mokujin

mokujin

Edit
CharCommandHit levelDamageStartupBlockHitCounter hitNotes
jin3h17i14-7+4
jinf+3,1m, m12, 17i14, i22-12+4
* Heat Engager
* Heat Dash +36a (+26), +5
* Combo from 1st hit with 8F delay
* Move can be delayed by 7F
* Input can be delayed by 8F
* Balcony break on airborne hit
jinf+4m21i16-17-8+4+42a
* Enter ZEN -1 +11 +49a r26 with F
* Balcony break on airborne hit
jindf+1m10i13~14-3+4+6
jind+2L22i22~23-14+4c
* Balcony break on airborne hit
* High crush 8~55
jinb,f+2m15i15~i16-7+4
* Has good left sidestep tracking
jinws1,3m, h7, 8i13~i14, i14-6+4
* Jail from 1st attack
* Transition to r25 backdash with B
jinws4,4m, h13, 15i11~12, i19~20-7+4
* Combo from 1st hit with 1f delay
jinZEN.1+2l,t10,20i21, i61-14+4 (+8w)
* Wall Crush +8 on hit
* Transition to attack throw on standing hit from the front
* Transition to +5 CD with DF after throw
* High crush 10~
jun1+4,3,4SL,h, m, L5,8, 15, 17i14 i17, ,i25~26-13~-12+4c~+5c+26a
Combo from 3rd CH
jundf+3+4,4m, L17, 17i24~25, i25~26-13+4c+26a
Combo from 1st CH
jundb+4,4L, L14, 15i22~24, i31~33-7~-5+4~+6+35a
* Combo from 1st CH
* Transition to r28 FC with D
* High crush 1~49
jundb+4,4,4L, L, L14, 15, 16i22~24, ,i31~33-7~-5+4~+6+35a
* Transition to r28 FC with D
* High crush 1~49
junGEN.3M14i17~20-4c~-1c+4c~+7c
Spike
junIZU.1h7i13~14-7+4
Enter GEN -6, +5 r18 with F
Enter MIA -6, +5 r18 with B
kazuya1,2,2h, h, h5, 8, 12i10, ,i17-12+4
* Combo from 1st hit
* Combo from 2nd hit with 2f delay
* Input can be delayed 2f
* Move cannot be delayed
kazuya3h12i14-8+4
kazuyadb+4L18i20-12+4+17g
Flips over on grounded hit
kazuyab+2m12i14-8+4
kazuyaSS.4m14i15-6+4
Balcony Break
kingdf+2m12i13-6+4s
* Forces standing on hit.
kingdb+3L17i23-14+4c+25a
* Tracks left side.
* Flip over on grounded hit
* High crush 6~
kingws1m12i10~11-3+4s
* Acts like 11 frame attack.
* Forces Standing on hit.
kingFUFT.b+3+4m25i16~28-25+4a(-6)
Balcony Break
* Faster than normal spring kick and knocks down.
kingAIR.f,f,F+2+4t(a)65(70)i10+4d
* Floor Break
* Cannot throw break.
* Input n,f,F+2+4 within 6 frames after dash startup (f,n,f) to execute "blue spark" (+5 damage).
* Partially restores remaining Heat time.
* Opponent recovers in FUFT.
kumadb+1h11i14~15-10+4+9
kumadb+1,2h, M11, 20i14~15, i22~23-13+4+13c
* Spike
* Combo from 1st hit
* Hold 2 to power up, up to 2 charge levels
* Transition to HBS with input D or 3+4
kumaHBS.d+1+2m22i16~20-3+4+76a (+60)
* Tornado
* Transition to HBS
* Tornado on CH only
* t44? r24? on hit
* Panda: Increased vertical attack hitbox height. Decreased attack range and height hitbox on frames 18-20 (does not hit as deep or high)
kumaSIT.1l15i21~22-12+4+9
larsd+3,1l, h,h8, 4,10i15, i19,i18-7+4
* Combo from 1st hit CH
larsb+1m17i15~17-9+4+14a (+5)
* Homing
* Balcony Break on CH
larsb+2m12i15-7+4
larsb+2,1m, m12, 17i15, i15-10+4+32a
* Combo from 1st hit with 15F delay
* Move can be delayed by 10F
* Input can be delayed by 15F
larsb+3m14i17-12+4
* Transition to SEN with input F (-5/+11)
larsLEN.1L20i16~17-12+4c
* High crush 1~
law1,2,2h, h, m5, 8, 10i10, ,i20-8+4+4
Combos from 1st hit CH
law1,2,2,2h, h, m, h5, 8, 10, 15i10, ,i13-9+4+9d
* Combos from 1st or 3rd hit CH
* Delay-able
* Transition to DSS with F
** (-4 oB, +9g oH, +14d CH)
law2,2h, m8, 10i10, i20-8+4
Delay-able
law2,2,2h, m, h8, 10, 10i10, ,i13-9+4+9d
* Combos from 2nd hit
* Transition to DSS with F
** (-4 oB, +9g oH, +14d)
lawdf+3+4l12i18-15+4c+6a
* High crush 6~
lawb+2m12i16-8+4
lawb+2,2m, h12, 15i16, i13-9+4+9d
* Combos from 1st hit
* Delay-able
* Transition to DSS with F
** (-4 oB, +9 oH, +14d CH)
lawws4m14i11-4+4+5
* Transition to +4, +12, +13 DSS with F
leef+4h13i11-7+4
leedb+3+4L19i21-13+4+38a
leews1,4m, h12, 20i13, i20-5+4
*Transition to -8, +1 HMS with 3
leeHMS.1,4h, m7, 17i12, i15-8+4+57a
* Transition to -8, +4, +58a HMS with 3
leeHMS.4l20i22-13+4c+72a (+56)
* Instant Tornado on CH
* High crush 6~
leo2,1h, h9, 12i11, i16~17-7~-6+4
* Jail from 1st block
* Combo from 1st hit
leo3h15i14-8+4
leof+3h23i20~210~+1+4+27a
* Enter BOK +2 +6 +29a with d
leob+3m12i14~15-7~-6+4
leob+3,1m, m12, 13i14~15, i20-10+4
* Spike
* Combo from 1st hit
* Enter BOK -8 +3 with d
* Enter KNK -10 +1 with b
leouf+2,1m, m15, 17i18~21, i25~26-8~-7+4+32d
* Combo from 1st hit
** +23a (+16)
* Low crush 0~12
leows1m13i14~15-8~-7+4
leows4,1+2m, m8, 18i11~12, i25~27-12~-10+4d
* Heat Engager
* Heat Dash +5 +43a (+35)
* Combo from 1st hit
* Alternate input CD.4,1+2
leoKNK.4L18i20-12+4c+17d
* Spike
* Enter CD -10 +6c +19d with df
leroy2,1h, m10, 12i12, i12~13-7~-6+4~+5
* Elbow
* Jail from 1st block
leroy2,1,2h, m, h10, 12, 17i12, ,i20~21-7~-6+4~+5
Elbow
* Follow-up after successful parry with input 1 or 2
* Partially restores remaining Heat time when successful during Heat
* Delayable
* Combo from 2nd hit CH
* Parry state 2~16
leroy1+2h,h,h9i14-24
* Power up during Heat (partially uses remaining Heat time)
leroyf+4m14i16~17-9~-8+4
leroydf+1,1+2m, h10, 9i13~14, i14-2+4
* Power up during Heat (partially uses remaining Heat time)
* Combo from 1st hit
leroyb+4m16i17~18-9+4
Homing
leroySS.4L17i18~19-12+4+14
* Can be delayed
leroyHRM.b+4L17i20~21-13+4c+28a
Homing
* High crush
lidia1,2h, h5, 8i10, i10-3+4
Jail from 1st attack with 4f delay
lidia2,4h, m8, 13i11, i21-8+4
Combo from 1st hit with 4f delay
lidiaf+2h10i12-7+4
Elbow
lidiadf+1,2m, h13, 10i13, i16~17-4+4
Combo from 1st hit with 1f delay
lidiad+3,1l, h9, 8i15, i18-3+4
* Combo from 1st CH with 1f delay
* Jail from 1st hit
lidiab+3m16i17~18-7+4
lidiaws1m12i13~14-3+4
lidiaWLF.3m10i17-6+4
lidia1+3t35i12~14-3+4
* Homing
* Throw break: 1 or 2
* Opponent on break: standing
lidiaLeft throwt40-3+4
* Throw break: 1
* Opponent on break: standing
lili1,1h, h5, 16i10, i20~21-6+4
* Elbow
* Jail from 1st attack with no delay
* Combo from 1st hit with 5f delay
* Move can be delayed 6f
lilif+1+2m17i14~15-7+4c+12c
* Floor Break
lilif,F+4L23i22~23-12+4
* Floor Break
* Enter BT -6 +10g +10 r24 with B
* Different stun animation on CH, but no change in frame advantage without BT entry
lilif,F+3+4m30i19~25-2~+4+4a (-5)
* Balcony Break
* Powers up in Heat
* Chip damage on block [9]
* Low crush 11~31
* Floating state 32~34
liliSS.4m18i20~21-4+4+64
* Enter RAB -15 -7 +53a r36 with b+3 or b+4
* Sidestep takes 9f, effective startup i29~30
* High crush 6~12
liliFC.df+4m18i20~21-4+4+64
* Can be done from Crouch Level 1
* Enter RAB -15 -7 +53a r36 with b+3 or b+4
* High crush 6~12
liliRAB.4m24i23~29-2~+4+4a (-5)
* Balcony Break
* Chip damage on block [9]
* Powered up during Heat
* Low crush 15~36
* Floating state 37~39
miary-zo1+2m,h8,16i15 i11~12-9+4
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break (airborne)
* Wall Crush +16g on hit
* Jail from 1st attack
* Good sidestep right tracking
* Hit vs BT +18a (+9)
miary-zodf+3m15i20~21-9+4
* Homing
* Weapon
miary-zob+1h10i12~13-9+4+4s
* Elbow
miary-zoFC.df+4L16i18~19-26+4c
* Clean hit +9a, 4 extra damage
* Stagger on block
* High crush 1~44
miary-zoMOR.u+1+2m16i16~17-2+4
* Low crush 13~29
* Floating state 30~32
nina4,4,4h, h, L15, 21, 20i11, ,i30~31-12+4c+46a
* Balcony break on airborne hit
* Combo from 2nd CH
* High crush 16~55
nina1+4m,m4,20i15~16 i13~14-5+4c+6c
* Spike
* Transition to CD with F
* Second hit is +7c on CH if the first hit whiffs
ninadf+3,2,1m, h, h13, 12, 6i14, ,i16-3+4
* Combo from 2nd CH with 9f delay
* Jail from 2nd block with 3f delay
ninadb+3L17i20-13+4c+13a
ninab+1h10i12~13-7+4
ninaBTR.1t13-3+4d
* Throw break 1
* Powered up input: BTR.1,3,1
pandadb+1h11i14~15-10+4+9
pandadb+1,2h, M11, 20i14~15, i22~23-13+4+13c
* Spike
* Combo from 1st hit
* Hold 2 to power up, up to 2 charge levels
* Transition to HBS with input D or 3+4
pandaHBS.1,2m, m10, 20i12~13, i24~25-13+4+13c
*Hold 2 to power up, up to 2 charge levels
pandaHBS.d+1+2m22i16~20-3+4+76a (+60)
* Tornado
* Transition to HBS
* Tornado on CH only
* t44? r24? on hit
* Panda: Increased vertical attack hitbox height. Decreased attack range and height hitbox on frames 18-20 (does not hit as deep or high)
pandaSIT.1l15i21~22-12+4+9
paul3m14i15~16-7+4
pauldf+1m11i14-2+4
* Transition to r15 SWA +3 +9 from 2~14f, 16f with b
paulb+2m22i18-5c+4c
* Spike
paulb+4L14i20~21-12c+4+17g
paulSS.3L17i19-12c+4+12c
* Effective minimum startup 28f
raven4~3,1m,m, l8,10, 15i16 i29~30, i34~35-13~-2+4~+5
Can be delayed
* High crush 1~
ravendb+4L21i24~25-14~-13+4c~+5c+37a
* High crush 6~49
ravenb+2,4h, h12, 13i15~17, i24~25-7~-6+4~+5
* Combo from 1st hit with 5F delay
* Input can be delayed 13f
ravenqcf+1m15i16-9+4+15a
* Elbow
* Can transition to +0/+13/+24a t44 r24 SZN with 3+4 or D
ravenBT.d+2L20i20~21-12+4+38d
* Transition to Blind Fall (standing) on hit
* Transition to +4 BT (Blind Labyrinth) with B on hit
* Transition to +4 FC (Blind Fall) with D on hit
* High crush 4~
ravenBT.f+2,4m, h13, 17i17~18, i20~21-7~-6+4~+5
* Combo from 1st hit with 1f delay
* Input can be delayed 12f
ravenBT.f+4L13i16-9+4
ravenSZN.4L21i17~24-14~-7+4~+11g+13a~+20a
* High crush 6~
reinadf+1m8i13~14-3+4
* Can transition to r18 SEN (-3/+4/+4) with input F
* Cannot block up to i15 on empty transition on block
reinaSEN.3+4L,h10,12i20~21, i35~36-29/-11+4
* Homing
* -29 stagger block on 1st block
* -11 on 2nd block
* High crush 10~34
reinaWDS.3m17i16~17-6+4+58a
shaheend+1L16i20~21-13+4+28g
* Partially restores remaining Heat time on hit
* High crush 6~52
shaheenb+4M23i17-15+4+29a (+23)
shaheenws1m17i14-2+4+14
steve1,1,2h, h, h5, 7, 13i10, ,i13-14-7+4
* Combo from 1st hit with 3F delay
* Jail from 1st block with 3F delay
* Move can be delayed by 3F
* Transition to LWV with 3 (-5/+6)
* Transition to RWV with 4 (-5/+6)
* Transition to SWY with b+3_4 (-5/+6)
* Transition to r20? DCK with f+3_4 (-3/+8)
** r22? DCK FC cancel?
steveb+1,2~1h, m10, 17i13, i30~31-8+4+63a
steveub+2~1m17i30~31-8+4+63a
steveWS.2m17i13~15-7+4
* Transition to r22? LWV with 3 (-7/+4)
* Transition to r22? RWV with 4 (-7/+4)
* Transition to r22? SWY with b+3_4 (-7/+4)
* Transition to r20? DCK with f+3_4 (-5/+6)
* r22? DCK FC cancel?
steveDCK.f+2~1m17i28~29-8+4+63a
steveEXD.f+2~1m17i28~29-8+4+63a
steveLWV.1,2~1m, m14, 17i14, i30~31-8+4+63a
* Input 1 at frame 17 of LWV.1,2
steveLWV.2m13i14~16-5+4
* Transition to r10? PAB with f (-1/+8)
* r10? PAB FC cancel?
steveLWV.2,1m, m13, 21i14~16, i19-8+4c+7d
* Spike
* Combo from 1st CH with 5F delay
* Move can be delayed by 11F
stevePAB.2~1m17i27~28-8+4+63a
stevePAB.df+1,2~1m, m12, 17i15~16, i30~31-8+4+63a
steveRWV.1m13i14~16-5~-3+4~+6
* Transition to r10? PAB with f (-1~+1/+8~+10)
* r10? PAB FC cancel?
steveRWV.1,2~1m, m13, 17i14~16, i30~31-8+4+63a
* Input 1 at frame 17 of RWV.1,2
victor2,2,2h, m,m, h10, 5,5, 12i12~13, ,i22-3+4
* Strong Aerial Tailspin
* Wall Crush +12g on hit
* Projectile (unparryable)
* Combo from 1st hit
* 4 chip damage on blocked gunshot
* Transitions to IAI on hit or block
victordf+1m10i13~14-2+4
victordf+4,2m, h15, 16i13~14, i22-3+4
* Strong Aerial Tailspin
* Wall Crush +12g on hit
* Combo from 1st hit
* Deals 6 chip damage on blocked gunshot
* Transitions to IAI (cannot cancel)
victord+2m21i18+0+4 / HE
* Heat Engager
* Heat Dash +5, +67a (+50a)
* Weapon
* 6 chip damage on block
victordb+4l17i20~21-26+4c+49a
* High crush 6
victorb+3m15i17-9+4
victoruf+1m9i13-9+4
victorqcf+2h16i22-3+4
* Strong Aerial Tailspin
* Wall Crush +12g on hit
* Transition to IAI
* Deals 6 chip damage on block
victorf,f,F+1+2L,L10,14i18, i14~15-14+4 IAI+15g
* Transition to r18 IAI at +4 on hit
* High crush 15~
victorPRF.1L15i19~20-12+4c+14g
* High crush 6~50
xiaoyuf+2m12i16~17-5+4
xiaoyudb+4L14i18-12+4c+14
* This move is +20 on a traded hit
xiaoyub+2,2m, L13, 15i15~16, i21~23-7+4+22a
* Transition to BT
* Combo from 1st hit with 9F delay
* Move can be delayed by 6F
* Input can be delayed by 11F
xiaoyuu+4m20i23~26-7+4c+24a
* Spike
* Transition to FC with D (-7, +4c, +24a)
* Transition with AOP with d+1+2 (-9, +2, +22)
* Low crush 9~
xiaoyuuf+4m20i23~26-7+4c+24a
* Spike
* Transition to FC with D (-7, +4c, +24a)
* Transition with AOP with d+1+2 (-9, +2, +22)
* Low crush 9~
xiaoyuuf+3+4m,m,m8,10,12i16~17, i10~11, i8~9-1+4d
* Balcony Break
* Spike
* Transition to BT on block or whiff
* Transition to standing on hit
* Low crush 9~
xiaoyuws1m8i12~13-7+4
xiaoyuFC.df+4L13i18~20-7+4
* Transition to AOP
* Alternate input AOP.f+4
* High crush 1~
xiaoyuAOP.f+4L13i18~20-7+4
* Transition to AOP
* Alternate input FC.df+4
* High crush 1~
xiaoyuBT.1m17i16~18-5+4+64a
* Elbow
yoshimitsu1,1h, m5, 19i10, i23-9+4c+6a
* Floor Break
* Weapon
* Combo from 1st hit with 1f delay
* Move can be delayed 3f
* Interrupt with i4 from 1st block
* 3 chip damage on block
* Power up in NSS or Heat
yoshimitsu4,4h, h16, 16i12~13, i24~25-4+4
* Combo from 1st hit with 4f delay
* Move cannot be delayed
yoshimitsudf+1,4m, m14, 17i13, i17-12+4
* Jail from 1st attack with 2f delay
* Input can be delayed 2f
* Move cannot be delayed
* 2nd hit can whiff at certain ranges, -20 on whiff
yoshimitsudf+3m10i17~18-4+4
yoshimitsudf+3,1m, M10, 20i17~18, i23~24-9+4c+6a
* Floor Break
* Weapon
* Combo from 1st hit
* 4 chip damage on block
* Power up in NSS or Heat
* Input can be held to transition to d+1*
yoshimitsudf+4m15i12-7+4
yoshimitsud+1*(1),nM!20i55~56+4c+6a
* Floor Break
* Weapon
* Slowly realigns while charging
* Can be canceled with b*
yoshimitsud+1*(2),nM!25i99~100+4c+6a
* Floor Break
* Weapon
* Slowly realigns while charging
* Can be canceled with b*
yoshimitsud+1*(3),nM!30i130~131+4c+6a
* Floor Break
* Weapon
* Slowly realigns while charging
* Can be canceled with b*
yoshimitsudb+1L12i26~28-11~-9+4~+6+7~+9
Unavailable in NSS
* High crush 8~
yoshimitsuub+1m17i24~25-5+4c
* Floor Break
* Weapon
* Performs u+1 with a vertical jump
* Low crush 9~27
* Floating state 28~30
yoshimitsuf,F+2m15i15-9+4
* Elbow
* Cannot be buffered
* Increased pushback on CH
yoshimitsuFLE.1+2m16i18~19-9+4+31a (+21)
* Tornado
* Head
* High crush 6~17
yoshimitsuIND.4L18i47~48-26+4c+31a
* Homing
* Enter IND -26 +8 +35a r24 with d+3+4
* High crush 1~
yoshimitsuNSS.ub+1m21i25~26-5+4c
Floor Break
* Low crush 9~27
* Floating state 28~30
yoshimitsuhFC.df+4L18i18~19-26+4c+31a
* Homing
* Enter IND -26 +8c +35a r24 with d+3+4
* Can be done from Crouch Level 1
* High crush 1~
zafina2,1,3h, m, L8, 9, 11i10, ,i32-17+4d
* Combo from 2nd hit CH with 1f delay
* Input can be delayed 11f
* Move can be delayed 10f
* Cancel 3rd hit to MNT -17 -9 r25 with D
* Floating state 6~31
* High crush 32~69
zafina1+2m17i16~17-12+4+25a
Spike
zafinadf+3m15i15~16-5+4
* Cancel SCR transition -10 -1 t43 r28 with B
zafinab+4m14i22~23-9+4
zafinaws4m14i11-7+4
zafinaMNT.d+4L19i20~27-22~-15+4c~+11c+19a~+26a
* Knee
* Evasive (can go under mids)
* High crush 1~
alisa1,1h, h5, 18i10, i21-3+5+14a
* Combo from 1st hit with 4f delay
* 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
* 2 chip damage on block
* 6 chip damage on block in heat
alisadf+1m10i13-6+5+8
* +5c on hit against crouching opponents
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
alisaFC.1+2L,L10,16i21~23 i6~8-11c+5c
* Enter DES with n,1+2
* High crush 1~55
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
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, m12, 13i15~16, i20~21-11+5
* Combo from 1st hit
* Transition to CD with DF (+15, -1)
armor-kingdf+3m17i17~18-5+5+49a
Knee
armor-kingd+2m17i17~18-5+5+13
armor-kingb+1h12i12~13-7+5
armor-kinguf+3m17i19~21-8+5+35a (+25)
Knee
* Low crush
armor-kingf,f,n,2L20i19-13+5+10
* Transition to BAD 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
asukab+1+4,4h,L, m15,8, 23i12 i17~18, i25~26-14+5b
* Combo from 2nd CH
* Balcony break on airborne hit
asukaFC.3+4m,m10,10i21~22 i9~10-6+5c
Transition to r22 FC with D
* 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
* Move can be delayed 8f
azucenaf+3m15i18-4+5
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
bryandf+2m12i13-6+5
Elbow
bryandf+2,1m, h12, 11i13, i16-4+5
* Combo from 1st hit
* Enter SWA -1 +8 r15 with b
bryand+1+2,3m,m, l10,15, 20i17, i27~28-13+5+25a
bryanws4m16i11~12-6+5
bryanSLS.2,4h, m16, 22i15~16, i16~17-10+5a
* Tornado
* Knee
* Combo from 1st hit with 4f delay
* Gain SNE on hit, -12a
* Low crush 9~26
* Floating state 27~29
bryanqcb+3l23i19~20-13+5+26a
Balcony break on airborne hit
claudio2,1h, m10, 13i12, i20-6+5
Combo from 1st hit with 2f delay
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
* 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
* 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
* 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 without throw
* Side switch on hit
devil-jinH.2+3m,h,t20,22,10i18~28+11 MCR+5d
* Heat Smash
* Jail from 1st attack
* Transition to attack throw on hit
* Transition to MCR on block only
** -14 on an empty MCR transition
* Can cancel transition to MCR on block with B at +2~+12
* 5 chip damage on block
* 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)
dragunovf+3m11i20-6+5
Enter SNK +0 +11 r19 with DF
dragunovdf+3m16i17~20-6~-3+5c~+8c
* Spike
* +20 damage throw when hit from the front in close range
* Removes Recoverable Health
dragunovd+3,4L, m13, 18i17~18, i28-11+5+23g
* Spike
* Combo from 1st CH
dragunovd+4,1L, h12, 8i15~16, i14~15-11+5
Combo from 1st CH with 1f delay
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 2nd hit with 7F delay
* 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
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, 17i17, i25~26-14+5c+42a
* Transition to RLX
* Combo from 1st CH with 5F delay
* Move can be delayed by 9F
* Input can be delayed by 10F
fahkumram1,2h, h5, 8i10, i10-3+5
* Jail from 1st attack with 2f delay
fahkumramws4m20i11-6+5
feng2h8i10-3+5
fengdf+4m13i15-6+5
heihachidf+3m10i15~16-6+5
* Knee
heihachidf+4m10i13~14-6+5
heihachiH.uf+4,1m, M17, 30i24~26, i25~30+2+5a
* Balcony Break
* Chip damage on block
* Consumes 180F 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
hwoarangRFF.d+3+4L19i19-11+5+15g
* Remains in RFF
hwoarangRFS.f+3m18i20~21-10+5+15a (+6)
* Homing
* Increased chip damage scaling on block during heat
** 5 chip damage on block in heat
jack-82,3h, m10, 18i11, i19-13+5+30d (+22)
* Knee
* Balcony Break on airborne hit or CH
* Combo from 1st hit
* 2nd hit Balcony Break on CH
jack-83m18i15-9+5
* Knee
* Transition to GMH with D
** (+2 oB, +16g oH, +16 ch)
* Alternate input f+3 or ws3
jack-8f+1m13i14-6+5
* Effectively homing?
jack-8f+1,2m, h13, 12i14, i22-6+5
Combos from 1st hit
jack-8f+2h22i10-12+5+32a (+24)
jack-8f+4~1h80i65!+5
Unblockable
jack-8df+4m17i15-9+5+14c
jack-8ws4m20i11-6+5
*
jack-8FC.1,1l, l10, 14i19, i31-12+5
*
* High crush
jack-8FC.db+1,1l, m14, 10i14, i24-6+5
* Spike
* High crush
jack-8qcb+2t45i11-2+5d
* Throw Break 2
jinb+3m17i16-6+5
* Knee
* Enter ZEN -2 +9 r20 with F
jinws1m7i13~i14-6+5
jun1,2,4h, h, m5, 8, 16i10, ,i27~28-12+5+15a (+6)
* Balcony Break (airborne)
* Combo from 2nd CH with 3f delay
* Input can be delayed 9f
junb+4m14i13~14-7+5
Knee
junb+4,2m, M14, 17i13~14, i22~23-13+5+28a (+18)
Combo from 1st hit with 8f delay
junuf+3m17i20~21-6+5+30a
Balcony Break (airborne)
* Low crush 11~27
* Floating state 28~30
junws1h14i12~13-6+5
junws2m12i13~14-8+5+32a
Hits grounded up-close only
junws1+2m20i21-2+5+14 +63a
* Elbow
* Cancel to r39 FC with D on frame 20
junFC.3+4m,m10,10i21~22 i23~24-6+5c
* Transition to r24 FC with D
* Low crush 5~19
* Floating state 20~22
junIZU.f+1+2m21i16~17-6+5+25
* Homing
* Balcony Break (airborne)
* Only i15 or faster attacks guaranteed on CH
* Jab evasion
* Gain 6 Kazama Essence on normal hit and 5 on airborne hit
kazuyaDVK.1,1,2,Fh, h, m, t5, 6, 14, 8i10, ,i30?,i5?,i5?,i5?+5d BT
* Consumes 120F? of remaining Heat time
* Opponent recovers FDFT
* Available only on 3rd standing/crouching hit
kazuyaf+3m22i17-13+5+54a(+23)
Balcony Break on air hit
kazuyadf+2m22i14-12+5+59a
* Homing
* Balcony Break on air hit
* Crumple stun +13F after CH
kazuyadf+3,2m, m13, 15i18, -11+5
* Combo from 1st hit with 10F delay
kazuyab+1+2m21i22-8+5
* Heat Engager
* Heat Dash +36a (+26a) on hit
* 6 chip damage on block
kazuyaf,F+4M22i17~18-9+5+29a(+23)
kazuyaws1m10i13-5+5
king1,2,1h, h, m5, 15, 10i10, ,i24~25-4+5s+10s
* Forces standing on hit.
* Move can be delayed by 9F
* Jail from 2nd normal hit with 4F delay
* Starter of 10 Strings, 3rd~5th hits are combo.
king3,2h, m17, 18i15~16, i20~21-9+5c
* Elbow
* Move can be delayed by 10F
* Input can be delayed by 11F
kingdf+1,2m, m15, 15i14~15, i20~21-10+5s
* Combo from 1st hit with 5F delay
* Combo from 1st CH with 10F delay
* Jail from 1st block with 5F delay
* Move can be delayed by 11F
* Input can be delayed by 13F
kingd+1,2s.l,m5,13i10,i15~17-11+5s
* Jail from 1st block
* Combo from 1st CH
* Forces standing on hit.
kingd+3+4,4,4,2L, L, L, m14, 7, 7, 10i16, ,i28-15+5
* Balcony Break
kingb+1,2h, h13, 20i12, i19~20-13+5+70a(+54)*
* Tornado
* Combo from 1st hit with 8F delay
* Combo from 1st CH with 10F delay
* Launches opponent if b+1 on CH.
* Move can be delayed by 6F
* Input can be delayed by 10F
kingf,f,n,2L,(t)17,(30)i18-13+5s/(0d)
* i19 startup with buffered input
* Shifts to throw on front grounded CH.
* Unexecutable at long range from opponent
* High crush 6~29
kingws4m20i11~12-6+5
kingJGR.2h24i18~19+3+5a
* Strong Aerial Tailspin
* 4 chip damage on block.
* Power up into JGR.2* after 30F? or during Heat
** Partially uses remaining Heat time during Heat.
kingJGS.4h40/42/52i17~18+8/+15+5a(-4)/+10a(+1)
* Balcony Break
* Guard Break
* Chip damage on block.
* On block / hit increases up to 2nd spin.
* Damage increase up to 3rd spin.
kingJGS.df+4m30/36/45i17~19-16/+8+5a(-4)
Balcony Break
* On block increases up to 2nd spin.
* Damage increase up to 3rd spin.
kuma4h20i14-6+5+30a
* Balcony Break on CH
kumaf+4h22i15-6+5+30a
* Balcony Break on CH
kumaws4m20i11~12-6+5
kumaHBS.1M10i12-13+5+12
* Elbow
kumahcb,f+1+2th(h)50i11+0+5
* Throw break: 1+2
* 60 dmg if opponent hits the wall
* Opponent status on hit: FUFA
* Side switch on throw break and hit
larsH.LEN.1L,t20,15i16~17-12c+5d
* Consumes 300F of remaining Heat time
* 6 chip damage on block
* Side switch on hit throw
* Opponent is left FUFA
* High crush 1~50
larsdf+1m12i13-3+5
larsdb+4l19i20~21-26+5c+29a
* High crush 6~
larsf,F+4l12i21-31+5
larsws4m16i11~12-6+5
larsFC.df+2m19i15~16-8+5+63a
larsDEN.3m23i22~23+5+5
* Heat Engager
* Heat Dash +5, +34a (+27)
* Homing
* Transition to SEN (cannot cancel, does not transition when using Heat Dash)
* 9 chip damage on block
* Low crush 8~
lawH.2+3m,t24,4,5,5,5,7 (50)i14+11g+5
* Heat Smash
* Balcony Break
* Transitions to DSS on block
* 8 chip damage on block
law1,2,2,1+2h, h, m, m5, 8, 10, 23i10, ,i19-13+5a (-4)
Balcony Break
law2,2,1+2h, m, m8, 10, 20i10, ,i19-13+5a (-4)
* Balcony Break
* Combos from 2nd hit CH
* Delay-able
law3+4,4m,m, h5,10, 25i14~15, i11, i30+7+5c
* Balcony Break
* Combos from 1st hit
* 5 chip damage on block
* Forces tech backroll on hit
* Alternate input DSS.3+4,4
* Low crush 22~
lawdf+1m10i13-1+5
First hit of Law's 10 String
lawuf+3+4l27i29-24+5
Alternate input DSS.uf+3+4
* Low crush 8~30?
lawBT.2,2m, m17, 20i15, i14-14+5c
* Elbow
* Combos from 1st hit
* Delay-able
* Forces tech backroll on hit
lawDSS.f+4h36 (40)i19+7+5c
* Balcony Break
* 7 chip damage on block
* 12 chip damage on block (Just Frame)
* Forces tech backroll on hit
* While transitioning to DSS from other moves, it is possible to input DSS.f+4 as a Just Frame (ex; 4,3~F:DSS.f+4) for 4 more damage.
lee1,2:4h, h, m5, 9, 12i10, ,i18-12+5+58a
* Jail from 1st attack
* Combo from 2nd hit with 1f delay
* Move can be input by pressing 4 during frames 10-13 of 1,2
* Transition to r44 -14 +3 HMS with 3
leedf+1m10i13-1+5
leedf+3,2m, h13, 13i14~15, i19-10+5
* Combo from 1st hit with 5F delay
* Move can be delayed by 4F
* Input can be delayed by 5F
leedf+4m14i13-14-9+5
Transition to -9, +5 HMS with 3
leews4m16i11-6+5
* Transition to -9, +2 HMS with 3
leeFC.df,d,DF:3l26i18~24-15~-9+5+5d
* * Frame advantage on block depends on spacing.: Ranges from -15 up close, to -9 at tip range.
* Perfect Input not required during Heat
* Perfect input when DF and 3 are input during the same frame
* Partially consumes remaining Heat Time, while Perfect input restores Heat Time
* Is not bufferable from full crouch (regular version gets buffered instead)
* High crush
* Low crush
leeFC.df,d,DF+3l20i18~24-15~-9+5+5d
* * Frame advantage on block depends on spacing: Ranges from -15 up close, to -9 at tip range.
* Bufferable from full crouch
* High crush
* Low crush
leeMS.3+4l20i25~31-15~-9+5c+5d
* High crush
* Low crush
leo2h9i11-1+5
leodf+4m14i13-6+5
leodf+2+3L20i21~22-12~-11+5+21d
* High crush 6~
leod+1m18i18~19-2~-1+5+13
* Spike
* Enter FC with d
leodb+2m16i16~17-9~-8+5
leob+4m13i18-8+5
leows3M9i13~14-6~-5+5
Alternate input CD.3
leroydf+1m10i13~14-6+5
leroydb+3L12i20~21-8~-7+5~+6+14c
Transition to HRM
* High crush
leroyb+1h17i13-6+5
Shifts to throw "Knee Snap" on front grounded CH
leroyuf+1h17i16~17-9+5
* Reversal (partially restores remaining Heat time when successful during Heat)
* Follow-up upon successful reversal with input 1 or 2
* Parry state 6~13
leroyws4m16i11~12-6+5
leroyHRM.2h14i12~13-6~-5+5~+6
leroyHRM.1+2m,h,h,h3,3,3,3i14-2+5
* 12 damage total
* Power up during Heat (partially uses remaining Heat time)
lidiadf+3m15i14~15-8+5
Knee
lidiadb+3+4m21i22-3+5
* Has low parry effect
* Does not parry weapon lows
* Parry state 5~13
lidiab+3,1m, m16, 10i17~18, i23~24-11~-10+5+14
Combo from 1st hit
lidiaCAT.4,3+4L, M14, 25i19~20, i38~39-14+5a
* Spike
* Combo from 1st CH
* Low crush 21~25
* Floating state 26~39
lidiaWLF.4L,M10,20i20,i23~25-14c+5c
* Floor Break
* Second hit available on hit or block only
* Power up based on Heaven and Earth level
**HAE lvl.0 30 damage
**HAE lvl.1 32 damage
**HAE lvl.2 34 damage
**HAE lvl.3 38 damage
*** lvl.3 +2d on hit
liliu+3,3m, m20, 15i22~23, i28-12+5c
* Combo from 1st hit
* Input can be delayed 13f
* Move cannot be delayed
* Enter DEW -3 +14c r21 with F
* Low crush 22~48
* Floating state 49~51
lilif,F+3m15i22-12+5c
* Enter DEW -3 +14c r21 with F
* Low crush 7~27
* Floating state 28~30
liliBT.d+2L17i16-12+5c+14d
* High crush 4~
miary-zo3m12i13~14-9+5
miary-zof+2m23i20-13+5
* Balcony Break (airborne)
* Punch Sabaki, +30d (+22) and Balcony Break on successful parry
* Parry state 5~10
miary-zodf+1m10i13-2+5
miary-zodf+1,1m, h10, 17i13, i19-3+5
* Combo from 1st hit with 2f delay
* Input can be delayed 2f
* Move cannot be delayed
* Enter MOR +0 +8 r22 with F
miary-zodf+1,1,2m, h, M10, 17, 20i13, ,i30-12+5a+50a
* Spike
* Weapon
* Input can be delayed 1f
* Move cannot be delayed
* Chip damage on block
miary-zodf+4m17i16-4+5+57a
* Knee
* Enter MOR -1 +8 +60a r26 with F
miary-zodb+3L21i22~23-26+5c+44a
* Stagger on block
* High crush 8~
nina4,3h, m15, 20i11, i29~30-2c+5c+21a
Spike
ninaf+4m15i21~22-5+5
* Enter SS +2 +12 with D_U
* Low crush 12~21
* Floating state 22~24
ninadf+1m10i13~14-1+5
ninadf+3,2m, h13, 12i14, i19+1+5+12
* Combo from 1st hit with 10f delay
* Enter SS 0 +4 +11 with D or U
* Enter CD -1 +3 +10 t29 r10 with F
* Enter SWA +8 +12 +19 with B
ninad+1sl5i10-5+5
* Transition to r24? with f
* High crush 4~
ninab+2,2h, h12, 16i12, i14~15-6+5
* Combo from 1st hit with 1?f delay
* Jail from 1st block with 1?f delay
* Move can be delayed 1?f
ninab+1+2m,m5,20i16 i8~10-4+5a
* Removes Recoverable Health
* Balcony break on airborne hit
* Combo from 1st hit only if the second hit connects on i8
* 2nd hit available only as combo from 1st
* If the second hit connects on i9~10, frame advantage on hit will be -16
* Powered up in heat
ninau+4M21i23~28+0c~+5c+5g~+10g+22a
* Spike
* Opponent recovers crouching on hit
* Low crush 7~30
* Floating state 31~33
ninauf+4,3,4h, L, h23, 10, 14i18, ,i20-6+5
* Combo from 2nd hit
* Enter SS -5 +6 with D_U
ninaws1m17i13~14-6+5
panda4h20i14-6+5+30a
* Balcony Break on CH
pandaf+4h22i15-6+5+30a
* Balcony Break on CH
pandaws4m20i11~12-6+5
pandaf,df,d,db,b,f+1+2th(h)50i110+5
* Throw break: 1+2
* Opponent status on hit: FUFA
* Side switch on hit
pauldf+1,1m, h11, 9i14, i20~21-5+5+8
* Combo from 1st hit with 4f delay
* Move can be delayed 10f
* Input can be delayed 10f
paulws4m18i11~12-6+5
raven3,3m, h10, 16,i14~15, i17~18-8~-7+5~+6
* Combo from 1st hit
* Jail from 1st block
ravendb+2m13i13~14-4~-3+5~+6
ravendb+3L19i28~29-12~-11+5~+6+39d
Cannot be low parried
* Low crush 8~24
* Floating state 25~27
* High crush 28~
ravenub+1m11i16-6+5
Can be performed during CD (Shadow Sprint)
ravenb,B+2m,h15,21i17~18 i30~31-10~-9+5~+6
* Balcony Break
* Jail from 1st attack
* Parries high or mid punches or kicks
* Parry state 1?~
ravenqcf+2L18i22~23-12~-11+5~+6+14~+15
Cancel to r41? BT with qcf+2~B
* High crush 10~45
ravenBT.1h7i8-1~+0+5~+6
ravenBT.3,4,4h, m, M10, 17, 21i10, ,i32~34-9~-8+5a
* Spike
* Combo from 2nd CH
* Low crush 12~31
* Floating state 32~34
ravenBT.b+2,4m, h14, 13i16~17, i17~18+0+5
* Transition to BT (+0/+5) with B
* Transition to FC (+0/+5) with D
* Combos from 1st hit CH
* Jail from 1st attack with 3f delay
ravenBT.f+4,1L, h13, 15i16, i22~23-9~-8+5~+6
* Tornado
* Combo from 1st hit
* Can transition to r26 t36 SZN at -6~-5/+8~+9 with 3+4 or D
ravenBT.f+3+4M24i25~27-9~-7+5a
Spike
* Low crush 5~24
* Floating state 25~27
* High crush 28~51
ravenSZN.3m16i16~17-1+5~+6
* Transition to BT (-1/+5) with B
* Transition to FC (-1/+5) with D
* Low crush 9~17
ravenBT.f+1+2,Pt25+5d
Opponent recovers FUFA
reina3h12i18~19-11+5
Homing
* High crush 8~17
reinaf+4m20i19~20+2c+5c+29d
* +13c on crouching hit
* Opponent is FDFA on CH
* Spike
reinauf+3,1h, m10, 15i21~22, i16-5+5
* +13c on crouching hit
* Jails on 1st block
* Combo from 1st hit
reinaws4m10i11~12-6+5
reinaWRA.3+4M26i18~19+0c+5d
* Spike
* 7 chip damage on block
* Opponent is FDFA on normal hit
shaheen4,1h, h16, 14i13, i18-5+5
* +31a (+24) from 1st CH
* Combo from 1st hit
shaheendf+1m12i13~14-1+5
Tracks SSR/SWR completely
shaheenws4m16i11~12-6+5
shaheenSNK.1h10i12-1+5+14
steve2h12i12-1+5
stevef+2m11i21~22-6+5
stevef+2,2,1+2m, m, m,m,m11, 15, 5,8,20i21~22, ,i18~19, i7~8, i16-12+5c
* Combo from 2nd CH
* Spike
* Floor Break
stevedf+1m12i13-2+5
* Transition to LWV with 3 (-7/0)
* Transition to RWV with 4 (-7/0)
* Transition to SWY with b+3_4 (-7/0)
* Transition to r20? DCK with f+3_4 (-5/+2)
** r22? DCK FC cancel?
stevedf+1,2~f+1+2,1,1,2,1m, h,h, m, m, m, h12, 8,12, 7, 8, 8, 8i13, ,i15~15-9+5
steveuf+1m18i19~21-6+5
* Spike
* Low crush 9~
steveBack throwt55+5d
* Unbreakable
* Sideswitch
* Opponent left FUFT
victor2,1h, h10, 12i12~13, i16-6 / -4 PRF+5 / +7 PRF
* Weapon
* Transition to PRF with F
* Combo from 1st hit
<Showing 2001-2400 of 6205 moves>