
All Characters
All Characters Tekken 8 Frame Data
| Char | Command | Hit level | Damage | Startup | Block | Hit | Counter hit | Notes |
|---|---|---|---|---|---|---|---|---|
| lee | HMS.u+4 | M | 20 | i26~27 | +5c | +8c | +13c | * 6 chip damage on block * 4f timestop on CH * Low crush 16~27 * Floating state 28~30 |
| leo | 1 | h | 5 | i10 | +1 | +8 | Recovers 2f faster on hit or block (t27 r17) | |
| leo | 1,2 | h, h | 5, 10 | i10, i12 | -3 | +8 | * Jail from 1st block * Combo from 1st hit * Enter KNK r28 with b (-9/+2) | |
| leo | f+2,2 | h, m | 14, 21 | i14~16, i23~24 | -12~-11 | +8 | +25d | * Combo from 1st hit with 6F delay * Move cannot be interrupted * Move can be delayed by 10F * Input can be delayed by 12F |
| leo | f+3+4 | h | 24 | i17~18 | 0~-1 | +8 | +71a (+55) | * Tornado * Balcony Break * 7 chip damage on block |
| leo | db+4,1 | L, m | 11, 27 | i20~22, i25~26 | -16~-15 | +8a | * Balcony Break * Combo from 1st hit ** +14a (+7) | |
| leo | b+2,1+2 | m, m | 11, 21 | i14, i27~28 | -11c~-10c | +8 | * Heat Engager * Heat Dash +5, +43d (+35) * Combo from 1st hit * Interrupt with i5 from 1st block | |
| leo | f,F+2 | m | 25 | i14~15 | -9~-8 | +8a | * Balcony Break * Gain LTG -9a on hit with 1+2 * 5 chip damage on block | |
| leo | uf+1+2 | t | 40 | i12~14 | -6 | +8d | * Balcony Break * Throw break 1+2 * Side switch * KNK.uf+1+2: i15~17 (t42) | |
| leroy | 1 | h | 5 | i10 | +1 | +8 | Recovers 2f faster on hit or block (t27 r17) | |
| leroy | 1,2,1 | h, h, h | 5, 9, 17 | i10, ,i27~28 | -6~-5 | +8~+9 | * Strong Attack Reversal * Follow-up after successful parry with input 1 or 2 * Delayable * Combo from 2nd hit CH * Parry state 10~24 | |
| leroy | f+2,3,4 | h, m, m | 15, 15, 20 | i14~16, ,i21~22 | -9 | +8 | +14 | * Knee * Transition to HRM * Combo from 2nd CH with 11F delay * Interrupt with i5 from 1st block * Move can be delayed by 10F * Input can be delayed by 15F |
| leroy | d+3,2 | L, h | 8, 11 | i16, i24~25 | -3~-2 | +8~+9 | * Transition to HRM * Combos from 1st hit | |
| leroy | db+1,3 | m, h | 12, 17 | i16~17, i18~19 | +0~+1 | +8~+9 | +31a | * delayable * Combo from 1st hit |
| leroy | SS.3+4 | m,m | 20,6 | i20~21, i9~10 | +3 | +8 | * Transitions to HRM * Low crush 23~36 | |
| lidia | 1 | h | 5 | i10 | +1 | +8 | Recovers 2f faster on hit or block (t27 r17) | |
| lidia | 1,2,2 | h, h, m | 5, 8, 10 | i10, ,i22 | -8 | +8 | * Combo from 1st hit with 3f delay * Interrupt with i3 from 1st block * Transition to CAT on hit or block only * CAT transition is -16 | |
| lidia | 2 | h | 8 | i11 | +0 | +8 | ||
| lidia | ws4,2 | m, h | 13, 12 | i11~12, i18 | +0 | +8 | * Combo from 1st hit with 2f delay * Transition to CAT on hit or block only | |
| lidia | CAT.4 | L | 14 | i19~20 | -6 | +8c | +33a | * Transition to WLF on hit or block only * Crouching state ends early on frame 20 when transitioning to WLF * WLF transition is -14 * Powered up based on Heaven and Earth Level * HAE lvl.1 16 damage * HAE lvl.2 18 damage * HAE lvl.3 20 damage * High crush 11~31 |
| lidia | HRS.2 | m,t | 18,10 | i16 | -10 | +8 | * Heat Engager * Heat Dash +5, +67a (+50) * Transitions to attack throw on front hit * Does not transition to throw when using Heat Dash * Activates Heat when throw is completed * Transition to r33 HAE on hit only when heat is not depleted * Cancel HAE transition with B (+6) * +6 on hit when heat is depleted | |
| lili | 1 | h | 5 | i10 | +1 | +8 | Recovers 2f faster on hit or block (t27 r17) | |
| lili | 1,2 | h, h | 5, 12 | i10, i12 | -3 | +8 | * Jail from 1st attack with 6f delay | |
| lili | 2 | h | 8 | i10 | +0 | +8 | ||
| lili | df+1 | m | 10 | i13 | -1 | +8 | ||
| lili | df+3 | m | 20 | i20~22 | +3c | +8c | +19a | * Floor Break |
| lili | ws1,2 | m, h | 10, 16 | i13~14, i22~23 | -3 | +8 | * Combo from 1st hit with 1f delay * Interrupt with i4 from 1st block * Move cannot be delayed * Enter DEW -1 +10g~+11g +10~11 r19 with F | |
| lili | BT.2 | m | 22 | i14~16 | -13 | +8g | * Balcony Break * Hit vs BT +15a (+6) * Block advantage -7 on successful attack absorption, deals 2 chip damage on block, becomes a Reversal Break * Power crush 6~13 | |
| miary-zo | 1 | h | 5 | i10 | +1 | +8 | Recovers 2f faster on hit or block (t27 r17) | |
| miary-zo | 1,2 | h, h | 5, 6 | i10, i13 | -3 | +8 | * Jail from 1st attack with 4f delay * Move can be delayed 4f | |
| miary-zo | d+2 | M | 20 | i26 | -4c | +8d | +53a | * Spike * Weapon * Chip damage on block |
| miary-zo | MOR.1 | m | 14 | i13 | -4 | +8 | * Good right sidestep tracking | |
| nina | 1 | h | 5 | i10 | +1 | +8 | Recovers 2f faster on hit or block (t27 r17) | |
| nina | 1,2 | h, h | 5, 10 | i10, i10 | -3 | +8 | * Jail from 1st attack with 8f delay * Enter SS +0 +11 t15 r9 with D_U | |
| nina | 1,2,1,1+2 | h, h, h, h,h,h | 5, 10, 17, 6,6,6 | i10, ,i25 i32 i39 | -9 | +8c | * Balcony Break * Weapon * Jail from 3rd block * Combo from 2nd CH with 4F? delay * 12 chip damage on block * Power up in Heat * Forces tech backroll on hit * Move cannot be delayed * Input can be delayed by 4F | |
| nina | 1+2 | m | 19 | i16~17 | -3 | +8 | Homing | |
| nina | f+2 | h | 12 | i13 | -3 | +8 | ||
| nina | f+3+4,2 | m, sm,sm | 12, 12,12 | i14, i30, i5 | -9 | +8cg | * Balcony Break * Combo from 1st CH with 5F delay * Available only on 1st block or hit * 4 chip damage on block * Forces tech backroll on hit * Move can be delayed by 4F * Input can be delayed by 5F * Interrupt with i7 from 1st block | |
| nina | df+1,2,1,1+2 | m, h, h, h,h,h | 10, 10, 17, 6,6,6 | i13~14, ,i25 i32 i39 | -9 | +8c | * Balcony Break * Weapon * Jail from 3rd block * Combo from 2nd CH with 4F? delay * 12 chip damage on block * Power up in Heat * Forces tech backroll on hit * Move cannot be delayed * Input can be delayed by 4F | |
| nina | db+2 | m | 17 | i24~25 | -5 | +8 | +61a | * Strong Aerial Tailspin * Homing * Crumple stun +11F on CH |
| nina | b+3+4,1+2 | h, h,h,h | 16, 6,6,6 | i14~15, i28 i5 i5 | -5 | +8cg | * Balcony Break * Weapon * Combo from 1st hit with 7F delay * Interrupt with i1 from 1st block * 12 chip damage on block * Powered up in heat * Forces tech back roll on hit | |
| nina | f,F+3 | M | 24 | i15 | -14 | +8 | +52a | Cannot be buffered |
| nina | ws1,1+2 | m, h,h,h | 17, 6,6,6 | i13~14, i25 i5 i5 | -9 | +8c | * Balcony Break * Weapon * Jail from 2nd block * Combo from 1st hit * Interrupt with i9 from 1st block * 12 chip damage on block * Powered up in heat * Forces tech backroll on hit | |
| nina | ws4,3,1+2 | m, h, h,h,h | 15, 24, 6 (4),6 (3),6 (2) | i11~12, ,i28 i5 i5 | -9 | +8c | * Balcony Break * Jail from 3rd block * Aerial combo from 2nd hit (+24a (-9)) * Interrupt with i2 from 1st block * 12 chip damage on block * Powered up in heat * Forces tech backroll on hit | |
| nina | qcf+4,3,1+2 | m, h, h,h,h | 15, 23, 6,6,6 | i14, ,i28,i5,i5 | -9 | +8c | * Balcony Break * Weapon * Aerial combo from 1st hit (+24a (-9)) * Interrupt with i2 from 2nd block * 12 chip damage on block * Powered up in heat * Forces tech backroll on hit | |
| panda | 1 | h | 5 | i10 | +1 | +8 | Recovers 2f faster on hit or block (t27 r17) | |
| panda | b+2,1 | m, h | 12, 14 | i15, i23 | -3 / - 4 HBS / -14 ROL | +8 / +7 HBS / -3 ROL | * Combos from 1st hit * Transition to HBS with input D or 3+4 * Transition to ROL with input F | |
| panda | HBS.b+1+2,1+2 | l, l | 16, 33 | i26~29, i22~24 | -29c | +8a / -3a (-10) | * Balcony Break * Less frame advantage occurs after Combo from last hit | |
| panda | OTG.d+1+4 | l,ub(l) | 16 (11),48 (33) | i55~110,i25~38 | N/A | 8 (0) / +14 | * Cancel into BT with input OTG.d+1+4,3+4 * More frame advantage when hitting standing opponent | |
| paul | 1 | h | 5 | i10 | +1 | +8 | Recovers 2f faster on hit or block (t27 r17) | |
| paul | 1,2 | h, h | 5, 12 | i10, i10 | -3 | +8 | * Move can be delayed 3f * Input can be delayed 3f * Combo from 1st hit with 3f delay * Jail from 1st attack with 3f delay | |
| paul | 2,3 | h, h | 8, 14 | i10, i19 | -2 | +8 | * Knee * Combo from 1st hit with 6F delay * Move cannot be interrupted | |
| paul | f+1+2 | m | 22 | i20~21 | +3c | +8c | +35d (+27) | * Balcony Break (CH only) * Chip damage (4) * Move can be delayed 9f (i29~30) * Delayed startup from 5~23f charge * f+1+2* at 24f charge * H.f+1+2* at 24f charge * Transition to 0, +5c DPD with DF |
| paul | df+4 | m | 17 | i17~18 | -2 | +8 | +14 | * Knee |
| raven | 1 | h | 5 | i10 | +1 | +8 | ||
| raven | 2 | h | 9 | i10 | -1 | +8 | ||
| raven | 2,4 | h, h | 9, 16 | i10, i18~19 | -8~-7 | +8 | * Wall Crush +16g on hit, +18g on hit when transitioning into CD * Transition to +8 BT on hit with B * Transition to +8 FC on hit with D * Transition to +10 CD on hit with F | |
| raven | df+1 | m | 13 | i14~15 | -2~-1 | +8~+9 | Pseudo-homing. Can only be sidewalked left at range | |
| raven | db+2,1 | m, h | 13, 15 | i13~14, i22~23 | -1~+0 | +8~+9 | * Combo from 1st hit * Transition to r22 SZN (-4/+5) with 3+4 or D | |
| raven | ws2 | m | 17 | i13~14 | -8~-7 | +8~+9 | +37a (+27) | Elbow |
| raven | BT.f,F+3 | m | 25 | i21~22 | -9~-8 | +8a | * High crush 4~22 | |
| raven | SZN.1 | h | 12 | i14~15 | +1 | +8~+9 | +13 | Transition to t30 r2? CD at +5~+6/+12~+13g/+17 with input F |
| reina | 1 | h | 5 | i10 | +1 | +8 | Recovers 2f faster on hit or block (t27 r17) | |
| reina | 1,1 | h, h | 5, 6 | i10, i15 | -1 | +8 | Jail from 1st attack with 2f delay | |
| reina | 1,2 | h, h | 5, 6 | i10, i10 | -3 | +8 | * Jail from 1st block with 4F delay * Combo from 1st hit with 4F delay | |
| reina | 3,2 | h, h | 12, 16 | i18~19, i20 | -9 | +8 | +66a (+50) | * Tornado * Combo from 1st hit |
| reina | uf+1 | h | 15 | i13 | -9 | +8 | +17 | * Transitions to WRA (-/+8/+17) on hit |
| reina | SEN.2 | m | 20 | i13 | -6 | +8 | * Tornado * Transition to WRA (-6/+8) with D * Transition to WRA is safe (can cancel WRA with crouch dash early enough) | |
| reina | UNS.2 | h | 15 | i13 | -3 | +8 | +14c | * Homing |
| reina | WRA.1 | h | 12 | i12 | -4 | +8 | +14c | * Homing * Transition to SEN with F (+0/+12/+18c) * Cannot block up to i13 on empty transition on block * Transition to UNS with u_d (+0/+12/+18c) |
| shaheen | 1 | h | 5 | i10 | +1 | +8 | ||
| shaheen | 1,2 | h, h | 5, 9 | i10, i12 | -3 | +8 | ||
| shaheen | d+2 | m | 15 | i18~19 | -6 | +8 | * Jab evasion | |
| shaheen | SNK.2 | M | 17 | i15~16 | -9 | +8 | +23a (+6) | Balcony BreakOn counterhit |
| shaheen | SNK.1+2 | m | 21 | i19 | +4c | +8c | * Heat Engager * Heat Dash +67a (+50) * Floor Break * 6 chip damage on block | |
| steve | 1 | h | 5 | i10 | +1 | +8 | Recovers 2f faster on hit or block (t27 r17) | |
| steve | 1,2 | h, h | 5, 10 | i10, i10 | -3 | +8 | * Combo from 1st hit * Jail from 1st block * Transition to LWV with 3 (-4/+7) * Transition to RWV with 4 (-4/+7) * Transition to SWY with b+3_4 (-4/+7) * Transition to r20? DCK with f+3_4 (-2/+9) ** r22? DCK FC cancel? | |
| steve | db+3,2 | l, h | 10, 10 | i16, i15~16 | -6 | +8 | * Combo from 1st hit * -27 on block after blocking first hit * Transition to LNH * Transition to r34 standing with b (-31/-10/+4) | |
| steve | b+1,2 | h, h | 10, 17 | i13~14, i17~18 | +3 | +8 | * Homing * Strong Aerial Tailspin * Combo from 1st hit * Interrupt with i1 from 1st block * Transition to LNH * Transition to r34? standing with b (-1/+4) | |
| steve | uf+3,2 | l, h | 20, 10 | i36~37, i15~16 | -6 | +8 | * Combo from 1st hit * -27 on block after blocking 1st hit * Transition to r34? standing with b (-31/-10/+4) | |
| steve | LWV.1,2 | m, h | 14, 14 | i14, i22~23 | +3 | +8 | * Strong Aerial Tailspin * Homing * Combo from 1st hit with 7F delay * Interrupt with i2 from 1st block * Move can be delayed by 10F * Transition to LNH * Input b to cancel LNH at r34? (-1/+4/+4) | |
| steve | LWV.1+2 | h | 20 | i14 | -9 | +8 | +35d (+27) | * Balcony Break |
| steve | PAB.1,2 | h, h | 10, 14 | i12~13, i15~16 | +0 | +8 | * Combo from 1st hit * Jail from 1st block | |
| steve | PAB.1,2,1 | h, h, m | 10, 14, 21 | i12~13, ,i18~20 | -13 | +8c | +44a | * Spike * Combo from 2nd CH with 8F delay * Jail from 1st block with no delay * Move can be delayed by 10F |
| steve | PAB.df+1,2 | m, h | 12, 20 | i15~16, i17-18 | +3 | +8 | * Strong Aerial Tailspin * Homing * Combo from 1st hit with 8F delay * Transition to LNH * Transition to standing with B (-1/+4) | |
| steve | RWV.1,2 | m, h | 13, 17 | i14~16, i22~23 | +3 | +8 | * Strong Aerial Tailspin * Homing * Combo from 1st hit with 2F delay * Interrupt with i5 from 1st block * Move can be delayed by 11F * Transition into LNH * Input b to cancel LNH at r34? (-1/+4/+4) | |
| victor | 1 | h | 5 | i10 | +1 | +8 | Recovers 2f faster on hit or block (t27 r17) | |
| victor | 1,1 | h, h | 5, 5 | i10, i16 | -3 | +8 | * Weapon * Combo from 1st hit with 2F delay * Jail from 1st block with 2F delay | |
| victor | 1,2 | h, h | 5, 12 | i10, i10 | -3 | +8 | * Weapon * Combo from 1st hit with 2F delay * Jail from 1st block with 2F delay | |
| victor | ub+2 | m | 17 | i17~18 | -5 | +8 | +32a | * Weapon * Balcony Break * Can be charged * Transition to PRF -4 +9 with F |
| victor | f,f,F+2 | m | 21 | i18~19 | +2 | +8cg | +61a (+45a) | * Balcony Break * Weapon * Transition to IAI r36 with d or 3+4 (+5/+11cg/+64a (+48a)) * Forces tech back roll on hit * 6 chip damage on block |
| victor | ws1+2 | m,m | 10,12 | i13~14,i9~10 | -8 | +8 | * Weapon * Transition to PRF (-8/+8) with F | |
| victor | IAI.1,2,2 | m, m, m | 9, 15, 16 | i13~14, ,i23~24 | -18c | +8a (-27) | +8a (-27) | * Spike * Weapon * Combo from 1st hit * 9 chip damage on block * is? * Low crush ? |
| xiaoyu | 1 | h | 5 | i10 | +1 | +8 | ||
| xiaoyu | 1,d+2 | h, m | 5, 10 | i10, i20~23 | -3 | +8 | +10 | * Combo from 1st hit with 5F delay * Interrupt with i1 from 1st block * Move can be delayed by 10F * Transition to standing with 1,D+2 or 1,d+2,F (-4, +7, +9) * Transition to HYP with 1,d+2~B (-2, +9, +11) |
| xiaoyu | 4 | h | 15 | i11 | -9 | +8 | +33a | * Balcony Break on CH |
| xiaoyu | f+3,1 | M, m | 14, 8 | i16~18, i22~23 | -3 | +8 | * Combo from 1st hit * Interrupt with i3 from 1st block | |
| xiaoyu | d+1 | m,m,M | 7,7,7 | i17~19 i4~6 i3~9 | -5 | +8c | +9c | * Transition to AOP with D+1 (-10, +4c, +5c) * This move can become more minus if the final hit whiffs ** Standing (-13, -2c) ** AOP (-17, -5c) |
| xiaoyu | b+3 | h | 22 | i18~19 | +3 | +8c | +32d | * Unparryable by standard kick parries (backturned heel?) * 6 chip damage on block * Transition to BT |
| xiaoyu | AOP.4 | m | 14 | i12~13 | -3 | +8 | * Inconsistent grounded hit (more consistent on side hit) | |
| xiaoyu | BT.1+2 | m,m | 6,6 | i16~18,i3~5 | -6 | +8 | * | |
| xiaoyu | BT.1+2,1+2 | m,m, m | 6,6, 6,6 | i16~18,i3~5, i17~18, i4~5 | -13 | +8d | * Combo from 1st hit with 15F delay * Move cannot be interrupted * Move can be delayed by 8F * Input can be delayed by 15F | |
| yoshimitsu | 1 | h | 5 | i10 | +1 | +8 | Recovers 2f faster on hit or block (t27 r17) | |
| yoshimitsu | f+1+2 | M | 23 | i20 | -12 | +8a (-1) | * Heat Engager * Heat Dash +5, +62a (+42) * Balcony Break * Weapon * 4 chip damage on block * Power up in NSS or Heat (29 damage and extended range) | |
| yoshimitsu | d+2,2,1 | M, m, h | 12, 15, 20 | i16~17, ,i19~20 | -9 | +8a (-1) | * Balcony Break * Weapon * Input can be delayed 10f * Move can be delayed 9f | |
| yoshimitsu | d+2,2,NSS.1 | M, m, h | 12, 15, 20 | i16~17, ,i19~20 | -9 | +8a (-1) | * Balcony Break * Input can be delayed 10f * Move can be delayed 9f | |
| yoshimitsu | f,F+2:2 | m, t | 15, 18 | i15, | +8d | * Transitions to attack throw only on front hit (air hit OK) * 3f perfect input window on frames 13~15, +2 damage * After hit, enter IND r20 with d+3+4 | ||
| yoshimitsu | BT.1 | h | 16 | i15 | -3 | +8 | Elbow | |
| zafina | 1 | h | 5 | i10 | +1 | +8 | Recovers 2f faster on hit or block (t27 r17) | |
| zafina | 1,2 | h, h | 5, 9 | i10, i12 | -3 | +8 | * Jail from 1st block with 3F delay * Combo from 1st hit with 3F delay | |
| zafina | 1,4 | h, m | 5, 17 | i10, i19~20 | -5 | +8 | +42a | * Tornado * Combo from 1st hit with 3f delay * Interrupt with i2 from 1st block * Move can be delayed 1f |
| zafina | SS.1+2 | m | 22 | i17~18 | -2c | +8c | +28a | * Spike |
| zafina | SCR.2,2 | m, m | 17, 17 | i14, i22 | -10 | +8c | +8a | * Spike * Combo from 1st hit with 6f delay * Delay does not change the timing of the attack * Interrupt with i6 from 1st block * Whiffs vs SSR, SWR from 1st block |
| zafina | SCR.3+4 | m,m | 10,20 | i18~19 i6~8 | -12 | +8g | * Strong Aerial Tailspin * Balcony Break * Transition to MNT -13 +7 with D * Jail from 1st attack * Low crush 6~22 * Floating state 23~25 | |
| alisa | f+2 | m | 12 | i17~18 | -4 | +7 | * Enter DES with 1+2 | |
| alisa | ub+4 | m | 10 | i18 | -9 | +7 | * Low crush 9~31 * Floating state 32~34 | |
| alisa | ub+4,1,1,2,1 | m, m, m, h, h | 10, 12, 9, 5, 5 | i18, ,i35~36 | -9 | +7 | * Balcony Break (airborne) | |
| alisa | FC.d+2 | sl | 8 | i11 | -4 | +7 | * High crush 1~ | |
| anna | 4 | h | 15 | i11 | -9 | +7 | +7s | |
| anna | df+3,1 | m, h | 13, 10 | i14, i30 | -3 | +7 | * Combo from 1st CH * Move can be delayed by 10F * Interrupt with i11 from 1st block * Cancel to CJM -15 -4 -3 r33 with B on frame 14 * Cancel to SS -10 +1 +2 r37 with U_D on frame 28 ** r43 when blocking after SS | |
| anna | d+2 | m | 17 | i16~17 | +1c | +7c | +24d | * Spike |
| anna | uf+1 | h | 6 | i13 | -4 | +7 | ||
| anna | uf+1,3 | h, m | 6, 17 | i13, i15 | -16 | +7 | +51a | * Jail from 1st block with 4F delay * Combo from 1st CH with 12f delay * Input can be delayed 12f * Move can be delayed 11f |
| anna | CJM.1 | h | 17 | i11~12 | +0 | +7 | +14 | |
| anna | CJM.d+3,3 | L, h | 8, 20 | i15, i21 | -7 | +7 | * Combo from 1st hit * -31 from 1st block | |
| armor-king | 2 | h | 10 | i10 | +1 | +7 | ||
| armor-king | 2,1 | h, m | 10, 15 | i10, i23~24 | -3 | +7 | * Combo from 1st hit * Interrupt with i3 from 1st block * t53 r19 on hit | |
| armor-king | f+3 | m | 9 | i15~16 | -9 | +7 | ||
| armor-king | f+4 | M | 21 | i23~25 | +3c | +7c | +12c | Spike |
| armor-king | df+1 | m | 12 | i13~14 | -3 | +7 | * Recovers 1F faster on hit (t33 r19) * Jab evasion? | |
| armor-king | df+4 | m | 15 | i12 | -4 | +7 | ||
| armor-king | d+2,4,3 | m, M, M | 17, 13, 20 | i17~18, ,i35~40 | -11c | +7a | * Combo from 2nd hit * Interrupt with i10 from 2nd block * Jab evasion * Low crush 26~37 * Floating state 38~40 | |
| armor-king | db+2,4 | m, h | 12, 20 | i14, i20~21 | -5 | +7 | * Balcony Break on airborne hit * Combo from 1st hit * Move cannot be interrupted (can be parried by Raven b+1+3) | |
| armor-king | hFC.2 | sl | 8 | i11 | -4 | +7 | * +7c on crouching hit * High crush 1~ | |
| asuka | 4 | h | 18 | i11 | -9 | +7 | +32a | Balcony Break (CH) |
| asuka | SS.4 | h | 18 | i17~21 | -6~-2 | +7~+11 | +30a | |
| asuka | hFC.2 | sl | 8 | i11 | -4 | +7 | * High crush 1~ | |
| asuka | Back throw | t | 50 | +7d | * Unbreakable * Side switch on hit * Opponent recovers FDFA on hit | |||
| azucena | d+1 | m | 20 | i20~21 | +4 | +7c | +44a | * Spike * Elbow |
| azucena | db+2 | sl | 8 | i11 | -4 | +7 | * High crush 4~ | |
| azucena | uf+1 | h | 18 | i18~19 | -9 | +7 +15w | * Wall Crush +15g on hit * Balcony break on airborne hit * Punch Sabaki, parries high or mid punches * Parry state 3~10 | |
| azucena | FC.d+2 | sl | 8 | i11 | -4 | +7 | * High crush 1~ | |
| azucena | (Back to wall).b,b,UB | m | 25 | i27~33 | +1~+7 | +7a (-3) | Balcony Break * Floating state 5~13 * is8~13 * Low crush 14~36 * Floating state 37~62 | |
| bob | H.df+3+4 | L | 20 | i21 | -13 | +7 | +75a (+59) | * Transition to BAL r29 on hit ** FC r52 transition with no input (Cannot block i16 moves) * Consumes 300F of remaining Heat Time |
| bob | 1,2 | h, h | 5, 10 | i10, i13 | -3 | +7 | * Jail from 1st block with 3F delay * Combo from 1st hit with 3F delay | |
| bob | d+1 | M | 18 | i18~19 | -8 | +7c | +12d | * Spike * Recovers 4F faster on hit or block (t46 r27) |
| bob | b+1,2 | m, m | 15, 16 | i18~19, i23~24 | -8 | +7 | * Combo from 1st hit * Jails attack inputs from 1st block (cannot CH) | |
| bob | b+2,1 | m, m | 12, 23 | i13~14, i23 | -13 | +7 | * Elbow * Spike * Combo from 1st hit with 1F delay * Transition to BAL r27 with F on hit (+12g) ** FC r50 transition with no input (Cannot block i11 moves) * Interrupt with i5 from 1st block * Move cannot be delayed * Input can be delayed by 1F | |
| bob | u+3 | M | 20 | i22~23 | +3 | +7 | +9c | * Spike * Transition to BAL r23 with F (+7/+12g/+16c) ** FC r49 transition with no input (Cannot block i16 and i11 moves after block and hit transitions respectively) * Low crush 9~20 |
| bob | b,B+1+4 | m! | 60 | i72~74 | +7d | * Spike * 20f timestop on hit * Cancel to r47 FC with DB at frame 42 * Low crush 51~69 * Floating state 70~72 | ||
| bob | f,n,d,DF+4,1+2 | L, m | 16, 25 (17) | i18~19, i25 | -17 | +7a (+6) / +2d | * Balcony Break * Airborne combo from 1st hit (+7a (+6)) | |
| bob | hFC.2 | sl | 8 | i11 | -4 | +7 | * +7c on crouching hit * High crush 1~ | |
| bryan | 1,4,3,3 | h, h, m, h | 5, 14, 15, 18 | i10, ,i23 | -7 | +7 | +14a | * Combo from 3rd CH * Interrupt with i3 from 3rd block |
| bryan | 2 | h | 10 | i10 | +1 | +7 | ||
| bryan | 3 | m | 14 | i16 | -4 | +7 | ||
| bryan | 4,1 | h, h | 15, 15 | i12, i23~24 | -1 | +7 | * Combo from 1st hit * Interrupt with i3 from 1st block * Transition to +8 +0 r15 SWA with B | |
| bryan | b+1 | m | 21 | i20~21 | +4 | +7c | +78a (+58) | * Spike * Elbow |
| bryan | b+3,2 | m, h | 12, 12 | i19, i16 | -4 | +7 | * Combo from 1st CH * Interrupt with i5 from 1st block * Whiffs vs SSR from 1st block | |
| bryan | b+1+4 | m | 26 | i28 | -9 | +7c | Spike | |
| bryan | b+1+4* | m! | 45 | i53 | +7a | Spike | ||
| bryan | SNE.FC.df+3 | l | 24 | i20 | -13 | +7 | +25a | * Balcony Break * Consumes SNE * Unparryable |
| claudio | f+2,1,1+2 | h, m, m | 9, 12, 25 | i12, ,i21~22 | -18 | +7a (-2) | * Balcony Break * Shoulder * Combo from 1st CH with 16F delay * Move cannot be interrupted * Input can be delayed 16F * Move can be delayed 12F | |
| claudio | df+1 | m | 10 | i15~16 | -4 | +7 | * Cannot be sidestepped or sidewalked right? | |
| claudio | d+1+2 | m | 28 | i13~14 | -18 | +7a (-2) | * Balcony Break * Shoulder | |
| claudio | db+2 | sl | 8 | i11 | -4 | +7 | * +7c on crouching hit * High crush 4~ | |
| claudio | b+3 | m | 14 | i13 | -4 | +7 | * Knee * Completely homing to SSL/SSR/SWR? | |
| claudio | ws1 | m | 12 | i12~13 | -4 | +7 | ||
| clive | 2 | h | 11 | i12 | +0 | +7 | Weapon | |
| devil-jin | 1+2 | m,m | 12,25 | i17 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) * +14a (+5) on BT hit | |
| devil-jin | d+2 | sl | 8 | i11 | -4 | +7 | * +7c on crouching hit * High crush 4~ | |
| devil-jin | db+1+2* | m | 25 | i39~60 | +5g | +7 | +37d (+29) | * Balcony Break on CH or air hit * Cancel to r27 MCR with F (js27~) * 10 chip damage on block |
| devil-jin | b+1+2 | m | 21 | i20~21 | +3c | +7c | +24d | * Spike * Opponent recovers FDFA on CH * 4 chip damage on block |
| devil-jin | uf+3+4 | m,m | 8,20 | i16~17 i13~14 | -16 | +7cg | * Balcony Break * Forces tech back roll on hit * Pseudo homing to SSL/SWL side * +4d on BT hit * Low crush 10~47 * Floating state 48~50 | |
| devil-jin | f,n,d,DF+4,4 | L, m | 7, 28 | i16, i25~26 | -16 | +7c | +14a | * Spike * Combo from 1st hit |
| devil-jin | ws4,4 | m, M | 10, 20 | i11~12, 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 | |
| dragunov | 1,1 | h, h | 5, 8 | i10, i20 | -4 | +7 | * Combo from 1st hit * Interrupt with i1 from 1st block | |
| dragunov | 3,1 | m, h | 10, 8 | i15~16, i21~22 | -2 | +7 | * Combo from 1st hit * Interrupt with i3 from 1st block * Enter SNK -3 +6 r23 with DF | |
| dragunov | df+1 | m | 13 | i13 | -2 | +7 | Enter -2, -11 PGR with 3+4 (or d+3+4) | |
| dragunov | FC.df+1,4 | L, m | 8, 10 | i16~17, 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 | ||
| eddy | 1,3 | h, m | 5, 16 | i10, i23~24 | -14 | +7c | * Floor Break * Combo from 1st hit with 2f delay | |
| eddy | 4 | m | 10 | i13~14 | -9 | +7 | ||
| eddy | f+3 | h | 16 | i16~18 | -5 | +7 | Homing | |
| eddy | uf+3,4 | m, L | 15, 10 | i26~28, i24~25 | -14c | +7 | +73a(+57) | |
| eddy | ws4 | m | 13 | i11~13 | -4 | +7 | ||
| eddy | HSP.3 | m | 10 | i17~18 | -8 | +7 | * Floating state 1~5 * High crush 6~18 | |
| fahkumram | 3,1 | m, h | 11, 12 | i13, i18 | -3 | +7 | * Combo from 1st hit with 2F delay * Move cannot be interrupted * Move cannot be delayed * Input can be delayed by 2F | |
| fahkumram | b+2+4 | +7 | * Parries high and mid punches * Grants GRF on successful parry * Regain 10 recoverable health on successful parry * Parry state 5~12 | |||||
| fahkumram | ws2 | m | 13 | i14~15 | -9 | +7 | ||
| feng | 3,3,4 | m, h, l | 15, 10, 23 | i16, ,i25~26 | -12 | +7c | +17a | * Combo from 2nd CH with 5F delay * Interrupt with i6 from 1st block * Cancel to r16 BT with B (-13/-2) * Move can be delayed by 10F * Input can be delayed by 11F |
| feng | f+3 | m | 10 | i21 | -3 | +7 | ||
| feng | db+2,2,2 | l, l, M | 10, 10, 25 | i20~21, ,i28~29 | -14 | +7a | * Spike * Aerial combo from 2nd hit (+22a (-13)) | |
| feng | ws4 | m | 18 | i11~12 | -7 | +7 | +29g | |
| feng | CD.1+2 | m | 25 | i16~17 | +0c | +7c | +13 | Head |
| heihachi | f+4 | m | 20 | i19~20 | +4 | +7c | +26d | * Spike * Enter FUJ r27 with D * +15c against a crouching opponent |
| heihachi | df+1 | m | 10 | i13~14 | -5 | +7 | * Decreased opponent blockstun when performing df+1,1 (r18 -> r14) | |
| heihachi | b+1,4 | m, m | 12, 24 | i14~15, i22~23 | -13 | +7a | * Tornado * Knee * Combo from 1st hit with 12f delay * Move can be delayed 10f * Low crush 24~ | |
| heihachi | b+2 | m | 20 | i22~23 | +2 | +7 | * Balcony break on airborne hit * Chip damage on block | |
| heihachi | ub+1+2 | m | 17 | i15 | -8 | +7c | +28d | * Spike * Can be charged to power up |
| heihachi | FUJ.1 | h | 13 | i12~13 | -4 | +7 | ||
| heihachi | FUJ.1+3 | t | 15 | i18 | +7 | * Homing * Unbreakable | ||
| hwoarang | f+3~3 | m | 25 | i20 | -16 | +7a (-2) | * Balcony Break * Sidesteps to the right | |
| hwoarang | d+2 | sl | 8 | i11 | -4 | +7 | * +7c on crouching hit * High crush 4~ | |
| hwoarang | uf+4,4,4 | h, m, L | 12, 12, 12 | i22~23, ,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. | |
| hwoarang | uf+3+4,4 | m,h, m | 10,8, 13 | i14,i9, i14~15 | -10 | +7 | * Combo from 1st hit * Also possible during RFF * Transition to RFF * Low crush 1~ | |
| hwoarang | LFS.1 | h | 6 | i13 | +5 | +7 | ||
| hwoarang | LFS.df+3,4 | m, m | 12, 20 | i22~23, 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 | |
| hwoarang | LFS.uf+3+4,4 | m,h, m | 10,8, 13 | i14, i9, i14~15 | -10 | +7 | * Combo from 1st hit * Transition to RFF * Low crush 1~ | |
| hwoarang | RFF.3 | m | 13 | i16 | -4 | +7 | ||
| hwoarang | RFF.df+2+3,4 | m, m | 12, 20 | i22~23, 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 | |
| hwoarang | RFS.2 | h | 6 | i13 | +5 | +7 | * Transition to RFF * Links to RFF.2 extensions | |
| hwoarang | RFS.b+3 | m | 21 | i16~17 | -9 | +7 | * Heat Engager * Heat Dash +42a (+27) * 6 chip damage on block in heat * Recovers 6F faster on hit (t42 r25) | |
| hwoarang | RFS.d+4 | L | 15 | i20~21 | -23 | +7c | * Transition to RFF * Stagger low * 4 chip damage on block during Heat | |
| jack-8 | 4 | h | 18 | i16 | -4 | +7 | +32a (+22) | Balcony Break on CH |
| jack-8 | 1+4,1 | m | 25 | i22~, i17(43~) | +21g | +7a (-2) | +39d (-8) | * Balcony Break * Alternate input hcf,1 to power up * Chip damage on block (7) |
| jack-8 | f+4 | h | 20 | i17 | -4 | +7 | +32a (+22) | * Balcony Break on CH |
| jack-8 | d+2 | sl | 8 | i11 | -4 | +7 | * Alternate input FC.2 * High crush 4 | |
| jack-8 | HCF,1 | m | 30 | i22~, i17(43~) | +21g | +7a (-2) | +39d (-8) | * Balcony Break * Alternate input 1+4,1 * Chip damage on block (9) |
| jack-8 | f,f,F+1+2 | m | 34 | i20~23 | +4 | +7a (-2) | * Balcony Break * Shoulder * Chip damage on block (10) * Alternate input wr1+2 | |
| jack-8 | FC.df+2,1 | m, m | 12, 10 | i17, i26 | -4 | +7 | * Combos from 1st hit with ?F delay * Interrupt with i9 from 1st block * High crush | |
| jack-8 | hFC.2 | sl | 8 | i11 | -4 | +7 | * Alternate input d+2 * High crush 1 | |
| jin | 2,4 | h, h | 9, 20 | i10, i24~27 | -13 | +7 | * Balcony Break * Combo from 1st hit with 2f delay * Interrupt with i4 from 1st block * Whiffs vs SSR from 1st block * Enter ZEN -6, +14g r26 with F | |
| jin | 3,1 | h, h | 17, 7 | i14, i20 | -1 | +7 | * Combo from 1st hit * Move cannot be interrupted * Enter ZEN +4 +12 r15 with F | |
| jin | db+2,3 | m, M | 12, 23 | i16, i27~29 | -8 | +7a | * Spike * Interrupt with i7 from 1st block * Whiffs vs SSR from 1st block (inconsistent?) | |
| jin | f,F+3,1 | m, h | 20, 5 | i23~25, i15 | +1 | +7 | * Airborne combo from 1st hit (+33a (+26)) * Links to 1 jab extensions (e.g. f,F+3,1,2,4) * Jails attack inputs (crouch assist bufferable) * Duckable | |
| jun | 2 | h | 7 | i12 | -4 | +7 | ||
| jun | 2,1 | h, m | 7, 9 | i12, i21 | -6 | +7 | * Elbow * Combo from 1st hit with 9f delay * Interrupt with i1 from 1st block * Input can be delayed 10f | |
| jun | 4 | h | 17 | i12 | -9 | +7 | +32d | |
| jun | f+3 | m | 13 | i16 | -9 | +7 | * Enter SS -16 +14g r21 with u_d * r21 when attacking after SS * r35 when blocking after SS | |
| jun | SS.1+2 | h,h,m | 7,9,18 | i16 i17 i15~16 | -4 | +7c | * Homing * Spike * Jail from 1st attack * Combo from 1st or 2nd hit | |
| jun | Back throw | t | 50 | +7d | * Unbreakable * Side switch | |||
| kazuya | 2,2 | h, m | 12, 24 | i12, i24~25 | -8 | +7 | +50a | * Balcony Break (airborne) * Combo from 1st CH * Interrupt with i4 from 1st block |
| kazuya | 3,1 | h, h | 12, 10 | i14, i19 | -1 | +7 | * Combo from 1st hit * Move cannot be interrupted * Transition to CD r16?~r25? with df (+2 +10) ** CD recovery depends on input ** r24 forward dash with df,n,f,n,f ** r17: cd3, cd1+2 ** r19: cd1 (i22~24), ws3 (i23~25) ** r25: cd2 (i19~20), cd4 (i24), ws4 (i19~20) ** Cannot buffer attack inputs or sidewalks during forward dash transition | |
| kazuya | f+4 | m | 20 | i19~20 | +4c | +7c | +31d | Spike |
| kazuya | df+3+4,1,2 | m,h, m, M,M | 7,9, 15, 14,25 | i18, i13~14, ,i20~21, i7~9 | -19 | +7a (-10) | * Balcony Break * Projectile * Combo from 3rd hit * Interrupt with i1 from 2nd block * 7 chip damage on block * +5a (-4) on wall hit | |
| kazuya | d+2 | sl | 8 | i11 | -4 | +7 | * +7c on crouching hit * High crush 4~ | |
| kazuya | db+2 | m | 23 | i18 | -4 | +7c | +27d | * Spike * Floor Break on CH |
| kazuya | b+3,1,4 | h, h, l | 15, 10, 10 | i18, ,i16 | -10c | +7 | ||
| kazuya | hFC.2 | sl | 8 | i11 | -4 | +7 | * +7c on crouching hit * High crush 1~ | |
| king | 2 | h | 10 | i10 | +1 | +7 | ||
| king | f+1+4 | m | 21 | i17~19 | +3 | +7 | * Chest attack, unparryable by Asuka, Nina, etc | |
| king | d+2 | sl | 8 | i11 | -4 | +7 | ||
| king | f,f,n,1+2 | m | 0 | i9 | +0 | +7s | +18s | * i10 startup with buffered input * Forces Standing on hit. * Allows follow up on CH. |
| kuma | df+4 | m | 15 | i12 | -4 | +7 | ||
| kuma | d+2 | sl | 8 | i11 | -4 | +7 | * +7c on crouching hit * High crush 4~ | |
| kuma | SIT.f | sp | N/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) | ||
| kuma | hFC.1+2 | sp | i26~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 * Can be done from Crouch Level 1 * Floating state 1~31 | ||
| kunimitsu | 1,2 | h, h | 5, 8 | i10, i12 | -3 | +7 | * Jail from 1st attack with 2f delay * Move can be delayed 2f | |
| kunimitsu | 3 | h | 17 | i16~17 | -7 | +7 | * Homing * Balcony Break (airborne) | |
| kunimitsu | d+2,1,2,1+2 | m, m, m, m | 11, 7, 7, 20 | i16, ,i23~24 | -13 | +7a | * Balcony Break * Jail from 1st block * Combo from 3rd CH * Hitstop 20f on hit | |
| kunimitsu | db+2 | M | 10 | i16~17 | -6 | +7 | * Weapon | |
| kunimitsu | b+1 | h | 8 | i17 | +1 | +7 | +12 | Can continue into db+3 up to 3 times (at 13,15,16f respectively) after up to 3 b+1 hits. |
| kunimitsu | BT.1+2 | m,m | 10,15 | i14 i10~11 | -2 | +7 | * Balcony Break (airborne) * Weapon | |
| kunimitsu | hFC.2 | sl | 8 | i11 | -4 | +7 | * High crush 1~ | |
| lars | 1+2 | m | 25 | i25 | -12 | +7d | * Spike * -7 on block and chip damage on successful attack absorption * Power crush 7~24 | |
| lars | f+4 | m | 12 | i17 | -9 | +7 | * Knee | |
| lars | DEN.2 | M | 17 | i17~19 | -7 | +7 | +62a | * Transition to Avalanche Flip on hit or CH with input UF (+9/+64a) * Jab evasion |
| law | 2,b+2 | h, h | 8, 8 | i10, i17 | -4 | +7 | * Elbow * Combos from 1st hit * Delay-able | |
| law | 4 | h | 15 | i13 | -9 | +7 | +7s | |
| law | f+3+4 | M | 20 | i25~26 | -2 | +7c | +49a | Alternate input DSS.f+3+4 * Low crush 11~ |
| law | d+2 | sl | 8 | i11 | -4 | +7 | Alternate input hFC.d+2 * High crush 4~ | |
| law | db+2 | m | 15 | i14 | -4 | +7 | * Elbow | |
| law | db+1+2 | m,h,m | 8,8,8 | i17 | -4 | +7 | * Transition to DSS ** Reduced input window for blue spark moves (input f+1_3_4 on frame 2 of DSS only) | |
| law | b+1+3 | +7 | * Transition to DSS on successful parry with F to be +20g (i14? guaranteed followups) * Parry state 5?~11? | |||||
| law | f,F+3 | M | 30 | i23~26 | +0c | +7d | * Spike * 6 chip damage * Low crush 11~26 * Floating state 27~29 | |
| law | ss3 | l | 17 | i18 | -13 | +7 | +16c | * Transition to DSS on hit |
| law | DSS.1 | h | 14 | i12 | +3 | +7 | +17c | * 4 chip damage on block * Transition to DSS |
| law | hFC.2 | sl | 8 | i11 | -4 | +7 | Alternate input d+2 * High crush 4~ | |
| lee | 1,2 | h, h | 5, 9 | i10, i12 | -3 | +7 | * Transition to MS r21 with F (-2/+8) * Jail from 1st block with 4F delay * Combo from 1st hit with 4F delay | |
| lee | 2 | h | 10 | i10 | +1 | +7 | ||
| lee | 3 | m | 16 | i14 | -8 | +7 | * Transition to HMS r27 with 4 (-8/+7) ** Cancel to r10 standing or FC with b_db_d_df (Cannot block i18) ** Cancel to r1 standing or r7 FC with u_d~d_db_d_df | |
| lee | db+2 | sl | 8 | i11 | -4 | +7 | Alternate input FC.2 * High crush | |
| lee | b+4 | m | 20 | i20 | -3 | +7c | +64a | * Floor Break * Spike * Transition to -2, +8c, +65a HMS with 3 * +18d on crouching opponent |
| lee | ws1 | m | 12 | i13~14 | -2 | +7 | * Transition to HMS | |
| lee | FC.2 | sl | 5 | i11 | -4 | +7 | * Alternate input db+2 * High crush | |
| leo | f+2,4 | h, h | 14, 16 | i14~16, 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 | |
| leo | df+1 | m | 13 | i13~14 | -1~0 | +7 | ||
| leo | db+1+2 | m | 17 | i21~23 | -9~-7 | +7 | * Enter BOK -12 +4 with d | |
| leo | b+2,1 | m, h | 11, 11 | i14, i22~23 | -4~-3 | +7 | * Combo from 1st hit * Move cannot be interrupted | |
| leo | hFC.2 | sl | 8 | i11 | -4 | +7 | ||
| leroy | 1,2 | h, h | 5, 9 | i10, i12 | -3 | +7 | Jails | |
| leroy | 2,2 | h, h | 10, 20 | i12, i25~26 | -7~-6 | +7~+8 | * Elbow * chip damage on block | |
| leroy | 1+2,1+2 | h,h,h, h,h,h | 9, 9 | i14, i9 | -2 | 7 | * Power up during Heat (partially uses remaining Heat time) * Combo from 1st hit * jails | |
| leroy | 1+2,1+2,1 | h,h,h, h,h,h, m | 9, 9, 20 | i14, ,i17~18 | -17~-16 | +7a(-2)~+8a(-1) | * Heat Engager * Heat Dash +5, +43d (+35) * Balcony Break * Elbow * Combo from 1st hit * Delayable * jails | |
| leroy | f+3 | m | 14 | i14~15 | -7~-6 | +7~+8 | * Knee * Alternative input: ws3 | |
| leroy | df+4,3 | m, m | 14, 14 | i13, i20~21 | -9 | +7 | +37d (+29) | * Knee * Combo from 1st hit CH with 7F delay * Move can be delayed by 3F * Input can be delayed by 7F * Interrupt with i3 from 1st block |
| leroy | b+3+4 | M,th | 21,25 | i18~19 | -8 | +7 | * Balcony Break * Shifts to throw on airborne hit (+0d) | |
| leroy | HRM.4 | M | 13 | i11~12 | -7~-6 | +7~+8 | Transition to HRM | |
| leroy | HRM.1+2,1 | m,h,h,h, m | 3,3,3,3, 20 | i14, i5, i5, i5, i17~18 | -17 | +7a(-2) | * Heat Engager * Heat Dash +5, +43d (+35) * Balcony Break * Elbow * Jail from 1st block with 11F delay * Combo from 1st hit with 11F delay * Move can be delayed by 10F * Input can be delayed by 11F | |
| leroy | HRM.b+1 | M | 21 | i20~22 | +4 | +7c | +52a | 6 chip damage on block |
| lidia | 3 | h | 9 | i15 | -9 | +7 | ||
| lidia | db+2 | m | 14 | i16~17 | -7 | +7 | ||
| lidia | db+3 | L | 17 | i16~17 | -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 | |
| lidia | ws4 | m | 13 | i11~12 | -4 | +7 | ||
| lidia | hFC.2 | sl | 8 | i11 | -4 | +7 | * High crush 1~ | |
| lili | 4 | h | 16 | i12 | -4 | +7 | ||
| lili | f+4 | m | 23 | i17 | -9 | +7 | +57a | * Tornado * Balcony Break (airborne) * Wall Crush +19g on hit * Hit vs BT +12a (+3) |
| lili | db+2 | sl | 8 | i11 | -4 | +7 | * High crush 4~ | |
| lili | b+2,1 | h, m | 15, 13 | i13, i20~21 | -4 | +7 | +9 | * Elbow * Combo from 1st hit with 10f delay * Move cannot be interrupted * Move can be delayed 12f * Enter BT -4 +7 +9 r22 with B * Enter DEW -4 +7 +9 r22 with F |
| lili | FC.2 | sl | 8 | i11 | -4 | +7 | * High crush 1~ | |
| lili | BT.3+4 | M | 24 | i29~32 | +2~+5 | +7c~+10c | * Spike * Chip on block [9] * Evasive, can jump over some mids * Low crush 5~31 * Floating state 32~34 | |
| miary-zo | b+3,4,2 | m, h, h | 9, 13, 19 | i16~17, ,i28~29 | -13 | +7a (-2) | * Strong Aerial Tailspin * Balcony Break * Enter MOR -1 +19a (+10) r30 with F * Interrupt with i6 from 1st block * Chip damage on block | |
| miary-zo | f,F+2 | m | 14 | i15~16 | -9 | +7 | ||
| miary-zo | ws1 | m | 12 | i13~14 | -8 | +7 | ||
| miary-zo | ws3 | m | 20 | i20 | +4 | +7c | +54a | * Spike * Hit vs BT +14d |
| miary-zo | ws4 | m | 15 | i11~12 | -4 | +7 | ||
| nina | 2 | h | 10 | i10 | +1 | +7 | ||
| nina | 4 | h | 15 | i11 | -9 | +7 | +7s | |
| nina | df+4 | m | 15 | i12 | -4 | +7 | ||
| nina | b+1,4 | h, M | 10, 22 | i12~13, i28~29 | -12 | +7 | +71a (+55) | * Tornado * Combo from 1st hit with 1f delay * Interrupt with i9 from 1st block * Whiffs vs SSR from 1st block * Can hit grounded when off-axis |
| nina | ws4 | m | 15 | i11~12 | -4 | +7 | ||
| nina | hFC.2 | sl | 8 | i11 | -4 | +7 | * +7c on crouching hit * High crush 1~ | |
| nina | CHD.2 | t | 8 (13) | +0d | +7 | * Throw break 2 * Power up with 4,2,1+2 (+5 damage) | ||
| panda | H.uf+3+4 | m | 21 (8) | i16~17 | +12g | +7a | * Alternate input: H.ROL.uf+3+4 * Uses 240F of remaining heat time * Transition to SIT (cannot cancel) * Low crush 9? | |
| panda | df+4 | m | 15 | i12 | -4 | +7 | ||
| panda | d+2 | sl | 8 | i11 | -4 | +7 | * +7c on crouching hit * High crush 4~ | |
| panda | HBS.f,f | sp | N/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) | ||
| panda | SIT.f | sp | N/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) | ||
| panda | hFC.1+2 | sp | i26~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 * Can be done from Crouch Level 1 * Floating state 1~31 | ||
| paul | 3,2 | m, h | 14, 17 | i15~16, i23 | -3 | +7 | +50a | * Move can be delayed 4f * Input can be delayed 5f * Combo from 1st hit with 5f delay * Interrupt with i5 from 1st block * Transition to t60 r19 SWA +4 +14g +57a at 43f with b |
| paul | 4 | h | 17 | i12 | -7 | +7 | +32d | * Balcony Break (CH only) |
| paul | d+2 | sl | 8 | i11 | -4 | +7 | * cs1~ from 6f d/db/df input hold * OTG.d+2 when opponent is downed * High crush | |
| raven | 1,2 | h, h | 5, 12 | i10, i12 | -3 | +7 | * Jail from 1st attack with 2f delay * Transition to r22 SZN with 3+4 or D (-4/+6) | |
| raven | 4,1 | h, h | 16, 13 | i12~13, i19~20 | -3~-2 | +7~+8 | * Combo from 1st hit * Jail from 1st block | |
| raven | d+2 | sl | 8 | i11 | -4 | +7 | * High crush 4~ | |
| raven | ws4 | m | 18 | i11~12 | -7~-6 | +7~+8 | ||
| raven | ws3+4 | m | 20 | i16~18 | -12 | +7~+9 | * Heat Engager * Homing * Balcony Break * Heat Dash +5, +43d (+35) * Cancel to r19 BT with B | |
| raven | FC.2 | sl | 8 | i11 | -4 | +7 | * High crush 1~ | |
| raven | BT.2 | h | 9 | i10 | +0 | +7 | ||
| raven | SZN.2 | m,sm | 20,10 | i18, i23~24 | -9 | +7a (-2) | * Heat Engager * Heat Dash +36a (+26) on hit * Balcony Break * Transition to second hit on hit | |
| reina | 2 | h | 5 | i12 | -4 | +7 | ||
| reina | f+1+2 | m | 22 | i32 | -11 | +7 | * Wall Crush +19g on hit * Transition to SSH r20 with 3_uf_uf+3_uf+4 * High crush 6~17 | |
| reina | df+1,1 | m, h | 8, 10 | i13~14, i20 | -4 | +7 | * Combo from 1st hit with 4F delay * Move can be delayed by 5F * Input can be delayed by 7F | |
| reina | df+4 | m | 14 | i15 | -4 | +7 | ||
| reina | SEN.3 | h | 22 | i12~13 | +1 | +7 | * Homing * Heat Engager * Heat Dash +5, +43d (+35) * Deals chip damage on block | |
| reina | WRA.4 | M,M | 6,8 | i17~18,i13 | -10 | +7c | * Spike ** on 2nd hit * Combo from 1st CH * Both hits jail on block | |
| shaheen | FC.df,d,DF+3 | L | 17 | i16~20 | -23a | +7a | * Transitions to SNK on hit * Low crush | |
| steve | FLK.1 | h | 14 | i12 | -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? | |
| steve | FLK.2 | m | 21 | i18~19 | -5c | +7d | +42a | * Spike * 6 chip damage on block |
| steve | LWV.1,f+1,1 | m, m, h | 14, 9, 8 | i14, ,i16 | +3 | +7 | +68a | * Combo from 1st or 2nd hit * Transition to r14? FLK with b (+4/+8/+69a) * r14? FLK FC cancel? * Move cannot be interrupted |
| steve | PAB.d+2 | l | 25 | i28~29 | -12 | +7 | +32a | * Cancel into FC with DB * High crush 6~ |
| victor | df+1,1 | m, h,h | 10, 7,7 | i13~14, i20, i14 | -4 | +7 | * Weapon * Combo from 1st hit * Interrupt with i1 from 1st block | |
| victor | db+2 | sl | 8 | i11 | -4 | +7 | * High crush 4 | |
| victor | uf+2 | m | 15 | i19~20 | -9 | +7 | * Homing * Weapon | |
| victor | PRF.2,2,1+2 | m, m, m | 9, 13, 31 | i12~13, ,i12 | -13 | +7d | * Weapon * Combo from 2nd CH | |
| xiaoyu | 1,2 | h, h | 5, 8 | i10, i11 | -3 | +7 | * Combo from 1st hit with 4F delay * Jail from 1st block with 4F delay | |
| xiaoyu | 2,1 | h, m | 8, 10 | i10, i19 | -4 | +7 | * Combo from 1st CH * Jail from 1st block * Transition to standing by holding any direction (-4, +7) | |
| xiaoyu | f+3,1,1+2 | M, m, m,M | 14, 8, 6,20 | i16~18, ,i16~18 i5~6 | -12 | +7c | * Spike * Combo from 2nd CH * Jail from 2nd block with ?F delay | |
| xiaoyu | df+2 | m | 15 | i14 | -6 | +7 | * | |
| xiaoyu | df+4 | m | 12 | i12 | -4 | +7 | * | |
| xiaoyu | d+2 | sl | 8 | i11 | -4 | +7 | * Alternate input FC.2 * High crush 4~ | |
| xiaoyu | uf+2 | m | 23 | i26~27 | +6 | +7c | +49a | * Spike * Transition to standing with F (+4, +5c, +47a) * Alternate input u+2 * Chip on block [6] * Low crush 9~ |
| xiaoyu | f,F+1 | m | 13 | i15 | -11 | +7c | * Spike * Transition to AOP with D (-5, +13c) | |
| xiaoyu | f,F+1+2,1+2 | m, m | 12, 20 | i14~16, 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 |
| xiaoyu | ws2 | m | 17 | i13~14 | -3 | +7 | +38a (+28) | * Transition to r22 standing by holding down any direction (-4, +6, +37a (+27)) |
| xiaoyu | ws1+2,1+2 | m, m | 12, 20 | i14~16, 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 |
| xiaoyu | AOP.uf+3,1 | m, m | 14, 22 (15) | i15~17, i24~25 | -4 | +7c~+8c | * Spike * Airborne combo from 1st hit with 5F delay (+9a) * Interrupt with i8 from 1st block * Low crush 1~19 * Floating state 20~22 * High crush 27~47 | |
| xiaoyu | BT.d+3 | L | 12 | i16 | -12 | +7c | * | |
| xiaoyu | HYP.3 | L | 17 | i20 | -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 600F of heat timer during heat * High crush 6~30 | |
| xiaoyu | hFC.2 | sl | 8 | i11 | -4 | +7 | * High crush 1~34 | |
| xiaoyu | hFC.3,2 | L, h | 11, 6 | i15~17, i18 | +0 | +7 | * Combo from 1st hit CH * Interrupt with i3 from 1st block * Whiffs vs SSL, SWL from 1st block | |
| yoshimitsu | d+2,2 | M, m | 12, 15 | i16~17, 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 |
| yoshimitsu | b+1 | h | 8 | i17 | +1 | +7 | +12 | Can transition to Spinning Evade with b+3 or b+4 |
| yoshimitsu | ws2 | m | 13 | i15~16 | -4 | +7 | Balcony Break (airborne) | |
| yoshimitsu | KIN.1,1 | m, m,m | 10, 5,15 | i17, i23~24 i14~15 | -9 | +7c | * Floor Break * Weapon * Combo from 1st hit with 2f delay * Power up in NSS or Heat | |
| zafina | 1,3 | h, h | 5, 14 | i10, 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 | |
| zafina | df+1 | m | 10 | i13~14 | -5 | +7 | ||
| zafina | df+1,2,1 | m, m, m | 10, 16, 16 | i13~14, ,i25 | -12 | +7 | * Combo from 2nd hit CH with 12f delay * Interrupt with i1 from 2nd block * Transition to standing with B (-12/+4) | |
| zafina | df+1,4 | m, h | 10, 18 | i13~14, i19~20 | -6 | +7 | * Balcony Break on airborne hit * Combo from 1st hit * Interrupt with i1 from 1st block | |
| zafina | db+2,1 | m, m | 17, 16 | i13~14, i25 | -12 | +7 | * Combo from 1st CH with 12f delay * Interrupt with i1 from 1st block * Transition to standing with B (-12/+4) | |
| zafina | SCR.1,4 | h, m | 12, 18 | i10~11, i22 | -6 | +7 | +32a | * Spike * Combo from 1st hit * Interrupt with i3 from 1st block * Unparryable with traditional kick parries |
| zafina | SCR.2 | m | 17 | i14 | -7 | +7 | ||
| zafina | SCR.df+4 | L | 17 | i19~20 | -14 | +7c | +37a | * High crush 6~ |
| zafina | Left Throw | t | 40 | -3 | +7d | * Throw break 1 * Side switch on hit | ||
| alisa | b+4,3 | m, m | 17, 20 | i15~16, i29~30 | -11 | +6c | +10a | * Spike * Combo from 1st hit * Enter DES with 1+2 * Low crush 17~24 * Floating state 25~27 |
| alisa | uf+3,2 | m, m | 15, 30 | i17~18, 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 | |
| alisa | f,f,F+3 | m | 15 | i18~19 | -4 | +6 | * Balcony Break (airborne) * Low crush 3~30 * Floating state 31~33 | |
| alisa | ws1,2 | M, h | 12, 12 | i13~14, i24~25 | -5 | +6 | * Combo from 1st hit * Enter DES with 1+2 | |
| alisa | ws4 | m | 15 | i11~12 | -5 | +6 | ||
| alisa | FC.d+1 | sl | 5 | i10 | -5 | +6 | Transition to standing with f * High crush 1~ | |
| alisa | DBT.f+2 | L | 13 | i19~20 | -12 | +6c | * Weapon * 3 chip damage on block * 5 chip damage on block in heat | |
| alisa | SBT.2 | m | 25 | i16~27 | -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 | |
| anna | d+1 | sl | 5 | i10 | -5 | +6 | * Can recover standing with F | |
| anna | d+4,1 | l, h | 6, 10 | i12, i25 | +0 | +6 | +11 | * Combo from 1st CH with 5f delay * Input can be delayed 9f * Cancel to SS -13 -2 r32 with U_D on frame 23 ** Cannot block i21 moves? * Cancel to CJM -10 +1 r29 with B on frame 14 * r38 when blocking after SS |
| anna | d+1+2 | L | 20 | i24~25 | -18 | +6c | * Balcony Break (airborne) * Weapon * Chip damage on block * High crush 16~53 | |
| anna | db+4 | L | 14 | i17~18 | -13 | +6 | * Transition to r26 HAM on hit automatically * Cancel HAM transition -13 +1 with B | |
| anna | HAM.4 | m,m | 12,12 | i18~19 i4~6 | -12 | +6 | * Balcony Break * High crush 5~ | |
| armor-king | 1,2 | h, h | 5, 10 | i10, i10 | -3 | +6 | * Combo from 1st hit with 2F delay * Jail from 1st block with 2F delay | |
| armor-king | 4 | h | 17 | i13 | -5 | +6 | +6s | |
| armor-king | d+1 | sl | 5 | i10 | -5 | +6 | * Transition to standing r24 with f * +6c on crouching hit * High crush 4~34 | |
| armor-king | d+1,4 | sl, m | 5, 13 | i10, i15 | -10 | +6 | * Knee * Jail from 1st block * Combo from 1st CH | |
| armor-king | db+3 | L | 26 | i22~24 | -26 | +6 | +74a (+58) | * Homing * High crush 6~51 |
| armor-king | f,F+2 | m | 20 | i16~17 | -6 | +6 | +44a | |
| armor-king | f,f,F+3+4 | m | 40 | i28~34 | +17g | +6cg | * Balcony Break * Forces tech backroll on hit * Low crush 9~40 * Floating state 41~70 | |
| armor-king | ws3 | m | 12 | i13~14 | -6 | +6 | Knee | |
| armor-king | hFC.1 | sl | 5 | i10 | -5 | +6 | * Transition to standing r24 with f * +6c on crouching hit * High crush 1~ | |
| asuka | 1,1,3 | h, m, m | 5, 15, 17 | i10, ,i21~22 | -5 | +6 | +14c | * Combo from 2nd CH with 9f delay * Interrupt with i1 from 2nd block * Input can be delayed 10f |
| asuka | 1,2 | h, m | 5, 8 | i10, i22~23 | -8 | +6 | * Combo from 1st hit * Combo from 1st CH with 3f delay * Interrupt with i2 from 1st block | |
| asuka | 2,1 | h, h | 9, 10 | i12, i18~19 | -6 | +6 | * Elbow * Jail from 1st attack with 1f delay | |
| asuka | f+1,3 | m, m | 17, 17 | i20, i21~22 | -5 | +6 | +14c | * Combo from 1st CH with 9f delay * Interrupt with i1 from 1st block * Input can be delayed 10f |
| asuka | db+1 | m | 13 | i14 | -10 | +6 | * High crush 6~13 |