
| Char | Command | Hit level | Damage | Startup | Block | Hit | Counter hit | Notes |
|---|---|---|---|---|---|---|---|---|
| kazuya | b+2,2 | m, m | 12, 14 | i14, i25 | -10 | +1 | ||
| kazuya | b+3,1,4,3 | h, h, l, l | 15, 10, 10, 12 | i18, ,i20 | -13c | +1 | ||
| king | 1,2,1,d+2+4 | h, h, m, t(c) | 5, 15, 10, 35 | i10, ,i28~30 | +1d | * Floor Break * Crouch throw, cannot throw break. * Opponent recovers in FDFA. | ||
| king | 1,2,2+4 | h, h, t | 5, 15, 30 | i10, ,i30 | +1d | * Throw break 2. | ||
| king | 1,2,d+2+4 | h, h, t(c) | 5, 15, 35 | i10, ,i27 | +1d | * Floor Break * Crouch throw, cannot throw break. * Opponent recovers in FDFA. | ||
| king | f+3 | m | 18 | i15~16 | -8 | +1 | +9s | * Only forces standing on CH. * +1c on crouching hit |
| king | d+3 | L | 12 | i17 | -12 | +1 | * Hits OTG. | |
| king | b+1,4 | h, m | 13, 23 | i12, i26~28 | -10 | +1d | +18(-17)* | * Combo from 1st CH with no delay. * Recovers in FUFT. * Move can be delayed by 6F * Input can be delayed by 10F |
| king | b+2 | h | 16 | i14 | -5 | +1 | ||
| king | ws2 | m | 11 | i14 | -9 | +1s | * Homing * Forces Standing on hit. | |
| king | AB1.2,4,2+4 | t | 20 | -3 | +1d | * 2 throw break. * Opponent recovers in FUFL. | ||
| king | AB2b.3,4,3+4,1+2 | t | 20 | +1d | * Cannot throw break. * Opponent recovers in FUFR. Max Damage 60. | |||
| king | AB2c.1,3,4,2,1+2 | t | 60 | -3 | +1d | * 2 throw break. * Opponent recovers in FUFL. Max damage 100. | ||
| king | AB2c.2,1,3,1+2 | t | 25 | -3 | +1d | * 1 throw break. * Opponent recovers in FUFA. Max damage 65. | ||
| king | Behind.b,f+1+2 | t | 75 | i10 | +1d | Floor Break * Cannot throw break. * Opponent recovers FUFR. | ||
| king | CD.1+3 | t | 20 | i12 | -2 | +1d | * 1 Throw break. * Opponent recovers in FUFT. | |
| king | FUFT.DB+2+4 | t(g) | 28 | i18~20 | +0 | +1d | * 2 throw break. * Opponent recovers in FUFT. | |
| king | FUFT.db+1+3 | t(g) | 20,10 / 35 | i18~20 | +0 | +1d(-40) | * 1 or 2 throw break, depending on King's input. * Mash 1/2/3/4 to roll in midscreen to reduce 10 damage, on wall splat damage is 35. * Opponent recovers in FUFT if fails to roll. | |
| king | JGR.1+3 | t | 45 | i23 | +1d | * Heat Engager * Homing * Cannot throw break. Cannot heat dash. * Restores some Heat Gauge in Heat on successful hit. * Opponent recovers in FUFA. * Power up into JGR.1+3* after 30F? or during Heat ** 49dmg and i53? effective startup (without Heat) ** Partially uses remaining Heat time during Heat. | ||
| king | MMD1.1,4,2,3 | t | 12 | +1d | * Cannot throw break. * Opponent recovers in FUFL. | |||
| king | MMD3.1+2,1,1+3/ MMD3.1+2,2,2+4 | t | 12 | -6 | +1d | * 1 or 2 throw break, depending on King's input. * Opponent recovers in FUFA. | ||
| king | RAS3.1 | t | 12/17 | +1d | * Cannot throw break. * Input with 1,2,3+4 for more damage. * Opponent recovers in FUFT. | |||
| king | RAS4.1 | t | 15/20/31 | -3 | +1d | * 1 throw break. Side Switch. * Input with 2,1,3,4 for more damage. * On wall splat damage is 31. * Opponent recovers in FUFT. Max damage 97. | ||
| king | RAS4.2 | t | 20/25 | -6 | +1d | * 2 throw break. Side Switch. * Input with 3,1,2,3+4,1+2 for more damage. * King recovers in backturn stance. * Opponent recovers in FUFA. Max damage 91. | ||
| king | RSSB1.1 | t | 7/15 | +1d | * Cannot throw break. * Input with 2,2,1+2 for more damage. * Opponent recovers in FUFT. | |||
| king | RSSB3.1 | t | 9/13 | +1d | * Cannot throw break. * Input with 1,2,3+4,1+2 for more damage. * Opponent recovers in FUFT. | |||
| king | RSSB4.1 | t | 15/20/31 | +1d | * 1 throw break. Side Switch. * Input with 2,1,3,4 for more damage. * Opponent recovers in FUFT. Max damage 94. | |||
| king | RSSB4.2 | t | 20/25 | +1d | * 2 throw break. * Input with 3,1,2,3+4,1+2 for more damage. * King recovers in backturn stance. * Opponent recovers in FUFA. Max damage 88. | |||
| king | UT,1+2 | t | 25 | -9 | +1d | * 1+2 throw break. * Can also input at 3rd hit of Ultimate Punch. * Opponent recovers in FUFR. | ||
| king | UT,1+2,1+2 | t, t | 25, 10 | +1d | * Cannot throw break. * Opponent recovers in FUFA. | |||
| king | UT,3+4 | t | 20 | i69? | +0 | +1d | * 3+4 throw break. * Throw break window: input or hold 3+4 during frames 20-60 * Can also input at 3rd hit of Ultimate Punch. * Opponent recovers in FUFR. | |
| king | UT,3+4:1+2 | t, t | 20, 30 | i69?, | +1d | * Input 1+2 during frames 68-70 of Leg Cross Hold * Cannot throw break. * Opponent recovers in FDFL. | ||
| king | db+2+3 | t | 40 (8+20+12) | i12 | -6 | +1d / 0d | * 1+2 throw break. * Opponent recovers in FUFT / FDFT. | |
| king | df+1+3 | t | 19 | i32 | -2 | +1d | * Homing * 1 throw break. Side Switch. * Very slow crouch dash then grab. * Opponent recovers in FUFA. | |
| king | df+2+4 | t | 20 | i32 | -2 | +1d | * Homing * 2 throw break. Side Switch. * Very slow crouch dash then grab. * Opponent recovers in FUFT. | |
| king | f,f,F+2+4 | t | 40(45) | i10 | -5 | +1d | * Homing during heat * 1+2 throw break * Input f,F+2+4 in 6 frames after f,f for bluespark. * i13 startup for Bluespark throw with buffered input * 45 damage on bluespark * 18F throw break window on bluespark * 7F throw break window on CH bluespark * Partially restores remaining Heat time. * Opponent recovers in FUFL. | |
| king | f,hcf+2 | t | 50(55) | i12~14 | -6 | +1d | * Homing during heat * 2 throw break * Input all directions, df for 1-3F, f for 0-1F, and f+2 to execute bluespark. * i13 startup for Bluespark throw with buffered input * 55 damage on bluespark * 18F throw break window on bluespark * 7F throw break window on CH bluespark * Partially restores remaining Heat time. * f,b,d,f are required inputs for normal throw * Opponent recovers in FUFL. | |
| kuma | db+3 | l | 12 | i18 | -12 | +1 | ||
| kuma | FC.df+2,1 | m, h | 12, 12 | i18~19, i18~20 | -10~-8 | +1~+3 | * Combo from 1st hit * Jail from 1st block | |
| kuma | 1+3 | th(h) | 35 | i12~14 | -3 | +1 | * Throw break: 1 or 2 * Opponent status on hit: FUFT | |
| kuma | 2+4 | th(h) | 35 | i12~14 | -6 | +1 | * Throw break: 1 or 2 * Opponent status on hit: FUFT * Side switch on hit | |
| kuma | Back throw | th(h) | 70 | i12~14 | +1 | * Throw break: none * Opponent status on hit: FUFA | ||
| kuma | Left throw | th(h) | 50 | i12~14 | -3 | +1 | * Throw break: 1 * Spike * Opponent status on hit: FUFT | |
| kuma | Right throw | th(h) | 40 | i12~14 | -3 | +1 | * Throw break: 2 * Opponent status on hit: FUFT off axis | |
| lars | 1,4 | h, l | 5, 10 | i10, i22 | -12 | +1 | * Combo from 1st CH with 2F delay * Transition to LEN with input D (-12/+3) | |
| lars | uf+3+4,1+2 | sp, t | 40 | ,i9~11 | +1 | * Throw break: 1+2 | ||
| lars | FC.1+2 | l,l | 9,15 | i18,i14~i15 | -12 | +1c | * Transition to LEN on hit with input n,D (+3c) * High crush 1~ | |
| lars | DEN.4 | l | 14 | i23~25 | -12 | +1 | * Transition to LEN with input D (-12/+3) | |
| lars | 1+3 | t | 35 | i12~14 | -3 | +1 | * Spike * Throw break: 1 or 2 * Opponent status on hit: FUFA | |
| lars | Right throw | t | 40 | i12~14 | -3 | +1 | * Throw break: 2 * Opponent status on hit: FUFA | |
| law | 4,3 | h, h | 15, 12 | i13, i18 | -8 | +1 | +23a | * Combos from 1st hit * Transition to DSS with F ** (+7 oB, +16g, +38a (+31)) ** DSS allows full combo off of Magic 4 |
| law | f+3 | m | 12 | i18 | -10 | +1 | ||
| law | db+2,4 | m, M | 15, 25 | i14, i33 | -15 | +1d | Transition to FUFA with D * Low crush | |
| lee | 2,1,4 | h, h, l | 10, 8, 18 | i10, ,i25 | -15 | +1 | +11 | * |
| lee | 3,3 | m, h | 16, 18 | i14, i17 | -10 | +1 | * Combos from 1st hit | |
| lee | df+1,2 | m, h | 10, 5 | i13, i20 | -10 | +1 | * Combo from 1st hit with 2F delay * Move cannot be delayed | |
| lee | df+1,2,2,1 | m, h, h, h | 10, 5, 6, 5 | i13, ,i13 | -10 | +1 | * Combo from 3rd CH | |
| lee | b+1,1,2 | h, m, h | 9, 6, 18 | i14, ,i20 | -11 | +1 | * Combos from 1st hit | |
| lee | b+2 | h | 9 | i14 | -5 | +1 | * Transition to -1, +5 MS with F | |
| leo | b+1 | m | 17 | i18~19 | -12 | +1 | * Elbow | |
| leo | BT.1+2 | m | 21 | i11 | -20 | +1a (-8) | +22a (-14) | * Balcony Break * Elbow |
| leo | Right throw | t | 40 | i12~14 | -3 | +1d | * Throw break 2 * Side switch on hit | |
| leroy | d+4,4 | L, m | 9, 16 | i14~15, i18~19 | -11~-10 | +1~+2 | * Transition to HRM * Combos from 1st hit CH | |
| leroy | db+1 | m | 12 | i16~17 | -9~-8 | +1~+2 | ||
| leroy | HRM.3,4 | L, m | 8, 16 | i16, i22~23 | -15~-14 | +1~+2 | Combo from 1st hit | |
| lidia | 1,4 | h, h | 5, 17 | i10, i19 | -8 | +1 | * Combo from 1st hit with 4f delay * Balcony break on airborne hit | |
| lidia | 2,1 | h, h | 8, 10 | i11, i20~21 | +1 | |||
| lidia | 4 | h | 14 | i13 | -8 | +1 | ||
| lidia | f+4 | m | 8 | i17 | -4 | +1 | ||
| lidia | f+1+2 | h,m | 5,4 | i14, i9~10 | -10 | +1 | Jail from 1st attack | |
| lidia | b+2 | h | 14 | i13 | -9 | +1 | ||
| lidia | CAT.2 | h | 12 | i14~15 | -10 | +1 | ||
| lidia | CAT.2,3 | h, m | 12, 13 | i14~15, i18~19 | -10 | +1 | Combo from 1st CH | |
| lili | f+3+4 | m,M | 6,20 | i18~20 i11~13 | -9 | +1d | * Floor Break * Jail from 1st attack * +12d on hit if the first kick whiffs * Low crush 11~27 * Floating state 28~30 | |
| lili | d+2 | m | 16 | i16~17 | -7 | +1 | ||
| lili | d+3 | L | 14 | i19~20 | -12 | +1 | +5c | |
| lili | uf+4 | M | 18 | i25~29 | -12~-8 | +1c~+5c | * Enter BT -7~-3 +6c~+10c r28 with B * Low crush 9~29 * Floating state 30~32 | |
| lili | BT.d+4 | L | 9 | i14 | -11 | +1 | * High crush 4~ | |
| lili | Back Throw | t | 60 | +1d | Unbreakable | |||
| lili | Right Throw | t | 43 | -3 | +1d | * Throw break 2 * Side switch on hit | ||
| lili | b+1+3 | t | 25 | +1d | * Punch parry (high and mid) * Side switch on successful parry * Parry state 5~15 | |||
| lili | uf+1+2 | t | 40 | i12 | -3 | +1d | * Throw break 1+2 * Becomes a wall throw on a wall-splatted opponent | |
| miary-zo | 3,1 | m, m | 12, 10 | i13~14, i18~19 | -10 | +1 | * Jail from 1st attack * Enter MOR -7 +4 r25 with F | |
| miary-zo | d+3 | L | 14 | i20 | -14 | +1 | +12g | Weapon * High crush 12~ |
| miary-zo | db+4 | L | 13 | i18 | -12 | +1 | ||
| nina | 1,4 | h, h | 5, 17 | i10, i17~18 | -4 | +1 | +50a | * Combo from 1st hit * Move can be delayed 2f |
| nina | f+3+4 | m | 12 | i14 | -6 | +1 | +6 | Knee |
| nina | df+3,2,1,2 | m, h, h, h | 13, 12, 6, 6 | i14, ,i16 | +1 | * Combo from 3th CH with ?f delay * Input can be delayed ?f * Interrupt with i? from 3th block | ||
| nina | d+3,4 | L, h | 10, 14 | i16, i20 | -8 | +1 | * Combo from 1st CH | |
| nina | uf+2 | m | 10 | i18 | -10 | +1 | ||
| nina | uf,n,D+3,4 | L, h | 15, 14 | i43, i20 | -8 | +1 | * Combo from 1st CH | |
| nina | f,f,F+3 | m | 10 | i20~21 | -8 | +1 | * Low crush 4~18 * Floating state 19~21 | |
| nina | Left throw | t | 40 | -3 | +1d | * Removes Recoverable Health * Throw break 1 * Can side switch on hit | ||
| nina | Right throw | t | 38 | -3 | +1d | Throw break 2 | ||
| nina | df+1+3 | t | 37 | i11 | -2 | +1d | Throw break 1 | |
| nina | df+2+4 | t | 37 | i11 | -2 | +1d | * Removes Recoverable Health * Throw break 2 * Side switch on hit | |
| nina | f+1+3 | t | 15 | i13 | -2 | +1d | * Throw break 1 * Alternate input: qcf+1+3 | |
| panda | db+3 | l | 12 | i18 | -12 | +1 | ||
| panda | 1+3 | th(h) | 35 | i12~14 | -3 | +1 | * Throw break: 1 or 2 * Opponent status on hit: FUFT | |
| panda | 2+4 | th(h) | 35 | i12~14 | -6 | +1 | * Throw break: 1 or 2 * Opponent status on hit: FUFT * Side switch on hit | |
| panda | Back throw | th(h) | 70 | i12~14 | +1 | * Throw break: none * Opponent status on hit: FUFA | ||
| panda | HBS.f+1+2 | th(h) | 30 | i26~27 | +1 | * Removes Recoverable Health * Spike * Throw break: none * Opponent status on hit: FUFA | ||
| panda | Left throw | th(h) | 50 | i12~14 | -3 | +1 | * Throw break: 1 * Spike * Opponent status on hit: FUFT | |
| panda | Right throw | th(h) | 40 | i12~14 | -3 | +1 | * Throw break: 2 * Opponent status on hit: FUFT off axis | |
| paul | 1,4 | h, L | 5, 8 | i10, i23 | -11c | +1 | * Combo from 1st CH * High crush 14~ | |
| paul | b+1+3 | 25 | +1d FUFA | * Parry * Parry state 5~12 | ||||
| paul | 1+3 | t | 35 | i12~14 | -6 | +1d FUFA | * Homing * Throw break 1 or 2 * Side switch | |
| paul | 2+4 | t | 35 | i12~14 | -3 | +1d FUFA | * Homing * Throw break 1 or 2 * Side switch * Transition to FUFT on hit | |
| paul | Back Throw.2+4 | t | 50 | i12~14 | +1d FDFA | * Spike * Throw cannot be broken | ||
| paul | FC.1+2,1+2,1+2 | t | 25 | ,i26 | -9 | +1d | * Throw break 1+2 | |
| paul | Left Throw | t | 45 | i12~14 | -6 | +1d FUFA | * Throw break 1 | |
| raven | BT.3,4 | h, m | 10, 17 | i10, i28~30 | +0~+2 | +1~+3 | +11g~+13g | * Combo from 1st hit with 2f delay * Input can be delayed 6f * Move can be delayed 5f * Forces crouch on CH |
| reina | 1,2,3 | h, h, m | 5, 6, 10 | i10, ,i21~22 | -10 | +1 | * Knee * Combo from 2nd CH with 3f delay * Input can be delayed 3f * Move can be delayed 2f | |
| reina | uf+3 | h | 10 | i21~22 | -10 | +1 | * Low crush 11~ | |
| reina | ws3 | m | 14 | i15~16 | -10 | +1 | ||
| reina | SEN.1 | m | 12 | i16 | -14 | +1 | * Power crush 6~15 | |
| reina | WGS.1,4 | m, h | 24, 26 | i19~21, i23~27 | -7 | +1 (+0) | * Balcony Break * Combo from 1st hit * Low crush | |
| shaheen | 4 | h | 16 | i13 | -10 | +1 | +1s | |
| shaheen | d+4 | L | 10 | i19 | -12 | +1 | ||
| shaheen | db+2 | m | 11 | i14 | -10 | +1 | * Transition to SNK with input db+2,DF (-3/+8/+8) | |
| shaheen | SS.2 | L | 14 | i20 | -12 | +1c | * Sidestep takes 9f; effective startup i29 * High crush 15~ | |
| shaheen | FC.df+4 | L | 16 | i16~17 | -14 | +1 | * Transition to -11, +4 SNK with DF | |
| steve | 1,2,1,d+2 | h, h, h, l | 5, 10, 15, 19 | i10, ,i26-27 | -12 | +1c | +14d | * Transition to r30 FC with d_db * High crush 10~ |
| steve | f+2,1 | m, h | 11, 12 | i21~22, i15 | -5 | +1 | * Combo from 1st hit with 7F delay * Move can be delayed by 16F * Transition to r15? PAB with f (+0/+4) * Transition to r14? FLK with b (+1/+5) ** r14? PAB/FLK FC cancel? | |
| steve | db+2 | l | 21 | i26 | -12 | +1c | +14d | * Transition to r30 FC with d_db * High crush 6~ |
| steve | ALB.d+2 | l | 17 | i34 | -12 | +1c | +14d | * High crush 6~ |
| steve | LWV.1 | m | 14 | i14 | -10 | +1 | * Input b to r18? FLK (-3/+8/+8) | |
| steve | PAB.df+1,1 | m, m | 12, 14 | i15~16, i19~20 | -10 | +1 | * Combo from 1st hit with 7F delay * Move can be delayed by 12f | |
| steve | SWY.1+2 | th | i10~15 | -2 | +1 / +10~17wc | * 3 damage on wall crush * +10 when opponent hits the wall, if the throw is successful * Frame advantage on wall crush increases up to +17 the further the opponent is from the wall * Throw break 1+2 * 10F throw break window for NH and CH SWY.1+2 | ||
| steve | SWY.1+2~b | th | i10~15 | -2 | +1 / +13~23?wc | * 3 damage on wall crush * +13 when opponent hits the wall after being rotated by < 90 degrees * +17 when opponent hits the wall after being rotated by > 90 degrees * +23? when opponent hits the wall after being rotated by 180 degrees? * Frame advantage on wall crush increases up to +23? the further the opponent is from the wall * Throw break 1+2 * 14F? throw break window for NH and CH SWY.1+2 | ||
| victor | 4 | h | 15 | i13~14 | -9 | +1 | ||
| victor | f+1+2 | m | 30 | i24~25 | +3 | +1a / HE | * Balcony Break * Heat Engager * Heat Dash +5, +67a (+50a) * Weapon * Deals 10 chip damage on block * Partially restores Heat on hit | |
| victor | u+1+2 | m | 32 | i31~32 | -20 | +1a | * Deals 11 chip damage on block * Victor teleports overhead on frame 10 and descends downward for the rest of the startup; evades some highs and mids but vulnerable on descent (lows, throws, etc. hit) * is10~? * Low crush ?~ | |
| victor | IAI.1 | m | 9 | i13~14 | -12 | +1 | ||
| victor | PRF.2 | m | 9 | i12~13 | -8 | +1 | +1 | |
| xiaoyu | b+1 | m | 10 | i8~13 | -12 | +1~+6 | * Transition to BT on hit * Transition to standing on hit with B+1 (-1~+4) | |
| xiaoyu | u+4,1,2 | m, h, h | 20, 4, 7 | i23~26, ,i11 | -10 | +1 | * Combo from 2nd hit * Jail from 2nd block | |
| xiaoyu | AOP.3+4 | L | 22 | i23 | -33 | +1d | * Transition to FUFT on block | |
| xiaoyu | AOP.uf+4 | m | 12 | i16 | -10 | +1 | * Transition to AOP with D (-12, +0) * Transition to BT with B (-15, -3) * Alternate input AOP.u+4 * Low crush | |
| xiaoyu | 1+3 | t | 35 | i12 | -6 | +1d | * Homing * Throw break 1 or 2 | |
| xiaoyu | AOP.1+3 | t | 35 | i12 | -6 | +1d | * Actual startup: i32 * AOP.1+3: Xiaoyu rolls to her left and throws (Throw break 1) * AOP.2+4: Xiaoyu rolls to her right and throws (Throw break 2) * Cancel to r40 FC with D * High crush 1~30 | |
| xiaoyu | BT.f+1+3 | t | 35 | i31 | -6 | +1d | * Homing * Throw Break 1 * Alternate input BT.f+2+4 (Throw Break 2) * Cancel to FC with D * Low crush | |
| yoshimitsu | 3,2 | m, m | 12, 12 | i15~16, i22 | -12 | +1 | Interrupt with i1 from 1st block | |
| yoshimitsu | d+1 | M | 15 | i24~25 | -9 | +1c | +6a | * Floor Break * Weapon * 4 chip damage on block * Power up in NSS or Heat |
| yoshimitsu | ub+1+3,1+2 | m!, h! | 40, 18 | i50~52, i18~19 | +1~+2 | +45a | * Floor Break * Weapon | |
| yoshimitsu | uf+3+4,1,4,1 | M, h, m, M | 20, 8, 15, 15 | i31~35, ,i24~25 | -9 | +1c | +6a | * Floor Break * Weapon * 4 chip damage on block * Power up in NSS or Heat |
| yoshimitsu | ws1 | m | 12 | i13~14 | -10 | +1 | +6 | |
| yoshimitsu | FLE.f,f | M,M,M,M,M | 3,3,3,3,3 | i17~19 i6~8 i5~7 i6~8 i6~8 | -10 | +1 | * Combos from any hit * Floor break on all hits * Sometimes combos into FLE.n * Low crush 1~ | |
| yoshimitsu | 1+3 | t | 35 | i12~14 | -3 | +1d | * Homing * Throw break 1 or 2 | |
| yoshimitsu | 2+4 | t | 35 | i12~14 | +0 | +1 | * Homing * Floor Break * Throw break 1 or 2 * Side switch on hit | |
| yoshimitsu | Back Throw | t | 50 | +1d | * Floor Break * Unbreakable | |||
| yoshimitsu | uf+1+2 | t | 40 | i11 | +0 | +1 | * Floor Break * Throw break 1+2 * Side switch on break | |
| zafina | 1+2,4 | m, m | 17, 10 | i16~17, i24~25 | -10 | +1 | +6 | * Combo from 1st hit with 1f delay * Interrupt with i6 from 1st block |
| zafina | df+3,d+4 | m, L | 15, 15 | i15~16, i25~26 | -14 | +1c | Combo from 1st hit * High crush 11~ | |
| zafina | ws1 | m | 8 | i15~16 | -10 | +1 | High evasion during move startup | |
| alisa | R.df+1+2 | m,t | 55+ | i20 | -18 | +0d | * Rage Art * Removes Recoverable Health * Reversal Break * Damage increases with lower health, maximum 82 * Freezes match timer on activation and on hit * Restores recoverable health on hit * Transition to attack throw on hit * Consumes Rage * Power crush 8~ | |
| alisa | DBT.f+1 | M,t | 49 | i19~21 | -9 | +0d | * Weapon * Transition to attack throw on front standing or airborne hit * 14 damage +3c vs BT opponent * 4 chip damage on block * 7 chip damage on block in heat * Low crush 17~32 * Floating state 33~35 | |
| alisa | DES.b+2 | m | 17 | i18~20 | -12 | +0 | +18a | * Weapon * 5 chip damage on block * 6 chip damage on block in heat |
| alisa | DES.d+2 | L,L,L | 3,3,17 | i22~23 | -14 | +0c | * Homing * Weapon * Combo from any hit * Transition to DBT (-22/+4) with 3_4 * 5 chip damage on block * 7 chip damage on block in heat * High crush 22~91 | |
| alisa | DES.f+2 | m,m | 9 | i15 i1~1 | -9 | +0c | * Weapon * Timestop on hit? * 2 chip damage on block * 3 chip damage on block in heat | |
| alisa | SBT.1 | m | 12 | i13~14 | -15 | +0 | * Low crush 26~46 * Floating state 47~49 | |
| alisa | 1+3 | t | 35 | i12~14 | -7 | +0d | * Homing * Throw break: 1 or 2 * Opponent recovery on hit: FDFT * Side switch on break | |
| alisa | 2+4 | t | 35 | i12~14 | -5 | +0d | * Homing * Floor Break * Throw break: 1 or 2 * Opponent recovery on hit: FDFT * Side switch * Transition to DES with 1+2 | |
| alisa | Back throw | t | 55 | +0d | * Floor Break * Throw break: none * Opponent recovery on hit: FDFA * Side switch | |||
| alisa | Right throw | t | 40 | -3 | +0d | * Floor Break * Throw break: 2 * Opponent recovery on hit: FUFA perpendicular to Alisa | ||
| anna | H.2+3 | m | 50 | i13~14 | -5 | +0d | * Heat Smash * Reversal Break * Balcony Break * Fragile debuff on hit or block, opponent receives chip damage from any attack, removed when land a hit on you * Transition to attack throw on hit * Jails * High crush 6~27 | |
| anna | R.df+1+2 | m,t | 55+ | i20 | -18 | +0d | * Rage Art * Removes Recoverable Health * Reversal Break * Damage increases with lower health, maximum 82 * Freezes match timer on activation and on hit * Restores recoverable health on hit * Transition to attack throw on hit * Consumes Rage * Power crush 8~ | |
| anna | 1,2,1 | h, h, h | 5, 8, 4 | i10, ,i16 | -4 | +0 | * Jail from 1st attack with 3f delay * Combo from 1st hit with 4f delay * Input can be delayed 10f | |
| anna | df+3 | m | 13 | i14 | -11 | +0 | +1 | * |
| anna | d+1,4 | sl, m | 5, 10 | i10, i16~17 | -11 | +0 | * Combo from 1st CH | |
| anna | d+4,1~4 | l, M | 6, 20 | i12, i27~31 | -14c | +0d | * Spike * Move cancel takes 6f * Low crush 13~28 | |
| anna | SS.2 | L | 12 | i20~21 | -12 | +0 | +14g | * Sidestep adds minimum 9f, effective startup i29~30 * High crush 6~ |
| anna | CJM.2 | h | 10 | i10 | -11 | +0 | ||
| anna | CJM.d+3 | L | 8 | i15 | -11 | +0 | * | |
| anna | 1+3 | t | 35 | i12~14 | -6 | +0d | * Homing * Throw break 1 or 2 | |
| anna | 2+4 | t | 21 | i12~14 | -3 | +0d | * Homing * Throw break 1 or 2 * Side switch on hit | |
| anna | Back throw | t | 50 | +0d | * Unbreakable * Side switch on hit | |||
| anna | HAM.1+3 | t | 15 | i11 | -2 | +0 | * Throw break 1+2 | |
| anna | HAM.1+3,1 | t, t | 15, 35 | i11, | -3 | +0d | * Throw break 1 * 15 damage to Anna on break | |
| anna | Left throw | t | 40 | -3 | +0d | * Throw break 1 * Can side switch on hit | ||
| anna | Right throw | t | 38 | -3 | +0d | * Throw break 2 * Side switch on hit | ||
| anna | db+1+2 | t | 40 | i12 | -6 | +0d | * Throw break 1+2 | |
| armor-king | R.df+1+2 | m,t | 55+ | i20 | -18 | +0d | * Rage Art * Removes Recoverable Health * Reversal Break * Damage increases with lower health, maximum 82 * Freezes match timer on activation and on hit * Restores recoverable health on hit * Transition to attack throw on hit * Consumes Rage * Power crush 8~ | |
| armor-king | 1+2 | m | 10 | i17~19 | -10 | +0 | * Elbow * Transition to r15 BT with B (-10/+0) | |
| armor-king | 3+4* | M, h,t | 14, 0,40 | i25~32, i35 | +0 | * Floor Break * Transitions to throw on front grounded hit * Cannot throw break * Opponent is left FUFL | ||
| armor-king | d+2+3 | M | 25 | i30~35 | -8 | +0c | * Elbow * Spike | |
| armor-king | db+2 | m | 12 | i14 | -11 | +0 | ||
| armor-king | b+1+3 | 25 | +0d | * Reverses High or Mid punches only * Opponent recovers FUFA when parrying a left punch * Opponent recovers FDFL when parrying a right punch * Has a followup on whiff only * Parry state 5~12 | ||||
| armor-king | b+2 | m | 10 | i13 | -11 | +0c | ||
| armor-king | b+4,1+2 | m, t | 15, 20 | i15~18, | +0d | * Throw only comes out on front hit * Input 1+2 during frames 2-18 of b+4 | ||
| armor-king | (2 steps or more) wr4 | l | 20 | i20~24 | -21 | +0d | +30a | * Low crush |
| armor-king | (Back to wall).b,b,UB | h!,t | 40 | i40~45 | +0d | * Floor Break * Transition to attack throw on hit * Opponent recovers FUFR? * is9?~24? * Floating state 25?~34? * Low crush 35?~39? * Floating state 40?~47? | ||
| armor-king | BAD.2,4 | m, m,t | 12, 15,20 | i15~16, i18~19 | -12 | +0d | * Combo from 1st hit with 9F delay * Interrupt with i2 from 1st block * Input can be delayed by 9F * Move can be delayed by 5F * Transitions to attack throw on front hit only * Opponent left FUFT | |
| armor-king | BAD.db+1+2 | m,t | 18,15 | i14~17 | -18c | +0d | * Transition into hit grab on grounded, airborne, and backturn hit * AK is left FDFA on whiff/block * Opponent is left FUFT on hit * Low crush 14~34 | |
| armor-king | BT.1+4 | m! | 20 | i41~47 | ! | +0d | * Armor King recovers FDFR on close hit, and FUFT on far hit or whiff * Low crush | |
| armor-king | OTG.d+4,4,3+4 | L, L, SM | 18, 8, 20 | i19~21, ,i30~32 | -17 | +0d | * Combos from 1st hit on grounded opponent * +5 on hit when opponent is standing * Low crush 13~32 | |
| armor-king | (Left Side Throw) | th(h) | 40 | i12~14 | -3 | +0d | * Balcony Break * Throw break 1 * Opponent left FDFA | |
| armor-king | (Right Side Throw) | th(h) | i12~14 | -3 | +0d | * Throw break 2 * Opponent left FDFA | ||
| armor-king | 1+3 | th(h) | 35 | i12~14 | -6 | +0 | * Homing * Throw break 1 or 2 * Opponent left FUFA | |
| armor-king | 2+4 | th(h) | 35 | i12~14 | -3 | +0d | * Homing * Throw break 1 or 2 * Opponent left FUFA | |
| armor-king | AIR.BAD.2+4 | t(a) | 45 | i14 | ! | +0d | * Cannot throw break * Partially restores remaining Heat time. * Opponent recovers in FDFA. | |
| armor-king | AIR.f,f,F+2+4 | t(a) | 50(55) | i10 | ! | +0d | * 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. | |
| armor-king | AIR.f,hcf+1 | t(a) | 40(45) | i10 | ! | +0d | * Floor Break * Cannot throw break. * Input all 6 directions of throw, press df for 1-3F, at most 1F of f followed by f+1 for blue spark (+5 damage). * AIR.BAD1+3: i14 startup. Cannot execute blue spark variant * Partially restores remaining Heat time. * Opponent recovers in FDFA. * Side switch | |
| armor-king | DMD.1 | t | 20 (25) | -3 | +0d | * 1 break * Power up with input 2+4,1+2 * 40/45 total damage * Opponent recovers FDFA * Side switch on hit or break | ||
| armor-king | FDFT.db+1+3 | th(g) | 35 | i18~20 | +0 | +0d | * Throw break 1 * Opponent recovers FUFT | |
| armor-king | UT,2,1,2,1 | t | 5,5,5,15 | +0 | +0d | * Could be any 1/2 combination (e.g. 1,1,1,1 / 1,2,2,1) * Throw break the 1st/4th hit by input the opposite to King's 1st/4th button. | ||
| armor-king | WALL.1+3 | t(w) | 65 | i10 | ! | +0d | * Homing * Cannot throw break. * Opponent recovers in FUFT. | |
| armor-king | df+2+3 | th(h) | 40 | i12 | -3 | +0d | * Floor Break * Throw break 2 * Opponent left FUFT | |
| armor-king | d+1+3 | th(m) | 35 | i12~13 | ! | +0d | * Floor Break * Unbreakable * Opponent recovers FUFA | |
| armor-king | d+2+4 | th(m) | 35 | i12~13 | ! | +0d | * Heat Engager * Unable to Heat Dash * Partially restores remaining Heat Time * Unbreakable * Opponent recovers FUFA | |
| armor-king | f,n,d,df+1+3 | t | 20 | i12 | -3 | +0 | * 1 or 2 break depending on Armor King's input ** 1 for CD1+3/1+4, 2 for CD2+4/2+3 * Transition to DMD * Opponent recovers FDFT * Side switch on hit or break | |
| armor-king | qcb+1+2 | th(h) | 40(45) | i11 | -3 | +0d | * Balcony Break * Opponent takes 5 additional damage when they hit the ground * Opponent takes 4 additional damage when they hit a wall * Throw break 1+2 * Opponent left FUFA * becomes Homing in heat * Partially restores remaining Heat Time | |
| armor-king | uf+1+2 | th(h) | 40 | i12 | -6 | +0d | * Floor Break * Throw break 1+2 * Opponent left FUFA | |
| asuka | R.df+1+2 | m,t | 55+ | i20 | -18 | +0d | * Rage Art * Removes Recoverable Health * Reversal Break * Damage increases with lower health, maximum 82 * Freezes match timer on activation and on hit * Restores recoverable health on hit * Transition to attack throw on hit * Consumes Rage * Power crush 8~ | |
| asuka | 1,3 | h, l | 5, 10 | i10, i21 | -11 | +0 | * Combo from 1st hit with 2f delay * Combo from 1st CH with 3f delay | |
| asuka | df+1,2 | m, h,t | 10, 13,25 | i13~14, i22 | -3 | +0d | * Floor Break * Combo from 1st CH with 2f delay * Combo from 1st hit when off-axis to the left or right * Input can be delayed 7f * +18a on off-axis hit, +16a on BT hit * Transition to attack throw on standing front hit * Won't transition to throw if opponent is too far (Jack-8 range 3.3~), gives +13 on hit instead | |
| asuka | db+4 | L | 14 | i22~24 | -11 | +0 | +3 | Transition to r22 FC with D * High crush 6~41 |
| asuka | b+2,4 | m, L | 12, 14 | i15, i33~35 | -11 | +0 | +3 | * Links to db+4 extensions * Transition to r22 FC with D * High crush 15~ |
| asuka | b+3,4 | m, L | 15, 14 | i16~17, i20~22 | -11 | +0 | +3 | * Links to db+4 extensions * Transition to r22 FC with D * High crush 1~ |
| asuka | uf+2 | h,t | 20,25 | i14 | -1 | +0d | * Floor Break * Balcony break on airborne hit * +12a on off-axis hit, +10a on BT hit * Transition to attack throw on standing front hit * Won't transition to throw if opponent is too far (Jack-8 range 2.7~), gives +7 on hit instead | |
| asuka | ws2,1,1,1,2 | m, h, m, h, m | 18, 10, 8, 8, 6 | i13~14, , | -11 | +0 | ||
| asuka | ws2,1,1,1,2 | m, h, m, h, m | 18, 10, 8, 8, 6 | i13~14, , | -11 | +0 | ||
| asuka | FC.df+2 | L | 10 | i16~17 | -11 | +0 | +25g | * Only i17 or faster guaranteed on CH * High crush 1~ |
| asuka | Tackle.2,1,2,1 | 5,5,5,10 | +3c | +0d | * Unbreakable unless reversed * only 1st and 4th hits can be blocked * 1 to defend left side (against right punch) * 2 to defend right side (against left punch) * 1, 2 or 1+2 to defend tackle from behind * Does not consume CH state on hit | |||
| asuka | 1+3 | t | 35 | i12~14 | -2 | +0d | * Homing * Floor Break * Throw break 1 or 2 | |
| asuka | 2+4 | t | 35 | i12~14 | -2 | +0d | * Homing * Throw break 1 or 2 * Side switch on hit * Opponent recovers FDFA on hit | |
| asuka | Right throw | t | 40 | -3 | +0d | * Throw break 2 * Side switch on hit * Opponent recovers FUFA on hit | ||
| asuka | uf+1+2 | t | 40 | i12 | -3 | +0d | * Throw break 1+2 * Opponent recovers FUFA on hit | |
| azucena | H.2+3 | m,m,t | 15,9,29 | i15~16 | +6 | +0a | * Heat Smash * Reversal Break * Balcony Break * 7 chip damage on block * Transition to attack throw on hit * Enter LIB +6 automatically on block/whiff * +15a if only the last hit connects * +30a (+20) if only the last two hits connect * 2nd hit damage 9 > 15 if 1st hit whiffs * 3rd hit damage 29 > 30 if 1st hit whiffs * Hit level becomes m,h,m on block/whiff * Spike on the last hit if the first two whiff * Low crush 18~57 * Floating state 58~60 | |
| azucena | R.df+1+2 | m,t | 55+ | i20 | -18 | +0d | * Rage Art * Removes Recoverable Health * Reversal Break * Damage increases with lower health, maximum 82 * Freezes match timer on activation and on hit * Restores recoverable health on hit * Transition to attack throw on hit * Consumes Rage * Power crush 8~ | |
| azucena | d+1+2 | l | [21;21] | i25~26 | -4 | +0d | * Transition to throw on front standing hit only * 18 damage to Azucena when hitting crouching opponent (block) * Damage on hit and block is recoverable health * Cannot KO Azucena when blocked * r41 FC on whiff * High crush 8~ * Floating state 25~ | |
| azucena | BT.2:2 | m, t | 15, 23 | i17~18, | +0d | Transition to attack throw on front standing hit by inputting 2 on frames 10~16 | ||
| azucena | 1+3 | t | 35 | i12~14 | -3 | +0d | * Throw break 1 or 2 | |
| azucena | 2+4 | t | 35 | i12~14 | -3 | +0d | * Throw break 1 or 2 * Side switch on hit and break | |
| azucena | Back throw | t | 50 | +0d | * Unbreakable * Side switch | |||
| azucena | Left throw | t | 40 | -3 | +0d | * Throw break 1 | ||
| azucena | Tackle.2,1,2,1 | t | 5,5,5,15 | +0d | * Throw break 1 for right punches * Throw break 2 for left punches * Only 1st and 4th hits can be blocked * Inputs are reversed for tackle from behind * Can cancel the last punch to Arm Breaker with 1+2 | |||
| azucena | d+1+3 | t(m) | 35 | i12~13 | +0d | * Heat Engager * Regains heat during heat * Crouch throw * Unbreakable * Can't Heat Dash cancel | ||
| bryan | R.df+1+2 | m,t | 55+ | i20 | -18 | +0d | * Rage Art * Removes Recoverable Health * Reversal Break * Damage increases with lower health, maximum 82 * Freezes match timer on activation and on hit * Restores recoverable health on hit * Transition to attack throw on hit * Consumes Rage * Power crush 8~ | |
| bryan | 3,2,1,4 | m, m, m, L | 14, 11, 10, 12 | i16, ,i22 | -11 | +0 | Combo from 3rd CH with 3f delay | |
| bryan | d+3 | l | 10 | i16 | -11 | +0 | ||
| bryan | d+4 | L | 13 | i15 | -11 | +0 | ||
| bryan | b+3,2,1,4 | m, h, m, L | 12, 12, 10, 12 | ,i16, ,i22 | -11 | +0 | * Combo from 2nd CH | |
| bryan | 2+4 | t | 35 | i12~14 | -6 | +0d | * Floor Break * Throw break 1 or 2 * Side switch on hit | |
| claudio | R.df+1+2 | m,t | 55+ | i20 | -18 | +0d | * Rage Art * Removes Recoverable Health * Reversal Break * Damage increases with lower health, maximum 82 * Freezes match timer on activation and on hit * Restores recoverable health on hit * Transition to attack throw on hit * Consumes Rage * Power crush 8~ | |
| claudio | 1+2,1+2 | m, t | 20, 10 | i17, i17 | +0 | * Combo from 1st hit * Only comes out on standing hit * Doesn't work at tip range * Doesn't work in the side or back * Not a timed input | ||
| claudio | d+2 | L | 6 | i20 | -11 | +0 | * High crush 6~ | |
| claudio | db+4,3 | L, h | 7, 10 | i15, i18 | -11 | +0 | * Combo from 1st hit with 1f delay * -30 from 1st block | |
| claudio | 2+4 | t | 35 | i12~14 | -6 | +0d | * Throw break 1 or 2 * Side switch on hit * Both players transition to FUFA on hit | |
| claudio | Back throw | t | 50 | +0d | * Unbreakable * Can side switch on hit * Opponent recovers in FDFT | |||
| clive | H.PHX.2+3 | m | 42 | i15~16 | +8 | +0 | * Heat Smash * Floor Break * Weapon * Increases ZAN gauge by 1.16 on hit * Increases ZAN gauge by 0.66 on block * Transition to throw on hit * Opponent recovers in FDFA state * Only deals recoverable damage * (32) damage balcony break on 1st whiff * 9 chip damage on block | |
| clive | R.df+1+2 | m,t | 55+ | i20 | -18 | +0d | * Rage Art * Removes Recoverable Health * Reversal Break * Damage increases with lower health, maximum 82 * Freezes match timer on activation and on hit * Restores recoverable health on hit * Transition to attack throw on hit * Consumes Rage * Power crush 8~ | |
| clive | 4,4 | m, h | 8, 13 | i12, i25 | -8 | +0 | * Combo from 1st hit * Input can be delayed 3f * Enter PHX +6 +14 r21 with F or 4 on hit or block | |
| clive | CH.f,F+1+2 | m | 50 | i20 | +0d | * Spike * Weapon * Throw from front hit * Opponent recovers FUFA | ||
| clive | PHX.1 | M,m,t | 16,15,10 | i21 | -14 | +0d | * Weapon * Transition to attack throw on front standing hit * -9 frame advantage and 6 chip damage on block after absorbing an attack in power crush state * On 1st hit regain 5 additional recoverable health * +4d on side or BT hit * Power crush 7~20 | |
| clive | 1+3 | t | 35 | i12~14 | -5 | +0d | * Homing * Throw break 1 or 2 * Can be done from FC * Opponent recovers in FUFA state | |
| clive | 2+4 | t | 35 | i12~14 | -5 | +0d | * Homing * Throw break 1 or 2 * Can be done from FC * Side switch on hit and on throw break * Opponent recovers in FUFT | |
| clive | Back Throw | t | 50 | +0d | * Unbreakable * Opponent recovers in FUFA | |||
| clive | Left Throw | t | 40 | i12~14 | -3 | +0d | * Throw break 1 * Opponent recovers in FUFA | |
| clive | Right Throw | t | 40 | i12~14 | -3 | +0d | * Throw break 2 * Side switch on hit * Opponent recovers in FUFT | |
| clive | uf+1+2 | t | 40 | i12~14 | -5 | +0d | * Throw break 1+2 * Can be done from FC * Opponent recovers in FDFA | |
| devil-jin | H.MCR.1+2 | h!,t | 12,27 | i20 | +0d | * Transition to attack throw on standing or airborne hit * Consumes 300F of the heat timer * Low crush 1~12 | ||
| devil-jin | R.df+1+2 | m,t | 10-15,3-5,42-60 | i20 | -18 | +0d | * Rage Art * Removes Recoverable Health * Reversal Break * Damage increases with lower health, maximum 82 * Freezes match timer on activation and on hit * Restores recoverable health on hit * Transition to attack throw on hit * Consumes Rage * Opponent recovers FDFA on hit * Power crush 8~20 * Low crush 8~17 | |
| devil-jin | f+2,4 | m, m | 14, 17 | i17~18, i15 | -11 | +0 | +29a (+23) | * Knee * Combo from 1st hit with 15F delay * Move can be delayed 13F * Input can be delayed by 15F |
| devil-jin | H.uf+3+4,1+2 | m,m, t | 8,20, 20 | i16~17 i13~14, i25~50 | -15 | +0d | * Weapon * Projectile (unparryable) * 4 chip damage on block * Available only on hit or block * Unavailable on whiff * Jail from 1st block * Transition to attack throw on hit * Combo from 1st hit with 15F delay * Move cannot be delayed * Input can be delayed by 15F * Consumes 250F of remaining heat time * Low crush | |
| devil-jin | FLY.2 | h!,t | 20,20 | i36 | +0d | * Floor Break * Transition to attack throw on front standing or airborne hit * +1a (-8) on BT hit * Low crush 1~60 * Floating state 61~63 | ||
| devil-jin | MCR.1+2 | h! | 12 | i20 | +0 | * Balcony Break (airborne) * Low crush 1~12 * Floating state 13~15 | ||
| devil-jin | 2+4 | t | 35 | i12~14 | -3 | +0d | * Homing * Throw break 1 or 2 * Side switch on hit * Opponent recovers FUFA on hit * Can be done from FC | |
| devil-jin | Right Throw | t | 40 | -3 | +0d | * Throw break 2 * Side switch on hit * Opponent recovers FDFA on hit | ||
| devil-jin | f,hcf+1+2 | t | 45 | i12 | -6 | +0d | * Throw break 1+2 * Side switch on hit when done on opponent's front and left sides from P1 side * Sideswap on hit when done on opponent's left side from P2 side * Can be done from FC | |
| devil-jin | qcb+1+3 | t | 40 | i12 | -2 | +0d | * Throw break 1 * Opponent recovers FUFA on hit * Can be done from FC | |
| dragunov | R.df+1+2 | m,t | 55+ | i20 | -18 | +0d | * Rage Art * Removes Recoverable Health * Reversal Break * Damage increases with lower health, maximum 82 * Freezes match timer on activation and on hit * Restores recoverable health on hit * Transition to attack throw on hit * Consumes Rage * Power crush 8~ | |
| dragunov | f+4,4 | h, h | 16, 11 | i14~15, i20~21 | -11 | +0 | +22a (+15) | * Balcony Break ** Only on CH * Combo from 1st hit with 5f delay |
| dragunov | FDFT.3 | l,t | 8,30 | i19 | -9 | +0d | On close hit * High crush 1~47 | |
| dragunov | OTG.db+3 | L | 24 | i24 | -11 | +0 | * Floor Break * +0a (-8) on grounded | |
| dragunov | SNK.3 | L,t | 17,20 | i17~18 | -16 | +0 | +1d/(+26a) | * Throw when CH from the front or on airborne hit in close range ** Called "Needle Hold" in-game * +26a on CH from distance * Floating state 10~42 * High crush 12~ |
| dragunov | Tackle.1 | t | 35 | +0d | * Throw break 1 * Removes Recoverable Health | |||
| dragunov | f+1+4 | t | 40 | i11 | -2 | +0d | * Throw break 1 * Side switch on hit | |
| eddy | H.2+3 | m | 55 | i18~19 | +6 | +0 | * Heat Smash * Balcony Break * Transition to RLX on block * Low crush 34~ | |
| eddy | R.df+1+2 | m,t | 55+ | i20 | -18 | +0d | * Rage Art * Removes Recoverable Health * Reversal Break * Damage increases with lower health, maximum 82 * Freezes match timer on activation and on hit * Restores recoverable health on hit * Transition to attack throw on hit * Consumes Rage * Power crush 8~ | |
| eddy | df+4 | L | 14 | i18 | -12 | +0 | +14g | |
| eddy | d+2 | m | 10 | i17~18 | -9 | +0 | * Elbow | |
| eddy | RLX.1 | L | 11 | i17 | -11c | +0 | * Transition to FC with D * High crush 1~19 | |
| eddy | Back throw | th(h) | 50 | i12~14 | +0 | Throw break: none | ||
| eddy | Left throw | th(h) | 40 | i12~14 | -3 | +0 | Throw break: 1 | |
| eddy | RLX.uf+1+2 | th(h) | 40 | i17~18 | -6 | +0 | * Throw break: 1+2 * Sideswitch on break | |
| eddy | d+2+4 | th(m) | 35 | i12~13 | +0 | Throw break: none | ||
| fahkumram | H.2+3 | m,m (t) | 50 | i16 | +7 | 0d | * Heat Smash * Balcony Break * Transition to Attack Throw on hit * 2nd hit damage 25 * +27a (+1) If only last hit connects on standing opponent * 5 chip damage on block * Low crush | |
| fahkumram | R.df+1+2 | m,t | 55+ | i20 | -18 | +0d | * Rage Art * Removes Recoverable Health * Reversal Break * Damage increases with lower health, maximum 82 * Freezes match timer on activation and on hit * Restores recoverable health on hit * Transition to attack throw on hit * Consumes Rage * Power crush 8~ | |
| fahkumram | f+2 | m | 14 | i15 | -9 | +0 | ||
| fahkumram | d+4 (counterhit) | l (t) | 41 | i14 | +0d | * Shifts to throw on front gounded CH | ||
| fahkumram | GRF.f,F+4~3,2 | L, m (t) | 15, 30 | i19, i25 | +0 | +0d | * Balcony Break * Consumes GRF * Partially consumes remaining Heat Time * Shift to attack throw on hit * Combos from 1st hit * 6 chip damage on block | |
| fahkumram | 1+3 | t | 35 | i12 | -3 | +0d | * Homing * Throw break 1 or 2 | |
| fahkumram | 2+4 | t | 35 | i12 | -6 | +0d | * Homing * Throw break 1 or 2 * Sideswaps on hit | |
| fahkumram | Back Throw | t! | 50 | i12 | ! | +0d | * Homing * Unbreakable throw | |
| fahkumram | Left Throw | t | 40 | i12 | -3 | +0d | * Homing * Throw break 1 | |
| fahkumram | Right Throw | t | 40 | i12 | -3 | +0d | * Homing * Throw break 2 * Sideswaps on hit | |
| fahkumram | uf+1+2 | t | 40 | i12 | -3 | +0d | * Balcony Break * Throw break 1+2 | |
| feng | H.2+3 | m,t | 20,35 | i20~21, i24~25 | +12 | +0 | * Heat Smash * Balcony Break * 7 chip damage on block * 2nd hit 26dmg +30a (-6) on 1st whiff * Transition to STC on block * Transition to standing with B (+7) | |
| feng | R.df+1+2 | m,t | 55+ | i20 | -18 | +0d | * Rage Art * Removes Recoverable Health * Reversal Break * Damage increases with lower health, maximum 82 * Freezes match timer on activation and on hit * Restores recoverable health on hit * Transition to attack throw on hit * Consumes Rage * Power crush 8~ | |
| feng | 3 | m | 15 | i16 | -11 | +0 | ||
| feng | d+4 | L | 7 | i14~15 | -11 | +0 | +0c on crouching hit | |
| feng | db+2 | l | 10 | i20~21 | -11 | +0 | +0c on crouching hit * High crush 6~30 | |
| feng | b+2 | m | 13 | i17 | -11 | +0c | Floor Break | |
| feng | b+2,3 | m, l | 13, 6 | i17, i22~24 | -11 | +0 | +8c | * Combo from 1st hit with 3F delay * Move can be delayed by 15F * Input can be delayed by 18F * +0c on crouching hit |
| feng | CD.1 | L | 18 | i18~19 | -14 | +0 | +12g | * Head * Transition to FC with D * High crush 6~19 |
| feng | 2+4 | t | 35 | i12~14 | -3 | +0d | * Throw break 1 or 2 | |
| feng | uf+1+2 | t | 40 | -6 | +0d | * Floor Break * Throw break 1+2 | ||
| heihachi | H.db+1+2 | SM | 25 | i30 | +0 | +0a (-17) | * Tornado * Reversal Break * Balcony Break * 11 chip damage on block * 12 chip damage on block after absorbing an attack in power crush state * Consumes 300F of remaining Heat time * Power crush 7~29 | |
| heihachi | H.2+3 | m,m | 50 | i15 | +10 | +0d | * Heat Smash * Reversal Break * Floor Break * 15 chip damage on block * Transition to attack throw on hit * Transition to RAI on block only * Cancel RAI transition with B, +6 on block instead | |
| heihachi | R.df+1+2 | m,t | 55+ | i20 | -18 | +0d | * Rage Art * Removes Recoverable Health * Reversal Break * Damage increases with lower health, maximum 82 * Freezes match timer on activation and on hit * Restores recoverable health on hit * Transition to attack throw on hit * Consumes Rage * Power crush 8~ | |
| heihachi | H.b+3,3,2 | h, M, SM | 14, 25, 25 | i14~15, ,i30 | +0 | +0a (-17) | * Tornado * Reversal Break * Combo from 1st hit * Jails from 2nd hit * 10 Chip damage on block * Consumes 240F? of remaining heat tiem | |
| heihachi | f,n,d,DF+4,4,4,n+4,4 | L, L, L, m, m | 15, 10, 8, 10, 20 | i16~17, ,i15 | -15 | +0c | * Spike * Combo from 4th hit with 11?F delay * Enter FUJ -9 +6c r31 with D * Can be performed after any number of f,n,d,DF+4 lows | |
| heihachi | ws3 | m | 10 | i18~19 | -11 | +0 | ||
| heihachi | ws4,4 | m, m | 13, 16 | i11~12, i15 | -15 | +0c | * Spike * Combo from 1st hit with 9?F delay * Enter FUJ -9 +6c r31 with D | |
| heihachi | 2+4 | t | 35 | i12~14 | +0d | * Floor Break * Throw break 1 or 2 * Side switch on break * Heihachi recovers BT on break | ||
| heihachi | Back throw | t | 60 | +0d | * Unbreakable | |||
| heihachi | RAI.1+3 | t | 30 | i15~16 | +0d | * Unbreakable * 42 damage on a wall splat | ||
| hwoarang | R.df+1+2 | m,t | 55+ | i20 | -18 | +0d | * Rage Art * Removes Recoverable Health * Reversal Break * Damage increases with lower health, maximum 82 * Freezes match timer on activation and on hit * Restores recoverable health on hit * Transition to attack throw on hit * Consumes Rage * Possible during RFF, LFS and RFS * Power crush 8~ | |
| hwoarang | uf+3,4,3 | m, m, m | 11, 12, 20 | i28~29, ,i27~28 | -14 | +0c | * Combo from 1st hit * Also possible during RFF * Floating state 1~ | |
| hwoarang | LFS.b+4 | m | 15 | i16~17 | -8 | +0 | * Transition to RFF | |
| hwoarang | LFS.uf+3,4,3 | m, m, m | 11, 12, 20 | i28~29, ,i27~28 | -14 | +0c | Combo from 1st hit * Floating state 1~ | |
| hwoarang | RFF.d+3 | L | 10 | i18 | -11 | +0 | * Transition to BT * +0c on crouching hit | |
| jack-8 | R.df+1+2 | M,t | 55+ | i20 | -18 | +0d | * Rage Art * Removes Recoverable Health * Reversal Break * Damage increases with lower health, maximum 82 * Freezes match timer on activation and on hit * Restores recoverable health on hit * Transition to attack throw on hit * Consumes Rage * Power crush 8~ | |
| jack-8 | f+4~1,2 | M | 30 | i15 (66~) | +8 | +0d | * Elbow * Floor Break | |
| jack-8 | df+1+3 | SM | 20 | i30~49 | -18c~+1c | +0a~+19a | * Transition to 25dmg +3d high attack throw on close range standing hit * -12c~-10c on block on average * Low crush 15~? | |
| jack-8 | db+3, ... d+1+2 | l, m (th) | 15, 4,5,5,5,5,21 | i21, i34 | 0 | * Crouch throw (Unbreakable) * Can be executed after any hit of Cossack Kicks (DB+3,4,3...) | ||
| jack-8 | FC.df+2,d+1 | m, l | 12, 8 | i17, i22 | -11 | +0 | * Balcony Break * Combos from 1st hit * High crush | |
| jack-8 | (During Enemy wall stun) 1+3 | t | 33 | i12 | ! | +0d | * Wall throw (Unbreakable) * Alternate input 2+4 or uf+1+2 | |
| jack-8 | GMH.1+3 | t | 30 | i15 | ! | +0d | * Crouch Throw (Unbreakable) * Floor Break * Alternate input d+1+3 | |
| jack-8 | GMH.1+2 | th | 45 (57) | i16 | -6 | +0d | * 57 Damage if opponent hits the wall * Throw Break 1+2 * Swaps positions on break | |
| jack-8 | Right Throw | t | 40 | i12 | -3 | +0d | * Throw Break 2 * Side Swap | |
| jack-8 | d+1+3 | t | 30 | i12 | ! | +0d | * Crouch Throw (Unbreakable) * Floor Break * Can be done from crouch * Alternate input GMH.1+3 | |
| jin | H.2+3 | m,h,m | 57 | i15~16 | +3 | +0d | * Heat Smash * Reversal Break * Balcony Break * Transition to attack throw after 1st hit * Transition to CD automatically on block * Transition to standing on block with B * 6 Chip damage on block * Jail from 1st attack | |
| jin | R.df+1+2 | m,t | 55+ | i20 | -18 | +0d | * Rage Art * Removes Recoverable Health * Reversal Break * Damage increases with lower health, maximum 82 * Freezes match timer on activation and on hit * Restores recoverable health on hit * Transition to attack throw on hit * Consumes Rage * Power crush 8~ | |
| jin | d+1 | m,t | 21,10 | i21 | -13 | +0d | * Balcony break on airborne hit * Transition to attack throw on standing hit * -9 on block after absorbing an attack and 8 chip damage on block * Power crush 7~20 | |
| jin | b+2 | m | 12 | i15~16 | -11 | +0 | ||
| jin | uf+1+2 | h | 40 | i12 | +0 | +0d | * Floor Break * Throw break 1+2 | |
| jin | qcb+1+3 | h | 40 | i12 | -2 | 0 | * Throw break 1 * Opponent recovers FUFA | |
| jin | ZEN.1,3 | m, h,t | 14, 14,14 | i16~i17, i24~25 | -9 | +0d | * Combo from 1st hit * Transition to attack throw on standing or airborne hit * +33a (+18) on side hit * +18a (+11) and balcony break on BT hit | |
| jin | 2+4 | t | 35 | i12~i14 | -3 | +0d | * Homing * Throw break 1 or 2 * Side switch on hit | |
| jin | Left throw | t | 43 | -3 | +0 | Throw break 1 | ||
| jin | Right throw | t | 40 | -3 | +0d | * Throw break 2 * Side switch on hit | ||
| jun | R.df+1+2 | m,t | 55+ | i20 | -18 | +0d | * Rage Art * Removes Recoverable Health * Reversal Break * Damage increases with lower health, maximum 82 * Freezes match timer on activation and on hit * Restores recoverable health on hit * Transition to attack throw on hit * Consumes Rage * Power crush 8~ | |
| jun | db+1,1 | m, m | 7, 8 | i15~16, i21 | -11 | +0 | Combo from 1st hit | |
| jun | db+4 | L | 14 | i22~24 | -11~-9 | +0~+2 | +3~+5 | Transition to r28 FC with D * High crush 6~41 |
| jun | b+3,4 | m, L | 20, 14 | i16~17, i20~22 | -11 | +0~+2 | +3 | * Combo from 1st hit * Links to db+4 extensions * Transition in r28 FC with D * High crush 1~42 |
| jun | ws1,4 | h, m | 14, 16 | i12~13, i22~23 | -11 | +0c | * Spike * Combo from 1st hit with 5f delay * Input can be delayed 10f * Move can be delayed 8f | |
| jun | ws1,4,2 | h, m, L | 14, 16, 17 | i12~13, ,i23~24 | -16 | +0c | +13a | * Spike * Combo from 2nd CH * High crush 17~ |
| jun | FC.df+2 | L | 12 | i16~17 | -11 | +0 | +18 | Only i14 or faster attacks guaranteed on CH * High crush 1~ |
| jun | FC.df+3 | L | 12 | i21 | -19 | +0c | * Clean hit +10a, 15 damage * Opponent recovers FDFA on CL * High crush 1~47 | |
| jun | GEN.2 | m,t | 16,32 | i16~17 | -13~-12 | +0d | * Transition to attack throw on front standing or airborne hit * Deals 12 damage to self (8 recoverable) * Frame advantage is -9 if an attack is absorbed * Chip damage on block if an attack is absorbed * +10a (+1) and Balcony Break on BT hit * Gain 8 Kazama Essence on normal hit or airborne hit * Power crush 8~15 | |
| jun | 1+3 | t | 35 | i12~14 | +0 | +0d | * Homing * Throw break 1 or 2 | |
| jun | 2+4 | t | 35 | i12~14 | +0d | * Homing * Throw break 1 or 2 * Side switch on hit | ||
| jun | GEN.P (Low) | t | 20 | +0d | * Restores 14 health and 14 recoverable * Opponent recovers FDFA * Gain 20 Kazama Essence | |||
| jun | GEN.P (Throw) | t | 40 | +0d | * Restores 8 health and 8 recoverable * Opponent recovers FUFA (sideways) * Gain 20 Kazama Essence | |||
| jun | IZU.1+3 | t | 35 | i14 | -6 | +0d | * Throw break 1+2 * Restores 8 life and 12 recoverable * Gain 8 Kazama Essence on hit | |
| jun | Left throw | t | 40 | -3 | +0d | * Throw break 1 | ||
| jun | Right throw | t | 40 | -3 | +0d | * Throw break 2 * Side switch on hit | ||
| jun | uf+1+2 | t | 40 | i12 | -6 | +0d | Throw break 1+2 | |
| kazuya | H.2+3 | L,m,th | 9,14 (20),17 (34) | i18, i27 | -14 | +0d | * Heat Smash * Balcony Break * 8 chip damage | |
| kazuya | R.df+1+2 | m,t | 55+ | i20 | -18 | +0d | * Rage Art * Removes Recoverable Health * Reversal Break * Damage increases with lower health, maximum 82 * Freezes match timer on activation and on hit * Restores recoverable health on hit * Transition to attack throw on hit * Consumes Rage * Power crush 8~ | |
| kazuya | df+4,4 | m, m | 10, 16 | i13~14, i15~16 | -15 | +0c | * Spike * Combo from 1st hit with 11?f delay * Move can be delayed 10?f | |
| kazuya | df+3+4 | m,h | 7,9 | i18 | -8 | +0 | ||
| kazuya | db+1 | m | 7 | i13 | -10 | +0 | ||
| kazuya | ws4,4 | m, m | 13, 16 | i11~12, i15~16 | -15 | +0c | * Combo from 1st hit | |
| kazuya | DVK.f,F+2 | m,th | 20,20 | i16 | -9 | +0d | * Transition to throw on hit * Consumes 150F? of remaining Heat time on throw hit * Increased tracking to left sidesteps during Heat * Throw can be canceled with B * 6 chip damage on block | |
| kazuya | DVK.f,n,d,df+1 | m,th | 23,15 | i20 | -16 | +0d | * Floor Break * Consumes 120F of remaining Heat time on throw hit * Recover 30F of remaining Heat time on throw hit * Throw can be canceled with B * Opponent recovers FDFA | |
| kazuya | DVK.f,n,d,df+3 | h,t | 30,20 | i18~27,i20~30 | -2~+8 | +0d | * Consumes 180F? of remaining Heat time * Extension available only on hit or block * Extension can be canceled with b * 16 chip damage on block * Low crush 9~ | |
| kazuya | DVK.f,n,d,DF+4,1,1 | L, m, m,th | 15, 23, 17,15 | i16, ,i24~26 | -19 | +0d | * Floor Break * Consumes 300F? of remaining Heat time on throw hit * Restores 30F? of remaining Heat time on throw hit * Combo from 1st hit with 9F delay * Move can be delayed by 7F * Input can be delayed by 9F * Low crush 24~ | |
| kazuya | 2+4 | th(h) | 35 | i12~14 | +0 | +0d | * Homing * Throw break: 1 or 2 | |
| kazuya | Left throw | th(h) | 40 | i12~14 | -3 | +0d | * Throw break: 1 * Floor Break | |
| king | H.2+3 | M,t | 20,40 | i17~18,i21~22 | +12 JGR | +0d | * Heat Smash * Floor Break * Transition to attack throw on standing hit * Transition to JGR on block * Cancel transition to JGR on block with B (+7) * Transition to 2nd i21~22 23dmg mid hit on 1st block or whiff ** Tornado ** Balcony Break ** Hard balcony break ** i21~22 23dmg ** Jail from 1st block ** Forces crouch on 2nd hit ** +24 JGR on hit ** Cancel transition to JGR on hit with B (+19) * Hits OTG * 5 chip damage on block | |
| king | R.df+1+2 | m,t | 55+ | i20 | -18 | +0d | * Rage Art * Removes Recoverable Health * Reversal Break * Damage increases with lower health, maximum 82 * Freezes match timer on activation and on hit * Restores recoverable health on hit * Transition to attack throw on hit * Consumes Rage * Power crush 8~ | |
| king | 1,2,1,2+4 | h, h, m, t | 5, 15, 10, 40 | i10, ,i26~28 | +0d | * Throw break 2. | ||
| king | d+2+3 | M | 25 | i30~35 | -8 | +0c | * Floor Break * Elbow * Low crush 21~32 * Floating state 33~54 | |
| king | ss3+4 | h | 50 | i27~31 | 0 | +0d | * Deals a lot of chip damage on block. * Tracks side steps. * In game frame data incorrectly shows that SSL 3+4 is i21 | |
| king | BT.3:1+2 | M, t | 18, 20 | i13~14, | +0d | * Floor Break * Throw when hit standing in front close range. * Just frame input. | ||
| king | JGR.4 | L | 20 | i20~24 | -21 | +0c | * Power up into JGR.4* after 30F? or during Heat ** Partially uses remaining Heat time during Heat. * Low crush 7~23 * Floating state 24~ | |
| king | (Behind 1 throw) | t | 60 | (depends) | +0d | * Cannot throw break. * Any 1/1+2 break throw behind opponent's back, as well as RKO and chain throws. * Side switch. Opponent recovers in FDFL. | ||
| king | 1+3 / f+1+3 | t | 35 | i12~15 / i15~17 | -6 | +0d | * Homing * 1 or 2 throw break. * Input f+1+3 to increase throw range, but its startup is 3 frames slower. * Opponent recovers in FUFA. * Side switch on successful throw break | |
| king | 2+4 / f+2+4 | t | 35 | i12~15 / i15~17 | -3 | +0d | * Homing * 1 or 2 throw break. * Input f+2+4 to increase throw range, but its startup is 3 frames slower. * Side switch. Opponent recovers in FUFA. | |
| king | AB1.2,1,1+3 | t | 20 | -3 | +0d | * 1+2 throw break. * Opponent recovers in FDFT. | ||
| king | AIR.1+3 / AIR.f+1+3 | t(a) | 30 | i12~14 / i15~17 | +0d | * Homing * Cannot throw break. * Input f+1+3 to increase throw range, but its startup is 3 frames slower. * Opponent recovers in FDFT. | ||
| king | CD.2+4 | t | 25 | i12 | -2 | +0d | * 2 throw break. * Opponent recovers in FDFR. | |
| king | FC.db,d,db+1+2 | t | 45 | i12 | -6 | +0d | Floor Break * 1+2 throw break. * Opponent recovers in FUFR. | |
| king | FDFA.db+1+3 | t(g) | 32 | i18~20 | +0 | +0d | * 1 or 2 throw break, depending on King's input. * Opponent recovers in FDFA. | |
| king | FDFL.db+1+3 | t(g) | 37 | i18~20 | +0 | +0d | * 1 or 2 throw break, depending on King's input. * Opponent recovers in FDFL. | |
| king | FDFR.db+1+3 | t(g) | 35 | i18~20 | +0 | +0d | * 1 or 2 throw break, depending on King's input. * Side Switch. * Opponent recovers in FDFL. | |
| king | FUFA.db+1+3 | t(g) | 28 | i18~20 | +0 | +0d | * 1 or 2 throw break, depending on King's input. * Opponent recovers in FUFR. | |
| king | FUFT.DB+1+3 | t(g) | 25 | i18~20 | +0 | +0d | Floor Break * 1 throw break. * Opponent recovers in FUFT. | |
| king | JGS.1+3 | t | 20 | i12 | -3 | +0d | * Homing * 1 or 2 throw break, depending on King's input. * Opponent recovers in FDFT. * Becomes f,hcf+1 / 2+4 on air grab / wall splat. | |
| king | MMD2.1,1+3/ MMD2.2,2+4 | t | 13 | -6 | +0d | * 1 or 2 throw break, depending on King's input. * Opponent recovers in FDFA. | ||
| king | MMD3.2,3,1,1+2 | t | 24 | -6 | +0d | * 1+2 Throw break. * Opponent recovers in FDFR. Max Damage 69. | ||
| king | MMD4.3+4,1+2 | t | 10 | +0d | * Cannot throw break. * Opponent recovers in FDFA. | |||
| king | MMD5.1+2,3,1+3/ MMD5.1+2,4,2+4 | t | 18 | -3 | +0d | * 1 or 2 throw break, depending on King's input. * Opponent recovers in FDFA. | ||
| king | MMD5.1+2,4,2,1+2 | t | 11,15 | -3 | +0d | * 1+2 throw break. * Opponent recovers in FDFL. Max Damage 93. | ||
| king | PD.1+2,3,4,1+2 | t | 45 | i11 | -7 | +0d | * 1+2 throw break. (when legs lifted to the top) * Could use ki charge button for 1+2 input. * Opponent recovers in FDFL. | |
| king | RAS1.1 | t | 7/15 | +0d | * Cannot throw break. * Input with 2,1,1+2 for more damage. * Opponent recovers in FUFR. | |||
| king | RAS2.1 | t | 7/15 | -9 | +0d | * 1 or 2 throw break, depending on King's input. * Input with 3+4,1 or 3+4,2 for more damage. * Opponent recovers in FUFR. |