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All Characters Tekken 8 Frame Data

CharCommandHit levelDamageStartupBlockHitCounter hitNotes
asukab+1L17i29~30-10+6+0d
* Transition to attack throw on CH, +22 damage
* Cancel to r39 FC with D at frame 25
* High crush 6~58
asukab+2+3m23i24~25-9+6
* Balcony Break (airborne)
* Kick Sabaki, +59a on successful parry
* Parry state 4~15
asukahFC.1sl5i10-5+6
* Transition to standing r24 with f at frame 25
* +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
* Interrupt with i2 from 1st block
* 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
bob2h8i10+0+6
*
bob3,1,1m, h, m14, 11, 20i15~16, ,i19-13+6+23a
* Spike
* Combo from 2nd CH with 10F delay
* Move cannot be interrupted
* Move can be delayed by 9F
* Input can be delayed by 10F
bob4,3h, h15, 15i13, i19~20-9+6
* Combo from 1st hit with 2F delay
* Airborne combo from 1st CH with 2F delay (+21a (+14))
* Interrupt with i1 from 1st block
* Move cannot be delayed
* Input can be delayed by 2F
bobdf+1,2m, m13, 15i14, i19-10+6
* Elbow
* Jail from 1st block with 1F delay
* Combo from 1st hit with 3F delay
* Combo from 1st CH with 8F delay
* Move can be delayed by 10F
* Input can be delayed by 11F
bobdf+1,d+1m, M13, 20i14, i26~27-13c+6c+13c
* Elbow
* Spike
* Combo from 1st CH with 1F delay
* Interrupt with i6 from 1st block
* Recovers 4F faster on hit (t72 r32)
* Move can be delayed by 7F
* Input can be delayed by 8F
* Low crush 19~29
* Floating state 30~32
bobdb+1sl5i10-5+6
* Transition to standing r24 with f at frame 25
* +6c on crouching hit
* High crush 4~
bobdb+2m17i14-8+6
* Slight jab evasion especially with pushback or after certain hit reactions (stomach stuns? frames 3 to 7?)
bobdb+3+4L10i19-31+6
* Stagger low
bobb+2m12i13~14-5+6
*
bobu+3+4M20i24~28+1+6c
* Spike
* 4 chip damage on block
* Low crush 12~29
bobhFC.1sl5i10-5+6
* Transition to standing r24 with f at frame 25
* +6c on crouching hit
* High crush 1~
bryan1,2,1h, h, m5, 8, 18i10, ,i19-6+6+30d
* Combo from 1st CH with no delay
* Combo from 2nd CH with 10F delay
* Move cannot be interrupted
* Move can be delayed by 10F
bryan2,3h, m10, 14i10, i16-10+6+16a (+7)
Balcony Break (CH)
* Combo from 1st hit with 1f delay
* Jail from 1st block with ?F delay
* CH frames also apply to combo from 1st CH
bryan3,3m, h14, 13i16, i23-6+6
* Combo from 1st CH
* Interrupt with i3 from 1st block
bryan4h15i12-7+6
bryan4,3,f+4h, m, h15, 12, 18i12, ,i24~25-5+6+31a (+21)
* Combo from 2nd CH
* Interrupt with i5 from 2nd block
* Whiffs vs SSR from 2nd block
bryan1+2m15i17~18-7+6
Homing
bryan1+2,1m, h15, 15i17~18, i23~24-1+6
* Combo from 1st hit
* Interrupt with i3 from 1st block
* Enter SWA +0 +7 r15 with b
bryanb+1+3,P.2h30,i13~14-10+6cg
* Balcony Break
* Gain SNE on hit
* SNE gain is r25
* +14cg if Bryan has SNE already
* Forces tech back roll on hit
* Chip damage on block
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
* Floor Break
* Combo from 1st hit
* Jail from 1st block with ?F delay
claudiodf+3m12i14-7+6
* Completely homing to SSR/SWR?
claudiodb+1sl5i10-5+6
* Transition to standing r24 with f at frame 25
* +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
* Interrupt with i2 from 1st block
* 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
* 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?
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 at frame 25
clivews4m14i11~12-5+6
* Enter PHX -5 +6 r23 with F or 4 on hit or block
cliveFC.1sl5i10-5+6
* Transition to r24 with f
* +6c on crouching hit
* High crush 1~
clivePHX.3,1+2L, m,M8, 12 (8),20 (10)i21, 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 (0.10 + 0.14)
* 30 damage in total for the full string with scaling
* Only deals recoverable damage
* -13c on 2nd block (impossible?)
* Low crush 41~54
* Floating state 55~57
devil-jindf+2m17i15-9+6+9
* Transition to MCR r25 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 r24 with f at frame 25
* +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
* Combo from 1st hit with 7F delay
* Combo from 1st CH with 10F delay
* Interrupt with i4 from 1st block
* Transition to MCR r25 with F on hit or CH (+14/+17)
** -11/-8 on an empty MCR transition
* Move can be delayed 9F
* Input can be delayed 10F
dragunovd+3,2L, h13, 18i17~18, i24~25-8+6
* Combo from 1st CH
* Interrupt with i5 from 1st block
dragunovb+2,1m, h14, 11i15, i17~19-5+6
* Combo from 1st hit with 3F delay
* Move cannot be interrupted
* Move cannot be delayed
* Input can be delayed by 3F
dragunovf,f,F+2m22i15~17+4+6cg+44a
* Balcony Break
* Spike
* 4 chip damage on block
* Do f,n,f+2 within 8 total frames for the powered up (bluespark) version - 26 damage and 7 chip damage on block
* Forces tech back roll on 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 r33 on hit
* High crush 15~33
eddyHSP.1+3th(h)26i23~24+6
* Balcony Break
* Throw break: none
* Transition to RLX on hit
** higher frame advantage when wall splatted from a further distance
* Floating state 1~47
fahkumram1,2,4h, h, h5, 8, 10i10, ,i17-9+6
* Move cannot be interrupted
* 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
* Move cannot be interrupted
fahkumram1,2,4,3~4*~Bh, h, h, m5, 8, 10, 25i10, ,i22-7+6
* Homing
* Balcony Break
* Effective startup i53
* Interrupt with i34 from 3rd block
* Interrupt with i22 from 3rd hit
* Input B during frames 16-24 of Eruption Maw (charged)
* Move can be delayed by 8F from Eruption Maw (charged)
fahkumram4,3h, h10, 14i12, i19-7+6+29a
* Combos from 1st hit
fahkumram4,3~4*~Bh, m10, 25i12, i22-7+6
*
Homing
* Balcony Break
fahkumramf+3,2,4m, m, m16, 13, 20i17~18, ,i20~21-12+6+36d (+28)
* Knee
* Combos from 2nd hit
* Delayable
fahkumramdf+1m12i15~16-3+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
fahkumramd+3,4,3~4*~BL, h, m11, 10, 25i16, ,i22-7+6
*
Homing
* Balcony Break
fahkumramdb+1sl5i10-5+6
* Transition to standing r24 with f at frame 25
* +6c on crouching hit
* High crush 1~
fahkumramb+4m14i14-5+6
* Knee
fahkumramhFC.1sl5i10-5+6
* Transition to standing r24 with f at frame 25
* +6c on crouching hit
* High crush 1~
fengdf+1m11i14+0+6+36g
fengd+1sl5i10-5+6
* Transition to standing r24 with f at frame 25
* +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 block with 3f delay
* Combo from 1st hit with 3F delay
heihachi1,2,2~1h, h, m5, 8, 20i10, ,i13-11+6
* Combo from 2nd CH
* Input 1 at frame 13 (effective startup i26)
* Interrupt with i8 from 1st block
* Whiffs vs SSL, SWL from 1st block
* Cancel to SS -5 -16 with D_U
heihachi1,b+2,2h, m, m5, 17, 17i10, ,i25~26-13c+6c
* Spike
* Head
* Jail from 2nd block
* Combo from 1st CH or 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+2h20i15~16+6+6d
* Removes Recoverable Health
* Spike
* Transition to +9 +9d RAI with F
* 8 chip damage on block
* Low crush 3~23
* Floating state 24~26
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 r24 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, +43d (+35)
* 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, ,i27~28-23+6d
* Balcony Break
* Combos from 1st hit
* Interrupt with i9 from 2nd block
jack-8FC.df+3+4m28i21-9+6cg
* 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 block with 2f delay
* Combo from 1st hit with 2f delay
* Same animation as df+1
jindf+2m12i16~17-9+6
* Balcony Break
* Enter Breaking Step -2 +13g r23 with df
* 3 chip damage on block
jindb+1sl5i10-5+6
* Transition to standing r24 with f at frame 25
* +6c on crouching hit
* High crush 4~
jinb+1+2m20i23~24-12+6
Punch sabaki: balcony break and +34d (+26) on hit
* Parry state 3~10
jinuf+2m18i15~16-10~-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, 14i15~16, i21-5+6+9
* Combo from 1st hit with 8f delay
* Interrupt with i2 from 1st block
* Input can be delayed 12f
jinb,f+2,3m, m15, 17i15~16, i25-9+6+59a
* Combo from 1st hit with 4f delay
* Interrupt with i6 from 1st block
* 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 with 1F delay
* Interrupt with i4 from 1st block
* Move cannot be delayed
* Input can be delayed by 1F
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 6~58
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
* Interrupt with i5 from 1st block
* Move can be delayed by 6F
kazuya1,1h, h5, 6i10, i15-1+6
* Jail from 1st block with 3f delay
* Combo from 1st hit with 3f delay
kazuya1,2,2~3h, h, m5, 8, 23i10, ,i23-9+6
* Input 3 at frame 16
* Interrupt with i21 from 2nd block
* Interrupt with i10 from 2nd hit
* Whiffs vs SS from 2nd block
* Whiffs vs SSL, SWL from 2nd hit
* i39 effective startup
kazuyad+1sl5i10-5+6
* Transition to standing r24 with f at frame 25
* +6c on crouching hit
* 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 r24 with f at frame 25
* +6c on crouching hit
* High crush 1~
king4h20i13-5+6+31d
Balcony Break (CH)
kingdf+3m17i14-9+6
* Good SSR tracking
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.
* Transition to BT -8 +13a (+4) +54a (+23) r31 with B
* BT transition is -14
* Low crush 18~36
* Floating state 37~39
kingd+1sl5i10-5+6
* Transition to standing r24 with f
* 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 6~70
kumad+1sl5i10-5+6
* Transition to standing r24 with f at frame 25
* +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
kumau+1+2m24i18~23-8f+6+8a
* Transition to HBS with D or 3+4 (-7/+7/+9a)
* Low crush 17~33
* Floating state 34~36
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
kunimitsu1,1h, m5, 12i10, i21-5+6
* Combo from 1st hit with 2f delay
* Interrupt with i2 from 1st block
* Move can be delayed 2f
* Enter KAT -7 +4 r26 with 1+2
kunimitsu4,2h, h15, 13i12~13, i19~20-3+6
* Balcony Break (airborne)
* Weapon
* Transition to BT
* Jail from 1st attack with 1F delay
* Combo from 1st hit with 1F delay
* Input can be delayed 1f
* Move cannot be delayed
* Low crush 15~25
* Floating state 26~28
kunimitsud+1m23i19+3c+6c+13c
* Spike
kunimitsub+1,1h, h8, 9i17, i12+5+6+11
* Combo from 1st hit
kunimitsub+1,1,1h, h, h8, 9, 10i17, ,i12+5+6+11
* Combo from 1st hit
* Combo from 2nd hit
kunimitsub+1,1,1,1h, h, h, h8, 9, 10, 12i17, ,i12+5+6+11
* Combo from 3rd CH
kunimitsub+1,1,1,1,1h, h, h, h, h8, 9, 10, 12, 14i17, ,i12+5+6+11
* Combo from 4th hit
* Combo from 3rd CH
kunimitsub+4M15i18~19-8+6
* Low crush 17~30
* Floating state 31~33
kunimitsuu+2L25i35~36-16+6+25a
* Weapon
* Cancel to r47 FC with D
* Low crush 10~27
* Floating state 28~30
kunimitsuqcf+1+2m25i20~21-9+6a
* Tornado
* Balcony Break
* Weapon
* Bufferable
* 5 chip damage on block
* Low crush 21~38
* Floating state 39~41
kunimitsuSS.2m13i17~18-5+6+11
* Floor Break
* Weapon
* Sidestep adds 9f, effective startup i26~27
kunimitsuSET.4M13i18~19-8+6
Hits grounded but can miss when too close vs small bodies
kunimitsuhFC.1sl5i10-5+6
* Transition to standing r24 with f at frame 25
* +6c on crouching hit
* High crush 1~
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
* Interrupt with i2 from 1st block
* Transition to DEN r25 with D (-2/+10)
* Move cannot be delayed
* Input can be delayed by 1F
larsdb+2,1m, m12, 8i15, i15~16-8+6
* Jail from 1st block with ?F delay
larsSEN.2L23i17~19-12+6c+27d
* Tornado
* High crush 1~48
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
lawBT.d+4l17i23-13+6c+26d
lawDSS.4l21i21-13+6c+38a
lawhFC.1sl5i10-5+6
* High crush 4~
lawf+2+3t35i12-2+6d
Throw break 1
lee2,1h, h10, 8i10, i15~17-5+6
* Jail from 1st block with 4F delay
* Combo from 1st hit with 5F delay
* Combo from 1st CH with 7F delay
* Transition to HMS r22 with 3+4 (-5/+6)
** Cancel to r9 standing or FC with b_db_d_df (Cannot block i14)
** Cancel to r1 standing or r7 FC with u_d~d_db_d_df
* Move can be delayed by 5F
* Input can be delayed by 7F
leef+4,3h, m13, 18i11, i21~23-8+6c+63a
* Combo from 1st CH with 9F delay
* Interrupt with i6 from 1st block
* Transition to HMS r21 with 4 (-4/+6c/+63a)
** Cancel to r10 standing or FC with b_db_d_df (Cannot block i14)
** Cancel to r1 standing or r7 FC with u_d~d_db_d_df
* Recovers 4F faster on hit (t60 r21)
* Move can be delayed 11F
* Input can be delayed by 16F
leedb+1sl5i10-5+6
* Transition to standing r24 with f at frame 25
* +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
* Heat Time is only 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,m10,15i15~16, i9~10-5+6
* Combo from 1st hit
* Transition to HMS r23 with 3+4 (-3/+8)
* 1st forces crouching against crouching opponents (opponents recover standing after 2nd hit)
leo1,2,1h, h, h5, 10, 16i10, ,i20~21-5~-4+6+9
* Combo from 2nd CH with 9F delay
* Interrupt with i1 from 1st block
* Move can be delayed by 9F
* Input can be delayed by 10F
leo2,2h, m9, 20i11, i22-12+6
* Elbow
* Combo from 1st hit
* Interrupt with i2 from 1st block
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)
* Jail from 2nd block with ?F delay
* 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)
* Elbow
* Combo from 1st CH or 2nd CH
* Interrupt with i4 from 2nd block
* Alternate input CD.3,1,2
leohFC.1sl5i10-5+6
* Transition to standing r24 with f at frame 25
* +6c on crouching hit
* High crush 1~
leroydf+2m7i15~16-6+6
leroydf+3,1m, h14, 12i16, i16~17+0+6
* Combo from 1st hit
* Leads to 10-hit string
leroydf+4m14i13-6+6
Transition to HRM
leroyd+1sl5i10-5+6
* High crush
leroyd+1+2m21i17~18-4~-3+6c
* Heat Engager
* Heat Dash +5, +67a (+50)
lidiadf+4m12i15-4+6
lidiad+1m20i19~20-7c+6c+21d
Spike
lidiadb+1sl5i10-5+6
Transition to standing 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
lidiaOTG.d+1+2L24i18~19-13+6c
* Spike
* Power up based on Heaven and Earth level
* Regain recoverable health
lidiahFC.1sl5i10-5+6
* Transition to r25? with f
* Transition input can be delayed 16f
* High crush 1~
lili1,1,3h, h, M5, 16, 17i10, ,i20~21-15+6d+25a
* Combo from 1st CH
* Combo from 2nd CH with 6f delay
* Interrupt with i2 from 1st block
* Input can be delayed 6f
* Move can be delayed 5f
* Recovers 4f faster on hit
* Steel pedal
lilidb+1sl5i10-5+6
Transition to standing 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
* Interrupt with i2 from 1st block
* 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
miary-zodf+1,4m, m10, 17i13, i18~19-13+6+35a (+25)
* Knee
* Combo from 1st hit with 7f delay
* Interrupt with i3 from 1st block
* Input can be delayed 9f
* Move can be delayed 5f
* Transition to BAO +6 r24 automatically on hit only
* Cancel BAO transition -13 -6 +23a (+13) r36 with B
* Low crush 11~34
* Floating state 35~37
miary-zodb+2,4m, m10, 17i15, i22~23-13+6+35a (+25)
* Knee
* Combo from 1st hit with 9f delay
* Interrupt with i3 from 1st block
* Move can be delayed by 8F
* Transition to BAO +6 r24 automatically on hit only
* Cancel BAO transition -13 -6 +23a (+13) r36 with B
* Low crush 15~38
* Floating state 39~41
miary-zou+4m17i16~17-13+6+35a (+25)
* Knee
* Transition to BAO +6 r24 automatically on hit only
* Cancel BAO transition -13 -6 +23a (+13) r36 with B
* Low crush 9~32
* Floating state 33~35
miary-zouf+2,4h, m14, 20i17, i31~32 i5~6-11+6c
* Floor Break
* Combo from 1st hit CH
* Interrupt with i4 from 1st block
* Low crush 15~34
* Floating state 35~37
miary-zouf+3h,h,m6,6,12i18~19 i9~10 i9~10-7+6
* Balcony Break (airborne)
* Weapon
* Low crush 9~38
* Floating state 39~41
miary-zof,F+3m19i20~21-9+6
* Strong Aerial Tailspin
* Homing
* Balcony Break (airborne)
miary-zoMOR.1,4m, m14, 20i13, i22~23-13+6+35a (+25)
* Knee
* Combo from 1st hit with 10f delay
* Interrupt with i1 from 1st block
* Input can be delayed 10f
* Move can be delayed 7f
* Transition to BAO +6 r24 automatically on hit only
* Cancel BAO transition -13 -6 r36 with B
* Low crush 15~38
* Floating state 39~41
miary-zoMOR.4,3L, h10, 14i17, i22~23-13+6
* Balcony Break (airborne)
* Combo from 1st hit
* -36 from 1st block
ninad+4,1l, h6, 10i12, i24+0+6+11
* Combo from 1st CH with 6f delay
* Interrupt with i4 from 1st block
* Input can be delayed 9f
* Cancel to SS with D_U (-13/-2)
** Cannot block up to i21 on block?
ninab+3m10i18-6+6c
Spike
ninab+3+4h16i14~15-5+6
* Has good left sidestep tracking
ninaSS.4L14i20-14+6c
Sidestep adds minimum 9f, effective startup i29
* High crush 6~39
ninaqcf+4m15i14-8+6s
Knee
ninahFC.1sl5i10-5+6
* Transition to standing r24 with f at frame 25
* +6c on crouching hit
* High crush 1~
ninaqcb,B+1+3t15i12+6c
* Unbreakable
* qcb,B+2+4
panda2h10i10-1+6
pandaf+3+4L20i28~30-23+6a
* Unparryable (bug?)
* High crush 6~70
pandad+1sl5i10-5+6
* Transition to standing r24 with f at frame 25
* +6c on crouching hit
* High crush 4~
pandadb+4l20i21~22-23+6+74a (+58)
* Tornado
* High crush 6~
pandab+2,2m, m12, 15i15, i25-10+6
Combos from 1st hit CH
pandau+1+2m24i18~23-8 / -7 HBS+6 / +7 HBS+8a / +9a
* Transition to HBS with input D or 3+4
* Low crush
pandaws1,2m, m13, 20i13~15, i18~19-13+6 (+20g)+18
* 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
* Wallsplat on CH
pandaSS.1+2m23i22~23-3+6c
* 9 chip damage
* Transition to +12 +3 HBS with D
pandaFDFA.1+2l10i14~16-12+6+6
* Transition to HBS
* Move is airborne, requires strong parry
pandaFUFA.1+2m15i17~19-2 (-2)+6 (+6)+6 (+6)
* Transition to HBS (Cannot cancel)
pandaSIT.1,1l, l15, 13i21~22, i25~26-12+6
Combo from 1st CH
paul2h8i10+0+6
paulf+4m24i22-5+6
* Heat Engager
* Heat Dash +43d (+35)
* Homing
* Low crush 9~22
pauldf+3,4m, m14, 17i16, i21~22-10+6+59a
* Move can be delayed 10f
* Input can be delayed 13f
* Combo from 1st hit with 9f delay
* Interrupt with i4 from 1st block
* Whiffs vs SSR from 1st block
pauldb+1sl5i10-5+6
* Transition to r24 standing with f
* High crush
paulws3M16i13~14-8+6
* Knee
paulDPD.df+2m10i14-10+6
* Balcony Break
* Effective minimum startup 24f
paulqcb+3,2L, m14, 20i18~19, i27~28-10+6
* Combo from 1st CH +20d (+13)
paulb+1+4t40i11-2+6d FUFA
* Throw break 1
* Side switch
* Transition to BT on hit
ravenf+2,3m, M10, 13i15~16, i21~22-9~-8+6c~+7c
* Spike
* Combo from 1st hit with 8F delay
* Interrupt with i6
* Transition to r27 SZN with 3+4_D (-9~-8/+6c~+7c)
* Move can be delayed by 10F
* Input can be delayed by 14F
ravendf+1,4m, sm13, 25i14~15, i18~27-13+6c
* Balcony Break
* Spike
* Weapon
* Projectile
* Combo from 1st hit
* Interrupt with i1
* Available only on hit or block
* Forces tech backroll on hit
ravenH.df+1,4m, sm,sm13, 25,(30)i14~15, i18~27, i44~45-3~-2+6cg
* Balcony Break
* Spike
* Combo from 1st hit with 5F delay
* Interrupt with i1 from 1st block
* Available only on hit or block
* 2nd hit only available on block (jailing)
* 20F timestop on hit
* t78 r32 on hit
* 11 chip damage on block
* Consumes 240F of remaining Heat time on block
* Forces tech backroll on hit
* Move can be delayed by 1F
* Input can be delayed by 5F
* Low crush 51~54
* Floating state 55~57
ravendf+4,4m, M15, 16i15~16, i22~25-14~-13+6a
* Balcony Break
* Combo from 1st hit with 7f delay
* Input can be delayed 9f
* Move can be delayed 8f
ravend+1sl5i10-5+6
* Can recover standing with f
* High crush 4~
ravenb+2,2h, m12, 17i15~17, i22-3+6+8
* Elbow
* Combo from 1st hit with 6F delay
* -16 on whiff after 1st hit
* Interrupt with i4
* Input can be delayed 13f
ravenb+4,4m, m13, 20i14~15, i17~19-8~-6+6c~+8c
* Spike
* Combo from 1st hit
* Jail from 1st block
ravenb+4,B+4~3,3+4m, L, m13, 11, 15i14~15, ,i26~30-25~-21+6a
* Combo from 2nd hit with 4f delay
* Interrupt with i6
* Input can be delayed 7f
ravenu+3h23i27~28+2+6~+7
* Strong Aerial Tailspin
* 9 chip damage on block
* Alternate input: ub+3
* Can be performed during CD (Shadow Sprint)
* Low crush 9~30
* Floating state 31~33
ravenuf+3+4,3+4m, m17, 15i23~25, i20~24-25~-21+6a
* Interrupt with i3
* Can be performed during CD (Shadow Sprint)
ravenf,f,F+3m20i22~24+4~+6+6a
* Floor Break
* 6 chip damage on block
* Low crush 14~34
* Floating state 35~37
ravenFC.1sl5i10-5+6
Can recover standing with f
* High crush 1~
ravenBT.b+2m14i16~17-2~-1+6~+7
* Elbow
ravenBT.d+1sl5i10-5+6
* High crush 1~
ravenBT.f+1m18i16-8+6
* Balcony Break
* Transitions to throw on hit only
* Opponent recovers BT on hit
ravenBT.f+2m13i17~18-5~-4+6~+7
ravenBT.f+3m17i13~14-5~-4+6+14
* Knee
* Transition to r45 BT at -8/+3/+11 with input B
ravenSZN.1,4h, sm12, 25i14~15, i18~27-13+6c
* Spike
* Balcony Break
* Combo from 1st hit
* Available only on hit or block
* Forces tech backroll on hit
ravenH.SZN.1,4h, sm,sm12, 25,30i14~15, i18~27, i44~45-3~-2+6c
* Balcony Break
* Spike
* Combo from 1st hit
* Available only on hit or block
* Forces tech backroll on hit
reina2,2,2h, h, m5, 5, 21i12, ,i29-6+6
* Transition to WRA r30 with D (-6/+6)
* Transition to WRA is safe (can be cancelled early enough with crouch dash)
* Combo from 2nd hit only if the 2nd hit connects on i15, otherwise no combo
* Input can be delayed 10f
* Move can be delayed 9f
* Interrupt with i11 from 2nd block
reinadf+4,2m, m14, 10i15, i18-8+6
* Transition to WRA r28 with D (-6/+8)
* Combo from 1st hit
reinad+1sl5i10-5+6
* Transition to standing r24 with f
* +6c on crouching hit
* High crush 4~
reinab+1h14i18-4+6
shaheen2h10i10+0+6
shaheenf+3m17i20-5+6+13c
* Good right sidestep tracking
* Transition to SNK (-3/+8/+15c) with DF
* Low crush 13~
shaheendb+1sl5i10-5+6
* Transition to standing r24 with f at frame 25
* +6c on crouching hit
* High crush 4~
shaheenb+1m20i19~20+0c+6c
* Heat Engager
* Heat Dash +67a (+50)
* Transition to +0c, +6c FC with D
shaheenSNK.df+1m12i15~16-5+6
* Good left sidestep tracking
steve2,1h, h12, 14i12, i19-5+6
* Combo from 1st hit
* Jail from 1st block
* Transition to r15? PAB with f (+2/+13g/+13)
* Transition to r14? FLK with b (+3/+14g/+14)
** r14? PAB/FLK FC cancel?
steve2,2h, m12, 17i12, i22~24-14+6
* Tornado
* Combo from 1st hit
* Interrupt with i2 from 1st block
stevedf+2m10i16~17-11+6+10c
* Transition to r22? LWV with 3 (-7/+10/+14c)
* Transition to r22? RWV with 4 (-7/+10/+14c)
* Transition to r22? SWY with b+3_4 (-7/+10/+14c)
* Transition to r18? DCK with f+3_4 (-3/+14g/+18c~+19c)
** r19? DCK FC cancel?
stevedb+1sl5i10-5+6
* Transition to standing with f
* High crush 4~
victorH.db+1+2m30i28~29+6+6a (-4)
* Weapon
* Transition to IAI
* 9 chip damage on block
* Consumes 270F of remaining Heat time
victord+1,1L, h7, 15i16, i18-7+6
* Weapon
* Combo from 1st CH
* Jail on 1st hit
* -26 on 1st block
victorws2m15i14~15-8+6+35a (+25)
* Weapon
victorws3h16i14~15-14+6
xiaoyu2h8i10-2+6
*
xiaoyub+1+3+6
* Transition to BT on successful parry
* Alternate input b+2+4
* Also possible during HYP and BT
* Parry state 5~12?
* Parry state 1~7?
* (BT)
xiaoyuf,F+2m12i15-5+6
*
xiaoyuf,F+3M12i14~15-5+6+12
*
xiaoyuws3m22i22~23+3+6c+51a
* Transition to FC +3 +6c with D
xiaoyuAOP.1m11i18-5+6
* Transition to HYP r21 with B (-2/+9)
* +6c on crouching hit
xiaoyuBT.2h9i12+0+6
* Transition to BT
xiaoyuBT.2,1h, h9, 8i12, i14-1+6+10
* Transition to HYP r41 with B (-2, +5)
* Combo from 1st hit
* Jail from 1st block
xiaoyuBT.b+1+3+6
* Transition to BT on successful parry
* Alternate input BT.b+2+4
* Also possible front-facing and during HYP
* Parry state 1~16
xiaoyuhFC.1sl5i10-5+6
* High crush 1~34
xiaoyuhFC.3,2,1L, h, h11, 6, 6i15~17, ,i14-1+6+10
* Transition to HYP with B (-2, +5)
* Combo from 2nd hit
* Jail from 2nd block with ?F delay
yoshimitsuf+2,db+2h, m18, 8i17~18, i15-5+6
* Input can be delayed 2f
* Move cannot be delayed
* Leads to db+2 extensions
yoshimitsudf+1,2,db+2m, h, m14, 16, 8i13, ,i15-5+6
* Jail from 2nd block
* Leads to db+2 extensions
yoshimitsudf+2+3m18i17~18-13+6g+58a (+38)
* Balcony Break
* Weapon
* Can be performed in FC
* Faster startup and 20 damage with input f,n,d,df+2
* High crush 9~17
yoshimitsudb+2m8i15-5+6
yoshimitsuuf+2L25i35~36-16+6g+25a
* Weapon
* Cancel to r47 FC with D on frame 27
* Low crush 10~29
* Floating state 30~32
yoshimitsuf,n,d,df+2m20i14~15-13+6g+58a (+38)
* Balcony Break
* Weapon
* Can be buffered
* Can be performed in FC
* High crush 6~14
yoshimitsuws1,1,1,1m, h, h, m12, 12, 12, 25i13~14, ,i25~26+0c+6c
* Floor Break
* Combos from 3rd CH with 5f delay
* Input can be delayed 12f
yoshimitsuws1,2,db+2m, h, m12, 18, 8i13~14, ,i15-5+6
Leads to db+2 extensions
yoshimitsuDGF.3L18i22~23-13+6c+28a
Airborne attack, can't be low parried
* Low crush 1~18
yoshimitsuKIN.b+1+2m!25i46+6a
* Weapon
* Backswing blow
* Unavailable in NSS
* Move is delayed by 5f
yoshimitsuNSS.db+1sl5i10-5+6
* Transition to standing r24 with f at frame 25
* +6c on crouching hit
* High crush 4~
yoshimitsuhFC.1sl5i10-5+6
* Transition to r24 with f
* Transition input can be delayed 16f
* High crush 1~
zafinaf,F+4m16i17~19-8+6
* Homing
*
zafinaFC.d+1sl5i10-5+6
* Transition to r24 with f
* Transition input can be delayed 16f
* High crush 1~
alisa1,1h, h5, 18i10, i21-3+5+14d
* Combo from 1st hit with 4f delay
* Interrupt with i2 from 1st block
* Input can be delayed 8f
* Enter DES with 1+2
alisa2h10i12-6+5
alisa3,f+2m, m10, 20i13~14, i24~28 i1~4 i1~4 i1~4 i1-12+5
* Weapon
* Combo from 1st hit
* Interrupt with i4 from 1st block
* 2 chip damage on block
* 6 chip damage on block in Heat
alisadf+1m10i13-6+5+8
* +5c on hit against crouching opponent
alisadb+2,2m, m10, 10i18~19, i19~20-9+5
* Combo from 1st hit with 12f delay
* Input can be delayed 15f
* Move can be delayed 14f
* Enter DES with 1+2
alisab+3m22i20~22-8+5a (-4)
* Homing
* Balcony Break
alisaf,F+2m18i16~17-18+5a
* Balcony Break
alisaDES.b+2,1m, m,SL,SL,SL,SL17, 8,5,5,5,5i18~20, i20~21 i1~6 i1~5 i1~5 i1~3-3c+5
* Spike
* Weapon
* Combo from 1st hit with 17F delay
* Move can be delayed by 10F
* Input can be delayed by 23F
* 3 chip damage on block
* 7 chip damage on block in heat
alisahFC.1+2L,L10,16i21~23, i6~8-11c+5c
* Enter DES with n,1+2
* Can be done from Crouch Level 1
* High crush 1~55
annadf+1m10i13~14-1+5
annadf+4L17i16~17-15+5c+25d
* Pseudo homing to SSR side
annad+3,4,1L, h, m10, 14, 2016, ,i29~30-3+5c+21a
* Spike
* Combo from 2nd hit
* Combo from 1st CH
annadb+1,2m, m16, 20i16~18, i25~26-13+5
* Balcony Break (airborne)
* Combo from 1st CH with 8f delay
* Input can be delayed 15f
annab+1,2m, h14, 12i16~17, i24-11+5
* Combo from 1st hit
* Jails from 1st attack
annab+2,2h, h10, 20i13~14, i18~19-9+5
* Balcony Break (airborne)
* Combo from 1st hit
* Female characters can slap back with 2 on hit
* Jails from 1st attack
annauf+3+4M,M4,18i25~28-3c+5c
* Spike
* Low crush 9~26
annaf,F+3m14i15-11+5
*
annaws1m10i13~14-8+5
annaws4m16i11~12-6+5
armor-kingf+3,2m, m9, 12i15~16, i20~21-11+5
* Combo from 1st hit with 4F delay
* Move cannot be interrupted
* Transition to CD r19 with DF (-1/+15)
armor-kingdf+3m17i17~18-5+5+49a
* Knee
* 4f timestop on CH
armor-kingd+2m17i17~18-5+5c+13
armor-kingb+1h12i12~13-7+5
armor-kinguf+3m17i19~21-8+5+35a (+25)
Knee
* Low crush 17~24
* Floating state 25~27
armor-kingf,f,n,2L20i19-13+5+10
* Transition to BAD r29 on hit with F (+8/+13)
* High crush 8~37
armor-kingws4m20i11~12-6+5
asukab+1+4h,L15,8i12 i17~18-8+5+7
* Combo from 1st hit
* Interrupt with i1 from 1st block
asukab+1+4,4h,L, m15,8, 23i12 i17~18, i25~26-14+5b
* Balcony Break (airborne)
* Combo from 2nd CH
* Interrupt with i6 from 2nd block
asukahFC.3+4m,m10,10i21~22 i9~10-6+5c
* Transition to r22 FC with D
* Can be done from Crouch Level 1
* Low crush 5~19
* Floating state 20~22
azucenaf+2,1h, m14, 17i17~18, i22~23-10+5
* Combo from 1st hit with 7f delay
* Interrupt with i3 from 1st block
* Move can be delayed 8f
azucenaf+3m15i17-4+5
* Has good right sidestep tracking
azucenadf+3m17i17~18-5+5+59a
Knee
azucenad+2m15i17~18-9+5
azucenaws4m13i11~12-6+5
azucenaFC.df+4L23i17~18-15+5+24d
* Transition to r33 LIB on hit only
* High crush 1~
azucenaLIB.4,1m, h14, 10i15~16, i23~24-1+5+10
* Combo from 1st hit with 9f delay
* Launches from first counter hit
* Interrupt with i1 from 1st block
bob1,1h, h5, 7i10, i17-3+5
* Jails from 1st block with 1F delay
* Combo from 1st hit with 3F delay
bob1,2,2h, h, m5, 10, 20i10, ,i20~21-14+5
* Heat Engager
* Heat Dash +43d (+35)
* Balcony Break
* Combo from 1st CH with 3F delay
* Interrupt with i1 from 1st block
* Move can be delayed by 2F
* Input can be delayed by 3F
bob1,4h, h5, 15i10, i16-6+5
* Jails from 1st block with 2F delay
* Combo from 1st hit with 3F delay
bob3m14i15~16-6+5
*
bob4,4h, M15, 22i13, i32~37+2c+5d
* Spike
* Airborne combo from 1st CH with 2F delay (-7d)
* Interrupt with i14 from 1st block
* Whiffs vs SS, SW from 1st block
* Low crush 19~37
bobdf+1m13i14-2+5
*
bobdf+4h12i13~14-6+5
*
bobb+1m15i18~19-8+5c
* Elbow
* Spike
bobb+1+3sp(10),20 (25)i41?, i30+5g / +26a (+0)
* Balcony Break (Perfect)
* Parries high and mid punches
* On successful parry, shift to Steak and Fries (FC.db+1+2)
** Input 3 during frames 26 to 29 of 2nd hit to power up
* Parry state 5~12
bobws2,2m, m10, 20i14, i23-13c+5c+17d
* Combo from 1st hit with 7F delay
* Interrupt with i7 from 1st block
* Move can be delayed by 10F
* Input can be delayed by 14F
bobws4m16i11~12-6+5
*
bobBAL.1m16i15~17-5+5
*
bobFC.db+1+2t35i12,i30-3+5g
* Throw break: 1+2
bryandf+2m12i13-6+5
Elbow
bryandf+2,1m, h12, 11i13, i16-4+5
* Combo from 1st hit
* Move cannot be interrupted
* Enter SWA -1 +8 r15 with b
bryand+1+2,3m,m, l10,15, 20i17, i27~28-13+5+25a
Interrupt with i7 from 1st block
bryanws4m16i11~12-6+5
bryanSS.2M15i17~18-9+5
bryanSLS.2,4h, m16, 22i15~16, i16~17-10+5a
* Tornado
* Knee
* Combo from 1st hit with 4f delay
* Jail from 1st block with ?F delay
* Gain SNE on hit, -12a
* Low crush 9~26
* Floating state 27~29
bryanqcb+3l23i19~20-13+5+25a
Balcony Break (airborne)
claudio2,1h, m10, 13i12, i20-6+5
* Combo from 1st hit with 2f delay
* Interrupt with i2 from 1st block
claudio4h13i12-11+5+9s
* Pseudo homing to sidestep left and sidewalk left?
claudiodf+2m19i14-13+5+57a
* Gain STB on counterhit
* Completely homing to SSL/SWL?
claudiodf+3,2m, h12, 10i14, i15-1+5
* Combo from 1st hit with 14f delay
* Move cannot be interrupted
* Input can be delayed 14f
* Move can be delayed 9f
claudiows4m18i11~12-6+5
clivedf+2,2m,m, m5,10, 20i15~16 i26~27, i18~19+5a (-2)
* Weapon
* Available only as combo from 2nd hit
* Available on standing hit only
* Low crush 9~
clivedf+4m13i14-9+5
clived+2sl8i11-6+5
+5c on crouching hit
* High crush 4~
cliveb+3,P,1+2m,t35i20~21-13+5d
* Reversal Break
* Weapon
* Increases ZAN gauge by 0.72 on hit
* Increases ZAN gauge by 0.10 on block
* Move can be delayed by 20F
* Transition to attack throw on hit
* Side switch on hit
* is1~20
clivePHX.2,2m, m,t12, 8,18i15, i20-13+5d / +5a (-4)
* Balcony Break
* Weapon
* Combo from 1st hit with 6F delay
* Interrupt with i4 from 1st block
* Transition to attack throw on hit
* Cancel throw transition with B
* Increases ZAN gauge by 0.72 on hit
* Increases ZAN gauge by 0.40 on hit without throw
* Increases ZAN gauge by 0.10 on block
* Side switch on hit
* Move cannot be delayed
* Input can be delayed by 6F
devil-jinH.2+3m,h,t20,22,10i18~28+11 MCR+5d
* Heat Smash
* Balcony Break
* Jail from 1st attack
* Transition to attack throw on hit
* Transition to MCR r29 on block only
** -14 on an empty MCR transition
* Cancel to r37 on block with B (+2~+12)
* 5 chip damage on block
* +48? (+8?) on wall hit
* Low crush 15~52
* Floating state 53~55
devil-jindf+1m11i13-6+5+9
devil-jinb+1h10i12-6+5
Tracks SSR/SWR completely
devil-jinws1m12i13~14-6+5+9
devil-jinOTG.d+1+2L25i23~31-16~-8+5a~+13a
* Weapon
* Projectile (unparryable)
* Balcony break on CH
* Typically connects grounded on frames i25~26 of startup at -14~-13/+12a~+13a(+0a~+1a)
* Can be done from Crouch Level 1
dragunovf+3m11i20-6+5
Enter SNK +0 +11 r19 with DF
dragunovdf+3m16i17~20-6~-3+5c~+8c
* Floor Break
* +20 damage throw when hit from the front in close range
* Removes Recoverable Health
dragunovd+3,4L, m13, 18i17~18, i28-11+5+23g
* Floor Break
* Combo from 1st CH
* Interrupt with i9 from 1st block
* Whiffs vs SSR, SW from 1st block
dragunovd+4,1L, h12, 8i15~16, i14~15-11+5
* Combo from 1st CH with 1f delay
* -27 from 1st block
dragunovd+1+240+5d
* Parries lows except weapons
* Can side switch on a successful parry
* 100% recoverable damage
* Parry state 5~15
* High crush 1~25
dragunovb+4,2,1m, m, h15, 10, 17i14, ,i23~24+1+5+14c
* Combo from 1st CH or 2nd hit with 7F delay
* Interrupt with i3 from 1st block
* Move can be delayed by 10F
eddy1+2m17i20+3c+5c+14c
* Spike
* Elbow
eddyd+2,3m, M10, 20i17~18, i24~25-4c+5c
* Combos from 1st CH
* Transition to RLX
eddydb+3L21i28-14c+5c+21a
* Has good right sidestep tracking
eddydb+3+4,4m,M, m12,12, 10i20~22, i21~22-8+5
* Combo from 2nd CH with 7F delay
* Interrupt with i3
* Move can be delayed by 10F
* Input can be delayed by 14F
eddyu+3M30i38~42+0+5a(-5)
*
Balcony Break
* 9 chip damage on block
* Low crush 10~42?
eddyuf+1m12i14~15-5+5
eddyws1h6i13~14-6+5
* Elbow
eddyRLX.1,3L, m11, 17i14, i25~26-14+5c+7a
* Transition to RLX
* Combo from 1st CH with 5F delay
* Interrupt with i6 from 1st block
* Move can be delayed by 9F
* Input can be delayed by 10F
* High crush 54~58
fahkumram1,2h, h5, 8i10, i10-3+5
* Jail from 1st block with 2f delay
* Combo from 1st hit with 2F delay
fahkumramws4m20i11~12-6+5
feng2h8i10-3+5
fengdf+4m13i15-6+5
heihachidf+3m10i15~16-6+5
* Knee
heihachidf+4m10i13~14-6+5
heihachiH.uf+4,1m, M17, 20i24~26, i25~30-3+5a
* Balcony Break
* Chip damage on block
* Consumes 300F of remaining Heat time
* Combo from 1st hit
* Jail from 1st block
hwoarangH.RFS.f+4h,h8,10i8, i10+0+5
* Jail from 1st block
* Remains in RFS
* 2 chip damage on block
hwoarang4h14i11~12-6+5
hwoarang4,3h, m14, 16i11~12, i22-6+5+20a (+11)
* Balcony Break on CH
* Combo from 1st hit
* +5c on crouching hit
* Cancel the second hit and transition to r8 LFS with F (-6/+5)
hwoarangws3+4,3m, M16, 20i20~21, i21~26-6+5c~+10c+29d
* Combo from 1st hit with 7F delay
* Input can be delayed by 7F
* Move cannot be delayed
hwoarangSS.4l18i19~20-13+5c+31a
* Transition to RFF
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