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All Characters Tekken 8 Frame Data

CharCommandHit levelDamageStartupBlockHitCounter hitNotes
jinws1m7i13~14-6+5
jun1,2,4h, h, m5, 8, 16i10, ,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
jundf+1,1m, m10, 17i13~14, i24~25-11+5+13g
* Combo from 1st hit
* Interrupt with i5 from 1st block
junb+4m14i13~14-7+5
Knee
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
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
junhFC.3+4m,m10,10i21~22 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
kazuyaDVK.1,1,2,Fh, h, m, t5, 6, 14, 8i10, ,+5d BT
* Consumes 120F of remaining Heat time
* Opponent recovers FDFT
* Available only on 3rd hit
kazuyaf+3m22i17~18-13+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, 13i18~19, i20-11+5
* Combo from 1st hit with 9F delay
* Move cannot be interrupted
kazuyab+1+2m21i22-8+5
* Heat Engager
* Heat Dash +5, +43d (+35)
* 6 chip damage on block
kazuyaf,F+4M22i17~18-9+5+29a(+23)
kazuyaws1m10i13~14-5+5
king1,2,1h, h, m5, 15, 10i10, ,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
king3,2h, m17, 18i15~16, i20~21-9+5c
* Elbow
* Move can be delayed 10f
* Interrupt with i1 from 1st block
kingdf+1,2m, m15, 15i14~15, 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
kingd+1,2sl, m5, 13i10, i15~17-11+5
* Jail from 1st block
* Combo from 1st CH
kingd+3+4,4,4,2L, L, L, m14, 7, 7, 10i16, ,i28-15+5
* Combos if the low before the punch counterhits
kingb+1,2h, h13, 20i12, 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
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
kunimitsu1,1,4h, m, m5, 12, 23i10, ,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
kunimitsu1,2,2h, h, h5, 8, 10i10, ,i20~21-12+5
* Balcony Break (airborne)
* Weapon
* Combo from 1st hit
* Move cannot be interrupted
* Transition to BT with B
kunimitsu2,2h, m12, 14i12, 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
kunimitsudf+1m10i13~14-2+5
kunimitsudf+1,3m, h10, 20i13~14, 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
kunimitsudf+3+4m,m8,12i17~18 i7~9-2+5
* Floor Break
* Transition to BT
* Can hit grounded when off-axis
* High evasion at frame 5?
* Floating state 10~24
kunimitsub+2m17i17~18-9+5+57
* Balcony Break (airborne)
* Weapon
kunimitsuws4m15i11~12-6+5
kunimitsuSS.2,1+2m, M,M13, 10,20i17~18, 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
kunimitsuBT.1,2,4h, m, m10, 14, 23i11, ,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
kunimitsuBT.d+4L,L10,18i20~21 i26~27-14+5c
* Jail from 1st attack
* High crush 4~
kunimitsuSET.1,2,4h, h, m8, 13, 23i10~11, ,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
kunimitsuSET.4,3M, m13, 21i18~19, 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
kunimitsuhFC.1+2l,sm8,15i18 i15-12+5 BT
* Weapon
* Can hit grounded when off-axis
* Transition to BT on hit
* High crush 1~24
larsH.LEN.1L,t20,10i16~17-12c+5d
* Consumes 600F of remaining Heat time
* Side switch and recover standing on hit throw
* Opponent is left FUFA
* High crush 1~50
larsdf+1m12i13-3+5
Recovers 2F faster on hit (t33 r20)
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, +43d (+35)
* 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 on frame 1 or 2 of DSS (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 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)
leedf+1m10i13~14-1+5
Links to 10-hit combo
leedf+3,2m, h13, 13i14~15, 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)
leedf+4m13i13~14-9+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)
leews4m16i11-6+5
* Transition to -9, +2 HMS with 3
leeFC.df,d,DF:3l26i18~24-15~-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
leeFC.df,d,DF+3l20i18~24-15~-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
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+5c+13
* Spike
* Enter FC with d
leodb+2m16i16~17-9~-8+5
leob+4m13i18-8+5
leows3M9i13~14-6~-5+5
* Knee
* Alternate input CD.3
leroydf+1m10i13~14-6+5
leroydb+3L12i20~21-8~-7+5~+6+14c
Transition to HRM
* High crush 6~39
leroyb+1h17i13-6+5
Shifts to throw "Knee Snap" on front grounded CH
leroyuf+1h17i16~17-9+5
* Strong Attack Reversal
* Follow-up upon successful reversal with input 1 or 2
* Parry state 6~13
leroyws4m16i11~12-6+5
leroyHRM.2h14i12~13-2+5~+6
leroyHRM.1+2m,h,h,h3,3,3,3i14, 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
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, i38~39-18+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
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
* 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
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
* Interrupt with i2 from 1st block
* 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
* Interrupt with i8 from 2nd block
* 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
* Interrupt with i13 from 1st block
* Whiffs vs SSR from 1st block
ninaf+4m15i21~22-5+5
* Enter SS +2 +12 with D_U
* Low crush 12~24
ninadf+1m10i13~14-1+5
ninadf+3,2m, h13, 9i14, 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
ninad+1sl5i10-5+5
* Transition to standing r24 with f
* High crush 4~
ninab+2,2h, h12, 12i12, 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, h22, 10, 14i18, ,i20-6+5
* Combo from 2nd hit
* Move cannot be interrupted
* 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
pandahcb,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
pauldf+1,1m, h11, 9i14, 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
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
* Elbow
ravendb+3L19i28~29-12~-11+5~+6+39d
Cannot be low parried (bug?)
* 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
* Interrupt with i5
* 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
* Interrupt with i2
* Transition to r26 t36 SZN with 3+4 or D (-6~-5/+8~+9)
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~+1c+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
* Jails attack inputs from 1st block (crouch assist bufferable)
* Duckable
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
* Move cannot be interrupted
* Spike
* Floor Break
stevedf+1m12i13~14-2+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?
stevedf+1,2~f+1+2,1,1,2,1m, h,h, m, m, m, h12, 8,12, 7, 8, 8, 8i13~14, ,i15~15-9+5
steveuf+1m18i19~21-6+5
* Spike
* Low crush 9~
steveBack throwt55+5d
* Unbreakable
* Sideswitch
* Opponent left FUFT
victorH.2+3L,M39,(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
victor2,1h, h10, 12i12~13, 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
victor3,1+2h, h,h11, 9,10i12~13, i19~20,i8~9-9+5
* Combo from 1st hit with 6F delay
victor4,3h, m15, 17i13~14, i23~24-10+5
* Combo from 1st hit with 7F delay
* Move can be delayed by 7F
* Input can be delayed by 8F
victorf+2h10i13~14-11+5
victorf+4,2m, m15, 20i14, 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
victordf+4m15i13~14-9+5
* Knee
victorb+2h5i10-6+5+14
* Weapon
* Deals recoverable damage only; cannot cause a K.O.
victorws4m16i11~12-6+5
victorPRF.2,2m, m9, 13i12~13, i13~14-4 IAI+5 IAI
* Weapon
* Combo from 1st hit
* Transition to IAI (Cannot cancel)
victorPRF.b+2h5i10-6+5+14
* Weapon
* Deals recoverable damage only; cannot cause a K.O.
xiaoyuf+2,1m, h12, 14i16~17, i20-6+5+7
* Combo from 1st hit
* Jails from 1st block with ?F delay
* Transition to HYP with B (+0, +11)
xiaoyudb+2L13i18~19-8+5c+12
*
* High crush 6~
xiaoyub+2m13i15~16-6+5
* Homing
* Transition to BT
xiaoyuf,F+1+2m12i14~16-9+5
xiaoyuws1+2m12i14~16-9+5
xiaoyuFC.df+2,1L, l8, 10i19, 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
xiaoyuFC.df+4,4L, L13, 13i18~20, i27~29-6+5
* Combo from 1st hit CH
* Interrupt with i8 from 1st block
* Alternate input AOP.f+4,4
* High crush 1~
xiaoyuAOP.f+2,1L, l8, 10i19, 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
xiaoyuAOP.f+4,4L, L13, 13i18~20, i27~29-6+5
* Combo from 1st CH
* Interrupt with i8 from 1st block
* High crush 1~
xiaoyuBT.2,2h, m9, 12i12, i21~23-7+5
* Combos from 1st CH
* Interrupt with i1 from 1st block
* Transition to BT
xiaoyuBT.2,2,1h, m, m,M,M9, 12, 7,7,7i12, ,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
yoshimitsu2h10i11-1+5+8
yoshimitsu3m12i15~16-9+5
yoshimitsudf+1m14i13-4+5
yoshimitsub+1,1h, h8, 9i17, i11~12+4+5+10
* Combo from 1st hit
* Can transition to Spinning Evade with b+3 or b+4
yoshimitsub+1,1,1h, h, h8, 9, 10i17, ,i11~12+4+5+10
* Combo from 1st hit
* Can transition to Spinning Evade with b+3 or b+4
yoshimitsub+1,1,1,1h, h, h, h8, 9, 10, 12i17, ,i11~12+4+5+10
* Combo from 3rd CH
* Can transition to Spinning Evade with b+3 or b+4
yoshimitsub+1,1,1,1,1h, h, h, h, h8, 9, 10, 12, 14i17, ,i11~12+4+5+10
* Combo from 4th hit
* Combo from 3rd CH
* Can transition to Spinning Evade with b+3 or b+4
yoshimitsuu+1m20i24~25-4+5c+50a
* Floor Break
* Weapon
* Low crush 9~27
* Floating state 28~30
yoshimitsuf,F+3m20i23~24-4+5
* Enter KIN r25 +3 +12 with 1+2
* Cannot be buffered
yoshimitsuws2,NSS.1m, h13, 16i15~16, i23-6+5
* Elbow
* Combo from 1st hit
* Move cannot be interrupted
yoshimitsuws4m14i11~12-6+5
* Enter KIN r24 with 1+2
* Enter NSS r24 with B
yoshimitsuBT.1,2h, m16, 18i15, i25-5+5+63a
* Balcony Break (airborne)
* Elbow
* Combo from 1st CH
* Interrupt with i5 from 1st block
yoshimitsuNSS.IND.1M15i48~51-8c+5a
* Floor Break
* Same animation as the ending of NSS.qcf+1
* Low crush 30~52
* Floating state 53~55
yoshimitsuNSS.qcf+1M30i53~56-8c+5a
* Floor Break
* Can be buffered
* Can be performed in FC
* Low crush 10~55
* Floating state 56~58
yoshimitsuNSS.u+1m24i25~26-4+5c+15a
Floor Break
* Low crush 9~27
* Floating state 28~30
yoshimitsuhFC.2sl8i11-4+5
* High crush 1~
zafinaf+1+2m,m16,22i19~20 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
zafinad+3L14i22-15+5c+24d
* Transition to MNT -13 +7c +26d r32 with D
* Evasive (can go under some mids)
* High crush 6~
zafinadb+1+2,1+2L, m10, 20i28~29, 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
zafinaf,F+3,1m, m20, 24i20~22, 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
zafinaFC.d+2sl8i11-4+5
* High crush 1~
zafinaMNT.1m12i13-6+5
zafinaSCR.3m15i13-6+5
zafinaTRT.1L13i18-11+5+15a
zafinaTRT.3m16i14~i15-7+5c+19c
* Spike
* Floating state 1~49?
alisab+4,3m, m17, 20i15~16, i29~30-11+6c+10a
* Spike
* Combo from 1st hit
* Enter DES with 1+2
* Low crush 17~24
* Floating state 25~27
alisauf+3,2m, m15, 30i17~18, 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
alisaf,f,F+3m15i18~19-4+6
* Balcony Break (airborne)
* Low crush 3~30
* Floating state 31~33
alisaws1,2M, h12, 12i13~14, i24~25-5+6
* Combo from 1st hit
* Enter DES with 1+2
alisaws4m15i11~12-5+6
alisaFC.d+1sl5i10-5+6
Transition to standing with f
* High crush 1~
alisaDBT.f+2L13i19~20-12+6c
* Weapon
* 3 chip damage on block
* 5 chip damage on block in heat
alisaSBT.2m25i16~27-8+6a (-4)
* Balcony Break
* Elbow
* Transition to DES with SBT.1+2
* Hitstop 20f on hit
* Low crush 26~63
* Floating state 64~66
annad+1sl5i10-5+6
* Can recover standing with F
annad+4,1l, h6, 10i12, 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
annad+1+2L20i24~25-18+6c
* Balcony Break (airborne)
* Weapon
* Chip damage on block
* High crush 16~53
annadb+4L14i17~18-13+6
* Transition to r26 HAM on hit automatically
* Cancel HAM transition -13 +1 with B
annaHAM.4m,m12,12i18~19 i4~6-12+6
* Balcony Break
* High crush 5~
armor-king1,2h, h5, 10i10, i10-3+6
* Combo from 1st hit with 2F delay
* Jail from 1st block with 2F delay
armor-king4h17i13-5+6+6s
armor-kingd+1sl5i10-5+6
* Transition to standing r24 with f
* +6c on crouching hit
* High crush 4~34
armor-kingd+1,4sl, m5, 13i10, i15-10+6
* Knee
* Jail from 1st block
* Combo from 1st CH
armor-kingdb+3L26i22~24-26+6+74a (+58)
* Homing
* High crush 6~51
armor-kingf,F+2m20i16~17-6+6+44a
armor-kingf,f,F+3+4m40i28~34+17g+6cg
* Balcony Break
* Forces tech backroll on hit
* Low crush 9~40
* Floating state 41~70
armor-kingws3m12i13~14-6+6
Knee
armor-kinghFC.1sl5i10-5+6
* Transition to standing r24 with f
* +6c on crouching hit
* High crush 1~
asuka1,1,3h, m, m5, 15, 17i10, ,i21~22-5+6+14c
* Combo from 2nd CH with 9f delay
* Interrupt with i1 from 2nd block
* Input can be delayed 10f
asuka1,2h, m5, 8i10, i22~23-8+6
* Combo from 1st hit
* Combo from 1st CH with 3f delay
* Interrupt with i2 from 1st block
asuka2,1h, h9, 10i12, i18~19-6+6
* Elbow
* Jail from 1st attack with 1f delay
asukaf+1,3m, m17, 17i20, i21~22-5+6+14c
* Combo from 1st CH with 9f delay
* Interrupt with i1 from 1st block
* Input can be delayed 10f
asukadb+1m13i14-10+6
* High crush 6~13
asukab+1L17i29~30-10+6+0d
* Transition to attack throw on CH, +22 damage
* Cancel to r39 FC with D at frame 25
* High crush 6~58
asukab+2+3m23i24~25-9+6
* Balcony Break (airborne)
* Kick Sabaki, +59a on successful parry
* Parry state 4~15
asukahFC.1sl5i10-5+6
* Transition to standing r24 with f at frame 25
* +6c on crouching hit
* High crush 1~
azucenadb+1sl5i10-5+6
Can recover standing with F
* High crush 4~
azucenaws1m17i13~14-8+6+32a (+26)
Only hits grounded up-close and off-axis
azucenaws4,1m, h13, 10i11~12, i21~22-2+6
* Combo from 1st hit with 6f delay
* Interrupt with i2 from 1st block
* Enter LIB +0 +8 r21 with F
azucenaFC.d+1sl5i10-5+6
Can recover standing with F
* High crush 1~
azucenaBT.1h9i10~11+2+6+8
azucenaBT.4m15i15~16-3+6
bob2h8i10+0+6
*
bob3,1,1m, h, m14, 11, 20i15~16, ,i19-13+6+23a
* Spike
* Combo from 2nd CH with 10F delay
* Move cannot be interrupted
* Move can be delayed by 9F
* Input can be delayed by 10F
bob4,3h, h15, 15i13, i19~20-9+6
* Combo from 1st hit with 2F delay
* Airborne combo from 1st CH with 2F delay (+21a (+14))
* Interrupt with i1 from 1st block
* Move cannot be delayed
* Input can be delayed by 2F
bobdf+1,2m, m13, 15i14, i19-10+6
* Elbow
* Jail from 1st block with 1F delay
* Combo from 1st hit with 3F delay
* Combo from 1st CH with 8F delay
* Move can be delayed by 10F
* Input can be delayed by 11F
bobdf+1,d+1m, M13, 20i14, i26~27-13c+6c+13c
* Elbow
* Spike
* Combo from 1st CH with 1F delay
* Interrupt with i6 from 1st block
* Recovers 4F faster on hit (t72 r32)
* Move can be delayed by 7F
* Input can be delayed by 8F
* Low crush 19~29
* Floating state 30~32
bobdb+1sl5i10-5+6
* Transition to standing r24 with f at frame 25
* +6c on crouching hit
* High crush 4~
bobdb+2m17i14-8+6
* Slight jab evasion especially with pushback or after certain hit reactions (stomach stuns? frames 3 to 7?)
bobdb+3+4L10i19-31+6
* Stagger low
bobb+2m12i13~14-5+6
*
bobu+3+4M20i24~28+1+6c
* Spike
* 4 chip damage on block
* Low crush 12~29
bobhFC.1sl5i10-5+6
* Transition to standing r24 with f at frame 25
* +6c on crouching hit
* High crush 1~
bryan1,2,1h, h, m5, 8, 18i10, ,i19-6+6+30d
* Combo from 1st CH with no delay
* Combo from 2nd CH with 10F delay
* Move cannot be interrupted
* Move can be delayed by 10F
bryan2,3h, m10, 14i10, i16-10+6+16a (+7)
Balcony Break (CH)
* Combo from 1st hit with 1f delay
* Jail from 1st block with ?F delay
* CH frames also apply to combo from 1st CH
bryan3,3m, h14, 13i16, i23-6+6
* Combo from 1st CH
* Interrupt with i3 from 1st block
bryan4h15i12-7+6
bryan4,3,f+4h, m, h15, 12, 18i12, ,i24~25-5+6+31a (+21)
* Combo from 2nd CH
* Interrupt with i5 from 2nd block
* Whiffs vs SSR from 2nd block
bryan1+2m15i17~18-7+6
Homing
bryan1+2,1m, h15, 15i17~18, i23~24-1+6
* Combo from 1st hit
* Interrupt with i3 from 1st block
* Enter SWA +0 +7 r15 with b
bryanb+1+3,P.2h30,i13~14-10+6cg
* Balcony Break
* Gain SNE on hit
* SNE gain is r25
* +14cg if Bryan has SNE already
* Forces tech back roll on hit
* Chip damage on block
bryanqcb+2m16i15~16-9+6
bryanRight throwt40-3+6d
* Throw break 2
claudiof+2h9i12+0+6
* Homing to sidestep left and sidewalk left?
claudiof+2,1h, m9, 12i12, i15~16-10+6c
* Floor Break
* Combo from 1st hit
* Jail from 1st block with ?F delay
claudiodf+3m12i14-7+6
* Completely homing to SSR/SWR?
claudiodb+1sl5i10-5+6
* Transition to standing r24 with f at frame 25
* +6c on crouching hit
* High crush 4~
claudiof,F+2,2m, h14, 20i14~16, i14~15-2c+6c
* Spike
* Combo from 1st hit with 13f delay
* Interrupt with i2 from 1st block
* Input can be delayed 13f
* Move can be delayed 6f
claudiof,F+4m20i15~17-1~+1+6~+8+13~+15
* Knee
* i16 startup when buffering f,n. i18 fastest startup when unbuffered
* Low crush 11~28
* Floating state 29~31
claudioSS.4L20i20~21-12+6c
* Side step takes 9f, effective startup i29
* Tracking and range notes:
* Assuming i29 startup with 9f left sidestep
* SSL4 range: 2.45
* SSR4 range: 2.39
* Pseudo homing low?
clive1,1h, h5, 13i10, i18~19-3+6
* Jail from 1st block
* Combo from 1st hit
* Enter PHX -3 +6 r23 with F or 4 on hit or block at frame 25
clivews4m14i11~12-5+6
* Enter PHX -5 +6 r23 with F or 4 on hit or block
cliveFC.1sl5i10-5+6
* Transition to r24 with f
* +6c on crouching hit
* High crush 1~
clivePHX.3,1+2L, m,M8, 12 (8),20 (10)i21, i27~28 i23~24+6d (-29)
* Spike
* Available only as combo from 1st hit
* Increases ZAN gauge by 0.70 on hit (0.30 + 0.40)
* Increases ZAN gauge by 0.24 on block (0.10 + 0.14)
* 30 damage in total for the full string with scaling
* Only deals recoverable damage
* -13c on 2nd block (impossible?)
* Low crush 41~54
* Floating state 55~57
devil-jindf+2m17i15-9+6+9
* Transition to MCR r25 with F on hit or CH (+14/+17)
** -11/-8 on an empty MCR transition
* Has good right sidestep tracking
devil-jindb+1sl5i10-5+6
* Transition to standing r24 with f at frame 25
* +6c on crouching hit
* High crush 4~
devil-jinb+4M20i17~18-8+6+30a (+24)
Opponent recovers FDFA on grounded hit
devil-jinws1,2m, m12, 15i13~14, i22-11+6+10
* Combo from 1st hit with 7F delay
* Combo from 1st CH with 10F delay
* Interrupt with i4 from 1st block
* Transition to MCR r25 with F on hit or CH (+14/+17)
** -11/-8 on an empty MCR transition
* Move can be delayed 9F
* Input can be delayed 10F
dragunovd+3,2L, h13, 18i17~18, i24~25-8+6
* Combo from 1st CH
* Interrupt with i5 from 1st block
dragunovb+2,1m, h14, 11i15, i17~19-5+6
* Combo from 1st hit with 3F delay
* Move cannot be interrupted
* Move cannot be delayed
* Input can be delayed by 3F
dragunovf,f,F+2m22i15~17+4+6cg+44a
* Balcony Break
* Spike
* 4 chip damage on block
* Do f,n,f+2 within 8 total frames for the powered up (bluespark) version - 26 damage and 7 chip damage on block
* Forces tech back roll on hit
dragunovws4m15i11~12-5+6
eddyf+2m15i18-9+6
eddydf+1m10i13-3+6
eddydf+2m19i14~15-5+6+21a (+4)
* Balcony Break
** on CH
* Elbow
eddyf,F+3L20i21~22-14c+6c+15c
* Transition to RLX r33 on hit
* High crush 15~33
eddyHSP.1+3th(h)26i23~24+6
* Balcony Break
* Throw break: none
* Transition to RLX on hit
** higher frame advantage when wall splatted from a further distance
* Floating state 1~47
fahkumram1,2,4h, h, h5, 8, 10i10, ,i17-9+6
* Move cannot be interrupted
* Input can be delayed 2f
* Move cannot be delayed
fahkumram1,2,4,3h, h, h, h5, 8, 10, 14i10, ,i19~20-7+6+29a
* Balcony Break (airborne)
* Combo from 3rd hit
* Move cannot be interrupted
fahkumram1,2,4,3~4*~Bh, h, h, m5, 8, 10, 25i10, ,i22-7+6
* Homing
* Balcony Break
* Effective startup i53
* Interrupt with i34 from 3rd block
* Interrupt with i22 from 3rd hit
* Input B during frames 16-24 of Eruption Maw (charged)
* Move can be delayed by 8F from Eruption Maw (charged)
fahkumram4,3h, h10, 14i12, i19-7+6+29a
* Combos from 1st hit
fahkumram4,3~4*~Bh, m10, 25i12, i22-7+6
*
Homing
* Balcony Break
fahkumramf+3,2,4m, m, m16, 13, 20i17~18, ,i20~21-12+6+36d (+28)
* Knee
* Combos from 2nd hit
* Delayable
fahkumramdf+1m12i15~16-3+6
fahkumramd+3,4L, h11, 10i16, i20-9+6
* Combos from 1st hit CH
fahkumramd+3,4,3L, h, h11, 10, 14i16, ,i19-7+6+29a
* Combos from 1st hit CH
fahkumramd+3,4,3~4*~BL, h, m11, 10, 25i16, ,i22-7+6
*
Homing
* Balcony Break
fahkumramdb+1sl5i10-5+6
* Transition to standing r24 with f at frame 25
* +6c on crouching hit
* High crush 1~
fahkumramb+4m14i14-5+6
* Knee
fahkumramhFC.1sl5i10-5+6
* Transition to standing r24 with f at frame 25
* +6c on crouching hit
* High crush 1~
fengdf+1m11i14+0+6+36g
fengd+1sl5i10-5+6
* Transition to standing r24 with f at frame 25
* +6c on crouching hit
* High crush 4~34
fengb+3m21i22~23+4+6+10a
* Knee
* 4 chip damage on block
* Transition to r25 CD on hit or block with df (+6/+8/+12d)
** Transition to r1 FC with DF~db (+5/+7/+11d)
fengFC.df+4,1l, h13, 10i19~20, i20~21-2+6
* Combo from 1st hit
* -20 from 1st block
heihachi1,1h, h5, 6i10, i10-5+6
* Jail from 1st block with 3f delay
* Combo from 1st hit with 3F delay
heihachi1,2,2~1h, h, m5, 8, 20i10, ,i13-11+6
* Combo from 2nd CH
* Input 1 at frame 13 (effective startup i26)
* Interrupt with i8 from 1st block
* Whiffs vs SSL, SWL from 1st block
* Cancel to SS -5 -16 with D_U
heihachi1,b+2,2h, m, m5, 17, 17i10, ,i25~26-13c+6c
* Spike
* Head
* Jail from 2nd block
* Combo from 1st CH or 2nd hit
heihachif+2~1m20i13-11+6
* Cancel to SS with D_U
heihachidb+2L25i23~25-18+6c
* Spike
* High crush 8~
heihachif,f,F+1+2h20i15+3+6d
* Spike
* Transition to r32 +6 +9d RAI with F
* 4 Chip damage on block
* Low crush 3~23
heihachiFUJ.1+2m25i18~19-13+6a (-3)
* Homing
* Balcony Break
* -7 on block after absorbing an attack
* Chip damage on block after absorbing an attack
* Power crush 7~17
heihachiWAR.f,f,F+1+2h20i15~16+6+6d
* Removes Recoverable Health
* Spike
* Transition to +9 +9d RAI with F
* 8 chip damage on block
* Low crush 3~23
* Floating state 24~26
hwoarang1,2h, h5, 10i10, i10-3+6
* Jail from 1st block with 4F delay
* Combo from 1st hit with 4F delay
* Transition to LFS with 3 (+3/+12g?/+12)
* Transition to RFS with 4 (+3/+12g?/+12)
hwoarangdf+1m10i13~14-1+6
* Also possible during RFF
hwoarangdf+1,3m, m10, 15i13~14, i22~23-2+6
* Combo from 1st hit
* Transition to LFS
hwoarangd+1sl5i10-5+6
* Transition to standing r24 with f
* +6c on crouching hit
* High crush 4~
hwoarangd+3+4L18i21~22-14+6 LFS
* Homing
* Transition to LFS on hit
* High crush 6~54
hwoarangb+2h18i14-4+6+14c
* Elbow
* Good right sidestep tracking
hwoaranguf+2m22i26+5c+6c+28d
* Also possible during RFF
* Low crush 13~
hwoaranguf+4,4h, m12, 12i22~23, i11~12+0+6
* Combo from 1st hit
* Also possible during RFF
* Transition to RFS
* Low crush 2?~
hwoarangf,F+3M24i20~24+6+6c
* Transition to RFF
hwoarangLFS.f+4m18i17~18-10+6+16a (+7)
* Homing
* Balcony Break on CH
hwoarangRFF.1h10i10+0+6
* Remains in RFF
hwoarangRFF.2,1h, h6, 10i10, i10+0+6
* Jail from 1st block with 2F delay
* Combo from 1st hit with 2F delay
* Remains in RFF
hwoarangRFF.b+1h18i14-4+6+14c
* Elbow
* Has good left sidestep tracking
hwoarangRFF.b+2m17i16~17+4~+5+6c~+7c+25d~+26d
* 5 chip damage on block
* Remains in RFF
hwoarangRFF.df+3m21i22~24+1+6
* Homing
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Remains in RFF (transitions to LFF on Heat activation or when using Heat Dash)
* Low crush 9~
hwoarangRFF.f+1,2h, h5, 10i10, i10-3+6
* Jail from 1st block with 4F delay
* Combo from 1st hit with 4F delay
jack-81h10i12-2+6+9
jack-82,1,ufh, m10, 12i11, ,+1+6
* Recover in crouch
* Move can be delayed by 4F
* Input can be delayed by 14F
* Can cancel into Make Some Noise by pressing 1+2 (uf,n,1+2)
* Low crush 12
jack-8d+1sl5i10-5+6
*
* High crush 4
jack-8ws1+2,1+2,1+2m, m, l14, 12, 14i20, ,i27~28-23+6d
* Balcony Break
* Combos from 1st hit
* Interrupt with i9 from 2nd block
jack-8FC.df+3+4m28i21-9+6cg
* Balcony Break
* Shoulder
* Can be charged to power up
jack-8GMH.2+4t25i15!+6d
* Heat Engager
* Cannot Heat Dash
* Crouch Throw (Unbreakable)
* Alternate input d+2+4
* Gain GMC on Heat activation
jack-8d+2+4t25i12!+6d
* Heat Engager
* Cannot Heat Dash
* Crouch Throw (Unbreakable)
* Can be done from crouch
* Alternate input GMH.2+4
* Gain GMC on Heat activation
jin1,2h, h5, 12i10, i10-3+6
Jail from 1st attack with 4f delay
jin2,1h, m9, 9i10, i16~17-3+6
* Jail from 1st block with 2f delay
* Combo from 1st hit with 2f delay
* Same animation as df+1
jindf+2m12i16~17-9+6
* Balcony Break
* Enter Breaking Step -2 +13g r23 with df
* 3 chip damage on block
jindb+1sl5i10-5+6
* Transition to standing r24 with f at frame 25
* +6c on crouching hit
* High crush 4~
jinb+1+2m20i23~24-12+6
Punch sabaki: balcony break and +34d (+26) on hit
* Parry state 3~10
jinuf+2m18i15~16-10~-9+6~+7+19a (+10)
* Balcony break on CH
* Evasive, can avoid some attacks due to built-in sidestep
jinuf+3m17i22~23-9+6+59a
* Low crush 9~23
* Floating state 24~26
jinb,f+2,1m, h15, 14i15~16, i21-5+6+9
* Combo from 1st hit with 8f delay
* Interrupt with i2 from 1st block
* Input can be delayed 12f
jinb,f+2,3m, m15, 17i15~16, i25-9+6+59a
* Combo from 1st hit with 4f delay
* Interrupt with i6 from 1st block
* Input can be delayed 9f
* Enter ZEN +2 +17g +71a r20 with F
jun1,2h, h5, 8i10, i16-3+6
* Jail from 1st attack with 2f delay
* Combo from 1st hit with 2f delay
* Transition to r16 SS with u_d (+1/-13, +10g/-4?)
** r16 when attacking in SS stance
** r30? when exiting SS stance
jundf+1,2m, h10, 12i13~14, i22~23-4+6+11
* Combo from 1st hit with 1F delay
* Interrupt with i4 from 1st block
* Move cannot be delayed
* Input can be delayed by 1F
junb+1L19i29~30-10~-9+6~+7+0d
* Cancel to r39 FC with D on frame 25
* Transition to attack throw on CH, +22 damage, total 44
* Opponent recovers FDFA on CH
* High crush 6~58
junub+1+2m!50i57~58+6a
Balcony Break
junIZU.1,2h, m7, 20i13~14, i24-13+6a+15a
* Spike
* Combo from 1st hit with 5F delay
* Interrupt with i5 from 1st block
* Move can be delayed by 6F
kazuya1,1h, h5, 6i10, i15-1+6
* Jail from 1st block with 3f delay
* Combo from 1st hit with 3f delay
kazuya1,2,2~3h, h, m5, 8, 23i10, ,i23-9+6
* Input 3 at frame 16
* Interrupt with i21 from 2nd block
* Interrupt with i10 from 2nd hit
* Whiffs vs SS from 2nd block
* Whiffs vs SSL, SWL from 2nd hit
* i39 effective startup
kazuyad+1sl5i10-5+6
* Transition to standing r24 with f at frame 25
* +6c on crouching hit
* High crush 4~
kazuyab+3,1h, h15, 10i18, i12+0+6
* Jails
* Combo from 1st hit
kazuyaBT.d+1sl15i10-5+6
* High crush 1~
kazuyahFC.1sl5i10-5+6
* Transition to standing r24 with f at frame 25
* +6c on crouching hit
* High crush 1~
king4h20i13-5+6+31d
Balcony Break (CH)
kingdf+3m17i14-9+6
* Good SSR tracking
kingdf+4,3l, h10, 11i14~15, i22-5+6
* Combo from 1st CH
kingdf+4,3,4l, h, m10, 11, 27i14~15, ,i28~29-15+6a (-3)+47a (+16)
* Balcony Break
* Combo from 2nd CH.
* Transition to BT -8 +13a (+4) +54a (+23) r31 with B
* BT transition is -14
* Low crush 18~36
* Floating state 37~39
kingd+1sl5i10-5+6
* Transition to standing r24 with f
* High crush 4~
kingBT.1+4M!30i41~47+6d
* Unblockable mid attack.
* Low crush 8~
kuma2h10i10-1+6
kumaf+3+4L20i28~30-23+6a
* Unparryable (bug?)
* High crush 6~70
kumad+1sl5i10-5+6
* Transition to standing r24 with f at frame 25
* +6c on crouching hit
* High crush 4~
kumadb+4l20i21~22-23+6+74a (+38)
* Tornado
* Panda: Very slight decrease in vertical hitbox height (does not hit as high)
* High crush 6~51
kumab+2,2m, m12, 15i15, i25-10+6
* Combo from 1st CH with 5F delay
* Move can be delayed by 13F
kumau+1+2m24i18~23-8f+6+8a
* Transition to HBS with D or 3+4 (-7/+7/+9a)
* Low crush 17~33
* Floating state 34~36
kumaws1,2m, m13, 20i13~15, i18~19-13+6 (+20g)+18cg
* Combo from 1st hit
* Hold 2 to power up, up to 2 charge levels
* Transition to HBS with input D or 3+4
* Tornado
* Wall Crush +20g on hit
* Balcony Break on CH
kumaSS.1+2m23i22~23-3+6c
* 9 chip damage
* Transition to +12 +3 HBS with D
kumaFDFA.1+2l10i14~16-12+6+6
* Transition to HBS
* Move is airborne, requires strong parry
* Reverse direction when performed in FDFT
kumaFUFA.1+2M15i17~19-2+6
* Transition to HBS (Cannot cancel)
* Reverse direction when performed in FUFT
kumaHBS.1,2M, M10, 23i12, i24~25-13+6c+13c
* Combo from 1st hit with 20?F (charge) delay
* Hold 2 to power up, up to 2 charge levels
* Move can be delayed by 10F by holding 2
kumaSIT.1,1l, l15, 13i21~22, i25~26-12+6
Combo from 1st CH
kunimitsu1,1h, m5, 12i10, i21-5+6
* Combo from 1st hit with 2f delay
* Interrupt with i2 from 1st block
* Move can be delayed 2f
* Enter KAT -7 +4 r26 with 1+2
kunimitsu4,2h, h15, 13i12~13, i19~20-3+6
* Balcony Break (airborne)
* Weapon
* Transition to BT
* Jail from 1st attack with 1F delay
* Combo from 1st hit with 1F delay
* Input can be delayed 1f
* Move cannot be delayed
* Low crush 15~25
* Floating state 26~28
kunimitsud+1m23i19+3c+6c+13c
* Spike
kunimitsub+1,1h, h8, 9i17, i12+5+6+11
* Combo from 1st hit
kunimitsub+1,1,1h, h, h8, 9, 10i17, ,i12+5+6+11
* Combo from 1st hit
* Combo from 2nd hit
kunimitsub+1,1,1,1h, h, h, h8, 9, 10, 12i17, ,i12+5+6+11
* Combo from 3rd CH
kunimitsub+1,1,1,1,1h, h, h, h, h8, 9, 10, 12, 14i17, ,i12+5+6+11
* Combo from 4th hit
* Combo from 3rd CH
kunimitsub+4M15i18~19-8+6
* Low crush 17~30
* Floating state 31~33
kunimitsuu+2L25i35~36-16+6+25a
* Weapon
* Cancel to r47 FC with D
* Low crush 10~27
* Floating state 28~30
kunimitsuqcf+1+2m25i20~21-9+6a
* Tornado
* Balcony Break
* Weapon
* Bufferable
* 5 chip damage on block
* Low crush 21~38
* Floating state 39~41
kunimitsuSS.2m13i17~18-5+6+11
* Floor Break
* Weapon
* Sidestep adds 9f, effective startup i26~27
kunimitsuSET.4M13i18~19-8+6
Hits grounded but can miss when too close vs small bodies
kunimitsuhFC.1sl5i10-5+6
* Transition to standing r24 with f at frame 25
* +6c on crouching hit
* High crush 1~
larsf+1h10i13-5+6
larsf+1,2h, m10, 11i13, i12-5+6
* Transition to SEN
* Combo from 1st hit with 1F delay
* Input can be delayed by 1F
* Jails from 1st block
* Transition to standing with B (-8/+3)
larsf+2,1h, h10, 15i12, i13-5+6
* Combo from 1st hit
* Jails
* Transition to SEN
* Cancel SEN and transition to standing with input B (-6/+5)
larsdf+1,1m, h12, 12i13, i21-6+6
* Combo from 1st hit with 1F delay
* Interrupt with i2 from 1st block
* Transition to DEN r25 with D (-2/+10)
* Move cannot be delayed
* Input can be delayed by 1F
larsdb+2,1m, m12, 8i15, i15~16-8+6
* Jail from 1st block with ?F delay
larsSEN.2L23i17~19-12+6c+27d
* Tornado
* High crush 1~48
law1,1,2h, h, h5, 5, 12i10, ,i17-6+6
* Transition to DSS with F
** (-6 oB, +6 oH)
law1,2h, h5, 8i10, i12-3+6+6
* Jails from 1st attack
* Combos from 1st hit
law2h8i10+0+6
lawf+2h10i12+0+6
* Can route into:
** Rave War Combo (f+2,2,2), or
** Blazing Fist Combo (f+2,2,1+2)
* Alternate input DSS.f+2
lawdb+1sl5i10-5+6
* High crush 4~
lawuf+1h10i12-5+6
* Alternate input:
** Ki Charge~1
** b,B+2+3~1,3
law1+2+3+4~1h10i12-5+6
* Alternate input:
** uf+1
** b,B+2+3~1,3
lawBT.d+4l17i23-13+6c+26d
lawDSS.4l21i21-13+6c+38a
lawhFC.1sl5i10-5+6
* High crush 4~
lawf+2+3t35i12-2+6d
Throw break 1
lee2,1h, h10, 8i10, i15~17-5+6
* Jail from 1st block with 4F delay
* Combo from 1st hit with 5F delay
* Combo from 1st CH with 7F delay
* Transition to HMS r22 with 3+4 (-5/+6)
** Cancel to r9 standing or FC with b_db_d_df (Cannot block i14)
** Cancel to r1 standing or r7 FC with u_d~d_db_d_df
* Move can be delayed by 5F
* Input can be delayed by 7F
leef+4,3h, m13, 18i11, i21~23-8+6c+63a
* Combo from 1st CH with 9F delay
* Interrupt with i6 from 1st block
* Transition to HMS r21 with 4 (-4/+6c/+63a)
** Cancel to r10 standing or FC with b_db_d_df (Cannot block i14)
** Cancel to r1 standing or r7 FC with u_d~d_db_d_df
* Recovers 4F faster on hit (t60 r21)
* Move can be delayed 11F
* Input can be delayed by 16F
leedb+1sl5i10-5+6
* Transition to standing r24 with f at frame 25
* +6c on crouching hit
* High crush 4~
leeb+1h9i14-0+6
leeb+1,1h, m9, 6i14, i20-5+6
* Transition to -1, +10g HMS with 3+4
* Cancel and transition to -5, +1 MS with F
* +6c on crouching hit
leeb+1:1h,m12,6i14,i20-5+6
* Transition to -1, +10g HMS with 3+4
* Cancel and transition to -5, +1 MS with F
* +6c on crouching hit
* Perfect Input not required during Heat
* Does not partially consume remaining Heat Time
* Heat Time is only consumed after the 2 followup
leeb+2,4h, h9, 16i14, i27-9+6
* Balcony Break
* Automatically transitions to HMS on hit or block
leeFC.1sl5i10-5+6
* Alternate input d+1, db+1
* High crush
leeHMS.1+2m,m10,15i15~16, i9~10-5+6
* Combo from 1st hit
* Transition to HMS r23 with 3+4 (-3/+8)
* 1st forces crouching against crouching opponents (opponents recover standing after 2nd hit)
leo1,2,1h, h, h5, 10, 16i10, ,i20~21-5~-4+6+9
* Combo from 2nd CH with 9F delay
* Interrupt with i1 from 1st block
* Move can be delayed by 9F
* Input can be delayed by 10F
leo2,2h, m9, 20i11, i22-12+6
* Elbow
* Combo from 1st hit
* Interrupt with i2 from 1st block
leo4h17i12-7+6+31a
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