mokujin

mokujin

Edit
CharCommandHit levelDamageStartupBlockHitCounter hitNotes
fahkumramFC.1sl5i10-5+6
* High crush
fahkumramFC.2sl13i12-9+2
* Elbow
* High crush
fahkumramFC.3L10i16-17-6
* High crush
fahkumramFC.4l6i12-15-4
* High crush
fahkumramFC.df+2L22i19-14+4+12d
* Elbow
* High crush
fahkumram...GRF.3*m25i36!+58cs
* Tornado
* Reversal Break
* Consumes GRF
* Partially consumes remaining Heat time
* Transition to +13 RAM on block
* Cancel to FC with F
* Cancel to Surendrajit with D at frames 16-24? of Tornado Kick
* 10 chip damage on block
fahkumram...GRF.3*~dL,h15,17i27,i23-12+11a (+10)
* Balcony Break
* Consumes GRF
* Partially consumes remaining Heat time
* +31a (+5) if only the 2nd hit hits
fahkumram...GRF.4*m25i36!+42a (+32)
* Tornado
* Reversal Break
* Consumes GRF
* Partially consumes remaining Heat time
* Transition to +13 RAM on block
* Cancel to FC with F
* Cancel to Surendrajit with D at frames 16-24? of Tornado Kick
* 10 chip damage on block
fahkumramGRF.1+2,Psp, m20i21-9+13g
* Transitions to +13g RAM
* Only occurs when GRF.1+2 absorbs an attack
* r21? freeze for the opponent after absorbing an attack
* i36? effective startup
* 8 chip damage on block
fahkumramRAM.1m20i19+1+20a (+3)
* Balcony Break
* Elbow
* 6 chip damage on block
fahkumramRAM.2m!43i40!+18a (+8)
* Balcony Break
* Unblockable
fahkumramRAM.3m20i21-11-6
fahkumramRAM.3,4m, h20, 25i21, i24-9+13a
* Balcony Break
* Combos from 1st hit
* 10 chip damage on block
* Jails from 1st hit
fahkumramRAM.4l31i21-13+11a
* Balcony Break
fahkumramGRF.f,F+4~3,2L, m (t)15, 30i19, i25+0+0d
* Balcony Break
* Consumes GRF
* Partially consumes remaining Heat Time
* Shift to attack throw on hit
* Combos from 1st hit
* 6 chip damage on block
fahkumram1+3t35i12-3+0d
* Homing
* Throw break 1 or 2
fahkumram2+4t35i12-6+0d
* Homing
* Throw break 1 or 2
* Sideswaps on hit
fahkumramBack Throwt!50i12!+0d
* Homing
* Unbreakable throw
fahkumramLeft Throwt40i12-3+0d
* Homing
* Throw break 1
fahkumramRAM.1+3t!40i23!-3d
* Homing
* Floor Break
* Unbreakable throw
* Grants GRF on hit
* Partially restores remaining Heat time
fahkumramRight Throwt40i12-3+0d
* Homing
* Throw break 2
* Sideswaps on hit
fahkumramuf+1+2t40i12-3+0d
* Balcony Break
* Throw break 1+2
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
fengH.3+4M23i30~31+12cg+22d
* Spike
* Consumes 300F of remaining Heat time
* 4 chip damage on block
* +38d on aerial hit
* Creates an unblockable low shockwave along the ground that deals 5 recoverable damage and +7g on hit and forces the opponent to crouch. The shockwave comes out even if the kick itself whiffs, or is parried by certain parries like Jin's or Reina's. It does not come out when the first hit is blocked or absorbed by a Power Crush.
* Recovers 3F faster on hit (t67 r35 BT)
fengH.b+1h20i10~11-8+36a (+28)
* Balcony Break
* Consumes 210F of remaining Heat time
fengH.f,F+1+2*m30i39~40+11+22a (+12)
* Balcony Break
* Guard Break
* Consumes 270F of remaining Heat time
* 12 chip damage on block
fengH.2+3m,t20,35i20~21, i24~25+12+0
* Heat Smash
* Balcony Break
* 7 chip damage on block
* 2nd hit 26dmg +30a (-6) on 1st whiff
* Transition to STC on block
* Transition to standing with B (+7)
feng1h5i10+1+8
Recovers 2f faster on hit or block (t27 r17)
feng1,1h, m5, 21i10, i25~26-11+2+61a
* Move can be delayed by 3F
* Input can be delayed by 4F
feng1,2h, h5, 9i10, i10-3+8
* Jail from 1st block with 4F delay
* Combo from 1st hit with 4F delay
* Move can be delayed with 4F delay
feng1,2,2h, h, h5, 9, 12i10, ,i17-13+3
* Combo from 1st hit with 3F delay
* Transition to BT with B (-11/+5)
feng1,3h, h5, 19i10, i16~17-5+8~+9
* Combo from 1st hit with 4F delay
* Move can be delayed by 1F
* Input can be delayed by 4F
feng1+3+4
feng2h8i10-3+5
feng2,4h, m8, 15i10, i17-12-1
* Jail from 1st attack with 2F delay
* Combo from 1st hit with 8F delay
feng3m15i16-11+0
feng3,3m, h15, 10i16, i17-9+2
* Jail from 1st block with 2F delay
* Combo from 1st hit with 10F delay
feng3,3,4m, h, l15, 10, 23i16, ,i25~26-12+7c+17a
* Combo from 2nd CH with 5F delay
* Cancel to r16 BT with B (-13/-2)
* Move can be delayed by 10F
* Input can be delayed by 11F
feng3,1+2m, m15, 30i16, i28~29-12+22a (+17)
Balcony Break
* Combo from 1st hit with 2F delay
** Combo from 1st hit with up to 2F of charge (i30~31 startup)
* Move can be delayed by 10F
feng3,1+2*m, m15, 35i16, i44~45+7+23a (+13)
* Balcony Break
* 14 chip damage on block
feng4h17i11-9+2+27g
feng1+2m20i21~22-13+8
* Wall Crush +20g on hit
* Elbow
* Punch sabaki
* +14 on successful parry
* Parry state 5~9
fengf+2m10i15-8+3+10g
fengf+2,1m, m10, 10i15, i19-8+3
* Combo from 1st CH with 1F delay
* Move can be delayed by 10F
* Input can be delayed by 11F
fengf+2,1,2m, m, m10, 10, 28i15, ,i13~14-19+19a (+14)
* Balcony Break
* Shoulder
* Combo from 2nd hit with 12F delay
* Move can be delayed by 10F
* Input can be delayed by 16F
fengf+3m10i21-3+7
fengf+3,2m, h10, 17i21, i21~22-3+8+43a (+35)
* Combo from 1st hit with 7F delay
fengf+4h19i18~19-9+52a
* Good left sidestep tracking
* Transition to r22 BT with B (-5/+56a)
fengf+4,2h, m19, 24 (16)i18~19, i24~25-14+31a (+16)
* Tornado
* Aerial combo from 1st hit (+70a (+54)) with 5F delay
* Move cannot be delayed
* Input can be delayed by 5F
fengf+4,3h, M19, 30 (21)i18~19, i22~24-10+25d
* Spike
* Aerial combo from 1st hit (+26a (-9)) with 5F delay
* Move cannot be delayed
* Input can be delayed by 5F
fengf+3+4
* Parries high and mid fist and feet moves (not elbows/knees/heads etc)
* Transition to STC absorbing one hit
* Transitions to STC.P after absorbing two hits
* Transition to r20 KNP with B (r25 autoblock)
* Parry state 3~18
fengdf+1m11i14+0+6+36g
fengdf+2m15i20~21-8+4
fengdf+2,2m, m15, 21i20~21, i13~14-6+14a (+4)
* Balcony Break
* Combo from 1st hit
fengdf+3M17i18~19-9+76a (+60)
* Tornado
* Can be accessed from a manual CD input with input qcf,df+3
fengdf+4m13i15-6+5
fengdf+4,2m, m13, 13i15, i20~21-11+1+8
* Combo from 1st hit with 8F delay
fengdf+4,2,1+2m, m, M13, 13, 21i15, ,i34~35-19+31a (+16)
* Tornado
* Shoulder
* Combo from 2nd CH with 4F delay
* Move can be delayed by 9F
* Input can be delayed by 10F
fengdf+4,3m, h13, 23i15, i23~24-4+15g+27a
* Balcony Break
* Combo from 1st hit with 7F delay
fengdf+3+4m23i23~27-7+21a
* Homing
fengd+4L7i14~15-11+0
+0c on crouching hit
fengd+4,1+2L, m7, 22i14~15, i26-10+11a (+2)
* Balcony Break
* Combo from 1st CH with 4F delay
* Move can be delayed by 5F
* Input can be delayed by 6F
fengd+1+2M15i20~21-9+8c
fengd+1+2,1M, m15, 20i20~21, i22~23-12+18a (+11)
* Tornado
* Combo from 1st hit with 12F delay
* Move can be delayed by 10F
* Input can be delayed by 12F
fengdb+1m15i16-12+4
* Transition to r28 KNP with B (-9/+7)
** Cannot block i15 when going to KNP on block
* Transition to r35 STC with F (-16/+0)
fengdb+1,2m, m15, 18i16, i23~24-11+3
* Combo from 1st hit with 8F delay
* Move can be delayed by 10F
fengdb+1,4m, h15, 23i16, i24~25-2+24a (+15)
* Balcony Break
* Combo from 1st hit with 7F delay
* Move can be delayed by 8F
* Input can be delayed by 10F
fengdb+2,2,2l, l, M10, 10, 25i20~21, ,i28~29-8+13a
* Spike
* Aerial combo from 2nd hit (+28a (-7))
fengdb+1+2m13i21~22-4+4
Floor Break
fengb+1h17i10~11-12+1+36a (+28)
* Balcony Break on CH
fengb+1+325-3d
* Timed with opponent punch
* Sideswitch on parry
* Parry state 5~12
fengb+2m13i17-11+0c
Floor Break
fengb+2,3m, l13, 6i17, i22~24-11+0+8c
* Combo from 1st hit with 3F delay
* Move can be delayed by 15F
* Input can be delayed by 18F
* +0c on crouching hit
fengb+2,3,4m, l, m13, 6, 13i17, ,i24~25-12+19a (+12)
* Combo from 2nd CH
fengb+2,3,4,2m, l, m, M13, 6, 13, 22i17, ,i24~25-6c+4c
* Spike
* Aerial combo from 3rd hit (-6a~-9a) with 13F delay
* Move can be delayed by 10F
* Input can be delayed by 13F
fengb+3m21i22~23+4+6+10a
* Knee
* 4 chip damage on block
* Transition to r25 CD on hit or block with df (+6/+8/+12d)
** Transition to r1 FC with DF~db (+5/+7/+11d)
fengb+3~4
* Transition to BT
fengb+4m10i12~13-10+2
fengb+4,2m, h10, 19i12~13, i22-6+3+20cg
* Balcony Break on CH
* Combo from 1st hit with 7F delay
* Move can be delayed by 6F
* Input can be delayed by 7F
* Transition to CD with df on hit or block (-1/+8/+25cg)
** Transition to r1 FC with DF~db (-2/+7/+24cg)
fengH.b+4,3+4m, M10, 23i12~13, i31~32+7cg+12d
* Balcony Break
* Spike
* Combo from 1st hit with ?
* 4 chip damage on block
* Consumes 300F of remaining Heat time
* +38d on aerial hit
* Move can be delayed by ?
* Input can be delayed by ?
fengb+1+2m31i13~14-19+18a (+13)
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Shoulder
fengb+3+4
* i20 high/mid block
* Transition to r39 STC with f (ps25~39)
fengub+1m20i25~26-15+10a (+1)+30a (+22)
Balcony Break
fengub+2m,h8,20i16,15-10+10
Does not jail
fengub+3-11~-10+15a~+16a
* Strong Aerial Tailspin
* Backwards momentum
fengub+415+19a (+9)+33a (+23)
* Balcony Break
* No forward momentum
fengub+1+2m!70i79~82+50a (+19)
fenguf+2m18i18-10+3+52a (+21)
feng1+2+3+4
fengf,F+2m25i18~19-9+16a (+7)
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
fengf,F+3M33i32~33+8c+8c
* 9 chip damage on block
* Transition to r28 STC with f (+8c/+8c)
fengf,F+4m15i19~20-15+30a (+20)
fengf,F+1+2m25i23~24-9+16a
* Balcony Break
* Hold 1+2 to power up and deal chip damage on block
fengf,F+1+2*m30i39~40+6+22a (+12)
* Balcony Break
* 12 chip damage on block
* Becomes Essence of Nian Zhang Mie Ba in Heat
fengqcf
* Minimum 3f needed to enter (one for each directional)
* Transition to r6? hFC with alternate input D,df
** Cannot access stance moves
** Can access FC.df+4 with input D,df+4 (i27? effective startup)
* Cancel to sidestep with U
* Can access df+3 and db+3 from a manual qcf input
fengws1m13i13-3+3
fengws1,2m, m13, 16i13, i9-12-1
* Jail from 1st block with 6F delay
* Combo from 1st hit with 6F delay
* Move can be delayed by 4F
* Input can be delayed by 6F
fengws1,2,1m, m, m13, 16, 20i13, ,i17~18-14+12a (+3)+32a (+24)
* Balcony Break
* Jail from 1st block with 2F delay
* Combo from 2nd CH with 12F delay
* Move can be delayed by 15F
* Input can be delayed by 16F
fengws1,3m, h13, 20i13, i22~23-6+4c
* Heat Engager
* Heat Dash +5, +43d (+35)
* Combo from 1st hit with 3F delay
* Move can be delayed by 10F
* Input can be delayed by 12F
* Unparryable by traditional kick parries (bug?)
fengws2m17i15~16-7+29g+78a (+62)
* Tornado (CH Only)
fengws3m15i15~16-12+33a (+23)
fengws4m18i11~12-7+7+29g
fengws1+2m20i23~24-9+3
* Punch parry
* +14 on successful parry
* Parry state 5~8
fengSS.2h18i15+3+9+31g
* Homing
* Transition to BT
fengSS.1+2m24i22~23+1~+2+21a (+12)
* Balcony Break
* 7 chip damage on block
fengFC.df+4l13i19~20-8c+3
* Can be input with D,df+4 (i27? effective startup)
* Transition to BT
* +3c on crouching opponent
fengFC.df+4,1l, h13, 10i19~20, i20~21-2+6
* Combo from 1st hit
* -20 from 1st block
fengBT.1h12i12-3+14
fengBT.2m20i19~21-9+13a
* Heat Engager
* Heat Dash +5, +67a (+50)
* Balcony Break
*
fengBT.3M33i32~33+8c+8c
* 9 chip damage on block
* Transition to STC with f (+8c/+8c)
fengBT.1+2m20i16~17-3+8+41a (+33)
* Balcony Break (CH only)
* Elbow
fengCD.2m25i18~19-14+67a (+51)
* Tornado
fengCD.1+2m25i16~17+0c+7c+13
Head
fengKNP.2h20i14-9+22a (+12)
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
fengKNP.4l10i18-31c-4
fengKNP.4,1+2l, h10, 35 (24)i18, i28-6+15a (+6)
* Balcony Break
* Shoulder
* Aerial combo from 1st hit (+30a (+20))
fengOTG.d+3+4L24 (19)i24~25-13-2
-2d (-10) on grounded hit
fengSTC.2h18i14~15-3+25g
* Transition to BT with B (+0/+28g)
* Transition to CD on hit or block with DF (+1/+29g)
** Transition to r1 FC with DF~db (+0/+28g)
fengSTC.3h25i22~23+6+23d
* Homing
* Balcony Break
* 7 chip damage on block
fengSTC.4l20i20-13+3+14
fengSTC.1+2m20i18-9c+17d
fengSTC.Pm21i18~19-17+53a
* Only occurs during STC after absorbing 2 hits
feng1+3t35i12~14-6-4d
* Throw break 1 or 2
feng2+4t35i12~14-3+0d
* Throw break 1 or 2
fengBT.1+4t45i12~14-6-5d
* Throw break 1+2
fengBack Throwt50-4d
* Cannot break throw
fengLeft Throwt40-3-6d
* Throw break 1
fengRight Throwt40-3-4d
* Throw break 2
fenguf+1+2t40-6+0d
* Floor Break
* Throw break 1+2
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
heihachiH.b,b,n,3+4
* Consumes all of the remaining Heat time
* Tremendous backwards travel
heihachiH.2+3m,m50i15+10+0d
* Heat Smash
* Reversal Break
* Floor Break
* 15 chip damage on block
* Transition to attack throw on hit
* Transition to RAI on block only
* Cancel RAI transition with B, +6 on block instead
heihachiH.2+3,Fm50i15+10-2d
* Heat Smash
* Reversal Break
* Balcony Break
* 15 chip damage on block
* Transition to attack throw on hit
* Transition to RAI on block only
* Cancel RAI transition with B, +6 on block instead
heihachi1h5i10+1+8
Recovers 2f faster on hit or block (t27 r17)
heihachi1,1h, h5, 6i10, i10-5+6
* Jail from 1st attack with 3f delay
heihachi1,1,2h, h, m5, 6, 16i10, ,i18-17+19a (+9)
* Balcony Break
* Combo from 1st hit with 12f delay
* Clean wall splat when near the wall
heihachiWAR.1,1,2h, h, m5, 6, 20i10, ,i18-17+28a (+2)
* Balcony Break
* Combo from 1st hit with 12f delay
* Chip damage on block
heihachi1,2h, h5, 8i10, i10-3+8
* Combo from 1st hit with 4f delay
* Move can be delayed 3f
heihachi1,2,2h, h, h5, 8, 12i10, ,i17-12+4
* Combo from 1st hit
* Enter FUJ -9 +4 r30 with D on frame 22
heihachi1,2,2~1h, h, m5, 8, 20i10, ,i13-11+6
* Combo from 2nd CH
* Cancel to SS -5 -16 with D_U
heihachi1,2,2~1,1+2h, h, m, m5, 8, 20, 24i10, ,i26-13+11a (+2)
* Balcony Break
* Combo from 3rd hit
* Combo from 2nd CH
heihachi1,2,4h, h, h5, 8, 21i10, ,i22~23-9+16g+52a
* Tornado
* Combo from 2nd CH with 2f delay
* Opponent recovers crouching
* Can be charged
heihachi1,2,4*h, h, h5, 8, 27i10, ,i31~32+6+67a (+51)
* Tornado
* Balcony Break
* Tornado on standing hit
* 8 chip damage on block
heihachi1,b+2h, m5, 17i10, i22-2+8
* Combo from 1st CH with 3f delay
* Input can be delayed 10f
* Move can be delayed 7f
* Enter FUJ r30 with D
heihachi1,b+2,2h, m, m5, 17, 17i10, ,i25~26-13c+6c
* Spike
* Head
* Combo from 2nd hit
heihachiWAR.1,b+2,2h, m, m5, 17, 22i10, ,i25~26-13+23a (+13)
* Reversal Break
* Balcony Break
* Head
* Combo from 2nd hit
* Chip damage on block
* Erases opponent's recoverable health on hit
* +42d on airborne hit, opponent can tech roll after
heihachi2h10i11+0+9
heihachi2,2h, m10, 13i11, i22-8+3c
* Spike
* Combo from 1st hit with 2f delay
heihachi3m10i15-4+1
heihachi3,2m, m10, 10i15, i22~23-13-2
* Combo from 1st hit with 1f delay
* Enter FUJ -2 +9 r25 with D
heihachi4h21i15~16-9+16g+52a
* Tornado
* Balcony Break
* Opponent recovers crouching on hit
heihachi4*h27i24~25+6+67a (+51)
* Tornado
* Balcony Break
* Tornado on standing hit
* 8 chip damage on block
heihachi1+2m25i12-10+24a (+14)
* Balcony Break
heihachi1+4SL[10;10]i17+2+21g
* Reversal Break
* Balcony Break
* Can only be used once per match
* Ultimate Count 3 required to use
* Can be used while in FUJ
* Opponent recovers crouching on hit
* Cannot cause a K.O
heihachi2+3+4
heihachif+2h13i15~16-9+2
heihachif+2,2h, m13, 10i15~16, i22~23-13-2
* Combo from 1st hit with 4f delay
* Enter FUJ -2 +9 r25 with D
heihachif+2~1m20i13-11+6
* Cancel to SS with D_U
heihachif+2~1,1+2m, m20, 24i13, i26-13+11a (+2)
* Balcony Break
* Combo from 1st hit
heihachif+3m10i18~20-5+9
* Knee
* Enter FUJ -2 +12 r25 with D
* Pseudo-homing to SSR/SWR
heihachif+4m20i19~20+4+7c+26d
* Spike
* Enter FUJ r27 with D
* +15c against a crouching opponent
heihachif+1+2h15i12-14+14c
* Spike
* Head
heihachif+3+4
* Cancel to r20 with b or db
* Heihachi remains in stance indefinitely unless a move is used
* Actionable after 40f
heihachidf+1m10i13~14-5+7
heihachidf+1,1m, h10, 8i13~14, i15-2+4
* Combo from 1st hit
heihachidf+1,2m, m10, 20i13~14, i21-13+3
* Combo from 1st hit
heihachidf+1,2*m, m10, 28i13~14, i38~39+1+32a (+11)
* Reversal Break
* Balcony Break
* 9 chip damage on block
* recover an additional 3 health on hit or block
heihachidf+1:2*m, m10, 23i13~14, i28~29-9+19a (+14)
* Tornado
* Reversal Break
* Combo from 1st hit
* 9 chip damage on block
* 10 chip damage on block in heat
* 11 chip damage on block with perfect frame input
* 12 chip damage on block with perfect frame input in heat
* Restores 3 additional recoverable health on hit or block
* Restores 9 additional recoverable health on hit or block with perfect frame input
* 23 damage upon releasing input within the 5f window (frames 1822)
* 28 damage on a perfect input release exactly on frame 17 (gold spark)
heihachidf+2m8i13~14-7+4
heihachidf+2,1m, m8, 20i13~14, i20~21-17+12a (+5)
* Combo from 1st hit
heihachiWAR.df+2,1m, m8, 20i13~14, i20~21-17+66a (+50)
* Tornado
* Combo from 1st hit
* Chip Damage on block
heihachidf+3m10i15~16-6+5
* Knee
heihachidf+3,1+2m, h,m,m10, 3,3,3i15~16, i14 i9 i8-15-4
* Jail from 1st attack
heihachidf+3,1+2,1m, h,m,m, m10, 3,3,3, 25i15~16, ,i22~23-15+20a (+15)
* Balcony break on airborne hit
* Jail from 1st attack
* Powered up input df+3,1+2,qcf+1 (5 additional damage)
** Last button should be input as late as possible?
heihachidf+4m10i13~14-6+5
heihachidf+4,2m, m10, 23i13~14, i20-12+9a (+0)+55a
* Balcony Break
* Combo from 1st hit with 9f delay
heihachid+1m12i16-9+2
* Spike
* Enter FC r28 with D
heihachid+1,2m, m12, 14i16, i27~28-9+9+35a (+28)
* Combo from 1st hit with 2f delay
* Input can be delayed 11f
* Move can be delayed 10f
* Enter RAI -5 +13 r24 with F
heihachid+3M25i22~23-7+3a
* Spike
* Chip damage on block
heihachiH.d+3,2M, SM25, 25i22~23, i30+0-10a (-20)
* Tornado
* Reversal Break
* Combo from 1st hit
* Chip damage on block
* Consumes 240F? of remaining Heat time
heihachid+1+2
* Actionable after 30f
heihachid+1+4m!50i60+18a
heihachidb+3L10i16-13-2
heihachib+1m12i14~15-9+4
heihachib+2m20i22~23+2+7
* Balcony break on airborne hit
* Chip damage on block
heihachib+2*m30i39~40+5+29a (+21)
* Strong Aerial Tailspin
* Reversal Break
* Balcony Break
* Chip damage on block
* Enter RAI +8 +32a (+24) r27 with F
heihachib+3h14i14~15-9+2
* Homing
heihachib+3,2h, h14, 20i14~15, i20-1+15g
* Combo from 1st hit with 4f delay
heihachib+3,3h, M14, 25i14~15, i22~26-12c+3a
* Spike
* Combo from 1st hit with 4f delay
heihachiH.b+3,3,2h, M, SM14, 25, 25i14~15, ,i30+0+0a (-17)
* Tornado
* Reversal Break
* Combo from 1st hit
* Jails from 2nd hit
* 10 Chip damage on block
* Consumes 240F? of remaining heat tiem
heihachib+4m23i18~19-8+30a (+4)+53a
* Balcony Break
* 6 chip damage on block
* Has good left sidestep tracking
* Recovers 11F faster on hit or block (t54 r35)
heihachib+1+2m20i42-11+23a (+13)
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Gain 1 Ultimate Count on Heat activation
* Parries all mid or high punches or kicks
* Attack is guaranteed after a successful parry
* Parry state 5~25
heihachiub+2h25i18~19-6+14c
* Balcony Break
* Parries mid or high punches
* Forces backroll on normal hit
* 28dmg, +22a (+12) on successful parry
* Balcony Break
* Parry state 5~12
heihachiuf+2m16i19-9+4
heihachiuf+2,1m, m16, 20i19, i27~28-11+21a (+11)
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
* Chip damage on block
* Combo from 1st hit with 10f delay
* Gain 1 Ultimate Count on Heat activation
heihachiH.uf+4,1m, M17, 30i24~26, i25~30+2+5a
* Balcony Break
* Chip damage on block
* Consumes 180F of remaining Heat time
* Combo from 1st hit
* Jail from 1st block
heihachi1+2+3+4
* Can't block for 5 seconds
* CH state on your next attack for 5 seconds ''(Tekken 7 and prior games)''
* 10% damage increase on the next attack for 5 seconds ''(Tekken 8 season 2 patch onward)''
* Attacks taken will be CH for 5 seconds
heihachib:2*m23i29~30+6+24a (+14)
* Strong Aerial Tailspin
* Reversal Break
* Balcony Break
* Chip damage on block
* recover an additional 3 health on hit or block
* 23 damage upon releasing input within the 5f window (frames 1822)
* 28 damage on a perfect input release exactly on frame 17
heihachif,F+2M22i19~21-16+37a (+27)
* Tornado
heihachif,F+3m21i20~22-3c+56a
* Spike
heihachif,F+1+2m22i13-8+22a (+12)
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
* Chip damage on block
* Gain 1 Ultimate Count on Heat activation
heihachif,n,d,DF+4L15i16~17-23+8c+28a
heihachif,n,d,DF+4,4L, L15, 10i16~17, i24-10+3c+26a
* +26a if previous hit connects
heihachif,n,d,DF+4,4,4L, L, L15, 10, 8i16~17, ,i24-10+3c+26a
* +26a if previous hit connects
heihachif,n,d,DF+4,4,4,1L, L, L, m15, 10, 8, 20i16~17, ,i23~24-15+25a (+18)
* Can be performed after any number of f,n,d,DF+4 lows
* Low crush ?~
heihachif,n,d,DF+4,4,4,n+4L, L, L, m15, 10, 8, 10i16~17, ,i24~25-3+8
* Can be performed after any number of f,n,d,DF+4 lows
heihachif,n,d,DF+4,4,4,n+4,4L, L, L, m, m15, 10, 8, 10, 20i16~17, ,i15-15+0c
* Spike
* Combo from 4th hit with 11?F delay
* Enter FUJ -9 +6c r31 with D
* Can be performed after any number of f,n,d,DF+4 lows
heihachif,n,d,df
* Cannot be buffered
* Stance moves can be buffered out of heat dash
* Cancel to SS with u
* Cancel to block with b
heihachif,n,d,df:2h23i11~12+5+39a (+29)
* Chip damage on block
* Can be performed without the d input: f,n,df#2
heihachif,n,d,df+2h20i11~12-10+39a (+29)
* Becomes Electric Wind God Fist (f,n,d,df#2) during Heat, partially uses remaining Heat Time
heihachiqcf+2m30i14~15-17+18a (+8)
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Gain 1 Ultimate Count on Heat activation
* Can be buffered
heihachiws1m17i13~14-14+35d (+27)
* Balcony Break
heihachiws2m20i18-8+8+14c
* Balcony break on airborne hit
heihachiws3m10i18~19-11+0
heihachiws3,1+2m, m10, 20i18~19, i22-9+13a (+4)
* Balcony Break
* Combo from 1st hit
heihachiws4m13i11~12-3+8
heihachiws4,4m, m13, 16i11~12, i15-15+0c
* Spike
* Combo from 1st hit with 9?F delay
* Enter FUJ -9 +6c r31 with D
heihachiSS.2m20i23~24-9+9+36a (+28)
* Enter RAI -5 +13 r24 with F
heihachiFC.df+2m17i15-14+37a (+27)
* Tornado
heihachiFUJ.1h13i12~13-4+7
heihachiFUJ.1,1h, h13, 20i12~13, i17~18-2+34a (+9)
* Heat Engager
* Heat Dash +5, +34a (+27)
* Balcony Break
* Combo from 1st hit with 9f delay
* Move can be delayed 7f
* Gain 1 Ultimate Count on Heat activation
heihachiFUJ.1,2h, m13, 24i12~13, i21~22-13+13a
* Balcony Break
* Spike
* Combo from 1st hit with 8f delay
* Input can be delayed 9f
* Move can be delayed 7f
heihachiFUJ.4L20i18~19-14-4+12g
* Spike
heihachiFUJ.DF
* Transition to r4 CD after 4 frames in FUJ (r8?)
* Low parry on frames 1?~14?
* Doesn't require a just frame input for Electric or Omen Thunder God Fist
* Parry state 1?~14?
heihachiOTG.d+4L30i19~20-14-3a (-11)
* Spike
heihachiRAI.2h25i17~18+10+51a
* Strong Aerial Tailspin
* Homing
* Guard Break
* Chip damage on block
heihachiRAI.3M30i22~23-7+3a
* Spike
* Chip damage on block
heihachiRAI.4L15i19~20-23+8c+28a
* Links to f,n,d,DF+4 extensions
heihachiWAR.1+2m31i12-10+32a (+24)
* Balcony Break
* Chip Damage on block
heihachiWAR.FUJ.2m24i15~16-3+75a (+59)
* Tornado
* Reversal Break
* Chip damage on block
heihachiWAR.f,F+2M22i19~21-16+37a (+27)
* Tornado
* Chip Damage on block
heihachiWAR.f,F+3m25i20~22+1c+56a
* Spike
* Chip Damage on block
heihachiWAR.f,f,F+1+2h20i15+6+6d
* Removes Recoverable Health
* Spike
* Transition to +9 +9d RAI with F
* 8 Chip damage on block
* Low crush
heihachiWAR.f,n,d,DF+4L15i16~17-14+8c+28a
* No stagger on block
* Links to f,n,d,DF+4 extensions
heihachi1+3t35i12~14-3-1d
* Homing
* Throw break 1 or 2
heihachi2+4t35i12~14+0d
* Floor Break
* Throw break 1 or 2
* Side switch on break
* Heihachi recovers BT on break
heihachiBack throwt60+0d
* Unbreakable
heihachiFUJ.1+3t15i18+7
* Homing
* Unbreakable
heihachiH.FUJ.1+3t15i18+8
* Homing
* Cancel RAI transition with B (+7)
* Consumes 180F? of remaining Heat time
* Throw is unbreakable
heihachiH.d+1+2,Pt35i11
* Parries high or mid punches or kicks
* Regain health on a successful parry
* Consumes 240F? of remaining heat tiem
* Parry state 19~40
heihachiLeft throwt40-3d
* Throw break 1
heihachiRAI.1+3t30i15~16+0d
* Unbreakable
* 42 damage on a wall splat
heihachiRight throwt45-4d
* Floor Break
* Throw break 2
heihachiuf+1+2t35i12+0+26a (+7)
* Balcony Break
* Throw break 1+2
* Side switch on break
heihachiuf+1+4t30i12 i48-6+28d (-30)
* Balcony Break
* Throw break 1+2
* Headbutt can be reversed with input 1 or 2 or 3 or 4
* Only works on Male characters and Reina
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
hwoarangH.RFS.d+4L15i20~21-23+7c
* Transition to RFF
* Partially uses remaining Heat time
** RFS.d+4,3,4 airborne combo guaranteed on normal hit
* Increased chip damage scaling on block during heat
** 4 chip damage on block in heat
hwoarangH.RFS.d+4,3L, h15, 12 (8)i20~21, i25-9-1 / +20a (+13)
* Combo from 1st hit
* Airborne combo from 1st hit in heat
** 8 dmg, +20a (+13) on hit
** 23 total dmg from 1st hit
* Increased chip damage scaling on block during heat
** 3 chip damage on block in heat
hwoarangH.RFS.f+4h,h8,10i8, i10+0+5
* Jail from 1st block
* Remains in RFS
* 2 chip damage on block
hwoarangH.RFS.f+4,4h,h, h8,10, 9i8, i10, i23-6+75a (+59)
* Tornado
* Combo from 1st or 2nd hit
* Transition to RFF
* Partially uses remaining Heat time
* Increased chip damage scaling on block during heat
** 2 chip damage on block
hwoarang1h5i10+1+8
Recovers 2f faster on hit or block (t27 r17)
hwoarang1,1h, h5, 8i10, i12-3+8
* Jail from 1st block
* Combo from 1st hit
hwoarang1,1,3h, h, L5, 8, 10i10, ,i21-12-1
* Combo from 2nd CH
hwoarang1,1,3,3h, h, L, h5, 8, 10, 14i10, ,i20-14+4
* Combo from 3rd hit with 1F delay
* Move can be delayed by 10F
hwoarang1,2h, h5, 10i10, i10-3+6
* Jail from 1st block with 4F delay
* Combo from 1st hit with 4F delay
* Transition to LFS with 3 (+3/+12g?/+12)
* Transition to RFS with 4 (+3/+12g?/+12)
hwoarang1,2,f+3h, h, m5, 10, 14i10, ,i21-8+9
* Wall Crush +21g on hit
* Combo from 2nd CH with 4F delay
hwoarang2h9i10+0+8+9
* Transition to LFS with 3 (+3/+11g/+12)
* Transition to RFS with 4 (+3/+11g/+12)
* +19, +27, +28 in framedata display (bug?)
* 70% scaling on next hit
hwoarang2,f+3h, m9, 14i10, i21-8+9
* Wall Crush +21g on hit
* Combo from 1st hit with 1F delay
* Combo from 1st CH with 4F delay
hwoarang3h15i14-7+4
hwoarang3,3h, m15, 12i14, i18-13-7-2
* Jail from 1st block
* Combo from 1st CH
* -7c on crouching hit
* Transition to r17 LFS with F (+2/+8/+13)
hwoarang3,3,2h, m, M15, 12, 20i14, ,i21~22-11+1c
* Combo from 2nd CH with 8F delay
* Move can be delayed by 10F
hwoarang3,3,3h, m, m15, 12, 15i14, ,i21-14+32d (+24)
* Balcony Break
* Combo from 2nd CH with 8F delay
* Move can be delayed by 10F
hwoarang3,3,4h, m, h15, 12, 15i14, ,i21~23+8+19g+19
* Transition to RFS
* Combo from 2nd CH with 8F delay
* Move can be delayed by 10F
hwoarang3,3,f+4h, m, h15, 12, 20i14, ,i21~27-1+40a (+14)
* Balcony Break
* -1 on block on average. Frame advantage may range from -4~+2 on block
* Combo from 2nd CH with 5F delay
* Move can be delayed by 10F
hwoarang4h14i11~12-6+5
hwoarang4,3h, m14, 16i11~12, i22-6+5+20a (+11)
* Balcony Break on CH
* Combo from 1st hit
* +5c on crouching hit
* Cancel the second hit and transition to r8 LFS with F (-6/+5)
hwoarang4,4h, h14, 13i11~12, i16-1+10g+10
* Jail from 1st block
* Combo from 1st hit
* Transition to RFS
hwoarang4,4,3h, h, M14, 13, 20i11~12, ,i25~31-14c+14d
* Transition to RFF
* Combo from 2nd CH
hwoarang1+2
* Transition to BT
hwoarang3+4
* Transition to RFF
* Transition to r13? standing block with B
hwoarangf+2m15i16-2+9
* Transition to RFF
hwoarangf+3
* Transition to LFS
* Sidesteps to the right
* Can move forwards and backwards with F and B
* Can sidestep with U and D
* Cannot block or crouch in stance
hwoarangf+3~3m25i20-16+7a (-2)
* Balcony Break
* Sidesteps to the right
hwoarangf+4h21i17~23+7~+13+18g~+24g+18~+24
* +10~+16 guaranteed on CH depending on frame advantage
* Transition to RFS
hwoarangf+1+2m17i15-9+2+14
* Also possible during RFF
hwoarangdf+1m10i13~14-1+6
* Also possible during RFF
hwoarangdf+1,3m, m10, 15i13~14, i22~23-2+6
* Combo from 1st hit
* Transition to LFS
hwoarangdf+2m13i15~16-7+34a (+24)
* +4s on crouching normal hit
* Also possible during RFF
hwoarangdf+3,4m, m12, 20i22~23, i24~25-14+4a
* Combo from 1st hit with 7F delay
* Move can be delayed by 5F
* Input can be delayed by 7F
* Power up if an attack is absorbed by previous hit
** Reversal Break?
** 4 chip damage on block
** -9 on block
hwoarangdf+4m20i16~17-8~-7+8~+9+18a (+9)
* Homing
* Balcony Break on CH
* Transition to RFF
* Wall splats
hwoarangdf+3+4m,h,m7,4,17i13,i14,i24~25-14+4c
* Heat Engager
* Heat Dash +5, +43d (+35)
* Jails
* 5 chip damage on block
* Also possible during RFF
hwoarangd+3l7i17-13-2
-2c on crouching hit
hwoarangd+3,4l, h7, 13i17, i21~23+8g~+10g+14g~+16g+19~+21
* Transition to RFS
* Combo from 1st hit
hwoarangd+4,4l, h7, 22i19, i20-13+69a (+53)
* Tornado
* Jail from 1st normal hit
* Combo from 1st CH
* Also possible during RFF
hwoarangdb+4L14i16-12-8-1
* Transition to r20 RFS with F (-1/+3/+10)
* Also possible during RFF
hwoarangdb+4,4L, h14, 21i16, i17~19-1~+1+24a~+26a
* Combo from 1st CH
hwoarangdb+3+4m!40i61~62+17a
* Also possible during RFF
* Cancel and transition to r24? LFS at frame 25? with b,b
hwoarangb+1m15i15-14-1
* Sidesteps to the right
hwoarangb+1+3+9
* Parries high and mid punches. Pressing 4 on successful parry gives Shotgun Shuffle
* Parry state 5~12?
hwoarangb+1+3,P.4m,h,h10,8,10i15,i8,i9+17a (+8)
* Balcony Break
* Pressing 4 after successful parry
hwoarangb+2h18i14-4+6+14c
* Elbow
* Good right sidestep tracking
hwoarangb+3M17i16~17-19+35a (+25)
* Tornado
hwoarangb+4h17i13~14-10+1+50a
* Transition to RFF
hwoarangu+2h18i13~15-9+15
* Balcony Break
* Homing
* Also possible during RFF
* Sidesteps to the left
* Wall splats
hwoaranguf+3,4m, m11, 12i28~29, i20~21+2+13
* Available on hit or block only
* Jail from 1st block
* Combo from 1st hit
* Also possible during RFF
* Transition to RFS
* Floating state 1~
hwoaranguf+3,4,3m, m, m11, 12, 20i28~29, ,i27~28-14+0c
* Combo from 1st hit
* Also possible during RFF
* Floating state 1~
hwoaranguf+4,4,4h, m, L12, 12, 12i22~23, ,i9~10+1+7
* Combo from 2nd CH
* Also possible during RFF
* Transition to RFS
* Third hit is not low parryable if the first two hits connect. Parryable if the first two hits whiff.
hwoarang1+2+3+4
hwoarangf,F+3M24i20~24+6+6c
* Transition to RFF
hwoarangf,F+4m22i17~18-7+19a (+10)
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
* Also possible during RFF
* Transition to RFF (does not transition on Heat activation or when using Heat Dash)
hwoarangf,n,4
* Transition to RFS
* Sidesteps to the left
* Can move forwards and backwards with F and B
* Can sidestep with U and D
* Cannot block or crouch in stance
hwoarangf,n,d,df
* Cannot be buffered
* Stance moves can be buffered out of heat dash
* Recovers in FC at frame 20
* Cancel to sidestep with u
* Cancel to block with b
hwoarangf,n,df:4m18i16-8+59a (+49)
* Tornado
* 3 chip damage on block
* Also possible during RFF.
* The 4 input can be delayed up to 10 frames after df input during RFF.
hwoaranguf,n,4m20i23~25-13+32a (+22)
* Also possible during RFF
* Low crush
hwoarangws1m12i12~13-3+8
hwoarangws1,4m, m12, 18i12~13, i22~23+0+8
* Combo from 1st hit
* Transition to RFS
hwoarangws2m8i15~16-7+4s
hwoarangws3m22i14~16-12+14c
hwoarangws4m12i11~12-3+8
hwoarangws4,4m, M12, 13i11~12, i15~19-9+4c
* Jail from 1st block
* Combo from 1st hit
* Recovers 3 frames faster on hit (r21 t52)
* Transition to RFF
hwoarangws3+4m16i20~21-9+2
* Alternate input: f,n,d,df+3+4 (CD.3+4)
* Transition to BT
hwoarangws3+4,3m, M16, 20i20~21, i21~26-6+5c~+10c+29d
* Combo from 1st hit with 7F delay
* Input can be delayed by 7F
* Move cannot be delayed
hwoarangSS.3m13i18~19-12-1+5s
hwoarangSS.3,3m, h13, 16i18~19, i9~10+3+14
* Jail from 1st block
* Combo from 1st hit
* +34a (+27) on 1st CH
* Transition to LFS
hwoarangSS.4l18i19~20-13+5c+31a
* Transition to RFF
hwoarangBT.3M20i14~16-13+38a (+28)
hwoarangBT.4M20i14~16-13+40a (+30)
* Transition to RFF
hwoarangCD.3m27i18~19+4+25a (+16)+57a (+10)
* Tornado
* Balcony Break
* 8 chip damage on block
* Also possible during RFF
* Transition to LFS
hwoarangCD.4m18i16-18+53a (+43)
* Tornado
* Also possible during RFF
hwoarangLFS.1h6i13+5+7
hwoarangLFS.2m15i16-2+9
* Transition to RFF
* Links to 10-hit string
hwoarangLFS.2,2m, h15, 7i16, i20+0+4+9
Combo from 1st hit
hwoarangLFS.2,2,3m, h, h15, 7, 10i16, ,i14~17-6~-3-3~+0
* Combo from 2nd hit (1st active frame only)
* Combo from 2nd CH
* Interrupt from 2nd block with i3
hwoarangLFS.2,2,3,4m, h, h, L15, 7, 10, 7i16, ,i22-14-3
hwoarangLFS.2,2,3,4,3m, h, h, L, m15, 7, 10, 7, 7i16, ,i31-9-9
* Interrupt from 4th block with i13
hwoarangLFS.2,2,3,4,3,4m, h, h, L, m, m15, 7, 10, 7, 7, 8i16, ,i22~24-21-10
* Combo from 5th hit
hwoarangLFS.2,2,3,4,3,4,4m, h, h, L, m, m, l15, 7, 10, 7, 7, 8, 7i16, ,i19-27-16
* Interrupt from 6th block with i18
* Can be sidestepped
hwoarangLFS.2,2,3,4,3,4,4,4m, h, h, L, m, m, l, h15, 7, 10, 7, 7, 8, 7, 10i16, ,i23-28+23a (+13)
* Interrupt from 7th block with i3
hwoarangLFS.2,2,3,4,3,4,4,4,4m, h, h, L, m, m, l, h, m15, 7, 10, 7, 7, 8, 7, 10, 21 (14)i16, ,i22-18-16
* Airborne combo from 8th hit
* Interrupt from 8th block with i33
* Can be sidestepped
hwoarangLFS.3m10i14-13-7-2
* Transition to r17 LFS with F (+2/+8/+13)
* -7c on crouching hit
hwoarangLFS.3,2m, M10, 20i14, i21~22-11+1c
* Combo from 1st CH with 9?F delay
* Move can be delayed by 10F
hwoarangLFS.3,3m, m10, 15i14, i21-14+32d (+24)
* Balcony Break
* Combo from 1st CH with 9?F delay
* Move can be delayed by 10F
hwoarangLFS.3,4m, h10, 15i14, i21~23+8+19g+19
* Transition to RFS
* Combo from 1st CH with 9?F delay
* Move can be delayed by 10F
hwoarangLFS.3,f+4m, h10, 20i14, i21~27-1+40a (+14)
* Balcony Break
* Combo from 1st CH with 6?F delay
* -1 on block on average. Frame advantage may range from -4~+2 on block
hwoarangLFS.3+4
* Transition to RFS
hwoarangLFS.b+1m15i15-14-1
* Sidesteps to the right
hwoarangLFS.b+4m15i16~17-8+0
* Transition to RFF
hwoarangLFS.df+3,4m, m12, 20i22~23, i24~25-14+7
* Combo from 1st hit with 7F delay
* Move can be delayed by 5F
* Input can be delayed by 7F
* Power up if an attack is absorbed by previous hit
** Reversal Break?
** 4 chip damage on block
** -9 on block
hwoarangLFS.d+3L7i16-17-6
* -6c on crouching hit
hwoarangLFS.d+3,4L, h7, 13i16, i21~23+8g~+10g+14g~+16g+19~+21
* Combo from 1st hit with 1F delay
* Move cannot be delayed
* Input can be delayed by 1F
* Transition to RFS
hwoarangLFS.d+4L17i20~21-12+4+14d
* Transition to RFF
hwoarangLFS.f+3m23i19~20+4+26a
* Balcony Break
* Heat Engager
* Heat Dash +5, +36a (+26)
* Remains in LFS (does not transition on Heat activation or when using Heat Dash)
hwoarangLFS.f+4m18i17~18-10+6+16a (+7)
* Homing
* Balcony Break on CH
hwoarangLFS.uf+3,4m, m11, 12i28~29, i20~21+2+13
* Available on hit or block only
* Jail from 1st block
* Combo from 1st hit
* Transition to RFS
* Floating state 1~
hwoarangLFS.uf+3,4,3m, m, m11, 12, 20i28~29, ,i27~28-14+0c
Combo from 1st hit
* Floating state 1~
hwoarangRFF.1h10i10+0+6
* Remains in RFF
hwoarangRFF.1,1h, m10, 12i10, i19-8+3
* Combo from 1st hit with 4F delay
* Input can be delayed by 4F
* Move can be delayed by 3F
hwoarangRFF.2h6i10+2+8
* Remains in RFF
hwoarangRFF.2,1h, h6, 10i10, i10+0+6
* Jail from 1st block with 2F delay
* Combo from 1st hit with 2F delay
* Remains in RFF
hwoarangRFF.2,1,1h, h, m6, 10, 12i10, ,i19-8+3
* Combo from 1st hit with 4F delay
* Input can be delayed by 4F
* Move can be delayed by 3F
hwoarangRFF.2,4h, h6, 9i10, i12-8+3g+3
* Jail from 1st block with 2F delay
* Combo from 1st hit with 2F delay
* Input can be delayed by 2F
* Move cannot be delayed
* Remains in RFF
* Transition to RFS with F_B_D_U (+4/+16g/+16)
** i14 RFS? guaranteed on CH
hwoarangRFF.2,4,3h, h, M6, 9, 20i10, ,i25~31-14c+14d
* Combo from 2nd CH with 2F delay
* Move can be delayed by 10F
* Remains in RFF
hwoarangRFF.2,4,4h, h, h6, 9, 23i10, ,i18~19-5+41a
* Balcony Break
* Jail from 2nd block with no delay
** Does not jail from 2nd hit
* Combo from 2nd CH with 9F delay
* Move can be delayed by 10F
hwoarangRFF.3m13i16-4+7
hwoarangRFF.3,4m, h13, 16i16, i27~28+10g~+11g+21g~+22g+11~+12
* Combo from 1st hit
* Transition to RFS
* Cancel and transition to r8? RFS with F (-12/-1)
hwoarangRFF.4h9i12-8+3
* Remains in RFF
* Transition to RFS with F_B_D_U (+4/+16g/+16)
** i13 RFS followups guaranteed on CH?
hwoarangRFF.4,3h, M9, 20i12, i25~31-14c+14d
* Remains in RFF
* Combo from 1st CH with 2F delay
* Move can be delayed by 10F
hwoarangRFF.4,4h, h9, 23i12, i18~19-5+41a
* Balcony Break
* Jail from 1st block with no delay
* Combo from 1st CH with 9F delay
* Move can be delayed by 10F
hwoarangRFF.3+4
* Transition to LFF
hwoarangRFF.b+1h18i14-4+6+14c
* Elbow
* Has good left sidestep tracking
hwoarangRFF.b+2m17i16~17+4~+5+6c~+7c+25d~+26d
* 5 chip damage on block
* Remains in RFF
hwoarangRFF.b+3h17i13~14-10+1+50a
* Sidesteps to the right
hwoarangRFF.df+4m12i13-7+1g+1
* Remains in RFF
* Transition to RFS with F_B_D_U (+4/+13g/+13)
hwoarangRFF.df+2+3,4m, m12, 20i22~23, i24~25-14+7
* Power up if an attack is absorbed by previous hit
** Reversal Break?
** 4 chip damage on block
** -9 on block
* Combo from 1st hit with 7F delay
* Move can be delayed by 5F
* Input can be delayed by 7F
hwoarangRFF.d+3L10i18-11+0
* Transition to BT
* +0c on crouching hit
hwoarangRFF.d+3,4L, h10, 13i18, i21~23+8g~+10g+14g~+16g+19~+21
* Combo from 1st hit
* Transition to RFS
hwoarangRFF.d+3+4L19i19-11+5+15g
* Remains in RFF
hwoarangRFF.f+1h5i10+1+8
hwoarangRFF.f+1,2h, h5, 10i10, i10-3+6
* Jail from 1st block with 4F delay
* Combo from 1st hit with 4F delay
hwoarangRFF.f+3h21i14~17+12~+15+23~+26
* Transition to LFS
* Transition to r44? BT with B (-11~-8/+0~+3)
hwoarangRFF.f+4
* Transition to RFS
hwoarangRFF.f+4~4M20i18~20-13+41a (+31)
* Tornado
* Remains in RFF
hwoarangRFS.1m15i16-2+9
* Links to 10-hit string
hwoarangRFS.2h6i13+5+7
* Transition to RFF
* Links to RFF.2 extensions
hwoarangRFS.4m17i14-9+3
* Transition to RFF
* Increased chip damage scaling on block during heat
** 5 chip damage on block in heat
hwoarangRFS.4,3m, m17, 21i14, i23~24+4+25a (+16)
* Tornado
* Balcony Break
* Transition to LFS
* Combo from 1st CH
* Combo from 1st hit during heat
* Increased chip damage scaling on block during heat
** 4 chip damage on block in heat
hwoarangRFS.3+4
* Transition to LFS
hwoarangRFS.b+3m21i16~17-9+7
* Heat Engager
* Heat Dash +5, +42a (+27)
* Increased chip damage scaling on block during heat
** 6 chip damage on block in heat
hwoarangRFS.df+4m17i17~19+1+8c+26a
* Increased chip damage scaling on block during heat
** 4 chip damage on block in heat
hwoarangRFS.d+3,3L, h13, 28i15, i25~27-2+34a (+8)
* Balcony Break
* Combo from 1st CH with 4F delay
* Move cannot be delayed
* Input can be delayed by 4F
* 11 chip damage on block
* Increased chip damage scaling on block during heat
** 14 chip damage on block in heat
hwoarangRFS.d+4L15i20~21-23+7c
* Transition to RFF
hwoarangRFS.d+4,3L, h15, 12 (8)i20~21, i25-9-1 / +20a (+13)
* Combo from 1st hit
* Airborne combo from 1st CH
** 8 dmg, +20a (+13) on hit
** 26 total dmg from 1st CH
hwoarangRFS.f+3m18i20~21-10+5+15a (+6)
* Homing
* Increased chip damage scaling on block during heat
** 5 chip damage on block in heat
hwoarangRFS.f+4h,h8,8i8, i10+0+2+5
* Jail from 1st block
* +6 on 2nd CH
* Remains in RFS
* Power up during Heat
hwoarangRFS.f+4,4h,h, h8,8, 9i8, i10, i23-6+75a (+59)
* Tornado
* Combo from 1st or 2nd CH
* Transition to RFF
hwoarang1+3th(h)35i12~14-3-5d
* Break: 1 or 2
* Opponent recovery on hit: FDFT
* Sideswap on break
hwoarang2+4th(h)25i12~14-6-2d
* Floor Break
* Break: 1 or 2
* Opponent recovery on hit: FDFT off-axis to the left, sideswap
hwoarang2+4,Bth(h)40i12~14-2-6d
* Break: 2
* Opponent recovery on hit: FUFA, sideswap
* Transition to BT
hwoarangAIR.ub+3+4th(m)26i15~16+10d
* Break: none
* Opponent recovery on hit: FUFA, sideswap
* Also possible during RFF
hwoarangBack throwth(h)60i12~14+1d
* Break: none
* Opponent recovery on hit: FUFA
* Also possible during RFF
hwoarangLeft throwth(h)45i12~14-3-1d
* Break: 1
* Opponent recovery on hit: FUFT off-axis to the left
* Also possible during RFF
hwoarangRFF.1+3th(h)45i12-6-5d
* Break: 1+2
* Opponent recovery on hit: FUFA, sideswap
hwoarangRight throwth(h)44i12~14-3+8d
* Break: 2
* Opponent recovery on hit: FDFT off-axis to the right
* Also possible during RFF
hwoarangf+2+3th(h)35i12+0+1d
* Break: 1+2
* Opponent recovery on hit: FUFA, sideswap
* Sideswap on break
* Possible in RFF, LFS and RFS
hwoarangqcb+3th(h)45i11-2-5d
* Floor Break
* Break: 1
* Opponent recovery on hit: FUFA, sideswap
hwoaranguf+1+2th(h)40i12-6-5d
* Break: 1+2
* Opponent recovery on hit: FUFA
* Also possible during RFF
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
jack-8H.f+3+4m30i22~23+0+9c
* Head
* Transition to GMH with D
** (+8 oB, +17c oH)
* Partially uses remaining heat time
* 6 chip damage on block
jack-8H.2+3h,m,t50i10-9-2d (-12)
* Heat Smash
* Balcony Break
* 10 chip damage on block
jack-81h10i12-2+6+9
<Showing 2801-3200 of 6205 moves>