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All Characters Tekken 8 Frame Data

CharCommandHit levelDamageStartupBlockHitCounter hitNotes
leof+2h14i14~160~+2+6
leodf+3m22i17~19-9~-7+6a (-3)+27a (-9)
* Homing
* Balcony Break
leodb+1sl6i10-5+6
* High crush 4~
leoLTG.db+4,1,1+2L, m, m11, 27, 20i20~22, ,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
leoub+3M26i24~27+0c~+3c+6c+53a
* Low crush 9~
leouf+1h8i13-1+6
leows3,1,2M, m, h9, 9, 20i13~14, ,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
leohFC.1sl5i10-5+6
* Transition to standing r24 with f at frame 25
* +6c on crouching hit
* High crush 1~
leroydf+2m7i15~16-6+6
leroydf+3,1m, h14, 12i16, i16~17+0+6
* Combo from 1st hit
* Leads to 10-hit string
leroydf+4m14i13-6+6
Transition to HRM
leroyd+1sl5i10-5+6
* High crush
leroyd+1+2m21i17~18-4~-3+6c
* Heat Engager
* Heat Dash +5, +67a (+50)
lidiadf+4m12i15-4+6
lidiad+1m20i19~20-7c+6c+21d
Spike
lidiadb+1sl5i10-5+6
Transition to standing r24 with f
lidiab+2,3h, m14, 14i13, i22-10+6+63a
* Knee
* Combo from 1st hit with 7f delay
* Input 3 on frames 12~14 to add 3 damage
lidiab+4h21i16-3+6+31a
* Homing
* Balcony break on airborne or CH
lidiaOTG.d+1+2L24i18~19-13+6c
* Spike
* Power up based on Heaven and Earth level
* Regain recoverable health
lidiahFC.1sl5i10-5+6
* Transition to r25? with f
* Transition input can be delayed 16f
* High crush 1~
lili1,1,3h, h, M5, 16, 17i10, ,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
lilidb+1sl5i10-5+6
Transition to standing r24 with f
* High crush 4~
liliu+3+4M18i36~39-8~-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
liliFC.1sl5i10-5+6
* Transition to r24 with f
* High crush 1~
miary-zo4,4h, h12, 20i12, 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-zof+1+2,1+2,3+4m,m, m,m,m, m,m3,3, 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-zodf+1,4m, m10, 17i13, 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-zodb+2,4m, m10, 17i15, 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-zou+4m17i16~17-13+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-zouf+2,4h, m14, 20i17, 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-zouf+3h,h,m6,6,12i18~19 i9~10 i9~10-7+6
* Balcony Break (airborne)
* Weapon
* Low crush 9~38
* Floating state 39~41
miary-zof,F+3m19i20~21-9+6
* Strong Aerial Tailspin
* Homing
* Balcony Break (airborne)
miary-zoMOR.1,4m, m14, 20i13, 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-zoMOR.4,3L, h10, 14i17, i22~23-13+6
* Balcony Break (airborne)
* Combo from 1st hit
* -36 from 1st block
ninad+4,1l, h6, 10i12, 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?
ninab+3m10i18-6+6c
Spike
ninab+3+4h16i14~15-5+6
* Has good left sidestep tracking
ninaSS.4L14i20-14+6c
Sidestep adds minimum 9f, effective startup i29
* High crush 6~39
ninaqcf+4m15i14-8+6s
Knee
ninahFC.1sl5i10-5+6
* Transition to standing r24 with f at frame 25
* +6c on crouching hit
* High crush 1~
ninaqcb,B+1+3t15i12+6c
* Unbreakable
* qcb,B+2+4
panda2h10i10-1+6
pandaf+3+4L20i28~30-23+6a
* Unparryable (bug?)
* High crush 6~70
pandad+1sl5i10-5+6
* Transition to standing r24 with f at frame 25
* +6c on crouching hit
* High crush 4~
pandadb+4l20i21~22-23+6+74a (+58)
* Tornado
* High crush 6~
pandab+2,2m, m12, 15i15, i25-10+6
Combos from 1st hit CH
pandau+1+2m24i18~23-8 / -7 HBS+6 / +7 HBS+8a / +9a
* Transition to HBS with input D or 3+4
* Low crush
pandaws1,2m, m13, 20i13~15, 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
pandaSS.1+2m23i22~23-3+6c
* 9 chip damage
* Transition to +12 +3 HBS with D
pandaFDFA.1+2l10i14~16-12+6+6
* Transition to HBS
* Move is airborne, requires strong parry
pandaFUFA.1+2m15i17~19-2 (-2)+6 (+6)+6 (+6)
* Transition to HBS (Cannot cancel)
pandaSIT.1,1l, l15, 13i21~22, i25~26-12+6
Combo from 1st CH
paul2h8i10+0+6
paulf+4m24i22-5+6
* Heat Engager
* Heat Dash +43d (+35)
* Homing
* Low crush 9~22
pauldf+3,4m, m14, 17i16, 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
pauldb+1sl5i10-5+6
* Transition to r24 standing with f
* High crush
paulws3M16i13~14-8+6
* Knee
paulDPD.df+2m10i14-10+6
* Balcony Break
* Effective minimum startup 24f
paulqcb+3,2L, m14, 20i18~19, i27~28-10+6
* Combo from 1st CH +20d (+13)
paulb+1+4t40i11-2+6d FUFA
* Throw break 1
* Side switch
* Transition to BT on hit
ravenf+2,3m, M10, 13i15~16, 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
ravendf+1,4m, sm13, 25i14~15, 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
ravenH.df+1,4m, sm,sm13, 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
ravendf+4,4m, M15, 16i15~16, i22~25-14~-13+6a
* Balcony Break
* Combo from 1st hit with 7f delay
* Input can be delayed 9f
* Move can be delayed 8f
ravend+1sl5i10-5+6
* Can recover standing with f
* High crush 4~
ravenb+2,2h, m12, 17i15~17, 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
ravenb+4,4m, m13, 20i14~15, i17~19-8~-6+6c~+8c
* Spike
* Combo from 1st hit
* Jail from 1st block
ravenb+4,B+4~3,3+4m, L, m13, 11, 15i14~15, ,i26~30-25~-21+6a
* Combo from 2nd hit with 4f delay
* Interrupt with i6
* Input can be delayed 7f
ravenu+3h23i27~28+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
ravenuf+3+4,3+4m, m17, 15i23~25, i20~24-25~-21+6a
* Interrupt with i3
* Can be performed during CD (Shadow Sprint)
ravenf,f,F+3m20i22~24+4~+6+6a
* Floor Break
* 6 chip damage on block
* Low crush 14~34
* Floating state 35~37
ravenFC.1sl5i10-5+6
Can recover standing with f
* High crush 1~
ravenBT.b+2m14i16~17-2~-1+6~+7
* Elbow
ravenBT.d+1sl5i10-5+6
* High crush 1~
ravenBT.f+1m18i16-8+6
* Balcony Break
* Transitions to throw on hit only
* Opponent recovers BT on hit
ravenBT.f+2m13i17~18-5~-4+6~+7
ravenBT.f+3m17i13~14-5~-4+6+14
* Knee
* Transition to r45 BT at -8/+3/+11 with input B
ravenSZN.1,4h, sm12, 25i14~15, i18~27-13+6c
* Spike
* Balcony Break
* Combo from 1st hit
* Available only on hit or block
* Forces tech backroll on hit
ravenH.SZN.1,4h, sm,sm12, 25,30i14~15, 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
reina2,2,2h, h, m5, 5, 21i12, ,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
reinadf+4,2m, m14, 10i15, i18-8+6
* Transition to WRA r28 with D (-6/+8)
* Combo from 1st hit
reinad+1sl5i10-5+6
* Transition to standing r24 with f
* +6c on crouching hit
* High crush 4~
reinab+1h14i18-4+6
shaheen2h10i10+0+6
shaheenf+3m17i20-5+6+13c
* Good right sidestep tracking
* Transition to SNK (-3/+8/+15c) with DF
* Low crush 13~
shaheendb+1sl5i10-5+6
* Transition to standing r24 with f at frame 25
* +6c on crouching hit
* High crush 4~
shaheenb+1m20i19~20+0c+6c
* Heat Engager
* Heat Dash +67a (+50)
* Transition to +0c, +6c FC with D
shaheenSNK.df+1m12i15~16-5+6
* Good left sidestep tracking
steve2,1h, h12, 14i12, 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?
steve2,2h, m12, 17i12, i22~24-14+6
* Tornado
* Combo from 1st hit
* Interrupt with i2 from 1st block
stevedf+2m10i16~17-11+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?
stevedb+1sl5i10-5+6
* Transition to standing with f
* High crush 4~
victorH.db+1+2m30i28~29+6+6a (-4)
* Weapon
* Transition to IAI
* 9 chip damage on block
* Consumes 270F of remaining Heat time
victord+1,1L, h7, 15i16, i18-7+6
* Weapon
* Combo from 1st CH
* Jail on 1st hit
* -26 on 1st block
victorws2m15i14~15-8+6+35a (+25)
* Weapon
victorws3h16i14~15-14+6
xiaoyu2h8i10-2+6
*
xiaoyub+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)
xiaoyuf,F+2m12i15-5+6
*
xiaoyuf,F+3M12i14~15-5+6+12
*
xiaoyuws3m22i22~23+3+6c+51a
* Transition to FC +3 +6c with D
xiaoyuAOP.1m11i18-5+6
* Transition to HYP r21 with B (-2/+9)
* +6c on crouching hit
xiaoyuBT.2h9i12+0+6
* Transition to BT
xiaoyuBT.2,1h, h9, 8i12, i14-1+6+10
* Transition to HYP r41 with B (-2, +5)
* Combo from 1st hit
* Jail from 1st block
xiaoyuBT.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
xiaoyuhFC.1sl5i10-5+6
* High crush 1~34
xiaoyuhFC.3,2,1L, h, h11, 6, 6i15~17, ,i14-1+6+10
* Transition to HYP with B (-2, +5)
* Combo from 2nd hit
* Jail from 2nd block with ?F delay
yoshimitsuf+2,db+2h, m18, 8i17~18, i15-5+6
* Input can be delayed 2f
* Move cannot be delayed
* Leads to db+2 extensions
yoshimitsudf+1,2,db+2m, h, m14, 16, 8i13, ,i15-5+6
* Jail from 2nd block
* Leads to db+2 extensions
yoshimitsudf+2+3m18i17~18-13+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
yoshimitsudb+2m8i15-5+6
yoshimitsuuf+2L25i35~36-16+6g+25a
* Weapon
* Cancel to r47 FC with D on frame 27
* Low crush 10~29
* Floating state 30~32
yoshimitsuf,n,d,df+2m20i14~15-13+6g+58a (+38)
* Balcony Break
* Weapon
* Can be buffered
* Can be performed in FC
* High crush 6~14
yoshimitsuws1,1,1,1m, h, h, m12, 12, 12, 25i13~14, ,i25~26+0c+6c
* Floor Break
* Combos from 3rd CH with 5f delay
* Input can be delayed 12f
yoshimitsuws1,2,db+2m, h, m12, 18, 8i13~14, ,i15-5+6
Leads to db+2 extensions
yoshimitsuDGF.3L18i22~23-13+6c+28a
Airborne attack, can't be low parried
* Low crush 1~18
yoshimitsuKIN.b+1+2m!25i46+6a
* Weapon
* Backswing blow
* Unavailable in NSS
* Move is delayed by 5f
yoshimitsuNSS.db+1sl5i10-5+6
* Transition to standing r24 with f at frame 25
* +6c on crouching hit
* High crush 4~
yoshimitsuhFC.1sl5i10-5+6
* Transition to r24 with f
* Transition input can be delayed 16f
* High crush 1~
zafinaf,F+4m16i17~19-8+6
* Homing
*
zafinaFC.d+1sl5i10-5+6
* Transition to r24 with f
* Transition input can be delayed 16f
* High crush 1~
alisaf+2m12i17~18-4+7
* Enter DES with 1+2
alisaub+4m10i18-9+7
* Low crush 9~31
* Floating state 32~34
alisaub+4,1,1,2,1m, m, m, h, h10, 12, 9, 5, 5i18, ,i35~36-9+7
* Balcony Break (airborne)
alisaFC.d+2sl8i11-4+7
* High crush 1~
anna4h15i11-9+7+7s
annadf+3,1m, h13, 10i14, 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
annad+2m17i16~17+1c+7c+24d
* Spike
annauf+1h6i13-4+7
annauf+1,3h, m6, 17i13, 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
annaCJM.1h17i11~12+0+7+14
annaCJM.d+3,3L, h8, 20i15, i21-7+7
* Combo from 1st hit
* -31 from 1st block
armor-king2h10i10+1+7
armor-king2,1h, m10, 15i10, i23~24-3+7
* Combo from 1st hit
* Interrupt with i3 from 1st block
* t53 r19 on hit
armor-kingf+3m9i15~16-9+7
armor-kingf+4M21i23~25+3c+7c+12c
Spike
armor-kingdf+1m12i13~14-3+7
* Recovers 1F faster on hit (t33 r19)
* Jab evasion?
armor-kingdf+4m15i12-4+7
armor-kingd+2,4,3m, M, M17, 13, 20i17~18, ,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-kingdb+2,4m, h12, 20i14, 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-kinghFC.2sl8i11-4+7
* +7c on crouching hit
* High crush 1~
asuka4h18i11-9+7+32a
Balcony Break (CH)
asukaSS.4h18i17~21-6~-2+7~+11+30a
asukahFC.2sl8i11-4+7
* High crush 1~
asukaBack throwt50+7d
* Unbreakable
* Side switch on hit
* Opponent recovers FDFA on hit
azucenad+1m20i20~21+4+7c+44a
* Spike
* Elbow
azucenadb+2sl8i11-4+7
* High crush 4~
azucenauf+1h18i18~19-9+7 +15w
* Wall Crush +15g on hit
* Balcony break on airborne hit
* Punch Sabaki, parries high or mid punches
* Parry state 3~10
azucenaFC.d+2sl8i11-4+7
* High crush 1~
azucena(Back to wall).b,b,UBm25i27~33+1~+7+7a (-3)
Balcony Break
* Floating state 5~13
* is8~13
* Low crush 14~36
* Floating state 37~62
bobH.df+3+4L20i21-13+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
bob1,2h, h5, 10i10, i13-3+7
* Jail from 1st block with 3F delay
* Combo from 1st hit with 3F delay
bobd+1M18i18~19-8+7c+12d
* Spike
* Recovers 4F faster on hit or block (t46 r27)
bobb+1,2m, m15, 16i18~19, i23~24-8+7
* Combo from 1st hit
* Jails attack inputs from 1st block (cannot CH)
bobb+2,1m, m12, 23i13~14, 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
bobu+3M20i22~23+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
bobb,B+1+4m!60i72~74+7d
* Spike
* 20f timestop on hit
* Cancel to r47 FC with DB at frame 42
* Low crush 51~69
* Floating state 70~72
bobf,n,d,DF+4,1+2L, m16, 25 (17)i18~19, i25-17+7a (+6) / +2d
* Balcony Break
* Airborne combo from 1st hit (+7a (+6))
bobhFC.2sl8i11-4+7
* +7c on crouching hit
* High crush 1~
bryan1,4,3,3h, h, m, h5, 14, 15, 18i10, ,i23-7+7+14a
* Combo from 3rd CH
* Interrupt with i3 from 3rd block
bryan2h10i10+1+7
bryan3m14i16-4+7
bryan4,1h, h15, 15i12, i23~24-1+7
* Combo from 1st hit
* Interrupt with i3 from 1st block
* Transition to +8 +0 r15 SWA with B
bryanb+1m21i20~21+4+7c+78a (+58)
* Spike
* Elbow
bryanb+3,2m, h12, 12i19, i16-4+7
* Combo from 1st CH
* Interrupt with i5 from 1st block
* Whiffs vs SSR from 1st block
bryanb+1+4m26i28-9+7c
Spike
bryanb+1+4*m!45i53+7a
Spike
bryanSNE.FC.df+3l24i20-13+7+25a
* Balcony Break
* Consumes SNE
* Unparryable
claudiof+2,1,1+2h, m, m9, 12, 25i12, ,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
claudiodf+1m10i15~16-4+7
* Cannot be sidestepped or sidewalked right?
claudiod+1+2m28i13~14-18+7a (-2)
* Balcony Break
* Shoulder
claudiodb+2sl8i11-4+7
* +7c on crouching hit
* High crush 4~
claudiob+3m14i13-4+7
* Knee
* Completely homing to SSL/SSR/SWR?
claudiows1m12i12~13-4+7
clive2h11i12+0+7
Weapon
devil-jin1+2m,m12,25i17 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-jind+2sl8i11-4+7
* +7c on crouching hit
* High crush 4~
devil-jindb+1+2*m25i39~60+5g+7+37d (+29)
* Balcony Break on CH or air hit
* Cancel to r27 MCR with F (js27~)
* 10 chip damage on block
devil-jinb+1+2m21i20~21+3c+7c+24d
* Spike
* Opponent recovers FDFA on CH
* 4 chip damage on block
devil-jinuf+3+4m,m8,20i16~17 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-jinf,n,d,DF+4,4L, m7, 28i16, i25~26-16+7c+14a
* Spike
* Combo from 1st hit
devil-jinws4,4m, M10, 20i11~12, 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
dragunov1,1h, h5, 8i10, i20-4+7
* Combo from 1st hit
* Interrupt with i1 from 1st block
dragunov3,1m, h10, 8i15~16, i21~22-2+7
* Combo from 1st hit
* Interrupt with i3 from 1st block
* Enter SNK -3 +6 r23 with DF
dragunovdf+1m13i13-2+7
Enter -2, -11 PGR with 3+4 (or d+3+4)
dragunovFC.df+1,4L, m8, 10i16~17, 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
eddy1,3h, m5, 16i10, i23~24-14+7c
* Floor Break
* Combo from 1st hit with 2f delay
eddy4m10i13~14-9+7
eddyf+3h16i16~18-5+7
Homing
eddyuf+3,4m, L15, 10i26~28, i24~25-14c+7+73a(+57)
eddyws4m13i11~13-4+7
eddyHSP.3m10i17~18-8+7
* Floating state 1~5
* High crush 6~18
fahkumram3,1m, h11, 12i13, i18-3+7
* Combo from 1st hit with 2F delay
* Move cannot be interrupted
* Move cannot be delayed
* Input can be delayed by 2F
fahkumramb+2+4+7
* Parries high and mid punches
* Grants GRF on successful parry
* Regain 10 recoverable health on successful parry
* Parry state 5~12
fahkumramws2m13i14~15-9+7
feng3,3,4m, h, l15, 10, 23i16, ,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
fengf+3m10i21-3+7
fengdb+2,2,2l, l, M10, 10, 25i20~21, ,i28~29-14+7a
* Spike
* Aerial combo from 2nd hit (+22a (-13))
fengws4m18i11~12-7+7+29g
fengCD.1+2m25i16~17+0c+7c+13
Head
heihachif+4m20i19~20+4+7c+26d
* Spike
* Enter FUJ r27 with D
* +15c against a crouching opponent
heihachidf+1m10i13~14-5+7
* Decreased opponent blockstun when performing df+1,1 (r18 -> r14)
heihachib+1,4m, m12, 24i14~15, i22~23-13+7a
* Tornado
* Knee
* Combo from 1st hit with 12f delay
* Move can be delayed 10f
* Low crush 24~
heihachib+2m20i22~23+2+7
* Balcony break on airborne hit
* Chip damage on block
heihachiub+1+2m17i15-8+7c+28d
* Spike
* Can be charged to power up
heihachiFUJ.1h13i12~13-4+7
heihachiFUJ.1+3t15i18+7
* Homing
* Unbreakable
hwoarangf+3~3m25i20-16+7a (-2)
* Balcony Break
* Sidesteps to the right
hwoarangd+2sl8i11-4+7
* +7c on crouching hit
* High crush 4~
hwoaranguf+4,4,4h, m, L12, 12, 12i22~23, ,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.
hwoaranguf+3+4,4m,h, m10,8, 13i14,i9, i14~15-10+7
* Combo from 1st hit
* Also possible during RFF
* Transition to RFF
* Low crush 1~
hwoarangLFS.1h6i13+5+7
hwoarangLFS.df+3,4m, m12, 20i22~23, 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
hwoarangLFS.uf+3+4,4m,h, m10,8, 13i14, i9, i14~15-10+7
* Combo from 1st hit
* Transition to RFF
* Low crush 1~
hwoarangRFF.3m13i16-4+7
hwoarangRFF.df+2+3,4m, m12, 20i22~23, 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
hwoarangRFS.2h6i13+5+7
* Transition to RFF
* Links to RFF.2 extensions
hwoarangRFS.b+3m21i16~17-9+7
* Heat Engager
* Heat Dash +42a (+27)
* 6 chip damage on block in heat
* Recovers 6F faster on hit (t42 r25)
hwoarangRFS.d+4L15i20~21-23+7c
* Transition to RFF
* Stagger low
* 4 chip damage on block during Heat
jack-84h18i16-4+7+32a (+22)
Balcony Break on CH
jack-81+4,1m25i22~, i17(43~)+21g+7a (-2)+39d (-8)
* Balcony Break
* Alternate input hcf,1 to power up
* Chip damage on block (7)
jack-8f+4h20i17-4+7+32a (+22)
* Balcony Break on CH
jack-8d+2sl8i11-4+7
* Alternate input FC.2
* High crush 4
jack-8HCF,1m30i22~, i17(43~)+21g+7a (-2)+39d (-8)
* Balcony Break
* Alternate input 1+4,1
* Chip damage on block (9)
jack-8f,f,F+1+2m34i20~23+4+7a (-2)
* Balcony Break
* Shoulder
* Chip damage on block (10)
* Alternate input wr1+2
jack-8FC.df+2,1m, m12, 10i17, i26-4+7
* Combos from 1st hit with ?F delay
* Interrupt with i9 from 1st block
* High crush
jack-8hFC.2sl8i11-4+7
* Alternate input d+2
* High crush 1
jin2,4h, h9, 20i10, 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
jin3,1h, h17, 7i14, i20-1+7
* Combo from 1st hit
* Move cannot be interrupted
* Enter ZEN +4 +12 r15 with F
jindb+2,3m, M12, 23i16, i27~29-8+7a
* Spike
* Interrupt with i7 from 1st block
* Whiffs vs SSR from 1st block (inconsistent?)
jinf,F+3,1m, h20, 5i23~25, 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
jun2h7i12-4+7
jun2,1h, m7, 9i12, i21-6+7
* Elbow
* Combo from 1st hit with 9f delay
* Interrupt with i1 from 1st block
* Input can be delayed 10f
jun4h17i12-9+7+32d
junf+3m13i16-9+7
* Enter SS -16 +14g r21 with u_d
* r21 when attacking after SS
* r35 when blocking after SS
junSS.1+2h,h,m7,9,18i16 i17 i15~16-4+7c
* Homing
* Spike
* Jail from 1st attack
* Combo from 1st or 2nd hit
junBack throwt50+7d
* Unbreakable
* Side switch
kazuya2,2h, m12, 24i12, i24~25-8+7+50a
* Balcony Break (airborne)
* Combo from 1st CH
* Interrupt with i4 from 1st block
kazuya3,1h, h12, 10i14, 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
kazuyaf+4m20i19~20+4c+7c+31d
Spike
kazuyadf+3+4,1,2m,h, m, M,M7,9, 15, 14,25i18, 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
kazuyad+2sl8i11-4+7
* +7c on crouching hit
* High crush 4~
kazuyadb+2m23i18-4+7c+27d
* Spike
* Floor Break on CH
kazuyab+3,1,4h, h, l15, 10, 10i18, ,i16-10c+7
kazuyahFC.2sl8i11-4+7
* +7c on crouching hit
* High crush 1~
king2h10i10+1+7
kingf+1+4m21i17~19+3+7
* Chest attack, unparryable by Asuka, Nina, etc
kingd+2sl8i11-4+7
kingf,f,n,1+2m0i9+0+7s+18s
* i10 startup with buffered input
* Forces Standing on hit.
* Allows follow up on CH.
kumadf+4m15i12-4+7
kumad+2sl8i11-4+7
* +7c on crouching hit
* High crush 4~
kumaSIT.fspN/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)
kumahFC.1+2spi26~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
kunimitsu1,2h, h5, 8i10, i12-3+7
* Jail from 1st attack with 2f delay
* Move can be delayed 2f
kunimitsu3h17i16~17-7+7
* Homing
* Balcony Break (airborne)
kunimitsud+2,1,2,1+2m, m, m, m11, 7, 7, 20i16, ,i23~24-13+7a
* Balcony Break
* Jail from 1st block
* Combo from 3rd CH
* Hitstop 20f on hit
kunimitsudb+2M10i16~17-6+7
* Weapon
kunimitsub+1h8i17+1+7+12
Can continue into db+3 up to 3 times (at 13,15,16f respectively) after up to 3 b+1 hits.
kunimitsuBT.1+2m,m10,15i14 i10~11-2+7
* Balcony Break (airborne)
* Weapon
kunimitsuhFC.2sl8i11-4+7
* High crush 1~
lars1+2m25i25-12+7d
* Spike
* -7 on block and chip damage on successful attack absorption
* Power crush 7~24
larsf+4m12i17-9+7
* Knee
larsDEN.2M17i17~19-7+7+62a
* Transition to Avalanche Flip on hit or CH with input UF (+9/+64a)
* Jab evasion
law2,b+2h, h8, 8i10, i17-4+7
* Elbow
* Combos from 1st hit
* Delay-able
law4h15i13-9+7+7s
lawf+3+4M20i25~26-2+7c+49a
Alternate input DSS.f+3+4
* Low crush 11~
lawd+2sl8i11-4+7
Alternate input hFC.d+2
* High crush 4~
lawdb+2m15i14-4+7
* Elbow
lawdb+1+2m,h,m8,8,8i17-4+7
* Transition to DSS
** Reduced input window for blue spark moves (input f+1_3_4 on frame 2 of DSS only)
lawb+1+3+7
* Transition to DSS on successful parry with F to be +20g (i14? guaranteed followups)
* Parry state 5?~11?
lawf,F+3M30i23~26+0c+7d
* Spike
* 6 chip damage
* Low crush 11~26
* Floating state 27~29
lawss3l17i18-13+7+16c
* Transition to DSS on hit
lawDSS.1h14i12+3+7+17c
* 4 chip damage on block
* Transition to DSS
lawhFC.2sl8i11-4+7
Alternate input d+2
* High crush 4~
lee1,2h, h5, 9i10, 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
lee2h10i10+1+7
lee3m16i14-8+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
leedb+2sl8i11-4+7
Alternate input FC.2
* High crush
leeb+4m20i20-3+7c+64a
* Floor Break
* Spike
* Transition to -2, +8c, +65a HMS with 3
* +18d on crouching opponent
leews1m12i13~14-2+7
* Transition to HMS
leeFC.2sl5i11-4+7
* Alternate input db+2
* High crush
leof+2,4h, h14, 16i14~16, 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
leodf+1m13i13~14-1~0+7
leodb+1+2m17i21~23-9~-7+7
* Enter BOK -12 +4 with d
leob+2,1m, h11, 11i14, i22~23-4~-3+7
* Combo from 1st hit
* Move cannot be interrupted
leohFC.2sl8i11-4+7
leroy1,2h, h5, 9i10, i12-3+7
Jails
leroy2,2h, h10, 20i12, i25~26-7~-6+7~+8
* Elbow
* chip damage on block
leroy1+2,1+2h,h,h, h,h,h9, 9i14, i9-27
* Power up during Heat (partially uses remaining Heat time)
* Combo from 1st hit
* jails
leroy1+2,1+2,1h,h,h, h,h,h, m9, 9, 20i14, ,i17~18-17~-16+7a(-2)~+8a(-1)
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Elbow
* Combo from 1st hit
* Delayable
* jails
leroyf+3m14i14~15-7~-6+7~+8
* Knee
* Alternative input: ws3
leroydf+4,3m, m14, 14i13, 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
leroyb+3+4M,th21,25i18~19-8+7
* Balcony Break
* Shifts to throw on airborne hit (+0d)
leroyHRM.4M13i11~12-7~-6+7~+8
Transition to HRM
leroyHRM.1+2,1m,h,h,h, m3,3,3,3, 20i14, 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
leroyHRM.b+1M21i20~22+4+7c+52a
6 chip damage on block
lidia3h9i15-9+7
lidiadb+2m14i16~17-7+7
lidiadb+3L17i16~17-11+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
lidiaws4m13i11~12-4+7
lidiahFC.2sl8i11-4+7
* High crush 1~
lili4h16i12-4+7
lilif+4m23i17-9+7+57a
* Tornado
* Balcony Break (airborne)
* Wall Crush +19g on hit
* Hit vs BT +12a (+3)
lilidb+2sl8i11-4+7
* High crush 4~
lilib+2,1h, m15, 13i13, 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
liliFC.2sl8i11-4+7
* High crush 1~
liliBT.3+4M24i29~32+2~+5+7c~+10c
* Spike
* Chip on block [9]
* Evasive, can jump over some mids
* Low crush 5~31
* Floating state 32~34
miary-zob+3,4,2m, h, h9, 13, 19i16~17, ,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-zof,F+2m14i15~16-9+7
miary-zows1m12i13~14-8+7
miary-zows3m20i20+4+7c+54a
* Spike
* Hit vs BT +14d
miary-zows4m15i11~12-4+7
nina2h10i10+1+7
nina4h15i11-9+7+7s
ninadf+4m15i12-4+7
ninab+1,4h, M10, 22i12~13, 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
ninaws4m15i11~12-4+7
ninahFC.2sl8i11-4+7
* +7c on crouching hit
* High crush 1~
ninaCHD.2t8 (13)+0d+7
* Throw break 2
* Power up with 4,2,1+2 (+5 damage)
pandaH.uf+3+4m21 (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?
pandadf+4m15i12-4+7
pandad+2sl8i11-4+7
* +7c on crouching hit
* High crush 4~
pandaHBS.f,fspN/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)
pandaSIT.fspN/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)
pandahFC.1+2spi26~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
paul3,2m, h14, 17i15~16, 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
paul4h17i12-7+7+32d
* Balcony Break (CH only)
pauld+2sl8i11-4+7
* cs1~ from 6f d/db/df input hold
* OTG.d+2 when opponent is downed
* High crush
raven1,2h, h5, 12i10, i12-3+7
* Jail from 1st attack with 2f delay
* Transition to r22 SZN with 3+4 or D (-4/+6)
raven4,1h, h16, 13i12~13, i19~20-3~-2+7~+8
* Combo from 1st hit
* Jail from 1st block
ravend+2sl8i11-4+7
* High crush 4~
ravenws4m18i11~12-7~-6+7~+8
ravenws3+4m20i16~18-12+7~+9
* Heat Engager
* Homing
* Balcony Break
* Heat Dash +5, +43d (+35)
* Cancel to r19 BT with B
ravenFC.2sl8i11-4+7
* High crush 1~
ravenBT.2h9i10+0+7
ravenSZN.2m,sm20,10i18, i23~24-9+7a (-2)
* Heat Engager
* Heat Dash +36a (+26) on hit
* Balcony Break
* Transition to second hit on hit
reina2h5i12-4+7
reinaf+1+2m22i32-11+7
* Wall Crush +19g on hit
* Transition to SSH r20 with 3_uf_uf+3_uf+4
* High crush 6~17
reinadf+1,1m, h8, 10i13~14, i20-4+7
* Combo from 1st hit with 4F delay
* Move can be delayed by 5F
* Input can be delayed by 7F
reinadf+4m14i15-4+7
reinaSEN.3h22i12~13+1+7
* Homing
* Heat Engager
* Heat Dash +5, +43d (+35)
* Deals chip damage on block
reinaWRA.4M,M6,8i17~18,i13-10+7c
* Spike
** on 2nd hit
* Combo from 1st CH
* Both hits jail on block
shaheenFC.df,d,DF+3L17i16~20-23a+7a
* Transitions to SNK on hit
* Low crush
steveFLK.1h14i12-4+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?
steveFLK.2m21i18~19-5c+7d+42a
* Spike
* 6 chip damage on block
steveLWV.1,f+1,1m, m, h14, 9, 8i14, ,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
stevePAB.d+2l25i28~29-12+7+32a
* Cancel into FC with DB
* High crush 6~
victordf+1,1m, h,h10, 7,7i13~14, i20, i14-4+7
* Weapon
* Combo from 1st hit
* Interrupt with i1 from 1st block
victordb+2sl8i11-4+7
* High crush 4
victoruf+2m15i19~20-9+7
* Homing
* Weapon
victorPRF.2,2,1+2m, m, m9, 13, 31i12~13, ,i12-13+7d
* Weapon
* Combo from 2nd CH
xiaoyu1,2h, h5, 8i10, i11-3+7
* Combo from 1st hit with 4F delay
* Jail from 1st block with 4F delay
xiaoyu2,1h, m8, 10i10, i19-4+7
* Combo from 1st CH
* Jail from 1st block
* Transition to standing by holding any direction (-4, +7)
xiaoyuf+3,1,1+2M, m, m,M14, 8, 6,20i16~18, ,i16~18 i5~6-12+7c
* Spike
* Combo from 2nd CH
* Jail from 2nd block with ?F delay
xiaoyudf+2m15i14-6+7
*
xiaoyudf+4m12i12-4+7
*
xiaoyud+2sl8i11-4+7
* Alternate input FC.2
* High crush 4~
xiaoyuuf+2m23i26~27+6+7c+49a
* Spike
* Transition to standing with F (+4, +5c, +47a)
* Alternate input u+2
* Chip on block [6]
* Low crush 9~
xiaoyuf,F+1m13i15-11+7c
* Spike
* Transition to AOP with D (-5, +13c)
xiaoyuf,F+1+2,1+2m, m12, 20i14~16, 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
xiaoyuws2m17i13~14-3+7+38a (+28)
* Transition to r22 standing by holding down any direction (-4, +6, +37a (+27))
xiaoyuws1+2,1+2m, m12, 20i14~16, 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
xiaoyuAOP.uf+3,1m, m14, 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
xiaoyuBT.d+3L12i16-12+7c
*
xiaoyuHYP.3L17i20-13+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
xiaoyuhFC.2sl8i11-4+7
* High crush 1~34
xiaoyuhFC.3,2L, h11, 6i15~17, i18+0+7
* Combo from 1st hit CH
* Interrupt with i3 from 1st block
* Whiffs vs SSL, SWL from 1st block
yoshimitsud+2,2M, m12, 15i16~17, 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
yoshimitsub+1h8i17+1+7+12
Can transition to Spinning Evade with b+3 or b+4
yoshimitsuws2m13i15~16-4+7
Balcony Break (airborne)
yoshimitsuKIN.1,1m, m,m10, 5,15i17, i23~24 i14~15-9+7c
* Floor Break
* Weapon
* Combo from 1st hit with 2f delay
* Power up in NSS or Heat
zafina1,3h, h5, 14i10, 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
zafinadf+1m10i13~14-5+7
zafinadf+1,2,1m, m, m10, 16, 16i13~14, ,i25-12+7
* Combo from 2nd hit CH with 12f delay
* Interrupt with i1 from 2nd block
* Transition to standing with B (-12/+4)
zafinadf+1,4m, h10, 18i13~14, i19~20-6+7
* Balcony Break on airborne hit
* Combo from 1st hit
* Interrupt with i1 from 1st block
zafinadb+2,1m, m17, 16i13~14, i25-12+7
* Combo from 1st CH with 12f delay
* Interrupt with i1 from 1st block
* Transition to standing with B (-12/+4)
zafinaSCR.1,4h, m12, 18i10~11, i22-6+7+32a
* Spike
* Combo from 1st hit
* Interrupt with i3 from 1st block
* Unparryable with traditional kick parries
zafinaSCR.2m17i14-7+7
zafinaSCR.df+4L17i19~20-14+7c+37a
* High crush 6~
zafinaLeft Throwt40-3+7d
* Throw break 1
* Side switch on hit
alisa1h5i10+1+8
Recovers 2f faster on hit or block (t27 r17)
alisa1,2h, h5, 10i10, i12-3+8
Jail from 1st attack with 4f delay
alisaf+3,1+2h, m10, 25i14~15, 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)
alisadf+1,1m, h10, 20i13, i30~31+1+8
* Balcony Break (airborne)
* Combo from 1st CH with 2f delay
* Interrupt with i12 from 1st block
* Move cannot be delayed
alisadf+1,1,2m, h, h10, 20, 28i13, ,i22~25+6+8
* Weapon
* Combo from 2nd hit
* 2 chip damage on block
* 8 chip damage on block in heat
alisad+3L17i23~32-10~-1+8c~+17c+32a
FC recovery transition is -19~-10/-1c~+8c
* Low crush 9~23
* Floating state 24~26
alisab+1m15i15~16-5+8
* High crush 12~
alisab+1+2m25i19~20-13+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
alisaub+1m,M9,9i19 i1~2-7+8c+33d
* Floor Break
* Weapon
* 2 chip damage on block
alisaSS.4,1+2L, h,h,h,m16, 5,5,5,5i24~25, i18~19 i3~5 i5~7 i4~5-10+8
* Spike
* Combo from 1st CH
* Low crush 15~34
* Floating state 35~37
alisaSBT.1+2h!20i27~28+8
* Balcony Break
* Weapon
* Low crush 26~53
anna1h5i10+1+8
Recovers 2f faster on hit or block (t27 r17)
anna1,2h, h5, 8i10, i10-3+8
* Jail from 1st attack with 4f delay
* Enter HAM +0 +11 r19 with F
anna2,3h, m10, 14i10, i19~20-3+8+12
* Jail from 1st block with no delay
* Combo from 1st hit with 2f delay
* Move can be delayed 2f
anna4,2,1+2h, h, m15, 12, 21i11, ,i27-15+8a (-1)+28d (+20)
* Tornado
* Balcony Break
* Combo from 2nd hit
* Airborne combo from 1st CH
* Interrupt with i1
annadb+2m17i15~16-9+8g+36a
* Strong Aerial Tailspin
* Transition to TOM r31 on hit automatically
* +13a (+4) on BT hit
annaws3m20i11~12-3+8+12
annaSS.3M23i21~23+4c+8c+25d
* Spike
* Sidestep adds minimum 9f, effective startup i30~32
annaCJM.1+2M23i17~18+2c+8c+23d
* Spike
* 4 chip damage on block
armor-king1h5i10+1+8
Recovers 2f faster on hit or block (t27 r17)
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