mokujin

mokujin

Edit
CharCommandHit levelDamageStartupBlockHitCounter hitNotes
ninauf+3+4t18i23-23a~-16a+9a (-1)
* Transitions to throw on front hit
* Throw break 2
* Low crush 3~
xiaoyuf,f,F+3m20i23~30+7+29a (+19)
* Balcony Break
* Transition to AOP
* Chip on block [9]
* Alternate input wr3
* Low crush 3~
yoshimitsuf,f,F+3M30i22~23+5g+13a (+3)
* Balcony Break
* 9 chip damage on block
* Enter DGF +7 +15a (+5) r34 with 1SS.U
* Low crush 3~33
* Floating state 34~36
zafinaf,f,F+3m30i23~26+7+19a (+9)
* Balcony Break
* Cancel SCR transition +3 +15a (+5) t58 r32 with B
* 9 chip damage on block
* Low crush 3~34
* Floating state 35~37
hwoaranguf+4,4h, m12, 12i22~23, i11~12+0+6
* Combo from 1st hit
* Also possible during RFF
* Transition to RFS
* Low crush 2?~
alisab+1+3,Pm!25i20~21-5a (-14)
* Balcony Break
* Interrupt with i11 after parry
* High crush 1~39
alisaub+4,1,1,2,1,1,3+4,3,2m, m, m, h, h, m,M,M, L, m, M10, 12, 9, 5, 5, 3,3,3, 7, 15, 20i18, ,i17~22-30-38a (-45)
* Combo from 8th hit
* Available only as combo from previous hit
* Low crush 1~
alisaFC.1+2L,L10,16i21~23 i6~8-11c+5c
* Enter DES with n,1+2
* High crush 1~55
alisaFC.d+1sl5i10-5+6
Transition to standing with f
* High crush 1~
alisaFC.d+2sl8i11-4+7
* High crush 1~
alisaFC.d+3L10i16-17-6
* High crush 1~
alisaFC.d+4l6i12-15-4
* High crush 1~
alisaDBT.f+1+2m,m,m,m,m28i17-18, i8~9, i8~9, i8~9, i8~9+4+25a (-1)
* Balcony Break
* Weapon
* 8 chip damage on block
* Low crush 1
annaf,F+3,3m, L14, 14i15, i25-14+4c+14
* Combo from 1st hit with 5f delay
* High crush 1~
annaFC.df+2L12i20-21+70a (+54)
* Instant Tornado on hit
* Recovers 6f faster on hit
* Deals only 6 damage when using its follow up attack in Heat
* High crush 1~52
annaROLL.3m27i10~11-9+32d (+24)
* Balcony Break
* High crush 1~
asukadb+4,4L, L14, 15i22~24, i31~33-7+4+35a
Transition to r22 FC with D
* High crush 1~49
asukadb+4,4,4L, L, L14, 15, 16i22~24, ,i31~33-7+4+35a
Transition to r22 FC with D
* High crush 1~49
asukab+3,4m, L15, 14i16~17, i20~22-11+0+3
* Links to db+4 extensions
* Transition to r22 FC with D
* High crush 1~
asukaFC.df+2L10i16~17-11+0+25g
* Only i17 or faster guaranteed on CH
* High crush 1~
asukahFC.1sl5i10-5+6
* Transition to Standing with f
* +6c on crouching hit
* High crush 1~
asukahFC.2sl8i11-4+7
* High crush 1~
asukahFC.3L10i16-17-6
* High crush 1~
asukahFC.4l6i12-15-4
* High crush 1~
azucenaf+4,4~3m, m16, 24i17~18, i21~22-9~-8+15a (+6)+70a (+54)
* Balcony Break
* Tornado on CH
* Interrupt with i19 from 1st block
* Low crush 1~6
* Floating state 7~9
azucenaf,f,F+3,2m, h10, 20i15~16, i10~12+2+25a (-1)
* Balcony Break
* Elbow
* Jail from 1st attack
* 8 chip damage on block
* Available only as combo from 1st hit
* Enter LIB +3 +28a (+2) r35 with F on frame 22
* Low crush 1~24
* Floating state 25~27
azucenaFC.df+3L17i18~19-13+3c+13c
* High crush 1~
azucenaFC.df+4L23i17~18-15+5+24d
* Transition to r33 LIB on hit only
* High crush 1~
azucenaFC.d+1sl5i10-5+6
Can recover standing with F
* High crush 1~
azucenaFC.d+2sl8i11-4+7
* High crush 1~
azucenaFC.d+3L10i16-17-6
* High crush 1~
azucenaFC.d+4l6i12-15-4
* High crush 1~
bryand,db,b
* Cancel to SS on any frame with u
* Minimum 3f needed to enter (one for each directional)
* High crush 1~10
bryanqcf
* Enter FC r25 with DF
* Cancel to SS on any frame with u
* Cancel to block on frames 1~9 with b
* Actionable on frame 1~
* High crush 1~25
bryanFC.df+4m21i15~16-10+13g+25d
Balcony Break
* High crush 1~14
bryanSNE.f,F+1+2,Ph, m36, 20i13, i13~14+15g+43d (-15)
* Balcony Break
* Chip damage on block (8)
* Consumes SNE
* Initial attack absorbing animating takes 9 frames (pc1~9), effective startup is i22~23
* Power crush 1~14
claudiod+2,2L, L6, 8i20, i16~17-13-1
* Jail from 1st block
* Combo from 1st hit
* High crush 1~
claudiodb+2,1sl, m8, 12i11, i18-9+3
* Combo from 1st CH
* Jail from 1st block
* High crush 1~
claudiob+4,3,2m, h, M10, 14, 20i17, ,i31~32-13+16a
* Balcony Break
* Spike
* Combo from 2nd CH
* Interrupt with i5 from 2nd block
* Low crush 1~31
claudioSTB.b+4,3,2m, h, M10, 14, 38i17, ,i31~32-1c43a (+33)
* Balcony Break
* Spike
* Combo from 2nd CH
* Interrupt with i5 from 2nd block
* 7 chip damage on block
* 14 chip damage on block in heat
* Consumes STB, but if in Heat, partially depletes the remaining Heat time instead
* Low crush 1~31
cliveFC.df+2L18i19~20-12+3c
* Weapon
* High crush 1~20
cliveGAR.1m18i15~17-5~-3+17a
* Balcony Break
* Spike
* 21 damage with delayed input
* Jump takes 17f, effective minimum startup i32~34
* 3 (4) chip damage on block
* -12 on block, +3c on hit, 15 damage, 18 delayed input damage, 3 chip damage with ub+1
* Low crush 1~23
* Floating state 24~26
cliveGAR.2m20i18~19-15-13
* Weapon
* 24 damage with delayed input
* -16 on block, -14 on hit, 12 damage, 15 delayed input damage with ub+2
* Jump takes 17f, effective minimum startup i35~36
* js1~48 with u+2
* Low crush 1~49
cliveGAR.2,2m, m,M20, 6,25i18~19, i26~27 i3~4-17+13d (-4d)
* Tornado
* Weapon
* Combo from 1st hit
* Low crush 1~26
* Floating state 27~29
cliveGAR.3h12i12-3+21a (-4a)
* Balcony Break
* 15 damage with delayed input
* +6 on hit with ub+3
* Jump takes 17f, effective minimum startup i29
* Low crush 1~29
* Floating state 30~32
cliveGAR.4h10i10-4+2
* Balcony Break
* 13 damage with delayed input
* 8 damage, 11 delayed input damage with ub+4
* Jump takes 17f, effective minimum startup i27
* js1~27 fs28~30 with ub+4 and u+4
* Low crush 1~31
* Floating state 32~34
cliveWOL.3M20i27~28-15~-14+61a (+45)
* Tornado
* Low crush 1~52
* Floating state 53~55
devil-jinH.MCR.1+2h!,t12,27i20+0d
* Transition to attack throw on standing or airborne hit
* Consumes 300F of the heat timer
* Low crush 1~12
devil-jinf,n,d,df,UF
* Can access wr3 by inputting 3 on frames 1~2
* Unable to act from frames 3~26
* Low crush 1~20
* Floating state 21~23
devil-jinFLY.1h20i18~19-3+67a (+47)
* Strong Aerial Tailspin
* Balcony Break
* Low crush 1~12
* Floating state 13~15
devil-jinFLY.2h!,t20,20i36+0d
* Floor Break
* Transition to attack throw on front standing or airborne hit
* +1a (-8) on BT hit
* Low crush 1~60
* Floating state 61~63
devil-jinFLY.4M10i20~21-29-20s
* Low crush 1~50
* Floating state 51~53
devil-jinFLY.4,1M, h10, 20i20~21, i40~41+1+71a (+51)
* Strong Aerial Tailspin
* 14 damage with combo scaling from 1st hit
* 24 damage total from 1st hit
* Interrupt with i19 from 1st block
* Low crush 1~
devil-jinFLY.4,2,1,UFM, m, m, t10, 20, 20, 14 (10)i20~21, ,-4d
* Floor Break
* Transition to attack throw on hit
* Available only on hit
* 10dmg with combo scaling from previous hit
* Opponent recovers FDFA on hit
* Low crush 1~
devil-jinFLY.4,2,1+2M, m, m!,M!10, 20, 14, 20i20~21, ,i27~28 i22~60-6a
* Available only as combo from 2nd hit
* 15 (7+8) damage with combo scaling from 1st hit
* 39 damage total from 1st hit
* 20 damage (10+10) with combo scaling from 2nd hit
* 40 damage total from 2nd hit
* Low crush 1~
devil-jinFLY.1+2M!30i50~100-72c~-22c
* Balcony Break
* -72c~-56c on average
* Forces backroll on hit
* Low crush 1~111
* Floating state 112~114
devil-jinFLY.f+1+2M!30i32~75-65c~-22c
* Balcony Break
* -52c~-50c on average?
* Forces backroll on hit
* Recovers front-facing when done from BT FLY
* Low crush 1~
devil-jinMCR.1m20i22+8+20d
* Spike
* Opponent recovers FDFA on hit
* 6 chip damage on block
* Low crush 1~38
* Floating state 39~41
devil-jinMCR.2m12i15~16-9-1
Homing
* Low crush 1~37
* Floating state 38~40
devil-jinMCR.2,2m, M12, 20i15~16, i24-26-14c+2a
* Heat Engager
* Heat Dash +5, +67a (+50)
* Spike
* 6 chip damage on blocked Heat Dash
* Combo from 1st hit with 2F delay
* Opponent recovers FDFA on hit
* Input can be delayed by 2F
* Move cannot be delayed
* Low crush 1~17
* Floating state 18~20
devil-jinMCR.3SM26i23-7+70a (+54)
* Tornado
* Balcony Break
* 7 chip damage on block
* Projectile (unparryable)
* Low crush 1~19
* Floating state 20~22
devil-jinMCR.4M10i20~21-29-20s
* Low crush 1~50
* Floating state 51~53
devil-jinMCR.4,1M, h10, 20i20~21, i40~41+1+71a (+51)
* Strong Aerial Tailspin
* 14 damage with combo scaling from 1st hit
* 24 damage total from 1st hit
* Interrupt with i19 from 1st block
* Low crush 1~
devil-jinMCR.4,2,1,UFM, m, m, t10, 20, 20, 14 (10)i20~21, ,-4d
* Floor Break
* Transition to attack throw on hit
* Available only on hit
* 10dmg with combo scaling from previous hit
* Opponent recovers FDFA on hit
* Low crush 1~
devil-jinMCR.4,2,1+2M, m, m!,M!10, 20, 14, 20i20~21, ,i27~28 i22~60-6a
* Available only as combo from 2nd hit
* 15 (7+8) damage with combo scaling from 1st hit
* 39 damage total from 1st hit
* 20 damage (10+10) with combo scaling from 2nd hit
* 40 damage total from 2nd hit
* Low crush 1~
devil-jinMCR.1+2h!12i20+0
* Balcony Break (airborne)
* Low crush 1~12
* Floating state 13~15
dragunovd+1+240+5d
* Parries lows except weapons
* Can side switch on a successful parry
* 100% recoverable damage
* Parry state 5~15
* High crush 1~25
dragunovFDFT.3l,t8,30i19-9+0d
On close hit
* High crush 1~47
dragunovPGR.1+2m(t)i26-5+3d
* Throw break: 1+2
* Unbreakable in Heat
* Partially consumes remaining Heat
* Shift to Takedown (Tackle) on hit
* High crush 1~26
dragunovdb+3~1+2t35i19~20+1d
* Side switch
* Crouch throw
* Cancel to FC with D, DB or DF
* High crush 1~19
eddyb+1,4,3m, m, m15, 10, 8i14~15, ,i23~24-13-1c
* Combos from 1st CH
* Combos from 2nd hit
* Low crush 1~?
eddyb+1,4,3+4m, m, L15, 10, 7,7i14~15, ,i22~24-24c+12
* Combos from 1st CH
* Combos from 2nd hit
* Low crush 1~?
* High crush 10~?
eddyRLX.1L11i17-11c+0
* Transition to FC with D
* High crush 1~19
eddyRLX.3L12i16~17-26c-4+27a
* Transition to FC
* High crush 1~50
eddyRLX.1+2m25i18~19-8+25a(+20)
* Balcony Break
* Head
* 7 chip damage on block
* High crush 1~17
fengdb+2,2l, l10, 10i20~21, i28~30-17+25a
* Combo from 1st CH
* Cancel to r13 standing with B (-15/-4)
* High crush 1~30
fengFC.df+1l19i21~22-13c-2+13g
-2c on crouching opponent
* High crush 1~53
heihachiuf+3,4m, m17, 20i28~29, i20~21+4+30a (+23)
* Strong Aerial Tailspin
* Balcony Break
* Chip damage on block
* Unavailable on whiff
* Low crush 1~
heihachif,n,d,df,UF
* Unable to act from frames 3~27
* Low crush 1~21
* Floating state 22~24
heihachiFC.df+4L16i19~21-23+4c
* Clean hit +17a and 20 damage
* High crush 1~
heihachiFUJ.3,4m, m17, 20i28~29, i20~21+4+30a (+23)
* Strong Aerial Tailspin
* Balcony Break
* Combo from 1st hit
* Chip damage on block
* Unavailable on whiff
* Low crush 1~
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.uf+3+4,4m,h, m10,8, 13i14, i9, i14~15-10+7
* Combo from 1st hit
* Transition to RFF
* Low crush 1~
hwoaranghFC.3L10i16-17-6
* -6c on crouching hit
* High crush 1~
hwoaranghFC.4l6i12-15-4
* -4c on crouching hit
* High crush 1~
jack-8FC.1l10i19-8+3
*
* High crush 1
jack-8FC.2sl8i11-4+7
* Alternate input d+2
* High crush 1
jack-8FC.3l12i20-17-6
* Alternate input d+3
* High crush 1
jack-8FC.4l10i16-15-4
* Alternate input d+4
* High crush 1
jack-8FC.1+2l21i24-15+13d
* Alternate input FC.db+1+2
* High crush 1
jack-8FC.db+1l14i14-11+3
*
* High crush 1
jack-8GMC.2h42i20 pc1+11+31a (+5)
* Tornado
* Guard Break
* Reversal Break
* Balcony Break
* Partially uses remaining Heat time
* 4 chip damage on block
* Power crush 1
jinf,n,d,df,UF
* Can access wr3 by inputting 3 on frames 1~2
* Can access uf1+2 by inputting 1+2 on frames 1~2
* Unable to act from frames 3~26
* Low crush 1~20
* Floating state 21~23
jinFC.df+4L20i21~i22-26+2c+69a (+53)
Transition to +12cg ZEN with F on hit
* High crush 1~57
jundb+4,4L, L14, 15i22~24, i31~33-7~-5+4~+6+35a
* Combo from 1st CH
* Transition to r28 FC with D
* High crush 1~49
jundb+4,4,4L, L, L14, 15, 16i22~24, ,i31~33-7~-5+4~+6+35a
* Transition to r28 FC with D
* High crush 1~49
junb+3,4m, L20, 14i16~17, i20~22-11+0~+2+3
* Combo from 1st hit
* Links to db+4 extensions
* Transition in r28 FC with D
* High crush 1~42
junuf+4,3m, m,M10, 8,20i16~18, i29 i18-12+84a (+68)
* Tornado
* Combo from 1st hit
* Transition to MIA on hit only
* 3rd hit available only as combo from 2nd hit
* 3rd hit deals 12 damage to self (8 recoverable)
* Gain 5 Kazama Essence on normal hit or airborne hit
* Low crush 1~20
* Floating state 21~23
junFC.df+1sl,m6,30i10 i25~26-19+26a (+11)
* Deals 18 damage to self (12 recoverable)
* 2nd hit available only on hit or block
* Recovery listed is for the 1st hit, t74 both hits
* Gain 10 Kazama Essence on normal hit and 7 on block or airborne hit
* High crush 1~
junFC.df+2L12i16~17-11+0+18
Only i14 or faster attacks guaranteed on CH
* High crush 1~
junFC.df+3L12i21-19+0c
* Clean hit +10a, 15 damage
* Opponent recovers FDFA on CL
* High crush 1~47
kazuyaBT.d+1sl15i10-5+6
* High crush 1~
kazuyaBT.d+3l6i12-15-4
* High crush 1~
kazuyahFC.1sl5i10-5+6
* Transition to Standing with f
* +6c on crouching hit
* High crush 1~
kazuyahFC.2sl8i11-4+7
* +7c on crouching hit
* High crush 1~
kazuyahFC.3L10i16-17-6
* -6c on crouching hit
* High crush 1~
kazuyahFC.4l6i12-15-4
* -4c on crouching hit
* High crush 1~
kingd+3+4,4L, L14, 7i16, i29-25-9
* Combo from 1st hit on CH.
* High crush 1~
kingd+3+4,4,4L, L, L14, 7, 7i16, ,i29-25-9
* Combo from 2nd hit on CH.
* High crush 1~
kingd+3+4,4,4,4L, L, L, L,L14, 7, 7, 4,3i16, ,i29,i29-26+15
* Only available if 1st hit on CH.
* Combo from 3rd hit
* High crush 1~
kingFC.df+1L20i32~34-12+73a(+57)
* Can also be performed with f,n,d,DF+1/CD.1.
* Tornado on grounded hit.
* High crush 1~
kumauf+3,4m, m13, 13i16~17, i10~12-11+30a (+20) / +21a (+14)
* Less frame advantage occurs after Combo from last hit
* Panda: Very slightly increased vertical hitbox height on frames 11~12 (hits lower)
* Low crush 1~17
* Floating state 18~20
kumaHBS.2L16i21~24-15+21g
* Transition to HBS
* High crush 1~
kumaHBS.1+2M24i19~22-15+79a
* Tornado
* 27dmg upon opponent landing
* High crush 1~18
kumaHBS.b+1+2L16i26~29-20c+3+7
* Head
* Transition to r40 HBS with input D or 3+4
* Panda: Reduced attack range and vertical hitbox (does not hit as high)
* High crush 1~67
kumaHBS.b+1+2,1+2L, L16, 33i26~29, i22~24-29c+8a
* Balcony Break
* Head
* Combo from 1st CH
* Panda: Reduced attack range and vertical hitbox (does not hit as high)
* High crush 1~59
larsH.LEN.1L,t20,15i16~17-12c+5d
* Consumes 300F of remaining Heat time
* 6 chip damage on block
* Side switch on hit throw
* Opponent is left FUFA
* High crush 1~50
larsuf+3+4,4sp, m,t20,20,i17~18-40
* Low crush 1~
larsFC.1+2l,l9,15i18,i14~i15-12+1c
* Transition to LEN on hit with input n,D (+3c)
* High crush 1~
larsLEN.1L20i16~17-12+4c
* High crush 1~
larsSEN.2L23i17~19-12+6c+73a (+57)
* Tornado
* High crush 1~
leoBOK.3+4L,L7,13i16~17,i12~14-13+2
* High crush 1~
leoKNK.3,4m, m13, 18i20, i15-12+80a
Tornado
* Low crush 1~
leohFC.1sl5i10-5+6
* Transition to Standing with f
* +6c on crouching hit
* High crush 1~
lidiaFC.df+3L16i20-26+2c
* +12a on clean hit, 4 extra damage
* High crush 1~
lidiaFC.d+1sl5i10-5+6
* Transition to r25? with f
* Transition input can be delayed 16f
* High crush 1~
lidiaFC.d+2sl8i11-4+7
* High crush 1~
lidiaFC.d+3L10i16-17-6
* High crush 1~
lidiaFC.d+4l6i12-15-4
* High crush 1~
liliu+3,3,3+4m, m, m,m20, 15, 5,20i22~23, ,i27~29 i5~6-8+13d
* Floor Break
* Combo from 1st hit
* Available only on hit or block
* Low crush 1~27
* Floating state 28~32
liliFC.1sl5i10-5+6
* Transition to r24 with f
* High crush 1~
liliFC.2sl8i11-4+7
* High crush 1~
liliFC.3L10i16-17-6
* High crush 1~
liliFC.4l6i12-15-4
* High crush 1~
miary-zouf+4,4m, m10, 23i15~16, i24~25-13+67a (+51)
* Tornado
* Combo from 1st hit
* Instant Tornado on hit
* Low crush 1~49
* Floating state 50~52
miary-zoFC.df+4L16i18~19-26+4c
* Clean hit +9a, 4 extra damage
* Stagger on block
* High crush 1~44
miary-zoBAO.1h12i13~14+4+9
* Low crush 1~80
miary-zoBAO.1,4h, m,m12, 5,20i13~14, i25~26 i7~8-5+24d
* Balcony Break
* Floor Break
* Combo from 1st hit with 1f delay
* Input can be delayed 1f
* Move cannot be delayed
* 6 chip damage on block
* Low crush 1~31
* Floating state 32~34
miary-zoBAO.2M24i23~25-18+33a (+23)
* Tornado
* Weapon
* Steel pedal
* Low crush 1~50
* Floating state 51~53
miary-zoBAO.3m,m15,25i19~20 i10~11-9+15d (+5)
* Heat Engager
* Heat Dash +5, +36a (+26)
* Homing
* Balcony Break
* Low crush 1~66
* Floating state 67~69
miary-zoBAO.4L,m18,20i18~19 i27~28-24-2d+66a (+50)
* Tornado
* Jab evasion?
* 2nd available only on hit or block
* Low crush 1~43
* Floating state 44~46
miary-zoBAO.F
* Low crush 1~12
* Floating state 13~15
* High crush 21~59
miary-zoBAO.uf
* Evasive forward leap
* Low crush 1~83
* Floating state 84~86
miary-zoMOR.4L10i17-12-1
* High crush 1~29
miary-zoWAL.F
* Transition to MOR
* Low crush 1~12
* Floating state 13~20
* High crush 21~59
ninad,DF+4L20i20~24-37+14a+27a
Faster version of df+3+4
* High crush 1~
ninaqcb
* Cancel to SS with u
* Buffer to r10 SS with d
* Recovers in FC for 5 frames (21~25)
* High crush 1~20
ninaqcf
* Transition to FC with qcf,n
* Cancel to FC with d,df,d
* High crush 1~20
ninaqcf+2+3h![10;10]i24~38+36g~+50g
* High crush 1~37
ninahFC.1sl5i10-5+6
* Transition to Standing with f
* +6c on crouching hit
* High crush 1~
ninahFC.2sl8i11-4+7
* +7c on crouching hit
* High crush 1~
ninahFC.3L10i16-17-6
* -6c on crouching hit
* High crush 1~
ninahFC.4l6i12-15-4
* -4c on crouching hit
* High crush 1~
pandaHBS.2L16i21~24-15+21g
* Transition to HBS
* High crush 1~
pauld,db,b
* Cannot be buffered
* Moves backward up to 1.04
* Less movement against distant opponent
* cs1~10 against distant opponent
* Less movement from attack transition
* No crouching state from attack transition
* High evasion from attack transition
* Transition to r9 DPD from 2f with df
* Minimum 3f needed to enter (one for each directional)
* High crush 1~14
pauld,df
* Cannot be buffered
* 1.12 movement over 20f
* Transition to CS from 2f with f
* Transition to r9 DPD from 3~19f with df
* Cancel to r1 block from 2f with b
* Cancel to r1 sidestep from 2f with u
* High crush 1~21
paulCD.df
* Buffer window 2~9f (3~9f from SWA)
* Sidestep can be buffered with u
* DPD attacks can be buffered
* While standing attacks can be buffered
* Cancel to r1 block from 10f with b
* High crush 1~30
paulqcf+1+2L20i32~33-12c+71a (+55)
* Cancel to t41 FC with B
* High crush 1~33
paulqcb+3L14i18~19-21c-10g+21a
* High crush 1~
raven4~3,1m,m, l8,10, 15i16 i29~30, i34~35-13~-2+4~+5
Can be delayed
* High crush 1~
ravendf+4,4,3m, M, M15, 16, 22i15~16, ,i27~30-6~-3+18a
* Low crush 1~27
* Floating state 28~30
ravenb+1+3,P-31
* Deals recoverable self-damage on a successful parry
* Raven will teleport back a safe distance
* Can input b+1+3/b+2+4 again at frame 40 before recovering in FC
* Low crush 1~32
* High crush 33~
ravenu+3,3,3h, L, M23, 18, 22i27~28, ,i27~30-6~-4+18a
* Alternate input: ub+3,3,3
* Can be performed during CD (Shadow Sprint)
* Low crush 1~27
* Floating state 28~30
ravenuf+3+4,4m, L17, 9i23~25, i21~22-11~-10+0~+1
Can be performed during CD (Shadow Sprint)
* High crush 1~41
ravenFC.1sl5i10-5+6
Can recover standing with f
* High crush 1~
ravenFC.2sl8i11-4+7
* High crush 1~
ravenFC.3L10i16-17-6
* High crush 1~
ravenFC.4l6i12-15-4
* High crush 1~
ravenFC.df,d,DF
* High crush 1~30
ravenFC.df+3L17i20~22-9~-7+2~+4+30d
Alternate input: d,DF+3
* High crush 1~35
ravenFC.df+3+4L,sm17,25i18~20 i34~36-23~-21-5a
* Spike
* Transition to r20 SZN on hit only
* Second hit available on hit only
** Airborne spike on 1st and 2nd hit
* Recovers heat on hit
* High crush 1~17
ravenBT.3,4,3h, m, M10, 17, 22i10, ,i27~30-6~-3+18a
Same move as (df+4,4),3
* Low crush 1~27
* Floating state 28~30
ravenBT.d+1sl5i10-5+6
* High crush 1~
ravenBT.d+4l6i12-15-4
* High crush 1~
ravenSZN.B
* Low crush 1~17
* Floating state 15~17
ravenSZN.D
* Low crush 1~17
* Floating state 15~17
ravenSZN.U
* Low crush 1~17
* Floating state 15~17
reina1+4
* Alternate input ws1+4
* Can transition to WGS with DF after 14 frames
* Can execute EWGF or EWGK by inputting 2 or 3 respectively exactly one frame after DF
* Can press df to cancel with sidestep
* High crush 1~29
reinaws1+4
* Alternate input 1+4
* Can transition to WGS with DF after 14 frames
* Can execute EWGF or EWGK by inputting 2 or 3 respectively exactly one frame after DF
* Can press df to cancel with sidestep
* High crush 1~29
reinaFC.df+3m25i20-17+54a (+34)
* Balcony Break
* Can evade some mids
* High crush 1~
reinaFC.d+3l10i16-17-6
* High crush 1~
steveH.df+3+4sp
* Transitions to r13 EXD
* r25? EXD FC cancel?
* Partially uses remaining heat time
* Auto low parry effect
* High crush 1~
* Parry state 1~
stevef+3sp
* Transition to DCK
* Actionable for 19F
* Input u+3_4 to r25 cs1~25 LWV after 9F with 10F delay
* Input d+3_4 to r25 cs1~25 RWV after 9F with 10F delay
* Input b+3_4 to r10 SWY after 14F with 5F delay
* Input f+3_4 to r6 EXD after 19F
* Transition to r15 FC with db after 9F with 10F delay
* WV transition notes:
* Transition is t45 r25 cs1~25 and actionable for 14F.
* Can immediately transition into r15 SWY with 14F delay?
* Can immediately transition into r1 DCK with 14F delay?
* High crush 1~25
steveb+3sp
* Transition to SWY
* Actionable for 15F
* Transition to r25 cs1?~25? LWV with u+3_4 after 5F with 10F delay
* Transition to r25 cs1?~25? RWV with d+3_4 after 5F with 10F delay
* Transition to r6 DCK with f+3_4 after 20F in SWY
* WV transition notes:
* Transition is t45 r25 cs1~25 and actionable for 14F.
* Can immediately transition into r15 SWY with 14F delay?
* Can immediately transition into r1 DCK with 14F delay?
* High crush 1~25
steveSWY.2m30i17~18-18+36a
* High crush 1~
victorIAI.dsp
* High crush 1~30
xiaoyud+1+2
* Transition to AOP
* Transition to r10 FC with AOP.u
* Alternate input BT.d+1+2
* High crush 1~
xiaoyuFC.1sl5i10-5+6
* High crush 1~34
xiaoyuFC.2sl8i11-4+7
* High crush 1~34
xiaoyuFC.3L11i15~17-15-4
* High crush 1~49
xiaoyuFC.4l6i12-15-4
*
* High crush 1~46
xiaoyuFC.df+2L8i19-8+3
* Transition to FC BT with DF_D_DB
* High crush 1~27
xiaoyuFC.df+2,1L, l8, 10i19, i18-8+3
* Combo from 1st hit
* Jail from 1st block
* Transition to FC BT with DF_D_DB
* High crush 1~45
xiaoyuFC.df+4L13i18~20-7+4
* Transition to AOP
* Alternate input AOP.f+4
* High crush 1~
xiaoyuFC.df+4,4L, L13, 13i18~20, i27~29-6+5
* Combo from 1st hit CH
* Alternate input AOP.f+4,4
* High crush 1~
xiaoyuAOP.f+4L13i18~20-7+4
* Transition to AOP
* Alternate input FC.df+4
* High crush 1~
xiaoyuAOP.f+4,4L, L13, 13i18~20, i27~29-6+5
* Combos from 1st hit CH
* Alternate input FC.df+4,4
* High crush 1~
xiaoyuBT.f+3+4,3+4M23i12-11+40a (+30)
* "Cali Roll"
* High crush 1?~13?
* Floating state 1?~13?
xiaoyuAOP.1+3t35i12-6+1d
* Actual startup: i32
* AOP.1+3: Xiaoyu rolls to her left and throws (Throw break 1)
* AOP.2+4: Xiaoyu rolls to her right and throws (Throw break 2)
* Cancel to r40 FC with D
* High crush 1~30
xiaoyuBT.f+2+3t20i31~33-2+20cs
* Homing
* Balcony Break
* Throw Break 1+2
* 16 additional damage on wall splat
* Cancel to FC with D
* Low crush 1~
yoshimitsuH.DGF.1M26i30~31+2+46a
* Floor Break
* Weapon
* 13 chip damage on block
* Recovers 1 base health or 6 additional recoverable health on hit
* Consumes 90F of remaining Heat time
* Low crush 1~27
yoshimitsuH.DGF.f+1+2h,h,h10,10,20i16~17 i11~12 i11~12+4+18a (+9)
* Homing
* Balcony Break
* Weapon
* Jail from 1st block
* Combo from 1st hit
* 16 chip damage on block
* Recovers 1 base health or 5 additional recoverable health on hit
* Consumes 90F of remaining Heat time
* Low crush 1~65
yoshimitsudb+3,3l, l8, 7i18~19, i15~17-19-7
* Combo from 1st hit
* Enter IND r20 with d+3+4
* High crush 1~
yoshimitsudb+3,3,3l, l, l8, 7, 7i18~19, ,i15~17-19~-17-7~-5
* Combo from 2nd CH
* Enter IND r20 with d+3+4
* High crush 1~
yoshimitsudb+3,3,3,3l, l, l, l8, 7, 7, 5i18~19, ,i15~17-19-7
* Combo from 3rd CH
* Enter IND r20 with d+3+4
* High crush 1~
yoshimitsudb+3,3,3,3,3l, l, l, l, l8, 7, 7, 5, 5i18~19, ,i15~17-19-7
* Combo from 4th CH
* Enter IND r20 with d+3+4
* High crush 1~
yoshimitsudb+3,3,3,3,3,3l, l, l, l, l, l8, 7, 7, 5, 5, 5i18~19, ,i9~11-26-15
* Combo from 5th CH
* High crush 1~
yoshimitsub+1,1,db+3,3h, h, l, l8, 9, 7, 5i17, ,i15~17-19-7
* Combo from 3rd CH
* Can combo to db+3 extensions
* Enter IND r20 with d+3+4
* Can be performed after one or three b+1
* High crush 1~
yoshimitsuf,F+3+4,1+2,3+4m, m, m15, 15, 20i22~24, ,i27-13+52a (+42)
* Tornado
* Combo from 2nd hit
* Combo from 1st CH
* Tremendous forward travel
* Low crush 1~13
* Floating state 14~54
yoshimitsuFC.DF+1l![12;12]i26+70a (+54)
* Weapon
* 100% recoverable damage
* Cannot be buffered after Heat Dash
* Must hold DF for 5 frames
* i27 effective startup (with FC.db,b+1 input)
* i31 effective startup (with FC.DF+1 input)
* i37 effective startup (FC.db,b+1 from manual crouch)
* i41 effective startup (FC.DF+1 from manual crouch)
* High crush 1~34
yoshimitsuFC.d+1sl5i10-5+6
* Transition to r25? with f
* Transition input can be delayed 16f
* High crush 1~
yoshimitsuFC.d+2sl8i11-4+5
* High crush 1~
yoshimitsuFC.d+3L10i16-17-6
* High crush 1~
yoshimitsuFC.d+4l6i12-15-4
* High crush 1~
yoshimitsuDGF.1M22i30~31-2c+10a+46a
* Floor Break
* Weapon
* 11 chip damage on block
* Power up in Heat
* Partially uses remaining Heat time
* Low crush 1~27
yoshimitsuDGF.2h15i16~18+4+13s
* Low crush 1~
yoshimitsuDGF.2,4h, M15, 22i16~18, i26~28-14+15a (+8)
* Tornado
* Combo from 1st hit
* Enter NSS r33 with B
* Low crush 1~46
* Floating state 47~49
yoshimitsuDGF.3L18i22~23-13+6c+28a
Airborne attack, can't be low parried
* Low crush 1~18
yoshimitsuDGF.4m24i18~20-4+14g
* Heat Engager
* Heat Dash +5g, +62a (+42)
* Balcony Break
* Low crush 1~19
yoshimitsuDGF.1+2
* Low crush 1~27
* Floating state 28~30
yoshimitsuDGF.3+4h!,t17,18i20~21+0
* Floor Break
* Transitions to attack throw on front hit (air hit OK)
* Attack throw recovers standing
* Low crush 1~
yoshimitsuDGF.d+3+4
* Low crush 1~27
* Floating state 28~
* High crush 31~
yoshimitsuDGF.f
realigns with opponent, creates distance
* Low crush 1~
yoshimitsuDGF.f+2h23i20~21+7+19a (+10)+64a (+44)
* Homing
* Balcony Break
* Weapon
* Low crush 1~
yoshimitsuDGF.f+1+2h,h,h9,9,18i16~17 i11~12 i11~12-2+18a (+9)
* Homing
* Balcony Break
* Weapon
* Jail from 1st block
* Combo from 1st hit
* 9 chip damage on block
* Power up in Heat
* Low crush 1~65
yoshimitsuFLE.3
* Evades like a sidestep
* Low crush 1~
yoshimitsuFLE.dM0i10+31a (+24)
* Evades jabs from frames 4-14
* Evades mids from frames 7-12
* Can be cancelled into other FLE moves (except FLE.n)
* Only accessible after hitting with FLE.n
* Low crush 1~
yoshimitsuFLE.db
* Low crush 1~12
* Floating state 13~15
yoshimitsuFLE.d+3+4
* Low crush 1~16
* High crush 16~30
* Floating state 17~
yoshimitsuFLE.f
* In WFL from frames 2?-32?
* Cancel into FLE.f,f with f within 19? frames
* Low crush 1~
yoshimitsuFLE.f,fM,M,M,M,M3,3,3,3,3i17~19 i6~8 i5~7 i6~8 i6~8-10+1
* Combos from any hit
* Floor break on all hits
* Sometimes combos into FLE.n
* Low crush 1~
yoshimitsuFLE.nM7i2~60-18~+48a (+38a)
* Balcony Break
* Weapon
* Hitlines exist on the sword and directly behind Yoshimitsu
* Can be canceled at any time into another FLE move
* After hitting with this attack, FLE.n has no hitbox until another FLE action (other than FLE.d) is taken
* Low crush 1~
yoshimitsuFLE.ufm25i30~45+10g~25g+32a
* Balcony Break
* 10 chip damage on block
* Opponent recovers crouching on block
* Low crush 1~
yoshimitsuFLE.u+1+2
* Low crush 1~
yoshimitsuFLE.u+3+4m30i38~40+4~+6+21a (+12)
* Balcony Break
* Tech roll to r33 FC on frames 41-42
* Low crush 1~37
* Floating state 38~40
yoshimitsuIND.1~u+1+2
* Unavailable in NSS
* 1f input window
* u+1+2 must be pressed on the 1st frame of the IND spin animation
* Low crush 1~
yoshimitsuIND.3,3+4m, m15, 20i32~38, i27-13+52a (+42)
* Tornado
* Combo from 1st hit
* Tremendous forward travel
* Low crush 1~13
* Floating state 14~54
yoshimitsuIND.4L18i47~48-26+4c+31a
* Homing
* Enter IND -26 +8 +35a r24 with d+3+4
* High crush 1~
yoshimitsuIND.1+2
Unavailable in NSS
* Low crush 1~27
* Floating state 28~30
yoshimitsuIND.D+3+4*
* Allows 8-way directional movement in IND
* Continues as long as 3+4 is held
* Holding a directional input and pressing 1, 2 or 1+2 will play different voicelines
* Yoshimitsu must rest his arms before he can move, this animation takes 30 frames, this animation does not occur when using NSS.d+1+2
* High crush 1~
* Floating state 1~
yoshimitsuIND.n
* Recovers 3 recoverable health with each pulse
* Can be cancelled into other IND moves
* Inputting anything other than IND.3+4 or IND.u will put Yoshimitsu in a spinning animation that takes 29 frames to complete before any move comes out
* High crush 1~
* Floating state 1~
yoshimitsuIND.u+1+2
Unavailable in NSS
* Low crush 1~
yoshimitsuNSS.FC.DF+1l12i25~26-16+27a
* High crush 1~34
yoshimitsuNSS.FC.DF+1,2l, L12, 20i25~26, i25~26-14+14
* Floor Break
* Combo from 1st hit
* Interrupt with i7 from 1st block
* High crush 1~45
yoshimitsuNSS.FC.df+3L12i20~21-26+67a (+51)
* High crush 1~
yoshimitsuWFL.3m25i17-16+2a (-7)
* Balcony Break
* Clean hit, 1st hit 25 > 37 damage
* Transition to attack throw on close standing hit, +15a r43 FLE and 20 extra damage
* Can side switch on throw hit
* Low crush 1~
yoshimitsuWFL.4L15i23~24-9+15c
Transition to r24 IND on hit only
* Low crush 1~12
* High crush 12~
* Floating state 13~
yoshimitsuhFC.db+3l8i18~19-25-14
* Leads to db+3 extensions
* Can be done from Crouch Level 1
* High crush 1~
yoshimitsuhFC.df+4L18i18~19-26+4c+31a
* Homing
* Enter IND -26 +8c +35a r24 with d+3+4
* Can be done from Crouch Level 1
* High crush 1~
zafinaFC.df+3L15i23~24-26+14a
* Enter MNT -26 +13a with D
* High crush 1~
zafinaFC.d+1sl5i10-5+6
* Transition to r24 with f
* Transition input can be delayed 16f
* High crush 1~
zafinaFC.d+2sl8i11-4+5
* High crush 1~
zafinaFC.d+3l10i16-17-6
* High crush 1~
zafinaFC.d+4l6i12-15-4
* High crush 1~
zafinaMNT.3L12i15~16-12-1
* High crush 1~46
zafinaMNT.4L13i17~18-19-3+7
* Enter TRT with D
* High crush 1~62
zafinaMNT.df+4m18i17~18-5+13g
* Homing
* Balcony Break
* High crush 1~40
* gs41~56
zafinaMNT.d+1L14i15~16-110
* High crush 1~58
zafinaMNT.d+4L19i20~27-22~-15+4c~+11c+19a~+26a
* Knee
* Evasive (can go under mids)
* High crush 1~
zafinaSCR.df+3,3L, L10, 10i28~30, i29~31-23+54a (+38)
* Homing
* Combo from 1st hit
* High crush 1~
zafinaSCR.d+3+4
* High crush 1~70
* Floating state 6~50
kumaf+3+4,1+2L, M20, 30 (24)i28~30, i50~i60-16-13a
* Shoulder
** Body slam (unparryable)
* 24 damage from 1st hit with grounded scaling
* High crush 0~
kumaFC.1l12i19~21-8+2c
* High crush 0~46
leouf+2,1m, m15, 17i18~21, i25~26-8~-7+4+32d
* Combo from 1st hit
** +23a (+16)
* Low crush 0~12
leof,F+4,3m, h12, 23i19, i12-14+20 (+11)
* Balcony Break
* Jail from 1st block
* Combo from 1st hit +28a (+21)
* Low crush 0~12
leof,F+4,3,4m, h, L12, 23, 17i19, ,i29~31-12~-10-1+30a
* Low crush 0~7
* Floating state 8~10
* High crush 20~
leoBOK.1m14i13-4+9
* High crush 0~12
leoBOK.2M23i19~20-9~-8+41a (+31)
* High crush 0~17
pandaf+3+4,1+2L, M20, 30 (24)i28~30, i50~i60-16-13a
* Shoulder
** Body slam (unparryable)
* 24 damage from 1st hit with grounded scaling
* High crush 0~
alisaH.2+3m50 (28)i20~21+8-15d
* Heat Smash
* Transition to DES with 1+2 (+8)
* Transition to SBT with 3_4 (+10)
* Transition to DBT with f+3_f+4 (+10)
* 8 chip damage on block
alisa1h5i10+1+8
Recovers 2f faster on hit or block (t27 r17)
alisa1,1h, h5, 18i10, i21-3+5+14a
* Combo from 1st hit with 4f delay
* Input can be delayed 8f
* Enter DES with 1+2
alisa1,2h, h5, 10i10, i12-3+8
Jail from 1st attack with 4f delay
alisa1,2,2h, h, h5, 10, 20i10, ,i20~35-9~+6+21a (+6)
* Tornado
* Balcony Break
** on airborne hit
* Weapon
* Combo from 2nd CH with 1f delay
* 6 chip damage on block
alisa1,2,d+2h, h, l5, 10, 17i10, ,i27~28-11+2+33a
* Combo from 2nd CH
* Input can be delayed 8f
* Move can be delayed 7f
alisa1,2,d+2*h, h, l5, 10, 22i10, ,i36~37-10+34a
* Input can be delayed 8f
* Move can be delayed 7f
alisa2h10i12-6+5
alisa2,2h, h10, 22i12, i20~35-13~+2+15a (+5)
* Balcony Break
* Combo from 1st hit
* 2nd hit available on hit or block only
alisa2,3h, m10, 8i12, i22~23-10+1
* Knee
* Combo from 1st CH with 2f delay
alisa3m10i13~14-12~-11-1~+0
alisa3,2m, h10, 20i13~14, i26~27-2+20a (+11)
* Heat Engager
* Heat Dash +5, +34a (+27)
* Homing
* Balcony Break
* Weapon
* Combo from 1st hit
* 6 chip damage on block
* 10 chip damage on block in heat
* Does not transition to DES when using Heat Dash
alisa3,f+2m, m10, 20i13~14, i24~28 i1~4 i1~4 i1~4 i1-12+5
* Weapon
* Combo from 1st hit
* 2 chip damage on block
* 6 chip damage on block in heat
alisa4h24i13~14-5+14g+38a
* Homing
* Balcony Break
alisa1+2m22i19~20-4+15a
* Heat Engager
* Heat Dash +5, +67a (+50)
* Balcony Break
* Spike
* Head
* 6 chip damage on block
alisa1+2+3
Can transition to DES with held input 1+2
alisa1+2+4
alisaf+2m12i17~18-4+7
* Enter DES with 1+2
alisaf+2,1m, m12, 20i17~18, i24~25-12+14c
* Heat Engager
* Heat Dash +5, +62a (+42)
* Balcony Break
* Weapon
* Combo from 1st hit
* 6 chip damage on block
* 10 chip damage on block in heat
* Does not transition to DES when using Heat Dash
alisaf+2,3,3m, h, m12, 8, 22i17~18, ,i35~36-10+12a (-3)
* Balcony Break
* Combo from 2nd hit
alisaf+3h10i14~15-14-3
alisaf+3,2h, h10, 20i14~15, i25-4+38d (+30)
* Balcony Break
* Weapon
* Combo from 1st hit
* 6 chip damage on block
* 10 chip damage on block in heat
alisaf+3,1+2h, m10, 25i14~15, i24~25-13+8
* Balcony Break
* Weapon
* Combo from 1st hit
* 7 chip damage on block
* 12 chip damage on block in heat
alisaf+4m14i16-9+1
* Homing
* Enter DES with 1+2
alisaf+4,1m, h14, 14i16, i25~26-9+15d (+7)
* Balcony Break
* Head
* Combo from 1st hit
alisaf+4,1,4m, h, m14, 14, 24 (19)i16, ,i27~65-12~+26g+1a
* Aerial combo from 2nd hit
* i25-26 bounce, i25-26 travel,
(---)/i35(27-65) travel then explosion ,
-3(-11) and -1(-9) for explosion then hit, respectively
alisaf+1+2m25i14~15-12+14g
* Balcony Break
* Enter SBT -16 +10g r25 with 3_4
* Enter DBT -16 +10g r25 with f+3_f+4
* Opponent recovers crouching
alisadf+1m10i13-6+5+8
* +5c on hit against crouching opponents
alisadf+1,1m, h10, 20i13, i30~31+1+8
* Balcony Break
** on airborne hit
* Combo from 1st CH with 2f delay
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
alisadf+1,4m, m10, 17i13, i26~27-11+3c+13c
* Spike
* Combo from 1st CH
* Transition to DES with 1+2
alisadf+2m16i16~17-9+32a (+22)
* +7 on hit against crouching opponent
* Does not launch crouching opponent except on CH
alisadf+3m14i16-9+1
alisadf+3,3m, L14, 17i16, i23~24-12+1+14a
* Spike
* Combo from 1st hit with 9f delay
* Input can be delayed 16f
* Move can be delayed 12f
alisadf+4m13i12-7+4
alisad+2M8i24~26-14+2c
Spike
alisad+4L12i17~18-12-1+8g
alisad+4,1+2L, h12, 20i17~18, i20~21+0+11a (+2)
* Balcony Break
* Head
* Jail from 1st normal hit
* Combo from 1st CH
alisad+1+2
* Transition to r30 with db or d+1+2
* Transition to DBT with DES.f+3_f+4
alisadb+2m10i18~19-18-5
alisadb+2,2m, m10, 10i18~19, i19~20-9+5
* Combo from 1st hit with 12f delay
* Input can be delayed 15f
* Move can be delayed 14f
* Enter DES with 1+2
alisab+1,1+2m, SL,m15, 1,30i15~16, i25~40 i26~28-16+71a
* Tornado
* Head
* Input can be delayed 13f
* 2nd hit combos into 3rd on CH only
alisab+1+3
* Parries all highs
* Parry state 3~15
alisab+2m12i18-9+1
alisab+2,1m, m12, 17i18, i25~26-13+3c+17a
* Spike
* Combo from 1st hit with 7f delay
* Move can be delayed 12f
alisab+2,4m, h12, 20i18, i16~17-7+12g+36a
* Balcony Break
* Combo from 1st hit with 12f delay
alisab+3m22i20~22-8+5a (-4)
* Homing
* Balcony Break
alisab+4m17i15~16-13-4+54a
Knee
alisaub+4,1,1m, m, m10, 12, 9i18, ,i21-20-9
* Elbow
* Combo from 2nd hit
* Combo from 1st CH
alisaub+4,1,1,2m, m, m, h10, 12, 9, 5i18, ,i24~25-10+1
* Combo from 3rd hit
* Combo from 1st CH
alisaub+4,1,1,2,1m, m, m, h, h10, 12, 9, 5, 5i18, ,i35~36-9+7
* Balcony Break
** on airborne hit
alisaub+4,1,1,2,1,1m, m, m, h, h, m,M,M10, 12, 9, 5, 5, 3,3,3i18, ,i32~33 i1~2 i1~2-14-3
* Spike
* Weapon
* Combo from 5th hit
* 1 chip damage on block
* 3 chip damage on block in heat
alisaub+4,1,1,2,1,1,3+4m, m, m, h, h, m,M,M, L10, 12, 9, 5, 5, 3,3,3, 7i18, ,i27~28-29+15a
*
* Floating state 5~50
alisauf+2h22i16~17-2+20a (+11)
* Heat Engager
* Heat Dash +5, +62a (+42)
* Homing
* Balcony Break
* Weapon
* 6 chip damage on block
* 11 chip damage on block in heat
alisab,B+2+3m!50i75~76+44
* Balcony Break
* Head
alisaf,F+2m18i16~17-18+5a
* Balcony Break
alisaf,F+2,3m, m18, 25i16~17, i22~24-13+28a (+2)
* Balcony Break
* Combo from 1st hit with ~7~8?F delay (character-dependent)
* Input can be delayed 14F
* Move can be delayed 8F
alisaf,F+3,4,4m, h, m12, 15, 25i18~19, ,i27~29-10+20a
* Balcony Break
* Combo from 2nd hit
* Enter DES with 1+2
alisaf,F+4m,m14,22i22~29 i34~39-9~-2+9a (+0)
* Balcony Break
* Knee
* Transition to attack throw on front hit only
* +8a (-1) on BT hit
* Just frame input: Input 1 during frames 16-19? to add 5 more dmg
alisaf,F+1+2m,m5,10i17~18 i12~13-9+4+13
13 extra damage on CH, 28 in total
alisaws1M12i13~14-12-1
* Elbow
alisaws1,2M, h12, 12i13~14, i24~25-5+6
* Combo from 1st hit
* Enter DES with 1+2
alisaws1,2,3M, h, m12, 12, 23i13~14, ,i25~26-10+33a (+23)
* Combo from 2nd CH with 5f delay
* Input can be delayed 10f
* Enter DES with 1+2
alisaws2m24i17~18-13+33a (+23)
* Tornado
* Transition to SBT 3_4
* Transition to DBT f+3_f+4
alisaws3m18i19~20+4+15
* Cancel with B
* Actionable after 15 frames
alisaws4m15i11~12-5+6
alisaws1+2m20i20~21-8+21
* Homing
* Hold input to power up
alisaws1+2*m24i28~29-4+21
* Homing
* Hold input to power up
alisaws1+2**m28i39~40+0+33a
* Homing
* 11 chip damage on block
alisaBKP.1h21i11~13+4~+6+27a (+1)
* Strong Aerial Tailspin
* Balcony Break
* 9 chip damage on block
* Transition to SBT at +6/+29 (+3) with 3 or 4
* Transition to DBT at +6/+29 (+3) with f+3 or f+4
alisaBKP.2h34i11~33-9~+13+21 (+6)
* Tornado
* 6 chip damage on block
alisaBKP.1+2h!20,3i34~71+58
* Weapon
alisaCLK(Two spins).3m22i13~14+0+63a (+43)
* Balcony Break
* Effective startup time is i32~33?
* 8 chip damage on block
alisaCLK.3m20i13~14-9+12g
* Strong Aerial Tailspin
* Balcony Break
* Combo from 1st hit
* Power up after 2 or more spins (i19?)
* Interrupt with i8 from 1st block
alisaCLK.Bm18i19~20-12-1
* Cancel with B
alisaDBT.f+2L13i19~20-12+6c
* Weapon
* 3 chip damage on block
* 5 chip damage on block in heat
alisaDES.1m,m,h,h,h,m35i13~18 i1~5 i1~7 i1~5 i1~4 i16~17-9+17a
* Weapon
* 3 chip damage on block
* 7 chip damage on block in heat
* Final hit available only on hit
alisaDES.2M,M,m5,5,5i20~21 i1~2 i1~2-8+37a (+27)
* Weapon
* Jab evasion
* 2 chip damage on block
* 8 chip damage on block in heat
alisaDES.2,1M,M,m, h!5,5,5, 20i20~21 i1~2 i1~2, i28~56+85a (+69)
* Tornado
* Weapon
* Available only as a combo from 1st hit
alisaDES.3
alisaDES.1+2h,h,h7,7,20i16~18 i5~7 i9~11+4+15g
* Homing
* Balcony Break
* Weapon
* 6 chip damage on block
* 12 chip damage on block in heat
* Jails
alisaDES.BT.1m,m,m,m,m,m4,4,4,4,4,4i19~22 i1~3 i1~3 i1~3 i1~3 i1~3-9+25a
* Weapon
* Combo from any hit
* 1 chip damage on block
* 11 chip damage on block in heat
alisaDES.b,b
alisaDES.b+2m17i18~20-12+0+18a
* Weapon
* 5 chip damage on block
* 6 chip damage on block in heat
alisaDES.b+2,1m, m,SL,SL,SL,SL17, 8,5,5,5,5i18~20, i20~21 i1~6 i1~5 i1~5 i1~3-3c+5
* Spike
* Weapon
* Combo from 1st hit with 17F delay
* Move can be delayed by 10F
* Input can be delayed by 23F
* 3 chip damage on block
* 7 chip damage on block in heat
alisaDES.d+3,1m25,i20~21-13+14c
* Balcony Break
* Weapon
* 7 chip damage on block
* 12 chip damage on block in heat
alisaDES.f,f
alisaDES.f+1h21i11~13 i1~3 i1~3 i1~3 i1~3 i1~3 i1~1+3+9
* Weapon
* 1 chip damage on block
* 7 chip damage on block in heat
alisaDES.f+2m,m9i15 i1~1-9+0c
* Weapon
* Timestop on hit?
* 2 chip damage on block
* 3 chip damage on block in heat
alisaDES.f+2,1m,m, m,m9, 9i15 i1~1, i23 i1~1-12-3c
* Weapon
* Combo from 1st hit with 1?F delay
* Move cannot be delayed
* Timestop on hit?
* 2 chip damage on block
* 3 chip damage on block in heat
* During heat: Transition to r20 DBT at -6/+3 with 3_4; partially uses remaining heat time
alisaDES.f+2,1,2m,m, m,m, m,m9, 9, 23i15 i1~1, ,i23~24 i4~5-13+30d
* Heat Engager
* Heat Dash +5, +62a (+42)
* Weapon
* Combo from 1st or 2nd CH with 3?F delay
* Move cannot be delayed
* 6 chip damage on block
* 7 chip damage on block in heat
alisaDES.f+1+2m,m,m,m,m,m,m,m29i23~27 i1~5 i1~4 i1~4 i1~5 i1~5 i1~4 i1~1+1+33a
* Weapon
* Combo from any hit
* Transition to DBT (+4/+36a) with 3_4
* 5 chip damage on block
* 8 chip damage on block in heat
alisaDES.f+1+2,1+2m,m,m,m,m,m,m,m, m29, 20i23~27 i1~5 i1~4 i1~4 i1~5 i1~5 i1~4 i1~1, i20~26-53+41a
* Weapon
* 6 chip damage on block
* 10 chip damage on block in heat
alisaDES.uf+2h,h,h,h,h5,5,5,5,5i10~14 i1~5 i1~5 i1~5 i1~1+35a (+28)
* Weapon
* Only hits airborne opponents
alisaOTG.db+1+2L25i25~27-14+4a
* Spike
* Weapon
alisa1+3t35i12~14-7+0d
* Homing
* Throw break: 1 or 2
* Opponent recovery on hit: FDFT
* Side switch on break
alisa2+4t35i12~14-5+0d
* Homing
* Floor Break
* Throw break: 1 or 2
* Opponent recovery on hit: FDFT
* Side switch
* Transition to DES with 1+2
alisaBack throwt55+0d
* Floor Break
* Throw break: none
* Opponent recovery on hit: FDFA
* Side switch
alisaFC.db+1+2t45i11-4-4
* Throw break: 1+2
* Opponent recovery on hit: FUFA
* Side switch
alisaLeft throwt40-3-5d
* Throw break: 1
* Opponent recovery on hit: FDFA
* Can side switch on hit
alisaRight throwt40-3+0d
* Floor Break
* Throw break: 2
* Opponent recovery on hit: FUFA perpendicular to Alisa
alisauf+1+2t40i12~13-4+3
* Throw break: 1+2
* Opponent recovery on hit: FUFT
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
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
anna1,2,1h, h, h5, 8, 4i10, ,i16-4+0
* Jail from 1st attack with 3f delay
* Combo from 1st hit with 4f delay
* Input can be delayed 10f
anna1,2,1,2h, h, h, m5, 8, 4, 24i10, ,i23~72-14~+35+21a (+11)
* Weapon
* Combo from 3rd CH
* Chip damage on block
anna1,2,1,4h, h, h, h5, 8, 4, 18i10, ,i20~21+4+32a (+22)
* Tornado
* Chip damage on block
* Floating state 20~39
annaH.1,2,1,2h, h, h, m,m,m5, 8, 4i10, ,i23~72 i36~85 i54~103-2~+47g+23a (-3)
* Weapon
* Combo from 3rd CH
* Jails from 4th hit
* Partially uses remaining Heat time
anna1,2,2h, h, M5, 8, 20i10, ,i26~27-8+12+76a (+60)
* Transition to HAM on hit automatically
anna1,2,4h, h, h5, 8, 22i10, ,i22-6+20a (+11)+49a
* Balcony Break
* Combo from 2nd CH
anna2h10i10-3+3+9
* Enter HAM +1 +7 +13 with F
anna2,2h, M10, 20i10, i26~27-8+12+76a (+60)
* Combo from 1st CH
* High evasion
* Interrupt with i11 from 1st block
* Input can be delayed 5f
* Transition to HAM on hit automatically
anna2,3h, m10, 14i10, i19~20-3+8+12
* Jail from 1st attack
* Combo from 1st hit with ?f delay
* Input can be delayed 2f
anna2,4h, h10, 22i10, i22-6+20a (+11)+49a
* Balcony Break
* Combo from 1st CH with 9f delay
* Input can be delayed 10f
anna3m17i14~16-6+3
* Knee
anna3,2m, m17, 20i14~16, i20-11c+4c
* Spike
* Combo from 1st hit
anna4h15i11-9+7+7s
anna4,2h, h15, 2i11, i25~26-8-4
* Combo from 1st CH
anna4,2,1+2h, h, m15, 2, 21i11, ,i27-15+8a (-1)+28d (+20)
* Tornado
* Balcony Break
* Combo from 2nd hit
* Combo from 1st CH
anna1+2m[5;5]i16~18+1+9+14
* Homing
* Enter TOM +3 +8 with F on hit only
* 100% recoverable damage
anna3+4m26i14-16+9a (+0)
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
* Hip attack, unparryable by traditional parries, Asuka, Nina, etc
annaf+2h14i14-2+4
* Elbow
annaf+2,3h, h14, 20i14, i19~20-7+12g
* Balcony Break
* Combo from 1st hit
* Input can be delayed 12f
* Move can be delayed 7f
annaf+3
* Transition to r10 FC with db
* Transition to r16 CJM with b+3
annaf+1+2m21i17-13+19a (+14)+28d (+20)
* Tornado
* Balcony Break
annadf+1m10i13~14-1+5
annadf+1,2m, h10, 10i13~14, i16-5+2+9
* Combo from 1st hit
* Jail from 1st block
* Transition to HAM with F (+0/+7/+14)
annadf+1,2,4m, h, h10, 10, 22i13~14, ,i17~20-5+20a (+11)+14c
* Balcony Break
* Combo from 2nd CH with 10f delay
* Input can be delayed 10f
* Move can be delayed 8f
annadf+2m12,i15~16-12+32a (+22)
* Launches crouching opponent
annadf+3m13i14-11+0+1
*
<Showing 1201-1600 of 6205 moves>