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All Characters Tekken 8 Frame Data

CharCommandHit levelDamageStartupBlockHitCounter hitNotes
kumadf+1m6i15~16-6+2
kumadf+2m10i15~16-9+2
kumadf+3m13i16-9+2
* +2c on crouching hit
kumadb+1+2m,m4,4i14~15-9+2~3
kumab+2m12i15-9+2
kumaws1m13i13~15-11+2+7
kumahFC.1L12i19~21-8+2c
* Can be done from Crouch Level 1
* High crush 0~46
kunimitsu2+3m[12;12]i16+1+2c
* Heat Burst
* Cancel to r45 with b,b on frame 42
* 2 chip damage on block
* 12 chip damage on hit
* Only deals recoverable damage
* Cannot cause a K.O.
* Power crush 7~16
kunimitsu2,2,2h, m, h12, 14, 16i12, ,i18~19-9+2
* Weapon
* Combo from 2nd CH with 4f delay
* Interrupt with i4 from 2nd block
* Enter SET -4 +7 r27 with F
* Input can be delayed 4f
* Move is delayed 7f
* Move cannot be delayed
kunimitsuf+2h12i13-9+2
kunimitsudf+3m14i17~18-6+2+4
kunimitsudf+4m13i12-9+2
kunimitsud+2m11i16-9+2c
* Floor Break
* Weapon
* Does not floor break if string is continued
kunimitsudb+2,4M, m10, 15i16~17, i24~25-9+2
* Balcony Break (airborne)
* Combo from 1st hit with 7f delay
* Input can be delayed 7f
* Move can be delayed 6f
* Interrupt with i3 from 1st block
kunimitsuuf,n,3m25i31-29+2a (-8)
* Balcony Break
* Low crush
kunimitsuBT.1,3h, m10, 12i11, i22~23-5+2+11
* Knee
* Combo from 1st hit with 8f delay
* Interrupt with i6 from 1st block
* Input can be delayed 8f
* Move can be delayed 4f
* Transition to SET -1 +6 +15 r19 with F
kunimitsuKAT.3M8i18~25-12~-5+2c~+9c
* Floor Break
* Evasive, can go over mids and some highs
* is1~4
* Floating state 1~4
* Low crush 5~26
lars2+3m[12;12]i16+1+2c
* Heat Burst
* 46f timestop at frame 14 of activation (t92)
* Cancel to r87 with b,b on frame 42 (frame 28 of timestop)
** t41 r27 effective recovery
* 20f timestop on block or hit
* 2 chip damage on block
* 12 chip damage on hit
* Only deals recoverable damage
* Cannot cause a K.O.
* Power crush 7~16
larsf+4,1m, m12, 8i17, i21~22-9+2
* Jail from 1st block with ?F delay
* Combo from 1st CH
larsf+4,1,2m, m, m12, 8, 8i17, ,i12-10+2
* Jail from 1st block with ?F delay
* Combo from 2nd hit
larsdf+4m16i15~16-8+2
larsws2,1m, m13, 17i13~14, i23~24-12c+2c+4d
* Combo from 1st hit
* Interrupt with i4
law2+3m[12;12]i16+1+2c
* Heat Burst
* Cancel to r45 with b,b on frame 42
* 2 chip damage on block
* 12 chip damage on hit
* Only deals recoverable damage
* Cannot cause a K.O.
* Power crush 7~16
law3h12i12-9+2
lawb+1m12i14-9+2
* Transition to DSS with F
** (-4 oB, +7 oH)
lawb+1,2m, m12, 12i14, i19-12+2
* Combo from 1st hit with 11F delay
* Move can be delayed by 14F
* Transition to DSS with F
** (-10 oB, +4 oH)
lawf,F+2m12i14~16-6+2+7
lawf,F+2,1m, h12, 12i14~16, i22~23-4+2
* Combo from 1st hit with 8F delay
* Combo from 1st CH with 13F delay
* Move can be delayed by 17F
* Input can be delayed by 19F
lawBT.4h14i11-9+2
lee2+3m[12;12]i16+1+2c
* Heat Burst
* Cancel to r45 with b,b on frame 42
* 2 chip damage on block
* 12 chip damage on hit
* Only deals recoverable damage
* Cannot cause a K.O.
* Power crush 7~16
lee3~3h18i17 (i30)-9+2
* i30 effective startup (cancel takes 13F)
* Input 3 by frame 13 of 1st hit
lee4h14i11-9+2+2s
leef+2m12i14~15-9+2
leed+4,n,4l, h7, 16i12, i23-9+2+27a (+17)
* Combo from 1st CH with 7f delay
* Interrupt with i3 from 1st block
* Interrupt with i4 from 1st hit
* Whiffs vs SSR from 1st hit (cannot SSR on block)
* Links to attacks from 4 (4,4:4, 4,3,4, etc.)
* d+4,n,4,4,4: Airborne combo from 2nd CH, 3rd hit whiffs (4th 8dmg +29a (+22))
* Move can be delayed by 11F
leeuf+3m12i25-9+2
* Low crush
leews1,2m, h12, 17i13~14, i20-7+2+7
* Combo from 1st hit with 7F delay
* Transition to MS r22 cs10~23 with F (-3/+6/+11)
* Move can be delayed by 10F
leo2+3m[12;12]i16+1+2c
* Heat Burst
* 46f timestop at frame 14 of activation (t92)
* Cancel to r87 with b,b on frame 42 (frame 28 of timestop)
** t41 r27 effective recovery
* 20f timestop on block or hit
* 2 chip damage on block
* 12 chip damage on hit
* Only deals recoverable damage
* Cannot cause a K.O.
* Power crush 7~16
leodb+4L11i20~22-31~-29+2+33a
* Clean hit +2
* Staggers on block
* Causes float on hit if db+4,1 is input
* High crush 11~
leou+1m17i19~20-6~-5+2+22a (+5)
* Tornado
* Balcony Break
** CH only
** Doesn't Balcony Break on airborne
leouf+1,1h, m8, 17i13, i19~20-6~-5+2+22a (+5)
* Tornado
* Balcony Break
** CH only
** Doesn't Balcony Break on airborne
* Interrupt with i4 from 1st block
leows4m8i11~12-9~-8+2
Alternate input CD.4
leoBOK.3+4L,l7,13i16~17,i12~14-13+2
1st forces crouching against crouching opponents (opponents recover standing after 2nd hit)
* High crush 1~61
leoKNK.1h12i18~19-9+2
* Transition to BOK r25 with D (-7/+4)
leroy2+3m[12;12]i16+1+2c
* Heat Burst
* Cancel to r45 with b,b on frame 42
* 2 chip damage on block
* 12 chip damage on hit
* Only deals recoverable damage
* Cannot cause a K.O.
* Power crush 7~16
leroy1,1h, m5, 7i10, i18~19-9~-8+2~+3
* Jail from 1st block with no delay
* Combo from 1st CH with 3F delay
leroy3,3m, L14, 13i15, i18-14+2+15d
* Delayable
* Combo from 1st hit
leroyf+2h15i14~16-9~-7+2~+4
* Elbow
* Has good left sidestep tracking
leroyf+2,3h, m15, 15i14~16, i18-10+2
* Combo from 1st hit with 10F delay
* Interrupt with i1 from 1st block
* Move can be delayed by 10F
* Input can be delayed by 11F
leroyb+1+2m17i12-10+2+60a
* Crumple stun +14F after CH
lidia2+3m[12;12]i16+1+2c
* Heat Burst
* Cancel to r45 with b,b on frame 42
* 2 chip damage on block
* 12 chip damage on hit
* Only deals recoverable damage
* Cannot cause a K.O.
* Power crush 7~16
lidia2,1,4h, h, h8, 10, 15i11, ,i22+2
lidiadf+1m13i13-5+2
lidiaqcf+1+2m18i16~17-12+2
Alternate input: db+1+2 but does 3 less damage
lidiaFC.df+3L16i20-26+2c
* +12a on clean hit, 4 extra damage
* High crush 1~
lili2+3m[12;12]i16+1+2c
* Heat Burst
* RAB.2+3: i21 actual startup
* Cancel to r45 with b,b on frame 42
* 2 chip damage on block
* 12 chip damage on hit
* Only deals recoverable damage
* Cannot cause a K.O.
* Power crush 7~16
lili1,2,4h, h, m5, 12, 20i10, ,i29~34-9~-4+2a (-7)
* Balcony Break
* Input can be delayed 4f
* Move can be delayed 3f
* Interrupt with i11 from 1st block
* Whiffs vs SS, SW from 1st block
* Powers up in Heat
* Chip on block [6]
* Low crush 21~41
* Floating state 42~44
lili3,2m, h12, 8i15~16, i27-5+2+10
* Combo from 1st hit with 2f delay
* Interrupt with i7 from 1st block
* Input can be delayed 2f
* Move cannot be delayed
* Enter DEW -2 +5 +14 r21 with F
lilidf+3+4,3+4M, m,m14, 5,20i24~29, i26~28 i5~6-7+2d
* Floor Break
* Combo from 1st hit
* Interrupt with i13 from 1st block
* Whiffs vs SS, SW from 1st block
* +25a on hit when only the last kick connects
* Low crush 15~36
* Floating state 37~39
lilib+1m16i17-8+2+8
* Enter DEW -2 +8 +14 r22 with F
liliuf+3+4m15i15~18-9~-6+2~+5
* Knee
* Low crush 9~29
* Floating state 30~32
liliDEW.1,4m, m12, 26i15~16, i25~31-9+2a (-7)
* Balcony Break
* Combo from 1st CH with 7f delay
* Interrupt with i5 from 1st block
* Input can be delayed 12f
* Move can be delayed 10f
* Chip damage on block [7]
* Power up in Heat
* Low crush 19~39
* Floating state 40~42
miary-zo2+3m[12;12]i16+1+2c
* Heat Burst
* Cancel to r45 with b,b on frame 42
* 2 chip damage on block
* 12 chip damage on hit
* Only deals recoverable damage
* Cannot cause a K.O.
* Power crush 7~16
miary-zo1,1,2h, h, h,h5, 5, 4,8i10, ,i15~16 i11~12-11+2
* Balcony Break (airborne)
* Wall Crush +16g on hit
* Hit vs BT +13d
* Combo from 1st hit with 7f delay
* Jails attack inputs from 1st block (crouch assist bufferable)
* Duckable
* Input can be delayed 7f
* Move can be delayed 4f
* Enter MOR -8 +5 r28 with F on hit or block only
miary-zof+4m12i18-6+2
* Low crush 9~14
* Floating state 15~17
miary-zodb+2m10i15-11+2
miary-zodb+2,3m, m10, 10i15, i23~24-11+2
* Knee
* Combo from 1st hit with 9f delay
* Interrupt with i4 from 1st block
* Move can be delayed 8f
miary-zob+2,3h, h10, 16i13, i18~19-9+2
* Combos from 1st hit
* Jail from 1st block
* Enter MOR -6 +5 r28 with F
miary-zouf+2h14i17-2+2+3
miary-zouf+2,3h, L14, 14i17, i27~28-14+2c
* Combo from 1st hit
* Move cannot be interrupted
nina1,2,1h, h, h5, 10, 17i10, ,i26~27-3+2
* Combo from 2nd CH with 4f delay
* Interrupt with i6 from 1st block
* Input can be delayed 6f
ninadf+1,2m, h10, 10i13~14, i16-5+2
* Jail from 1st block
* Combo from 1st hit
* Transition to SS r19 with D_U (-1/+6)
* Transition CD r18 with F (+0/+7)
* Links to 1 jab extensions
ninadf+1,2,1m, h, h10, 10, 17i13~14, ,i26~27-3+2
* Interrupt with i7 from 1st block
* Whiffs vs SSL from 1st block
* Move cannot be delayed
ninadf+3,3m, m13, 14i14, i28-10+2c
* Spike
* Combo from 1st hit with 2f delay
* Interrupt with i9 from 1st block
* Whiffs vs SSR and SW from 1st block
* Move can be delayed 10f
ninadb+4L5i16~17-9a+2
* High crush 6~16
ninauf+3+4m,t20,13i23~30-23a~-16a+2d / +9a (-1)
* Balcony break on meaty hit
* Transition to Heel Hold (HHD) chain throw on hit (+2d) if the move connects on i23
* +9a (-1) on meaty hit
* Unbreakable
* Low crush 3~34
* Floating state 35~
panda2+3m[12;12]i16+1+2c
* Heat Burst
* Cancel to r45 with b,b on frame 42
* 2 chip damage on block
* 12 chip damage on hit
* Only deals recoverable damage
* Cannot cause a K.O.
* Power crush 7~16
panda2,1h, m10, 11i10, i16-3+2
* Combo from 1st hit with 2F delay
* +2c on crouching hit
* Panda: Reduced vertical hitbox (does not hit as high)
pandadf+1m6i15~16-6+2
pandadf+2m10i15~16-9+2
pandadf+3m13i16-9+2
* +2c on crouching hit
pandadb+1+2mm4,4i14~15-9+2~3
pandab+2m12i15-9+2
pandaws1m13i13~15-11+2+7
pandaHBS.1m10i12~13-13+2+12
pandahFC.1L12i19~21-8+2c
* Can be done from Crouch Level 1
* High crush 0~46
paul2+3m12i16+1+2c
* Heat Burst
* Consumes Heat
* t92 on whiff
* Cinematic freeze on frame 15
* Cancel to t42 r26 standing with b,b
* Power crush 7~
pauldf+3m14i16-9+2
pauld+1m16i14~15-9+2+3c
* Spike
* Transition to r27 FC with d
paulb+1h10i12~13-9+2
paulws1,2m, m16, 17i15~16, i20-11+2+3
* Move can be delayed 10f
* Input can be delayed 10f
* Combo from 1st CH with 10f delay
* Transition to t59 r19 SWA +1 +14g +15 from 39~44f with b
raven2+3m[12;12]i16+1+2c
* Heat Burst
* 46f timestop at frame 14 of activation (t92)
* Cancel to r87 with b,b on frame 42 (frame 28 of timestop)
** t41 r27 effective recovery
* 20f timestop on block or hit
* 2 chip damage on block
* 12 chip damage on hit
* Only deals recoverable damage
* Cannot cause a K.O.
* Power crush 7~16
ravendf+4m15i15~16-9~-8+2~+3
ravendb+2,1,1m, h, sm13, 15, 24i13~14, ,i18~19-13+2a (-7)
* Balcony Break
* Weapon
* Projectile
* Combo from 2nd CH
* Interrupt with i3
* Available only on hit or block
ravenH.db+2,1,1m, h, sm,sm13, 15, 24,(30)i13~14, ,i18~19, i39~47-3~+5+2a (-7)
* Balcony Break
* Combo from 2nd CH with 9F delay
* Available only on hit or block
* 2nd hit only available on block (jailing)
* Interrupt with i3 from 2nd block
* 20F timestop on hit
* t102 r41 on hit
* Consumes 240F of remaining Heat time on block
* 10 chip damage on block
* Move can be delayed by 5F
* Input can be delayed by 9F
* Low crush 48~61
* Floating state 62~64
ravenb+4,B+4m, M13, 24i14~15, i37~42+1c~+6c+2c~+7c+12a
* Spike
* Interrupt with i15
ravenFC.df+3L17i20~22-9~-7+2~+4+30d
Alternate input: d,DF+3
* High crush 1~35
ravenBT.2,2h, m9, 12i10, i21~22-9~-8+2~+3
* Combo from 1st CH
* Interrupt with i2
* Transition to t45 r25 SZN with 3+4 or D (-7~-6/+8~+9)
ravenBT.2,2,1h, m, sm9, 12, 24i10, ,i18~19-13+2a (-7)
* Balcony Break
* Weapon
* Projectile
* Available only on hit or block
* Combo from 2nd hit
* Combo from 1st CH
* Interrupt with i3
ravenH.BT.2,2,1h, m, sm,sm9, 12, 24,30i10, ,i18~19, i39~47-3+2a (-7)
* Balcony Break
* Combo from 1st hit
* Available only on hit or block
reina2+3m[12;12]i16+1+2c
* Heat Burst
* Cancel to r45 with b,b on frame 42
* 2 chip damage on block
* 12 chip damage on hit
* Only deals recoverable damage
* Cannot cause a K.O.
* Power crush 7~16
reinaf+2,3h, m8, 16i13, i18~19-9+2+6
* Jails from 1st hit without delay
* Combo from 1st hit with 6F delay
* Transition to SEN (-2/+9/+13) with input F
* Cannot block up to i12 on empty transition on block
* Can be delayed
reinadf+3+4m,h5,10i16,i5~9-15+2
Transition to attack throw on CH
* High crush 9~14
reinaf,F+2m14i12-9+2
* Transition to SEN r22 with F (+2/+13)
* Cannot block up to i12 on empty transition on block
reinaWGS.DF+4L6/8i16-23+2c
* 8 dmg if manual CD
* High crush 15~55
reinaWGS.DF+4,4L, L6/8, 16i16, i17~18-23+2+23a
* Combo from 1st hit
* High crush 10~55
shaheen2+3m[12;12]i16+1+2c
* Heat Burst
* 46f timestop at frame 14 of activation (t92)
* Cancel to r87 with b,b on frame 42 (frame 28 of timestop)
** t41 r27 effective recovery
* 20f timestop on block or hit
* 2 chip damage on block
* 12 chip damage on hit
* Only deals recoverable damage
* Cannot cause a K.O.
* Power crush 7~16
shaheen2,1h, m10, 7i10, i17~18-4+2
* Combo from 1st hit
shaheenf+2,4h, L10, 16i12, i22~23-13+2+29a
* Combo from 1st hit with 3F delay
* Interrupt with i3 from 1st block
* Transition to -11, +4, +31a SNK with DF
* Move can be delayed by 10F
* Input can be delayed by 11F
shaheendf+4,1m, m13, 10i14, i22~23-9+2
* Transition to -2, +9 SNK with DF
* Combo from 1st hit
* Jail from 1st block with ?F delay
steve2+3m[12;12]i16+1+2c
* Heat Burst
* Cancel to r45 with b,b on frame 42
* 2 chip damage on block
* 12 chip damage on hit
* Only deals recoverable damage
* Cannot cause a K.O.
* Power crush 7~16
stevedf+1,2~1m, h12, 20i13~14, i30~31-2+2+61a
* Transition to r14? FLK with b (+0/+4/+63a)
** r14? FLK FC cancel?
* Interrupt with i11 from 1st block
* Interrupt with i4 from 1st hit
* Whiffs vs SS, SW from 1st block
steveb+1h10i13~14-14+2+61a
* Transition to r16? FLK with B (-1/+10/+69)
** r16? FLK FC cancel?
steveqcf+2l18i19-18+2c
* Transition to r36? PAB with F (-18/+2c)
** r36? FC cancel?
* High crush 10~
steveDCK.1+2m,m3,3i16, i7-9+2
steveDCK.1+2,1+2m,m, m,m3,3, 3,3i16, i7, i5, i2-9+2
* Combo from 1st hit
* Jail from 1st block?
steveDCK.1+2,1+2,1+2m,m, m,m, m,m3,3, 3,3, 2,2i16, i7, ,i5, i2-9+2
* Combo from 1st hit
* Jail from 1st block?
steveOTG.d+1+2L16i17-11c+2
* Recovers in crouch
* +0d (-8) on grounded hit
stevePAB.df+1m12i15~16-9+2
stevePAB.d+1l11i15~16-12+2
* Alternate input: FC df1
* High crush 6~
victor2+3m[12;12]i16+1+2c
* Heat Burst
* 46f timestop at frame 14 of activation (t92)
* Cancel to r87 with b,b on frame 42 (frame 28 of timestop)
** t41 r27 effective recovery
* 20f timestop on block or hit
* 2 chip damage on block
* 12 chip damage on hit
* Only deals recoverable damage
* Cannot cause a K.O.
* Power crush 7~16
victor3h11i12~13-9+2
victordf+3m10i16-9+2
victordf+3,4m, m10, 14i16, i21-9+2
* Knee
* Combo from 1st CH
* Interrupt with i1
victordb+1,1m, m9, 9i14~15, i21~22-7+2
* Weapon
* Transition to PRF with F (-5/+4)
* Combo from 1st hit
victorb,B+2+3ub(m)50i65~66+2a (-8)
* Balcony Break
xiaoyu2+3m[12;12]i16+1+2c
* Heat Burst
* Cancel to r45 with b,b on frame 42
* 2 chip damage on block
* 12 chip damage on hit
* Only deals recoverable damage
* Cannot cause a K.O.
* Power crush 7~16
xiaoyuf+3M14i16~18-9+2
* Knee
* Doesn't hit grounded if opponent is on-axis in FUFT
xiaoyuf+3+4,3+4m,m,m8,8,14i20~21 i4~5 i5~8+8+2d
*
* Low crush 23~
xiaoyudb+3L0i15+2c+2c+14
*
xiaoyuBT.db+4L0i15+2c+2c+14
* Alternate input BT.df+4
yoshimitsu2+3m[12;12]i16+1+2c
* Heat Burst
* 46f timestop at frame 14 of activation (t92)
* Cancel to r87 with b,b on frame 42 (frame 28 of timestop)
** t41 r27 effective recovery
* 20f timestop on block or hit
* 2 chip damage on block
* 12 chip damage on hit
* Only deals recoverable damage
* Cannot cause a K.O.
* Power crush 7~62
* On
* cancel:
* Floating state 12~20
* Low crush 21~29
* Floating state 30~32
yoshimitsud+2,2,NSS.d+1M, m, m12, 15, 17i16~17, ,i29~30-12+2c+42a
* Floor Break
* Input can be delayed 10f
* Move can be delayed 9f
yoshimitsud+2,2,d+1M, m, m12, 15, 17i16~17, ,i29~30-12+2c+42a
* Floor Break
* Weapon
* Input can be delayed 10f
* Move can be delayed 9f
* Last hit has shorter range and no Weapon property in NSS
yoshimitsudb+2,2m, m8, 7i15, i10~14-9~-5+2~+6
Combo from 1st hit
yoshimitsudb+2,2,2m, m, m8, 7, 6i15, ,i10~14-9~-5+2~+6
Combo from 1st hit
yoshimitsudb+2,2,2,2m, m, m, m8, 7, 6, 5i15, ,i10~14-9~-5+2~+6
Combo from 3rd CH
yoshimitsudb+2,2,2,2,2m, m, m, m, m8, 7, 6, 5, 4i15, ,i10~14-9~-5+2~+6
* Combo from 4th hit
* Combo from 3rd CH
yoshimitsub+2m12i14~15-9+2
Enter KIN r27 with 1+2
yoshimitsub+2,2m, h12, 21i14~15, i22~23-9+2a
* Heat Engager
* Heat Dash +43d (+35)
* Weapon
* Combo from 1st hit with 1f delay
* Combo from 1st CH with 7f delay
* Interrupt with i3 from 1st block
* Input can be delayed 14f
yoshimitsuuf+1m10i17-10+2c
* Weapon
* Good right sidestep tracking
* Transition to KIN -3 +9 r26 with 1+2
* H.uf+1: Consumes 90F of remaining Heat time
yoshimitsub,B+1+4m!50i59~61+2a
* Weapon
* Cannot be buffered
* Poor hitbox, will go over crouching opponents sometimes
yoshimitsuSS.1m21i17~18-9+2+27a (+17)
Sidestep adds minimum 9f, effective startup i26~27
yoshimitsuIND.2m7i39~43-8~-5+2~+6
* Leads to db+2 extensions
* Greater forward momentum than a standing db+2
yoshimitsuKIN.2,1+2m, M15, 30i21~22, i32~34-15~-13+2a
* Balcony Break
* Floor Break
* Weapon
* 6 chip damage on block
* Power in NSS or Heat
* -3d on backturned hit
yoshimitsuKIN.2,1+2*m, M15, 30i21~22, i47~49+2~+4+2a
* Balcony Break
* Floor Break
* Weapon
* 9 chip damage on block
* Power in NSS or Heat
* -3d on backturned hit
yoshimitsuKIN.b+2m15i15~16-9+2
Weapon
yoshimitsuWFL.3m25i17-16+2a (-7)
* Balcony Break
* Clean hit, 1st hit 25 > 37 damage
* Transition to attack throw on close standing hit, +15a r43 FLE and 20 extra damage
* Can side switch on throw hit
* Low crush 1~
zafina2,1h, m8, 9i10, i23~25-6c+2c
* Spike
* Combo from 1st hit CH with 3f delay
* Interrupt with i5 from 1st block
* Move can be delayed 1f
zafina2,2h, m8, 12i10, i19-20-9+2+7
* Combo from 1st hit CH with 6f delay
* Interrupt with i1 from 1st block
* Input can be delayed 13f
* Move can be delayed 11f
zafinab+1m14i18-14+2
* Transition to attack throw on standing or airborne front hit with 1+2
* 8f input window for attack throw (frames 10~17)
alisadf+1,4m, m10, 17i13, i26~27-11+3c+13c
* Floor Break
* Combo from 1st CH
* Interrupt with i7 from 1st block
* Transition to DES with 1+2
alisab+2,1m, m12, 17i18, i25~26-13+3c+17a
* Spike
* Combo from 1st hit with 7f delay
* Move can be delayed 12f
alisaub+4,1,1,2,1,1,3+4,3,2,2m, m, m, h, h, m,M,M, L, m, M, M,M,h,h10, 12, 9, 5, 5, 3,3,3, 7, 15, 20, 2,2,2,20i18, ,i13~16 1~5 i1~6 i1~8-23+3a (-15)
* Weapon
* Combo from 9th hit
* Last chainsaw hit rarely connects because of its high hitbox, -17 if blocked
* 1 chip damage on block
* 3 chip damage on block in heat
* Low crush 16~
alisauf+1+2t40i12~13-4+3
* Throw break: 1+2
* Opponent recovery on hit: FUFT
anna2h10i10-3+3
* Enter HAM +1 +7 with F
anna3m17i14~16-6+3
* Knee
* Floating state 14~16
* Low crush 17~27
* Floating state 28~30
annadf+3,1,2m, h, M13, 10, 35i14, ,i30~42-11~+1+3d
* Balcony Break
* Weapon
* Fragile debuff on hit or block, opponent receives chip damage from any attack, removed when land a hit on you
* Unpunishable on block due to pushback
* Interrupt with i12 from 2nd block
* 7 Chip damage on block
* Low crush 21~50
* Floating state 51~53
annadb+1m16i16~18-12+3
* Spike
* Transition to FC with DB_D_DF
annab+1+325+3d
* Parries high or mid punches or kicks
* Can side switch depending on the parried attack
* Parry state 5~12
annaqcf+1h20i13~17+1~+5+3~+7+47a (+37)
* Elbow
* Bufferable
* Chip damage on block
* Perfect input d,df,f#1, f and 1 must be pressed on the same frame, grants +3 damage and increased chip damage on block
annaqcf+2m10i16-12+3
* Elbow
* Can be buffered
annaBT.1h15i8-8+3
* Links to 1 jab extensions
* Combo into extensions on CH
annaCJM.3m12i12~14-12+3
annaCJM.uf+2M35i19~31-11~+1+3a
* Balcony Break
* 7 chip damage on block
* Unpunishable on block due to pushback
* Low crush 9~37
* Floating state 38~40
annaHAM.2m12i15~16-9+3
* Weapon
* 2 chip damage on block
annaHAM.1+3,2t, t15, 30i11, -3+3d
* Throw break 2
* 15 damage to Anna on break
armor-king3h17i15~16-4+3
* Has good right sidestep tracking
armor-king3,4h, m17, 15i15~16, i27~29-9+3
* Combo from 1st hit with 7F delay
* Move cannot be interrupted
* Move can be delayed by 7F
* Input can be delayed by 8F
armor-king3+4M14i25~32-7+3
* BT.3+4 spins backwards and recovers frontfacing
* Low crush 11~36
* Floating state 37~39
armor-kingb+1+3,2m17i17 (i38)-9+3+27a
* i38 effective startup (b+1+3 takes 21 frames)
* On CH transition to True Dark Smash
armor-kingws2m17i12-9+3+27a
* On CH can shift to True Dark Smash with 2 or f,d,df+2
* 4f timestop on CH
armor-kingSS.2L17i19~20-12+3+6c
* BT.d+2: cs4~50
* High crush 6~50
armor-kingBAD.4L23i17~18-13+3c+26a
armor-kinghFC.1+2t(s)0i26-5+3d
* 1+2 throw break (except from behind).
* Catches standing and crouching opponent from all directions.
* Can be done from Crouch Level 1
asuka2,1,d+1+2h, h, m9, 10, 23i12, ,i28~30-9+3c+38a
* Spike
* Combo from 2nd CH with 1f delay
* Cancel to r20 with B
* Cancel to FC with D
* Whiffs vs SSL, SWL from 1st block
* Interrupt with i10 from 2nd block
asukad+1+2L17i20-18+3a
* Floor Break
* Can be done from Crouch Level 1
* High crush 10~39
asukauf+1h12i13-9+3
* Has good left sidestep tracking
azucena2,1h, m9, 11i10, i17~18-7+3
* Combo from 1st hit with 4f delay
* Jail from 1st attack with 2f delay
azucena4h15i12~13-8+3+8
* Has good left sidestep tracking
azucenad+4,1L, h13, 5i15~16, i27~28-1+3
* Combo from 1st CH with 2f delay
* Move can be delayed 10f
* Interrupt with i8 from 1st block
* Whiffs vs SS, SW from 1st block
* Cancel to LIB -20 -9 r38 with F at frame 20
azucenab+1h10i14~15-3+3
azucenab+1,1h, h10, 14i14~15, i23-8+3
* Combo from 1st CH hit with 6f delay
* Jail from 1st block with 1f delay
* 4 chip damage on block
azucenaFC.df+3L17i18~19-13+3c+13c
* High crush 1~
azucenaBT.2m15i17~18-8+3
Transition to attack throw on front standing hit by inputting 2 on frames 10~16
azucenaBT.1+2m17i14~15-11+3+58a
azucenahFC.1+2t0i32-5+3
* Throw break 1+2 in a 6f window, frames 1~6
* Reverse tackle with 1+2 in a 17f window, frames 7~23, then 1+2 in a 2f window, frames 24~25
* Works on standing and crouching opponent
* Can be done from Crouch Level 1
bob1,1,2h, h, h5, 7, 12i10, ,i19-12+3
* Jails from 1st block
* Combo from 1st hit
bobf+2h10i12-7+3
*
bobf+3m18i21~24-2+3c+9c
* Spike
bobdf+2m14i15~16-8+3s+33a (+23)
* Slight jab evasion (frames 8 to 10?)
bobd+1+2,2h,h, m6,6, 6i14, i11, i10~11-8+3
* Jail from 1st block
* Combo from 1st hit
bobdb+4,4,3L, m, h15, 14, 12i24~25, ,i12-9+3
* Jails from 2nd block
* Combo from 2nd CH with 6F delay
* Duckable
* Move cannot be delayed
* Input can be delayed by 6F
bobb+2,2,4m, h, m12, 12, 13i13~14, ,i22-13+3
* Knee
* Combos from 2nd CH with 8F delay
* Interrupt with i2 from 2nd block
* Move can be delayed by 10F
bobuf+1m10i16-9+3
* Has good right sidestep tracking
bobFC.df+2m14i14-8+3
* +3c on crouching hit
bobFC.df+4L14i19-12+3+29d
*
* High crush 1~26
bryanf+2,1,4m, m, m10, 12, 20i15, ,i18~19-13+3a
* Balcony Break (airborne)
* Combo from 1st or 2nd hit
* Jail from 1st or 2nd block with ?F delay
* Gain SNE on hit with 1+2
* SNE gain is r25
bryand+1+2m,m10,15i17-10+3
* Combo from 1st hit
* Can be canceled into stances after 24 frames
* Enter SLS -3 +10g r13 with f
* Enter SWA -5 +8 r15 with b
* Opponent is further away on CH
* Can be done from Crouch Level 1
bryanSNE.uf+2,2,2,2,2,3m, m, m, m, m, m6, 4, 4, 9, 9, 23i13, ,i22~23-15+3a
* Knee
* Combo from 3rd or 4th or 5th hit
** +35a (+17) from 3rd hit
** +31a (+13) from 4th hit
** +30a (+12) from 5th hit
* 9 chip damage (39%) on block
* Interrupt with i1 from 5th block
claudio2h10i12-3+3
claudiodf+4m14i13-8+3
claudiodb+2,1sl, m8, 12i11, i18-9+3
* Combo from 1st CH
* Move cannot be interrupted
* High crush 1~
claudiodb+3L17i21~22-15~-14+3c+13c
* High crush 6~
cliveH.u+1+2M,m18,21i19~20,i20~21-12+3c
* Weapon 2nd hit
* Consumes 150F of remaining Heat time
* Transition to r15 PHX with F or 4 on hit or block (-1/+14c)
* 7 chip damage on block
clive4,2m, M8, 17i12, i20~21-11+3
* Weapon
* Combo from 1st hit
* Input can be delayed 3f
clivef+2,2m, m10, 7i15, i17~18-8+3
* Weapon
* Combo from 1st CH
* Jail from 1st block
* Enter PHX -5 +6 r30 with F or 4 on hit or block
cliveH.df+1,1m, M,m10, 13,15i14~15, i22~23,i20~21-12+3c
* Weapon 2nd hit
* Combo from 1st hit with 1F delay
* Input can be delayed by 1F
* Move cannot be delayed by 2F
* Move is delayed by 2F
* Interrupt with i4 from 1st block
* Consumes 150F of remaining Heat time
* Transition to r15 PHX with F or 4 on hit or block (-1/+14c)
* 5 chip damage on block
clivedf+3L20i29~30-26+3c
* Homing
* High crush 6~65
clivedf+3,1L, M,M20, 18,20i29~30, i27~29 i3~10+3c
* Available only as combo from 1st hit
* 38 damage in total for the full string with scaling
* Input 1 during the 1st hit animation on frames 25~28 to add +4 damage
clivews1m11i13~14-4+3+8
* Elbow
* Enter PHX -1 +6 +11 r23 with F or 4 on hit or block
cliveFC.df+2L18i19~20-13+3c
* Weapon
* High crush 1~20
devil-jinf+2m14i17~18-8+3
Floor Break
devil-jindb+2L15i21~22-13+3c+26a
* 4 chip damage on block
* High crush 6~
dragunovH.2+3m,m,m25,14,23i15~16, i30~32,i31~32+6+3d
* Heat Smash
* Balcony Break
* Only 1st and 3rd hit
* 7 Chip damage on block
* Throw on 1st hit - 50 damage
dragunov2,1,4h, h, L10, 10, 14i10, ,i23-12+3c
* Floor Break
* Interrupt with i7 from 2nd block
dragunovf+2h16i19~20-8+3+8
Elbow
dragunovf+4,d+4h, L16, 12i14~15, i25-12+3c
* Floor Break
* Combo from 1st hit with 5f delay
* Interrupt with i6 from 1st block
dragunovdb+3+4L23i20~21-31+3g+20a
* Balcony Break (airborne)
dragunovb+4,2,1+2m, m, t15, 10i14, ,i40-5 BT+3d
* Throw break 1+2
** Recovery in BT
** Unbreakable during Heat
** Consumes 300F of remaining Heat time
* Interrupt with i21 from 2nd block
* Interrupt with i9 from 2nd hit
* Whiffs vs SSL, SW from 2nd block
* Whiffs vs SSL, SWL from 2nd hit
* High crush 24~40
dragunovSS.2,1+2,1+2m, m,m, m (t)16, 8,12i20~21, ,i40-5+3d
* Throw break: 1+2
* Transition to BT on throw break
* Shift to tackle on hit
* Interrupt with i22 from 3rd block
* Whiffs vs SSL, SW from 3rd block
* Whiffs vs SSL, SWL from 3rd hit
* Unbreakable and -2d on hit in heat (Consumes 300F of remaining Heat time)
* High crush 24~40
dragunovFDFA.1+2,1+2m (t)i20~21-5+3
* Throw break: 1+2
* Transition to BT on throw break
* Shift to tackle on hit
* Unbreakable and -2d on hit in heat (Consumes 300F of remaining Heat time)
dragunovPGR.1+2m(t)i26-5+3d
* Throw break: 1+2
* Transition to BT on throw break
* Shift to tackle on hit
* Unbreakable and -2d on hit in heat (Consumes 300F of remaining Heat time)
* High crush 1~26
dragunovTackle.2t40+3d
* Throw break 2
dragunovTackle.1+2t45+3d
* Throw break 1+2
eddyb+2m12i15~16-8+3
* Elbow
eddySS.4L,L7,10i21~22-13c+3c
* High crush 6~31
fahkumram1,2,1h, h, m5, 8, 15i10, ,i17~18-10+3
* Move cannot be interrupted
* Move can be delayed by 10F
* Input can be delayed by 12F
fahkumram2h13i12~13-8+3
* Elbow
fahkumram4h10i12-12+3
* r27 on hit
fahkumramf+3m16i17~18-8+3
* Knee
fahkumramdf+4m15i16-6+3
fahkumramb+3+4m22i17~18-13+3+33d (+25)
* Balcony Break on counterhit
feng1,2,2h, h, h5, 9, 12i10, ,i17-13+3
* Combo from 1st hit with 3F delay
* Jails attack inputs with 2F delay (crouch assist bufferable)
* Duckable
* Transition to BT with B (-11/+5)
fengf+2m10i15-8+3+10g
fengf+2,1m, m10, 10i15, i19-8+3
* Combo from 1st CH with 1F delay
* Move cannot be interrupted
* Move can be delayed by 10F
* Input can be delayed by 11F
fengdb+1,2m, m15, 18i16, i23~24-11+3
* Combo from 1st hit with 8F delay
* Interrupt with i3 from 1st block
* Move can be delayed by 10F
fengb+4,2m, h10, 19i12~13, i22-6+3+20cg
* Balcony Break on CH
* Combo from 1st hit with 7F delay
* Interrupt with i2 from 1st block
* Move can be delayed by 6F
* Input can be delayed by 7F
* Transition to CD with df on hit or block (-1/+8/+25cg)
** Transition to r1 FC with DF~db (-2/+7/+24cg)
fenguf+2m18i18-10+3+52a (+21)
fengws1m13i13-3+3
fengws1+2m20i23~24-9+3
* Punch parry
* +14 on successful parry
* Parry state 5~8
fengFC.df+4l13i19~20-8c+3
* Can be input with D,df+4 (i27? effective startup)
* Transition to BT
* +3c on crouching opponent
fengSTC.4l20i20-13+3+14
heihachi2,2h, m10, 13i11, i22-8+3c
* Spike
* Combo from 1st hit with 2f delay
* Interrupt with i2 from 1st block
heihachidf+1,2m, m10, 20i13~14, i21-13+3
* Combo from 1st hit
heihachid+3M25i22~23-7+3a
* Spike
* Chip damage on block
heihachib+3,3h, M14, 25i14~15, i22~26-12c+3a
* Spike
* Combo from 1st hit with 4f delay
* Interrupt with i3 from 1st block
heihachif,n,d,DF+4,4L, L15, 10i16~17, i24-10+3c+26a
* +26a if previous hit connects
heihachif,n,d,DF+4,4,4L, L, L15, 10, 8i16~17, ,i24-10+3c+26a
* +26a if previous hit connects
heihachiRAI.3M30i22~23-7+3a
* Spike
* Chip damage on block
hwoarangRFF.1,1h, m10, 12i10, i19-8+3
* Combo from 1st hit with 4F delay
* Input can be delayed by 4F
* Move can be delayed by 3F
hwoarangRFF.2,1,1h, h, m6, 10, 12i10, ,i19-8+3
* Combo from 1st hit with 4F delay
* Input can be delayed by 4F
* Move can be delayed by 3F
hwoarangRFF.2,4h, h6, 9i10, i12-8+3g+3
* Jail from 1st block with 2F delay
* Combo from 1st hit with 2F delay
* Input can be delayed by 2F
* Move cannot be delayed
* Remains in RFF
* Transition to RFS with F_B_D_U (+4/+16g/+16)
** i14 RFS? guaranteed on CH
hwoarangRFF.4h9i12-8+3
* Remains in RFF
* Transition to RFS with F_B_D_U (+4/+16g/+16)
** i13 RFS followups guaranteed on CH?
hwoarangRFS.4m17i14-9+3
* Transition to RFF
* 5 chip damage on block in heat
jack-8f+1,2,2m, h, m13, 12, 22i14~15, ,i33~34+3+3a
* Can be charged to power up
* Interrupt with i14 from 2nd block
* Interrupt with i3 from 1st hit
jack-8df+1m12i14-4+3+5
jack-8db+2l24i22-18+3c+33d
* Can be charged to power up
* High crush 6
jack-8b+4,4m, M16, 21i13, i30-4c+3d
* Combo from 1st CH
* When comboing from 1st CH:
** Floor Break
** -8d on hit
* Interrupt with i10 from 1st block
jack-8ws2,1m, m10, 17i14, i15-14c+3d+49a
* Combos from 1st hit
* Interrupt with i2 from 1st block
jack-8hFC.1L10i19~21-8+3
* Can be done from Crouch Level 1
* +3c on crouching hit
* High crush 1~46
jack-8hFC.db+1l14i14-11+3
* Can be done from Crouch Level 1
* High crush 1
jack-8Back Throw 1+3t70i12!+3d
* Unbreakable
* Floor Break
jin1,3,4h, L, l5, 9, 17i10, ,i23-13+3+29a
* Combo from 2nd CH with 7f delay
* Cannot low parry on 2nd hit
* Interrupt with i3 from 2nd block
* Input can be delayed 12f
jin2,1,4h, m, m9, 9, 18i10, ,i18~20-10+3+16a (+7)
* Balcony Break on CH
* Combo from 2nd CH with 8f delay
* Move cannot be interrupted
* Input can be delayed 10f
* Forces tech backroll on CH
jin3,1,4h, h, l17, 7, 18i14, ,i18-13+3+29a
* Combo from 2nd CH with 9f delay
* Move cannot be interrupted
* Input can be delayed 14f
* Move can be delayed 12f
jindf+3m16i12-8+3
jindb+4l18i20~21-13+3+13g
jinws1,2m, m7, 19i13~14, i19~20-8+3c
* Spike
* Combo from 1st hit with 1f delay
* Combo from 1st CH with 10f delay
* Move cannot be interrupted
* Input can be delayed 13f
* Enter ZEN -9 +2c r27 with F
jinws1,3,2,1m, h, m, m7, 8, 4, 3i13~14, ,i10-11+3
* Combo from 1st hit
* Jail from 1st block
jinDVS.4,4L, m10, 25i16, i25~26-14+3c
* Spike
* Jail from 1st block
* 5 chip damage on block
junb+2,2m, m10, 10i14~15, i16~17-9+3
* Combo from 1st hit with 15F delay
* Interrupt with i5 from 1st block
junf,F+2m16i16~17-12+3
* Transition to GEN +1 +16g r18 with F on frame 21 with 10F delay
* Transition to MIA +1 +16g r18 with B on frame 21 with 10F delay
junGEN.1L22i20~21-12+3c+26a
* Has good left sidestep tracking
* High crush 11~
kazuyad+1+2L20i23-14c+3c+27a
* Cancel to r36 FC at frame 21 with B
* 4f timestop on CH
* High crush 6~56
kazuyab+3h15i18-8+3
kazuyauf+1m16i20-7+3+3
kazuyaDVK.1+4SM27i21~31-9+3a
* Tornado
* Reversal Break
* Balcony Breakif an attack is absorbed
* Consumes 450F of remaining Heat time
* -7 and 10 chip damage on block or +8a (-1) on hit after attack absorption
* More evasive when performed from crouching state
* Power crush 6~20
kazuyaBack throwth(h)50i12~14+3d
* Throw Break: none
kingdf+1m15i14~15-1+3
* Floor Break
* Elbow
kingb+1h13i12-8+3+3s
kingAIR.f,hcf+1t(a)55(60)i10 / i12~14+3d
* Floor Break
* Cannot throw break.
* Also by JGR.1+3 against airborne opponent.
* Input all 6 directions of throw, press df for 1-3F, at most 1F of f followed by f+1 or f+2 for blue spark (+5 damage).
* Opponent recovers in FUFT.
kinghFC.1+2t(m)0i32-5+3d
* 1+2 throw break (except from behind).
* Throw break 1+2 in a 6f window, frames 1~6
* Reverse tackle with 1+2 in a 17f window, frames 7~23, then 1+2 in a 2f window, frames 24~25
* Transition to UT r30 on hit
* Catches standing and crouching opponent from all directions.
* Can be done from Crouch Level 1
kumaf+2h11i12-13+3
kumaqcf+2m15i17~18-8+3
kumaHBS.b+1+2L16i26~29-20c+3+7
* Head
* Transition to r40 HBS with input D or 3+4
* Panda: Reduced attack range and vertical hitbox (does not hit as high)
* High crush 1~67
kunimitsu2,2,2,2h, m, h, h12, 14, 16, 16i12, ,i15~16-6+3
* Balcony Break (airborne)
* Weapon
* Jail from 3rd block with 5F delay
* Combo from 2nd CH or 3rd hit with 5f delay
* Input can be delayed 5f
* Move cannot be delayed
kunimitsub+1+3m!25i19~20+3a
* Spike
* Parry mid and high punches and kicks
* Parry state 5~12
kunimitsuBT.1,2h, m10, 14i11, i21~22-8+3
* Weapon
* Combo from 1st hit with 8f delay
* Input can be delayed 8f
* Move can be delayed 4f
* Interrupt with i5 from 1st block
* Transition to KAT -8 +3 r28 with 1+2
kunimitsuBT.3+4m!25i19~20+3a
* Spike
* Parry mid and high punches and kicks
* Parry state 5~18
larsf+2h10i12-6+3
larsdb+2m12i15-8+3
* Transition to SEN with input F (-5/+6)
larsuf+1m,m10,20i15,i25-12+3
* Combo from 1st hit
* Cancel 2nd hit to r35? with B (-12/-5) at frame 16
* Transition to LEN r29 on hit with D (+3)
* Interrupt with i2 from 1st block
* Has good right sidestep tracking
larsws2m13i13~14-8+3
* Transition to DEN r30 with D (-12/-1)
** Retreats during stance transition
* Transition to SEN r23 with F (-5/+6)
* Jab evasion (from frames 1 to 11?)
law2,b+2,1h, h, h8, 8, 8i10, ,i23-3+3
* Combos from 2nd hit CH
* Delay-able
law3+4m,m5,10i14~15, i11-13+3
Alternate input DSS.3+4
* Low crush 14~
lawdf+4m15i13-8+3
lawdb+3l15i17-13+3c+13g
lawb+4m13i14-7+3
* Homing
* Transition to BT with B
** (-4 oB, +6 oH)
lawuf+1+2t35i12-6+3d
Throw break 1+2
lee2,1,1h, h, m10, 8, 18i10, ,i20~21-12+3+26a
* Combo from 2nd CH with 4F delay
* Interrupt with i6 from 1st block
* Recovers 2F faster on hit (t82 r28)
* Move cannot be delayed
* Input can be delayed by 4F
lee1+2m20i21~22-1+3+26a
* Homing
* Spike
* Transition to HMS r25 with 3+4 (+2/+6/+29a)
* Cancel to r1 standing or r1 FC with d_db_d_df
leedf+3m13i14~15-8+3
leeuf+3,1m, m12, 18i25, i21-12+3+26a
Combos from 1st hit
leews2m12i14-8+3
*
leeFC.df+4l17i16~17-14+3c+25d
* Transition to HMS with 3 (-14/+3c/+25d)
* High crush
leeMS.b,n,4l20i21-13+3+12
*
* High crush
leo1,2,4h, h, L5, 10, 15i10, ,i24-13+3+8a
* Combo from 2nd CH with 6F delay
* Interrupt with i4 from 1st block
* Move can be delayed by 11F
leob+1+4h,l6,12i19, i2-12~-10+3+14
leof,F+3M20i26~29-7c~-4c+3d
* Enter BOK +0 +10d with d
* Low crush 9~
leows3,1M, m9, 9i13~14, i21-10+3
* Elbow
* Combo from 1st hit
* Interrupt with i3 from 1st block
* Enter BOK -4 +9 with d
* Alternate input CD.3,1
leoOTG.d+3+4L22i21~22-13~-12+3
* Spike
* -2d (-10) on grounded hit
leroy1,2,4h, h, m5, 9, 11i10, ,i16-9+3
* Transition to HRM
* Combo from 1st hit
* Jail from 1st block
leroy3m14i15-8+3
leroy4,4h, m15, 13i12, i15~16-13~-12+3~+4
Combo from 1st hit
leroydf+1,4m, m10, 16i13~14, i18-9+3
* Transition to HRM
* Combo from 1st hit with 3F delay
* Move can be delayed by 1F
* Input can be delayed by 3F
leroydf+1,1+2,2m, h,h,h, m10, 3,3,3, 17i13~14, ,i24-10+3+33a (+25)
* Combo from 1st or 4th CH with 1F delay
* Move cannot be delayed
* Input can be delayed with 1F
* Parry state 4~12
leroyd+1,2,4sl, m, m5, 8, 11i10, ,i15-9+3
* Transition to HRM
* Combos from 2nd hit
leroyub+2m17i20-10+3+33d (+25)
* Has punch parry effect
* +33d (+25) on successful parry
* Parry state 4~12
leroyws1m14i13~14-7+3
Elbow
leroyws1,4m, m14, 16i13~14, i21-9+3
* Transition to HRM
* Combos from 1st hit
lidia1,2,4h, h, l5, 8, 15i10, ,i26-13+3+26a
* Input can be delayed 8f
* Interrupt with i7 from 2nd block
* Can be low parried on hit
* Can hit grounded while off-axis
lidiauf+1m18i23-6+3
* Elbow
* Parries high punches or kicks
* Hitstop on successful parry
* Forced 2nd hit on successful parry
* Parry state 5~17
lilid+1,2L, h10, 8i18~19, i18-8+3+5
* Combo from 1st hit with 4f delay
* Move can be delayed 4f
* -27 from 1st block
* Enter BT with B
lilidb+3+4L20i24~25-18+3d+33a
* High crush 16~
liliBT.1h8i8-8+3
liliRAB.3L20i20~21-13+3c+70a (+54)
* Homing
* Instant Tornado on CH
* Powered up during Heat: 22 damage and KND on normal hit
* High crush 6~
miary-zo1,1h, h5, 5i10, i16-4+3
* Jail from 1st attack with 2f delay
* Combo from 1st hit with 4f delay
* Move can be delayed 4f
miary-zof+1+2,1+2m,m, m,m,m3,3, 3,2,2,i14~15 i8~9, i14~15 i7~8 i7~8-13+3
* Jail from 1st block with ?F delay
miary-zof+3+4m10i18-9+3
* Low crush 9~18
* Floating state 19~21
miary-zoSS.2m22i20+1+3+59a
* Balcony Break (airborne)
* Enter MOR +4 +6 r32 with F
* 4 chip damage on block
* Sidestep takes 9f, effective startup i29
nina4,2h, m15, 22i11, i19-9+3+37a
* Balcony Break
* Side roll takes 35 frames, effective startup i54
* Interrupt with i34 from 1st block
* Interrupt with i23 from 1st hit
* Whiffs vs SW from 1st normal hit (whiffs vs delayed SS/SW from 1st block)
* 6 chip damage on block
* Cancel to r38 FC with D
ninadf+3,1m, h13, 10i14, i30-8+3
* Combo from 1st CH
* Interrupt with i11 from 1st block
* Whiffs vs SSR, SWR from 1st block
** Must delay SSR or perform SSR to delayed SWR
* Move can be delayed by 10f
* Cancel to SS -19 -8 -7 with D_U
ninaBT+1h15i8-8+3
Links to 1 jab extensions
ninaSS.1m15i14~15-10+3
* Enter CD +10g +23g with F
* Enter SWA +10g +23g with B
ninaSS.1,2m, m15, 15i14~15, i16~18-3+3
* Jail from 1st block
ninaSS.1+2m22i19-8+3+37a
* Balcony Break
* Sidestep adds minimum 9f, effective startup i28
* 6 chip damage on block
ninaqcf+1h19i14~16+1~+3+3~+5+47a (+37)
* 5 chip damage on block,
* bufferable
ninaABK.2t15 (20)-3+3d
* Removes Recoverable Health
* Throw break 2
* Power up with 2,1,3,4,1+2 (+5 damage)
ninaBHS.1t8 (13)-3+3d
* Throw break 1
* Power up with 1,3,1 (+5 damage)
ninaBHS.1+2t10 (15),10-3+3d
* Removes Recoverable Health
* Throw break 1+2
* Can side switch on hit
* Power up with 3,4,3,1+2 (+5 damage)
ninaBTR.2t10 (15)-3+3d
* Throw break 2
* Power up with 2,1,1+2 (+5 damage)
ninaBack throwt60+3d
* Removes Recoverable Health
* Unbreakable
* Can side switch on hit
ninaCHD.1t25 (30)+0d+3d
* Removes Recoverable Health
* Throw break 1
* Power up with 3,4,1+2 (+5 damage)
ninaHHD.1t20 (25)-9+3
* Removes Recoverable Health
* Throw break 1
* Power up with 3,4,2+4 (+5 damage)
ninaNTM.1t15 (20)-3+3d
* Removes Recoverable Health
* Throw break 1
* Power up with 1,1,2,1+2 (+5 damage)
ninaNTM.2t20 (25)-3+3d
* Removes Recoverable Health
* Throw break 2
* Power up with 1,2,4,3,1+3 (+5 damage)
ninaTSS.2t20 (25)+3d
* Removes Recoverable Health
* Throw break 2
* Power up with 1,2,4,3,1+3 (+5 damage)
pandaf+2h11i12-13+3
pandad,df,f+2m15i17~18-8+3
paulH.2+3L,m,t9,23,25i18,i21,i38-14+3d
* Heat Smash
* Balcony Break
* Fully consumes Heat
* Chip damage (8)
* Transition to throw on 1st hit only
* 40 damage with throw transition
* 53 damage on 2nd + 3rd hit
* t134 r49 on block
* t124 on whiff
pauld+1,4,2m, L, m16, 15, 21 (14)i14~15, ,i21-14+3d (-6)+35a (-12)
* Balcony Break
* Elbow
* Airborne combo from 2nd CH +11d (+4)
pauld+4,2,1+2L, m, m9, 23, 26i15, ,i26~27-17+3d (-6)+35a (-12)
* Balcony Break
* Move can be delayed 4f
* Input can be delayed 4f
* Combo from 1st CL with 4f delay +13d (+6)
* Combo from 1st CH with 4f delay +13d (+6)
* Combo from 2nd hit with 4f delay +13d (+6)
* Perfect input window 21~22f after 2 input
* Move cannot be interrupted
pauld+4,2:1+2L, m, m9, 23, 30i15, ,i26~27-17+3d (-6)+35a (-12)
* Balcony Break
* Move can be delayed 1f
* Input can be delayed 1f
* Combo from 1st CL with 1f delay +13d (+6)
* Combo from 1st CH with 1f delay +13d (+6)
* Combo from 2nd hit with 1f delay +13d (+6)
* Perfect input window 21~22f after 2 input
* Perfect input increases damage, wall carry
* Move cannot be interrupted
paulDPD.df+4L17i17-13+3+24d
* Effective minimum startup 27f
* Clean Hit range 1
* Damage without clean hit 20
paulhFC.1+2t0i26-5 BT+3d
* Throw break 1+2
* Transition to Takedown on hit
* Can be done from Crouch Level 1
ravenH.2+3m,t20,35i18~20+14g+3a
* Heat Smash
* Balcony Break
* Transition to r20 SZN on block
* 9 chip damage on block
raven3m10,i14~15-8~-7+3~+4
raven4h16i12~13-7~-6+3~+4
ravenf+3m18i17-9+3
* Homing
* Transition to r30 BT with B (-6/+6)
ravenb+2,2,1+2h, m, L12, 17, 20i15~17, ,i20~21-30~-29+3d
* Combo from 2nd CH
* Interrupt with i6 from 1st block
* Move is delayed 6F
* Move cannot be delayed
* Input cannot be delayed
* High crush 18~29
ravenBT.2,1h, h9, 10i10, i14-1+3
* Elbow?
* Combo from 1st hit
* Jails
* Transition to r36 BT with B
* Transition to t31 r18 +3/+7 CD with F
reina3+4m,m5,10i18 i26-8+3c
Spike
* Low crush 9~26
reinad+2m17i15+0c+3c+33d
* Spike
* Elbow
* Does not knockdown on counter hit after inputting d+2,H.1+2
reinab+1,1,3h, m, m14, 15, 13i18, ,i15~17-10+3
* Transition to SEN r18 with F (+0/+13)
* Cannot block up to i14 on empty transition on block
* Combo from 2nd CH
* Jails from 2nd block
reinab+2m14i16~17-9+3
Homing
reinaUNS.d+4L14i20-12+3 SEN+13 SEN
* Transition to SEN on hit only
* Transition to standing (+0/+10) on hit with B
* WDS.4: Unbufferable. i22 effective startup
* High crush 6~35
shaheen1,2,2h, h, m5, 9, 17i10, ,i20~21-11+3+58a
* Combo from 1st CH or 2nd CH with 10F delay
* Interrupt with i2 from 1st block
* Move can be delayed by 10F
* Input can be delayed by 12F
* Cancel to SNK (-13/-2) with DF
shaheen1,2,3h, h, h5, 9, 18i10, ,i20-8+3
* Transition to -1, +10 SNK with DF
* Combo from 1st CH with 7F delay
* Interrupt with i2 from 1st block
* Move can be delayed by 5F
* Input can be delayed by 7F
shaheen2,3h, h10, 13i10, i20-8+3
* Transition to -1, +10 SNK with DF
* Combo from 1st hit with 2F delay
* Interrupt with i2 from 1st block
* Move cannot be delayed
* Input can be delayed by 2F
shaheen3h18i14-8+3
* Transition to -1, +10 SNK with DF
shaheenb+3m17i19+1c+3c+14c
* 5 chip damage on block
shaheenSNK.4L20i20~22-14+3c+14c
steve1,1h, h5, 7i10, i15-3+3
* Combo from 1st hit with 4F delay
* Jails from 1st block with 2F delay
* Move can be delayed by 4F
* Transition to LWV with 3 (-6/+0)
* Transition to RWV with 4 (-6/+0)
* Transition to SWY with b+3_4 (-6/+0)
* Transition to r20? DCK with f+3_4 (-2/+4)
** r22? DCK FC cancel?
steve1,2,1h, h, h5, 10, 15i10, ,i14-3+3
* Combo from 1st CH or 2nd CH
* Jail from 1st block
* Transition to r19? PAB with f (-2/+4)
* Transition to r18? FLK with b (-1/+5)
** r18? PAB/FLK FC cancel?
stevef+1+2,2m,h, m10,12, 20i15~16, i7~9, i18~19-13+3d
* Combo from 2nd hit
* Move cannot be interrupted
stevedf+1,2m, h12, 13i13~14, i19-6+3+5
* Combo from 1st hit
* Cancel to r16? LWV with 3 (-16/-9) at frame 17
* Cancel to r16? RWV with 4 (-16/-9) at frame 17
* Cancel to r16? SWY with b+3_4 (-16/-9) at frame 17
* Cancel to r14? DCK with f+3_4 (-14/-7) at frame 17
** r15? DCK FC cancel?
steveWS.1m12i11~12-3+3+8
steveWS.1,1m, h12, 7i11~12, i15-3+3
* Combo from 1st hit
* Combo from 1st CH with 11F delay
* Move can be delayed by 11F
* Jails attack inputs with ?F from 1st block (movement bufferable)
* Duckable
* Transition to r22? LWV with 3 (-6/+0)
* Transition to r22? RWV with 4 (-6/+0)
* Transition to r22? SWY with b+3_4 (-6/+0)
* Transition to r20? DCK with f+3_4 (-2/+4)
* r22? DCK FC cancel?
steveWS.1,2m, m12, 17i11~12, i13~14-13+3c+23d
* Spike
* Combo from 1st hit with 1F delay
* Combo from 1st CH with 11F delay
* Jail from 1st block with 3F delay
* Move can be delayed by 11F
steveLWV.1,f+1m, m14, 9i14, i17-3+3
* Combo from 1st hit with 10F delay
* Jail from 1st block with 1F delay
* Move can be delayed by 10F
victor1,1,2h, h, h,h5, 5, 5,7i10, ,i17~18,i9~10-12+3
* Weapon
* Combo from 1st hit
* Jail from 1st block
* Transition to r27 PRF with F (-8/+7)
victoruf+3m17i18~19-9+3+36d
* Low crush 7-15
xiaoyu3+4M23i23~25-1c+3c+19a
* Spike
* Transition to AOP r30 with D (+0/+4c/+20a)
** AOP transition is r32 on whiff
* Low crush 10~22
* Floating state 23~25
xiaoyuFC.df+2L8i19-8+3
* Transition to FC BT with DF_D_DB
* High crush 1~27
xiaoyuAOP.f+2L8i19-8+3
* Transition to FC BT with DF_D_DB
* High crush 1~27
xiaoyuBT.f+1+2m21i23-8+3+5
* Sabaki punch parry
** 50 damage, +20d
** Transition to BT
* Parry state 1~5?
yoshimitsu3~4m,m6,22i17~18 i28~29-6+3
* Jail from 1st attack
* Enter DGF +5 +14 r18 with 1SS.U
* Cannot transition after frame 29
* Low crush 12~37
* Floating state 38~40
yoshimitsuf,F+1+2m22i22~24-8+3c
* Floor Break
* Cannot be buffered
* Visually similar to f,F+3+4
* Low crush 10~21
* Floating state 22~24
* Low crush 25~29
* Floating state 30~32
yoshimitsuws3m12i16-6+3
yoshimitsuBT.d+1L20i17~18-13+3+38a
Weapon
* High crush 6~
yoshimitsuIND.3+4m,m6,22i17~18 i10~11-6+3
* Homing
* Transition to DGF r18 with 1SS.U (+5/+14)
* Low crush 12~37
* Floating state 38~40
yoshimitsuKIN.d+1L20i23~24-13+3+38a
* Weapon
* Cancel to r34 FC with DB on frame 16
* High crush 22~
yoshimitsuNSS.KIN.d+1L17i23~24-13+3+38a
Cancel to r34 FC with DB on frame 16
* High crush 22~
zafinadf+1,2m, m10, 16i13~14, i15~16-13+3
* Combo from 1st hit with 3f delay
* Move cannot be interrupted
zafinadf+4m14i13-13+3
zafinadf+4,1m, m14, 22i13, i31-9+3a
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Spike
* Weapon
* Combo from 1st hit
* Cancel to FC -18 -2 r37 with D
* Deal 10 recoverable damage to self without Heat
* Interrupt with i11 from 1st block
* Whiffs vs SS, SW from 1st block
* 8 chip damage on block
* Azazel's Power
* Gain ORB on hit or heat activation
zafinadb+2m17i13~14-13+3
zafinadb+3L13i18-8+3
* Cancel SCR transition -11 +0 t48 r30 with B
alisaf+2,3m, h12, 8i17~18, i22-8+4
* Balcony Break (airborne)
* Combo from 1st CH with 1f delay
* Interrupt with i4 from 1st block
* Move cannot be delayed
* Transition to r40 DES with 1+2
* Low crush 17~38
* Floating state 39~41
alisadf+4m13i12-7+4
+4c on hit against crouching opponent
<Showing 1601-2000 of 6584 moves>