
| Char | Command | Hit level | Damage | Startup | Block | Hit | Counter hit | Notes |
|---|---|---|---|---|---|---|---|---|
| kazuya | df+3 | m | 13 | i18 | -7 | +9 | Knee | |
| kazuya | df+3,1 | m, h | 13, 17 | i18, | -7 | +15g | +13c | * Elbow * Combo from 1st hit with 8F delay |
| kazuya | df+3,2 | m, m | 13, 15 | i18, | -11 | +5 | * Combo from 1st hit with 10F delay | |
| kazuya | df+3,2,1 | m, m, m | 13, 15, 21 | i18, | -14 | +8(-1) | +25 | * Tornado * Balcony Break * Combo from 2nd CH * Can be delayed 16F |
| kazuya | df+3,2,1* | m, m, m | 13, 15, 25 | i18, i46 | +11g | +10(+1) | * Tornado * Balcony Break * Chip damage when guarded | |
| kazuya | df+4 | m | 10 | i13~14 | -9 | +2 | ||
| kazuya | df+4,4 | m, m | 10, 16 | i13~14, i15~16 | -15 | +0c | * Spike * Combo from 1st hit with 11?f delay * Move can be delayed 10?f | |
| kazuya | df+3+4 | m,h | 7,9 | i18 | -8 | +0 | ||
| kazuya | df+3+4,1 | m,h, m | 7,9, 15 | i18, i11 | -11 | +1 | ||
| kazuya | df+3+4,1,2 | m,h, m, M,M | 7,9, 15, 14,25 | i18, ,i20 | -19 | +7 (-10) | * Balcony Break * Recovers 60F of remaining Heat time on normal hit during Heat * 7 chip damage on block | |
| kazuya | db+1 | m | 7 | i13 | -10 | +0 | ||
| kazuya | db+1,2 | m, M,M | 7, 8,15 | i13, i20 | -19 | +9a (-8) | * Heat Engager * Heat Dash +35a (+27a) on hit, +5 on block * Balcony Break * Recovers 60F of remaining Heat time on normal hit during Heat * 4 chip damage on block * Combo from 1st hit with 2F delay * Move cannot be delayed * Input can be delayed by 2F | |
| kazuya | db+2 | m | 23 | i20 | -9c | +7c | +21d | Spike |
| kazuya | db+4 | L | 18 | i20 | -12 | +4 | +17g | Flips over on grounded hit |
| kazuya | b+1 | h | 10 | i11 | -10 | +1 | ||
| kazuya | b+1,2 | h, m | 10, 20 | i11, i20 | -14 | +9 (+0) | * Balcony Break * Combo from 1st hit * Can be delayed 14F * Combo can be delayed 10F from hit | |
| kazuya | b+2 | m | 12 | i14 | -8 | +4 | ||
| kazuya | b+2,2 | m, m | 12, 14 | i14, i25 | -10 | +1 | ||
| kazuya | b+2,2,1+2 | m, m, h | 12, 14, 20 | i14, ,i28~32 | -8 | +38d (-20) | * Balcony Break * Chip damage when guarded | |
| kazuya | b+2,4 | m, h | 12, 12 | i14, i22 | -3 | +8 | * Combo from 1st hit * Can be delayed 10F * Combo can be delayed 5F from hit | |
| kazuya | b+2,4,1 | m, h, m | 12, 12, 22 | i14, ,i19 | -14 | +11a (+2) | * Balcony Break * Combo from 2nd CH | |
| kazuya | b+3 | h | 15 | i18 | -8 | +3 | ||
| kazuya | b+3,1 | h, h | 15, 10 | i18, i12 | +0 | +6 | * Jails * Combo from 1st hit | |
| kazuya | b+3,1,4 | h, h, l | 15, 10, 10 | i18, ,i16 | -10c | +7 | ||
| kazuya | b+3,1,4,1 | h, h, l, m | 15, 10, 10, 15 | i18, ,i15 | -14 | +15a (+6) | Balcony Break | |
| kazuya | b+3,1,4,3 | h, h, l, l | 15, 10, 10, 12 | i18, ,i20 | -13c | +1 | ||
| kazuya | b+4 | h | 20 | i17 | -5 | +16g | * Heat Engager * Heat Dash +62a (+42a) on hit * Homing * 6 chip damage on block | |
| kazuya | b+1+2 | m | 21 | i22 | -8 | +5 | * Heat Engager * Heat Dash +36a (+26a) on hit * 6 chip damage on block | |
| kazuya | b+1+4 | m! | 60 | i63 | +20a(+10) | +20a(+10) | ||
| kazuya | ub+1 | m | 12 | i18 | -12 | -1 | -1 | * Spike * Low crush ~9 |
| kazuya | ub+1+2 | h | 32 | i41~56 | -7c~+8c | * Balcony Break * 9 chip damage on block * Forces tech backroll on hit ** Opponent recovers crouching | ||
| kazuya | uf+1 | m | 16 | i20 | -7 | +3 | +3 | |
| kazuya | uf+2 | h | 17 | i15 | -12 | +9 | * Balcony Break on air hit | |
| kazuya | uf+4,4 | m, l | 16, 12 | i25, | -23 | +29a | Combo from 1st CH | |
| kazuya | uf+4,4,4 | m, l, l | 16, 12, 10 | i25, | -23 | +17a (+10) | ||
| kazuya | uf+4,4,4,4 | m, l, l, m | 16, 12, 10, 20 | i25, | -17 | +19a (+12) | Balcony Break | |
| kazuya | 1+2+3+4 | sp | - | * Shift to charging | ||||
| kazuya | f,F+2 | m | 20 | i16 | -9 | +13c | * Heat Engager * Heat Dash +36a (+26a) on hit, +5 on block * Balcony Break * 6 chip damage on block * Forces backroll onhit | |
| kazuya | f,F+3 | m | 21 | i20 | -3c | +46a | * Spike | |
| kazuya | f,F+4 | M | 22 | i17~18 | -9 | +5 | +29a(+23) | |
| kazuya | f,n,DF | sp | * Cannot be buffered * Connect to Wind God Step * Cost: 2F | |||||
| kazuya | f,n,d,DF | sp | * Cannot be buffered * Cost 3F | |||||
| kazuya | f,n,d,DF+4 | L | 15 | i16 | -23 | -3c | +20a | |
| kazuya | f,n,d,DF+4,1 | L, m | 15, 23 | i16, i26 | -16 | +17a(+10 | * Balcony Break * Combo from first hit | |
| kazuya | f,n,d,DF+4,4 | L, h | 15, 25 | i16, i30 | -9 | +10a (+9) | * Balcony Break * Combo from first hit * Low crush | |
| kazuya | f,n,d,df:2 | h | 23 | i11 | +5 | +39a(+29) | * 5 chip damage on block * Actual startup i14 (i13 if done from Mist Step) | |
| kazuya | f,n,d,df+1 | m | 23 | i20 | -16 | +29a(+19) | * Tornado * Meaty 1F in actuality | |
| kazuya | f,n,d,df+2 | h | 20 | i11 | -10 | +39a(+29) | Becomes Electric Wind God Fist during Heat (Consumes 60F? of remaining Heat Time) | |
| kazuya | f,n,d,df+1+2 | m | 33 | i24 | +5 | +25a(+15) | * Tornado * Balcony Break * 9 chip damage on block | |
| kazuya | ws1 | m | 10 | i13 | -5 | +5 | ||
| kazuya | ws1,2 | m, m | 10, 12 | i13, i22 | -12 | +73a(+57) | * Tornado * Combo from 1st hit | |
| kazuya | ws2 | m | 25 | i16 | -18 | +57a | Homing | |
| kazuya | ws3 | m | 24 | i21 | -5 | +20a(+11) | * Homing * Balcony Break | |
| kazuya | ws4 | m | 13 | i11~12 | -3 | +8 | ||
| kazuya | ws4,4 | m, m | 13, 16 | i11~12, i15~16 | -15 | +0c | * Combo from 1st hit | |
| kazuya | ws1+2 | m | 25 | i13 | -9 | +8 | +24a | |
| kazuya | SS.3 | m | 23 | i23 | -7 | +16a (+7) | +50a | Balcony Break |
| kazuya | SS.4 | m | 14 | i15 | -6 | +4 | Balcony Break | |
| kazuya | SS.4,1 | m, m | 14, 22 | i15, i21~22 | -13 | +21a (+12) | * Strong Aerial Tailspin * Elbow * Combo from 1st hit with 9f delay * Move can be delayed 9F * Recovers 5F faster on hit (t65 r28) | |
| kazuya | SS.1+2 | h | 25 | i19~20 | +5 | +26g | * Homing * 7 chip damage on block * Transition to r18 CD with DF ** Transition to r19? forward dash with f,n,f (+4?/+25g?) | |
| kazuya | (back to wall).b,b,ub | m | 25 | i29 | -1 | +45d (-13) | * Air Status 5F * is8~13 | |
| kazuya | BT.1 | h | 15 | i8 | -3 | +8 | ||
| kazuya | BT.3 | h | 18 | i10 | -8 | +8 | ||
| kazuya | DVK.OTG.db+1+2 | L | 20 | i24~29 | -13~-8 | +13a (+1) | +16d | * Balcony Break on airborne hit * +6c on standing normal hit * Consumes 90F? of remaining Heat time |
| kazuya | DVK.SS.2 | m | 25 | i17~18 | -15 | +76a | * Tornado * Sidestep adds 9f, effective move startup: i26 * Consumes 150F? of remaining Heat time | |
| kazuya | DVK.db+3+4 | L | (10) | i24 | -19 | +2 | * Deals 10 recoverable damage on hit - Cannot K.O * Unparryable (projectile?) * Consumes 150F? of remaining Heat time * Transition to r10 CD with DF (-10?/+11) ** -10 on block when performing stance actions, cannot guard i23 moves ** Transition to r22 forward dash with f,n,f (-21?/+0) | |
| kazuya | DVK.f,F+2 | m,th | 20,20 | i16 | -9 | +0d | * Transition to throw on hit * Consumes 150F? of remaining Heat time on throw hit * Increased tracking to left sidesteps during Heat * Throw can be canceled with B * 6 chip damage on block | |
| kazuya | DVK.f,n,d,df+1 | m,th | 23,15 | i20 | -16 | +0d | * Floor Break * Consumes 120F of remaining Heat time on throw hit * Recover 30F of remaining Heat time on throw hit * Throw can be canceled with B * Opponent recovers FDFA | |
| kazuya | DVK.ub+1+2 | h! | 40 | i41~56 | -12c~+3c | * Consumes 150F? of remaining Heat time * -12c~-7c on average * Forces backroll on hit | ||
| kazuya | DVK.u+1+2 | h! | 27 | i18~35 | * Hits airborne opponents only * Consumes 60F? of remaining Heat time | |||
| kazuya | OTG.d+3+4 | L | 25 | i23 | -12 | -1 | ||
| kazuya | f,(even numbers frames).n | sp | Sidesteps right | |||||
| kazuya | f,(odd numbers frames).n | sp | Sidesteps left | |||||
| kazuya | 1+3 | th(h) | 35 | i12~14 | +0 | +2d | * Homing * Throw break: 1 or 2 * Recovers BT on break | |
| kazuya | 2+4 | th(h) | 35 | i12~14 | +0 | +0d | * Homing * Throw break: 1 or 2 | |
| kazuya | Back throw | th(h) | 50 | i12~14 | +3d | * Throw Break: none | ||
| kazuya | FC.db+1+2 | th(h) | 40 | i12~14 | -6 | -3d | Throw break: 1+2 | |
| kazuya | Left throw | th(h) | 40 | i12~14 | -3 | +0d | * Throw break: 1 * Floor Break | |
| kazuya | Right throw | th(h) | 40 | i12~14 | -3 | -4d | Throw break: 2 | |
| kazuya | uf+1+2 | th(h) | 35 | i12~14 | +0 | +26d (+8) | * Throw break: 1+2 * Balcony Break * Side switch on break * 15 additional damage on wall hit | |
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| king | H.2+3 | M,t | 20,40 | i17~18,i21~22 | +12 JGR | +0d | * Heat Smash * Floor Break * Transition to attack throw on standing hit * Transition to JGR on block * Cancel transition to JGR on block with B (+7) * Transition to 2nd i21~22 23dmg mid hit on 1st block or whiff ** Tornado ** Balcony Break ** Hard balcony break ** i21~22 23dmg ** Jail from 1st block ** Forces crouch on 2nd hit ** +24 JGR on hit ** Cancel transition to JGR on hit with B (+19) * Hits OTG * 5 chip damage on block | |
| king | 1 | h | 5 | i10 | +1 | +8 | Recovers 2f faster on hit or block (t27 r17) | |
| king | 1,2 | h, h | 5, 15 | i10, i10~12 | -3 | +8 | * Combo from 1st hit with 6F delay * Jail from 1st block with 5F delay | |
| king | 1,2,1 | h, h, m | 5, 15, 10 | i10, ,i24~25 | -4 | +5s | +10s | * Forces standing on hit. * Move can be delayed by 9F * Jail from 2nd normal hit with 4F delay * Starter of 10 Strings, 3rd~5th hits are combo. |
| king | 1,2,1,2+4 | h, h, m, t | 5, 15, 10, 40 | i10, ,i26~28 | +0d | * Throw break 2. | ||
| king | 1,2,1,d+2+4 | h, h, m, t(c) | 5, 15, 10, 35 | i10, ,i28~30 | +1d | * Floor Break * Crouch throw, cannot throw break. * Opponent recovers in FDFA. | ||
| king | 1,2,2+4 | h, h, t | 5, 15, 30 | i10, ,i30 | +1d | * Throw break 2. | ||
| king | 1,2,d+2+4 | h, h, t(c) | 5, 15, 35 | i10, ,i27 | +1d | * Floor Break * Crouch throw, cannot throw break. * Opponent recovers in FDFA. | ||
| king | 2 | h | 10 | i10 | +1 | +7 | ||
| king | 2,1 | h, m | 10, 15 | i10, i23~24 | -3 | +8 | * Forces standing on hit. * Combo from 1st hit. | |
| king | 3 | h | 17 | i15~16 | -9 | +2 | ||
| king | 3,2 | h, m | 17, 18 | i15~16, i20~21 | -9 | +5c | * Elbow * Move can be delayed by 10F * Input can be delayed by 11F | |
| king | 3,2,2 | h, m, m | 17, 18, 24 | i15~16, ,i23~24 | -13 | +17g JGR | * Elbow * Balcony Break * Floor Break * Transition to +17g JGR on hit * Transition to +12g standing on hit with B * Jail from 2nd hit with 10F delay * Combo from 2nd CH with 10F delay * Move can be delayed by 11F * Input can be delayed by 12F * Forces tech backroll on hit * Opponent recovers crouching | |
| king | 3,2,2* | h, m, m | 17, 18, 30 | i15~16, ,i34~35 | +9c JGR | +25a (+15) JGR | * Balcony Break * Elbow * Transition to JGR on hit or block (+9/+25a (+15)) * Transition to standing on hit or block with B (+4c/+20a (+10)) * Move can be delayed by 11F * Input can be delayed by 12F * 12 chip damage on block | |
| king | 4 | h | 20 | i13 | -5 | +6 | +31a | * Knocks down on CH for dash OTG throw. |
| king | 1+2 | m | 17 | i18 | -11 | -2s | +0s | * Elbow * Forces standing on hit. * Transition to BT. |
| king | 1+2,1 | m, m | 17, 21 | i18, i22 | -13 | +12a(+3) | * Balcony Break * Combo from 1st hit with 3F delay * Interrupt with i5 from 1st block * Cancel move at frame 19 with B (-18/-9/-7) * Input can be delayed by 3F * Move cannot be delayed | |
| king | 1+2,3 | m, h | 17, 25 | i18, i24~25 | -3 | +12a(+3) | * Balcony Break * Tornado * Combo from 1st hit with 3F delay * Combo from 1st CH with 5F delay * Move can be delayed by 4F * Input can be delayed by 5F | |
| king | f+2 | m | 12 | i15~16 | -11 | +2s | * Elbow * Forces standing on hit? | |
| king | f+2,1 | m, h | 12, 25 | i15~16, i15~16 | -9 | +16a | * Heat Engager * Heat Dash +5 on block, +36a(+26a) on hit. * Balcony Break * Combo from 1st hit with 4F delay * Move can be delayed by 10F * Input can be delayed by 12F | |
| king | f+2,d+1 | m, m | 12, 15 | i15~16, i22 | -13c | +2c | * Floor Break * Move can be delayed by 10F * Input can be delayed by 12F | |
| king | f+2,d+1,2 | m, m, m | 12, 15, 16 | i15~16, ,i22~23 | -15 | +27a(+17) | * Combo from 2nd hit with 13F delay * Move can be delayed by 10F * Input can be delayed by 13F * Jail from 2nd block with no delay | |
| king | f+3 | m | 18 | i15~16 | -8 | +1 | +9s | * Only forces standing on CH. * +1c on crouching hit |
| king | f+3,1+2 | m, t | 18, 20 | i15~16, | -5d | * Input 1+2 during frames 2-20 of f+3 * Shifts to throw on front grounded hit. | ||
| king | f+1+2 | h | 23 | i16~17 | +0~+1 | +10d | ||
| king | f+1+4 | m | 21 | i17~19 | +3 | +7s | * Body charge attack * Forces standing on hit. | |
| king | f+2+3 | m | 27 | i20~24 | -9 | +8a(-1a) | * Heat Engager * Heat Dash +5 on block, +36a(+26a) on hit. * Balcony Break * Shoulder | |
| king | f+3+4 | * Cancel to r25 standing block with b on frame 35~ at the earliest * Access powered-up JGR moves starting at frame 60? * Immediately access powered-up JGR moves during Heat * Becomes pc7~89 during Heat. * Partially uses remaining Heat time | ||||||
| king | df+1 | m | 15 | i14~15 | -1 | +3s | * Elbow * Forces standing on hit. | |
| king | df+1,2 | m, m | 15, 15 | i14~15, i20~21 | -10 | +5s | * Combo from 1st hit with 5F delay * Combo from 1st CH with 10F delay * Jail from 1st block with 5F delay * Move can be delayed by 11F * Input can be delayed by 13F | |
| king | df+2 | m | 12 | i13 | -6 | +4s | * Forces standing on hit. | |
| king | df+2,1 | m, h | 12, 15 | i13, i20~21 | -4 | +24a | * Combo from 1st CH with 13F delay * Move can be delayed by 13F | |
| king | df+3 | m | 17 | i14 | -9 | +6s | * Forces standing on hit. * Tracks left side. | |
| king | df+4 | l | 10 | i14~15 | -14 | -3 | ||
| king | df+4,3 | l, h | 10, 11 | i14~15, i22 | -5 | +6 | * Combo from 1st CH | |
| king | d+1,2 | s.l,m | 5,13 | i10,i15~17 | -11 | +5s | * Jail from 1st block * Combo from 1st CH * Forces standing on hit. | |
| king | d+2 | s.l | 8 | i11 | -4 | +7 | ||
| king | d+3 | L | 12 | i17 | -12 | +1 | * Hits OTG. | |
| king | d+4 | l | 6 | i14 | -15 | -4 | ||
| king | d+3+4,4,4,2 | L, L, L, m | 14, 7, 7, 10 | i16, ,i28 | -15 | +5 | * Balcony Break | |
| king | db+2 | m | 21 | i25~26 | -5c | +19a | * Forces Crouching on block. | |
| king | db+1+2,2 | m,t | 15,20 | i15 | -9 | +35g | * Heat Engager * Heat Dash +5 on block, +67a(+50a) on hit. * Reversal Break after absorbing attack with muscle armor * Elbow * Effective startup is i32 * +35g on heat engager hit * Shifts to throw on front grounded hit. * +8g on normal hit without throw * -5 on block after absorbing an attack with muscle armor. * 6 chip damage on block after absorbing an attack with muscle armor. * Transition into +12? JGR with input 3+4 on throw hit | |
| king | db+1+2,3+4 | * Effective startup for stance moves is increased by 65 frames starting from db1+2 (Muscle Armor) startup * pc7~ in heat | ||||||
| king | b+1 | h | 13 | i12 | -8 | +3 | +3a | |
| king | b+1,2 | h, h | 13, 20 | i12, i19~20 | -13 | +5 | +70a(+54)* | * Tornado * Combo from 1st hit with 8F delay * Combo from 1st CH with 10F delay * Launches opponent if b+1 on CH. * Move can be delayed by 6F * Input can be delayed by 10F |
| king | b+1,4 | h, m | 13, 23 | i12, i26~28 | -10 | +1d | +18(-17)* | * Combo from 1st CH with no delay. * Recovers in FUFT. * Move can be delayed by 6F * Input can be delayed by 10F |
| king | b+1+3 | r(m) | 25 | i10 | +2d | Floor Break * Parry opponent's right punch. * Side Switch. Opponent recovers in FUFR. * Parry state 5~15? | ||
| king | b+2 | h | 16 | i14 | -5 | +1 | ||
| king | b+2,1 | h, h | 16, 21 | i14, i20~21 | -9 | +19a(+10) | * Balcony Break * Elbow * Combo from 1st hit with 5F delay (buffered). * Move can be delayed by 10F * Input can be delayed by 15F | |
| king | b+2,4 | h, m,t | 16, 18,20 | i14, i21 | -8 | +10s/+0 | * Shifts to throw on front grounded hit. * Move can be delayed by 10F * Input can be delayed by 15F | |
| king | b+2,1+2 | h, h | 16, 22 | i14, i24~25 | +2c | +22a | * Head * Forces crouching on block. * Move can be delayed by 10F * Input can be delayed by 15F | |
| king | b+2+4 | r(m) | 25 | i10 | +24d | * Parry opponent's left kick. * Side switches randomly. Opponent recovers in FUFL. * Parry state 5~12 | ||
| king | b+2+4:3+4 | r(m) | 25(,28) | i10 | +27d(+1d) | * 2 Throw Break * Parry opponent's right kick. * Just frame input right before camera returns to normal position to deal extra damage. * Opponent recovers in FUFT. * Parry state 5~12 | ||
| king | b+3,1+2 | h, t | 23, 15 | i16~18, | -7d | * Shifts to throw on front grounded hit. * Input 1+2 during frames 2-17 of b+3 | ||
| king | b+4 | h | 25 | i17~21 | +2 | +14gc | * Balcony Break * Shifts into BT stance. * Forces crouching on hit | |
| king | uf+1 | h | 21 | i20~23 | -3 | +36a(+27) | Homing Balcony Break | |
| king | 1+2+3+4 | * Takes some time to charge and can cancel into anything. * After charged next hit by either side becomes counter hit. | ||||||
| king | DF | r(l) | 0 | +51a(+35) | * Generic low parry. * Tornado affect on success. | |||
| king | f,F+1 | m | 21 | i20~21 | -5 | +14g | +38d | * Homing * Balcony Break |
| king | f,F+2 | m | 21 | i31~32 | +7 | +12c | * Elbow * Forces crouching on hit. * Allow crouching throw on hit. * 6 chip damage on block. * 8 chip damage on block in heat. | |
| king | f,F+4 | m,(t) | 25,(14) | i15 | -15 | +14a(+4) | +1d | * Tornado * Balcony Break * Shifts to 14dmg throw on front grounded CH. |
| 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. |
| king | f,n,d,df | * Duck high while moving forward. * Input f,n,d,df,f+(button) for instant ws moves. * 1st f cannot be held more than 10 frames. | ||||||
| king | f,f,F+3 | m | 25 | i20~25 | +3 | +30(+22) | * Balcony Break * Knee * 7 chip damage on block. * 10 chip damage on block in heat. | |
| king | ws1 | m | 12 | i10~11 | -3 | +4s | * Acts like 11 frame attack. * Forces Standing on hit. | |
| king | ws2 | m | 11 | i14 | -9 | +1s | * Homing * Forces Standing on hit. | |
| king | ws2,2 | m, m | 11, 25 | i14, i15~16 | -12 | +12g | * Balcony Break * Combo from 1st hit with 9F delay * Combo from 1st CH with 16F delay * Recover 3F faster on hit(r30? t66?) * Transition to JGR on hit * Cancel to standing with B * Move can be delayed by 10F * Input can be delayed by 16F | |
| king | ws3 | h | 20 | i16 | 0 | +22a(+12) | ||
| king | ws4 | m | 20 | i11~12 | -6 | +5 | ||
| king | ws1+2 | m | 20 | i18~19 | -10 | +35a(+25) | * Elbow | |
| king | ss2 | h | 25 | i19~20 | -5 | +18a(+9) | Balcony Break | |
| king | ss2+4,b/db | * Side Step that ducks high and covers long distance quickly, recovers in crouch. * Input by u/d,n,n+2+4,b/db. | ||||||
| king | ss3+4 | h | 50 | i27~31 | 0 | +0d | * Deals a lot of chip damage on block. * Tracks side steps. * In game frame data incorrectly shows that SSL 3+4 is i21 | |
| king | FC.df+2 | m | 21 | i15 | -14 | +56a | * Crumple on hit. | |
| king | FC.d+3 | L | 10 | i18 | -17 | -6 | * Can also be done by FC.db+3. * Get extra range by FC.df+3/CD.DF+3. | |
| king | BT.3 | M | 18 | i13~14 | -13 | +9s | +50d | * Tornado * Hits OTG. Forces standing on normal hit. * Crumple on CH for full combo. |
| king | BT.3:1+2 | M, t | 18, 20 | i13~14, | +0d | * Floor Break * Throw when hit standing in front close range. * Just frame input. | ||
| king | BT.1+2 | h! | 45 | i26~30 | +2d | * Unblockable high attack. | ||
| king | CD.1+2 | M | 24 | i20~23 | -5c | +16d | +52a | Balcony Break * Bounce off ground on CH for full combo. |
| king | CD.DF+4 | m | 21 | i15~16 | -9 | +49a(+18) | +53a | * Knee * Special down state that allows low juggle (on normal hit). * Crumple on CH for full combo. |
| king | FUFT.b+3+4 | m | 25 | i16~28 | -25 | +4a(-6) | Balcony Break * Faster than normal spring kick and knocks down. | |
| king | JGR.1 | m | 21 | i16~17 | -8 | +26c | * Balcony Break * Elbow * Power up into JGR.1* after 30F? or during Heat ** Partially uses remaining Heat time during Heat. | |
| king | JGR.1* | m | 25 | i16~17 | -4 | +75a (+59) | * Tornado * Elbow * Effective startup i46~47? * Partially uses remaining Heat time during Heat. | |
| king | JGR.2 | h | 24 | i18~19 | +3 | +5a | * Strong Aerial Tailspin * 4 chip damage on block. * Power up into JGR.2* after 30F? or during Heat ** Partially uses remaining Heat time during Heat. | |
| king | JGR.2* | h | 28 | i18~19 | +8 | +32a | * Balcony Break * Effective startup i48~49? * 8 chip damage on block * Partially uses remaining Heat time during Heat | |
| king | JGR.1+2 | M,t | 20,15 | i21~43 | -16c~+2c | -19c~+3c/-5d | * Throw when hit standing in front close range. * King recovers off axis * Power up into JGR.1+2* after 30F? or during Heat ** 24,15dmg and i51~73? effective startup (without Heat) ** Partially uses remaining Heat time during Heat | |
| king | JGS.1 | h | 21/25/31 | i17~18/i19~20 | -7/-1 | +47d/+53d | * Crumple on hit. * On block / hit / startup increases up to 2nd spin. * Damage increase up to 3rd spin. | |
| king | JGS.2 | m | 15/18/22 | i11~12 | -9/-2/0c | +12c | * Forces Crouching on hit. * Forces Crouching on block from 3rd spin on. * Damage increase up to 3rd spin. | |
| king | JGS.3 | m | 23/27/34 | i22~23 | -5/-1 | +21a(+12)/+25a(+16) | * Balcony Break * Strong Aerial Tailspin * On block / hit increases up to 2nd spin. * Damage increase up to 3rd spin. | |
| king | JGS.3,2+3 | m, M,t | 23/27/34, 20,15 | i22~23, i21~43 | -16c~+2c | -19c~+3c/-5d | * Throw when hit standing in front close range. * Doesn't combo from JGS.3, but trades with 10 frame jab. * Properties not changed with extra spins. | |
| king | JGS.4 | h | 40/42/52 | i17~18 | +8/+15 | +5a(-4)/+10a(+1) | * Balcony Break * Guard Break * Chip damage on block. * On block / hit increases up to 2nd spin. * Damage increase up to 3rd spin. | |
| king | JGS.df+4 | m | 30/36/45 | i17~19 | -16/+8 | +5a(-4) | Balcony Break * On block increases up to 2nd spin. * Damage increase up to 3rd spin. | |
| king | (Behind 1 throw) | t | 60 | (depends) | +0d | * Cannot throw break. * Any 1/1+2 break throw behind opponent's back, as well as RKO and chain throws. * Side switch. Opponent recovers in FDFL. | ||
| king | (Behind 2 throw) | t | 60 | (depends) | -1d | * Cannot throw break. * Any 2 break throw behind opponent's back except chain throws. * Side switch? Opponent recovers in FDFL. | ||
| king | (Left side throw) | t | 40 | (depends) | -3 | +36d | * 1 throw break. * Any throw on standing opponent's left side. * Side switch. Opponent recovers in FUFR. | |
| king | (Right side throw) | t | 42 | (depends) | -3 | +21d | * 2 throw break. * Any throw on standing opponent's right side. * Opponent recovers in FUFT. | |
| king | 1+3 / f+1+3 | t | 35 | i12~15 / i15~17 | -6 | +0d | * Homing * 1 or 2 throw break. * Input f+1+3 to increase throw range, but its startup is 3 frames slower. * Opponent recovers in FUFA. * Side switch on successful throw break | |
| king | 2+4 / f+2+4 | t | 35 | i12~15 / i15~17 | -3 | +0d | * Homing * 1 or 2 throw break. * Input f+2+4 to increase throw range, but its startup is 3 frames slower. * Side switch. Opponent recovers in FUFA. | |
| king | AB1.1,1+2 | t | 12,18 | -3 | +2d | * 1 throw break. * Opponent recovers in FUFT. Max damage 50. | ||
| king | AB1.2,1,1+3 | t | 20 | -3 | +0d | * 1+2 throw break. * Opponent recovers in FDFT. | ||
| king | AB1.2,4,2+4 | t | 20 | -3 | +1d | * 2 throw break. * Opponent recovers in FUFL. | ||
| king | AB2b.3,4,3+4,1+2 | t | 20 | +1d | * Cannot throw break. * Opponent recovers in FUFR. Max Damage 60. | |||
| king | AB2c.1,3,4,2,1+2 | t | 60 | -3 | +1d | * 2 throw break. * Opponent recovers in FUFL. Max damage 100. | ||
| king | AB2c.2,1,3,1+2 | t | 25 | -3 | +1d | * 1 throw break. * Opponent recovers in FUFA. Max damage 65. | ||
| king | AIR.1+3 / AIR.f+1+3 | t(a) | 30 | i12~14 / i15~17 | +0d | * Homing * Cannot throw break. * Input f+1+3 to increase throw range, but its startup is 3 frames slower. * Opponent recovers in FDFT. | ||
| king | AIR.2+4 / AIR.f+2+4 | t(a) | 20 | i12~14 / i15~17 | +40d(+35) | * Tornado * Homing * Cannot throw break. * Input f+2+4 to increase throw range, but its startup is 3 frames slower. * Opponent recovers in FUFT. | ||
| king | AIR.d+1+3 | t(a) | 15 | i12~13 | -5d | * Cannot throw break. * Opponent recovers in FDFL. | ||
| king | AIR.f,f,F+2+4 | t(a) | 65(70) | i10 | +4d | * Floor Break * Cannot throw break. * Input n,f,F+2+4 within 6 frames after dash startup (f,n,f) to execute "blue spark" (+5 damage). * Partially restores remaining Heat time. * Opponent recovers in FUFT. | ||
| king | AIR.f,hcf+1 | t(a) | 55(60) | i10 / i12~14 | +3d | * Floor Break * Cannot throw break. * Also by JGR.1+3 against airborne opponent. * Input all 6 directions of throw, press df for 1-3F, at most 1F of f followed by f+1 or f+2 for blue spark (+5 damage). * Partially restores remaining Heat time. * Opponent recovers in FUFT. | ||
| king | Behind.b,f+1+2 | t | 75 | i10 | +1d | Floor Break * Cannot throw break. * Opponent recovers FUFR. | ||
| king | CD.1+3 | t | 20 | i12 | -2 | +1d | * 1 Throw break. * Opponent recovers in FUFT. | |
| king | CD.2+4 | t | 25 | i12 | -2 | +0d | * 2 throw break. * Opponent recovers in FDFR. | |
| king | DHH.2,1,3,4 | t | 12,13 / 32 | -6 | -7d(-40) | * 2 throw break. * Mash 1/2/3/4 to roll in midscreen to reduce damage, on wall splat damage is 32. * Opponent recovers in FUFT if fails to roll. | ||
| king | DHH.1+2,1+2 | t | 15 | -6 | -3d | * 1 throw break. * Opponent recovers in FDFT. | ||
| king | FC.1+2 | t(s) | 0 | i26 | -5 | +3d | * 1+2 throw break (except from behind). * Catches standing and crouching opponent from all directions. | |
| king | FC.db,d,db+1+2 | t | 45 | i12 | -6 | +0d | Floor Break * 1+2 throw break. * Opponent recovers in FUFR. | |
| king | FDFA.db+1+3 | t(g) | 32 | i18~20 | +0 | +0d | * 1 or 2 throw break, depending on King's input. * Opponent recovers in FDFA. | |
| king | FDFL.db+1+3 | t(g) | 37 | i18~20 | +0 | +0d | * 1 or 2 throw break, depending on King's input. * Opponent recovers in FDFL. | |
| king | FDFR.db+1+3 | t(g) | 35 | i18~20 | +0 | +0d | * 1 or 2 throw break, depending on King's input. * Side Switch. * Opponent recovers in FDFL. | |
| king | FDFT.db+1+3 | t(g) | 30 | i18~20 | +0 | +22d | * 1 or 2 throw break, depending on King's input. * Side Switch. * Opponent recovers in FDFL. | |
| king | FUFA.db+1+3 | t(g) | 28 | i18~20 | +0 | +0d | * 1 or 2 throw break, depending on King's input. * Opponent recovers in FUFR. | |
| king | FUFL.db+1+3b+1+3 | t(g) | 0 | i18~20 | +0 | +25d | * 1 or 2 throw break, depending on King's input. * Opponent recovers in FDFL/FDFR. | |
| king | FUFT.DB+1+3 | t(g) | 25 | i18~20 | +0 | +0d | Floor Break * 1 throw break. * Opponent recovers in FUFT. | |
| king | FUFT.DB+2+4 | t(g) | 28 | i18~20 | +0 | +1d | * 2 throw break. * Opponent recovers in FUFT. | |
| king | FUFT.db+1+3 | t(g) | 20,10 / 35 | i18~20 | +0 | +1d(-40) | * 1 or 2 throw break, depending on King's input. * Mash 1/2/3/4 to roll in midscreen to reduce 10 damage, on wall splat damage is 35. * Opponent recovers in FUFT if fails to roll. | |
| king | JGR.1+3 | t | 45 | i23 | +1d | * Heat Engager * Homing * Cannot throw break. Cannot heat dash. * Restores some Heat Gauge in Heat on successful hit. * Opponent recovers in FUFA. * Power up into JGR.1+3* after 30F? or during Heat ** 49dmg and i53? effective startup (without Heat) ** Partially uses remaining Heat time during Heat. | ||
| king | JGS.1+3 | t | 20 | i12 | -3 | +0d | * Homing * 1 or 2 throw break, depending on King's input. * Opponent recovers in FDFT. * Becomes f,hcf+1 / 2+4 on air grab / wall splat. | |
| king | MMD1.1,4,2,3 | t | 12 | +1d | * Cannot throw break. * Opponent recovers in FUFL. | |||
| king | MMD2.1,1+3/ MMD2.2,2+4 | t | 13 | -6 | +0d | * 1 or 2 throw break, depending on King's input. * Opponent recovers in FDFA. | ||
| king | MMD3.2,3,1,1+2 | t | 24 | -6 | +0d | * 1+2 Throw break. * Opponent recovers in FDFR. Max Damage 69. | ||
| king | MMD3.1+2,1,1+3/ MMD3.1+2,2,2+4 | t | 12 | -6 | +1d | * 1 or 2 throw break, depending on King's input. * Opponent recovers in FUFA. | ||
| king | MMD4.3+4,1+2 | t | 10 | +0d | * Cannot throw break. * Opponent recovers in FDFA. | |||
| king | MMD5.1+2,3,1+3/ MMD5.1+2,4,2+4 | t | 18 | -3 | +0d | * 1 or 2 throw break, depending on King's input. * Opponent recovers in FDFA. | ||
| king | MMD5.1+2,4,2,1+2 | t | 11,15 | -3 | +0d | * 1+2 throw break. * Opponent recovers in FDFL. Max Damage 93. | ||
| king | MMD6.2,4,3,1,1+3/ MMD6.2,4,3,1,2+4 | t | 31 | -6 | -10d | * 1 or 2 throw break, depending on King's input. * Opponent recovers in FUFA. Max Damage 116. | ||
| king | PD.1+2,3,4,1+2 | t | 45 | i11 | -7 | +0d | * 1+2 throw break. (when legs lifted to the top) * Could use ki charge button for 1+2 input. * Opponent recovers in FDFL. | |
| king | PD.1+2,1+2 | t | 35 | i11 | -7 | -14d | Floor Break * 2 throw break. (when legs lifted to the top) * Opponent recovers in FDFA. | |
| king | RAS1.1 | t | 7/15 | +0d | * Cannot throw break. * Input with 2,1,1+2 for more damage. * Opponent recovers in FUFR. | |||
| king | RAS2.1 | t | 7/15 | -9 | +0d | * 1 or 2 throw break, depending on King's input. * Input with 3+4,1 or 3+4,2 for more damage. * Opponent recovers in FUFR. | ||
| king | RAS3.1 | t | 12/17 | +1d | * Cannot throw break. * Input with 1,2,3+4 for more damage. * Opponent recovers in FUFT. | |||
| king | RAS4.1 | t | 15/20/31 | -3 | +1d | * 1 throw break. Side Switch. * Input with 2,1,3,4 for more damage. * On wall splat damage is 31. * Opponent recovers in FUFT. Max damage 97. | ||
| king | RAS4.2 | t | 20/25 | -6 | +1d | * 2 throw break. Side Switch. * Input with 3,1,2,3+4,1+2 for more damage. * King recovers in backturn stance. * Opponent recovers in FUFA. Max damage 91. | ||
| king | RSSB1.1 | t | 7/15 | +1d | * Cannot throw break. * Input with 2,2,1+2 for more damage. * Opponent recovers in FUFT. | |||
| king | RSSB2.1 | t | 7/15 | -3 | +0d | * 1 or 2 throw break, depending on King's input. * Input with 3+4,1 or 3+4,2 for more damage. * Opponent recovers in FDFA. | ||
| king | RSSB3.1 | t | 9/13 | +1d | * Cannot throw break. * Input with 1,2,3+4,1+2 for more damage. * Opponent recovers in FUFT. | |||
| king | RSSB4.1 | t | 15/20/31 | +1d | * 1 throw break. Side Switch. * Input with 2,1,3,4 for more damage. * Opponent recovers in FUFT. Max damage 94. | |||
| king | RSSB4.2 | t | 20/25 | +1d | * 2 throw break. * Input with 3,1,2,3+4,1+2 for more damage. * King recovers in backturn stance. * Opponent recovers in FUFA. Max damage 88. | |||
| king | SHH1.1,2,1+2 | t | 25 | -10 | +0d | * 1 throw break. Side Switch. * King suffers 10 recoverable damage on successful throw break * Opponent recovers in FDFR. Max damage 50. | ||
| king | SHH1.2,1,1+3 | t | 30 | -10 | +0d | * 2 throw break. * King suffers 10 recoverable damage on successful throw break * Opponent recovers in FDFR. Max damage 55. | ||
| king | SHH1.1+2,1,3 | t | 20 | -10 | +0d | * 1+2 throw break. * King suffers 10 recoverable damage on successful throw break * Opponent recovers in FDFL. | ||
| king | SHH2c.3,4,1+2,3+4 | t | 40 | +0d | * Cannot throw break. * Opponent recovers in FDFT. Max Damage 85. | |||
| king | UT,2,1,2,1 | t | 5,5,5,15 | +0 | +0d | * Could be any 1/2 combination (e.g. 1,1,1,1 / 1,2,2,1) * Throw break the 1st/4th hit by input the opposite to King's 1st/4th button. | ||
| king | UT,1+2 | t | 25 | -9 | +1d | * 1+2 throw break. * Can also input at 3rd hit of Ultimate Punch. * Opponent recovers in FUFR. | ||
| king | UT,1+2,1+2 | t, t | 25, 10 | +1d | * Cannot throw break. * Opponent recovers in FUFA. | |||
| king | UT,3+4 | t | 20 | i69? | +0 | +1d | * 3+4 throw break. * Throw break window: input or hold 3+4 during frames 20-60 * Can also input at 3rd hit of Ultimate Punch. * Opponent recovers in FUFR. | |
| king | UT,3+4:1+2 | t, t | 20, 30 | i69?, | +1d | * Input 1+2 during frames 68-70 of Leg Cross Hold * Cannot throw break. * Opponent recovers in FDFL. | ||
| king | WALL.f,hcf+1 | t(w) | 65(70) | i10 | -5d | * Cannot throw break. Also converts from RKO. * (f,hcf+1_2): Input all 6 directions of throw, press df for 1-3F, at most 1F of f followed by f+1 or f+2 for blue spark (+5 damage). * (f,f,F+2+4): Input n,f,F+2+4 within 6 frames after dash startup (f,n,f) to execute "blue spark" (+5 damage). * Partially restores remaining Heat time. * Opponent recovers in FUFR. | ||
| king | WallBack.b,b,ub | t / m | 45 / 21 | i43~48 / i44~63 | -8 | +2 / +15 | * Airborne from 5F, invincibility from 8 to 13F. * Unbreakable throw near wall, becomes air attack if throw not connected. * Side switch. Opponent recovers in FUFA. | |
| king | b+1+2(,f,F) | t | 0 | i12~17 | -3 | +14g / -2 | * Homing * 1+2 throw break. Side switch. * Damage becomes 15 on wall splat. * Shifts to JGR, input f,F / b,B to cancel shift. | |
| king | b+1+2,1+2(,f,F) | t | 0 | i12~17 | +11g / -6 | * 1+2 throw break. * Damage becomes 15 on wall splat. * Shifts to JGR, input f,F / b,B to cancel shift. | ||
| king | db,n,f+2+4 | t | 53 | i11 | -2 | -1d | Floor Break * 2 throw break * Input n,f+2+4 in 30 frames * Cannot be buffered from crouch * Cannot be executed during while standing * Opponent recovers in FUFA | |
| king | db+2+3 | t | 40 (8+20+12) | i12 | -6 | +1d / 0d | * 1+2 throw break. * Opponent recovers in FUFT / FDFT. | |
| king | df+1+3 | t | 19 | i32 | -2 | +1d | * Homing * 1 throw break. Side Switch. * Very slow crouch dash then grab. * Opponent recovers in FUFA. | |
| king | df+2+4 | t | 20 | i32 | -2 | +1d | * Homing * 2 throw break. Side Switch. * Very slow crouch dash then grab. * Opponent recovers in FUFT. | |
| king | df+2+3 | t | 40 | i12 | -2 | +0d | * 2 throw break. * Opponent recovers in FUFT. | |
| king | d+1+3 | t(c) | 35 | i12~13 | +0d | Floor Break * Crouch throw, cannot throw break. * Can also be done by db+1+3 and in FC too. * Opponent recovers in FDFA. | ||
| king | d+2+4 | t(c) | 35 | i12~13 | +0d | Floor Break * Crouch throw, cannot throw break. * Can also be done by db+2+4 and in FC too. * Opponent recovers in FUFA. | ||
| king | d+1+4 | t(c) | 35 | i12~13 | +0d | * Heat Engager * Crouch throw, cannot throw break. * Restores some Heat Gauge in Heat. * Cannot heat dash * Opponent recovers in FDFA. | ||
| king | f,f,F+2+4 | t | 40(45) | i10 | -5 | +1d | * Homing during heat * 1+2 throw break * Input f,F+2+4 in 6 frames after f,f for bluespark. * i13 startup for Bluespark throw with buffered input * 45 damage on bluespark * 18F throw break window on bluespark * 7F throw break window on CH bluespark * Partially restores remaining Heat time. * Opponent recovers in FUFL. | |
| king | f,hcf+1 | t | 45(50)/70,5 | i10 | -13 | -22d(-50) | * Homing during heat * 1 throw break * Side switch * Input all directions, df for 1-3F, f for 0-1F, and f+1 to execute bluespark. * i11 startup for Bluespark throw with buffered input * 50 damage on bluespark * 18F throw break window on bluespark * 7F throw break window on CH bluespark * Partially restores remaining Heat time. * Perform tech ukemi to reduce 5 damage. * 70 damage on wall splat regardless of input. * f,b,d,f are required inputs for normal throw * Opponent recovers in FUFT. | |
| king | f,hcf+2 | t | 50(55) | i12~14 | -6 | +1d | * Homing during heat * 2 throw break * Input all directions, df for 1-3F, f for 0-1F, and f+2 to execute bluespark. * i13 startup for Bluespark throw with buffered input * 55 damage on bluespark * 18F throw break window on bluespark * 7F throw break window on CH bluespark * Partially restores remaining Heat time. * f,b,d,f are required inputs for normal throw * Opponent recovers in FUFL. | |
| king | qcb+1+2 | t | 50 | i11 | -6 | -6d | * Floor Break * Homing during heat * 1+2 throw break * Side switch * King recovers in BT * Partially restores remaining Heat time * Opponent recovers in FUFA. | |
| king | qcf+1 | t | 30 | i11 | -2/-7 | +8d | * 1 throw break. * Opponent recovers in FUFT. | |
| king | ss2+4 | t | 15 / 20 | i13 | -3 | +0d / +1d | * Homing * 2 throw break (except from behind). * RSSB2 from side/behind, RSSB1 from front, doesn't change to left/right/behind throw. * Opponent recovers in FUFT. * Throw can be canceled by input b/db. | |
| king | uf+1+2 / uf+1+2,B | t | 30 | i12 | -6 | +19d(-7) / +17d(-13) | * 1+2 throw break. * Hold b to throw backwards. * Damage becomes 15 on wall splat. * Opponent recovers in FUFT. | |
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| kuma | H.2+3 | M,M | 51 | i13~15, i45 | 0 | +33a (+23) | * Heat Smash * Balcony Break * 10 chip damage * Transition to attack throw on 1st hit * +20a (+10) 45dmg on 2nd hit if 1st hit misses | |
| kuma | 1 | h | 5 | i10 | +1 | +8 | Recovers 2f faster on hit or block (t27 r17) | |
| kuma | 1,1 | h, m | 5, 8 | i10, i22~23 | -15 | -4c | * Combo from 1st hit CH with 2F delay * Move can be delayed by 3F | |
| kuma | 1,1,1 | h, m, m | 5, 8, 14 | i10, ,i22~23 | -16 | +69a (+23) | * Tornado * Combo from 2nd hit * Combo from 1st CH | |
| kuma | 1,2 | h, h | 5, 25 | i10, i22~24 | -5 | +11 (+2) | * Balcony Break * Jail from 1st hit * Combo from 1st CH with 3F delay * 10 chip damage on block | |
| kuma | 1+3+4 | sp | ||||||
| kuma | 2 | h | 10 | i10 | -1 | +6 | ||
| kuma | 2,1 | h, m | 10, 11 | i10, i16 | -3 | +2 | * Combo from 1st hit with 2F delay * +2c on crouching hit * Panda: Reduced vertical hitbox (does not hit as high) | |
| kuma | 2,1,2 | h, m, m | 10, 11, 22 | i10, ,i33~34 | -14 | +31a (+21) | ||
| kuma | 2,1,3 | h, m, l | 10, 11, 13 | i10, ,i18 | -13 | -2 | * Combo from 2nd CH | |
| kuma | 3 | h | 25 | i18 | -5 | +21a (+11) | * Balcony Break | |
| kuma | 4 | h | 20 | i14 | -6 | +5 | +30a | * Balcony Break on CH |
| kuma | 1+2 | m | 25 | i13~14 | -13 | +18g | * Balcony Break * Heat Engager * Forces crouch on hit | |
| kuma | 3+4 | sp | * Alternate input: FDFA.3+4 * Can low parry in HBS with F * Transition to HBS * Transition to r10 FC with input ub_u_uf * Transition to r15 FC with DB * Remains in stance indefinitely * Can move in stance with F or B | |||||
| kuma | f+2 | h | 11 | i12 | -13 | +3 | ||
| kuma | f+2,1 | h, h | 11, 20 | i12, i20 | -5 | +36a (+10) | * Balcony Break * Combo from 1st hit with 9F delay * Move can be delayed by 13F | |
| kuma | f+3 | h | 30 | i20 | -5 | +21a (+11) | * Balcony Break | |
| kuma | f+4 | h | 22 | i15 | -6 | +5 | +30a | * Balcony Break on CH |
| kuma | f+1+2 | m | 16 | i18 | -15 | +18a | ||
| kuma | f+1+2,1+2 | m, M | 16, 20 | i18, i30~31 | -14 | +65a (+49) | * Tornado * Combo from 1st hit * Grounded hit on off-axis hit against large body size characters? | |
| kuma | df+1 | m | 6 | i15~16 | -6 | +2 | ||
| kuma | df+1,2 | m, m | 6, 9 | i15~16, i22~23 | -11 | -2 | * Combo from 1st CH | |
| kuma | df+1,2,1+2 | m, m, M | 6, 9, 20 | i15~16, ,i25~26 | -14c | +17d | * Combo from 2nd hit with 9F delay * Combo from 1st CH * Move can be delayed by 8F * Input can be delayed by 10F | |
| kuma | df+2 | m | 10 | i15~16 | -9 | +2 | ||
| kuma | df+2,1 | m, m | 10, 12 | i15~16, i20~21 | -16 | +35a (+25) | * Combo from 1st hit with 4F delay * Input can be delayed by 4F * Move cannot be delayed | |
| kuma | df+3 | m | 13 | i16 | -9 | +2 | * +2c on crouching hit | |
| kuma | df+3,2 | m, h | 13, 24 | i16, i27~28 | -5 | +22a | * Balcony Break on airborne hit * Combo from 1st hit * 9 chip damage on block | |
| kuma | df+4 | m | 15 | i12 | -4 | +7 | ||
| kuma | d+1+2 | M | 23 | i14~15 | -15 | +13d (+3) | * Balcony Break * Shoulder ** Body slam (unparryable) * 27 damage on clean hit | |
| kuma | d+3+4 | sp | * Transition to SIT * Transition to ROL with input f | |||||
| kuma | db+1 | h | 11 | i14~15 | -10 | +4 | +9 | |
| kuma | db+1,2 | h, M | 11, 20 | i14~15, i22~23 | -13 | +4 | +13c | * Spike * Combo from 1st hit * Hold 2 to power up, up to 2 charge levels * Transition to HBS with input D or 3+4 |
| kuma | db+1,2* | h, M | 11, 20 | i14~15, i33~34 | -12 | +13c | +42a | * Spike * 8 chip damage on block * Heat skips to db+1,2** charge with i34~35 startup * Transition to HBS with D or 3+4 |
| kuma | db+1,2** | h, M | 11, 30 | i14~15, i47~48 | +3 | +42a | * Spike * Reversal Break * 12 chip damage on block * Startup shortened during Heat: i34~35 startup (partially consumes Heat time) * Transition to HBS with D or 3+4 | |
| kuma | db+3 | l | 12 | i18 | -12 | +1 | ||
| kuma | db+1+2 | m,m | 4,4 | i14~15 | -9 | +2~3 | ||
| kuma | db+1+2,1+2 | m,m, m,m | 4,4, 4,4 | i14~15, i15~16 | -11 | 0 | ||
| kuma | db+1+2,1+2,2 | m,m, m,m, m | 4,4, 4,4, 18 | i14~15, ,i20~21 | -15 | +22a (+12) | ||
| kuma | db+2+3 | l | 30 | i32~34 | -12 | +39a | * Balcony Break on airborne hit * Hold 2+3 to power up, up to 2 charge levels and deal more chip damage on block | |
| kuma | db+2+3* | l | 40 | i45~47 | -12 | +39a | * Balcony Break on airborne hit * chip damage on block | |
| kuma | db+2+3** | l | 60 | i60~62 | -4 | +43a | * Balcony Break on airborne hit * chip damage on block | |
| kuma | b+2 | m | 12 | i15 | -9 | +2 | ||
| kuma | b+2,1 | m, h | 12, 14 | i15, i23 | -3 | +8 | * Transition to HBS with input D or 3+4 (-4/+7) * Transition to ROL with input F (-14/-3) ** Adds i28~31 SM projectile 5dmg attack during Heat (Consumes 120F of remaining Heat time) *** +14~+17 or -6~-3 HBS or +1~+4 FC on block *** +20~+23 or +0~+3 HBS or +7~+10 FC on hit | |
| kuma | b+2,1,1+2 | m, h, m | 12, 14, 20 | i15, ,i26 | -11 | +15a (+6) | * Balcony Break * Combo from 2nd CH with 4F delay * Move can be delayed by 10F * Panda: Shorter vertical hitbox (does not hit as high) | |
| kuma | b+2,2 | m, m | 12, 15 | i15, i25 | -10 | +6 | * Combo from 1st CH with 5F delay * Move can be delayed by 13F | |
| kuma | b+1+2 | h,m | 10,20 | i18~19 i12~13 | -8 | +13d / HE | * Balcony Break * Heat Engager * Homing * chip damage * Transition to HBS with input D or 3+4 (does not shift when using Heat Dash) | |
| kuma | b+1+4 | m! | 25 | i60~62 | +16a/+21a HBS | * Transition to HBS with input D or 3+4 | ||
| kuma | b+1+4,f,f | SM | 40 | i55~i130 | -20~+55 | +42a~+117a | * Projectile * Hold F to extend attack * Recovers in FUFT on hit or block * If attack is extended to where you roll past the opponent, recovers in FUFA * Floating state 55~147? | |
| kuma | b+3+4 | m | 20 | i22~23 | -28 | +61a | * Alternate input: ws3+4 * Tornado | |
| kuma | uf+2 | m | 20 | i28~30 | -6 | +30a | +65a (+45) | * Balcony Break * Homing * Strong Aerial Tailspin * Alternate input: ub+2 or u+2 |
| kuma | uf+3,4,1+2 | m, m, M | 13, 13, 22 | i16~17, ,i18~19 | -15 | +16a / -2a | * Spike * Transition to HBS with input D or 3+4 * Less frame advantage occurs after Combo from last hit | |
| kuma | uf+4,3 | m, m | 20, 25 | i29~30, i20~21 | +7 | +21a (+14) | * Balcony Break * Only connects on hit or block * Recovers in FUFT * Low crush | |
| kuma | 1+2+3+4 | |||||||
| kuma | b,f+2 | h | 26 | i15~17 | -5 | +17a (+8) | +62a (+42) | * Balcony Break * 10 chip damage on block |
| kuma | qcf+2 | m | 15 | i17~18 | -8 | +3 | ||
| kuma | qcf+2,1 | m, m | 15, 25 | i17~18, i27 | -10 | +33a (+7) | * Heat Engager * Heat Dash +36a (+26) * Balcony Break * Combos from 1st hit | |
| kuma | qcf+2,2 | m, l | 15, 22 | i17~18, i33~34 | -18 | +40a | * Chip damage on block | |
| kuma | ws1 | m | 13 | i13~15 | -11 | +2 | +7 | |
| kuma | ws1,2 | m, m | 13, 20 | i13~15, i18~19 | -13 | +6 (+20g) | +18cg | * Combo from 1st hit * Hold 2 to power up, up to 2 charge levels * Transition to HBS with input D or 3+4 * Tornado * Wall Crush +20g on hit * Balcony Break on CH |
| kuma | ws1,2* | m, m | 13, 28 | i13~15, i33 | -12 | +18cg | +31a (-2) | * Combo from 1st CH * Heat skips to Level 2 charge * Transition to HBS with input D or 3+4 (-12/+18cg/+34a (-2)) * Balcony Break * Tornado |
| kuma | ws1,2** | m, m | 13, 38 | i13~15, i44 | +3 | +27a (-9) | * Transition to HBS with input D or 3+4 * Balcony Break * Tornado * Reversal Break * chip damage on block * Heat reduces charge length (consumes partial Heat time) | |
| kuma | ws2 | m | 20 | i15~16 | -12 | +29a (+19) | ||
| kuma | ws3 | m | 21 | i18~20 | -9 | +17 (+8) | * Balcony Break * Homing | |
| kuma | ws4 | m | 20 | i11~12 | -6 | +5 | ||
| kuma | SS.1+2 | m | 23 | i22~23 | -3 | +6c | * 9 chip damage * Transition to +12 +3 HBS with D | |
| kuma | FC.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 * Floating state 1~31 | ||
| kuma | FC.df+2 | m | 12 | i18~19 | -13 | -2 | * | |
| kuma | FC.df+2,1 | m, h | 12, 12 | i18~19, i18~20 | -10~-8 | +1~+3 | * Combo from 1st hit * Jail from 1st block | |
| kuma | FC.df+2,1,1+2 | m, h, M | 12, 12, 6 | i18~19, ,i22~23 | -17 | -6 | * Interrupt with i6 from 2nd block | |
| kuma | FC.df+2,1,1+2,3 | m, h, M, L | 12, 12, 6, 5 | i18~19, ,i32~33 | -18 | -7 | * Interrupt with i15 from 3rd block | |
| kuma | FC.df+2,1,1+2,3,1+2 | m, h, M, L, M | 12, 12, 6, 5, 6 | i18~19, ,i26~27 | -19 | -8 | * Interrupt with i10 from 4th block * Can SSR hit from 4th block | |
| kuma | FC.df+2,1,1+2,3,1+2,3+4,1+2 | m, h, M, L, M, m, m | 12, 12, 6, 5, 6, 6, 7 | i18~19, ,i55 | -49 | -38 | * Interrupt float with i40? from 6th block * Can SSL/SSR and SWL/SWR from 6th block * Floating state 1~122 | |
| kuma | FC.df+2,1,1+2,3,1+2,3+4,1+2,2 | m, h, M, L, M, m, m, m | 12, 12, 6, 5, 6, 6, 7, 6 | i18~19, ,i20~22 | -17 | -6 | * Interrupt with i21? from 7th block * Can SSL/SSR and SWL/SWR from 7th block | |
| kuma | FC.df+2,1,1+2,3,1+2,3+4,1+2,2,3 | m, h, M, L, M, m, m, m, h | 12, 12, 6, 5, 6, 6, 7, 6, 21 | i18~19, ,i26 | -21 | +34a (+24) | * Combo from 8th hit * Interrupt with i8 from 8th block * Can SSL/SSR and SWL/SWR from 8th block | |
| kuma | FC.df+2,1,1+2,3,1+2,3+4,1+2,2,3,1 | m, h, M, L, M, m, m, m, h, h | 12, 12, 6, 5, 6, 6, 7, 6, 21, 35 (24) | i18~19, ,i47 | +11 | +10c | * Balcony Break * Aerial combo (+14a (+7)) from 8th or 9th hit * Forces tech backroll on hit * Interrupt with i33? from 9th block * Can SSL/SSR and SWL/SWR from 9th block | |
| kuma | FDFA.1+2 | l | 10 | i14~16 | -12 | +6 | +6 | * Transition to HBS * Move is airborne, requires strong parry * Reverse direction when performed in FDFT |
| kuma | FUFA.1+2 | M | 15 | i17~19 | -2 | +6 | * Transition to HBS (Cannot cancel) * Reverse direction when performed in FUFT | |
| kuma | FUFT.d+1+2 | m | 21 | i29~31 | +18~+20 | +37a | +37a | * Transition to SIT (Cannot cancel) * Reverse direction when performed in FUFA |
| kuma | HBS.1 | M | 10 | i12 | -13 | +5 | +12 | * Elbow |
| kuma | HBS.1,2 | M, M | 10, 23 | i12, i24~25 | -13 | +6c | +13c | * Combo from 1st hit with 20?F (charge) delay * Hold 2 to power up, up to 2 charge levels * Move can be delayed by 10F by holding 2 |
| kuma | HBS.1,2* | M, M | 10, 23 | i12, i33~34 | -12 | +13c | +49a | * Combo from 1st CH with 30?F (charge) delay * Move can be delayed by 9?F by holding 2 * Becomes HBS.1,2** during heat * Consumes 240F? of remaining Heat time * 9 chip damage on block |
| kuma | HBS.1,2** | M, M | 10, 30 | i12, i44~45 | +3 | +49a | * Reversal Break * Replaces HBS.1,2*: i33~34 startup during Heat (t83? r36?) * 12 chip damage on block | |
| kuma | HBS.3 | sp | * Transition to FUFA * Alternative input: HBS.4 (HBS.3 is into background, HBS.4 is into foreground) * Floating state 1~36 | |||||
| kuma | HBS.b,b | sp | * Alternate input: SIT.B * Transition to r12 HBS with input D or 3+4 at frame 35 | |||||
| kuma | HBS.df+1 | m | 23 | i25~27 | -7 | +20a (+11) | * Homing * Balcony Break * Strong Aerial Tailspin * 9 chip damage | |
| kuma | HBS.df+2 | m | 20 | i15~16 | -17 | +35a (+25) | * Tornado | |
| kuma | HBS.d+1+2 | m | 22 | i16~20 | -3 | +4 | +76a (+60) | * Tornado * Transition to HBS * Tornado on CH only * t44? r24? on hit * Panda: Increased vertical attack hitbox height. Decreased attack range and height hitbox on frames 18-20 (does not hit as deep or high) |
| kuma | HBS.d+3+4 | sp | * Transition to FDFA | |||||
| kuma | HBS.f,f | sp | i26~i31 | +14~+19 | +20~+25 | * Transition to ROL ** Can transition to r20? HBS with D or 3+4 ** Can transition to r13? FC * 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 | ||
| kuma | OTG.d+1+4 | l,ub(l) | 16 (11),48 (33) | i55~110,i25~38 | N/A | 8 (0) / +14 | * Cancel to BT with input OTG.d+1+4,3+4 * More frame advantage when hitting standing opponent | |
| kuma | ROL.1 | h | 31 | i15~16 | +4 | +35d (+27) | * Balcony Break * Tornado * Power up during Heat: +13 on block guard break (Uses 240F of remaining Heat time) | |
| kuma | ROL.2 | m | 21 | i17~19 | -17 | +28a (+18) | ||
| kuma | ROL.3 | l | 20 | i18~26 | -18 | +33a | Recovers in FUFT | |
| kuma | ROL.4 | M | 20 | i26~30 | +7 | +26a | Recovers in FUFT | |
| kuma | ROL.1+2 | SM | 22 | i10~40 | -30 | +45a | * Recovers in FUFT on hit * Recovers in off axis FUFT on block | |
| kuma | SIT.1 | l | 15 | i21~22 | -12 | +4 | +9 | |
| kuma | SIT.1,1 | l, l | 15, 13 | i21~22, i25~26 | -12 | +6 | Combo from 1st CH | |
| kuma | SIT.2 | m | 18 | i19~21 | -12 | +73a (+57) | * Tornado | |
| kuma | SIT.3+4 | M | 20 | i25 | -12 / -10 ROL | -4a / -2a ROL | * Transition to ROL with input SIT.F | |
| 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 | 1+3 | th(h) | 35 | i12~14 | -3 | +1 | * Throw break: 1 or 2 * Opponent status on hit: FUFT | |
| kuma | 2+4 | th(h) | 35 | i12~14 | -6 | +1 | * Throw break: 1 or 2 * Opponent status on hit: FUFT * Side switch on hit | |
| kuma | Back throw | th(h) | 70 | i12~14 | +1 | * Throw break: none * Opponent status on hit: FUFA | ||
| kuma | HBS.f+1+2 | th(h) | 30 | i26~27 | -2d | * Removes Recoverable Health * Spike * Throw break: none * Opponent status on hit: FUFA * Panda: Reduced attack range and vertical hitbox (does not hit as high) | ||
| kuma | Left throw | th(h) | 50 | i12~14 | -3 | +1 | * Throw break: 1 * Spike * Opponent status on hit: FUFT | |
| kuma | Right throw | th(h) | 40 | i12~14 | -3 | +1 | * Throw break: 2 * Opponent status on hit: FUFT off axis | |
| kuma | hcb,f+1+2 | th(h) | 50 | i11 | +0 | +5 | * Throw break: 1+2 * 60 dmg if opponent hits the wall * Opponent status on hit: FUFA * Side switch on throw break and hit | |
| kuma | uf+1+2 | th(h) | 35 | i12~14 | 0 | +26d (+7) | * Throw break: 1+2 * Balcony Break * Opponent status on hit: FUFT | |
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| lars | H.DEN.3+4 | L,SM | 11,10 | i22~23, i9 | -14 | +21d | * 2 chip damage on block * 2nd hit only occurs on 1st hit * Recovers ?F faster on hit * Transition to r19 SEN with input F (-7/+34d) * Consumes 300F of remaining heat time | |
| lars | H.SS.2 | m,SM | 20,10 | i16~17, i8 | +6c | +27d | * 6 chip damage on block * Consumes 270F of remaining heat time | |
| lars | H.2+3 | m,M | 55 | i18~19, i38~41 | +12c | +0 / +81a | * Heat Smash * Spike * Transition to 30dmg attack throw on 1st hit (+0) * +81a 25dmg 2nd hit on 1st block or whiff * Transition to r30 DEN on block or whiff (+12c/+81a) * Transition to r37 standing on block (+10c/+79a) or whiff with input B * 7 chip damage on block | |
| lars | 1 | h | 5 | i10 | +1 | +8 | ||
| lars | 1,1 | h, m | 5, 8 | i10, i18~19 | -8 | +0 | * Combo from 1st hit CH with 3F delay * Jail from 1st block with no delay | |
| lars | 1,1,1 | h, m, m | 5, 8, 20 | i10, ,i25~26 | -12 | +17a | * Heat Engager * Heat Dash +5, +43d (+35) * Balcony Break * Combo from 2nd hit with 4F delay * Combo from 1st CH with 4F delay * Move can be delayed by 5F | |
| lars | 1,2 | h, h | 5, 9 | i10, i10 | -3 | +8 | * Combo from 1st hit with 4F delay * Jail from 1st block with 4F delay | |
| lars | 1,4 | h, l | 5, 10 | i10, i22 | -12 | +1 | * Combo from 1st CH with 2F delay * Transition to LEN with input D (-12/+3) | |
| lars | 2 | h | 10 | i10 | +0 | +8 | ||
| lars | 2,1 | h, m | 10, 12 | i10, i20~21 | -6 | +8 | * Combo from 1st hit with 3F delay * Input can be delayed by 3F * Transition to LEN, cannot cancel | |
| lars | 3 | h | 16 | i15 | -17 | +0 | * Transition to LEN with input D (-11/+6) | |
| lars | 4 | h | 27 | i17~18 | -7 | +18 (+9) | * Balcony Break | |
| lars | 3+4 | m | 22 | i17~18 | -8 | +17d | * Heat Engager * Heat Dash +5, +36a (+26) * Balcony Break | |
| lars | f+1 | h | 10 | i13 | -5 | +6 | ||
| lars | f+1,2 | h, m | 10, 11 | i13, i12 | -5 | +6 | * Transition to SEN * Combo from 1st hit with 1F delay * Input can be delayed by 1F * Jails from 1st block * Transition to standing with B (-8/+3) | |
| lars | f+1,2,3 | h, m, m | 10, 11, 20 | i13, ,i24 | -5 | +22c | +49a | * Balcony Break * Combo from 2nd hit CH * Transition to DEN * Cancel DEN and transition to standing with input B (-12/+41d (-17)/+42a) * Forces tech backroll on hit ** Opponent recovers crouching |
| lars | f+2 | h | 10 | i12 | -6 | +3 | ||
| lars | f+2,1 | h, h | 10, 15 | i12, i13 | -5 | +6 | * Combo from 1st hit * Jails * Transition to SEN * Cancel SEN and transition to standing with input B (-6/+5) | |
| lars | f+2,4 | h, h | 10, 22 | i12, i18~19 | -12 | +15 (+6) | * Balcony Break | |
| lars | f+3 | sp | * Transition to DEN * Recover 30F heat on transition * Stance moves can be delayed by 19F | |||||
| lars | f+4 | m | 12 | i17 | -9 | +7 | * Knee | |
| lars | f+4,1 | m, m | 12, 8 | i17, i21~22 | -9 | +2 | Combo from 1st CH | |
| lars | f+4,1,2 | m, m, m | 12, 8, 8 | i17, ,i12 | -10 | +2 | Combo from 2nd hit | |
| lars | f+4,1,2,1 | m, m, m, m | 12, 8, 8, 20 | i17, ,i24~25 | -14 | +19 (+9) | * Balcony Break * Combo from 3rd CH | |
| lars | f+1+2 | m | 20 | i15~16 | -13 | +28 | ||
| lars | f+1+4 | m | 28 | i13~14 | -18 | +18 (+8) | * Balcony Break * Shoulder | |
| lars | df+1 | m | 12 | i13 | -3 | +5 | ||
| lars | df+1,1 | m, h | 12, 12 | i13, i21 | -6 | +6 | * Combo from 1st hit with 1F delay * Input can be delayed by 1F * Transition to r19? DEN with D (-2/+10) | |
| lars | df+1,1,3 | m, h, m | 12, 12, 25 | i13, ,i25~26 | -12 | +16d | * Balcony Break * Combo from 2nd CH with 9F delay * Move can be delayed by 10F * Input can be delayed by 14F | |
| lars | df+1,3 | m, m | 12, 20 | i13, i24 | -12 | +13a (+4) | * Balcony Break * Combo from 1st CH with 1F delay * Input can be delayed by 1F | |
| lars | df+2 | m | 15 | i14 | -3 | +9 | +13c | * Elbow * Transition to SEN * Recover 30F heat on transition * Transition to standing with B (-11/+1/+5c) |
| lars | df+3 | m | 15 | i16 | -11 | +8 | * Transition to DEN with input D (-4/+15) | |
| lars | df+4 | m | 16 | i15~16 | -8 | +2 | ||
| lars | d+2 | m | 17 | i18~19 | +0c | +8c | +10d | * Elbow * Transition to FC with input D |