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All Characters Tekken 8 Frame Data

CharCommandHit levelDamageStartupBlockHitCounter hitNotes
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
* 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 right sidestep 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
nina4,4h, h15, 21i11, i28~39-7+4
* Balcony break on airborne hit
* Airborne combo from 1st CH (+19a (+12))
* Interrupt with i8 from 1st block
* Low crush 21~34
* Floating state 35~37
nina4,4,4h, h, L15, 21, 20i11, ,i30~31-12+4c+46a
* Balcony break on airborne hit
* Combo from 2nd CH
* Interrupt with i5 from 2nd block
* High crush 16~55
nina1+4m,m4,20i15~16 i13~14-5+4c+6c
* Spike
* Transition to CD r25 with F (-2/+7c/+10c)
* Second hit is +7c on CH if the first hit whiffs
ninadf+3,2,1m, h, h13, 9, 6i14, ,i16-3+4
* Combo from 2nd CH with 9f delay
* Jail from 2nd block with 3f delay
* Links to 10-hit combo
ninadb+3L17i20-13+4c+13a
ninab+1h10i12~13-7+4
ninaBTR.1t13 (18)-3+4d
* Throw break 1
* Power up with 1,3,1 (+5 damage)
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
* Interrupt with i15
* 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 4F delay
* -22 on whiff after 1st hit
* Interrupt with i6 from 1st block
* Whiffs vs SS, SWL from 1st block
* Input can be delayed 13f
ravenBT.d+2L20i20~21-12+4+13g
* 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
* Interrupt with i1
* 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
* Transition to SEN r18 with F (-3/+4)
* 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
- WDS.3: Unbufferable. i18 effective startup
shaheend+1L16i20~21-13+4+28g
* 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, 17i13~14, i30~31-8+4+63a
* Interrupt with i14 from 1st block
* Interrupt with i3 from 1st hit
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
* Interrupt with i15 from 1st block
* Interrupt with i4 from 1st hit
* Whiffs vs SWL from 1st block (must perform delayed sidewalk by performing SSL -> SWL)
steveLWV.2m13i14~16-5+4
* Shoulder
* 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
* Interrupt with i2 from 1st block
* 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
Move cannot be interrupted
steveRWV.1m13i14~16-5~-3+4~+6
* Shoulder
* 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
* Interrupt with i18 from 1st block
* Interrupt with i9 from 1st hit
* Whiffs vs SSL, SWL from 1st block
victor2,2,2h, m,m, h10, 5,5, 12i12~13, ,i22-3+4
* Strong Aerial Tailspin
* Wall Crush +12g on hit
* Weapon
* Projectile (unparryable)
* Combo from 2nd hit with 8F delay
* Transitions to IAI on hit or block
* Move cannot be delayed
* Input can be delayed by 8F
* 4 chip damage on block
victor1+2m17i15-9+4+46a
* Weapon
victordf+1m10i13~14-2+4
victordf+4,2m, h15, 16i13~14, i22-3+4
* Strong Aerial Tailspin
* Wall Crush +12cg on hit, 3 chip damage on block
* Weapon
* Projectile
* Combo from 1st hit
* 6 chip damage on block
* Interrupt with i1
* Available on hit or block only
* Transitions to IAI r36 (cannot cancel)
victord+2m21i18+0+4c
* Heat Engager
* Heat Dash +5, +67a (+50)
* Weapon
* 6 chip damage on block
victordb+4l17i20~21-26+4c+49a
* High crush 6
victorb+3m15i17-9+4
victoruf+1m9i13-9+4
* Weapon
victorqcf+2h16i22-3+4
* Strong Aerial Tailspin
* Wall Crush +12g on hit
* Weapon
* Projectile
* Transition to IAI
* Deals 6 chip damage on block
victorf,f,F+1+2L,L10,14i18, i14~15-14+4 IAI+15g IAI
* Weapon
* Transition to IAI r29 on hit (+4/+15g)
* Unparryable (weapon low)
* High crush 15~50
victorIAI.1m9i13~14-9+4
* Weapon
victorIAI.4L17i18~19-12+4+9
victorPRF.1L15i19~20-12+4c+14g
* Weapon
* Unparryable (weapon low)
* 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
* Interrupt with i6 from 1st block
* 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, +2c, +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, +2c, +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
* i18~19 when AOP.f+4,4 is input.
* High crush 1~
xiaoyuBT.1m17i16~18-5+4+64a
* Elbow
* Jab evasion
* Transition to BT
yoshimitsu1,1h, m5, 19i10, i23-9+4c
* 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
* Interrupt with i1 from 1st block
* 4 chip damage on block
* Power up in NSS or Heat
* Input can be held to transition to d+1*
yoshimitsudf+4m15i12-7+4
Recovers 2f faster on hit or block
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
* Interrupt with i7 from 2nd block
* Input can be delayed 11f
* Move can be delayed 10f
* Cancel 3rd hit to MNT -17 -9c 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
* High crush 1~
alisadf+1,4m, m10, 17i13, i26~27-11+3c+13c
* Floor Break
* Combo from 1st CH
* Interrupt with i7 from 1st block
* 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
* Enter HAM +1 +7 with F
anna3m17i14~16-6+3
* Knee
* Floating state 14~16
* Low crush 17~27
* Floating state 28~30
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
* Bufferable
* 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+2M35i19~31-11~+1+3a
* Balcony Break
* 7 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 7F delay
* Move cannot be interrupted
* Move can be delayed by 7F
* Input can be delayed by 8F
armor-king3+4M14i25~32-7+3
* BT.3+4 spins backwards and recovers frontfacing
* Low crush 11~36
* Floating state 37~39
armor-kingb+1+3,2m17i17 (i38)-9+3+27a
* i38 effective startup (b+1+3 takes 21 frames)
* On CH transition to True Dark Smash
armor-kingws2m17i12-9+3+27a
* On CH can shift to True Dark Smash with 2 or f,d,df+2
* 4f timestop on CH
armor-kingSS.2L17i19~20-12+3+6c
* BT.d+2: cs4~50
* High crush 6~50
armor-kingBAD.4L23i17~18-13+3c+26a
armor-kinghFC.1+2t(s)0i26-5+3d
* 1+2 throw break (except from behind).
* Catches standing and crouching opponent from all directions.
* Can be done from Crouch Level 1
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
* Whiffs vs SSL, SWL from 1st block
* Interrupt with i10 from 2nd block
asukad+1+2L17i20-18+3a
* Floor Break
* Can be done from Crouch Level 1
* High crush 10~39
asukauf+1h12i13-9+3
* Has good left sidestep 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
* Has good left sidestep tracking
azucenad+4,1L, h13, 5i15~16, i27~28-1+3
* Combo from 1st CH with 2f delay
* Move can be delayed 10f
* Interrupt with i8 from 1st block
* Whiffs vs SS, SW from 1st block
* Cancel to LIB -20 -9 r38 with F at frame 20
azucenab+1h10i14~15-3+3
azucenab+1,1h, h10, 14i14~15, i23-8+3
* Combo from 1st CH hit with 6f delay
* Jail from 1st block with 1f delay
* 4 chip damage on block
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
azucenahFC.1+2t0i32-5+3
* Throw break 1+2 in a 6f window, frames 1~6
* Reverse tackle with 1+2 in a 17f window, frames 7~23, then 1+2 in a 2f window, frames 24~25
* Works on standing and crouching opponent
* Can be done from Crouch Level 1
bob1,1,2h, h, h5, 7, 12i10, ,i19-12+3
* Jails from 1st block
* Combo from 1st hit
bobf+2h10i12-7+3
*
bobf+3m18i21~24-2+3c+9c
* Spike
bobdf+2m14i15~16-8+3s+33a (+23)
* Slight jab evasion (frames 8 to 10?)
bobd+1+2,2h,h, m6,6, 6i14, i11, i10~11-8+3
* Jail from 1st block
* Combo from 1st hit
bobdb+4,4,3L, m, h15, 14, 12i24~25, ,i12-9+3
* Jails from 2nd block
* Combo from 2nd CH with 6F delay
* Duckable
* Move cannot be delayed
* Input can be delayed by 6F
bobb+2,2,4m, h, m12, 12, 13i13~14, ,i22-13+3
* Knee
* Combos from 2nd CH with 8F delay
* Interrupt with i2 from 2nd block
* Move can be delayed by 10F
bobuf+1m10i16-9+3
* Has good right sidestep tracking
bobFC.df+2m14i14-8+3
* +3c on crouching hit
bobFC.df+4L14i19-12+3+29d
*
* High crush 1~26
bryanf+2,1,4m, m, m10, 12, 20i15, ,i18~19-13+3a
* Balcony Break (airborne)
* Combo from 1st or 2nd hit
* Jail from 1st or 2nd block with ?F delay
* Gain SNE on hit with 1+2
* SNE gain is r25
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
* Can be done from Crouch Level 1
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
* Interrupt with i1 from 5th block
claudio2h10i12-3+3
claudiodf+4m14i13-8+3
claudiodb+2,1sl, m8, 12i11, i18-9+3
* Combo from 1st CH
* Move cannot be interrupted
* 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)
* 7 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
* Interrupt with i4 from 1st block
* Consumes 150F of remaining Heat time
* Transition to r15 PHX with F or 4 on hit or block (-1/+14c)
* 5 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+2L18i19~20-13+3c
* Weapon
* High crush 1~20
devil-jinf+2m14i17~18-8+3
Floor Break
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
* Floor Break
* Interrupt with i7 from 2nd block
dragunovf+2h16i19~20-8+3+8
Elbow
dragunovf+4,d+4h, L16, 12i14~15, i25-12+3c
* Floor Break
* Combo from 1st hit with 5f delay
* Interrupt with i6 from 1st block
dragunovdb+3+4L23i20~21-31+3g+20a
* Balcony Break (airborne)
dragunovb+4,2,1+2m, m, t15, 10i14, ,i40-5 BT+3d
* Throw break 1+2
** Recovery in BT
** Unbreakable during Heat
** Consumes 300F of remaining Heat time
* Interrupt with i21 from 2nd block
* Interrupt with i9 from 2nd hit
* Whiffs vs SSL, SW from 2nd block
* Whiffs vs SSL, SWL from 2nd hit
* High crush 24~40
dragunovSS.2,1+2,1+2m, m,m, m (t)16, 8,12i20~21, ,i40-5+3d
* Throw break: 1+2
* Transition to BT on throw break
* Shift to tackle on hit
* Interrupt with i22 from 3rd block
* Whiffs vs SSL, SW from 3rd block
* Whiffs vs SSL, SWL from 3rd hit
* Unbreakable and -2d on hit in heat (Consumes 300F of remaining Heat time)
* High crush 24~40
dragunovFDFA.1+2,1+2m (t)i20~21-5+3
* Throw break: 1+2
* Transition to BT on throw break
* Shift to tackle on hit
* Unbreakable and -2d on hit in heat (Consumes 300F of remaining Heat time)
dragunovPGR.1+2m(t)i26-5+3d
* Throw break: 1+2
* Transition to BT on throw break
* Shift to tackle on hit
* Unbreakable and -2d on hit in heat (Consumes 300F of remaining Heat time)
* 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
* Move cannot be interrupted
* Move can be delayed by 10F
* Input can be delayed by 12F
fahkumram2h13i12~13-8+3
* Elbow
fahkumram4h10i12-12+3
* r27 on hit
fahkumramf+3m16i17~18-8+3
* Knee
fahkumramdf+4m15i16-6+3
fahkumramb+3+4m22i17~18-13+3+33d (+25)
* Balcony Break on counterhit
feng1,2,2h, h, h5, 9, 12i10, ,i17-13+3
* Combo from 1st hit with 3F delay
* Jails attack inputs with 2F delay (crouch assist bufferable)
* Duckable
* 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 cannot be interrupted
* 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
* Interrupt with i3 from 1st block
* 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
* Interrupt with i2 from 1st block
* 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
* Interrupt with i2 from 1st block
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
* Interrupt with i3 from 1st block
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
* 5 chip damage on block in heat
jack-8f+1,2,2m, h, m13, 12, 22i14~15, ,i33~34+3+3a
* Can be charged to power up
* Interrupt with i14 from 2nd block
* Interrupt with i3 from 1st hit
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
* Interrupt with i2 from 1st block
jack-8hFC.1L10i19~21-8+3
* Can be done from Crouch Level 1
* +3c on crouching hit
* High crush 1~46
jack-8hFC.db+1l14i14-11+3
* Can be done from Crouch Level 1
* 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
* Cannot low parry on 2nd hit
* Interrupt with i3 from 2nd block
* Input can be delayed 12f
jin2,1,4h, m, m9, 9, 18i10, ,i18~20-10+3+16a (+7)
* Balcony Break on CH
* Combo from 2nd CH with 8f delay
* Move cannot be interrupted
* 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
* Move cannot be interrupted
* Input can be delayed 14f
* Move can be delayed 12f
jindf+3m16i12-8+3
jindb+4l18i20~21-13+3+13g
jinws1,2m, m7, 19i13~14, i19~20-8+3c
* Spike
* Combo from 1st hit with 1f delay
* Combo from 1st CH with 10f delay
* Move cannot be interrupted
* Input can be delayed 13f
* Enter ZEN -9 +2c r27 with F
jinws1,3,2,1m, h, m, m7, 8, 4, 3i13~14, ,i10-11+3
* Combo from 1st hit
* Jail from 1st block
jinDVS.4,4L, m10, 25i16, i25~26-14+3c
* Spike
* Jail from 1st block
* 5 chip damage on block
junb+2,2m, m10, 10i14~15, i16~17-9+3
* Combo from 1st hit with 15F delay
* Interrupt with i5 from 1st block
junf,F+2m16i16~17-12+3
* Transition to GEN +1 +16g r18 with F on frame 21 with 10F delay
* Transition to MIA +1 +16g r18 with B on frame 21 with 10F delay
junGEN.1L22i20~21-12+3c+26a
* Has good left sidestep tracking
* High crush 11~
kazuyad+1+2L20i23-14c+3c+27a
* Cancel to r36 FC at frame 21 with B
* 4f timestop on CH
* High crush 6~56
kazuyab+3h15i18-8+3
kazuyauf+1m16i20-7+3+3
kazuyaDVK.1+4SM27i21~31-9+3a
* Tornado
* Reversal Break
* Balcony Breakif an attack is absorbed
* Consumes 450F of remaining Heat time
* -7 and 10 chip damage on block or +8a (-1) on hit after attack absorption
* More evasive when performed from crouching state
* Power crush 6~20
kazuyaBack throwth(h)50i12~14+3d
* Throw Break: none
kingdf+1m15i14~15-1+3
* Floor Break
* Elbow
kingb+1h13i12-8+3+3s
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).
* Opponent recovers in FUFT.
kinghFC.1+2t(m)0i32-5+3d
* 1+2 throw break (except from behind).
* Throw break 1+2 in a 6f window, frames 1~6
* Reverse tackle with 1+2 in a 17f window, frames 7~23, then 1+2 in a 2f window, frames 24~25
* Transition to UT r30 on hit
* Catches standing and crouching opponent from all directions.
* Can be done from Crouch Level 1
kumaf+2h11i12-13+3
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
kunimitsu2,2,2,2h, m, h, h12, 14, 16, 16i12, ,i15~16-6+3
* Balcony Break (airborne)
* Weapon
* Jail from 3rd block with 5F delay
* Combo from 2nd CH or 3rd hit with 5f delay
* Input can be delayed 5f
* Move cannot be delayed
kunimitsub+1+3m!25i19~20+3a
* Spike
* Parry mid and high punches and kicks
* Parry state 5~12
kunimitsuBT.1,2h, m10, 14i11, i21~22-8+3
* Weapon
* Combo from 1st hit with 8f delay
* Input can be delayed 8f
* Move can be delayed 4f
* Interrupt with i5 from 1st block
* Transition to KAT -8 +3 r28 with 1+2
kunimitsuBT.3+4m!25i19~20+3a
* Spike
* Parry mid and high punches and kicks
* Parry state 5~18
larsf+2h10i12-6+3
larsdb+2m12i15-8+3
* Transition to SEN with input F (-5/+6)
larsuf+1m,m10,20i15,i25-12+3
* Combo from 1st hit
* Cancel 2nd hit to r35? with B (-12/-5) at frame 16
* Transition to LEN r29 on hit with D (+3)
* Interrupt with i2 from 1st block
* Has good right sidestep tracking
larsws2m13i13~14-8+3
* Transition to DEN r30 with D (-12/-1)
** Retreats during stance transition
* Transition to SEN r23 with F (-5/+6)
* Jab evasion (from frames 1 to 11?)
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, ,i20~21-12+3+26a
* Combo from 2nd CH with 4F delay
* Interrupt with i6 from 1st block
* Recovers 2F faster on hit (t82 r28)
* Move cannot be delayed
* Input can be delayed by 4F
lee1+2m20i21~22-1+3+26a
* Homing
* Spike
* Transition to HMS r25 with 3+4 (+2/+6/+29a)
* Cancel to r1 standing or r1 FC with d_db_d_df
leedf+3m13i14~15-8+3
leeuf+3,1m, m12, 18i25, i21-12+3+26a
Combos from 1st hit
leews2m12i14-8+3
*
leeFC.df+4l17i16~17-14+3c+25d
* Transition to HMS with 3 (-14/+3c/+25d)
* High crush
leeMS.b,n,4l20i21-13+3+12
*
* High crush
leo1,2,4h, h, L5, 10, 15i10, ,i24-13+3+8a
* Combo from 2nd CH with 6F delay
* Interrupt with i4 from 1st block
* Move can be delayed by 11F
leob+1+4h,l6,12i19, i2-12~-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
* Elbow
* Combo from 1st hit
* Interrupt with i3 from 1st block
* 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
* 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
* 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
* -27 from 1st block
* 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 block with ?F delay
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
nina4,2h, m15, 22i11, i19-9+3+37a
* Balcony Break
* Side roll takes 35 frames, effective startup i54
* Interrupt with i34 from 1st block
* Interrupt with i23 from 1st hit
* Whiffs vs SW from 1st normal hit (whiffs vs delayed SS/SW from 1st block)
* 6 chip damage on block
* Cancel to r38 FC with D
ninadf+3,1m, h13, 10i14, i30-8+3
* Combo from 1st CH
* Interrupt with i11 from 1st block
* Whiffs vs SSR, SWR from 1st block
** Must delay SSR or perform SSR to delayed SWR
* Move can be delayed by 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
* Jail from 1st block
ninaSS.1+2m22i19-8+3+37a
* Balcony Break
* Sidestep adds minimum 9f, effective startup i28
* 6 chip damage on block
ninaqcf+1h19i14~16+1~+3+3~+5+47a (+37)
* 5 chip damage on block,
* bufferable
ninaABK.2t15 (20)-3+3d
* Removes Recoverable Health
* Throw break 2
* Power up with 2,1,3,4,1+2 (+5 damage)
ninaBHS.1t8 (13)-3+3d
* Throw break 1
* Power up with 1,3,1 (+5 damage)
ninaBHS.1+2t10 (15),10-3+3d
* Removes Recoverable Health
* Throw break 1+2
* Can side switch on hit
* Power up with 3,4,3,1+2 (+5 damage)
ninaBTR.2t10 (15)-3+3d
* Throw break 2
* Power up with 2,1,1+2 (+5 damage)
ninaBack throwt60+3d
* Removes Recoverable Health
* Unbreakable
* Can side switch on hit
ninaCHD.1t25 (30)+0d+3d
* Removes Recoverable Health
* Throw break 1
* Power up with 3,4,1+2 (+5 damage)
ninaHHD.1t20 (25)-9+3
* Removes Recoverable Health
* Throw break 1
* Power up with 3,4,2+4 (+5 damage)
ninaNTM.1t15 (20)-3+3d
* Removes Recoverable Health
* Throw break 1
* Power up with 1,1,2,1+2 (+5 damage)
ninaNTM.2t20 (25)-3+3d
* Removes Recoverable Health
* Throw break 2
* Power up with 1,2,4,3,1+3 (+5 damage)
ninaTSS.2t20 (25)+3d
* Removes Recoverable Health
* Throw break 2
* Power up with 1,2,4,3,1+3 (+5 damage)
pandaf+2h11i12-13+3
pandad,df,f+2m15i17~18-8+3
paulH.2+3L,m,t9,23,25i18,i21,i38-14+3d
* Heat Smash
* Balcony Break
* Fully consumes Heat
* Chip damage (8)
* Transition to throw on 1st hit only
* 40 damage with throw transition
* 53 damage on 2nd + 3rd hit
* t134 r49 on block
* t124 on whiff
pauld+1,4,2m, L, m16, 15, 21 (14)i14~15, ,i21-14+3d (-6)+35a (-12)
* Balcony Break
* Elbow
* Airborne combo from 2nd CH +11d (+4)
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
* Move cannot be interrupted
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
* Move cannot be interrupted
paulDPD.df+4L17i17-13+3+24d
* Effective minimum startup 27f
* Clean Hit range 1
* Damage without clean hit 20
paulhFC.1+2t0i26-5 BT+3d
* Throw break 1+2
* Transition to Takedown on hit
* Can be done from Crouch Level 1
ravenH.2+3m,t20,35i18~20+14g+3a
* Heat Smash
* Balcony Break
* Transition to r20 SZN on block
* 9 chip damage on block
raven3m10,i14~15-8~-7+3~+4
raven4h16i12~13-7~-6+3~+4
ravenf+3m18i17-9+3
* Homing
* Transition to r30 BT with B (-6/+6)
ravenb+2,2,1+2h, m, L12, 17, 20i15~17, ,i20~21-30~-29+3d
* Combo from 2nd CH
* Interrupt with i6 from 1st block
* Move is delayed 6F
* Move cannot be delayed
* Input cannot be delayed
* High crush 18~29
ravenBT.2,1h, h9, 10i10, i14-1+3
* Elbow?
* Combo from 1st hit
* Jails
* Transition to r36 BT with B
* Transition to t31 r18 +3/+7 CD with F
reina3+4m,m5,10i18 i26-8+3c
Spike
* Low crush 9~26
reinad+2m17i15+0c+3c+33d
* Spike
* Elbow
* Does not knockdown on counter hit after inputting d+2,H.1+2
reinab+1,1,3h, m, m14, 15, 13i18, ,i15~17-10+3
* Transition to SEN r18 with F (+0/+13)
* Cannot block up to i14 on empty transition on block
* Combo from 2nd CH
* Jails from 2nd block
reinab+2m14i16~17-9+3
Homing
reinaUNS.d+4L14i20-12+3 SEN+13 SEN
* Transition to SEN on hit only
* Transition to standing (+0/+10) on hit with B
* WDS.4: Unbufferable. i22 effective startup
* High crush 6~35
shaheen1,2,2h, h, m5, 9, 17i10, ,i20~21-11+3+58a
* Combo from 1st CH or 2nd CH with 10F delay
* Interrupt with i2 from 1st block
* Move can be delayed by 10F
* Input can be delayed by 12F
* Cancel to SNK (-13/-2) with DF
shaheen1,2,3h, h, h5, 9, 18i10, ,i20-8+3
* Transition to -1, +10 SNK with DF
* Combo from 1st CH with 7F delay
* Interrupt with i2 from 1st block
* Move can be delayed by 5F
* Input can be delayed by 7F
shaheen2,3h, h10, 13i10, i20-8+3
* Transition to -1, +10 SNK with DF
* Combo from 1st hit with 2F delay
* Interrupt with i2 from 1st block
* Move cannot be delayed
* Input can be delayed by 2F
shaheen3h18i14-8+3
* Transition to -1, +10 SNK with DF
shaheenb+3m17i19+1c+3c+14c
* 5 chip damage on block
shaheenSNK.4L20i20~22-14+3c+14c
steve1,1h, h5, 7i10, i15-3+3
* Combo from 1st hit with 4F delay
* Jails from 1st block with 2F delay
* Move can be delayed by 4F
* Transition to LWV with 3 (-6/+0)
* Transition to RWV with 4 (-6/+0)
* Transition to SWY with b+3_4 (-6/+0)
* Transition to r20? DCK with f+3_4 (-2/+4)
** r22? DCK FC cancel?
steve1,2,1h, h, h5, 10, 15i10, ,i14-3+3
* Combo from 1st CH or 2nd CH
* Jail from 1st block
* Transition to r19? PAB with f (-2/+4)
* Transition to r18? FLK with b (-1/+5)
** r18? PAB/FLK FC cancel?
stevef+1+2,2m,h, m10,12, 20i15~16, i7~9, i18~19-13+3d
* Combo from 2nd hit
* Move cannot be interrupted
stevedf+1,2m, h12, 13i13~14, i19-6+3+5
* Combo from 1st hit
* Cancel to r16? LWV with 3 (-16/-9) at frame 17
* Cancel to r16? RWV with 4 (-16/-9) at frame 17
* Cancel to r16? SWY with b+3_4 (-16/-9) at frame 17
* Cancel to r14? DCK with f+3_4 (-14/-7) at frame 17
** r15? DCK FC cancel?
steveWS.1m12i11~12-3+3+8
steveWS.1,1m, h12, 7i11~12, i15-3+3
* Combo from 1st hit
* Combo from 1st CH with 11F delay
* Move can be delayed by 11F
* Jails attack inputs with ?F from 1st block (movement bufferable)
* Duckable
* Transition to r22? LWV with 3 (-6/+0)
* Transition to r22? RWV with 4 (-6/+0)
* Transition to r22? SWY with b+3_4 (-6/+0)
* Transition to r20? DCK with f+3_4 (-2/+4)
* r22? DCK FC cancel?
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
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
victor1,1,2h, h, h,h5, 5, 5,7i10, ,i17~18,i9~10-12+3
* Weapon
* Combo from 1st hit
* Jail from 1st block
* Transition to r27 PRF with F (-8/+7)
victoruf+3m17i18~19-9+3+36d
* Low crush 7-15
xiaoyu3+4M23i23~25-1c+3c+19a
* Spike
* Transition to AOP r30 with D (+0/+4c/+20a)
** AOP transition is r32 on whiff
* Low crush 10~22
* Floating state 23~25
xiaoyuFC.df+2L8i19-8+3
* Transition to FC BT with DF_D_DB
* High crush 1~27
xiaoyuAOP.f+2L8i19-8+3
* Transition to FC BT with DF_D_DB
* High crush 1~27
xiaoyuBT.f+1+2m21i23-8+3+5
* Sabaki punch parry
** 50 damage, +20d
** Transition to BT
* Parry state 1~5?
yoshimitsu3~4m,m6,22i17~18 i28~29-6+3
* Jail from 1st attack
* Enter DGF +5 +14 r18 with 1SS.U
* Cannot transition after frame 29
* Low crush 12~37
* Floating state 38~40
yoshimitsuf,F+1+2m22i22~24-8+3c
* Floor Break
* Cannot be buffered
* Visually similar to f,F+3+4
* Low crush 10~21
* Floating state 22~24
* Low crush 25~29
* Floating state 30~32
yoshimitsuws3m12i16-6+3
yoshimitsuBT.d+1L20i17~18-13+3+38a
Weapon
* High crush 6~
yoshimitsuIND.3+4m,m6,22i17~18 i10~11-6+3
* Homing
* Transition to DGF r18 with 1SS.U (+5/+14)
* Low crush 12~37
* Floating state 38~40
yoshimitsuKIN.d+1L20i23~24-13+3+38a
* Weapon
* Cancel to r34 FC with DB on frame 16
* High crush 22~
yoshimitsuNSS.KIN.d+1L17i23~24-13+3+38a
Cancel to r34 FC with DB on frame 16
* High crush 22~
zafinadf+1,2m, m10, 16i13~14, i15~16-13+3
* Combo from 1st hit with 3f delay
* Move cannot be interrupted
zafinadf+4m14i13-13+3
zafinadf+4,1m, m14, 22i13, i31-9+3a
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Spike
* Weapon
* Combo from 1st hit
* Cancel to FC -18 -2 r37 with D
* Deal 10 recoverable damage to self without Heat
* Interrupt with i11 from 1st block
* Whiffs vs SS, SW from 1st block
* 8 chip damage on block
* Azazel's Power
* Gain ORB on hit or heat activation
zafinadb+2m17i13~14-13+3
zafinadb+3L13i18-8+3
* Cancel SCR transition -11 +0 t48 r30 with B
alisa2+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
alisa1,2,d+2h, h, l5, 10, 17i10, ,i27~28-11+2+33a
* Combo from 2nd CH
* Interrupt with i8 from 1st block
* Input can be delayed 8f
* Move can be delayed 7f
alisad+2M8i24~26-14+2c
Floor Break
alisadb+4L17i20~21-14+2c+12g
* High crush 6~
alisaSS.4L16i24~25-12+2
* High crush 6~35
alisaSBT.1,2m, m12, 13i13~14, i18~19-9+2+7c
* Spike
* Combo from 1st hit with 1f delay
* Rest of the string is natural on CH
* Low crush 26~64
* Floating state 65~67
anna2+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
annadf+1,2m, h10, 10i13~14, i16-5+2
* Combo from 1st hit
* Jail from 1st block
* Transition to HAM +0 +7 with F
annaf,F+2h21i17~18+4+2a
* Homing
* Balcony Break (airborne)
* Weapon
* 6 chip damage on block
armor-king2+3m[12;12]i16+1+2c
* Heat Burst
* Cancel to r45 with b,b on frame 42
* 2 chip damage on block
* 12 chip damage on hit
* Only deals recoverable damage
* Cannot cause a K.O.
* Power crush 7~16
armor-kingf+2m12i15~16-11+2
Elbow
armor-kingd+3L14i17-12+2+9
armor-kingb+4m15i15~16-9+2
armor-kingdb+1+2th(h)40i11-6+2d
* Throw break 1+2
* Side switch on hit
* Opponent left FUFA
* Armor King recovers FUFA on hit
asuka2+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
asuka2h9i12-7+2
asukadf+4m16i12-9+2
asukab+2,1+2m, h12, 7i15, i21-9+2
* Elbow
* Jail from 1st attack with 5f delay
* Combo from 1st CH with 9f delay
* Input can be delayed 12F
* Cancel to r15 FC with D
asukaf,F+2m16i15~16-9+2
* Elbow
* Transition to -9 +2 FC r30 with D at frame 18
* Has good right sidestep tracking
azucena2+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
azucenadf+4m15i16~17-7+2
azucenab+4m10i15~16-9+2
Knee
azucenaLIB.3L15i16~17-9+2
bobd+2m12i15-9+2
*
bobd+1+2h,h6,6i14, i11-9+2
*
bobdb+3L17i20-12+2+14g
*
bobf,F+4m12i22~23-9+2
* Homing
* +2c on crouching hit
* Low crush 14~26
* Floating state 27~29
bobf,f,F+3+4M27i26~33+0+2cg
* Balcony Break
* Forces tech back roll on hit
* 5 chip damage on block
* Low crush 15~35
* Floating state 36~38
bryan1,2,3h, h, L5, 8, 15i10, ,i24-12+2+14a
* Combo from 1st CH with no delay
* Combo from 2nd CH with 3F delay
* Interrupt with i8 from 1st block
* Move cannot be delayed
* Input can be delayed by 3F
bryan3,2,1m, m, m14, 11, 10i16, ,i20-9+2
* Combo from 2nd hit
* Combo from 1st CH
* Move cannot be interrupted
bryan4,3h, m15, 12i12, i24~25-10+2
* Combo from 1st hit
* Interrupt with i4 from 1st block
bryanb+3,2,1m, h, m12, 12, 10i19, ,i20-9+2
* Combo from 2nd hit
* Combo from 1st CH
* Move cannot be interrupted
bryanSLS.2h16i15~16-6+2
claudio2+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
claudio1+2m20i17-14+2c
Floor Break
claudiod+1m14i17~18-8+2
clive2+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
clive1+2m21i13-9+2
* Heat Engager
* Heat Dash +5, +43d (+35d)
* Balcony Break (airborne)
* Weapon
* On hit regain 5 additional recoverable health
clived+1L14i18~19-13+2
* High crush 6~
cliveGAR.4h10i10-4+2
* Balcony Break
* 13 damage with delayed input
* 8 damage, 11 delayed input damage with ub+4
* Jump takes 17f, effective minimum startup i27
* js1~27 fs28~30 with ub+4 and u+4
* Low crush 1~31
* Floating state 32~34
devil-jin2+3m[12;12]i16+1+2c
* Heat Burst
* 46f timestop at frame 14 of activation (t92)
* Cancel to r87 with b,b on frame 42 (frame 28 of timestop)
** t41 r27 effective recovery
* 20f timestop on block or hit
* 2 chip damage on block
* 12 chip damage on hit
* Only deals recoverable damage
* Cannot cause a K.O.
* Power crush 7~16
devil-jindf+3m12i16~17-9+2
+2c on hit against crouching opponents
devil-jindf+4m10i13~14-9+2
devil-jinMCR.2,2m, M12, 20i15~16, i24-26-14c+2a
* Heat Engager
* Heat Dash +5, +43d (+35)
* Floor Break
* Combo from 1st hit with 2F delay
* Opponent recovers FDFA on hit
* Interrupt with i3
* Input can be delayed by 2F
* Move cannot be delayed
* Low crush 1~17
* Floating state 18~20
devil-jin1+3t35i12~14+0+2d
* Homing
* Throw break: 1 or 2
* Can be done from FC
* Transition to BT on break
dragunov2+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
dragunov1,2h, m5, 8i10, i18-9+2
* Jail from 1st attack
* Combo from 1st hit
dragunov3m10i15~16-9+2
dragunovdf+4m14i12-9+2
dragunovSS.2,1+2m, m,m16, 8,12i20~21, i27~29 i8~9-4+2c
* Combo from 1st hit with 1F delay
* Interrupt with i8 from 1st block
* Move cannot be delayed
* Input can be delayed by 1F
eddy2+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
eddy2h10i12-9+2
eddy2,1h, h10, 13i12, i17~18-9+2
Jail from 1st attack
eddy3m12i14~15-9+2
eddyf+2,4m, l15, 17i18, i23~24-14c+2+71a(+55)
* Combo from 1st CH with with 12f delay
* Input can be delayed 17f
* Move can be delayed 15f
eddydb+4m14i17~18-8+2
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