
All Characters
All Characters Tekken 8 Frame Data
| Char | Command | Hit level | Damage | Startup | Block | Hit | Counter hit | Notes |
|---|---|---|---|---|---|---|---|---|
| jin | ws1 | m | 7 | i13~14 | -6 | +5 | ||
| jun | 1,2,4 | h, h, m | 5, 8, 16 | i10, ,i27~28 | -12 | +5 | +15a (+6) | * Balcony Break (airborne) * Wall Crush +17g on hit and 3 chip damage * Not a true combo on 2nd hit or CH (bug? breaks neutral guard) * Interrupt with i5 from 1st block * Input can be delayed 9f |
| jun | df+1,1 | m, m | 10, 17 | i13~14, i24~25 | -11 | +5 | +13g | * Combo from 1st hit * Interrupt with i5 from 1st block |
| jun | b+4 | m | 14 | i13~14 | -7 | +5 | Knee | |
| jun | uf+3 | m | 17 | i20~21 | -6 | +5 | +30a | Balcony Break (airborne) * Low crush 11~27 * Floating state 28~30 |
| jun | ws1 | h | 14 | i12~13 | -6 | +5 | ||
| jun | ws2 | m | 12 | i13~14 | -8 | +5 | +32a | Hits grounded up-close only |
| jun | ws1+2 | m | 20 | i21 | -2 | +5 | +14 +63a | * Elbow * Cancel to r39 FC with D on frame 20 |
| jun | IZU.f+1+2 | m | 21 | i16~17 | -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 |
| jun | hFC.3+4 | m,m | 10,10 | i21~22 i23~24 | -6 | +5c | * Transition to r24 FC with D * Can be done from Crouch Level 1 * Low crush 5~19 * Floating state 20~22 | |
| kazuya | DVK.1,1,2,F | h, h, m, t | 5, 6, 14, 8 | i10, , | +5d BT | * Consumes 120F of remaining Heat time * Opponent recovers FDFT * Available only on 3rd hit | ||
| kazuya | f+3 | m | 22 | i17~18 | -13 | +5 | +54a (+23) | Balcony Break on air hit |
| kazuya | df+2 | m | 22 | i14 | -12 | +5 | +59a | * Homing * Balcony Break on air hit * Crumple stun +13F after CH |
| kazuya | df+3,2 | m, m | 13, 13 | i18~19, i20 | -11 | +5 | * Combo from 1st hit with 9F delay * Move cannot be interrupted | |
| kazuya | b+1+2 | m | 21 | i22 | -8 | +5 | * Heat Engager * Heat Dash +5, +43d (+35) * 6 chip damage on block | |
| kazuya | f,F+4 | M | 22 | i17~18 | -9 | +5 | +29a(+23) | |
| kazuya | ws1 | m | 10 | i13~14 | -5 | +5 | ||
| king | 1,2,1 | h, h, m | 5, 15, 10 | i10, ,i24~25 | -4 | +5 | +10 | * Jail from 2nd hit with 4f delay * Move can be delayed 9f * Interrupt with i5 from 1st block * Starter of 10 Strings, 3rd~5th hits are combo |
| king | 3,2 | h, m | 17, 18 | i15~16, i20~21 | -9 | +5c | * Elbow * Move can be delayed 10f * Interrupt with i1 from 1st block | |
| king | df+1,2 | m, m | 15, 15 | i14~15, i20~21 | -10 | +5 | * Combo from 1st hit with 4f delay * Combo from 1st CH with 9f delay * Move can be delayed 11f * Input can be delayed 12f | |
| king | d+1,2 | sl, m | 5, 13 | i10, i15~17 | -11 | +5 | * Jail from 1st block * Combo from 1st CH | |
| king | d+3+4,4,4,2 | L, L, L, m | 14, 7, 7, 10 | i16, ,i28 | -15 | +5 | * Combos if the low before the punch counterhits | |
| king | b+1,2 | h, h | 13, 20 | i12, i19~20 | -13 | +5 | * Tornado * Combo from 1st hit with 8f delay * Combo from 1st CH with 10f delay * Launches opponent if b+1 counterhits, +70a (+54) * Move can be delayed by 6f * Input can be delayed by 10f | |
| king | f,f,n,2 | L,(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 | |
| king | ws4 | m | 20 | i11~12 | -6 | +5 | ||
| king | JGR.2 | h | 24 | i18~19 | +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. | |
| king | JGS.4 | h | 40/42/52 | i17~18 | +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. | |
| king | JGS.df+4 | m | 30/36/45 | i17~19 | -16/+8 | +5a(-4) | Balcony Break * On block increases up to 2nd spin. * Damage increase up to 3rd spin. | |
| kuma | 4 | h | 20 | i14 | -6 | +5 | +30a | * Balcony Break on CH |
| kuma | f+4 | h | 22 | i15 | -6 | +5 | +30a | * Balcony Break on CH |
| kuma | ws4 | m | 20 | i11~12 | -6 | +5 | ||
| kuma | HBS.1 | M | 10 | i12 | -13 | +5 | +12 | * Elbow |
| kuma | hcb,f+1+2 | th(h) | 50 | i11 | +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 | |
| kunimitsu | 1,1,4 | h, m, m | 5, 12, 23 | i10, ,i26~27 | +3 | +5a | * Spike * Interrupt with i15 from 2nd block * Whiffs vs SS, SW from 2nd block * Input can be delayed 9f * Move cannot be delayed * Available on hit or block only * 4 chip damage on block * Low crush 5~29 * Floating state 30~32 | |
| kunimitsu | 1,2,2 | h, h, h | 5, 8, 10 | i10, ,i20~21 | -12 | +5 | * Balcony Break (airborne) * Weapon * Combo from 1st hit * Move cannot be interrupted * Transition to BT with B | |
| kunimitsu | 2,2 | h, m | 12, 14 | i12, i12~13 | -6 | +5 | * Weapon * Jail from 1st block with 5f delay * Combo from 1st hit with 5f delay * Transition to KAT -6 +5 r26 with 1+2 * Input can be delayed 5f * Move cannot be delayed | |
| kunimitsu | df+1 | m | 10 | i13~14 | -2 | +5 | ||
| kunimitsu | df+1,3 | m, h | 10, 20 | i13~14, i21 | -9 | +5 | +44a (+34) | * Tornado * Combo from 1st Ch with 4f delay * Input can be delayed 9f * Move can be delayed 8f * Interrupt with i3 from 1st block |
| kunimitsu | df+3+4 | m,m | 8,12 | i17~18 i7~9 | -2 | +5 | * Floor Break * Transition to BT * Can hit grounded when off-axis * High evasion at frame 5? * Floating state 10~24 | |
| kunimitsu | b+2 | m | 17 | i17~18 | -9 | +5 | +57 | * Balcony Break (airborne) * Weapon |
| kunimitsu | ws4 | m | 15 | i11~12 | -6 | +5 | ||
| kunimitsu | SS.2,1+2 | m, M,M | 13, 10,20 | i17~18, i22~23 i9~10 | -12 | +5c | * Floor Break * Weapon * Combo from 1st hit CH * Interrupt with i4 from 1st block * Sidestep adds 9f, effective startup i31~32 * Move is delayed 1f | |
| kunimitsu | BT.1,2,4 | h, m, m | 10, 14, 23 | i11, ,i26~27 | +3 | +5d | * Spike * Available on hit or block only * Interrupt with i15 from 2nd block * Whiffs vs SS, SW from 2nd block * Input can be delayed 10f * Move cannot be delayed * 4 chip damage on block * Low crush 5~29 * Floating state 30~32 | |
| kunimitsu | BT.d+4 | L,L | 10,18 | i20~21 i26~27 | -14 | +5c | * Jail from 1st attack * High crush 4~ | |
| kunimitsu | SET.1,2,4 | h, h, m | 8, 13, 23 | i10~11, ,i26~27 | +3 | +5a | * Spike * Input can be delayed 10f * Move cannot be delayed * Available on hit or block only * Interrupt with i15 from 1st block * Whiffs vs SS, SW from 1st block * 4 chip damage on block * Low crush 5~29 * Floating state 30~32 | |
| kunimitsu | SET.4,3 | M, m | 13, 21 | i18~19, i22 | -13 | +5a | * Spike * Combo from 1st hit with 9f delay * Input can be delayed 9f * Move can be delayed 5f * Interrupt with i5 from 1st block * Low crush 5~17 * Floating state 18~20 | |
| kunimitsu | hFC.1+2 | l,sm | 8,15 | i18 i15 | -12 | +5 BT | * Weapon * Can hit grounded when off-axis * Transition to BT on hit * High crush 1~24 | |
| lars | H.LEN.1 | L,t | 20,10 | i16~17 | -12c | +5d | * Consumes 600F of remaining Heat time * Side switch and recover standing on hit throw * Opponent is left FUFA * High crush 1~50 | |
| lars | df+1 | m | 12 | i13 | -3 | +5 | Recovers 2F faster on hit (t33 r20) | |
| lars | db+4 | l | 19 | i20~21 | -26 | +5c | +29a | * High crush 6~ |
| lars | f,F+4 | l | 12 | i21 | -31 | +5 | ||
| lars | ws4 | m | 16 | i11~12 | -6 | +5 | ||
| lars | FC.df+2 | m | 19 | i15~16 | -8 | +5 | +63a | |
| lars | DEN.3 | m | 23 | i22~23 | +5 | +5 | * Heat Engager * Heat Dash +5, +43d (+35) * Homing * Transition to SEN (cannot cancel, does not transition when using Heat Dash) * 9 chip damage on block * Low crush 8~ | |
| law | H.2+3 | m,t | 24,4,5,5,5,7 (50) | i14 | +11g | +5 | * Heat Smash * Balcony Break * Transitions to DSS on block * 8 chip damage on block | |
| law | 1,2,2,1+2 | h, h, m, m | 5, 8, 10, 23 | i10, ,i19 | -13 | +5a (-4) | Balcony Break | |
| law | 2,2,1+2 | h, m, m | 8, 10, 20 | i10, ,i19 | -13 | +5a (-4) | * Balcony Break * Combos from 2nd hit CH * Delay-able | |
| law | 3+4,4 | m,m, h | 5,10, 25 | i14~15, 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~ | |
| law | df+1 | m | 10 | i13 | -1 | +5 | First hit of Law's 10 String | |
| law | uf+3+4 | l | 27 | i29 | -24 | +5 | Alternate input DSS.uf+3+4 * Low crush 8~30? | |
| law | BT.2,2 | m, m | 17, 20 | i15, i14 | -14 | +5c | * Elbow * Combos from 1st hit * Delay-able * Forces tech backroll on hit | |
| law | DSS.f+4 | h | 36 (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 on frame 1 or 2 of DSS (ex; 4,3~F:DSS.f+4) for 4 more damage. | |
| lee | 1,2:4 | h, h, m | 5, 9, 12 | i10, ,i18 | -12 | +5 | +58a | * Jail from 1st block * Combo from 2nd hit with 1f delay * Input 4 during frames 10-13 of 1,2 * Consumes 60F of remaining Heat time without perfect input * 4 chip damage on block * Move cannot be delayed * Transition to HMS r33 with 3 (-14/+3/+57a) ** Cancel to r11 standing or FC with b_db_d_df (Cannot block i25) ** Cancel to r1 standing or r7 FC with u_d~d_db_d_df (Cannot block i15) |
| lee | df+1 | m | 10 | i13~14 | -1 | +5 | Links to 10-hit combo | |
| lee | df+3,2 | m, h | 13, 13 | i14~15, i19~20 | -10 | +5 | * Jail from 1st block with no delay * Combo from 1st hit with 4F delay * Recovers 4F faster on hit (t59 r24) | |
| lee | df+4 | m | 13 | i13~14 | -9 | +5 | * Transition to HMS r27 with 3 (-9/+5) ** Cancel to r16 standing or FC with b_db_d_df (Cannot block i25) ** Cancel to r1 standing or r7 FC with u_d~d_db_d_df (Cannot block i10) | |
| lee | ws4 | m | 16 | i11 | -6 | +5 | * Transition to -9, +2 HMS with 3 | |
| lee | FC.df,d,DF:3 | l | 26 | i18~24 | -15~-9 | +5c | +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 * Is not bufferable from full crouch (regular version gets buffered instead) * Transition to HMS -15 +5c with 4 * High crush * Low crush |
| lee | FC.df,d,DF+3 | l | 20 | i18~24 | -15~-9 | +5c | +5d | * * Frame advantage on block depends on spacing: Ranges from -15 up close, to -9 at tip range. * Bufferable from full crouch * Transition to HMS -15 +5c with 4 * High crush * Low crush |
| lee | MS.3+4 | l | 20 | i25~31 | -15~-9 | +5c | +5d | * High crush * Low crush |
| leo | 2 | h | 9 | i11 | -1 | +5 | ||
| leo | df+4 | m | 14 | i13 | -6 | +5 | ||
| leo | df+2+3 | L | 20 | i21~22 | -12~-11 | +5 | +21d | * High crush 6~ |
| leo | d+1 | m | 18 | i18~19 | -2~-1 | +5c | +13 | * Spike * Enter FC with d |
| leo | db+2 | m | 16 | i16~17 | -9~-8 | +5 | ||
| leo | b+4 | m | 13 | i18 | -8 | +5 | ||
| leo | ws3 | M | 9 | i13~14 | -6~-5 | +5 | * Knee * Alternate input CD.3 | |
| leroy | df+1 | m | 10 | i13~14 | -6 | +5 | ||
| leroy | db+3 | L | 12 | i20~21 | -8~-7 | +5~+6 | +14c | Transition to HRM * High crush 6~39 |
| leroy | b+1 | h | 17 | i13 | -6 | +5 | Shifts to throw "Knee Snap" on front grounded CH | |
| leroy | uf+1 | h | 17 | i16~17 | -9 | +5 | * Strong Attack Reversal * Follow-up upon successful reversal with input 1 or 2 * Parry state 6~13 | |
| leroy | ws4 | m | 16 | i11~12 | -6 | +5 | ||
| leroy | HRM.2 | h | 14 | i12~13 | -2 | +5~+6 | ||
| leroy | HRM.1+2 | m,h,h,h | 3,3,3,3 | i14, i5, i5, i5 | -2 | +5 | * 12 damage total * Power up during Heat (Consumes 150F of remaining Heat time) * 16 damage on hit, and 8 chip damage on block | |
| lidia | df+3 | m | 15 | i14~15 | -8 | +5 | Knee | |
| lidia | db+3+4 | m | 21 | i22 | -3 | +5 | * Has low parry effect * Does not parry weapon lows * Parry state 5~13 | |
| lidia | b+3,1 | m, m | 16, 10 | i17~18, i23~24 | -11~-10 | +5 | +14 | Combo from 1st hit |
| lidia | CAT.4,3+4 | L, M | 14, 25 | i19~20, i38~39 | -18 | +5a | * Spike * Combo from 1st CH * Jails from 1st hit * HAE lvl.3: *** Combos from 1st hit and decreases Heaven and Earth level by 1 * Low crush 21~25 * Floating state 26~39 | |
| lidia | WLF.4 | L,M | 10,20 | i20,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 | |
| lili | u+3,3 | m, m | 20, 15 | i22~23, i28 | -12 | +5c | * Combo from 1st hit * Interrupt with i22 from 1st block * Whiffs vs SS, SW from 1st block * Input can be delayed 13f * Move cannot be delayed * Enter DEW -3 +14c r21 with F * Low crush 22~48 * Floating state 49~51 | |
| lili | f,F+3 | m | 15 | i22 | -12 | +5c | * Enter DEW -3 +14c r21 with F * Low crush 7~27 * Floating state 28~30 | |
| lili | BT.d+2 | L | 17 | i16 | -12 | +5c | +14d | * High crush 4~ |
| miary-zo | 3 | m | 12 | i13~14 | -9 | +5 | ||
| miary-zo | f+2 | m | 23 | i20 | -13 | +5 | * Balcony Break (airborne) * Punch Sabaki, +30d (+22) and Balcony Break on successful parry * Parry state 5~10 | |
| miary-zo | df+1 | m | 10 | i13 | -2 | +5 | ||
| miary-zo | df+1,1 | m, h | 10, 17 | i13, i19 | -3 | +5 | * Combo from 1st hit with 2f delay * Interrupt with i2 from 1st block * Input can be delayed 2f * Move cannot be delayed * Enter MOR +0 +8 r22 with F | |
| miary-zo | df+1,1,2 | m, h, M | 10, 17, 20 | i13, ,i30 | -12 | +5a | +50a | * Spike * Weapon * Interrupt with i8 from 2nd block * Input can be delayed 1f * Move cannot be delayed * Chip damage on block |
| miary-zo | df+4 | m | 17 | i16 | -4 | +5 | +57a | * Knee * Enter MOR -1 +8 +60a r26 with F |
| miary-zo | db+3 | L | 21 | i22~23 | -26 | +5c | +44a | * Stagger on block * High crush 8~ |
| nina | 4,3 | h, m | 15, 20 | i11, i29~30 | -2c | +5c | +21a | * Spike * Interrupt with i13 from 1st block * Whiffs vs SSR from 1st block |
| nina | f+4 | m | 15 | i21~22 | -5 | +5 | * Enter SS +2 +12 with D_U * Low crush 12~24 | |
| nina | df+1 | m | 10 | i13~14 | -1 | +5 | ||
| nina | df+3,2 | m, h | 13, 9 | i14, i19 | +1 | +5 | +12 | * Combo from 1st hit with 10f delay * Move cannot be interrupted * 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 |
| nina | d+1 | sl | 5 | i10 | -5 | +5 | * Transition to standing r24 with f * High crush 4~ | |
| nina | b+2,2 | h, h | 12, 12 | i12, 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 | |
| nina | b+1+2 | m,m | 5,20 | i16 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 | |
| nina | u+4 | M | 21 | i23~28 | +0c~+5c | +5g~+10g | +22a | * Spike * Opponent recovers crouching on hit * Low crush 7~30 * Floating state 31~33 |
| nina | uf+4,3,4 | h, L, h | 22, 10, 14 | i18, ,i20 | -6 | +5 | * Combo from 2nd hit * Move cannot be interrupted * Enter SS -5 +6 with D_U | |
| nina | ws1 | m | 17 | i13~14 | -6 | +5 | ||
| panda | 4 | h | 20 | i14 | -6 | +5 | +30a | * Balcony Break on CH |
| panda | f+4 | h | 22 | i15 | -6 | +5 | +30a | * Balcony Break on CH |
| panda | ws4 | m | 20 | i11~12 | -6 | +5 | ||
| panda | hcb,f+1+2 | th(h) | 50 | i11 | +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 | |
| paul | df+1,1 | m, h | 11, 9 | i14, i20~21 | -5 | +5 | +8 | * Combo from 1st hit with 4f delay * Interrupt with i1 from 1st block * Move can be delayed 10f * Input can be delayed 11f |
| paul | ws4 | m | 18 | i11~12 | -6 | +5 | ||
| raven | 3,3 | m, h | 10, 16 | ,i14~15, i17~18 | -8~-7 | +5~+6 | * Combo from 1st hit * Jail from 1st block | |
| raven | db+2 | m | 13 | i13~14 | -4~-3 | +5~+6 | * Elbow | |
| raven | db+3 | L | 19 | i28~29 | -12~-11 | +5~+6 | +39d | Cannot be low parried (bug?) * Low crush 8~24 * Floating state 25~27 * High crush 28~ |
| raven | ub+1 | m | 11 | i16 | -6 | +5 | Can be performed during CD (Shadow Sprint) | |
| raven | b,B+2 | m,h | 15,21 | i17~18 i30~31 | -10~-9 | +5~+6 | * Balcony Break * Jail from 1st attack * Parries high or mid punches or kicks * Parry state 1?~ | |
| raven | qcf+2 | L | 18 | i22~23 | -12~-11 | +5~+6 | +14~+15 | Cancel to r41? BT with qcf+2~B * High crush 10~45 |
| raven | BT.1 | h | 7 | i8 | -1~+0 | +5~+6 | ||
| raven | BT.3,4,4 | h, m, M | 10, 17, 21 | i10, ,i32~34 | -9~-8 | +5a | * Spike * Combo from 2nd CH * Interrupt with i5 * Low crush 12~31 * Floating state 32~34 | |
| raven | BT.b+2,4 | m, h | 14, 13 | i16~17, 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 | |
| raven | BT.f+4,1 | L, h | 13, 15 | i16, i22~23 | -9~-8 | +5~+6 | * Tornado * Combo from 1st hit * Interrupt with i2 * Transition to r26 t36 SZN with 3+4 or D (-6~-5/+8~+9) | |
| raven | BT.f+3+4 | M | 24 | i25~27 | -9~-7 | +5a | Spike * Low crush 5~24 * Floating state 25~27 * High crush 28~51 | |
| raven | SZN.3 | m | 16 | i16~17 | -1 | +5~+6 | * Transition to BT (-1/+5) with B * Transition to FC (-1/+5) with D * Low crush 9~17 | |
| raven | BT.f+1+2,P | t | 25 | +5d | Opponent recovers FUFA | |||
| reina | 3 | h | 12 | i18~19 | -11 | +5 | Homing * High crush 8~17 | |
| reina | f+4 | m | 20 | i19~20 | +2c | +5c | +29d | * +13c on crouching hit * Opponent is FDFA on CH * Spike |
| reina | uf+3,1 | h, m | 10, 15 | i21~22, i16 | -5 | +5 | * +13c on crouching hit * Jails on 1st block * Combo from 1st hit | |
| reina | ws4 | m | 10 | i11~12 | -6 | +5 | ||
| reina | WRA.3+4 | M | 26 | i18~19 | +0c~+1c | +5d | * Spike * 7 chip damage on block * Opponent is FDFA on normal hit | |
| shaheen | 4,1 | h, h | 16, 14 | i13, i18 | -5 | +5 | * +31a (+24) from 1st CH * Combo from 1st hit * Jails attack inputs from 1st block (crouch assist bufferable) * Duckable | |
| shaheen | df+1 | m | 12 | i13~14 | -1 | +5 | Tracks SSR/SWR completely | |
| shaheen | ws4 | m | 16 | i11~12 | -6 | +5 | ||
| shaheen | SNK.1 | h | 10 | i12 | -1 | +5 | +14 | |
| steve | 2 | h | 12 | i12 | -1 | +5 | ||
| steve | f+2 | m | 11 | i21~22 | -6 | +5 | ||
| steve | f+2,2,1+2 | m, m, m,m,m | 11, 15, 5,8,20 | i21~22, ,i18~19, i7~8, i16 | -12 | +5c | * Combo from 2nd CH * Move cannot be interrupted * Spike * Floor Break | |
| steve | df+1 | m | 12 | i13~14 | -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? | |
| steve | df+1,2~f+1+2,1,1,2,1 | m, h,h, m, m, m, h | 12, 8,12, 7, 8, 8, 8 | i13~14, ,i15~15 | -9 | +5 | ||
| steve | uf+1 | m | 18 | i19~21 | -6 | +5 | * Spike * Low crush 9~ | |
| steve | Back throw | t | 55 | +5d | * Unbreakable * Sideswitch * Opponent left FUFT | |||
| victor | H.2+3 | L,M | 39,(25) | i20, i39~40 | -14 | +5d | * Heat Smash * Balcony Break * Shift to attack throw on 1st hit (39dmg) * +7a (-3) from 2nd hit * Alternate input: H.R1 * 8 chip damage on block * Low crush 36~56 * Floating state 57~59 | |
| victor | 2,1 | h, h | 10, 12 | i12~13, i16 | -6 | +5 | * Weapon * Combo from 1st hit with 6F delay * Transition to PRF with F (-4/+7) * Move cannot be delayed * Input can be delayed by 6F | |
| victor | 3,1+2 | h, h,h | 11, 9,10 | i12~13, i19~20,i8~9 | -9 | +5 | * Combo from 1st hit with 6F delay | |
| victor | 4,3 | h, m | 15, 17 | i13~14, i23~24 | -10 | +5 | * Combo from 1st hit with 7F delay * Move can be delayed by 7F * Input can be delayed by 8F | |
| victor | f+2 | h | 10 | i13~14 | -11 | +5 | ||
| victor | f+4,2 | m, m | 15, 20 | i14, i26~27 | -12 | +5c | +7d | * Weapon * Combo from 1st hit * CH on last hit or wallhit causes FDFA knockdown * Transition to IAI (-12/+5c/+7a) with D or 3+4 |
| victor | df+4 | m | 15 | i13~14 | -9 | +5 | * Knee | |
| victor | b+2 | h | 5 | i10 | -6 | +5 | +14 | * Weapon * Deals recoverable damage only; cannot cause a K.O. |
| victor | ws4 | m | 16 | i11~12 | -6 | +5 | ||
| victor | PRF.2,2 | m, m | 9, 13 | i12~13, i13~14 | -4 IAI | +5 IAI | * Weapon * Combo from 1st hit * Transition to IAI (Cannot cancel) | |
| victor | PRF.b+2 | h | 5 | i10 | -6 | +5 | +14 | * Weapon * Deals recoverable damage only; cannot cause a K.O. |
| xiaoyu | f+2,1 | m, h | 12, 14 | i16~17, i20 | -6 | +5 | +7 | * Combo from 1st hit * Jails from 1st block with ?F delay * Transition to HYP with B (+0, +11) |
| xiaoyu | db+2 | L | 13 | i18~19 | -8 | +5c | +12 | * * High crush 6~ |
| xiaoyu | b+2 | m | 13 | i15~16 | -6 | +5 | * Homing * Transition to BT | |
| xiaoyu | f,F+1+2 | m | 12 | i14~16 | -9 | +5 | ||
| xiaoyu | ws1+2 | m | 12 | i14~16 | -9 | +5 | ||
| xiaoyu | FC.df+2,1 | L, l | 8, 10 | i19, i18 | -8 | +5c | * Combo from 1st hit * Jail from 1st block with ?F delay * Transition to FC BT with DF_D_DB * High crush 1~45 | |
| xiaoyu | FC.df+4,4 | L, L | 13, 13 | i18~20, i27~29 | -6 | +5 | * Combo from 1st hit CH * Interrupt with i8 from 1st block * Alternate input AOP.f+4,4 * High crush 1~ | |
| xiaoyu | AOP.f+2,1 | L, l | 8, 10 | i19, i18 | -8 | +5c | * Combo from 1st hit * Jail from 1st block with ?F delay * Transition to FC BT with DF_D_DB * High crush 1~45 | |
| xiaoyu | AOP.f+4,4 | L, L | 13, 13 | i18~20, i27~29 | -6 | +5 | * Combo from 1st CH * Interrupt with i8 from 1st block * High crush 1~ | |
| xiaoyu | BT.2,2 | h, m | 9, 12 | i12, i21~23 | -7 | +5 | * Combos from 1st CH * Interrupt with i1 from 1st block * Transition to BT | |
| xiaoyu | BT.2,2,1 | h, m, m,M,M | 9, 12, 7,7,7 | i12, ,i12~14,i17~19,i21~27 | -11 | +5c | * Transition to FC * Transition to AOP with D (-10, +5c) * Combos from 2nd hit * Jail from 2nd block with ?F delay | |
| yoshimitsu | 2 | h | 10 | i11 | -1 | +5 | +8 | |
| yoshimitsu | 3 | m | 12 | i15~16 | -9 | +5 | ||
| yoshimitsu | df+1 | m | 14 | i13 | -4 | +5 | ||
| yoshimitsu | b+1,1 | h, h | 8, 9 | i17, i11~12 | +4 | +5 | +10 | * Combo from 1st hit * Can transition to Spinning Evade with b+3 or b+4 |
| yoshimitsu | b+1,1,1 | h, h, h | 8, 9, 10 | i17, ,i11~12 | +4 | +5 | +10 | * Combo from 1st hit * Can transition to Spinning Evade with b+3 or b+4 |
| yoshimitsu | b+1,1,1,1 | h, h, h, h | 8, 9, 10, 12 | i17, ,i11~12 | +4 | +5 | +10 | * Combo from 3rd CH * Can transition to Spinning Evade with b+3 or b+4 |
| yoshimitsu | b+1,1,1,1,1 | h, h, h, h, h | 8, 9, 10, 12, 14 | i17, ,i11~12 | +4 | +5 | +10 | * Combo from 4th hit * Combo from 3rd CH * Can transition to Spinning Evade with b+3 or b+4 |
| yoshimitsu | u+1 | m | 20 | i24~25 | -4 | +5c | +50a | * Floor Break * Weapon * Low crush 9~27 * Floating state 28~30 |
| yoshimitsu | f,F+3 | m | 20 | i23~24 | -4 | +5 | * Enter KIN r25 +3 +12 with 1+2 * Cannot be buffered | |
| yoshimitsu | ws2,NSS.1 | m, h | 13, 16 | i15~16, i23 | -6 | +5 | * Elbow * Combo from 1st hit * Move cannot be interrupted | |
| yoshimitsu | ws4 | m | 14 | i11~12 | -6 | +5 | * Enter KIN r24 with 1+2 * Enter NSS r24 with B | |
| yoshimitsu | BT.1,2 | h, m | 16, 18 | i15, i25 | -5 | +5 | +63a | * Balcony Break (airborne) * Elbow * Combo from 1st CH * Interrupt with i5 from 1st block |
| yoshimitsu | NSS.IND.1 | M | 15 | i48~51 | -8c | +5a | * Floor Break * Same animation as the ending of NSS.qcf+1 * Low crush 30~52 * Floating state 53~55 | |
| yoshimitsu | NSS.qcf+1 | M | 30 | i53~56 | -8c | +5a | * Floor Break * Can be buffered * Can be performed in FC * Low crush 10~55 * Floating state 56~58 | |
| yoshimitsu | NSS.u+1 | m | 24 | i25~26 | -4 | +5c | +15a | Floor Break * Low crush 9~27 * Floating state 28~30 |
| yoshimitsu | hFC.2 | sl | 8 | i11 | -4 | +5 | * High crush 1~ | |
| zafina | f+1+2 | m,m | 16,22 | i19~20 i13~14 | -9 | +5a (-5) | * Heat Engager * Heat Dash +5, +36a (+26) * Balcony Break * Jab evasion? * Second hit available only on hit or block * 8 chip damage on block * Deal 10 recoverable damage to self without Heat * Azazel's Power * Gain ORB on hit or heat activation | |
| zafina | d+3 | L | 14 | i22 | -15 | +5c | +24d | * Transition to MNT -13 +7c +26d r32 with D * Evasive (can go under some mids) * High crush 6~ |
| zafina | db+1+2,1+2 | L, m | 10, 20 | i28~29, i33 | -16 | +5a (-4) | * Combos from 1st hit * Tornado when combo from first hit only. * +37a (-10) on combo from first hit * Balcony Break on airborne hit * Interrupt with i16 from 1st block | |
| zafina | f,F+3,1 | m, m | 20, 24 | i20~22, i18 | -16 | +5a | * Balcony Break * Combo from 1st CH with 13F delay * Move cannot be interrupted * Input can be delayed by 13F * Move cannot be delayed | |
| zafina | FC.d+2 | sl | 8 | i11 | -4 | +5 | * High crush 1~ | |
| zafina | MNT.1 | m | 12 | i13 | -6 | +5 | ||
| zafina | SCR.3 | m | 15 | i13 | -6 | +5 | ||
| zafina | TRT.1 | L | 13 | i18 | -11 | +5 | +15a | |
| zafina | TRT.3 | m | 16 | i14~i15 | -7 | +5c | +19c | * Spike * Floating state 1~49? |
| alisa | b+4,3 | m, m | 17, 20 | i15~16, i29~30 | -11 | +6c | +10a | * Spike * Combo from 1st hit * Enter DES with 1+2 * Low crush 17~24 * Floating state 25~27 |
| alisa | uf+3,2 | m, m | 15, 30 | i17~18, i17~22 | -14 | +6c | * Balcony Break * Spike * Combo from 1st hit * Available only as a combo from 1st hit * Forces tech backroll on hit * Low crush 9~58 * Floating state 59~75 * High crush 76~85 | |
| alisa | f,f,F+3 | m | 15 | i18~19 | -4 | +6 | * Balcony Break (airborne) * Low crush 3~30 * Floating state 31~33 | |
| alisa | ws1,2 | M, h | 12, 12 | i13~14, i24~25 | -5 | +6 | * Combo from 1st hit * Enter DES with 1+2 | |
| alisa | ws4 | m | 15 | i11~12 | -5 | +6 | ||
| alisa | FC.d+1 | sl | 5 | i10 | -5 | +6 | Transition to standing with f * High crush 1~ | |
| alisa | DBT.f+2 | L | 13 | i19~20 | -12 | +6c | * Weapon * 3 chip damage on block * 5 chip damage on block in heat | |
| alisa | SBT.2 | m | 25 | i16~27 | -8 | +6a (-4) | * Balcony Break * Elbow * Transition to DES with SBT.1+2 * Hitstop 20f on hit * Low crush 26~63 * Floating state 64~66 | |
| anna | d+1 | sl | 5 | i10 | -5 | +6 | * Can recover standing with F | |
| anna | d+4,1 | l, h | 6, 10 | i12, i25 | +0 | +6 | +11 | * Combo from 1st CH with 5f delay * Input can be delayed 9f * Cancel to SS -13 -2 r32 with U_D on frame 23 ** Cannot block i21 moves? * Cancel to CJM -10 +1 r29 with B on frame 14 * r38 when blocking after SS |
| anna | d+1+2 | L | 20 | i24~25 | -18 | +6c | * Balcony Break (airborne) * Weapon * Chip damage on block * High crush 16~53 | |
| anna | db+4 | L | 14 | i17~18 | -13 | +6 | * Transition to r26 HAM on hit automatically * Cancel HAM transition -13 +1 with B | |
| anna | HAM.4 | m,m | 12,12 | i18~19 i4~6 | -12 | +6 | * Balcony Break * High crush 5~ | |
| armor-king | 1,2 | h, h | 5, 10 | i10, i10 | -3 | +6 | * Combo from 1st hit with 2F delay * Jail from 1st block with 2F delay | |
| armor-king | 4 | h | 17 | i13 | -5 | +6 | +6s | |
| armor-king | d+1 | sl | 5 | i10 | -5 | +6 | * Transition to standing r24 with f * +6c on crouching hit * High crush 4~34 | |
| armor-king | d+1,4 | sl, m | 5, 13 | i10, i15 | -10 | +6 | * Knee * Jail from 1st block * Combo from 1st CH | |
| armor-king | db+3 | L | 26 | i22~24 | -26 | +6 | +74a (+58) | * Homing * High crush 6~51 |
| armor-king | f,F+2 | m | 20 | i16~17 | -6 | +6 | +44a | |
| armor-king | f,f,F+3+4 | m | 40 | i28~34 | +17g | +6cg | * Balcony Break * Forces tech backroll on hit * Low crush 9~40 * Floating state 41~70 | |
| armor-king | ws3 | m | 12 | i13~14 | -6 | +6 | Knee | |
| armor-king | hFC.1 | sl | 5 | i10 | -5 | +6 | * Transition to standing r24 with f * +6c on crouching hit * High crush 1~ | |
| asuka | 1,1,3 | h, m, m | 5, 15, 17 | i10, ,i21~22 | -5 | +6 | +14c | * Combo from 2nd CH with 9f delay * Interrupt with i1 from 2nd block * Input can be delayed 10f |
| asuka | 1,2 | h, m | 5, 8 | i10, i22~23 | -8 | +6 | * Combo from 1st hit * Combo from 1st CH with 3f delay * Interrupt with i2 from 1st block | |
| asuka | 2,1 | h, h | 9, 10 | i12, i18~19 | -6 | +6 | * Elbow * Jail from 1st attack with 1f delay | |
| asuka | f+1,3 | m, m | 17, 17 | i20, i21~22 | -5 | +6 | +14c | * Combo from 1st CH with 9f delay * Interrupt with i1 from 1st block * Input can be delayed 10f |
| asuka | db+1 | m | 13 | i14 | -10 | +6 | * High crush 6~13 | |
| asuka | b+1 | L | 17 | i29~30 | -10 | +6 | +0d | * Transition to attack throw on CH, +22 damage * Cancel to r39 FC with D at frame 25 * High crush 6~58 |
| asuka | b+2+3 | m | 23 | i24~25 | -9 | +6 | * Balcony Break (airborne) * Kick Sabaki, +59a on successful parry * Parry state 4~15 | |
| asuka | hFC.1 | sl | 5 | i10 | -5 | +6 | * Transition to standing r24 with f at frame 25 * +6c on crouching hit * High crush 1~ | |
| azucena | db+1 | sl | 5 | i10 | -5 | +6 | Can recover standing with F * High crush 4~ | |
| azucena | ws1 | m | 17 | i13~14 | -8 | +6 | +32a (+26) | Only hits grounded up-close and off-axis |
| azucena | ws4,1 | m, h | 13, 10 | i11~12, i21~22 | -2 | +6 | * Combo from 1st hit with 6f delay * Interrupt with i2 from 1st block * Enter LIB +0 +8 r21 with F | |
| azucena | FC.d+1 | sl | 5 | i10 | -5 | +6 | Can recover standing with F * High crush 1~ | |
| azucena | BT.1 | h | 9 | i10~11 | +2 | +6 | +8 | |
| azucena | BT.4 | m | 15 | i15~16 | -3 | +6 | ||
| bob | 2 | h | 8 | i10 | +0 | +6 | * | |
| bob | 3,1,1 | m, h, m | 14, 11, 20 | i15~16, ,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 |
| bob | 4,3 | h, h | 15, 15 | i13, 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 | |
| bob | df+1,2 | m, m | 13, 15 | i14, 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 | |
| bob | df+1,d+1 | m, M | 13, 20 | i14, 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 |
| bob | db+1 | sl | 5 | i10 | -5 | +6 | * Transition to standing r24 with f at frame 25 * +6c on crouching hit * High crush 4~ | |
| bob | db+2 | m | 17 | i14 | -8 | +6 | * Slight jab evasion especially with pushback or after certain hit reactions (stomach stuns? frames 3 to 7?) | |
| bob | db+3+4 | L | 10 | i19 | -31 | +6 | * Stagger low | |
| bob | b+2 | m | 12 | i13~14 | -5 | +6 | * | |
| bob | u+3+4 | M | 20 | i24~28 | +1 | +6c | * Spike * 4 chip damage on block * Low crush 12~29 | |
| bob | hFC.1 | sl | 5 | i10 | -5 | +6 | * Transition to standing r24 with f at frame 25 * +6c on crouching hit * High crush 1~ | |
| bryan | 1,2,1 | h, h, m | 5, 8, 18 | i10, ,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 |
| bryan | 2,3 | h, m | 10, 14 | i10, 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 |
| bryan | 3,3 | m, h | 14, 13 | i16, i23 | -6 | +6 | * Combo from 1st CH * Interrupt with i3 from 1st block | |
| bryan | 4 | h | 15 | i12 | -7 | +6 | ||
| bryan | 4,3,f+4 | h, m, h | 15, 12, 18 | i12, ,i24~25 | -5 | +6 | +31a (+21) | * Combo from 2nd CH * Interrupt with i5 from 2nd block * Whiffs vs SSR from 2nd block |
| bryan | 1+2 | m | 15 | i17~18 | -7 | +6 | Homing | |
| bryan | 1+2,1 | m, h | 15, 15 | i17~18, i23~24 | -1 | +6 | * Combo from 1st hit * Interrupt with i3 from 1st block * Enter SWA +0 +7 r15 with b | |
| bryan | b+1+3,P.2 | h | 30 | ,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 | |
| bryan | qcb+2 | m | 16 | i15~16 | -9 | +6 | ||
| bryan | Right throw | t | 40 | -3 | +6d | * Throw break 2 | ||
| claudio | f+2 | h | 9 | i12 | +0 | +6 | * Homing to sidestep left and sidewalk left? | |
| claudio | f+2,1 | h, m | 9, 12 | i12, i15~16 | -10 | +6c | * Floor Break * Combo from 1st hit * Jail from 1st block with ?F delay | |
| claudio | df+3 | m | 12 | i14 | -7 | +6 | * Completely homing to SSR/SWR? | |
| claudio | db+1 | sl | 5 | i10 | -5 | +6 | * Transition to standing r24 with f at frame 25 * +6c on crouching hit * High crush 4~ | |
| claudio | f,F+2,2 | m, h | 14, 20 | i14~16, 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 | |
| claudio | f,F+4 | m | 20 | i15~17 | -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 |
| claudio | SS.4 | L | 20 | i20~21 | -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? | |
| clive | 1,1 | h, h | 5, 13 | i10, 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 | |
| clive | ws4 | m | 14 | i11~12 | -5 | +6 | * Enter PHX -5 +6 r23 with F or 4 on hit or block | |
| clive | FC.1 | sl | 5 | i10 | -5 | +6 | * Transition to r24 with f * +6c on crouching hit * High crush 1~ | |
| clive | PHX.3,1+2 | L, m,M | 8, 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-jin | df+2 | m | 17 | i15 | -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-jin | db+1 | sl | 5 | i10 | -5 | +6 | * Transition to standing r24 with f at frame 25 * +6c on crouching hit * High crush 4~ | |
| devil-jin | b+4 | M | 20 | i17~18 | -8 | +6 | +30a (+24) | Opponent recovers FDFA on grounded hit |
| devil-jin | ws1,2 | m, m | 12, 15 | i13~14, 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 |
| dragunov | d+3,2 | L, h | 13, 18 | i17~18, i24~25 | -8 | +6 | * Combo from 1st CH * Interrupt with i5 from 1st block | |
| dragunov | b+2,1 | m, h | 14, 11 | i15, 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 | |
| dragunov | f,f,F+2 | m | 22 | i15~17 | +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 |
| dragunov | ws4 | m | 15 | i11~12 | -5 | +6 | ||
| eddy | f+2 | m | 15 | i18 | -9 | +6 | ||
| eddy | df+1 | m | 10 | i13 | -3 | +6 | ||
| eddy | df+2 | m | 19 | i14~15 | -5 | +6 | +21a (+4) | * Balcony Break ** on CH * Elbow |
| eddy | f,F+3 | L | 20 | i21~22 | -14c | +6c | +15c | * Transition to RLX r33 on hit * High crush 15~33 |
| eddy | HSP.1+3 | th(h) | 26 | i23~24 | +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 | ||
| fahkumram | 1,2,4 | h, h, h | 5, 8, 10 | i10, ,i17 | -9 | +6 | * Move cannot be interrupted * Input can be delayed 2f * Move cannot be delayed | |
| fahkumram | 1,2,4,3 | h, h, h, h | 5, 8, 10, 14 | i10, ,i19~20 | -7 | +6 | +29a | * Balcony Break (airborne) * Combo from 3rd hit * Move cannot be interrupted |
| fahkumram | 1,2,4,3~4*~B | h, h, h, m | 5, 8, 10, 25 | i10, ,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) | |
| fahkumram | 4,3 | h, h | 10, 14 | i12, i19 | -7 | +6 | +29a | * Combos from 1st hit |
| fahkumram | 4,3~4*~B | h, m | 10, 25 | i12, i22 | -7 | +6 | * Homing * Balcony Break | |
| fahkumram | f+3,2,4 | m, m, m | 16, 13, 20 | i17~18, ,i20~21 | -12 | +6 | +36d (+28) | * Knee * Combos from 2nd hit * Delayable |
| fahkumram | df+1 | m | 12 | i15~16 | -3 | +6 | ||
| fahkumram | d+3,4 | L, h | 11, 10 | i16, i20 | -9 | +6 | * Combos from 1st hit CH | |
| fahkumram | d+3,4,3 | L, h, h | 11, 10, 14 | i16, ,i19 | -7 | +6 | +29a | * Combos from 1st hit CH |
| fahkumram | d+3,4,3~4*~B | L, h, m | 11, 10, 25 | i16, ,i22 | -7 | +6 | * Homing * Balcony Break | |
| fahkumram | db+1 | sl | 5 | i10 | -5 | +6 | * Transition to standing r24 with f at frame 25 * +6c on crouching hit * High crush 1~ | |
| fahkumram | b+4 | m | 14 | i14 | -5 | +6 | * Knee | |
| fahkumram | hFC.1 | sl | 5 | i10 | -5 | +6 | * Transition to standing r24 with f at frame 25 * +6c on crouching hit * High crush 1~ | |
| feng | df+1 | m | 11 | i14 | +0 | +6 | +36g | |
| feng | d+1 | sl | 5 | i10 | -5 | +6 | * Transition to standing r24 with f at frame 25 * +6c on crouching hit * High crush 4~34 | |
| feng | b+3 | m | 21 | i22~23 | +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) |
| feng | FC.df+4,1 | l, h | 13, 10 | i19~20, i20~21 | -2 | +6 | * Combo from 1st hit * -20 from 1st block | |
| heihachi | 1,1 | h, h | 5, 6 | i10, i10 | -5 | +6 | * Jail from 1st block with 3f delay * Combo from 1st hit with 3F delay | |
| heihachi | 1,2,2~1 | h, h, m | 5, 8, 20 | i10, ,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 | |
| heihachi | 1,b+2,2 | h, m, m | 5, 17, 17 | i10, ,i25~26 | -13c | +6c | * Spike * Head * Jail from 2nd block * Combo from 1st CH or 2nd hit | |
| heihachi | f+2~1 | m | 20 | i13 | -11 | +6 | * Cancel to SS with D_U | |
| heihachi | db+2 | L | 25 | i23~25 | -18 | +6c | * Spike * High crush 8~ | |
| heihachi | f,f,F+1+2 | h | 20 | i15 | +3 | +6d | * Spike * Transition to r32 +6 +9d RAI with F * 4 Chip damage on block * Low crush 3~23 | |
| heihachi | FUJ.1+2 | m | 25 | i18~19 | -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 | |
| heihachi | WAR.f,f,F+1+2 | h | 20 | i15~16 | +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 | |
| hwoarang | 1,2 | h, h | 5, 10 | i10, 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) | |
| hwoarang | df+1 | m | 10 | i13~14 | -1 | +6 | * Also possible during RFF | |
| hwoarang | df+1,3 | m, m | 10, 15 | i13~14, i22~23 | -2 | +6 | * Combo from 1st hit * Transition to LFS | |
| hwoarang | d+1 | sl | 5 | i10 | -5 | +6 | * Transition to standing r24 with f * +6c on crouching hit * High crush 4~ | |
| hwoarang | d+3+4 | L | 18 | i21~22 | -14 | +6 LFS | * Homing * Transition to LFS on hit * High crush 6~54 | |
| hwoarang | b+2 | h | 18 | i14 | -4 | +6 | +14c | * Elbow * Good right sidestep tracking |
| hwoarang | uf+2 | m | 22 | i26 | +5c | +6c | +28d | * Also possible during RFF * Low crush 13~ |
| hwoarang | uf+4,4 | h, m | 12, 12 | i22~23, i11~12 | +0 | +6 | * Combo from 1st hit * Also possible during RFF * Transition to RFS * Low crush 2?~ | |
| hwoarang | f,F+3 | M | 24 | i20~24 | +6 | +6c | * Transition to RFF | |
| hwoarang | LFS.f+4 | m | 18 | i17~18 | -10 | +6 | +16a (+7) | * Homing * Balcony Break on CH |
| hwoarang | RFF.1 | h | 10 | i10 | +0 | +6 | * Remains in RFF | |
| hwoarang | RFF.2,1 | h, h | 6, 10 | i10, i10 | +0 | +6 | * Jail from 1st block with 2F delay * Combo from 1st hit with 2F delay * Remains in RFF | |
| hwoarang | RFF.b+1 | h | 18 | i14 | -4 | +6 | +14c | * Elbow * Has good left sidestep tracking |
| hwoarang | RFF.b+2 | m | 17 | i16~17 | +4~+5 | +6c~+7c | +25d~+26d | * 5 chip damage on block * Remains in RFF |
| hwoarang | RFF.df+3 | m | 21 | i22~24 | +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~ | |
| hwoarang | RFF.f+1,2 | h, h | 5, 10 | i10, i10 | -3 | +6 | * Jail from 1st block with 4F delay * Combo from 1st hit with 4F delay | |
| jack-8 | 1 | h | 10 | i12 | -2 | +6 | +9 | |
| jack-8 | 2,1,uf | h, m | 10, 12 | i11, , | +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-8 | d+1 | sl | 5 | i10 | -5 | +6 | * * High crush 4 | |
| jack-8 | ws1+2,1+2,1+2 | m, m, l | 14, 12, 14 | i20, ,i27~28 | -23 | +6d | * Balcony Break * Combos from 1st hit * Interrupt with i9 from 2nd block | |
| jack-8 | FC.df+3+4 | m | 28 | i21 | -9 | +6cg | * Balcony Break * Shoulder * Can be charged to power up | |
| jack-8 | GMH.2+4 | t | 25 | i15 | ! | +6d | * Heat Engager * Cannot Heat Dash * Crouch Throw (Unbreakable) * Alternate input d+2+4 * Gain GMC on Heat activation | |
| jack-8 | d+2+4 | t | 25 | i12 | ! | +6d | * Heat Engager * Cannot Heat Dash * Crouch Throw (Unbreakable) * Can be done from crouch * Alternate input GMH.2+4 * Gain GMC on Heat activation | |
| jin | 1,2 | h, h | 5, 12 | i10, i10 | -3 | +6 | Jail from 1st attack with 4f delay | |
| jin | 2,1 | h, m | 9, 9 | i10, i16~17 | -3 | +6 | * Jail from 1st block with 2f delay * Combo from 1st hit with 2f delay * Same animation as df+1 | |
| jin | df+2 | m | 12 | i16~17 | -9 | +6 | * Balcony Break * Enter Breaking Step -2 +13g r23 with df * 3 chip damage on block | |
| jin | db+1 | sl | 5 | i10 | -5 | +6 | * Transition to standing r24 with f at frame 25 * +6c on crouching hit * High crush 4~ | |
| jin | b+1+2 | m | 20 | i23~24 | -12 | +6 | Punch sabaki: balcony break and +34d (+26) on hit * Parry state 3~10 | |
| jin | uf+2 | m | 18 | i15~16 | -10~-9 | +6~+7 | +19a (+10) | * Balcony break on CH * Evasive, can avoid some attacks due to built-in sidestep |
| jin | uf+3 | m | 17 | i22~23 | -9 | +6 | +59a | * Low crush 9~23 * Floating state 24~26 |
| jin | b,f+2,1 | m, h | 15, 14 | i15~16, i21 | -5 | +6 | +9 | * Combo from 1st hit with 8f delay * Interrupt with i2 from 1st block * Input can be delayed 12f |
| jin | b,f+2,3 | m, m | 15, 17 | i15~16, 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 |
| jun | 1,2 | h, h | 5, 8 | i10, 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 | |
| jun | df+1,2 | m, h | 10, 12 | i13~14, 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 |
| jun | b+1 | L | 19 | i29~30 | -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 |
| jun | ub+1+2 | m! | 50 | i57~58 | +6a | Balcony Break | ||
| jun | IZU.1,2 | h, m | 7, 20 | i13~14, i24 | -13 | +6a | +15a | * Spike * Combo from 1st hit with 5F delay * Interrupt with i5 from 1st block * Move can be delayed by 6F |
| kazuya | 1,1 | h, h | 5, 6 | i10, i15 | -1 | +6 | * Jail from 1st block with 3f delay * Combo from 1st hit with 3f delay | |
| kazuya | 1,2,2~3 | h, h, m | 5, 8, 23 | i10, ,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 | |
| kazuya | d+1 | sl | 5 | i10 | -5 | +6 | * Transition to standing r24 with f at frame 25 * +6c on crouching hit * High crush 4~ | |
| kazuya | b+3,1 | h, h | 15, 10 | i18, i12 | +0 | +6 | * Jails * Combo from 1st hit | |
| kazuya | BT.d+1 | sl | 15 | i10 | -5 | +6 | * High crush 1~ | |
| kazuya | hFC.1 | sl | 5 | i10 | -5 | +6 | * Transition to standing r24 with f at frame 25 * +6c on crouching hit * High crush 1~ | |
| king | 4 | h | 20 | i13 | -5 | +6 | +31d | Balcony Break (CH) |
| king | df+3 | m | 17 | i14 | -9 | +6 | * Good SSR tracking | |
| king | df+4,3 | l, h | 10, 11 | i14~15, i22 | -5 | +6 | * Combo from 1st CH | |
| king | df+4,3,4 | l, h, m | 10, 11, 27 | i14~15, ,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 |
| king | d+1 | sl | 5 | i10 | -5 | +6 | * Transition to standing r24 with f * High crush 4~ | |
| king | BT.1+4 | M! | 30 | i41~47 | +6d | * Unblockable mid attack. * Low crush 8~ | ||
| kuma | 2 | h | 10 | i10 | -1 | +6 | ||
| kuma | f+3+4 | L | 20 | i28~30 | -23 | +6a | * Unparryable (bug?) * High crush 6~70 | |
| kuma | d+1 | sl | 5 | i10 | -5 | +6 | * Transition to standing r24 with f at frame 25 * +6c on crouching hit * High crush 4~ | |
| kuma | db+4 | l | 20 | i21~22 | -23 | +6 | +74a (+38) | * Tornado * Panda: Very slight decrease in vertical hitbox height (does not hit as high) * High crush 6~51 |
| kuma | b+2,2 | m, m | 12, 15 | i15, i25 | -10 | +6 | * Combo from 1st CH with 5F delay * Move can be delayed by 13F | |
| kuma | u+1+2 | m | 24 | i18~23 | -8f | +6 | +8a | * Transition to HBS with D or 3+4 (-7/+7/+9a) * Low crush 17~33 * Floating state 34~36 |
| kuma | ws1,2 | m, m | 13, 20 | i13~15, 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 |
| kuma | SS.1+2 | m | 23 | i22~23 | -3 | +6c | * 9 chip damage * Transition to +12 +3 HBS with D | |
| kuma | FDFA.1+2 | l | 10 | i14~16 | -12 | +6 | +6 | * Transition to HBS * Move is airborne, requires strong parry * Reverse direction when performed in FDFT |
| kuma | FUFA.1+2 | M | 15 | i17~19 | -2 | +6 | * Transition to HBS (Cannot cancel) * Reverse direction when performed in FUFT | |
| kuma | HBS.1,2 | M, M | 10, 23 | i12, 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 |
| kuma | SIT.1,1 | l, l | 15, 13 | i21~22, i25~26 | -12 | +6 | Combo from 1st CH | |
| kunimitsu | 1,1 | h, m | 5, 12 | i10, 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 | |
| kunimitsu | 4,2 | h, h | 15, 13 | i12~13, 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 | |
| kunimitsu | d+1 | m | 23 | i19 | +3c | +6c | +13c | * Spike |
| kunimitsu | b+1,1 | h, h | 8, 9 | i17, i12 | +5 | +6 | +11 | * Combo from 1st hit |
| kunimitsu | b+1,1,1 | h, h, h | 8, 9, 10 | i17, ,i12 | +5 | +6 | +11 | * Combo from 1st hit * Combo from 2nd hit |
| kunimitsu | b+1,1,1,1 | h, h, h, h | 8, 9, 10, 12 | i17, ,i12 | +5 | +6 | +11 | * Combo from 3rd CH |
| kunimitsu | b+1,1,1,1,1 | h, h, h, h, h | 8, 9, 10, 12, 14 | i17, ,i12 | +5 | +6 | +11 | * Combo from 4th hit * Combo from 3rd CH |
| kunimitsu | b+4 | M | 15 | i18~19 | -8 | +6 | * Low crush 17~30 * Floating state 31~33 | |
| kunimitsu | u+2 | L | 25 | i35~36 | -16 | +6 | +25a | * Weapon * Cancel to r47 FC with D * Low crush 10~27 * Floating state 28~30 |
| kunimitsu | qcf+1+2 | m | 25 | i20~21 | -9 | +6a | * Tornado * Balcony Break * Weapon * Bufferable * 5 chip damage on block * Low crush 21~38 * Floating state 39~41 | |
| kunimitsu | SS.2 | m | 13 | i17~18 | -5 | +6 | +11 | * Floor Break * Weapon * Sidestep adds 9f, effective startup i26~27 |
| kunimitsu | SET.4 | M | 13 | i18~19 | -8 | +6 | Hits grounded but can miss when too close vs small bodies | |
| kunimitsu | hFC.1 | sl | 5 | i10 | -5 | +6 | * Transition to standing r24 with f at frame 25 * +6c on crouching hit * High crush 1~ | |
| lars | f+1 | h | 10 | i13 | -5 | +6 | ||
| lars | f+1,2 | h, m | 10, 11 | i13, 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) | |
| lars | f+2,1 | h, h | 10, 15 | i12, i13 | -5 | +6 | * Combo from 1st hit * Jails * Transition to SEN * Cancel SEN and transition to standing with input B (-6/+5) | |
| lars | df+1,1 | m, h | 12, 12 | i13, 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 | |
| lars | db+2,1 | m, m | 12, 8 | i15, i15~16 | -8 | +6 | * Jail from 1st block with ?F delay | |
| lars | SEN.2 | L | 23 | i17~19 | -12 | +6c | +27d | * Tornado * High crush 1~48 |
| law | 1,1,2 | h, h, h | 5, 5, 12 | i10, ,i17 | -6 | +6 | * Transition to DSS with F ** (-6 oB, +6 oH) | |
| law | 1,2 | h, h | 5, 8 | i10, i12 | -3 | +6 | +6 | * Jails from 1st attack * Combos from 1st hit |
| law | 2 | h | 8 | i10 | +0 | +6 | ||
| law | f+2 | h | 10 | i12 | +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 | |
| law | db+1 | sl | 5 | i10 | -5 | +6 | * High crush 4~ | |
| law | uf+1 | h | 10 | i12 | -5 | +6 | * Alternate input: ** Ki Charge~1 ** b,B+2+3~1,3 | |
| law | 1+2+3+4~1 | h | 10 | i12 | -5 | +6 | * Alternate input: ** uf+1 ** b,B+2+3~1,3 | |
| law | BT.d+4 | l | 17 | i23 | -13 | +6c | +26d | |
| law | DSS.4 | l | 21 | i21 | -13 | +6c | +38a | |
| law | hFC.1 | sl | 5 | i10 | -5 | +6 | * High crush 4~ | |
| law | f+2+3 | t | 35 | i12 | -2 | +6d | Throw break 1 | |
| lee | 2,1 | h, h | 10, 8 | i10, 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 | |
| lee | f+4,3 | h, m | 13, 18 | i11, 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 |
| lee | db+1 | sl | 5 | i10 | -5 | +6 | * Transition to standing r24 with f at frame 25 * +6c on crouching hit * High crush 4~ | |
| lee | b+1 | h | 9 | i14 | -0 | +6 | ||
| lee | b+1,1 | h, m | 9, 6 | i14, i20 | -5 | +6 | * Transition to -1, +10g HMS with 3+4 * Cancel and transition to -5, +1 MS with F * +6c on crouching hit | |
| lee | b+1:1 | h,m | 12,6 | i14,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 | |
| lee | b+2,4 | h, h | 9, 16 | i14, i27 | -9 | +6 | * Balcony Break * Automatically transitions to HMS on hit or block | |
| lee | FC.1 | sl | 5 | i10 | -5 | +6 | * Alternate input d+1, db+1 * High crush | |
| lee | HMS.1+2 | m,m | 10,15 | i15~16, 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) | |
| leo | 1,2,1 | h, h, h | 5, 10, 16 | i10, ,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 |
| leo | 2,2 | h, m | 9, 20 | i11, i22 | -12 | +6 | * Elbow * Combo from 1st hit * Interrupt with i2 from 1st block | |
| leo | 4 | h | 17 | i12 | -7 | +6 | +31a |