
All Characters
All Characters Tekken 8 Frame Data
| Char | Command | Hit level | Damage | Startup | Block | Hit | Counter hit | Notes |
|---|---|---|---|---|---|---|---|---|
| panda | 1+3 | th(h) | 35 | i12~14 | -3 | +1 | * Homing * Throw break: 1 or 2 * Opponent status on hit: FUFT | |
| panda | 2+4 | th(h) | 35 | i12~14 | -6 | +1 | * Homing * 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 | 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 * Interrupt with i4 from 1st block * 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 | Left Throw | t | 45 | i12~14 | -3 | +1d FUFA | * Throw break 1 | |
| paul | hFC.1+2,1+2,1+2 | t | 25 | ,i26 | -9 | +1d | * Throw break 1+2 | |
| raven | BT.3,4 | h, m | 10, 17 | i10, i28~30 | +0~+2 | +1~+3 | +11g~+13g | * Combo from 1st hit with 2f delay * Interrupt with i9 * Input can be delayed 6f * Move can be delayed 5f * Forces crouch on CH * i10 attacks guaranteed on CH (1st active frame) |
| 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 | -9 and 2 chip damage on block after absorbing an attack in power crush state * Power crush 6~15 | |
| 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 ** -12 with perfect SNK cancel | |
| 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 * Interrupt with i9 from 1st block * High crush 10~ |
| steve | f+2,1 | m, h | 11, 12 | i21~22, i15 | -5 | +1 | * Combo from 1st hit with 7F delay * Move cannot be interrupted * 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 | i26~27 | -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 * Interrupt with i2 from 1st block * 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 | * Balcony Break * Heat Engager * Heat Dash +5, +67a (+50) * Weapon * 9 chip damage on block | |
| victor | u+1+2 | M | 32 | i31~32 | -20c | +1a | * Weapon * 9 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) * Low crush 10~26 * Floating state 27~29 | |
| victor | PRF.2 | m | 9 | i12~13 | -8 | +1 | +1 | * Weapon |
| 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 | i23~25 | -33 | +1d FC | * Transition to FC r53 on hit * High crush 1~44 * Floating state 45~75 | |
| xiaoyu | AOP.uf+4 | m | 12 | i16~26 | -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 | i31~33 | -6 | +1d | * Homing * Throw Break 1 * Alternate input BT.f+2+4 (Throw Break 2) * Cancel to r40 FC with D * Low crush 1~23 * Floating state 24~26 | |
| 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 * Interrupt with i7 from 1st block * High crush 11~ | |
| zafina | ws1 | m | 8 | i15~16 | -10 | +1 | * High evasion during move startup * Inconsistent grounded hit | |
| 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 | 23, 10 (50) | i13~14, i22~23 | -5 | +0d | * Heat Smash * Reversal Break * Balcony Break * Transition to attack throw on hit (50 damage) * Fragile debuff on hit, opponent receives chip damage from any attack, removed when land a hit on you * Jails * +17a (+0) on 2nd hit * 6 chip damage on block * 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(hold) | M, t (h) | 14, 40 | i25~32, i35 | +0 | * Floor Break * Shift to attack throw on front grounded hit * Interrupt with i24 from 1st block * Interrupt with i14 from 1st hit * Whiffs vs SS, SW from 1st block or hit * Cannot throw break * Opponent is left FUFL * Low crush 14~38 * Floating state 39~41 | ||
| armor-king | d+2+3 | M | 25 | i30~35 | -8 | +0c | * Elbow * Spike * Floating state 21~59 | |
| armor-king | db+2 | m | 12 | i14 | -11 | +0 | Increased opponent blockstun (r19 -> r21) when performing db+2,H.1 | |
| 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 | i15~16, | +0d | * Throw only comes out on front hit * Input 1+2 during frames 1-17 of b+4 | ||
| armor-king | (2 steps or more) wr4 | L | 20 | i20~24 | -21 | +0d | +30a | * Low crush 7~23 * Floating state 24~70 |
| armor-king | (Back to wall).b,b,UB | h!,t | 40 | i40~45 | +0d | * Floor Break * Shift to attack throw on hit * Opponent recovers FUFR? * is8~24 * Floating state 24~33 * Low crush 34~39 * 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 8F delay * Interrupt with i2 from 1st block * Input can be delayed by 8F * 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 | * Shift to attack throw on grounded, airborne, and backturn hit * Recovers standing r66 on hit * Opponent is left FUFT on hit * Low crush 14~34 * Floating state 35~60 | |
| armor-king | BT.1+4 | M! | 20 | i41~47 | +0d | * Armor King recovers FDFR on close hit on frames 41~42 (t91 r49 fs43~91), and FUFT on far hit (frames 43 to 47) or whiff * Low crush 12~42 * Floating state 43~47 | ||
| armor-king | OTG.d+4,4,3+4 | L, L, SM | 18, 8 (5), 20 | i19~21, ,i30~32 | -17c | +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 | -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 * f+1+3: Extended range, i15~17, t50 r33 * Opponent left FUFA | |
| armor-king | 2+4 | th(h) | 35 | i12~14 | -3 | +0d | * Homing * Throw break 1 or 2 * f+2+4: Extended range, i15~17, t50 r33 * Opponent left FUFA | |
| armor-king | AIR.BAD.2+4 | t(a) | 45 | i14 | +0d | * Cannot throw break * 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). * 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 * Opponent recovers in FDFA. * Side switch | ||
| armor-king | BAD.2+4 | th(h) | 45 | i14~15 | +0 | +0d | * Homing during Heat * Throw break 2 * Opponent recovers in FDFT. | |
| 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 * Unbreakable * Opponent recovers FUFA | ||
| armor-king | f,n,d,df+1+3 | t | 20 | i12 (i17) | -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 * i20 fastest possible startup in neutral (f,n,d,df,1+3_2+4) ** df and 1+3_2+4 cannot be input on the same frame * Opponent recovers FDFT * Side switch on hit or break | |
| armor-king | qcb+1+2 | th(h) | 40(45) | i11 | -3 | +0d | * Balcony Break * Homing during heat * 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 | |
| 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 * Interrupt with i1 from 1st block | |
| 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 * Interrupt with i2 from 1st block * 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 * Interrupt with i7 from 1st block * Can be low parried from block or hit * Transition to r22 FC with D * High crush 15~ |
| asuka | b+3,4 | m, L | 15, 14 | i16~17, i20~22 | -11 | +0 | +3 | * Airborne combo from 1st hit (+20a (+13)) * Links to db+4 extensions * Transition to r22 FC with D * Interrupt with i26 from 1st block * Whiffs vs SWR from 1st block * High crush 1~ |
| asuka | uf+2 | h,t | 20,25 | i14 | -1 | +0d | * Balcony Break (airborne) * Floor Break * +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 | FC.df+2 | L | 10 | i16~17 | -11 | +0 | +17 | * 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 * Jab evasion (frames 7 to 10?) * 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 | SS.4 | L | 18 | i20 | -13 | +0 | +13g | Sidestep adds 9f, effective startup i29 * High crush 6~ |
| 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 | * Homing * Throw break 1 or 2 | |
| azucena | 2+4 | t | 35 | i12~14 | -3 | +0d | * Homing * 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 * Crouch throw * Unbreakable * Can't Heat Dash cancel | ||
| bob | H.2+3 | m,t | 14,20 (50) | i16~17, i29 | +6 | +0d | * Heat Smash * Reversal Break * Balcony Break * Transition to attack throw on hit (50dmg) * +10a (-7) on 2nd hit * Just frame input (H.2+3:3:4) for 5-10 total damage ** Input 3 during frames 53~55, input 4 during frames 94~96 | |
| bob | 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~ | |
| bob | 2,1 | h, m | 8, 10 | i10, i23~25 | -7 | +0 | +3 | * Combo from 1st hit with 2F delay * Interrupt with i3 from 1st block * Move can be delayed by 7F |
| bob | 1+2 | m | 18 | i19~20 | -13 | +0c | * Spike * Transition to BAL r23 with F on hit or block (+1/+14c) ** FC r46 transition with no input (cannot block i22 moves after transition on block) | |
| bob | d+2,1 | m, m | 12, 11 | i15, i14~15 | -11 | +0 | * Jail from 1st block with 2F delay * Combo from 1st hit with 2F delay * Move can be delayed by 1F * Input can be delayed by 2F | |
| bob | b+1+2,1 | m, m | 20, 10 | i17~18, i30 | -11 | +0 | * Combo from 1st CH with 8F delay * Interrupt with i5 from 1st block * Move can be delayed by 9F | |
| bob | ws1 | m | 11 | i13~15 | -11 | +0 | * Elbow | |
| bob | H.BAL.1,4 | m, m,m (t) | 16, 11,20 (14) | i15~17, i24~25 | +4 | +0d | * Floor Break * Balcony Break +17a from 3rd hit * Shift to attack throw r86 on front hit * Combo from 1st hit with 8F delay * 25dmg with scaling from 2nd hit * Move cannot be interrupted * +22a (-13) on back hit * Consumes 240F of remaining Heat Time * Low crush 23~58 * Floating state 59~73 | |
| bob | 1+3 | t | 35 | i12~14 | -3 | +0d | * Homing * Throw break 1 or 2 * Opponent recovers FDFT | |
| bob | 2+4 | t | 35 | i12~14 | -3 | +0d | * Floor Break * Throw break 1 or 2 * Swaps sides on successful throw | |
| bob | Back Throw | t | 50 (60) | +0d | * Unbreakable * Can fully wall splat (60 damage) * Opponent recovers FDFA | |||
| bob | Left Throw | t | 40 (45) | -3 | +0d | * Throw break: 1 * Can fully wall splat (45 damage) * Opponent recovers FDFA | ||
| bob | Right Throw | t | 40 | -3 | +0d | * Throw break: 1 * Opponent recovers FUFT | ||
| bob | uf+1+2 | t | 40 (45) | i12 | -3 | +0d | * Throw break: 1+2 * Opponent recovers FDFA * 45 damage on wall splat * Swaps sides on throw break | |
| 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 * Interrupt with i5 from 3rd block | |
| bryan | d+3 | l | 10 | i16 | -11 | +0 | ||
| bryan | d+4 | L | 13 | i15 | -11 | +0 | +0c on crouching hit | |
| bryan | b+3,2,1,4 | m, h, m, L | 12, 12, 10, 12 | i19, ,i22 | -11 | +0 | * Combo from 2nd CH * Interrupt with i5 from 3rd block | |
| bryan | 2+4 | t | 35 | i12~14 | -6 | +0d | * Floor Break * Homing * 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 | * Homing * 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 * 6 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 | 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 * PHX.uf+1+2: i15~17 startup * 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 600F 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 * Jail from 1st block with 3F delay * Combo from 1st hit with 14F delay * Move can be delayed 13F * Input can be delayed by 14F |
| 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 * Shift to r96 attack throw on front-facing hit * Combo from 1st hit with 13F delay * Move cannot be delayed * Input can be delayed by 13F * Consumes 240F of remaining heat time * -21a (-31) on BT hit * Low crush 0~67 * Floating state 68~70 | |
| 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 * Interrupt with i4 from 1st block |
| 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 12~52 |
| 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 * Opponent recovers in FDFT | |
| 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 | i14 | -11c | +0 | * Transition to FC with D * High crush 1~16 | |
| eddy | Back throw | th(h) | 50 | +0d | * Throw break: none * Opponent recovers in FUFA | |||
| eddy | Left throw | th(h) | 40 | -3 | +0d | * Throw break: 1 * Opponent recovers FUFR | ||
| 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 | i16~17 | +7 | +0d | * Heat Smash * Balcony Break * Transition to Attack Throw on hit * 55dmg on wall hit * 2nd hit damage 25 * +27a (+1) If only last hit connects on standing opponent * 5 chip damage on block * Low crush 15~43 | |
| 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 | i15~16 | -9 | +0 | ||
| fahkumram | d+4 (counterhit) | l (t) | 41 | i14 | +0d | * Shifts to throw on front grounded CH * Grants GRF on hit | ||
| fahkumram | GRF.f,F+4~3,2 | L, m (t) | 15, 30 | i19~20, 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 | * 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 | 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 * Interrupt with i5 from 1st block * 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 | * Homing * 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 * 11 Chip damage on block * Consumes 300f 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 9F delay * Jail from 1st block with 4F delay * Transition to FUJ r31 with D (-9/+6c) * Move can be delayed by 8F * Input can be delayed by 9F | |
| heihachi | 2+4 | t | 35 | i12~14 | +0 | +0d | * Floor Break * Homing * 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 * Interrupt with i5 from 1st block * 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 | ZEN.1,3 | m, h,t | 14, 14,14 | i16~17, i24~25 | -9 | +0d | * Combo from 1st hit * Interrupt with i6 from 1st block * Whiffs vs SSR from 1st block * 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 | i12~14 | -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 | ||
| jin | qcb+1+3 | t | 40 | i12 | -2 | 0 | * Throw break 1 * Opponent recovers FUFA | |
| jin | uf+1+2 | t | 40 | i12 | +0 | +0d | * Floor Break * Throw break 1+2 | |
| 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 | * Jail from 1st block * 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 with 25F delay * Interrupt with i26 from 1st block * Links to db+4 extensions * Transition in r28 FC with D * Move cannot be delayed * High crush 1~42 |
| jun | ws1,4 | h, m | 14, 16 | i12~13, i22~23 | -11 | +0c | * Spike * Combo from 1st hit with 7F delay * Interrupt with i5 from 1st block * Move can be delayed 10f * Input can be delayed 12f | |
| jun | ws1,4,2 | h, m, L | 14, 16, 17 | i12~13, ,i23~24 | -16 | +0c | +13a | * Spike * Combo from 2nd CH * Interrupt with i5 from 2nd block * High crush 17~ |
| jun | FC.df+2 | L | 12 | i16~17 | -11 | +0 | +14 | * High crush 1~46 |
| 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 | DVK.1,1,2,D | h, h, m, t | 5, 6, 14, 8 | i10, , | +0d | * Consumes 150F of remaining Heat time * Opponent recovers FUFT * Available only on 3rd hit | ||
| kazuya | df+4,4 | m, m | 10, 16 | i13~14, i15~16 | -15 | +0c | * Spike * Combo from 1st hit with 10f delay * Jail from 1st block with 3f delay | |
| kazuya | df+3+4 | m,h | 7,9 | i18, i13~14 | -8 | +0 | * Does not jail on block * Duckable on 1st block | |
| kazuya | db+1 | m | 7 | i13~14 | -10 | +0 | ||
| kazuya | ws4,4 | m, m | 13, 16 | i11~12, i15~16 | -15 | +0c | * Jail from 1st block * 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 realign tracking to left sidesteps during Heat * Throw can be canceled with B * 6 chip damage on block | |
| 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 | 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 | -3 | +0d | * Throw break 2 * Can side switch on hit | |
| king | d+2+3 | M | 25 | i30~35 | -8~-3 | +0c~+5c | * Floor Break * Elbow * Opponent cannot tech roll on FUFT hit * Low crush 21~32 * Floating state 33~35 * Floating state 37~54 | |
| king | b+2,4 | h, m,t | 16, 18,20 | i14, i21 | -8 | +0d | * Shifts to throw on front grounded hit * Move can be delayed by 10f * Input can be delayed by 15f * Hit vs Side/BT +10s | |
| 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 | t | 35 | i12~14 | -6 | +0d | * Homing * 1 or 2 throw break. * Input f+1+3 to increase throw range, but its startup is 3 frames slower. * f+1+3: i15~17, t50 r33 * Opponent recovers in FUFA. * Side switch on successful throw break | |
| king | 2+4 | t | 35 | i12~14 | -3 | +0d | * Homing * 1 or 2 throw break. * Input f+2+4 to increase throw range, but its startup is 3 frames slower. * f+2+4: i15~17, t50 r33 * 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 (i28~) | -2 | +0d | * 2 throw break. * i28 effective startup (i25 actual startup) * 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 * 7?F throw break window on NH or CH (press 1 after 5F of grab; throw escape cannot be buffered or held) * 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. | ||
| king | RSSB2.1 | t | 7/15 | -3 | +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 FDFA. | ||
| king | SHH1.1,2,1+2 | t | 25 | -10 | +0d | * 1 throw break. Side Switch. * Opponent recovers in FDFR. Max damage 50. | ||
| king | SHH1.2,1,1+3 | t | 30 | -10 | +0d | * 2 throw break. * Opponent recovers in FDFR. Max damage 55. | ||
| king | SHH1.1+2,1,3 | t | 20 | -10 | +0d | * 1+2 throw break. * Opponent recovers in FDFL. | ||
| king | SHH2c.3,4,1+2,3+4 | t | 40 | +0d | * Cannot throw break. * Opponent recovers in FDFT. Max Damage 85. | |||
| king | UT,2,1,2,1 | t | 5,5,5,15 | i46/i47, i19/i18, i16, i20/i19 | +0 | +0d | * Could be any 1/2 combination (e.g. 1,1,1,1 / 1,2,2,1) * 2 Combinations are 1F faster * Throw break the 1st/4th hit by input the opposite to King's 1st/4th button. * 23F throw break window (1st) | |
| king | df+2+3 | t | 40 | i12 | -2 | +0d | * 2 throw break. * Opponent recovers in FUFT. | |
| king | d+1+3 | t(c) | 35 | i12~13 | +0d | Floor Break * Crouch throw, cannot throw break. * Can also be done by db+1+3 and in FC too. * Opponent recovers in FDFA. | ||
| king | d+2+4 | t(c) | 35 | i12~13 | +0d | Floor Break * Crouch throw, cannot throw break. * Can also be done by db+2+4 and in FC too. * Opponent recovers in FUFA. | ||
| king | d+1+4 | t(c) | 35 | i12~13 | +0d | * Heat Engager * Crouch throw, cannot throw break. * Cannot heat dash * Opponent recovers in FDFA. | ||
| king | ss2+4 | t | 15 / 20 | i13 (i38) | -3 | +0d / +1d | * Homing * 2 throw break (except from behind). * i38 effective startup animation * RSSB2 from side/behind, RSSB1 from front, doesn't change to left/right/behind throw. * Opponent recovers in FUFT. * Cancel to r35 FC with b (cs1~35). * High crush 1~25 | |
| kuma | 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~ | |
| kuma | db+1+2,1+2 | m,m, m,m | 4,4, 4,4 | i14~15, i15~16 | -11 | 0 | ||
| kunimitsu | 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~ | |
| kunimitsu | d+3,4 | L, h | 11, 12 | i16~17, i21~22 | -9 | +0 | * Combo from 1st CH with 7f delay * Interrupt with i3 from 1st block * Input can be delayed 7f * Move can be delayed 6f | |
| kunimitsu | d+1+2 | L | 17 | i20 | -14 | +0 | +15g | * Weapon * Recovers 3f faster on hit (t50 r30) * High crush 6~50 |
| kunimitsu | db+4 | L | 13 | i17 | -12 | +0 | +8 | |
| kunimitsu | f,f,F+2 | h,t | 20,20 | i15~17 | +6 | +0d | * Balcony Break (airborne) * Weapon * Transitions to attack throw on front standing hit * 4 chip damage on block * Side switch on hit * Hit vs Side +15a * Hit vs BT +15a (+6) | |
| kunimitsu | KAT.1+2 | h! | 20 | i24~36 | +0d~+12d | |||
| kunimitsu | SET.3 | L | 17 | i18~23 | -16~-11 | +0c~+5c | +25a | * High crush 6~ |
| kunimitsu | SET.uf+4 | m,t | 8,16 | i13~14 | -14 | +0d | * Floor Break * Shift to Attack Throw when hit from the front * Hit vs BT/Side +8a (+1) * Low crush 11~32 * Floating state 33~35 | |
| kunimitsu | 1+3 | t | 35 | i12~14 | +0 | +0d | * Homing * Throw break: 1 or 2 * Opponent recovers in FUFL. | |
| kunimitsu | Back Throw | t | 50 | +0d | * Unbreakable * Opponent recovers FDFT | |||
| kunimitsu | Right Throw | t | 40 | -3 | +0d | * Throw break: 2 * Randomly side switches * Opponent recovers FDFT or FDFR on side switch | ||
| kunimitsu | f+1+4 | t | 38 | i11 | -3 BT | +0d | * Throw break: 1 * Side switch * Kunimitsu and the opponent recover in BT on break * Opponent recovers in FUFA * SET.1+4: i15 (t43 r28) | |
| kunimitsu | uf+1+2 | t | 40 | i12 | +0 | +0d | * Throw break: 1+2 * Side switch * Opponent recovers in FDFT * SET.uf+1+2: i16 (t44 r28) | |
| lars | H.2+3 | m,M | 55 | i18~19, i38~41 | +12c | +0d / +81a | * Heat Smash * Floor Break * Transition to 30dmg attack throw on 1st hit * 2nd hit +81a 25dmg on 1st block or whiff * Transition to r35 DEN (+12c/+81a) * Transition to r37 standing with B (+10c/+79a) * 7 chip damage on block * Opponent recovers FDFA * Low crush 18~60 * Floating state 61~63 | |
| lars | 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~ | |
| lars | 1,1 | h, m | 5, 8 | i10, i18~19 | -8 | +0 | * Combo from 1st CH with 3f delay * Jail from 1st block | |
| lars | 3 | h | 16 | i15 | -17 | +0 | * Transition to LEN -11 +6 r34 with D * cs31~ on LEN transition | |
| lars | b+4,1+2 | m, th | 23, 15 | i15, | +0d | * Available on b+4 frontal standing hit | ||
| lars | uf+3+4,4 | sp, m,t | 20,20 | i17~18 | -4 | +0d | * Shift to attack throw on front hit * +8c on BT hit * i37~38 effective startup (uf+3+4 takes i20) * Low crush 1~21 * Floating state 22~24 | |
| lars | f,F+3+4 | l,l | 26 | i19~20 | -16 | +0c | * High crush 21~ | |
| lars | f,n,b+2 | m | 10 | i14 | -12 | 0 | ||
| lars | (airborne).f,f,F+2+4 | t | 31 (21) | i11 | 0 | * Throw break: none * Opponent status on hit: FUFT | ||
| lars | 2+4 | t | 35 | i12~14 | -3 | 0 | * Homing * Throw break: 1 or 2 * Opponent status on hit: FDFT perpendicular * Side switch on hit | |
| lars | Back throw | t | 50 | i12~14 | 0 | * Throw break: none * Opponent status on hit: FDFT | ||
| lars | Left throw | t | 40 | i12~14 | -3 | 0 | * Throw break: 1 * Opponent status on hit: FUFT | |
| lars | f,f,F+2+4 | t | 40 | i11 | -3 | 0 | * Throw break: 1+2 * Opponent status on hit: FDFA | |
| lars | uf+1+2 | t | 35 | i12~14 | -3 | 0 | * Throw break: 1+2 * Opponent status on hit: FUFT | |
| law | 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~ | |
| law | d+4 | l | 7 | i15 | -11 | +0 | ||
| law | d+4,3 | l, h | 7, 12 | i15, i12 | -12 | +0 | +5 | * Combos from 1st hit * -26 on 1st block * Nosebleed stun * Low crush 5~9? * Floating state 10?~12? |
| law | b,B+2+3 | m! | 60 | i78 | +0d | Can cancel and transition to DSS with b,b | ||
| law | ws3+4 | m | 30 | i14 | -21 | +0a (-17) | Balcony Break * Low crush | |
| law | BT.d+3+4 | M | 25 | i26 | -15 | +0 | * Transition to FUFA with D ** (-2 oB, +13d oH) | |
| law | 1+3 | t | 35 | i12~14 | -3 | +0d | * Homing * Throw break 1 or 2 | |
| law | 2+4 | t | 35 | i12~14 | +0d | * Homing * Throw break 1 or 2 * Side swap * Transition to BT with D ** (+5 BT) | ||
| law | Back Throw | t | 50 | i12~14 | +0d | Unbreakable | ||
| law | DSS.uf+1+2 | t | 35 | i12 | -2 | +0d | Throw break 1+2 | |
| law | H.DSS,P | t | 38 | +0d | * Punches only * Heat only * Consumes 240F? of remaining Heat Time on successful parry * Throws are unbreakable * Parry state 5~? | |||
| law | Left Throw | t | 40 | i12~14 | -3 | +0d | Throw break 1 | |
| law | Right Throw | t | 42 | i12~14 | -3 | +0d | Throw break 2 | |
| law | b+2+4 | t | 34 | +0d | * Punches only * Partially restores remaining Heat Time * Does 38 damage in Heat * Parry state 5? | |||
| lee | H.2+3 | l(t),M,m | 15, 7, 20 (40) | i20, i27~28, i25 | -14 | +0d | * Heat Smash * Balcony Break * Shift to attack throw on 1st hit (40 (17) damage) * +18a (+8) on 2nd hit * 20f timestop on 2nd hit | |
| lee | 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~ | |
| lee | 1,3 | h, h | 5, 5 | i10, i16 | -11 | +0 | * Jail from 1st block with 2F delay * Combo from 1st hit with 4F delay * Move can be delayed by 4F | |
| lee | 1,3:3 | h, h, m | 5, 5, 4 | i10, ,i9 | -11 | +0 | * Jail from 1st block * Combo from 1st hit * Input 3 during frames 13-16 of previous hit * Bufferable during Heat | |
| lee | 3~3:4 | h, t | 18, 15,5 | i17 (i30), | +0d | * Unbreakable * Input 4 on frame 31 from previous hit * Perfect Input not required during Heat * Consumes 240F of remaining Heat Time without perfect input | ||
| lee | HMS.3 | h,t | 21,20 | i18~19 | -3 | +0d | * Strong Aerial Tailspin * Homing * Shifts to throw on hit from the front * 6 chip damage on block * +1 and 8 chip damage on block after attack absorption * Power crush 8~17 | |
| lee | Right Throw | t | 40 | i12~14 | -3 | +0d | Floor Break Throw break 2 | |
| leo | H.2+3 | m,m,h | 14,13,23 (50) | i16~17 | +8~+9 | +0d | * Heat Smash * Balcony Break * Transition to attack throw on 1st hit * +8a(-1) on hit on first whiff * Enter CD +16g with df on block * 7 chip damage on block | |
| leo | 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~ | |
| leo | d+4 | L | 13 | i16~17 | -11~-10 | +0 | ||
| leo | b+2 | m | 11 | i14 | -9 | +0 | ||
| leo | 1+3 | t | 35 | i12~14 | -3 | +0d | * Homing * Throw break 1 or 2 | |
| leo | 2+4 | t | 35 | i12~14 | -6 | +0d | * Homing * Throw break 1 or 2 * Side switch on hit * Deals 4 more damage at the wall | |
| leo | Left throw | t | 40 | i12~14 | -3 | +0d | * Throw break 1 * Side switch on hit * Deals 4 more damage at the wall | |
| leroy | H.2+3 | m | 50 (25) | i15, i25, i4, i4, i4, i3, i5, i10~11 | +6 | +0 / +5 | * Heat Smash * Balcony Break * Alternate input: H.HRM.2+3 * Also possible after Twin Dragon Gate is successful * Transition to HRM on block * Transition to attack throw on 1st hit * 12 chip damage | |
| leroy | 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~ | |
| leroy | 4 | h | 15 | i12 | -11 | 0 | ||
| leroy | df+3 | m | 14 | i16 | -11 | +0 | ||
| leroy | CH b+1 | h,th | 20,25 | i13 | +0d | |||
| leroy | f,F+2 | m | 8 | i14~15 | -11~-10 | 0~+1 | ||
| leroy | HRM.1 | m | 17 | i24~25 | -10~-9 | +0~+1 | * Sabaki: parries high or mid punches or kicks ** Shift to HRM.1,2 on successful parry * Parry state 3~12 | |
| lidia | H.2+3 | m,m,m,h | 5,5,30 (55) | i18 | +10g | +0d | * Heat Smash * Balcony Break * Shift to attack throw on hit * Transition to r31 HAE on block ** Cancel HAE transition with B on block * Increases HAE level by 1 on hit * +10a (+1) from 2nd hit * 8 chip damage on block * Low crush 77~102 * Floating state 103~105 | |
| lidia | 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~ | |
| lidia | f+4,3 | m, m | 8, 10 | i17, i13~14 | -10 | +0 | Jail from 1st attack with 1f delay * Low crush 5~17 * Floating state 18~20 | |
| lidia | db+4 | l | 15 | i22 | -13 | +0 | Can hit grounded off-axis | |
| lidia | b+3,4 | m, h | 16, 16 | i17~18, i20 | -11 | +0s | Combo from 1st hit | |
| lidia | qcf+2 | m | 12 | i16 | -8 | +0 | Input qcf,qcf+2 to power up, adds 3 damage | |
| lidia | HAE.1+2 | h! | 35/38/41 | i16 | +0a | * Tornado * Power up based on Heaven and Earth level | ||
| lidia | 2+4 | t | 35 | i12~14 | -6 | +0d | * Homing * Floor Break * Throw break: 1 or 2 * Opponent on hit: FUFA * Side switch on hit | |
| lidia | Back throw | t | 50 | +0d | * Homing * Throw break: none * Opponent on hit: FDFT | |||
| lidia | Right throw | t | 40 | -3 | +0d | * Floor Break * Throw break: 2 * Opponent on hit: FUFA * Side switch on hit | ||
| lidia | uf+1+2 | t | 40 | i12 | -6 | +0d | * Throw break: 1+2 * Opponent on hit: FUFA * Regain recoverable health * Only when Heaven and Earth lvl is 3: * 50 damage | |
| lili | H.2+3 | m,m,m,t | 55 | i16~17, i17~18, i24~25 | +7 | +0d | * Heat Smash * Balcony Break * H.RAB.2+3: i21 actual startup * Transition to +14g DEW with F on block * +16a (+7) on 2nd hit * 6 chip damage on block | |
| lili | 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~ |