10, ,i17-12+4
* Combo from 1st hit with 11F delay
* Jail from 2nd hit with 2F delay
* Move can be delayed 9F
devil-jin1,2,4h, h, m5, 8, 10i10, ,i11-10+4
* Knee
* Jail from 1st hit
* Combo from 1st hit
devil-jin3,1,f,Fm, h16, 11i17~19, ,-2+4
devil-jinH.4~3,1+2M, SM21, 15i29-32, i24~35+2+4c~+15c
* Tornado
* Weapon
* Projectile (unparryable)
* Forces backroll on hit
* +58a (+42) from previous hit
* Jail from 1st block
* 3 chip damage on block
* Consumes 220F of remaining heat time
devil-jin1+4SL,h5,5i16~17,i14-3+4
Jails
devil-jindb+1+2m15i23~38-9+4
* Cancel to r27 MCR with F (js27~)
* Balcony Break on air hit
devil-jinH.b,f+2,1,4,1+2m, m, M, SM12, 12, 21, 15i15~17, ,i24~35+2+4c~+15c
* Balcony Break
* Tornado
* Weapon
* Projectile (unparryable)
* Forces backroll on hit
* +59a(+43) from previous hit
* Jail from 3rd block
* 3 chip damage on block
* Consumes 220F of remaining heat time
devil-jinH.f,n,d,df+1+2,1+2m, SM25, 20i26~27, i25~36+2+4c~+15c
* Tornado
* Weapon
* Projectile (unparryable)
* Forces backroll on hit
* +60a(+44) from previous hit
* 4 chip damage on block
* Consumes 220F of remaining heat time
* No pushback on 1st CH
dragunovdb+2m12i14~15-7+4
dragunovb+4m15i14-7+4
dragunovb+4,2m, m15, 10i14, i21-7+4
* Spike
* Combo from 1st CH with 5f delay
* Enter FC r26 with D or DB
* Enter SNK -6 +5 r25 with DF
dragunovws1m11i12~13-3+4
Enter SNK -5 +2 r22 with DF
eddyd+3L17i21~22-14c+4c+27g
* High crush 6~54
eddyb+2,3m, m12, 13i15~16, i22~23-11+4
Combos from 1st hit
eddyMD1.HSP.3+4L,m,m6,6,18i21~22-13+4c
* Low crush 28?~
fahkumramdf+2m10i15-7+4
fahkumramf,F+3L20i21-14+4
fahkumramws1m12i13-4+4
* Elbow
fahkumramFC.df+2L22i19-14+4+12d
* Elbow
* High crush
fengdf+2m15i20~21-8+4
fengdb+1m15i16-12+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)
fengdb+3l14i17-15+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
fengdb+1+2m13i21~22-4+4
Floor Break
fengb+2,3,4,2m, l, m, M13, 6, 13, 22i17, ,i24~25-6c+4c
* Spike
* Aerial combo from 3rd hit (-6a~-9a) with 13F delay
* Move can be delayed by 10F
* Input can be delayed by 13F
fenguf+1m12i18~19-5+4
* +12c on crouching opponent
* No forward momentum with input u+1
* Low crush 6~31
* Floating state 32~34
fengws1,3m, h13, 20i13, i22~23-6+4c
* Heat Engager
* Heat Dash +5, +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?)
fengBT.d+1l20i20~21-13c+4+16a
* High crush 15~52
fengKNP.1l20i20~21-13c+4+16a
* High crush 15~52
heihachi1,2,2h, h, h5, 8, 12i10, ,i17-12+4
* Combo from 1st hit
* Enter FUJ -9 +4 r30 with D on frame 22
heihachidf+1,1m, h10, 8i13~14, i15-2+4
* Combo from 1st hit
heihachidf+2m8i13~14-7+4
heihachib+1m12i14~15-9+4
heihachiuf+2m16i19-9+4
heihachiFC.df+4L16i19~21-23+4c
* Clean hit +17a and 20 damage
* High crush 1~
hwoarang1,1,3,3h, h, L, h5, 8, 10, 14i10, ,i20-14+4
* Combo from 3rd hit with 1F delay
* Move can be delayed by 10F
hwoarang3h15i14-7+4
hwoarangdf+3,4m, m12, 20i22~23, 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
hwoarangdf+3+4m,h,m7,4,17i13,i14,i24~25-14+4c
* Heat Engager
* Heat Dash +5, +43d (+35)
* Jails
* 5 chip damage on block
* Also possible during RFF
hwoaranguf+4h12i22~23-2+4
* Also possible during RFF
* Transition to RFS
* Low crush 10~
hwoarangws2m8i15~16-7+4s
hwoarangws4,4m, M12, 13i11~12, i15~19-9+4c
* Jail from 1st block
* Combo from 1st hit
* Recovers 3 frames faster on hit (r21 t52)
* Transition to RFF
hwoarangLFS.2,2m, h15, 7i16, i20+0+4+9
Combo from 1st hit
hwoarangLFS.2,2,3,4,3,4,4,4,4,3m, h, h, L, m, m, l, h, m, h15, 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~
hwoarangLFS.d+4L17i20~21-12+4+14d
* Transition to RFF
jack-81,1h, m10, 22i12, i15-14c+4c+12d
* Elbow
* Combo from 1st hit with 9F delay
* Transition to GMH with D
* (+4 oB, +8c oH, +16d cH)
* Input can be delayed by 9F
* Move cannot be delayed
jack-8ws2m10i14-7+4
* Elbow
jack-8FC.df+4m10i12-12+4
* Knee
jack-8FC.df+4,2m, M10, 17i12, i20-14+4c+19d
* Elbow
jin3h17i14-7+4
jinf+3,1m, m12, 17i14, i22-12+4
* Heat Engager
* Heat Dash +36a (+26), +5
* Combo from 1st hit with 8F delay
* Move can be delayed by 7F
* Input can be delayed by 8F
* Balcony break on airborne hit
jinf+4m21i16-17-8+4+42a
* Enter ZEN -1 +11 +49a r26 with F
* Balcony break on airborne hit
jindf+1m10i13~14-3+4+6
jind+2L22i22~23-14+4c
* Balcony break on airborne hit
* High crush 8~55
jinb,f+2m15i15~i16-7+4
* Has good left sidestep tracking
jinws1,3m, h7, 8i13~i14, i14-6+4
* Jail from 1st attack
* Transition to r25 backdash with B
jinws4,4m, h13, 15i11~12, i19~20-7+4
* Combo from 1st hit with 1f delay
jinZEN.1+2l,t10,20i21, i61-14+4 (+8w)
* 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 10~
jun1+4,3,4SL,h, m, L5,8, 15, 17i14 i17, ,i25~26-13~-12+4c~+5c+26a
Combo from 3rd CH
jundf+3+4,4m, L17, 17i24~25, i25~26-13+4c+26a
Combo from 1st CH
jundb+4,4L, L14, 15i22~24, i31~33-7~-5+4~+6+35a
* Combo from 1st CH
* Transition to r28 FC with D
* High crush 1~49
jundb+4,4,4L, L, L14, 15, 16i22~24, ,i31~33-7~-5+4~+6+35a
* Transition to r28 FC with D
* High crush 1~49
junGEN.3M14i17~20-4c~-1c+4c~+7c
Spike
junIZU.1h7i13~14-7+4
Enter GEN -6, +5 r18 with F
Enter MIA -6, +5 r18 with B
kazuya1,2,2h, h, h5, 8, 12i10, ,i17-12+4
* Combo from 1st hit
* Combo from 2nd hit with 2f delay
* Input can be delayed 2f
* Move cannot be delayed
kazuya3h12i14-8+4
kazuyadb+4L18i20-12+4+17g
Flips over on grounded hit
kazuyab+2m12i14-8+4
kazuyaSS.4m14i15-6+4
Balcony Break
kingdf+2m12i13-6+4s
* Forces standing on hit.
kingdb+3L17i23-14+4c+25a
* Tracks left side.
* Flip over on grounded hit
* High crush 6~
kingws1m12i10~11-3+4s
* Acts like 11 frame attack.
* Forces Standing on hit.
kingFUFT.b+3+4m25i16~28-25+4a(-6)
Balcony Break
* Faster than normal spring kick and knocks down.
kingAIR.f,f,F+2+4t(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).
* Partially restores remaining Heat time.
* Opponent recovers in FUFT.
kumadb+1h11i14~15-10+4+9
kumadb+1,2h, M11, 20i14~15, i22~23-13+4+13c
* Spike
* Combo from 1st hit
* Hold 2 to power up, up to 2 charge levels
* Transition to HBS with input D or 3+4
kumaHBS.d+1+2m22i16~20-3+4+76a (+60)
* Tornado
* Transition to HBS
* Tornado on CH only
* t44? r24? on hit
* Panda: Increased vertical attack hitbox height. Decreased attack range and height hitbox on frames 18-20 (does not hit as deep or high)
kumaSIT.1l15i21~22-12+4+9
larsd+3,1l, h,h8, 4,10i15, i19,i18-7+4
* Combo from 1st hit CH
larsb+1m17i15~17-9+4+14a (+5)
* Homing
* Balcony Break on CH
larsb+2m12i15-7+4
larsb+2,1m, m12, 17i15, i15-10+4+32a
* Combo from 1st hit with 15F delay
* Move can be delayed by 10F
* Input can be delayed by 15F
larsb+3m14i17-12+4
* Transition to SEN with input F (-5/+11)
larsLEN.1L20i16~17-12+4c
* High crush 1~
law1,2,2h, h, m5, 8, 10i10, ,i20-8+4+4
Combos from 1st hit CH
law1,2,2,2h, h, m, h5, 8, 10, 15i10, ,i13-9+4+9d
* Combos from 1st or 3rd hit CH
* Delay-able
* Transition to DSS with F
** (-4 oB, +9g oH, +14d CH)
law2,2h, m8, 10i10, i20-8+4
Delay-able
law2,2,2h, m, h8, 10, 10i10, ,i13-9+4+9d
* Combos from 2nd hit
* Transition to DSS with F
** (-4 oB, +9g oH, +14d)
lawdf+3+4l12i18-15+4c+6a
* High crush 6~
lawb+2m12i16-8+4
lawb+2,2m, h12, 15i16, i13-9+4+9d
* Combos from 1st hit
* Delay-able
* Transition to DSS with F
** (-4 oB, +9 oH, +14d CH)
lawws4m14i11-4+4+5
* Transition to +4, +12, +13 DSS with F
leef+4h13i11-7+4
leedb+3+4L19i21-13+4+38a
leews1,4m, h12, 20i13, i20-5+4
*Transition to -8, +1 HMS with 3
leeHMS.1,4h, m7, 17i12, i15-8+4+57a
* Transition to -8, +4, +58a HMS with 3
leeHMS.4l20i22-13+4c+72a (+56)
* Instant Tornado on CH
* High crush 6~
leo2,1h, h9, 12i11, i16~17-7~-6+4
* Jail from 1st block
* Combo from 1st hit
leo3h15i14-8+4
leof+3h23i20~210~+1+4+27a
* Enter BOK +2 +6 +29a with d
leob+3m12i14~15-7~-6+4
leob+3,1m, m12, 13i14~15, i20-10+4
* Spike
* Combo from 1st hit
* Enter BOK -8 +3 with d
* Enter KNK -10 +1 with b
leouf+2,1m, m15, 17i18~21, i25~26-8~-7+4+32d
* Combo from 1st hit
** +23a (+16)
* Low crush 0~12
leows1m13i14~15-8~-7+4
leows4,1+2m, m8, 18i11~12, i25~27-12~-10+4d
* Heat Engager
* Heat Dash +5 +43a (+35)
* Combo from 1st hit
* Alternate input CD.4,1+2
leoKNK.4L18i20-12+4c+17d
* Spike
* Enter CD -10 +6c +19d with df
leroy2,1h, m10, 12i12, i12~13-7~-6+4~+5
* Elbow
* Jail from 1st block
leroy2,1,2h, m, h10, 12, 17i12, ,i20~21-7~-6+4~+5
Elbow
* Follow-up after successful parry with input 1 or 2
* Partially restores remaining Heat time when successful during Heat
* Delayable
* Combo from 2nd hit CH
* Parry state 2~16
leroy1+2h,h,h9i14-24
* Power up during Heat (partially uses remaining Heat time)
leroyf+4m14i16~17-9~-8+4
leroydf+1,1+2m, h,h,h10, 3,3,3i13~14, i14,i6 (i7),i6 (i7)-2+4
* Combo from 1st hit
* Power up during Heat (Consumes 150F of remaining Heat time)
** 12 damage on hit, and 6 chip damage on block
** Restores 60F of remaining Heat time on hit
leroyb+4m16i17~18-9+4
Homing
leroySS.4L17i18~19-12+4+14
* Can be delayed
leroyHRM.b+4L17i20~21-13+4c+28a
Homing
* High crush
lidia1,2h, h5, 8i10, i10-3+4
Jail from 1st attack with 4f delay
lidia2,4h, m8, 13i11, i21-8+4
Combo from 1st hit with 4f delay
lidiaf+2h10i12-7+4
Elbow
lidiadf+1,2m, h13, 10i13, i16~17-4+4
Combo from 1st hit with 1f delay
lidiad+3,1l, h9, 8i15, i18-3+4
* Combo from 1st CH with 1f delay
* Jail from 1st hit
lidiab+3m16i17~18-7+4
lidiaws1m12i13~14-3+4
lidiaWLF.3m10i17-6+4
lidia1+3t35i12~14-3+4
* Homing
* Throw break: 1 or 2
* Opponent on break: standing
lidiaLeft throwt40-3+4
* Throw break: 1
* Opponent on break: standing
lili1,1h, h5, 16i10, i20~21-6+4
* Elbow
* Jail from 1st attack with no delay
* Combo from 1st hit with 5f delay
* Move can be delayed 6f
lilif+1+2m17i14~15-7+4c+12c
* Floor Break
lilif,F+4L23i22~23-12+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
lilif,F+3+4m30i19~25-2~+4+4a (-5)
* Balcony Break
* Powers up in Heat
* Chip damage on block [9]
* Low crush 11~31
* Floating state 32~34
liliSS.4m18i20~21-4+4+64
* Enter RAB -15 -7 +53a r36 with b+3 or b+4
* Sidestep takes 9f, effective startup i29~30
* High crush 6~12
liliFC.df+4m18i20~21-4+4+64
* Can be done from Crouch Level 1
* Enter RAB -15 -7 +53a r36 with b+3 or b+4
* High crush 6~12
liliRAB.4m24i23~29-2~+4+4a (-5)
* Balcony Break
* Chip damage on block [9]
* Powered up during Heat
* Low crush 15~36
* Floating state 37~39
miary-zo1+2m,h8,16i15 i11~12-9+4
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break (airborne)
* Wall Crush +16g on hit
* Jail from 1st attack
* Good sidestep right tracking
* Hit vs BT +18a (+9)
miary-zodf+3m15i20~21-9+4
* Homing
* Weapon
miary-zob+1h10i12~13-9+4+4s
* Elbow
miary-zoFC.df+4L16i18~19-26+4c
* Clean hit +9a, 4 extra damage
* Stagger on block
* High crush 1~44
miary-zoMOR.u+1+2m16i16~17-2+4
* Low crush 13~29
* Floating state 30~32
nina4,4,4h, h, L15, 21, 20i11, ,i30~31-12+4c+46a
* Balcony break on airborne hit
* Combo from 2nd CH
* High crush 16~55
nina1+4m,m4,20i15~16 i13~14-5+4c+6c
* Spike
* Transition to CD with F
* Second hit is +7c on CH if the first hit whiffs
ninadf+3,2,1m, h, h13, 12, 6i14, ,i16-3+4
* Combo from 2nd CH with 9f delay
* Jail from 2nd block with 3f delay
ninadb+3L17i20-13+4c+13a
ninab+1h10i12~13-7+4
ninaBTR.1t13-3+4d
* Throw break 1
* Powered up input: BTR.1,3,1
pandadb+1h11i14~15-10+4+9
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
pandaHBS.1,2m, m10, 20i12~13, i24~25-13+4+13c
*Hold 2 to power up, up to 2 charge levels
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)
pandaSIT.1l15i21~22-12+4+9
paul3m14i15~16-7+4
pauldf+1m11i14-2+4
* Transition to r15 SWA +3 +9 from 2~14f, 16f with b
paulb+2m22i18-5c+4c
* Spike
paulb+4L14i20~21-12c+4+17g
paulSS.3L17i19-12c+4+12c
* Effective minimum startup 28f
raven4~3,1m,m, l8,10, 15i16 i29~30, i34~35-13~-2+4~+5
Can be delayed
* High crush 1~
ravendb+4L21i24~25-14~-13+4c~+5c+37a
* High crush 6~49
ravenb+2,4h, h12, 13i15~17, i24~25-7~-6+4~+5
* Combo from 1st hit with 5F delay
* Input can be delayed 13f
ravenqcf+1m15i16-9+4+15a
* Elbow
* Can transition to +0/+13/+24a t44 r24 SZN with 3+4 or D
ravenBT.d+2L20i20~21-12+4+38d
* Transition to Blind Fall (standing) on hit
* Transition to +4 BT (Blind Labyrinth) with B on hit
* Transition to +4 FC (Blind Fall) with D on hit
* High crush 4~
ravenBT.f+2,4m, h13, 17i17~18, i20~21-7~-6+4~+5
* Combo from 1st hit with 1f delay
* Input can be delayed 12f
ravenBT.f+4L13i16-9+4
ravenSZN.4L21i17~24-14~-7+4~+11g+13a~+20a
* High crush 6~
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
reinaSEN.3+4L,h10,12i20~21, i35~36-29/-11+4
* Homing
* -29 stagger block on 1st block
* -11 on 2nd block
* High crush 10~34
reinaWDS.3m17i16~17-6+4+58a
shaheend+1L16i20~21-13+4+28g
* Partially restores remaining Heat time on hit
* High crush 6~52
shaheenb+4M23i17-15+4+29a (+23)
shaheenws1m17i14-2+4+14
steve1,1,2h, h, h5, 7, 13i10, ,i13-14-7+4
* Combo from 1st hit with 3F delay
* Jail from 1st block with 3F delay
* Move can be delayed by 3F
* Transition to LWV with 3 (-5/+6)
* Transition to RWV with 4 (-5/+6)
* Transition to SWY with b+3_4 (-5/+6)
* Transition to r20? DCK with f+3_4 (-3/+8)
** r22? DCK FC cancel?
steveb+1,2~1h, m10, 17i13, i30~31-8+4+63a
steveub+2~1m17i30~31-8+4+63a
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?
steveDCK.f+2~1m17i28~29-8+4+63a
steveEXD.f+2~1m17i28~29-8+4+63a
steveLWV.1,2~1m, m14, 17i14, i30~31-8+4+63a
* Input 1 at frame 17 of LWV.1,2
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.2~1m17i27~28-8+4+63a
stevePAB.df+1,2~1m, m12, 17i15~16, i30~31-8+4+63a
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
victor2,2,2h, m,m, h10, 5,5, 12i12~13, ,i22-3+4
* Strong Aerial Tailspin
* Wall Crush +12g on hit
* Projectile (unparryable)
* Combo from 1st hit
* 4 chip damage on blocked gunshot
* Transitions to IAI on hit or block
victordf+1m10i13~14-2+4
victordf+4,2m, h15, 16i13~14, i22-3+4
* Strong Aerial Tailspin
* Wall Crush +12g on hit
* Combo from 1st hit
* Deals 6 chip damage on blocked gunshot
* Transitions to IAI (cannot cancel)
victord+2m21i18+0+4 / HE
* Heat Engager
* Heat Dash +5, +67a (+50a)
* Weapon
* 6 chip damage on block
victordb+4l17i20~21-26+4c+49a
* High crush 6
victorb+3m15i17-9+4
victoruf+1m9i13-9+4
victorqcf+2h16i22-3+4
* Strong Aerial Tailspin
* Wall Crush +12g on hit
* Transition to IAI
* Deals 6 chip damage on block
victorf,f,F+1+2L,L10,14i18, i14~15-14+4 IAI+15g
* Transition to r18 IAI at +4 on hit
* High crush 15~
victorPRF.1L15i19~20-12+4c+14g
* High crush 6~50
xiaoyuf+2m12i16~17-5+4
xiaoyudb+4L14i18-12+4c+14
* This move is +20 on a traded hit
xiaoyub+2,2m, L13, 15i15~16, i21~23-7+4+22a
* Transition to BT
* Combo from 1st hit with 9F delay
* Move can be delayed by 6F
* Input can be delayed by 11F
xiaoyuu+4m20i23~26-7+4c+24a
* Spike
* Transition to FC with D (-7, +4c, +24a)
* Transition with AOP with d+1+2 (-9, +2, +22)
* Low crush 9~
xiaoyuuf+4m20i23~26-7+4c+24a
* Spike
* Transition to FC with D (-7, +4c, +24a)
* Transition with AOP with d+1+2 (-9, +2, +22)
* Low crush 9~
xiaoyuuf+3+4m,m,m8,10,12i16~17, i10~11, i8~9-1+4d
* Balcony Break
* Spike
* Transition to BT on block or whiff
* Transition to standing on hit
* Low crush 9~
xiaoyuws1m8i12~13-7+4
xiaoyuFC.df+4L13i18~20-7+4
* Transition to AOP
* Alternate input AOP.f+4
* High crush 1~
xiaoyuAOP.f+4L13i18~20-7+4
* Transition to AOP
* Alternate input FC.df+4
* High crush 1~
xiaoyuBT.1m17i16~18-5+4+64a
* Elbow
yoshimitsu1,1h, m5, 19i10, i23-9+4c+6a
* Floor Break
* Weapon
* Combo from 1st hit with 1f delay
* Move can be delayed 3f
* Interrupt with i4 from 1st block
* 3 chip damage on block
* Power up in NSS or Heat
yoshimitsu4,4h, h16, 16i12~13, i24~25-4+4
* Combo from 1st hit with 4f delay
* Move cannot be delayed
yoshimitsudf+1,4m, m14, 17i13, i17-12+4
* Jail from 1st attack with 2f delay
* Input can be delayed 2f
* Move cannot be delayed
* 2nd hit can whiff at certain ranges, -20 on whiff
yoshimitsudf+3m10i17~18-4+4
yoshimitsudf+3,1m, M10, 20i17~18, i23~24-9+4c+6a
* Floor Break
* Weapon
* Combo from 1st hit
* 4 chip damage on block
* Power up in NSS or Heat
* Input can be held to transition to d+1*
yoshimitsudf+4m15i12-7+4
yoshimitsud+1*(1),nM!20i55~56+4c+6a
* Floor Break
* Weapon
* Slowly realigns while charging
* Can be canceled with b*
yoshimitsud+1*(2),nM!25i99~100+4c+6a
* Floor Break
* Weapon
* Slowly realigns while charging
* Can be canceled with b*
yoshimitsud+1*(3),nM!30i130~131+4c+6a
* Floor Break
* Weapon
* Slowly realigns while charging
* Can be canceled with b*
yoshimitsudb+1L12i26~28-11~-9+4~+6+7~+9
Unavailable in NSS
* High crush 8~
yoshimitsuub+1m17i24~25-5+4c
* Floor Break
* Weapon
* Performs u+1 with a vertical jump
* Low crush 9~27
* Floating state 28~30
yoshimitsuf,F+2m15i15-9+4
* Elbow
* Cannot be buffered
* Increased pushback on CH
yoshimitsuFLE.1+2m16i18~19-9+4+31a (+21)
* Tornado
* Head
* High crush 6~17
yoshimitsuIND.4L18i47~48-26+4c+31a
* Homing
* Enter IND -26 +8 +35a r24 with d+3+4
* High crush 1~
yoshimitsuNSS.ub+1m21i25~26-5+4c
Floor Break
* Low crush 9~27
* Floating state 28~30
yoshimitsuhFC.df+4L18i18~19-26+4c+31a
* Homing
* Enter IND -26 +8c +35a r24 with d+3+4
* Can be done from Crouch Level 1
* High crush 1~
zafina2,1,3h, m, L8, 9, 11i10, ,i32-17+4d
* Combo from 2nd hit CH with 1f delay
* Input can be delayed 11f
* Move can be delayed 10f
* Cancel 3rd hit to MNT -17 -9 r25 with D
* Floating state 6~31
* High crush 32~69
zafina1+2m17i16~17-12+4+25a
Spike
zafinadf+3m15i15~16-5+4
* Cancel SCR transition -10 -1 t43 r28 with B
zafinab+4m14i22~23-9+4
zafinaws4m14i11-7+4
zafinaMNT.d+4L19i20~27-22~-15+4c~+11c+19a~+26a
* Knee
* Evasive (can go under mids)
* High crush 1~
alisadf+1,4m, m10, 17i13, i26~27-11+3c+13c
* Floor Break
* Combo from 1st CH
* Transition to DES with 1+2
alisab+2,1m, m12, 17i18, i25~26-13+3c+17a
* Spike
* Combo from 1st hit with 7f delay
* Move can be delayed 12f
alisaub+4,1,1,2,1,1,3+4,3,2,2m, m, m, h, h, m,M,M, L, m, M, M,M,h,h10, 12, 9, 5, 5, 3,3,3, 7, 15, 20, 2,2,2,20i18, ,i13~16 1~5 i1~6 i1~8-23+3a (-15)
* Weapon
* Combo from 9th hit
* Last chainsaw hit rarely connects because of its high hitbox, -17 if blocked
* 1 chip damage on block
* 3 chip damage on block in heat
* Low crush 16~
alisauf+1+2t40i12~13-4+3
* Throw break: 1+2
* Opponent recovery on hit: FUFT
anna2h10i10-3+3+9
* Enter HAM +1 +7 +13 with F
anna3m17i14~16-6+3
* Knee
annadf+3,1,2m, h, M13, 10, 35i14, ,i30~42-11~+1+3d
* Balcony Break
* Weapon
* Fragile debuff on hit or block, opponent receives chip damage from any attack, removed when land a hit on you
* Unpunishable on block due to pushback
* Interrupt with i12 from 2nd block
* 7 Chip damage on block
* Low crush 21~50
* Floating state 51~53
annadb+1m16i16~18-12+3
* Spike
* Transition to FC with DB_D_DF
annab+1+325+3d
* Parries high or mid punches or kicks
* Can side switch depending on the parried attack
* Parry state 5~12
annaqcf+1h20i13~17+1~+5+3~+7+47a (+37)
* Elbow
* Can be buffered
* Chip damage on block
* Perfect input d,df,f#1, f and 1 must be pressed on the same frame, grants +3 damage and increased chip damage on block
annaqcf+2m10i16-12+3
* Elbow
* Can be buffered
annaBT.1h15i8-8+3
* Links to 1 jab extensions
* Combo into extensions on CH
annaCJM.3m12i12~14-12+3
annaCJM.uf+2M35i19~29-11~+1+3a
* Balcony Break
* Chip damage on block
* Unpunishable on block due to pushback
* Low crush 9~37
* Floating state 38~40
annaHAM.2m12i15~16-9+3
* Weapon
* 2 chip damage on block
annaHAM.1+3,2t, t15, 30i11, -3+3d
* Throw break 2
* 15 damage to Anna on break
armor-king3h17i15~16-4+3
* Has good right sidestep tracking
armor-king3,4h, m17, 15i15~16, i27~29-9+3
* Combo from 1st hit with 6F delay
* Move can be delayed by 7F
* Input can be delayed by 9F
armor-king3+4M14i25~32-7+3
* BT.3+4 spins backwards and recovers frontfacing
* Low crush 11~36
armor-kingb+1+3,2m17i17-9+3+27a
* On CH transition to True Dark Smash
armor-kingws2m17i12-9+3+27a
* On CH transition to True Dark Smash
armor-kingSS.2l17i19~20-12+3+6c
* High crush
armor-kingBAD.4L23i17~18-13+3c+26a
armor-kingFC.1+2t(s)0i26-5+3d
* 1+2 throw break (except from behind).
* Catches standing and crouching opponent from all directions.
asuka2,1,d+1+2h, h, m9, 10, 23i12, ,i28~30-9+3c+38a
* Spike
* Combo from 2nd CH with 1f delay
* Cancel to r20 with B
* Cancel to FC with D
* Interrupt with i10 from 2nd block
asukauf+1h12i13-9+3
* Good sidestep left tracking
azucena2,1h, m9, 11i10, i17~18-7+3
* Combo from 1st hit with 4f delay
* Jail from 1st attack with 2f delay
azucena4h15i12~13-8+3+8
azucenad+4,1L, h13, 5i15~16, i27~28-1+3
* Combo from 1st CH with 2f delay
* Move can be delayed 10f
* Cancel to LIB -20 -9 r18 with F
azucenab+1h10i14~15-3+3
azucenab+1,1h, h10, 14i14~15, i23-8+3
* Combo from 1st CH hit with 6f delay
* Only jails on block with 1f delay
* 4 chip damage on block
* 5 chip damage on block during heat
azucenaFC.df+3L17i18~19-13+3c+13c
* High crush 1~
azucenaBT.2m15i17~18-8+3
Transition to attack throw on front standing hit by inputting 2 on frames 10~16
azucenaBT.1+2m17i14~15-11+3+58a
azucenaFC.1+2t0i32-5+3
* Throw break 1+2 in a 4f window, frames 1~4
* Reverse tackle with 1+2 in a 2f window, frames 18~19
* Works on standing and crouching opponent
bryanf+2,1,4m, m, m10, 12, 20i15, ,i18~19-13+3a
* Combo from 1st or 2nd hit
* Gain SNE on hit with 1+2
* SNE gain is r25
* Balcony break on airborne hit
bryand+1+2m,m10,15i17-10+3
* Combo from 1st hit
* Can be canceled into stances after 24 frames
* Enter SLS -3 +10g r13 with f
* Enter SWA -5 +8 r15 with b
* Opponent is further away on CH
bryanSNE.uf+2,2,2,2,2,3m, m, m, m, m, m6, 4, 4, 9, 9, 23i13, ,i22~23-15+3a
* Knee
* Combo from 3rd or 4th or 5th hit
** +35a (+17) from 3rd hit
** +31a (+13) from 4th hit
** +30a (+12) from 5th hit
* 9 chip damage (39%) on block
claudio2h10i12-3+3
claudiodf+4m14i13-8+3
claudiodb+2,1sl, m8, 12i11, i18-9+3
* Combo from 1st CH
* Jail from 1st block
* High crush 1~
claudiodb+3L17i21~22-15~-14+3c+13c
* High crush 6~
cliveH.u+1+2M,m18,21i19~20,i20~21-12+3c
* Weapon 2nd hit
* Consumes 150F of remaining Heat time
* Transition to r15 PHX with F or 4 on hit or block (-1/+14c)
* 13 chip damage on block
clive4,2m, M8, 17i12, i20~21-11+3
* Weapon
* Combo from 1st hit
* Input can be delayed 3f
clivef+2,2m, m10, 7i15, i17~18-8+3
* Weapon
* Combo from 1st CH
* Jail from 1st block
* Enter PHX -5 +6 r30 with F or 4 on hit or block
cliveH.df+1,1m, M,m10, 13,15i14~15, i22~23,i20~21-12+3c
* Weapon 2nd hit
* Combo from 1st hit with 1F delay
* Input can be delayed by 1F
* Move cannot be delayed by 2F
* Move is delayed by 2F
* Consumes 150F of remaining Heat time
* Transition to r15 PHX with F or 4 on hit or block (-1/+14c)
* 9 chip damage on block
clivedf+3L20i29~30-26+3c
* Homing
* High crush 6~65
clivedf+3,1L, M,M20, 18,20i29~30, i27~29 i3~10+3c
* Available only as combo from 1st hit
* 38 damage in total for the full string with scaling
* Input 1 during the 1st hit animation on frames 25~28 to add +4 damage
clivews1m11i13~14-4+3+8
* Elbow
* Enter PHX -1 +6 +11 r23 with F or 4 on hit or block
cliveFC.df+2L18i19~20-12+3c
* Weapon
* High crush 1~20
devil-jinf+2m14i17~18-8+3
Spike
devil-jindb+2L15i21~22-13+3c+26a
* 4 chip damage on block
* High crush 6~
dragunovH.2+3m,m,m25,14,23i15~16, i30~32,i31~32+6+3d
* Heat Smash
* Balcony Break
* Only 1st and 3rd hit
* 7 Chip damage on block
* Throw on 1st hit - 50 damage
dragunov2,1,4h, h, L10, 10, 14i10, ,i23-12+3c
* Spike
* Trades with i8 from 2nd block
dragunovf+2h16i19~20-8+3+8
Elbow
dragunovf+4,d+4h, L16, 12i14~15, i25-12+3c
* Spike
* Combo from 1st hit with 5f delay
dragunovdb+3+4L23i20~21-31+3g+20a
Balcony break on airborne hit
dragunovb+4,2,1+2m, m, t15, 10, 17i14, ,i40-5+3d
* Throw break 1+2
** Recovery in BT
** Unbreakable during Heat
** Partially uses remaining Heat time
* Alternate input:
** ss2,1+2,1+2
** ss3+4,1+2
** PGR.1+2
** (Face down).1+2,1+2
** f,f,F+2,H.1+2
** FC.df+1,H.1+2
dragunovPGR.1+2m(t)i26-5+3d
* Throw break: 1+2
* Unbreakable in Heat
* Partially consumes remaining Heat
* Shift to Takedown (Tackle) on hit
* High crush 1~26
dragunovTackle.2t40+3d
* Throw break 2
dragunovTackle.1+2t45+3d
* Throw break 1+2
eddyb+2m12i15~16-8+3
* Elbow
eddySS.4L,L7,10i21~22-13c+3c
* High crush 6~31
fahkumram1,2,1h, h, m5, 8, 15i10, ,i17~18-10+3
* Input can be delayed 12f
fahkumram2h13i12-8+3
* Elbow
fahkumram4h10i12-12+3
* r27 on hit
fahkumramf+3m16i17-8+3
* Knee
fahkumramdf+4m15i16-6+3
fahkumramb+3+4m22i17-13+3+33d (+25)
* Balcony Break
feng1,2,2h, h, h5, 9, 12i10, ,i17-13+3
* Combo from 1st hit with 3F delay
* Transition to BT with B (-11/+5)
fengf+2m10i15-8+3+10g
fengf+2,1m, m10, 10i15, i19-8+3
* Combo from 1st CH with 1F delay
* Move can be delayed by 10F
* Input can be delayed by 11F
fengdb+1,2m, m15, 18i16, i23~24-11+3
* Combo from 1st hit with 8F delay
* Move can be delayed by 10F
fengb+4,2m, h10, 19i12~13, i22-6+3+20cg
* Balcony Break on CH
* Combo from 1st hit with 7F delay
* Move can be delayed by 6F
* Input can be delayed by 7F
* Transition to CD with df on hit or block (-1/+8/+25cg)
** Transition to r1 FC with DF~db (-2/+7/+24cg)
fenguf+2m18i18-10+3+52a (+21)
fengws1m13i13-3+3
fengws1+2m20i23~24-9+3
* Punch parry
* +14 on successful parry
* Parry state 5~8
fengFC.df+4l13i19~20-8c+3
* Can be input with D,df+4 (i27? effective startup)
* Transition to BT
* +3c on crouching opponent
fengSTC.4l20i20-13+3+14
heihachi2,2h, m10, 13i11, i22-8+3c
* Spike
* Combo from 1st hit with 2f delay
heihachidf+1,2m, m10, 20i13~14, i21-13+3
* Combo from 1st hit
heihachid+3M25i22~23-7+3a
* Spike
* Chip damage on block
heihachib+3,3h, M14, 25i14~15, i22~26-12c+3a
* Spike
* Combo from 1st hit with 4f delay
heihachif,n,d,DF+4,4L, L15, 10i16~17, i24-10+3c+26a
* +26a if previous hit connects
heihachif,n,d,DF+4,4,4L, L, L15, 10, 8i16~17, ,i24-10+3c+26a
* +26a if previous hit connects
heihachiRAI.3M30i22~23-7+3a
* Spike
* Chip damage on block
hwoarangRFF.1,1h, m10, 12i10, i19-8+3
* Combo from 1st hit with 4F delay
* Input can be delayed by 4F
* Move can be delayed by 3F
hwoarangRFF.2,1,1h, h, m6, 10, 12i10, ,i19-8+3
* Combo from 1st hit with 4F delay
* Input can be delayed by 4F
* Move can be delayed by 3F
hwoarangRFF.2,4h, h6, 9i10, i12-8+3g+3
* Jail from 1st block with 2F delay
* Combo from 1st hit with 2F delay
* Input can be delayed by 2F
* Move cannot be delayed
* Remains in RFF
* Transition to RFS with F_B_D_U (+4/+16g/+16)
** i14 RFS? guaranteed on CH
hwoarangRFF.4h9i12-8+3
* Remains in RFF
* Transition to RFS with F_B_D_U (+4/+16g/+16)
** i13 RFS followups guaranteed on CH?
hwoarangRFS.4m17i14-9+3
* Transition to RFF
* Increased chip damage scaling on block during heat
** 5 chip damage on block in heat
jack-8f+1,2,2m, h, m13, 12, 22i14, ,i33+6+3a
* Can be charged to power up
jack-8df+1m12i14-4+3+5
jack-8db+2l24i22-18+3c+33d
* Can be charged to power up
* High crush 6
jack-8b+4,4m, M16, 21i13, i30-4c+3d
* Combo from 1st CH
* When comboing from 1st CH:
** Floor Break
** -8d on hit
* Interrupt with i10 from 1st block
jack-8ws2,1m, m10, 17i14, i15-14c+3d+49a
* Combos from 1st hit
jack-8FC.1l10i19-8+3
*
* High crush 1
jack-8FC.db+1l14i14-11+3
*
* High crush 1
jack-8Back Throw 1+3t70i12!+3d
* Unbreakable
* Floor Break
jin1,3,4h, L, l5, 9, 17i10, ,i23-13+3+29a
* Combo from 2nd CH with 7f delay
* Input can be delayed 12f
jin2,1,4h, m, m9, 9, 18i10, ,i18~20-10+3+19c
* Balcony Break on CH
* Combo from 2nd CH with 8f delay
* Input can be delayed 10f
* Forces tech backroll on CH
jin3,1,4h, h, l17, 7, 18i14, ,i18-13+3+29a
* Combo from 2nd CH with 9f delay
* Input can be delayed 14f
* Move can be delayed 12f
jindf+3m16i12-8+3
jindb+4l18i20~21-13+3+13g
jinws1,2m, m7, 19i13~i14, i19~20-8+3c
* Spike
* Combo from 1st hit with 1f delay
* Combo from 1st CH with 10f delay
* Input can be delayed 13f
* Enter ZEN -9 +2c r27 with F
jinws1,3,2,1m, h, m, m7, 8, 4, 3i13~i14, ,i10-11+3
* Combo from 1st hit
* Jail from 1st block
jinDVS.4,4L, m10, 25i16, i25~26-14+3c
* Spike
* 6 chip damage on block
junb+2,2m, m10, 10i14~15, i16~17-9+3
Combo from 1st hit with 5f? delay
junf,F+2m16i16~17-12+3
* Enter GEN +1 +16g r18 wiith F
* Enter MIA +1 +16g r18 wiith B
* Stance transitions can be delayed by up to 10F (+1~-9/+16g~+6g)
junGEN.1L22i20~21-12+3c+26a
* Has good left sidestep tracking
* High crush 11~
kazuyad+1+2L20i23-14c+3c+27a
* High crush 6~
kazuyab+3h15i18-8+3
kazuyauf+1m16i20-7+3+3
kazuyaDVK.1+4M27i21~31-9+3a
* Tornado
* Reversal Break
* Balcony Break if an attack is absorbed
* Consumes 300F? of remaining Heat time
* +8a (-1) and balcony break on hit if an attack is absorbed
* -7 on block if an attack is absorbed
* 10 chip damage on block after absorbing an attack in power crush state
* More evasive when performed from crouching state
* Power crush 6?~20?
kazuyaBack throwth(h)50i12~14+3d
* Throw Break: none
kingdf+1m15i14~15-1+3s
* Elbow
* Forces standing on hit.
kingb+1h13i12-8+3+3a
kingAIR.f,hcf+1t(a)55(60)i10 / i12~14+3d
* Floor Break
* Cannot throw break.
* Also by JGR.1+3 against airborne opponent.
* Input all 6 directions of throw, press df for 1-3F, at most 1F of f followed by f+1 or f+2 for blue spark (+5 damage).
* Partially restores remaining Heat time.
* Opponent recovers in FUFT.
kingFC.1+2t(s)0i26-5+3d
* 1+2 throw break (except from behind).
* Catches standing and crouching opponent from all directions.
kumaf+2h11i12-13+3
kumau+1+2m24i18~23-4+3
* Transition to HBS with D or 3+4 (-3/+4)
* Low crush 17~33
* Floating state 34~36
kumaqcf+2m15i17~18-8+3
kumaHBS.b+1+2L16i26~29-20c+3+7
* Head
* Transition to r40 HBS with input D or 3+4
* Panda: Reduced attack range and vertical hitbox (does not hit as high)
* High crush 1~67
larsf+2h10i12-6+3
larsdb+2m12i15-8+3
* Transition to SEN with input F (-5/+6)
larsws2m13i13~14-8+3
* Transition to DEN with D (-12/-1)
** Retreats during stance transition
* Transition to SEN with F (-5/+6)
law2,b+2,1h, h, h8, 8, 8i10, ,i23-3+3
* Combos from 2nd hit CH
* Delay-able
law3+4m,m5,10i14~15, i11-13+3
Alternate input DSS.3+4
* Low crush 14~
lawdf+4m15i13-8+3
lawdb+3l15i17-13+3c+13g
lawb+4m13i14-7+3
* Homing
* Transition to BT with B
** (-4 oB, +6 oH)
lawuf+1+2t35i12-6+3d
Throw break 1+2
lee2,1,1h, h, m10, 8, 18i10, ,i20-12+3+26a
*
lee1+2m20i21-1+3+26a
* Homing
* Floor Break
* Transition to +2, +6, +29a HMS with 3+4
leedf+3m13i14~15-8+3
leeuf+3,1m, m12, 18i25, i21-12+3+26a
Combos from 1st hit
leeb,n,4l20i21-13+3+12
*
* High crush
leews2m12i14-8+3
*
leeFC.df+4l17i16~17-14+3c+25d
* Transition to -14, +3, +25d HMS with 3
* High crush
leo1,2,4h, h, L5, 10, 15i10, ,i24-13+3+8d
Combo from 2nd CH
leob+1+4h,l6,12i19~21-12~-10+3+14
leof,F+3M20i26~29-7c~-4c+3d
* Enter BOK +0 +10d with d
* Low crush 9~
leows3,1M, m9, 9i13~14, i21-10+3
* Combo from 1st hit
* Enter BOK -4 +9 with d
* Alternate input CD.3,1
leoOTG.d+3+4L22i21~22-13~-12+3
* Spike
* -2d (-10) on grounded hit
leroy1,2,4h, h, m5, 9, 11i10, ,i16-9+3
* Transition to HRM
* Combo from 1st hit
* Jail from 1st block
leroy3m14i15-8+3
leroy4,4h, m15, 13i12, i15~16-13~-12+3~+4
Combo from 1st hit
leroydf+1,4m, m10, 16i13~14, i18-9+3
* Transition to HRM
* Combo from 1st hit with 3F delay
* Move can be delayed by 1F
* Input can be delayed by 3F
leroydf+1,1+2,2m, h,h,h, m10, 3,3,3, 17i13~14, ,i24-10+3+33a (+25)
* Combo from 1st or 4th CH with 1F delay
* Restores 150F of remaining Heat time on successful parry during Heat
* Move cannot be delayed
* Input can be delayed with 1F
* Parry state 4~12
leroyd+1,2,4sl, m, m5, 8, 11i10, ,i15-9+3
* Transition to HRM
* Combos from 2nd hit
leroyub+2m17i20-10+3+33d (+25)
* Has punch parry effect
* +33d (+25) on successful parry
* Partially restores remaining Heat time on successful parry during Heat
* Parry state 4~12
leroyws1m14i13~14-7+3
Elbow
leroyws1,4m, m14, 16i13~14, i21-9+3
* Transition to HRM
* Combos from 1st hit
lidia1,2,4h, h, l5, 8, 15i10, ,i26-13+3+26a
* Input can be delayed 8f
* Interrupt with i7 from 2nd block
* Can be low parried on hit
* Can hit grounded while off-axis
lidiauf+1m18i23-6+3
* Elbow
* Parries high punches or kicks
* Hitstop on successful parry
* Forced 2nd hit on successful parry
* Parry state 5~17
lilid+1,2L, h10, 8i18~19, i18-8+3+5
* Combo from 1st hit with 4f delay
* Move can be delayed 4f
* Enter BT with B
lilidb+3+4L20i24~25-18+3d+33a
* High crush 16~
liliBT.1h8i8-8+3
liliRAB.3L20i20~21-13+3c+70a (+54)
* Homing
* Instant Tornado on CH
* Powered up during Heat: 22 damage and KND on normal hit
* High crush 6~
miary-zo1,1h, h5, 5i10, i16-4+3
* Jail from 1st attack with 2f delay
* Combo from 1st hit with 4f delay
* Move can be delayed 4f
miary-zof+1+2,1+2m,m, m,m,m3,3, 3,2,2,i14~15 i8~9, i14~15 i7~8 i7~8-13+3
* Jail from 1st attack
miary-zof+3+4m10i18-9+3
* Low crush 9~18
* Floating state 19~21
miary-zoSS.2m22i20+1+3+59a
* Balcony Break (airborne)
* Enter MOR +4 +6 r32 with F
* 4 chip damage on block
* Sidestep takes 9f, effective startup i29
nina4,4h, h15, 21i11, i28~39-8+3
* Balcony break on airborne hit
* Combo from 1st CH
* Low crush 21~34
* Floating state 35~37
ninadf+3,1m, h13, 10i14, i30-8+3
* Combo from 1st CH
* Input can be delayed 10f
* Cancel to SS -19 -8 -7 with D_U
ninaBT+1h15i8-8+3
Links to 1 jab extensions
ninaSS.1m15i14~15-10+3
* Enter CD +10g +23g with F
* Enter SWA +10g +23g with B
ninaSS.1,2m, m15, 15i14~15, i16~18-3+3
ninaSS.1+2m22i19-8+3+37a
* Balcony Break
* Sidestep adds minimum 9f, effective startup i28
* Chip damage on block
<Showing 3601-4000 of 6206 moves>