
All Characters
All Characters Tekken 8 Frame Data
| Char | Command | Hit level | Damage | Startup | Block | Hit | Counter hit | Notes |
|---|---|---|---|---|---|---|---|---|
| leo | f+2 | h | 14 | i14~16 | 0~+2 | +6 | ||
| leo | df+3 | m | 22 | i17~19 | -9~-7 | +6a (-3) | +27a (-9) | * Homing * Balcony Break |
| leo | db+1 | sl | 6 | i10 | -5 | +6 | * High crush 4~ | |
| leo | LTG.db+4,1,1+2 | L, m, m | 11, 27, 20 | i20~22, ,i15~16 | -15~-14 | +6a (-3) | * Balcony Break * Shoulder * Combo from 1st hit ** +27a (+17) * Jail from 2nd block with ?F delay * 8 chip damage on block * Partially consumes remaining heat time during heat | |
| leo | ub+3 | M | 26 | i24~27 | +0c~+3c | +6c | +53a | * Low crush 9~ |
| leo | uf+1 | h | 8 | i13 | -1 | +6 | ||
| leo | ws3,1,2 | M, m, h | 9, 9, 20 | i13~14, ,i24~25 | -9~-8 | +6d | +31d (+23) | * Elbow * Combo from 1st CH or 2nd CH * Interrupt with i4 from 2nd block * Alternate input CD.3,1,2 |
| leo | hFC.1 | sl | 5 | i10 | -5 | +6 | * Transition to standing r24 with f at frame 25 * +6c on crouching hit * High crush 1~ | |
| leroy | df+2 | m | 7 | i15~16 | -6 | +6 | ||
| leroy | df+3,1 | m, h | 14, 12 | i16, i16~17 | +0 | +6 | * Combo from 1st hit * Leads to 10-hit string | |
| leroy | df+4 | m | 14 | i13 | -6 | +6 | Transition to HRM | |
| leroy | d+1 | sl | 5 | i10 | -5 | +6 | * High crush | |
| leroy | d+1+2 | m | 21 | i17~18 | -4~-3 | +6c | * Heat Engager * Heat Dash +5, +67a (+50) | |
| lidia | df+4 | m | 12 | i15 | -4 | +6 | ||
| lidia | d+1 | m | 20 | i19~20 | -7c | +6c | +21d | Spike |
| lidia | db+1 | sl | 5 | i10 | -5 | +6 | Transition to standing r24 with f | |
| lidia | b+2,3 | h, m | 14, 14 | i13, i22 | -10 | +6 | +63a | * Knee * Combo from 1st hit with 7f delay * Input 3 on frames 12~14 to add 3 damage |
| lidia | b+4 | h | 21 | i16 | -3 | +6 | +31a | * Homing * Balcony break on airborne or CH |
| lidia | OTG.d+1+2 | L | 24 | i18~19 | -13 | +6c | * Spike * Power up based on Heaven and Earth level * Regain recoverable health | |
| lidia | hFC.1 | sl | 5 | i10 | -5 | +6 | * Transition to r25? with f * Transition input can be delayed 16f * High crush 1~ | |
| lili | 1,1,3 | h, h, M | 5, 16, 17 | i10, ,i20~21 | -15 | +6d | +25a | * Combo from 1st CH * Combo from 2nd CH with 6f delay * Interrupt with i2 from 1st block * Input can be delayed 6f * Move can be delayed 5f * Recovers 4f faster on hit * Steel pedal |
| lili | db+1 | sl | 5 | i10 | -5 | +6 | Transition to standing r24 with f * High crush 4~ | |
| lili | u+3+4 | M | 18 | i36~39 | -8~-5 | +6d | * Floor Break * Transitions to attack throw on standing hit when at range 1.65 or closer (+10 damage, +39a) * Low crush 5~37 * Floating state 38~40 | |
| lili | FC.1 | sl | 5 | i10 | -5 | +6 | * Transition to r24 with f * High crush 1~ | |
| miary-zo | 4,4 | h, h | 12, 20 | i12, i29~30 | -13 | +6 | * Interrupt with i2 from 1st block * Transition to BAO +6 r26 automatically on hit only * Cancel BAO transition -13 +0 r32 with B * Low crush 30~50 * Floating state 51~53 | |
| miary-zo | f+1+2,1+2,3+4 | m,m, m,m,m, m,m | 3,3, 3,2,2, 5,12 | ,i14~15 i8~9, ,i16~17 i6~7 | -22 | +6a (-11) | * Balcony Break * Jail from 1st attack with 1f delay * Input can be delayed 1f * Move cannot be delayed * Low crush 19~28 * Floating state 29~31 | |
| miary-zo | df+1,4 | m, m | 10, 17 | i13, i18~19 | -13 | +6 | +35a (+25) | * Knee * Combo from 1st hit with 7f delay * Interrupt with i3 from 1st block * Input can be delayed 9f * Move can be delayed 5f * Transition to BAO +6 r24 automatically on hit only * Cancel BAO transition -13 -6 +23a (+13) r36 with B * Low crush 11~34 * Floating state 35~37 |
| miary-zo | db+2,4 | m, m | 10, 17 | i15, i22~23 | -13 | +6 | +35a (+25) | * Knee * Combo from 1st hit with 9f delay * Interrupt with i3 from 1st block * Move can be delayed by 8F * Transition to BAO +6 r24 automatically on hit only * Cancel BAO transition -13 -6 +23a (+13) r36 with B * Low crush 15~38 * Floating state 39~41 |
| miary-zo | u+4 | m | 17 | i16~17 | -13 | +6 | +35a (+25) | * Knee * Transition to BAO +6 r24 automatically on hit only * Cancel BAO transition -13 -6 +23a (+13) r36 with B * Low crush 9~32 * Floating state 33~35 |
| miary-zo | uf+2,4 | h, m | 14, 20 | i17, i31~32 i5~6 | -11 | +6c | * Floor Break * Combo from 1st hit CH * Interrupt with i4 from 1st block * Low crush 15~34 * Floating state 35~37 | |
| miary-zo | uf+3 | h,h,m | 6,6,12 | i18~19 i9~10 i9~10 | -7 | +6 | * Balcony Break (airborne) * Weapon * Low crush 9~38 * Floating state 39~41 | |
| miary-zo | f,F+3 | m | 19 | i20~21 | -9 | +6 | * Strong Aerial Tailspin * Homing * Balcony Break (airborne) | |
| miary-zo | MOR.1,4 | m, m | 14, 20 | i13, i22~23 | -13 | +6 | +35a (+25) | * Knee * Combo from 1st hit with 10f delay * Interrupt with i1 from 1st block * Input can be delayed 10f * Move can be delayed 7f * Transition to BAO +6 r24 automatically on hit only * Cancel BAO transition -13 -6 r36 with B * Low crush 15~38 * Floating state 39~41 |
| miary-zo | MOR.4,3 | L, h | 10, 14 | i17, i22~23 | -13 | +6 | * Balcony Break (airborne) * Combo from 1st hit * -36 from 1st block | |
| nina | d+4,1 | l, h | 6, 10 | i12, i24 | +0 | +6 | +11 | * Combo from 1st CH with 6f delay * Interrupt with i4 from 1st block * Input can be delayed 9f * Cancel to SS with D_U (-13/-2) ** Cannot block up to i21 on block? |
| nina | b+3 | m | 10 | i18 | -6 | +6c | Spike | |
| nina | b+3+4 | h | 16 | i14~15 | -5 | +6 | * Has good left sidestep tracking | |
| nina | SS.4 | L | 14 | i20 | -14 | +6c | Sidestep adds minimum 9f, effective startup i29 * High crush 6~39 | |
| nina | qcf+4 | m | 15 | i14 | -8 | +6s | Knee | |
| nina | hFC.1 | sl | 5 | i10 | -5 | +6 | * Transition to standing r24 with f at frame 25 * +6c on crouching hit * High crush 1~ | |
| nina | qcb,B+1+3 | t | 15 | i12 | +6c | * Unbreakable * qcb,B+2+4 | ||
| panda | 2 | h | 10 | i10 | -1 | +6 | ||
| panda | f+3+4 | L | 20 | i28~30 | -23 | +6a | * Unparryable (bug?) * High crush 6~70 | |
| panda | d+1 | sl | 5 | i10 | -5 | +6 | * Transition to standing r24 with f at frame 25 * +6c on crouching hit * High crush 4~ | |
| panda | db+4 | l | 20 | i21~22 | -23 | +6 | +74a (+58) | * Tornado * High crush 6~ |
| panda | b+2,2 | m, m | 12, 15 | i15, i25 | -10 | +6 | Combos from 1st hit CH | |
| panda | u+1+2 | m | 24 | i18~23 | -8 / -7 HBS | +6 / +7 HBS | +8a / +9a | * Transition to HBS with input D or 3+4 * Low crush |
| panda | ws1,2 | m, m | 13, 20 | i13~15, i18~19 | -13 | +6 (+20g) | +18 | * Hold 2 to power up, up to 2 charge levels * Transition to HBS with input D or 3+4 * Tornado * Wall Crush +20g on hit * Wallsplat on CH |
| panda | SS.1+2 | m | 23 | i22~23 | -3 | +6c | * 9 chip damage * Transition to +12 +3 HBS with D | |
| panda | FDFA.1+2 | l | 10 | i14~16 | -12 | +6 | +6 | * Transition to HBS * Move is airborne, requires strong parry |
| panda | FUFA.1+2 | m | 15 | i17~19 | -2 (-2) | +6 (+6) | +6 (+6) | * Transition to HBS (Cannot cancel) |
| panda | SIT.1,1 | l, l | 15, 13 | i21~22, i25~26 | -12 | +6 | Combo from 1st CH | |
| paul | 2 | h | 8 | i10 | +0 | +6 | ||
| paul | f+4 | m | 24 | i22 | -5 | +6 | * Heat Engager * Heat Dash +43d (+35) * Homing * Low crush 9~22 | |
| paul | df+3,4 | m, m | 14, 17 | i16, i21~22 | -10 | +6 | +59a | * Move can be delayed 10f * Input can be delayed 13f * Combo from 1st hit with 9f delay * Interrupt with i4 from 1st block * Whiffs vs SSR from 1st block |
| paul | db+1 | sl | 5 | i10 | -5 | +6 | * Transition to r24 standing with f * High crush | |
| paul | ws3 | M | 16 | i13~14 | -8 | +6 | * Knee | |
| paul | DPD.df+2 | m | 10 | i14 | -10 | +6 | * Balcony Break * Effective minimum startup 24f | |
| paul | qcb+3,2 | L, m | 14, 20 | i18~19, i27~28 | -10 | +6 | * Combo from 1st CH +20d (+13) | |
| paul | b+1+4 | t | 40 | i11 | -2 | +6d FUFA | * Throw break 1 * Side switch * Transition to BT on hit | |
| raven | f+2,3 | m, M | 10, 13 | i15~16, i21~22 | -9~-8 | +6c~+7c | * Spike * Combo from 1st hit with 8F delay * Interrupt with i6 * Transition to r27 SZN with 3+4_D (-9~-8/+6c~+7c) * Move can be delayed by 10F * Input can be delayed by 14F | |
| raven | df+1,4 | m, sm | 13, 25 | i14~15, i18~27 | -13 | +6c | * Balcony Break * Spike * Weapon * Projectile * Combo from 1st hit * Interrupt with i1 * Available only on hit or block * Forces tech backroll on hit | |
| raven | H.df+1,4 | m, sm,sm | 13, 25,(30) | i14~15, i18~27, i44~45 | -3~-2 | +6cg | * Balcony Break * Spike * Combo from 1st hit with 5F delay * Interrupt with i1 from 1st block * Available only on hit or block * 2nd hit only available on block (jailing) * 20F timestop on hit * t78 r32 on hit * 11 chip damage on block * Consumes 240F of remaining Heat time on block * Forces tech backroll on hit * Move can be delayed by 1F * Input can be delayed by 5F * Low crush 51~54 * Floating state 55~57 | |
| raven | df+4,4 | m, M | 15, 16 | i15~16, i22~25 | -14~-13 | +6a | * Balcony Break * Combo from 1st hit with 7f delay * Input can be delayed 9f * Move can be delayed 8f | |
| raven | d+1 | sl | 5 | i10 | -5 | +6 | * Can recover standing with f * High crush 4~ | |
| raven | b+2,2 | h, m | 12, 17 | i15~17, i22 | -3 | +6 | +8 | * Elbow * Combo from 1st hit with 6F delay * -16 on whiff after 1st hit * Interrupt with i4 * Input can be delayed 13f |
| raven | b+4,4 | m, m | 13, 20 | i14~15, i17~19 | -8~-6 | +6c~+8c | * Spike * Combo from 1st hit * Jail from 1st block | |
| raven | b+4,B+4~3,3+4 | m, L, m | 13, 11, 15 | i14~15, ,i26~30 | -25~-21 | +6a | * Combo from 2nd hit with 4f delay * Interrupt with i6 * Input can be delayed 7f | |
| raven | u+3 | h | 23 | i27~28 | +2 | +6~+7 | * Strong Aerial Tailspin * 9 chip damage on block * Alternate input: ub+3 * Can be performed during CD (Shadow Sprint) * Low crush 9~30 * Floating state 31~33 | |
| raven | uf+3+4,3+4 | m, m | 17, 15 | i23~25, i20~24 | -25~-21 | +6a | * Interrupt with i3 * Can be performed during CD (Shadow Sprint) | |
| raven | f,f,F+3 | m | 20 | i22~24 | +4~+6 | +6a | * Floor Break * 6 chip damage on block * Low crush 14~34 * Floating state 35~37 | |
| raven | FC.1 | sl | 5 | i10 | -5 | +6 | Can recover standing with f * High crush 1~ | |
| raven | BT.b+2 | m | 14 | i16~17 | -2~-1 | +6~+7 | * Elbow | |
| raven | BT.d+1 | sl | 5 | i10 | -5 | +6 | * High crush 1~ | |
| raven | BT.f+1 | m | 18 | i16 | -8 | +6 | * Balcony Break * Transitions to throw on hit only * Opponent recovers BT on hit | |
| raven | BT.f+2 | m | 13 | i17~18 | -5~-4 | +6~+7 | ||
| raven | BT.f+3 | m | 17 | i13~14 | -5~-4 | +6 | +14 | * Knee * Transition to r45 BT at -8/+3/+11 with input B |
| raven | SZN.1,4 | h, sm | 12, 25 | i14~15, i18~27 | -13 | +6c | * Spike * Balcony Break * Combo from 1st hit * Available only on hit or block * Forces tech backroll on hit | |
| raven | H.SZN.1,4 | h, sm,sm | 12, 25,30 | i14~15, i18~27, i44~45 | -3~-2 | +6c | * Balcony Break * Spike * Combo from 1st hit * Available only on hit or block * Forces tech backroll on hit | |
| reina | 2,2,2 | h, h, m | 5, 5, 21 | i12, ,i29 | -6 | +6 | * Transition to WRA r30 with D (-6/+6) * Transition to WRA is safe (can be cancelled early enough with crouch dash) * Combo from 2nd hit only if the 2nd hit connects on i15, otherwise no combo * Input can be delayed 10f * Move can be delayed 9f * Interrupt with i11 from 2nd block | |
| reina | df+4,2 | m, m | 14, 10 | i15, i18 | -8 | +6 | * Transition to WRA r28 with D (-6/+8) * Combo from 1st hit | |
| reina | d+1 | sl | 5 | i10 | -5 | +6 | * Transition to standing r24 with f * +6c on crouching hit * High crush 4~ | |
| reina | b+1 | h | 14 | i18 | -4 | +6 | ||
| shaheen | 2 | h | 10 | i10 | +0 | +6 | ||
| shaheen | f+3 | m | 17 | i20 | -5 | +6 | +13c | * Good right sidestep tracking * Transition to SNK (-3/+8/+15c) with DF * Low crush 13~ |
| shaheen | db+1 | sl | 5 | i10 | -5 | +6 | * Transition to standing r24 with f at frame 25 * +6c on crouching hit * High crush 4~ | |
| shaheen | b+1 | m | 20 | i19~20 | +0c | +6c | * Heat Engager * Heat Dash +67a (+50) * Transition to +0c, +6c FC with D | |
| shaheen | SNK.df+1 | m | 12 | i15~16 | -5 | +6 | * Good left sidestep tracking | |
| steve | 2,1 | h, h | 12, 14 | i12, i19 | -5 | +6 | * Combo from 1st hit * Jail from 1st block * Transition to r15? PAB with f (+2/+13g/+13) * Transition to r14? FLK with b (+3/+14g/+14) ** r14? PAB/FLK FC cancel? | |
| steve | 2,2 | h, m | 12, 17 | i12, i22~24 | -14 | +6 | * Tornado * Combo from 1st hit * Interrupt with i2 from 1st block | |
| steve | df+2 | m | 10 | i16~17 | -11 | +6 | +10c | * Transition to r22? LWV with 3 (-7/+10/+14c) * Transition to r22? RWV with 4 (-7/+10/+14c) * Transition to r22? SWY with b+3_4 (-7/+10/+14c) * Transition to r18? DCK with f+3_4 (-3/+14g/+18c~+19c) ** r19? DCK FC cancel? |
| steve | db+1 | sl | 5 | i10 | -5 | +6 | * Transition to standing with f * High crush 4~ | |
| victor | H.db+1+2 | m | 30 | i28~29 | +6 | +6a (-4) | * Weapon * Transition to IAI * 9 chip damage on block * Consumes 270F of remaining Heat time | |
| victor | d+1,1 | L, h | 7, 15 | i16, i18 | -7 | +6 | * Weapon * Combo from 1st CH * Jail on 1st hit * -26 on 1st block | |
| victor | ws2 | m | 15 | i14~15 | -8 | +6 | +35a (+25) | * Weapon |
| victor | ws3 | h | 16 | i14~15 | -14 | +6 | ||
| xiaoyu | 2 | h | 8 | i10 | -2 | +6 | * | |
| xiaoyu | b+1+3 | +6 | * Transition to BT on successful parry * Alternate input b+2+4 * Also possible during HYP and BT * Parry state 5~12? * Parry state 1~7? * (BT) | |||||
| xiaoyu | f,F+2 | m | 12 | i15 | -5 | +6 | * | |
| xiaoyu | f,F+3 | M | 12 | i14~15 | -5 | +6 | +12 | * |
| xiaoyu | ws3 | m | 22 | i22~23 | +3 | +6c | +51a | * Transition to FC +3 +6c with D |
| xiaoyu | AOP.1 | m | 11 | i18 | -5 | +6 | * Transition to HYP r21 with B (-2/+9) * +6c on crouching hit | |
| xiaoyu | BT.2 | h | 9 | i12 | +0 | +6 | * Transition to BT | |
| xiaoyu | BT.2,1 | h, h | 9, 8 | i12, i14 | -1 | +6 | +10 | * Transition to HYP r41 with B (-2, +5) * Combo from 1st hit * Jail from 1st block |
| xiaoyu | BT.b+1+3 | +6 | * Transition to BT on successful parry * Alternate input BT.b+2+4 * Also possible front-facing and during HYP * Parry state 1~16 | |||||
| xiaoyu | hFC.1 | sl | 5 | i10 | -5 | +6 | * High crush 1~34 | |
| xiaoyu | hFC.3,2,1 | L, h, h | 11, 6, 6 | i15~17, ,i14 | -1 | +6 | +10 | * Transition to HYP with B (-2, +5) * Combo from 2nd hit * Jail from 2nd block with ?F delay |
| yoshimitsu | f+2,db+2 | h, m | 18, 8 | i17~18, i15 | -5 | +6 | * Input can be delayed 2f * Move cannot be delayed * Leads to db+2 extensions | |
| yoshimitsu | df+1,2,db+2 | m, h, m | 14, 16, 8 | i13, ,i15 | -5 | +6 | * Jail from 2nd block * Leads to db+2 extensions | |
| yoshimitsu | df+2+3 | m | 18 | i17~18 | -13 | +6g | +58a (+38) | * Balcony Break * Weapon * Can be performed in FC * Faster startup and 20 damage with input f,n,d,df+2 * High crush 9~17 |
| yoshimitsu | db+2 | m | 8 | i15 | -5 | +6 | ||
| yoshimitsu | uf+2 | L | 25 | i35~36 | -16 | +6g | +25a | * Weapon * Cancel to r47 FC with D on frame 27 * Low crush 10~29 * Floating state 30~32 |
| yoshimitsu | f,n,d,df+2 | m | 20 | i14~15 | -13 | +6g | +58a (+38) | * Balcony Break * Weapon * Can be buffered * Can be performed in FC * High crush 6~14 |
| yoshimitsu | ws1,1,1,1 | m, h, h, m | 12, 12, 12, 25 | i13~14, ,i25~26 | +0c | +6c | * Floor Break * Combos from 3rd CH with 5f delay * Input can be delayed 12f | |
| yoshimitsu | ws1,2,db+2 | m, h, m | 12, 18, 8 | i13~14, ,i15 | -5 | +6 | Leads to db+2 extensions | |
| yoshimitsu | DGF.3 | L | 18 | i22~23 | -13 | +6c | +28a | Airborne attack, can't be low parried * Low crush 1~18 |
| yoshimitsu | KIN.b+1+2 | m! | 25 | i46 | +6a | * Weapon * Backswing blow * Unavailable in NSS * Move is delayed by 5f | ||
| yoshimitsu | NSS.db+1 | sl | 5 | i10 | -5 | +6 | * Transition to standing r24 with f at frame 25 * +6c on crouching hit * High crush 4~ | |
| yoshimitsu | hFC.1 | sl | 5 | i10 | -5 | +6 | * Transition to r24 with f * Transition input can be delayed 16f * High crush 1~ | |
| zafina | f,F+4 | m | 16 | i17~19 | -8 | +6 | * Homing * | |
| zafina | FC.d+1 | sl | 5 | i10 | -5 | +6 | * Transition to r24 with f * Transition input can be delayed 16f * High crush 1~ | |
| alisa | f+2 | m | 12 | i17~18 | -4 | +7 | * Enter DES with 1+2 | |
| alisa | ub+4 | m | 10 | i18 | -9 | +7 | * Low crush 9~31 * Floating state 32~34 | |
| alisa | ub+4,1,1,2,1 | m, m, m, h, h | 10, 12, 9, 5, 5 | i18, ,i35~36 | -9 | +7 | * Balcony Break (airborne) | |
| alisa | FC.d+2 | sl | 8 | i11 | -4 | +7 | * High crush 1~ | |
| anna | 4 | h | 15 | i11 | -9 | +7 | +7s | |
| anna | df+3,1 | m, h | 13, 10 | i14, i30 | -3 | +7 | * Combo from 1st CH * Move can be delayed by 10F * Interrupt with i11 from 1st block * Cancel to CJM -15 -4 -3 r33 with B on frame 14 * Cancel to SS -10 +1 +2 r37 with U_D on frame 28 ** r43 when blocking after SS | |
| anna | d+2 | m | 17 | i16~17 | +1c | +7c | +24d | * Spike |
| anna | uf+1 | h | 6 | i13 | -4 | +7 | ||
| anna | uf+1,3 | h, m | 6, 17 | i13, i15 | -16 | +7 | +51a | * Jail from 1st block with 4F delay * Combo from 1st CH with 12f delay * Input can be delayed 12f * Move can be delayed 11f |
| anna | CJM.1 | h | 17 | i11~12 | +0 | +7 | +14 | |
| anna | CJM.d+3,3 | L, h | 8, 20 | i15, i21 | -7 | +7 | * Combo from 1st hit * -31 from 1st block | |
| armor-king | 2 | h | 10 | i10 | +1 | +7 | ||
| armor-king | 2,1 | h, m | 10, 15 | i10, i23~24 | -3 | +7 | * Combo from 1st hit * Interrupt with i3 from 1st block * t53 r19 on hit | |
| armor-king | f+3 | m | 9 | i15~16 | -9 | +7 | ||
| armor-king | f+4 | M | 21 | i23~25 | +3c | +7c | +12c | Spike |
| armor-king | df+1 | m | 12 | i13~14 | -3 | +7 | * Recovers 1F faster on hit (t33 r19) * Jab evasion? | |
| armor-king | df+4 | m | 15 | i12 | -4 | +7 | ||
| armor-king | d+2,4,3 | m, M, M | 17, 13, 20 | i17~18, ,i35~40 | -11c | +7a | * Combo from 2nd hit * Interrupt with i10 from 2nd block * Jab evasion * Low crush 26~37 * Floating state 38~40 | |
| armor-king | db+2,4 | m, h | 12, 20 | i14, i20~21 | -5 | +7 | * Balcony Break on airborne hit * Combo from 1st hit * Move cannot be interrupted (can be parried by Raven b+1+3) | |
| armor-king | hFC.2 | sl | 8 | i11 | -4 | +7 | * +7c on crouching hit * High crush 1~ | |
| asuka | 4 | h | 18 | i11 | -9 | +7 | +32a | Balcony Break (CH) |
| asuka | SS.4 | h | 18 | i17~21 | -6~-2 | +7~+11 | +30a | |
| asuka | hFC.2 | sl | 8 | i11 | -4 | +7 | * High crush 1~ | |
| asuka | Back throw | t | 50 | +7d | * Unbreakable * Side switch on hit * Opponent recovers FDFA on hit | |||
| azucena | d+1 | m | 20 | i20~21 | +4 | +7c | +44a | * Spike * Elbow |
| azucena | db+2 | sl | 8 | i11 | -4 | +7 | * High crush 4~ | |
| azucena | uf+1 | h | 18 | i18~19 | -9 | +7 +15w | * Wall Crush +15g on hit * Balcony break on airborne hit * Punch Sabaki, parries high or mid punches * Parry state 3~10 | |
| azucena | FC.d+2 | sl | 8 | i11 | -4 | +7 | * High crush 1~ | |
| azucena | (Back to wall).b,b,UB | m | 25 | i27~33 | +1~+7 | +7a (-3) | Balcony Break * Floating state 5~13 * is8~13 * Low crush 14~36 * Floating state 37~62 | |
| bob | H.df+3+4 | L | 20 | i21 | -13 | +7 | +75a (+59) | * Transition to BAL r29 on hit ** FC r52 transition with no input (Cannot block i16 moves) * Consumes 300F of remaining Heat Time |
| bob | 1,2 | h, h | 5, 10 | i10, i13 | -3 | +7 | * Jail from 1st block with 3F delay * Combo from 1st hit with 3F delay | |
| bob | d+1 | M | 18 | i18~19 | -8 | +7c | +12d | * Spike * Recovers 4F faster on hit or block (t46 r27) |
| bob | b+1,2 | m, m | 15, 16 | i18~19, i23~24 | -8 | +7 | * Combo from 1st hit * Jails attack inputs from 1st block (cannot CH) | |
| bob | b+2,1 | m, m | 12, 23 | i13~14, i23 | -13 | +7 | * Elbow * Spike * Combo from 1st hit with 1F delay * Transition to BAL r27 with F on hit (+12g) ** FC r50 transition with no input (Cannot block i11 moves) * Interrupt with i5 from 1st block * Move cannot be delayed * Input can be delayed by 1F | |
| bob | u+3 | M | 20 | i22~23 | +3 | +7 | +9c | * Spike * Transition to BAL r23 with F (+7/+12g/+16c) ** FC r49 transition with no input (Cannot block i16 and i11 moves after block and hit transitions respectively) * Low crush 9~20 |
| bob | b,B+1+4 | m! | 60 | i72~74 | +7d | * Spike * 20f timestop on hit * Cancel to r47 FC with DB at frame 42 * Low crush 51~69 * Floating state 70~72 | ||
| bob | f,n,d,DF+4,1+2 | L, m | 16, 25 (17) | i18~19, i25 | -17 | +7a (+6) / +2d | * Balcony Break * Airborne combo from 1st hit (+7a (+6)) | |
| bob | hFC.2 | sl | 8 | i11 | -4 | +7 | * +7c on crouching hit * High crush 1~ | |
| bryan | 1,4,3,3 | h, h, m, h | 5, 14, 15, 18 | i10, ,i23 | -7 | +7 | +14a | * Combo from 3rd CH * Interrupt with i3 from 3rd block |
| bryan | 2 | h | 10 | i10 | +1 | +7 | ||
| bryan | 3 | m | 14 | i16 | -4 | +7 | ||
| bryan | 4,1 | h, h | 15, 15 | i12, i23~24 | -1 | +7 | * Combo from 1st hit * Interrupt with i3 from 1st block * Transition to +8 +0 r15 SWA with B | |
| bryan | b+1 | m | 21 | i20~21 | +4 | +7c | +78a (+58) | * Spike * Elbow |
| bryan | b+3,2 | m, h | 12, 12 | i19, i16 | -4 | +7 | * Combo from 1st CH * Interrupt with i5 from 1st block * Whiffs vs SSR from 1st block | |
| bryan | b+1+4 | m | 26 | i28 | -9 | +7c | Spike | |
| bryan | b+1+4* | m! | 45 | i53 | +7a | Spike | ||
| bryan | SNE.FC.df+3 | l | 24 | i20 | -13 | +7 | +25a | * Balcony Break * Consumes SNE * Unparryable |
| claudio | f+2,1,1+2 | h, m, m | 9, 12, 25 | i12, ,i21~22 | -18 | +7a (-2) | * Balcony Break * Shoulder * Combo from 1st CH with 16F delay * Move cannot be interrupted * Input can be delayed 16F * Move can be delayed 12F | |
| claudio | df+1 | m | 10 | i15~16 | -4 | +7 | * Cannot be sidestepped or sidewalked right? | |
| claudio | d+1+2 | m | 28 | i13~14 | -18 | +7a (-2) | * Balcony Break * Shoulder | |
| claudio | db+2 | sl | 8 | i11 | -4 | +7 | * +7c on crouching hit * High crush 4~ | |
| claudio | b+3 | m | 14 | i13 | -4 | +7 | * Knee * Completely homing to SSL/SSR/SWR? | |
| claudio | ws1 | m | 12 | i12~13 | -4 | +7 | ||
| clive | 2 | h | 11 | i12 | +0 | +7 | Weapon | |
| devil-jin | 1+2 | m,m | 12,25 | i17 i25~26 | -12 | +7 | * Homing * Balcony Break * Interrupt with i1 from 1st block * 1st forces crouching against crouching opponents (opponents recover standing after 2nd hit) * +14a (+5) on BT hit | |
| devil-jin | d+2 | sl | 8 | i11 | -4 | +7 | * +7c on crouching hit * High crush 4~ | |
| devil-jin | db+1+2* | m | 25 | i39~60 | +5g | +7 | +37d (+29) | * Balcony Break on CH or air hit * Cancel to r27 MCR with F (js27~) * 10 chip damage on block |
| devil-jin | b+1+2 | m | 21 | i20~21 | +3c | +7c | +24d | * Spike * Opponent recovers FDFA on CH * 4 chip damage on block |
| devil-jin | uf+3+4 | m,m | 8,20 | i16~17 i13~14 | -16 | +7cg | * Balcony Break * Forces tech back roll on hit * Pseudo homing to SSL/SWL side * +4d on BT hit * Low crush 10~47 * Floating state 48~50 | |
| devil-jin | f,n,d,DF+4,4 | L, m | 7, 28 | i16, i25~26 | -16 | +7c | +14a | * Spike * Combo from 1st hit |
| devil-jin | ws4,4 | m, M | 10, 20 | i11~12, i27~28 | -16 | +7c | * Spike * Combo from 1st hit with 1F delay * Interrupt with i8 from 1st block * Input can be delayed by 1F * Move cannot be delayed | |
| dragunov | 1,1 | h, h | 5, 8 | i10, i20 | -4 | +7 | * Combo from 1st hit * Interrupt with i1 from 1st block | |
| dragunov | 3,1 | m, h | 10, 8 | i15~16, i21~22 | -2 | +7 | * Combo from 1st hit * Interrupt with i3 from 1st block * Enter SNK -3 +6 r23 with DF | |
| dragunov | df+1 | m | 13 | i13 | -2 | +7 | Enter -2, -11 PGR with 3+4 (or d+3+4) | |
| dragunov | FC.df+1,4 | L, m | 8, 10 | i16~17, i16~17 | +7 | * Knee * Combo from 1st hit * Available only as combo from 1st hit * Input 4 on frames 16~19 to power up - 14 damage | ||
| eddy | 1,3 | h, m | 5, 16 | i10, i23~24 | -14 | +7c | * Floor Break * Combo from 1st hit with 2f delay | |
| eddy | 4 | m | 10 | i13~14 | -9 | +7 | ||
| eddy | f+3 | h | 16 | i16~18 | -5 | +7 | Homing | |
| eddy | uf+3,4 | m, L | 15, 10 | i26~28, i24~25 | -14c | +7 | +73a(+57) | |
| eddy | ws4 | m | 13 | i11~13 | -4 | +7 | ||
| eddy | HSP.3 | m | 10 | i17~18 | -8 | +7 | * Floating state 1~5 * High crush 6~18 | |
| fahkumram | 3,1 | m, h | 11, 12 | i13, i18 | -3 | +7 | * Combo from 1st hit with 2F delay * Move cannot be interrupted * Move cannot be delayed * Input can be delayed by 2F | |
| fahkumram | b+2+4 | +7 | * Parries high and mid punches * Grants GRF on successful parry * Regain 10 recoverable health on successful parry * Parry state 5~12 | |||||
| fahkumram | ws2 | m | 13 | i14~15 | -9 | +7 | ||
| feng | 3,3,4 | m, h, l | 15, 10, 23 | i16, ,i25~26 | -12 | +7c | +17a | * Combo from 2nd CH with 5F delay * Interrupt with i6 from 1st block * Cancel to r16 BT with B (-13/-2) * Move can be delayed by 10F * Input can be delayed by 11F |
| feng | f+3 | m | 10 | i21 | -3 | +7 | ||
| feng | db+2,2,2 | l, l, M | 10, 10, 25 | i20~21, ,i28~29 | -14 | +7a | * Spike * Aerial combo from 2nd hit (+22a (-13)) | |
| feng | ws4 | m | 18 | i11~12 | -7 | +7 | +29g | |
| feng | CD.1+2 | m | 25 | i16~17 | +0c | +7c | +13 | Head |
| heihachi | f+4 | m | 20 | i19~20 | +4 | +7c | +26d | * Spike * Enter FUJ r27 with D * +15c against a crouching opponent |
| heihachi | df+1 | m | 10 | i13~14 | -5 | +7 | * Decreased opponent blockstun when performing df+1,1 (r18 -> r14) | |
| heihachi | b+1,4 | m, m | 12, 24 | i14~15, i22~23 | -13 | +7a | * Tornado * Knee * Combo from 1st hit with 12f delay * Move can be delayed 10f * Low crush 24~ | |
| heihachi | b+2 | m | 20 | i22~23 | +2 | +7 | * Balcony break on airborne hit * Chip damage on block | |
| heihachi | ub+1+2 | m | 17 | i15 | -8 | +7c | +28d | * Spike * Can be charged to power up |
| heihachi | FUJ.1 | h | 13 | i12~13 | -4 | +7 | ||
| heihachi | FUJ.1+3 | t | 15 | i18 | +7 | * Homing * Unbreakable | ||
| hwoarang | f+3~3 | m | 25 | i20 | -16 | +7a (-2) | * Balcony Break * Sidesteps to the right | |
| hwoarang | d+2 | sl | 8 | i11 | -4 | +7 | * +7c on crouching hit * High crush 4~ | |
| hwoarang | uf+4,4,4 | h, m, L | 12, 12, 12 | i22~23, ,i9~10 | +1 | +7 | * Combo from 2nd CH * Also possible during RFF * Transition to RFS * Third hit is not low parryable if the first two hits connect. Parryable if the first two hits whiff. | |
| hwoarang | uf+3+4,4 | m,h, m | 10,8, 13 | i14,i9, i14~15 | -10 | +7 | * Combo from 1st hit * Also possible during RFF * Transition to RFF * Low crush 1~ | |
| hwoarang | LFS.1 | h | 6 | i13 | +5 | +7 | ||
| hwoarang | LFS.df+3,4 | m, m | 12, 20 | i22~23, i24~25 | -14 | +7 | * Combo from 1st hit with 7F delay * Move can be delayed by 5F * Input can be delayed by 7F * Power up if an attack is absorbed by previous hit ** Reversal Break? ** 4 chip damage on block ** -9 on block | |
| hwoarang | LFS.uf+3+4,4 | m,h, m | 10,8, 13 | i14, i9, i14~15 | -10 | +7 | * Combo from 1st hit * Transition to RFF * Low crush 1~ | |
| hwoarang | RFF.3 | m | 13 | i16 | -4 | +7 | ||
| hwoarang | RFF.df+2+3,4 | m, m | 12, 20 | i22~23, i24~25 | -14 | +7 | * Power up if an attack is absorbed by previous hit ** Reversal Break? ** 4 chip damage on block ** -9 on block * Combo from 1st hit with 7F delay * Move can be delayed by 5F * Input can be delayed by 7F | |
| hwoarang | RFS.2 | h | 6 | i13 | +5 | +7 | * Transition to RFF * Links to RFF.2 extensions | |
| hwoarang | RFS.b+3 | m | 21 | i16~17 | -9 | +7 | * Heat Engager * Heat Dash +42a (+27) * 6 chip damage on block in heat * Recovers 6F faster on hit (t42 r25) | |
| hwoarang | RFS.d+4 | L | 15 | i20~21 | -23 | +7c | * Transition to RFF * Stagger low * 4 chip damage on block during Heat | |
| jack-8 | 4 | h | 18 | i16 | -4 | +7 | +32a (+22) | Balcony Break on CH |
| jack-8 | 1+4,1 | m | 25 | i22~, i17(43~) | +21g | +7a (-2) | +39d (-8) | * Balcony Break * Alternate input hcf,1 to power up * Chip damage on block (7) |
| jack-8 | f+4 | h | 20 | i17 | -4 | +7 | +32a (+22) | * Balcony Break on CH |
| jack-8 | d+2 | sl | 8 | i11 | -4 | +7 | * Alternate input FC.2 * High crush 4 | |
| jack-8 | HCF,1 | m | 30 | i22~, i17(43~) | +21g | +7a (-2) | +39d (-8) | * Balcony Break * Alternate input 1+4,1 * Chip damage on block (9) |
| jack-8 | f,f,F+1+2 | m | 34 | i20~23 | +4 | +7a (-2) | * Balcony Break * Shoulder * Chip damage on block (10) * Alternate input wr1+2 | |
| jack-8 | FC.df+2,1 | m, m | 12, 10 | i17, i26 | -4 | +7 | * Combos from 1st hit with ?F delay * Interrupt with i9 from 1st block * High crush | |
| jack-8 | hFC.2 | sl | 8 | i11 | -4 | +7 | * Alternate input d+2 * High crush 1 | |
| jin | 2,4 | h, h | 9, 20 | i10, i24~27 | -13 | +7 | * Balcony Break * Combo from 1st hit with 2f delay * Interrupt with i4 from 1st block * Whiffs vs SSR from 1st block * Enter ZEN -6, +14g r26 with F | |
| jin | 3,1 | h, h | 17, 7 | i14, i20 | -1 | +7 | * Combo from 1st hit * Move cannot be interrupted * Enter ZEN +4 +12 r15 with F | |
| jin | db+2,3 | m, M | 12, 23 | i16, i27~29 | -8 | +7a | * Spike * Interrupt with i7 from 1st block * Whiffs vs SSR from 1st block (inconsistent?) | |
| jin | f,F+3,1 | m, h | 20, 5 | i23~25, i15 | +1 | +7 | * Airborne combo from 1st hit (+33a (+26)) * Links to 1 jab extensions (e.g. f,F+3,1,2,4) * Jails attack inputs (crouch assist bufferable) * Duckable | |
| jun | 2 | h | 7 | i12 | -4 | +7 | ||
| jun | 2,1 | h, m | 7, 9 | i12, i21 | -6 | +7 | * Elbow * Combo from 1st hit with 9f delay * Interrupt with i1 from 1st block * Input can be delayed 10f | |
| jun | 4 | h | 17 | i12 | -9 | +7 | +32d | |
| jun | f+3 | m | 13 | i16 | -9 | +7 | * Enter SS -16 +14g r21 with u_d * r21 when attacking after SS * r35 when blocking after SS | |
| jun | SS.1+2 | h,h,m | 7,9,18 | i16 i17 i15~16 | -4 | +7c | * Homing * Spike * Jail from 1st attack * Combo from 1st or 2nd hit | |
| jun | Back throw | t | 50 | +7d | * Unbreakable * Side switch | |||
| kazuya | 2,2 | h, m | 12, 24 | i12, i24~25 | -8 | +7 | +50a | * Balcony Break (airborne) * Combo from 1st CH * Interrupt with i4 from 1st block |
| kazuya | 3,1 | h, h | 12, 10 | i14, i19 | -1 | +7 | * Combo from 1st hit * Move cannot be interrupted * Transition to CD r16?~r25? with df (+2 +10) ** CD recovery depends on input ** r24 forward dash with df,n,f,n,f ** r17: cd3, cd1+2 ** r19: cd1 (i22~24), ws3 (i23~25) ** r25: cd2 (i19~20), cd4 (i24), ws4 (i19~20) ** Cannot buffer attack inputs or sidewalks during forward dash transition | |
| kazuya | f+4 | m | 20 | i19~20 | +4c | +7c | +31d | Spike |
| kazuya | df+3+4,1,2 | m,h, m, M,M | 7,9, 15, 14,25 | i18, i13~14, ,i20~21, i7~9 | -19 | +7a (-10) | * Balcony Break * Projectile * Combo from 3rd hit * Interrupt with i1 from 2nd block * 7 chip damage on block * +5a (-4) on wall hit | |
| kazuya | d+2 | sl | 8 | i11 | -4 | +7 | * +7c on crouching hit * High crush 4~ | |
| kazuya | db+2 | m | 23 | i18 | -4 | +7c | +27d | * Spike * Floor Break on CH |
| kazuya | b+3,1,4 | h, h, l | 15, 10, 10 | i18, ,i16 | -10c | +7 | ||
| kazuya | hFC.2 | sl | 8 | i11 | -4 | +7 | * +7c on crouching hit * High crush 1~ | |
| king | 2 | h | 10 | i10 | +1 | +7 | ||
| king | f+1+4 | m | 21 | i17~19 | +3 | +7 | * Chest attack, unparryable by Asuka, Nina, etc | |
| king | d+2 | sl | 8 | i11 | -4 | +7 | ||
| king | f,f,n,1+2 | m | 0 | i9 | +0 | +7s | +18s | * i10 startup with buffered input * Forces Standing on hit. * Allows follow up on CH. |
| kuma | df+4 | m | 15 | i12 | -4 | +7 | ||
| kuma | d+2 | sl | 8 | i11 | -4 | +7 | * +7c on crouching hit * High crush 4~ | |
| kuma | SIT.f | sp | N/A / i26~i31 Heat | +1~+6 / -6~-1 HBS | +7~+12 / 0~+5 HBS | * Alternative input: FC.3+4 or FDFA.f * Transition to ROL * Transition to HBS with input ROL.D or ROL.3+4 * Transition to FC with no input * Becomes special mid attack during Heat (Uses 120F of remaining Heat time) | ||
| kuma | hFC.1+2 | sp | i26~i31 | +1~+6 | +7~+12 | * Transition to ROL * Becomes SM projectile 5dmg attack during Heat (Consumes 120F of remaining Heat time) ** +14~+19 or -6~-1 HBS or +1~+6 FC on block ** +20~+25 or +0~+5 HBS or +7~+12 FC on hit * Can be done from Crouch Level 1 * Floating state 1~31 | ||
| kunimitsu | 1,2 | h, h | 5, 8 | i10, i12 | -3 | +7 | * Jail from 1st attack with 2f delay * Move can be delayed 2f | |
| kunimitsu | 3 | h | 17 | i16~17 | -7 | +7 | * Homing * Balcony Break (airborne) | |
| kunimitsu | d+2,1,2,1+2 | m, m, m, m | 11, 7, 7, 20 | i16, ,i23~24 | -13 | +7a | * Balcony Break * Jail from 1st block * Combo from 3rd CH * Hitstop 20f on hit | |
| kunimitsu | db+2 | M | 10 | i16~17 | -6 | +7 | * Weapon | |
| kunimitsu | b+1 | h | 8 | i17 | +1 | +7 | +12 | Can continue into db+3 up to 3 times (at 13,15,16f respectively) after up to 3 b+1 hits. |
| kunimitsu | BT.1+2 | m,m | 10,15 | i14 i10~11 | -2 | +7 | * Balcony Break (airborne) * Weapon | |
| kunimitsu | hFC.2 | sl | 8 | i11 | -4 | +7 | * High crush 1~ | |
| lars | 1+2 | m | 25 | i25 | -12 | +7d | * Spike * -7 on block and chip damage on successful attack absorption * Power crush 7~24 | |
| lars | f+4 | m | 12 | i17 | -9 | +7 | * Knee | |
| lars | DEN.2 | M | 17 | i17~19 | -7 | +7 | +62a | * Transition to Avalanche Flip on hit or CH with input UF (+9/+64a) * Jab evasion |
| law | 2,b+2 | h, h | 8, 8 | i10, i17 | -4 | +7 | * Elbow * Combos from 1st hit * Delay-able | |
| law | 4 | h | 15 | i13 | -9 | +7 | +7s | |
| law | f+3+4 | M | 20 | i25~26 | -2 | +7c | +49a | Alternate input DSS.f+3+4 * Low crush 11~ |
| law | d+2 | sl | 8 | i11 | -4 | +7 | Alternate input hFC.d+2 * High crush 4~ | |
| law | db+2 | m | 15 | i14 | -4 | +7 | * Elbow | |
| law | db+1+2 | m,h,m | 8,8,8 | i17 | -4 | +7 | * Transition to DSS ** Reduced input window for blue spark moves (input f+1_3_4 on frame 2 of DSS only) | |
| law | b+1+3 | +7 | * Transition to DSS on successful parry with F to be +20g (i14? guaranteed followups) * Parry state 5?~11? | |||||
| law | f,F+3 | M | 30 | i23~26 | +0c | +7d | * Spike * 6 chip damage * Low crush 11~26 * Floating state 27~29 | |
| law | ss3 | l | 17 | i18 | -13 | +7 | +16c | * Transition to DSS on hit |
| law | DSS.1 | h | 14 | i12 | +3 | +7 | +17c | * 4 chip damage on block * Transition to DSS |
| law | hFC.2 | sl | 8 | i11 | -4 | +7 | Alternate input d+2 * High crush 4~ | |
| lee | 1,2 | h, h | 5, 9 | i10, i12 | -3 | +7 | * Transition to MS r21 with F (-2/+8) * Jail from 1st block with 4F delay * Combo from 1st hit with 4F delay | |
| lee | 2 | h | 10 | i10 | +1 | +7 | ||
| lee | 3 | m | 16 | i14 | -8 | +7 | * Transition to HMS r27 with 4 (-8/+7) ** Cancel to r10 standing or FC with b_db_d_df (Cannot block i18) ** Cancel to r1 standing or r7 FC with u_d~d_db_d_df | |
| lee | db+2 | sl | 8 | i11 | -4 | +7 | Alternate input FC.2 * High crush | |
| lee | b+4 | m | 20 | i20 | -3 | +7c | +64a | * Floor Break * Spike * Transition to -2, +8c, +65a HMS with 3 * +18d on crouching opponent |
| lee | ws1 | m | 12 | i13~14 | -2 | +7 | * Transition to HMS | |
| lee | FC.2 | sl | 5 | i11 | -4 | +7 | * Alternate input db+2 * High crush | |
| leo | f+2,4 | h, h | 14, 16 | i14~16, i22~23 | -1~0 | +7 | * Combo from 1st hit with 7F delay * Jail from 1st block with no delay * Enter r20 CD -1 +7 with df * Move can be delayed by 10F * Input can be delayed by 12F | |
| leo | df+1 | m | 13 | i13~14 | -1~0 | +7 | ||
| leo | db+1+2 | m | 17 | i21~23 | -9~-7 | +7 | * Enter BOK -12 +4 with d | |
| leo | b+2,1 | m, h | 11, 11 | i14, i22~23 | -4~-3 | +7 | * Combo from 1st hit * Move cannot be interrupted | |
| leo | hFC.2 | sl | 8 | i11 | -4 | +7 | ||
| leroy | 1,2 | h, h | 5, 9 | i10, i12 | -3 | +7 | Jails | |
| leroy | 2,2 | h, h | 10, 20 | i12, i25~26 | -7~-6 | +7~+8 | * Elbow * chip damage on block | |
| leroy | 1+2,1+2 | h,h,h, h,h,h | 9, 9 | i14, i9 | -2 | 7 | * Power up during Heat (partially uses remaining Heat time) * Combo from 1st hit * jails | |
| leroy | 1+2,1+2,1 | h,h,h, h,h,h, m | 9, 9, 20 | i14, ,i17~18 | -17~-16 | +7a(-2)~+8a(-1) | * Heat Engager * Heat Dash +5, +43d (+35) * Balcony Break * Elbow * Combo from 1st hit * Delayable * jails | |
| leroy | f+3 | m | 14 | i14~15 | -7~-6 | +7~+8 | * Knee * Alternative input: ws3 | |
| leroy | df+4,3 | m, m | 14, 14 | i13, i20~21 | -9 | +7 | +37d (+29) | * Knee * Combo from 1st hit CH with 7F delay * Move can be delayed by 3F * Input can be delayed by 7F * Interrupt with i3 from 1st block |
| leroy | b+3+4 | M,th | 21,25 | i18~19 | -8 | +7 | * Balcony Break * Shifts to throw on airborne hit (+0d) | |
| leroy | HRM.4 | M | 13 | i11~12 | -7~-6 | +7~+8 | Transition to HRM | |
| leroy | HRM.1+2,1 | m,h,h,h, m | 3,3,3,3, 20 | i14, i5, i5, i5, i17~18 | -17 | +7a(-2) | * Heat Engager * Heat Dash +5, +43d (+35) * Balcony Break * Elbow * Jail from 1st block with 11F delay * Combo from 1st hit with 11F delay * Move can be delayed by 10F * Input can be delayed by 11F | |
| leroy | HRM.b+1 | M | 21 | i20~22 | +4 | +7c | +52a | 6 chip damage on block |
| lidia | 3 | h | 9 | i15 | -9 | +7 | ||
| lidia | db+2 | m | 14 | i16~17 | -7 | +7 | ||
| lidia | db+3 | L | 17 | i16~17 | -11 | +7 | * Homing * Clean hit adds 3 damage * Transition to HRS on hit or block only * Transition to attack throw on CH * HRS transition is -19 | |
| lidia | ws4 | m | 13 | i11~12 | -4 | +7 | ||
| lidia | hFC.2 | sl | 8 | i11 | -4 | +7 | * High crush 1~ | |
| lili | 4 | h | 16 | i12 | -4 | +7 | ||
| lili | f+4 | m | 23 | i17 | -9 | +7 | +57a | * Tornado * Balcony Break (airborne) * Wall Crush +19g on hit * Hit vs BT +12a (+3) |
| lili | db+2 | sl | 8 | i11 | -4 | +7 | * High crush 4~ | |
| lili | b+2,1 | h, m | 15, 13 | i13, i20~21 | -4 | +7 | +9 | * Elbow * Combo from 1st hit with 10f delay * Move cannot be interrupted * Move can be delayed 12f * Enter BT -4 +7 +9 r22 with B * Enter DEW -4 +7 +9 r22 with F |
| lili | FC.2 | sl | 8 | i11 | -4 | +7 | * High crush 1~ | |
| lili | BT.3+4 | M | 24 | i29~32 | +2~+5 | +7c~+10c | * Spike * Chip on block [9] * Evasive, can jump over some mids * Low crush 5~31 * Floating state 32~34 | |
| miary-zo | b+3,4,2 | m, h, h | 9, 13, 19 | i16~17, ,i28~29 | -13 | +7a (-2) | * Strong Aerial Tailspin * Balcony Break * Enter MOR -1 +19a (+10) r30 with F * Interrupt with i6 from 1st block * Chip damage on block | |
| miary-zo | f,F+2 | m | 14 | i15~16 | -9 | +7 | ||
| miary-zo | ws1 | m | 12 | i13~14 | -8 | +7 | ||
| miary-zo | ws3 | m | 20 | i20 | +4 | +7c | +54a | * Spike * Hit vs BT +14d |
| miary-zo | ws4 | m | 15 | i11~12 | -4 | +7 | ||
| nina | 2 | h | 10 | i10 | +1 | +7 | ||
| nina | 4 | h | 15 | i11 | -9 | +7 | +7s | |
| nina | df+4 | m | 15 | i12 | -4 | +7 | ||
| nina | b+1,4 | h, M | 10, 22 | i12~13, i28~29 | -12 | +7 | +71a (+55) | * Tornado * Combo from 1st hit with 1f delay * Interrupt with i9 from 1st block * Whiffs vs SSR from 1st block * Can hit grounded when off-axis |
| nina | ws4 | m | 15 | i11~12 | -4 | +7 | ||
| nina | hFC.2 | sl | 8 | i11 | -4 | +7 | * +7c on crouching hit * High crush 1~ | |
| nina | CHD.2 | t | 8 (13) | +0d | +7 | * Throw break 2 * Power up with 4,2,1+2 (+5 damage) | ||
| panda | H.uf+3+4 | m | 21 (8) | i16~17 | +12g | +7a | * Alternate input: H.ROL.uf+3+4 * Uses 240F of remaining heat time * Transition to SIT (cannot cancel) * Low crush 9? | |
| panda | df+4 | m | 15 | i12 | -4 | +7 | ||
| panda | d+2 | sl | 8 | i11 | -4 | +7 | * +7c on crouching hit * High crush 4~ | |
| panda | HBS.f,f | sp | N/A / i26~i31 Heat | +1~+6 / -6~-1 HBS | +7~+12 / 0~+5 HBS | * Transition to ROL * Becomes Special Mid attack during Heat (partially uses remaining Heat time) | ||
| panda | SIT.f | sp | N/A / i26~i31 Heat | +1~+6 / -6~-1 HBS | +7~+12 / 0~+5 HBS | * Alternative input: FC.3+4 or FDFA.f * Transition to ROL * Transition to HBS with input ROL.D or ROL.3+4 * Becomes special mid attack during Heat (partially uses remaining Heat time) | ||
| panda | hFC.1+2 | sp | i26~i31 | +1~+6 | +7~+12 | * Transition to ROL * Becomes SM projectile 5dmg attack during Heat (Consumes 120F of remaining Heat time) ** +14~+19 or -6~-1 HBS or +1~+6 FC on block ** +20~+25 or +0~+5 HBS or +7~+12 FC on hit * Can be done from Crouch Level 1 * Floating state 1~31 | ||
| paul | 3,2 | m, h | 14, 17 | i15~16, i23 | -3 | +7 | +50a | * Move can be delayed 4f * Input can be delayed 5f * Combo from 1st hit with 5f delay * Interrupt with i5 from 1st block * Transition to t60 r19 SWA +4 +14g +57a at 43f with b |
| paul | 4 | h | 17 | i12 | -7 | +7 | +32d | * Balcony Break (CH only) |
| paul | d+2 | sl | 8 | i11 | -4 | +7 | * cs1~ from 6f d/db/df input hold * OTG.d+2 when opponent is downed * High crush | |
| raven | 1,2 | h, h | 5, 12 | i10, i12 | -3 | +7 | * Jail from 1st attack with 2f delay * Transition to r22 SZN with 3+4 or D (-4/+6) | |
| raven | 4,1 | h, h | 16, 13 | i12~13, i19~20 | -3~-2 | +7~+8 | * Combo from 1st hit * Jail from 1st block | |
| raven | d+2 | sl | 8 | i11 | -4 | +7 | * High crush 4~ | |
| raven | ws4 | m | 18 | i11~12 | -7~-6 | +7~+8 | ||
| raven | ws3+4 | m | 20 | i16~18 | -12 | +7~+9 | * Heat Engager * Homing * Balcony Break * Heat Dash +5, +43d (+35) * Cancel to r19 BT with B | |
| raven | FC.2 | sl | 8 | i11 | -4 | +7 | * High crush 1~ | |
| raven | BT.2 | h | 9 | i10 | +0 | +7 | ||
| raven | SZN.2 | m,sm | 20,10 | i18, i23~24 | -9 | +7a (-2) | * Heat Engager * Heat Dash +36a (+26) on hit * Balcony Break * Transition to second hit on hit | |
| reina | 2 | h | 5 | i12 | -4 | +7 | ||
| reina | f+1+2 | m | 22 | i32 | -11 | +7 | * Wall Crush +19g on hit * Transition to SSH r20 with 3_uf_uf+3_uf+4 * High crush 6~17 | |
| reina | df+1,1 | m, h | 8, 10 | i13~14, i20 | -4 | +7 | * Combo from 1st hit with 4F delay * Move can be delayed by 5F * Input can be delayed by 7F | |
| reina | df+4 | m | 14 | i15 | -4 | +7 | ||
| reina | SEN.3 | h | 22 | i12~13 | +1 | +7 | * Homing * Heat Engager * Heat Dash +5, +43d (+35) * Deals chip damage on block | |
| reina | WRA.4 | M,M | 6,8 | i17~18,i13 | -10 | +7c | * Spike ** on 2nd hit * Combo from 1st CH * Both hits jail on block | |
| shaheen | FC.df,d,DF+3 | L | 17 | i16~20 | -23a | +7a | * Transitions to SNK on hit * Low crush | |
| steve | FLK.1 | h | 14 | i12 | -4 | +7 | * Transition to r18? FLK with b (-1/+10/+10) * Transition to r1? ALB with 3+4 with 2?F delay (+17g/+28g/+28) * r18? FLK FC cancel? | |
| steve | FLK.2 | m | 21 | i18~19 | -5c | +7d | +42a | * Spike * 6 chip damage on block |
| steve | LWV.1,f+1,1 | m, m, h | 14, 9, 8 | i14, ,i16 | +3 | +7 | +68a | * Combo from 1st or 2nd hit * Transition to r14? FLK with b (+4/+8/+69a) * r14? FLK FC cancel? * Move cannot be interrupted |
| steve | PAB.d+2 | l | 25 | i28~29 | -12 | +7 | +32a | * Cancel into FC with DB * High crush 6~ |
| victor | df+1,1 | m, h,h | 10, 7,7 | i13~14, i20, i14 | -4 | +7 | * Weapon * Combo from 1st hit * Interrupt with i1 from 1st block | |
| victor | db+2 | sl | 8 | i11 | -4 | +7 | * High crush 4 | |
| victor | uf+2 | m | 15 | i19~20 | -9 | +7 | * Homing * Weapon | |
| victor | PRF.2,2,1+2 | m, m, m | 9, 13, 31 | i12~13, ,i12 | -13 | +7d | * Weapon * Combo from 2nd CH | |
| xiaoyu | 1,2 | h, h | 5, 8 | i10, i11 | -3 | +7 | * Combo from 1st hit with 4F delay * Jail from 1st block with 4F delay | |
| xiaoyu | 2,1 | h, m | 8, 10 | i10, i19 | -4 | +7 | * Combo from 1st CH * Jail from 1st block * Transition to standing by holding any direction (-4, +7) | |
| xiaoyu | f+3,1,1+2 | M, m, m,M | 14, 8, 6,20 | i16~18, ,i16~18 i5~6 | -12 | +7c | * Spike * Combo from 2nd CH * Jail from 2nd block with ?F delay | |
| xiaoyu | df+2 | m | 15 | i14 | -6 | +7 | * | |
| xiaoyu | df+4 | m | 12 | i12 | -4 | +7 | * | |
| xiaoyu | d+2 | sl | 8 | i11 | -4 | +7 | * Alternate input FC.2 * High crush 4~ | |
| xiaoyu | uf+2 | m | 23 | i26~27 | +6 | +7c | +49a | * Spike * Transition to standing with F (+4, +5c, +47a) * Alternate input u+2 * Chip on block [6] * Low crush 9~ |
| xiaoyu | f,F+1 | m | 13 | i15 | -11 | +7c | * Spike * Transition to AOP with D (-5, +13c) | |
| xiaoyu | f,F+1+2,1+2 | m, m | 12, 20 | i14~16, i19~20 | -8 | +7c | +43a | * Spike * Combo from 1st hit with 8F delay * Jail from 1st block with no delay * Move can be delayed by 14F * Input can be delayed by 16F |
| xiaoyu | ws2 | m | 17 | i13~14 | -3 | +7 | +38a (+28) | * Transition to r22 standing by holding down any direction (-4, +6, +37a (+27)) |
| xiaoyu | ws1+2,1+2 | m, m | 12, 20 | i14~16, i19~20 | -8 | +7c | +43a | * Spike * Combo from 1st hit with 8F delay * Jail from 1st block with no delay * Move can be delayed by 14F * Input can be delayed by 16F |
| xiaoyu | AOP.uf+3,1 | m, m | 14, 22 (15) | i15~17, i24~25 | -4 | +7c~+8c | * Spike * Airborne combo from 1st hit with 5F delay (+9a) * Interrupt with i8 from 1st block * Low crush 1~19 * Floating state 20~22 * High crush 27~47 | |
| xiaoyu | BT.d+3 | L | 12 | i16 | -12 | +7c | * | |
| xiaoyu | HYP.3 | L | 17 | i20 | -13 | +7c | * Homing * Powered UpBased on the number of steps taken in HYP:HYP.3 damage increases and becomes more plus on hit. See the charts in th HYP section for more details. up when in Heat or based on the number of steps taken. * Consumes 600F of heat timer during heat * High crush 6~30 | |
| xiaoyu | hFC.2 | sl | 8 | i11 | -4 | +7 | * High crush 1~34 | |
| xiaoyu | hFC.3,2 | L, h | 11, 6 | i15~17, i18 | +0 | +7 | * Combo from 1st hit CH * Interrupt with i3 from 1st block * Whiffs vs SSL, SWL from 1st block | |
| yoshimitsu | d+2,2 | M, m | 12, 15 | i16~17, i22~23 | -12 | +7g | +28a (+22) | * Weapon * Combo from 1st hit with 13f delay * Input can be delayed 16f * Move can be delayed 10f * In 1SS Enter NSS r31 with B |
| yoshimitsu | b+1 | h | 8 | i17 | +1 | +7 | +12 | Can transition to Spinning Evade with b+3 or b+4 |
| yoshimitsu | ws2 | m | 13 | i15~16 | -4 | +7 | Balcony Break (airborne) | |
| yoshimitsu | KIN.1,1 | m, m,m | 10, 5,15 | i17, i23~24 i14~15 | -9 | +7c | * Floor Break * Weapon * Combo from 1st hit with 2f delay * Power up in NSS or Heat | |
| zafina | 1,3 | h, h | 5, 14 | i10, i17~18 | -2 | +7 | * Combo from 1st hit with 3f delay * Jail from 1st attack with 1f delay * Move can be delayed 2f * Cancel SCR transition -8 +1 t55 r26 with B | |
| zafina | df+1 | m | 10 | i13~14 | -5 | +7 | ||
| zafina | df+1,2,1 | m, m, m | 10, 16, 16 | i13~14, ,i25 | -12 | +7 | * Combo from 2nd hit CH with 12f delay * Interrupt with i1 from 2nd block * Transition to standing with B (-12/+4) | |
| zafina | df+1,4 | m, h | 10, 18 | i13~14, i19~20 | -6 | +7 | * Balcony Break on airborne hit * Combo from 1st hit * Interrupt with i1 from 1st block | |
| zafina | db+2,1 | m, m | 17, 16 | i13~14, i25 | -12 | +7 | * Combo from 1st CH with 12f delay * Interrupt with i1 from 1st block * Transition to standing with B (-12/+4) | |
| zafina | SCR.1,4 | h, m | 12, 18 | i10~11, i22 | -6 | +7 | +32a | * Spike * Combo from 1st hit * Interrupt with i3 from 1st block * Unparryable with traditional kick parries |
| zafina | SCR.2 | m | 17 | i14 | -7 | +7 | ||
| zafina | SCR.df+4 | L | 17 | i19~20 | -14 | +7c | +37a | * High crush 6~ |
| zafina | Left Throw | t | 40 | -3 | +7d | * Throw break 1 * Side switch on hit | ||
| alisa | 1 | h | 5 | i10 | +1 | +8 | Recovers 2f faster on hit or block (t27 r17) | |
| alisa | 1,2 | h, h | 5, 10 | i10, i12 | -3 | +8 | Jail from 1st attack with 4f delay | |
| alisa | f+3,1+2 | h, m | 10, 25 | i14~15, i24~25 | -13 | +8 | * Balcony Break * Weapon * Combo from 1st hit * Interrupt with i5 from 1st block * 7 chip damage on block * 12 chip damage on block in heat * Hit vs BT +15a (+6) | |
| alisa | df+1,1 | m, h | 10, 20 | i13, i30~31 | +1 | +8 | * Balcony Break (airborne) * Combo from 1st CH with 2f delay * Interrupt with i12 from 1st block * Move cannot be delayed | |
| alisa | df+1,1,2 | m, h, h | 10, 20, 28 | i13, ,i22~25 | +6 | +8 | * Weapon * Combo from 2nd hit * 2 chip damage on block * 8 chip damage on block in heat | |
| alisa | d+3 | L | 17 | i23~32 | -10~-1 | +8c~+17c | +32a | FC recovery transition is -19~-10/-1c~+8c * Low crush 9~23 * Floating state 24~26 |
| alisa | b+1 | m | 15 | i15~16 | -5 | +8 | * High crush 12~ | |
| alisa | b+1+2 | m | 25 | i19~20 | -13 | +8 | * Balcony Break * Weapon * 7 chip damage on block * 12 chip damage on block in Heat * 10 chip damage and -9 block advantage on attack absorption ** 12 chip damage in Heat * Power crush 7~18 | |
| alisa | ub+1 | m,M | 9,9 | i19 i1~2 | -7 | +8c | +33d | * Floor Break * Weapon * 2 chip damage on block |
| alisa | SS.4,1+2 | L, h,h,h,m | 16, 5,5,5,5 | i24~25, i18~19 i3~5 i5~7 i4~5 | -10 | +8 | * Spike * Combo from 1st CH * Low crush 15~34 * Floating state 35~37 | |
| alisa | SBT.1+2 | h! | 20 | i27~28 | +8 | * Balcony Break * Weapon * Low crush 26~53 | ||
| anna | 1 | h | 5 | i10 | +1 | +8 | Recovers 2f faster on hit or block (t27 r17) | |
| anna | 1,2 | h, h | 5, 8 | i10, i10 | -3 | +8 | * Jail from 1st attack with 4f delay * Enter HAM +0 +11 r19 with F | |
| anna | 2,3 | h, m | 10, 14 | i10, i19~20 | -3 | +8 | +12 | * Jail from 1st block with no delay * Combo from 1st hit with 2f delay * Move can be delayed 2f |
| anna | 4,2,1+2 | h, h, m | 15, 12, 21 | i11, ,i27 | -15 | +8a (-1) | +28d (+20) | * Tornado * Balcony Break * Combo from 2nd hit * Airborne combo from 1st CH * Interrupt with i1 |
| anna | db+2 | m | 17 | i15~16 | -9 | +8g | +36a | * Strong Aerial Tailspin * Transition to TOM r31 on hit automatically * +13a (+4) on BT hit |
| anna | ws3 | m | 20 | i11~12 | -3 | +8 | +12 | |
| anna | SS.3 | M | 23 | i21~23 | +4c | +8c | +25d | * Spike * Sidestep adds minimum 9f, effective startup i30~32 |
| anna | CJM.1+2 | M | 23 | i17~18 | +2c | +8c | +23d | * Spike * 4 chip damage on block |
| armor-king | 1 | h | 5 | i10 | +1 | +8 | Recovers 2f faster on hit or block (t27 r17) |