mokujin

mokujin

Edit
CharCommandHit levelDamageStartupBlockHitCounter hitNotes
claudiob+3m14i13-4+7
* Knee
* Completely homing to SSL/SSR/SWR?
claudiows1m12i12~13-4+7
clive2h11i12+0+7
Weapon
devil-jin1+2m,m12,25i17 i25~26-12+7
* Homing
* Balcony Break
* Interrupt with i1 from 1st block
* 1st forces crouching against crouching opponents (opponents recover standing after 2nd hit)
devil-jind+2sl8i11-4+7
* +7c on crouching hit
* High crush 4~
devil-jindb+1+2*m25i39~60+5g+7+37d (+29)
* Balcony Break on CH or air hit
* Cancel to r27 MCR with F (js27~)
* 10 chip damage on block
devil-jinb+1+2m21i20~21+3c+7c+24d
* Spike
* Opponent recovers FDFA on CH
* 4 chip damage on block
devil-jinuf+3m21i28~29+3c+7c+19a
* Spike
* Low crush 9~29
* Floating state 30~32
devil-jinuf+3+4m,m8,20i16~17 i13~14-16+7c
* Balcony Break
* Forces backroll on hit
** Opponent recovers in FC
* Pseudo homing to SSL/SWL side
* Low crush 10~47
* Floating state 48~50
devil-jinf,n,d,DF+4,4L, m7, 28i16, i25~26-16+7c+14a
* Spike
* Combo from 1st hit
devil-jinws4,4m, M10, 20i11~12, i27~28-16+7c
* Spike
* Combo from 1st hit with 1F delay
* Interrupt with i8 from 1st block
* Input can be delayed by 1F
* Move cannot be delayed
dragunov1,1h, h5, 8i10, i20-4+7
Combo from 1st hit
dragunov3,1m, h10, 8i15~16, i21~22-2+7
* Combo from 1st hit
* Enter SNK -3 +6 r23 with DF
dragunovdf+1m13i13-2+7
Enter -2, -11 PGR with 3+4 (or d+3+4)
dragunovFC.df+1,4L, m8, 10i16~17, i16~17+7
* Knee
* Combo from 1st hit
* Available only as combo from 1st hit
* Input 4 on frames 16~19 to power up - 14 damage
eddy1,3h, m5, 16i10, i23~24-14+7c
* Spike
* Combo from 1st hit with 2f delay
eddy4m10i13~14-9+7
eddyf+3h16i16~18-5+7
Homing
eddyuf+3,4m, L15, 10i26~28, i24~25-14c+7+73a(+57)
eddyws4m13i11~13-4+7
eddyHSP.3m10i17~18-8+7
* Floating state 1~5
* High crush 6~18
fahkumram3,1m, h11, 12i13, i18-3+7
* Combos from 1st hit
fahkumramws2m13i14-9+7
feng3,3,4m, h, l15, 10, 23i16, ,i25~26-12+7c+17a
* Combo from 2nd CH with 5F delay
* Cancel to r16 BT with B (-13/-2)
* Move can be delayed by 10F
* Input can be delayed by 11F
fengf+3m10i21-3+7
fengws4m18i11~12-7+7+29g
fengCD.1+2m25i16~17+0c+7c+13
Head
heihachif+4m20i19~20+4+7c+26d
* Spike
* Enter FUJ r27 with D
* +15c against a crouching opponent
heihachidf+1m10i13~14-5+7
heihachib+1,4m, m12, 24i14~15, i22~23-13+7a
* Tornado
* Knee
* Combo from 1st hit with 12f delay
* Move can be delayed 10f
* Low crush 24~
heihachib+2m20i22~23+2+7
* Balcony break on airborne hit
* Chip damage on block
heihachiFUJ.1h13i12~13-4+7
heihachiFUJ.1+3t15i18+7
* Homing
* Unbreakable
hwoarangH.RFS.d+4L15i20~21-23+7c
* Transition to RFF
* Partially uses remaining Heat time
** RFS.d+4,3,4 airborne combo guaranteed on normal hit
* Increased chip damage scaling on block during heat
** 4 chip damage on block in heat
hwoarangf+3~3m25i20-16+7a (-2)
* Balcony Break
* Sidesteps to the right
hwoarangd+2sl8i11-4+7
* +7c on crouching hit
* High crush 4~
hwoaranguf+4,4,4h, m, L12, 12, 12i22~23, ,i9~10+1+7
* Combo from 2nd CH
* Also possible during RFF
* Transition to RFS
* Third hit is not low parryable if the first two hits connect. Parryable if the first two hits whiff.
hwoaranguf+3+4,4m,h, m10,8, 13i14,i9, i14~15-10+7
* Combo from 1st hit
* Also possible during RFF
* Transition to RFF
* Low crush 1~
hwoarangLFS.1h6i13+5+7
hwoarangLFS.df+3,4m, m12, 20i22~23, i24~25-14+7
* Combo from 1st hit with 7F delay
* Move can be delayed by 5F
* Input can be delayed by 7F
* Power up if an attack is absorbed by previous hit
** Reversal Break?
** 4 chip damage on block
** -9 on block
hwoarangLFS.uf+3+4,4m,h, m10,8, 13i14, i9, i14~15-10+7
* Combo from 1st hit
* Transition to RFF
* Low crush 1~
hwoarangRFF.3m13i16-4+7
hwoarangRFF.df+2+3,4m, m12, 20i22~23, i24~25-14+7
* Power up if an attack is absorbed by previous hit
** Reversal Break?
** 4 chip damage on block
** -9 on block
* Combo from 1st hit with 7F delay
* Move can be delayed by 5F
* Input can be delayed by 7F
hwoarangRFS.2h6i13+5+7
* Transition to RFF
* Links to RFF.2 extensions
hwoarangRFS.b+3m21i16~17-9+7
* Heat Engager
* Heat Dash +5, +42a (+27)
* Increased chip damage scaling on block during heat
** 6 chip damage on block in heat
hwoarangRFS.d+4L15i20~21-23+7c
* Transition to RFF
jack-84h18i16-4+7+32a (+22)
Balcony Break on CH
jack-81+4,1m25i22~, i17(43~)+21g+7a (-2)+39d (-8)
* Balcony Break
* Alternate input hcf,1 to power up
* Chip damage on block (7)
jack-8f+4h20i17-4+7+32a (+22)
* Balcony Break on CH
jack-8d+2sl8i11-4+7
* Alternate input FC.2
* High crush 4
jack-8HCF,1m30i22~, i17(43~)+21g+7a (-2)+39d (-8)
* Balcony Break
* Alternate input 1+4,1
* Chip damage on block (9)
jack-8f,f,F+1+2m34i20~23+4+7a (-2)
* Balcony Break
* Shoulder
* Chip damage on block (10)
* Alternate input wr1+2
jack-8FC.2sl8i11-4+7
* Alternate input d+2
* High crush 1
jack-8FC.df+2,1m, m12, 10i17, i26-4+7
*
* High crush
jin2,4h, h9, 20i10, i24~27-13+7
* Balcony Break
* Strong Aerial Tailspin
* Combo from 1st hit with 2f delay
* Enter ZEN -6, +14g r26 with F
jin3,1h, h17, 7i14, i20-1+7
* Combo from 1st hit
* Enter ZEN +4 +12 r15 with F
jindb+2,3m, M12, 23i16, i27~i29-8+7a
* Spike
jinf,F+3,1m, h20, 5i23~i25, i15+1+7
* Links to 1 jab extensions (e.g. f,F+3,1,2,4)
jun2h7i12-4+7
jun2,1h, m7, 9i12, i21-6+7
* Elbow
* Combo from 1st hit with 9f delay
* Input can be delayed 10f
jun4h17i12-9+7+32d
junf+3m13i16-9+7
* Enter SS -16 +14g r21 with u_d
* r21 when attacking after SS
* r35 when blocking after SS
junSS.1+2h,h,m7,9,18i16 i17 i15~16-4+7c
* Homing
* Spike
* Jail from 1st attack
* Combo from 1st or 2nd hit
junBack throwt50+7d
* Unbreakable
* Side switch
kazuya2,2h, m12, 24i12, i24~25-8+7+50a
* Balcony Break (airborne)
* Combo from 1st CH
kazuya3,1h, h12, 10i14, i19-1+7
* Combo from 1st hit
* Enter CD +2 +10 with df
kazuyaf+4m20i19~20+4c+7c+31d
Spike
kazuyadf+3+4,1,2m,h, m, M,M7,9, 15, 14,25i18, ,i20-19+7 (-10)
* Balcony Break
* Recovers 60F of remaining Heat time on normal hit during Heat
* 7 chip damage on block
kazuyad+2sl8i11-4+7
* High crush 4~
kazuyadb+2m23i20-9c+7c+21d
Spike
kazuyab+3,1,4h, h, l15, 10, 10i18, ,i16-10c+7
kazuyahFC.2sl8i11-4+7
* +7c on crouching hit
* High crush 1~
king2h10i10+1+7
kingf+1+4m21i17~19+3+7s
* Body charge attack
* Forces standing on hit.
kingd+2s.l8i11-4+7
kingf,f,n,1+2m0i9+0+7s+18s
* i10 startup with buffered input
* Forces Standing on hit.
* Allows follow up on CH.
kumadf+4m15i12-4+7
kumad+2sl8i11-4+7
* +7c on crouching hit
* High crush 4~
kumaFC.1+2spi26~i31+1~+6+7~+12
* Transition to ROL
* Becomes SM projectile 5dmg attack during Heat (Consumes 120F of remaining Heat time)
** +14~+19 or -6~-1 HBS or +1~+6 FC on block
** +20~+25 or +0~+5 HBS or +7~+12 FC on hit
* Floating state 1~31
kumaSIT.fspN/A / i26~i31 Heat+1~+6 / -6~-1 HBS+7~+12 / 0~+5 HBS
* Alternative input: FC.3+4 or FDFA.f
* Transition to ROL
* Transition to HBS with input ROL.D or ROL.3+4
* Transition to FC with no input
* Becomes special mid attack during Heat (Uses 120F of remaining Heat time)
lars1+2m25i25-12+7
* Power crush 7~24
larsf+4m12i17-9+7
* Knee
larsDEN.2M17i17~19-7+7+62a
* Transition to Avalanche Flip on hit or CH with input UF (+9/+64a)
* Jab evasion
law2,b+2h, h8, 8i10, i17-4+7
* Elbow
* Combos from 1st hit
* Delay-able
law4h15i13-9+7
lawf+3+4M20i25~26-2+7c+49a
Alternate input DSS.f+3+4
* Low crush 11~
lawd+2sl8i11-4+7
Alternate input FC.d+2
* High crush 4~
lawdb+2m15i14-4+7
* Elbow
lawdb+1+2m,h,m8,8,8i17-4+7
* Transition to DSS
lawb+1+3+7
* Transition to DSS on successful parry with F to be +20g (i14? guaranteed followups)
* Parry state 5?~11?
lawf,F+3M30i23~260c+7d
* Floor Break
* 6 chip damage
* Low crush
lawss3l17i18-13+7+16c
* Transition to DSS on hit
lawFC.2sl8i11-4+7
Alternate input d+2
* High crush 4~
lawDSS.1h14i12-1+7+17c
* 4 chip damage on block
* Transition to DSS
lee1,2h, h5, 9i10, i12-3+7
* Transition to r30 -2 +8 MS with F
* Jail from 1st attack with 4F delay
* Combo from 1st hit with 4F delay
lee2h10i10+1+7
lee3m16i14-8+7
* Transition to -8, +7 HMS with 4
leedb+2sl8i11-4+7
Alternate input FC.2
* High crush
leeb+4m20i20-3+7c+64a
* Floor Break
* Spike
* Transition to -2, +8c, +65a HMS with 3
* +18d on crouching opponent
leeFC.2sl5i16-4+7
* Alternate input db+2
* High crush
leof+2,4h, h14, 16i14~16, i22~23-1~0+7
* Combo from 1st hit with 7F delay
* Jail from 1st block with no delay
* Enter r20 CD -1 +7 with df
* Move can be delayed by 10F
* Input can be delayed by 12F
leodf+1m13i13~14-1~0+7
leodb+1+2m17i21~23-9~-7+7
* Enter BOK -12 +4 with d
leob+2,1m, h11, 11i14, i22~23-4~-3+7
Combo from 1st hit
leohFC.2sl8i11-4+7
leroy1,2h, h5, 9i10, i12-3+7
Jails
leroy2,2h, h10, 20i12, i25~26-7~-6+7~+8
* Elbow
* chip damage on block
leroy1+2,1+2h,h,h, h,h,h9, 9i14, i9-27
* Power up during Heat (partially uses remaining Heat time)
* Combo from 1st hit
* jails
leroy1+2,1+2,1h,h,h, h,h,h, m9, 9, 20i14, ,i17~18-17~-16+7a(-2)~+8a(-1) / HE
* Heat Engager
* Balcony Break
* Elbow
* Combo from 1st hit
* Delayable
* jails
leroyf+3m14i14~15-7~-6+7~+8
* Knee
Alternative input: ws3
leroydf+4,3m, m14, 14i13, i20~21-9+7+37d (+29)
* Knee
* Combo from 1st hit CH with 7?F delay
* Move can be delayed by 3?F
* Input can be delayed by 7?F
* Interrupt with i3 from 1st block
leroyHRM.4M13i11~12-7~-6+7~+8
Transition to HRM
leroyHRM.1+2,1m,h,h,h, m3,3,3,3, 20i14, i17~18-17+7a(-2)/HE
* Heat Engager
* Heat Dash +5g +36a(+26)
* Balcony Break
* Elbow
* Jailing
* Delayable
leroyHRM.b+1M21i20~22+4+7c+52a
chip damage on block
lidia3h9i15-9+7
lidiadb+2m14i16~17-7+7
lidiadb+3L17i16~17-11+7
* Homing
* Clean hit adds 3 damage
* Transition to HRS on hit or block only
* Transition to attack throw on CH
* HRS transition is -19
lidiaws4m13i11~12-4+7
lidiaFC.d+2sl8i11-4+7
* High crush 1~
lili4h16i12-4+7
lilif+4m23i17-9+7+57a
* Tornado
* Balcony Break (airborne)
* Wall Crush +19g on hit
* Hit vs BT +12a (+3)
lilidb+2sl8i11-4+7
* High crush 4~
lilib+2,1h, m15, 13i13, i20~21-4+7+9
* Elbow
* Combo from 1st hit with 10f delay
* Move can be delayed 12f
* Enter BT -4 +7 +9 r22 with B
* Enter DEW -4 +7 +9 r22 with F
liliFC.2sl8i11-4+7
* High crush 1~
liliBT.3+4M24i29~32+2~+5+7c~+10c
* Spike
* Chip on block [9]
* Evasive, can jump over some mids
* Low crush 5~31
* Floating state 32~34
miary-zob+3,4,2m, h, h9, 13, 19i16~17, ,i28~29-13+7a (-2)
* Strong Aerial Tailspin
* Balcony Break
* Enter MOR -1 +19a (+10) r30 with F
* Chip damage on block
miary-zof,F+2m14i15~16-9+7
miary-zows1m12i13~14-8+7
miary-zows3m20i20+4+7c+54a
* Spike
* Hit vs BT +14d
miary-zows4m15i11~12-4+7
nina2h10i10+1+7
nina4h15i11-9+7+7s
ninadf+4m15i12-4+7
ninab+1,4h, M10, 22i12~13, i28~29-12+7+71a (+55)
* Tornado
* Combo from 1st hit with 1f delay
* Can hit grounded when off-axis
ninaws4m15i11~12-4+7
ninahFC.2sl8i11-4+7
* +7c on crouching hit
* High crush 1~
ninaCHD.2t8+0d+7
* Throw break 2
* Powered up input: CHD.4,2,1+2
pandaH.uf+3+4m21 (8)i16~17+12g+7a
* Alternate input: H.ROL.uf+3+4
* Uses 180F of remaining heat time
* Transition to SIT (cannot cancel)
* Low crush 9?
pandadf+4m15i12-4+7
pandad+2sl8i11-4+7
* +7c on crouching hit
* High crush 4~
pandaFC.1+2spN/A / i26~i31 Heat+1~+6 / -6~-1 HBS+7~+12 / 0~+5 HBS
* Transition to ROL
* Becomes Special Mid attack during Heat (partially uses remaining Heat time)
pandaHBS.f,fspN/A / i26~i31 Heat+1~+6 / -6~-1 HBS+7~+12 / 0~+5 HBS
* Transition to ROL
* Becomes Special Mid attack during Heat (partially uses remaining Heat time)
pandaSIT.fspN/A / i26~i31 Heat+1~+6 / -6~-1 HBS+7~+12 / 0~+5 HBS
* Alternative input: FC.3+4 or FDFA.f
* Transition to ROL
* Transition to HBS with input ROL.D or ROL.3+4
* Becomes special mid attack during Heat (partially uses remaining Heat time)
paul3,2m, h14, 17i15~16, i23-3+7+50a
* Move can be delayed 4f
* Input can be delayed 6f
* Combo from 1st hit with 6f delay
* Transition to t60 r19 SWA +4 +14g +57a at 43f with b
paul4h17i12-7+7+32d
* Balcony Break (CH only)
pauld+2sl8i11-4+7
* cs1~ from 6f d/db/df input hold
* OTG.d+2 when opponent is downed
* High crush
raven1,2h, h5, 12i10, i12-3+7
* Jail from 1st attack with 2f delay
* Can shift to r22 SZN -4/+6 with 3+4 or D
raven4,1h, h16, 13i12~13, i19~20-3~-2+7~+8
* Combo from 1st hit
* Jail from 1st block
ravend+2sl8i11-4+7
* High crush 4~
ravenws4m18i11~12-7~-6+7~+8
ravenws3+4m20i16~18-12+7~+9
* Heat Engager
* Homing
* Balcony Break
* Heat Dash +62a (+42) on hit, +5 on block
* Can cancel to r19 BT with B
ravenFC.2sl8i11-4+7
* High crush 1~
ravenBT.2h9i10+0+7
ravenSZN.2m,sm20,10i18, i23~24-9+7a (-2)
* Heat Engager
* Heat Dash +36a (+26) on hit, +5 on block
* Balcony Break
* Transition to second hit on hit
* Recovers heat on normal hit
reina2h5i12-4+7
reinaf+1+2m22i32-11+7
* Wall Crush +19g on hit
* High crush 6~24
reinadf+1,1m, h8, 10i13~14, i20-4+7
* Combo from 1st hit with 4F delay
* Move can be delayed by 5F
* Input can be delayed by 7F
reinadf+4m14i15-4+7
reinaSEN.3h22i12~13+1+7
* Homing
* Heat Engager
* Heat Dash +5, +34a (+27)
* Deals chip damage on block
shaheenFC.df,d,DF+3L17i16~20-23a+7a
* Transitions to SNK on hit
* Low crush
steveFLK.1h14i12-4+7
* Transition to r18? FLK with b (-1/+10/+10)
* Transition to r1? ALB with 3+4 with 2?F delay (+17g/+28g/+28)
* r18? FLK FC cancel?
steveFLK.2m21i18~19-5c+7d+42a
* Spike
* 6 chip damage on block
steveLWV.1,f+1,1m, m, h14, 9, 8i14, ,i16+3+7+68a
* Combo from 1st or 2nd hit
* Transition to r14? FLK with b (+4/+8/+69a)
* r14? FLK FC cancel?
stevePAB.d+2l25i28~29-12+7+32a
* High crush 6~
victordf+1,1m, h,h10, 7,7i13~14, i20-4+7
* Combo from 1st hit
victordb+2sl8i11-4+7
* High crush 4
victoruf+2m15i19~20-9+7
* Homing
victorPRF.2,2,1+2m, m, m9, 13, 31i12~13, ,i12-13+7d
* Combo from 2nd CH
xiaoyu1,2h, h5, 8i10, i11-3+7
* Combo from 1st hit with 4F delay
* Jail from 1st block with 4F delay
xiaoyu2,1h, m8, 10i10, i19-4+7
* Combo from 1st CH
* Jail from 1st block
* Transition to standing by holding any direction (-4, +7)
xiaoyuf+3,1,1+2M, m, m,M14, 8, 6,20i16~18, ,i16~18 i5~6-12+7c
* Spike
* Combo from 2nd CH
xiaoyudf+2m15i14-6+7
*
xiaoyudf+4m12i12-4+7
*
xiaoyud+2sl8i11-4+7
* Alternate input FC.2
* High crush 4~
xiaoyuuf+2m23i26~27+6c+7c+49a
* Spike
* Transition to standing with F (+4c, +5c, +47a)
* Alternate input u+2
* Chip on block [6]
* Low crush 9~
xiaoyuf,F+1m13i15-11+7c
* Spike
* Transition to AOP with D (-5, +13)
xiaoyuf,F+1+2,1+2m, m12, 20i14~16, i19~20-8+7c+43a
* Spike
* Combo from 1st hit with 8F delay
* Jail from 1st block with no delay
* Move can be delayed by 14F
* Input can be delayed by 16F
xiaoyuws2m17i13~14-3+7+38a (+28)
* Transition to standing by holding down any direction (-5, +5, +36a (+26))
xiaoyuws1+2,1+2m, m12, 20i14~16, i19~20-8+7c+43a
* Spike
* Combo from 1st hit with 8F delay
* Jail from 1st block with no delay
* Move can be delayed by 14F
* Input can be delayed by 16F
xiaoyuFC.2sl8i11-4+7
* High crush 1~34
xiaoyuFC.3,2L, h11, 6i15~17, i18+0+7
* Combo from 1st hit CH
xiaoyuBT.d+3L12i16-12+7c
*
xiaoyuHYP.3L17i20-13+7c
* Homing
* Powered UpBased on the number of steps taken in HYP:HYP.3 damage increases and becomes more plus on hit. See the charts in th HYP section for more details. up when in Heat or based on the number of steps taken.
* Consumes 450F of heat timer during heat
* High crush 6~30
yoshimitsud+2,2M, m12, 15i16~17, i22~23-12+7g+28a (+22)
* Weapon
* Combo from 1st hit with 13f delay
* Input can be delayed 16f
* Move can be delayed 10f
* In 1SS Enter NSS r31 with B
yoshimitsub+1h8i17+1+7+12
Can transition to Spinning Evade with b+3 or b+4
yoshimitsuws2m13i15~16-4+7
Balcony Break (airborne)
yoshimitsuKIN.1,1m, m,m10, 5,15i17, i23~24 i14~15-9+7c
* Floor Break
* Weapon
* Combo from 1st hit with 2f delay
* Power up in NSS or Heat
zafina1,3h, h5, 14i10, i17~18-2+7
* Combo from 1st hit with 3f delay
* Jail from 1st attack with 1f delay
* Move can be delayed 2f
* Cancel SCR transition -8 +1 t55 r26 with B
zafinadf+1m10i13~14-5+7
zafinadf+1,2,1m, m, m10, 16, 16i13~14, ,i25-12+7
* Combo from 2nd hit CH with 12f delay
* Interrupt with i1 from 2nd block
* Transition to standing with B (-12/+4)
zafinadf+1,4m, h10, 18i13~14, i19~20-6+7
* Balcony Break on airborne hit
* Combo from 1st hit
zafinadb+2,1m, m17, 16i13~14, i25-12+7
* Transition to standing with B (-12/+4)
zafinaSCR.1,4h, m12, 18i10~11, i22-6+7+32a
* Spike
* Combo from 1st hit
* Unparryable with traditional kick parries
zafinaSCR.2m17i14-7+7
zafinaSCR.df+4L17i19~20-14+7c+37a
* High crush 6~
zafinaLeft Throwt40-3+7d
* Throw break 1
* Side switch on hit
alisab+4,3m, m17, 20i15~16, i29~30-11+6c+10a
* Spike
* Combo from 1st hit
* Enter DES with 1+2
* Low crush 17~24
* Floating state 25~27
alisauf+3,2m, m15, 30i17~18, i17~22-14+6c
* Balcony Break
* Spike
* Combo from 1st hit
* Available only as a combo from 1st hit
* Forces tech backroll on hit
* Low crush 9~58
* Floating state 59~75
* High crush 76~85
alisaf,f,F+3m15i18~19-4+6
* Balcony Break
** on airborne hit
* Low crush 3~30
* Floating state 31~33
alisaws1,2M, h12, 12i13~14, i24~25-5+6
* Combo from 1st hit
* Enter DES with 1+2
alisaws4m15i11~12-5+6
alisaFC.d+1sl5i10-5+6
Transition to standing with f
* High crush 1~
alisaDBT.f+2L13i19~20-12+6c
* Weapon
* 3 chip damage on block
* 5 chip damage on block in heat
alisaSBT.2m25i16~27-8+6a (-4)
* Balcony Break
* Elbow
* Transition to DES with SBT.1+2
* Hitstop 20f on hit
* Low crush 26~63
* Floating state 64~66
annad+1sl5i10-5+6
* Can recover standing with F
annad+4,1l, h6, 10i12, i25+0+6+11
* Combo from 1st CH with 5f delay
* Input can be delayed 9f
* Cancel to SS -21 +7 r32 with U_D on frame 23
* Cancel to CJM -10 +1 r29 with B on frame 14
* r38 when blocking after SS
annadb+4L14i17~18-13+6c+13
* Transition to r26 HAM on hit automatically
* Cancel HAM transition -13 +1c +8 with B
annaHAM.4m,m12,12i16~19 i4~6-12+6
* Balcony Break
* High crush 5~
armor-king1,2h, h5, 10i10, i10-3+6
* Combo from 1st hit with 2F delay
* Jail from 1st block with 2F delay
armor-king4h17i13-5+6+6s
armor-kingd+1sl5i10-5+6
* High crush 4~
armor-kingd+1,4sl, m5, 13i10, i15-10+6
* Knee
* Combo from 1st CH
* Jail from 1st block
armor-kingdb+3L26i22~24-26+6+74a (+58)
* Homing
* High crush 6~51
armor-kingf,F+2m20i16~17-6+6+44a
armor-kingf,f,F+3+4m40i28~34+17g+6c
* Balcony Break
* Forces tech backroll on hit
* Low crush
armor-kingws3m12i13~14-6+6
Knee
armor-kingFC.1sl5i10-5+6
* High crush 4~
asuka1,1,3h, m, m5, 15, 17i10, ,i21~22-5+6+14c
* Combo from 2nd CH with 9f delay
* Input can be delayed 10f
asuka1,2h, m5, 9i10, i22~23-8+6
* Combo from 1st hit
* Combo from 1st CH with 3f delay
asuka2,1h, h9, 10i12, i18~19-6+6
* Elbow
* Jail from 1st attack with 1f delay
asukaf+1,3m, m17, 17i20, i21~22-5+6+14c
* Combo from 1st CH with 9f delay
* Input can be delayed 10f
asukadb+1m13i14-10+6
* High crush 6~13
asukab+1L17i29~30-10+6+0d
* Transition to attack throw on CH, +22 damage
* Cancel to r14 FC with D
* High crush 6~
asukab+2+3m23i24~25-9+6
* Kick Sabaki, +59a on successful parry
* Balcony break on airborne hit
* Parry state 4~15
asukahFC.1sl5i10-5+6
* Transition to Standing with f
* +6c on crouching hit
* High crush 1~
azucenadb+1sl5i10-5+6
Can recover standing with F
* High crush 4~
azucenaws1m17i13~14-8+6+32a (+26)
Only hits grounded up-close and off-axis
azucenaws4,1m, h13, 10i11~12, i21~22-2+6
* Combo from 1st hit with 6f delay
* Enter LIB +0 +8 r21 with F
azucenaFC.d+1sl5i10-5+6
Can recover standing with F
* High crush 1~
azucenaBT.1h9i10~11+2+6+8
azucenaBT.4m15i15~16-3+6
bryan1,2,1h, h, m5, 8, 18i10, ,i19-6+6+65a
* Combo from 2nd CH with 10F delay
* Move can be delayed by 10F
bryan2,3h, m10, 14i10, i16-10+6+16a (+7)
* Combo from 1st hit with 1f delay
* CH frames also apply to combo from 1st CH
* Balcony break on CH
bryan3,3m, h14, 13i16, i23-6+6
Combo from 1st CH
bryan4h15i12-7+6
bryan4,3,f+4h, m, h15, 12, 18i12, ,i24~25-5+6+31a (+21)
Combo from 2nd CH
bryan1+2m15i17~18-7+6
Homing
bryan1+2,1m, h15, 15i17~18, i23~24-1+6
* Combo from 1st hit
* Enter SWA +0 +7 r15 with b
bryanqcb+2m16i15~16-9+6
bryanRight throwt40-3+6d
* Throw break 2
claudiof+2h9i12+0+6
* Homing to sidestep left and sidewalk left?
claudiof+2,1h, m9, 12i12, i15~16-10+6c
* Spike
* Combo from 1st hit
claudiodf+3m12i14-7+6
* Completely homing to SSR/SWR?
claudiodb+1sl5i10-5+6
* Transition to Standing with f
* +6c on crouching hit
* High crush 4~
claudiof,F+2,2m, h14, 20i14~16, i14~15-2c+6c
* Spike
* Combo from 1st hit with 13f delay
* Input can be delayed 13f
* Move can be delayed 6f
claudiof,F+4m20i15~17-1~+1+6~+8+13~+15
* Knee
* i16 startup when buffering f,n. i18 fastest startup when unbuffered
* Low crush 11~28
* Floating state 29~31
claudioSS.4L20i20~21-12+6c+27d
* Side step takes 9f, effective startup i29
* Tracking and range notes:
* Assuming i29 startup with 9f left sidestep
* SSL4 range: 2.45
* SSR4 range: 2.39
* Pseudo homing low?
claudioFC.df+2,2m, h14, 20i14~16, i14~15-2c+6c
* Spike
* Combo from 1st hit with 13f delay
* Input can be delayed 13f
* Move can be delayed 6f
clive1,1h, h5, 13i10, i18~19-3+6
* Jail from 1st block
* Combo from 1st hit
* Enter PHX -3 +6 r23 with F or 4 on hit or block
clivews4m14i11~12-5+6
* Enter PHX -5 +6 r23 with F or 4 on hit or block
cliveFC.1sl5i10-5+6
* Transition to Standing with f
* +6c on crouching hit
* High crush 4~
clivePHX.3,1+2L, m,M8, 10,18i21, i27~28 i23~24+6d (-29)
* Spike
* Available only as combo from 1st hit
* Increases ZAN gauge by 0.70 on hit (0.30 + 0.40)
* Increases ZAN gauge by 0.24?? on block (? + ?)
* 30 damage in total for the full string with scaling
* Only deals recoverable damage
* Low crush 41~54
* Floating state 55~57
devil-jindf+2m17i15-9+6+9
* Transition to MCR with F on hit or CH (+14/+17)
** -11/-8 on an empty MCR transition
* Has good right sidestep tracking
devil-jindb+1sl5i10-5+6
* Transition to Standing with f
* +6c on crouching hit
* High crush 4~
devil-jinb+4M20i17~18-8+6+30a (+24)
Opponent recovers FDFA on grounded hit
devil-jinws1,2m, m12, 15i13~14, i22-11+6+10
* Transition to MCR with F on hit or CH (+14/+17)
** -11/-8 on an empty MCR transition
* Combos from 1st hit with 8F delay
* Combos from 1st CH with 11F delay
* Interrupt with i4 from 1st block (trade with i5)
* Input can be delayed 11F
* Move can be delayed 9F
dragunovd+3,2L, h13, 18i17~18, i24~25-8+6
Combo from 1st CH
dragunovb+2,1m, h14, 11i15, i17~19-5+6
Combo from 1st hit
dragunovws4m15i11~12-5+6
eddyf+2m15i18-9+6
eddydf+1m10i13-3+6
eddydf+2m19i14~15-5+6+21a (+4)
* Balcony Break
** on CH
* Elbow
eddyf,F+3L20i21~22-14c+6c+15c
* Transition to RLX on hit
* Transition to FC on block or whiff
* High crush 15~33
eddyHSP.1+3th(h)26i23~24+6
* Throw break: none
* Transition to RLX on hit
fahkumram1,2,4h, h, h5, 8, 10i10, ,i17-9+6
* Input can be delayed 2f
* Move cannot be delayed
fahkumram1,2,4,3h, h, h, h5, 8, 10, 14i10, ,i19~20-7+6+29a
* Balcony Break (airborne)
* Combo from 3rd hit
fahkumram4,3h, h10, 14i12, i19-7+6+29a
* Combos from 1st hit
fahkumramf+3,2,4m, m, m16, 13, 20i17, ,i20-12+6+36d (+28)
* Knee
* Combos from 2nd hit CH
* Delayable
fahkumramdf+1m12i15-3+6
fahkumramd+3,4L, h11, 10i16, i20-9+6
* Combos from 1st hit CH
fahkumramd+3,4,3L, h, h11, 10, 14i16, ,i19-7+6+29a
* Combos from 1st hit CH
fahkumramdb+1sl5i10-5+6
fahkumramb+4m14i14-5+6
* Knee
fahkumramFC.1sl5i10-5+6
* High crush
fengdf+1m11i14+0+6+36g
fengd+1sl5i10-5+6
* Transition to Standing with f
* +6c on crouching hit
* High crush 4~34
fengb+3m21i22~23+4+6+10a
* Knee
* 4 chip damage on block
* Transition to r25 CD on hit or block with df (+6/+8/+12d)
** Transition to r1 FC with DF~db (+5/+7/+11d)
fengFC.df+4,1l, h13, 10i19~20, i20~21-2+6
* Combo from 1st hit
* -20 from 1st block
heihachi1,1h, h5, 6i10, i10-5+6
* Jail from 1st attack with 3f delay
heihachi1,2,2~1h, h, m5, 8, 20i10, ,i13-11+6
* Combo from 2nd CH
* Cancel to SS -5 -16 with D_U
heihachi1,b+2,2h, m, m5, 17, 17i10, ,i25~26-13c+6c
* Spike
* Head
* Combo from 2nd hit
heihachif+2~1m20i13-11+6
* Cancel to SS with D_U
heihachidb+2L25i23~25-18+6c
* Spike
* High crush 8~
heihachif,f,F+1+2h20i15+3+6d
* Spike
* Transition to r32 +6 +9d RAI with F
* 4 Chip damage on block
* Low crush 3~23
heihachiFUJ.1+2m25i18~19-13+6a (-3)
* Homing
* Balcony Break
* -7 on block after absorbing an attack
* Chip damage on block after absorbing an attack
* Power crush 7~17
heihachiWAR.f,f,F+1+2h20i15+6+6d
* Removes Recoverable Health
* Spike
* Transition to +9 +9d RAI with F
* 8 Chip damage on block
* Low crush
hwoarang1,2h, h5, 10i10, i10-3+6
* Jail from 1st block with 4F delay
* Combo from 1st hit with 4F delay
* Transition to LFS with 3 (+3/+12g?/+12)
* Transition to RFS with 4 (+3/+12g?/+12)
hwoarangdf+1m10i13~14-1+6
* Also possible during RFF
hwoarangdf+1,3m, m10, 15i13~14, i22~23-2+6
* Combo from 1st hit
* Transition to LFS
hwoarangd+1sl5i10-5+6
* Transition to Standing with f
* +6c on crouching hit
* High crush 4~
hwoarangd+3+4L18i21~22-14+6 LFS
* Homing
* Transition to LFS on hit
* High crush 6~54
hwoarangb+2h18i14-4+6+14c
* Elbow
* Good right sidestep tracking
hwoaranguf+2m22i26+5c+6c+28d
* Also possible during RFF
* Low crush 13~
hwoaranguf+4,4h, m12, 12i22~23, i11~12+0+6
* Combo from 1st hit
* Also possible during RFF
* Transition to RFS
* Low crush 2?~
hwoarangf,F+3M24i20~24+6+6c
* Transition to RFF
hwoarangLFS.f+4m18i17~18-10+6+16a (+7)
* Homing
* Balcony Break on CH
hwoarangRFF.1h10i10+0+6
* Remains in RFF
hwoarangRFF.2,1h, h6, 10i10, i10+0+6
* Jail from 1st block with 2F delay
* Combo from 1st hit with 2F delay
* Remains in RFF
hwoarangRFF.b+1h18i14-4+6+14c
* Elbow
* Has good left sidestep tracking
hwoarangRFF.b+2m17i16~17+4~+5+6c~+7c+25d~+26d
* 5 chip damage on block
* Remains in RFF
hwoarangRFF.df+3m21i22~24+1+6
* Homing
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
* Remains in RFF (transitions to LFF on Heat activation or when using Heat Dash)
* Low crush 9~
hwoarangRFF.f+1,2h, h5, 10i10, i10-3+6
* Jail from 1st block with 4F delay
* Combo from 1st hit with 4F delay
jack-81h10i12-2+6+9
jack-82,1,ufh, m10, 12i11, ,+1+6
* Recover in crouch
* Move can be delayed by 4F
* Input can be delayed by 14F
* Can cancel into Make Some Noise by pressing 1+2 (uf,n,1+2)
* Low crush 12
jack-8d+1sl5i10-5+6
*
* High crush 4
jack-8ws1+2,1+2,1+2m, m, l14, 12, 14i20, ,i27-23+6d
* Balcony Break
* Combos from 1st hit
jack-8FC.df+3+4m28i21-9+6g
* Balcony Break
* Shoulder
* Can be charged to power up
jack-8GMH.2+4t25i15!+6d
* Heat Engager
* Cannot Heat Dash
* Crouch Throw (Unbreakable)
* Alternate input d+2+4
* Gain GMC on Heat activation
jack-8d+2+4t25i12!+6d
* Heat Engager
* Cannot Heat Dash
* Crouch Throw (Unbreakable)
* Can be done from crouch
* Alternate input GMH.2+4
* Gain GMC on Heat activation
jin1,2h, h5, 12i10, i10-3+6
Jail from 1st attack with 4f delay
jin2,1h, m9, 9i10, i16~17-3+6
* Jail from 1st attack with 2f delay
* Same animation as df+1
jindf+2m12i16~17-9+6
* Balcony Break
* Enter Breaking Step -2 +13g r23 with df
* Chip damage on block
jinb+1+2m20i23~24-12+6
Punch sabaki: balcony break and +34d (+26) on hit
* Parry state 3~10
jinuf+2m18i15~i16-10~-9+6~+7+19a (+10)
* Balcony break on CH
* Evasive, can avoid some attacks due to built-in sidestep
jinuf+3m17i22~23-9+6+59a
* Low crush 9~23
* Floating state 24~26
jinb,f+2,1m, h15, 14i15~i16, i21-5+6+9
* Combo from 1st hit with 8f delay
* Input can be delayed 12f
jinb,f+2,3m, m15, 17i15~i16, i25-9+6+59a
* Combo from 1st hit with 4f delay
* Input can be delayed 9f
* Enter ZEN +2 +17g +71a r20 with F
jun1,2h, h5, 8i10, i16-3+6
* Jail from 1st attack with 2f delay
* Combo from 1st hit with 2f delay
* Transition to r16 SS with u_d (+1/-13, +10g/-4?)
** r16 when attacking in SS stance
** r30? when exiting SS stance
jundf+1,2m, h10, 12i13~14, i22~23-4+6+11
* Combo from 1st hit
* Interrupt with i4 from 1st block
junb+1L19i29~30-10~-9+6~+7+0d
* Cancel to r39 FC with D on frame 25
* Transition to attack throw on CH, +22 damage, total 44
* Opponent recovers FDFA on CH
* High crush 6~
junub+1+2m!50i57~58+6a
Balcony Break
junIZU.1,2h, m7, 20i13~14, i24-13+6a+15a
* Spike
* Combo from 1st hit with 5f delay
* Input can be delayed 6f
kazuya1,1h, h5, 6i10, i15-1+6
* Jail from 1st attack with 3f delay
kazuya1,2,2~3h, h, m5, 8, 23i10, ,i23-9+6
Interrupt with i21 from 2nd block
kazuyad+1sl5i10-5+6
* Returns to standing when input F
* High crush 4~
kazuyab+3,1h, h15, 10i18, i12+0+6
* Jails
* Combo from 1st hit
kazuyaBT.d+1sl15i10-5+6
* High crush 1~
kazuyahFC.1sl5i10-5+6
* Transition to Standing with f
* +6c on crouching hit
* High crush 1~
king4h20i13-5+6+31a
* Knocks down on CH for dash OTG throw.
kingdf+3m17i14-9+6s
* Forces standing on hit.
* Tracks left side.
kingdf+4,3l, h10, 11i14~15, i22-5+6
* Combo from 1st CH
kingdf+4,3,4l, h, m10, 11, 27i14~15, ,i28~29-15+6a (-3)+47a(+16)
* Balcony Break
* Combo from 2nd CH.
* Crumple on 3rd CH.
* Shift to r32? BT (-8, +13a (+4a), +54a (+23a)) with B
* Shift to backturn is 14F punishable.
* Low crush 18~
kingd+1s.l5i10-5+6
* High crush 4~
kingBT.1+4M!30i41~47+6d
* Unblockable mid attack.
* Low crush 8~
kuma2h10i10-1+6
kumaf+3+4L20i28~30-23+6a
* Unparryable (bug?)
* High crush 6~
kumad+1sl5i10-5+6
* Transition to Standing with f
* +6c on crouching hit
* High crush 4~
kumadb+4l20i21~22-23+6+74a (+38)
* Tornado
* Panda: Very slight decrease in vertical hitbox height (does not hit as high)
* High crush 6~51
kumab+2,2m, m12, 15i15, i25-10+6
* Combo from 1st CH with 5F delay
* Move can be delayed by 13F
kumaws1,2m, m13, 20i13~15, i18~19-13+6 (+20g)+18cg
* Combo from 1st hit
* Hold 2 to power up, up to 2 charge levels
* Transition to HBS with input D or 3+4
* Tornado
* Wall Crush +20g on hit
* Balcony Break on CH
kumaSS.1+2m23i22~23-3+6c
* 9 chip damage
* Transition to +12 +3 HBS with D
kumaFDFA.1+2l10i14~16-12+6+6
* Transition to HBS
* Move is airborne, requires strong parry
* Reverse direction when performed in FDFT
kumaFUFA.1+2M15i17~19-2+6
* Transition to HBS (Cannot cancel)
* Reverse direction when performed in FUFT
kumaHBS.1,2M, M10, 23i12, i24~25-13+6c+13c
* Combo from 1st hit with 20?F (charge) delay
* Hold 2 to power up, up to 2 charge levels
* Move can be delayed by 10F by holding 2
kumaSIT.1,1l, l15, 13i21~22, i25~26-12+6
Combo from 1st CH
larsf+1h10i13-5+6
larsf+1,2h, m10, 11i13, i12-5+6
* Transition to SEN
* Combo from 1st hit with 1F delay
* Input can be delayed by 1F
* Jails from 1st block
* Transition to standing with B (-8/+3)
larsf+2,1h, h10, 15i12, i13-5+6
* Combo from 1st hit
* Jails
* Transition to SEN
* Cancel SEN and transition to standing with input B (-6/+5)
larsdf+1,1m, h12, 12i13, i21-6+6
* Combo from 1st hit with 1F delay
* Input can be delayed by 1F
* Transition to r19? DEN with D (-2/+10)
larsdb+2,1m, m12, 8i15, i15~16-8+6
larsSEN.2L23i17~19-12+6c+73a (+57)
* Tornado
* High crush 1~
law1,1,2h, h, h5, 5, 12i10, ,i17-6+6
* Transition to DSS with F
** (-6 oB, +6 oH)
law1,2h, h5, 8i10, i12-3+6+6
* Jails from 1st attack
* Combos from 1st hit
law2h8i10+0+6
lawf+2h10i12+0+6
* Can route into:
** Rave War Combo (f+2,2,2), or
** Blazing Fist Combo (f+2,2,1+2)
* Alternate input DSS.f+2
lawdb+1sl5i10-5+6
* High crush 4~
lawuf+1h10i12-5+6
* Alternate input:
** Ki Charge~1
** b,B+2+3~1,3
law1+2+3+4~1h10i12-5+6
* Alternate input:
** uf+1
** b,B+2+3~1,3
lawFC.1sl5i10-5+6
* High crush 4~
lawBT.d+4l17i23-13+6c+26d
lawDSS.4l21i21-13+6c+38a
lawf+2+3t35i12-2+6d
Throw break 1
lee2,1h, h10, 8i10, i15-5+6
* Transition to -5, +6 HMS with 3+4
* Combos from 1st hit
leef+4,3h, m13, 18i11, i21-8+6c+63a
* Transition to -4, +7c, +64a HMS with 4
* Combos on 1st hit CH
* Delayable
leedb+1sl5i10-5+6
* Transition to Standing with f
* +6c on crouching hit
* High crush 4~
leeb+1h9i14-0+6
leeb+1,1h, m9, 6i14, i20-5+6
* Transition to -1, +10g HMS with 3+4
* Cancel and transition to -5, +1 MS with F
* +6c on crouching hit
leeb+1:1h,m12,6i14,i20-5+6
* Transition to -1, +10g HMS with 3+4
* Cancel and transition to -5, +1 MS with F
* +6c on crouching hit
* Perfect Input not required during Heat
* Does not partially consume remaining Heat Time, Perfect input does not restore Heat Time
* Heat Time is only restored or consumed after the 2 followup
leeb+2,4h, h9, 16i14, i27-9+6
* Balcony Break
* Automatically transitions to HMS on hit or block
leeFC.1sl5i10-5+6
* Alternate input d+1, db+1
* High crush
leeHMS.1+2m,m10,15i15-5+6+19a (+10)
* On CH:
Balcony Break
leo1,2,1h, h, h5, 10, 16i10, ,i20~21-5~-4+6+9
Combo from 2nd CH
leo2,2h, m9, 20i11, i22-12+6
Combo from 1st Hit
leo4h17i12-7+6+31a
leof+2h14i14~160~+2+6
leodf+3m22i17~19-9~-7+6a (-3)+27a (-9)
* Homing
* Balcony Break
leodb+1sl6i10-5+6
* High crush 4~
leoLTG.db+4,1,1+2L, m, m11, 27, 20i20~22, ,i15~16-15~-14+6a (-3)
* Balcony Break
* Shoulder
* Combo from 1st hit
** +27a (+17)
* 8 chip damage on block
* Partially consumes remaining heat time during heat
leoub+3M26i24~27+0c~+3c+6c+53a
* Low crush 9~
leouf+1h8i13-1+6
leows3,1,2M, m, h9, 9, 20i13~14, ,i24~25-9~-8+6d+31d (+23)
* Combo from 1st CH or 2nd CH
* Alternate input CD.3,1,2
leohFC.1sl5i10-5+6
* Transition to Standing with f
* +6c on crouching hit
* High crush 1~
leroydf+2m7i15~16-6+6
leroydf+3,1m, h14, 12i16, i16~170+6
Combo from 1st hit
leroydf+4m14i13-6+6
Transition to HRM
leroyd+1sl5i10-5+6
* High crush
leroyd+1+2m21i17~18-4~-3+6c / HE
* Heat Engager
lidiadf+4m12i15-4+6
lidiad+1m20i19~20-7c+6c+21d
Spike
lidiadb+1sl5i10-5+6
Transition to r24? with f
lidiab+2,3h, m14, 14i13, i22-10+6+63a
* Knee
* Combo from 1st hit with 7f delay
* Input 3 on frames 12~14 to add 3 damage
lidiab+4h21i16-3+6+31a
* Homing
* Balcony break on airborne or CH
lidiaFC.d+1sl5i10-5+6
* Transition to r25? with f
* Transition input can be delayed 16f
* High crush 1~
lidiaOTG.d+1+2L24i18~19-13+6c
* Spike
* Power up based on Heaven and Earth level
* Regain recoverable health
lili1,1,3h, h, M5, 16, 17i10, ,i20~21-15+6d+25a
* Combo from 2nd CH with 6f delay
* Input can be delayed 6f
* Move can be delayed 5f
* Recovers 4f faster on hit
* Steel pedal
lilidb+1sl5i10-5+6
Transition to r24 with f
* High crush 4~
liliu+3+4M18i36~39-8~-5+6d
* Floor Break
* Transitions to attack throw on standing hit when at range 1.65 or closer (+10 damage, +39a)
* Low crush 5~37
* Floating state 38~40
liliFC.1sl5i10-5+6
* Transition to r24 with f
* High crush 1~
miary-zo4,4h, h12, 20i12, i29~30-13+6
* Jail from 1st attack
* Transition to BAO +6 r26 automatically on hit only
* Cancel BAO transition -13 +0 r32 with B
* Low crush 30~50
* Floating state 51~53
miary-zof+1+2,1+2,3+4m,m, m,m,m, m,m3,3, 3,2,2, 5,12,i14~15 i8~9, ,i16~17 i6~7-22+6a (-11)
* Balcony Break
* Jail from 1st attack with 1f delay
* Input can be delayed 1f
* Move cannot be delayed
* Low crush 19~28
* Floating state 29~31
<Showing 2801-3200 of 6205 moves>