mokujin

mokujin

Edit
CharCommandHit levelDamageStartupBlockHitCounter hitNotes
steveub+2~1m17i30~31-8+4+63a
steveub+3sp
* Transition to LNH
* Actionable for 120F
* Transition to LWV with 3 (steps left)
* Transition to RWV with 4 (steps right)
* Transition to DCK with f+3_4
* Transition to SWY b+3_4
steveub+1+2ub(m)70i66~69+12a (+1)+12a (+1)
* Balcony Break
steveuf+3,2l, h20, 10i36~37, i15~16-6+8
* Combo from 1st hit
* -27 on block after blocking 1st hit
* Transition to r34? standing with b (-31/-10/+4)
steve1+2+3+4
stevef,F+2m24i14~17-13c+12d
* Spike
steveqcf+1m21i16-10+16a (+7)
Heat Engager
Heat Dash (+5/+36a (+26)/+36a (+26))
* Balcony Break
* Transition to r18? FLK with B (-3/+23a (+14)/+23a (+14))
** r18? FLK FC cancel?
steveWS.1m12i11~12-3+3+8
steveWS.1,1m, h12, 7i11~12, i15-3+3
* Combo from 1st hit
* Combo from 1st CH with 11F delay
* Move can be delayed by 11F
* Transition to r22? LWV with 3 (-6/+0)
* Transition to r22? RWV with 4 (-6/+0)
* Transition to r22? SWY with b+3_4 (-6/+0)
* Transition to r20? DCK with f+3_4 (-2/+4)
* r22? DCK FC cancel?
steveWS.1,2m, m12, 17i11~12, i13~14-13+3c+23d
* Spike
* Combo from 1st hit with 1F delay
* Combo from 1st CH with 11F delay
* Jail from 1st block with 3F delay
* Move can be delayed by 11F
steveWS.2m17i13~15-7+4
* Transition to r22? LWV with 3 (-7/+4)
* Transition to r22? RWV with 4 (-7/+4)
* Transition to r22? SWY with b+3_4 (-7/+4)
* Transition to r20? DCK with f+3_4 (-5/+6)
* r22? DCK FC cancel?
steveWS.2,2m, m17, 15i13~15, i16~17-6+11
* Combo from 1st hit with 5F delay
* Jail from 1st block with no delay
* Move can be delayed by 5F
* Transition to LNH
* Input b to cancel LNH at r29? (-10/+7)
steveFC.df+2m20i16~17-15+34a (+24)
Tornado
steveALB.2m22i23-3+16a (+7)
Heat Engager
Heat Dash (+5/+36a (+26)/-)
* Balcony Break
steveALB.dspi13
* Transition to r10 PAB with F after 20F
steveALB.d,1sp, m34i13, i12-3+16a (+7)
* Balcony Break
* ALB.d_u takes 37 frames, effective startup time is i49
steveDCK.1m17i19-7+58a (+27)+34a (+24)
steveDCK.2m15i19-14+35a (+25)
steveDCK.1+2m,m3,3i16, i7-9+2
steveDCK.1+2,1+2m,m, m,m3,3, 3,3i16, i7, i5, i2-9+2
* Combo from 1st hit
* Jail from 1st block?
steveDCK.1+2,1+2,1+2m,m, m,m, m,m3,3, 3,3, 2,2i16, i7, ,i5, i2-9+2
* Combo from 1st hit
* Jail from 1st block?
steveDCK.1+2,1+2,1+2,1+2m,m, m,m, m,m, m,m3,3, 3,3, 2,2, 2,12i16, i7, ,i7, i9-12+32a (+22)
* Combo from 1st hit
* Jail from 1st block?
steveDCK.f+2h21i15~16+5+14c+55a
* Strong Aerial Tailspin
* Transition to standing (+1/+10c/+51a) with B
* 6 chip damage on block
steveDCK.f+2~1m17i28~29-8+4+63a
steveDCK.f+3sp
* Transition to EXD
* Actionable for 19F
* Input u+3_4 to r18 cs1~25 LWV after 9F with 10F delay
* Input d+3_4 to r18 cs1~25 RWV after 9F with 10F delay
* Input b+3_4 to r10 SWY after 14F with 5F delay
* Input db to r15 FC with db after 9F with 10F delay
* WV transition notes:
* Transition is t38 r18 cs1~18 and actionable for 14F.
* Can immediately transition into r15 SWY with 14F delay?
* Can immediately transition into r1 DCK with 14F delay?
steveEXD.1m21i19-7+44d (+36)+41a (+31)
* 8 chip damage on block
steveEXD.2m21i19-14+61a (+51)
* 6 chip damage on block
steveEXD.f+2h28i15~16+5+56a
* Strong Aerial Tailspin
* Transition to standing (+1/+52a) with B
* 11 chip damage on block
steveEXD.f+2~1m17i28~29-8+4+63a
steveFLK.1h14i12-4+7
* Transition to r18? FLK with b (-1/+10/+10)
* Transition to r1? ALB with 3+4 with 2?F delay (+17g/+28g/+28)
* r18? FLK FC cancel?
steveFLK.1,1h, h14, 8i12, i15-9+0
* Combo from 1st CH with 3F delay
* Jail from 1st block with 3F delay
* Move can be delayed by 3F
* Transition to r18? FLK with b (-4/+5/+5)
* Transition to r1? ALB with 3+4 (+14g/+23g/+23)
* r18? FLK FC cancel?
steveFLK.1,1,1h, h, h14, 8, 8i12, ,i15-9+0
* Combo from 2nd CH with 1F delay
* Jail from 2nd block with 1F delay
* Move can be delayed by 1F
* Transition to r18? FLK with b (-4/+5/+5)
* Transition to r1? ALB with 3+4 (+14g/+23g/+23)
steveFLK.1,1,1,2h, h, h, m14, 8, 8, 22i12, ,i20~22-12+17a (+0)
* Tornado
* Combo from 3rd hit
steveFLK.1,1,2h, h, m14, 8, 22i12, ,i20~22-12+17a (+0)
* Tornado
* Combo from 2nd CH
* Same hit as (FLK.1,1,1),2
steveFLK.1,1,d+1h, h, h14, 8, 23i12, ,i15~17+0+18g+42a
* Balcony Break
* Combo from 2nd CH with 9F delay
* Jail from 2nd block with no delay
* Move can be delayed by 11F
* Same hit as (FLK.1),d+1
steveFLK.1,1,f+1h, h, m14, 8, 17i12, ,i15-5+0+10d
* Spike
* Combo from 2nd CH with 9F delay
* Jail from 2nd block with no delay
* Move can be delayed by 11F
* Same hit as (FLK.1),f+1
steveFLK.1,2h, m14, 22i12, i20~22-12+17a (+0)
* Tornado
* Combo from 1st CH
* Same hit as (FLK.1,1,1),2
steveFLK.1,d+1h, h14, 23i12, i15~17+0+18g+42a
* Balcony Break
* Combo from 1st CH with 14F delay
* Jail from 1st block with 3F delay
* Move can be delayed by 14F
steveFLK.1,f+1h, m14, 17i12, i15-5+0+10d
* Spike
* Combo from 1st CH with 14F delay
* Jail from 1st block with 3F delay
* Move can be delayed by 14F
steveFLK.2m21i18~19-5c+7d+42a
* Spike
* 6 chip damage on block
steveLNH.1m21i14-15-9+15g
* Balcony Break
* Heat Engager
* Heat Dash +5g +43a(+35)
* Homing
* Transition to r18 FLK (-3/+21g) with B
steveLNH.2m22i16-17-13+61a (+51)
* Tornado
steveLNH.1+2h24i18-19+12+51a (+31)
* Guard Break
* Reversal Break
* Balcony Break
* 9 chip damage on block
steveLWV.1m14i14-10+1
* Input b to r18? FLK (-3/+8/+8)
steveLWV.1,1m, m14, 22i14, i24~26-13+28a (+19)
* Strong Aerial Tailspin
* Balcony Break
* Combo from 1st hit with 5F delay
* Move can be delayed by 10F
steveLWV.1,2m, h14, 14i14, i22~23+3+8
* Strong Aerial Tailspin
* Homing
* Combo from 1st hit with 7F delay
* Move can be delayed by 10F
* Transition to LNH
* Input b to cancel LNH at r34? (-1/+4/+4)
steveLWV.1,2~1m, m14, 17i14, i30~31-8+4+63a
* Input 1 at frame 17 of LWV.1,2
steveLWV.1,f+1m, m14, 9i14, i17-3+3
* Combo from 1st hit with 10F delay
* Jail from 1st block with 1F delay
* Move can be delayed by 10F
steveLWV.1,f+1,1m, m, h14, 9, 8i14, ,i16+3+7+68a
* Combo from 1st or 2nd hit
* Transition to r14? FLK with b (+4/+8/+69a)
* r14? FLK FC cancel?
steveLWV.2m13i14~16-5+4
* Transition to r10? PAB with f (-1/+8)
* r10? PAB FC cancel?
steveLWV.2,1m, m13, 21i14~16, i19-8+4c+7d
* Spike
* Combo from 1st CH with 5F delay
* Move can be delayed by 11F
steveOTG.d+1+2L16i17-11c+2
* Recovers in crouch
* +0d (-8) on grounded hit
stevePAB.1h10i12~13-2+9
stevePAB.1,2h, h10, 14i12~13, i15~16+0+8
* Combo from 1st hit
* Jail from 1st block
stevePAB.1,2,1h, h, m10, 14, 21i12~13, ,i18~20-13+8c+44a
* Spike
* Combo from 2nd CH with 8F delay
* Jail from 1st block with no delay
* Move can be delayed by 10F
stevePAB.2h19i14+5+14c
* Homing
* Transition to standing with B (+1/+10c)
* Punch parry
** +0d and 25 damage on a successful parry
* 5 chip damage on block
* Parry state 7?-13
stevePAB.2~1m17i27~28-8+4+63a
stevePAB.b+1m15i17~18-19-6
stevePAB.b+1,1m, h15, 10i17~18, i18~19-7-1
* Combo from 1st hit with 11F delay
* Move can be delayed by 13F
stevePAB.b+1,1,2m, h, m15, 10, 12i17~18, ,i18~20-11-5
* Combo from 2nd CH with 4F delay
* Move can be delayed by 10F
stevePAB.b+1,1,2,1m, h, m, m15, 10, 12, 21i17~18, ,i21-10+16a (+7)
* Balcony Break
* Combo from 3rd hit
* Jail from 3rd block
* Transition to r18? FLK with b (-3/+23a (+14))
** r18? FLK FC cancel?
stevePAB.b+2m25i28~29-13+11a (+2)
* Balcony Break
* Backswing Blow
stevePAB.df+1m12i15~16-9+2
stevePAB.df+1,1m, m12, 14i15~16, i19~20-10+1
* Combo from 1st hit with 7F delay
* Move can be delayed by 12f
stevePAB.df+1,1,2m, m, m12, 14, 12i15~16, ,i22-11-3
* Combo from 2nd CH with 5F delay
* Move can be delayed by 10F
stevePAB.df+1,1,2,1m, m, m, m12, 14, 12, 20i15~16, ,i16-13+17d
* Spike
* Combo from 3rd hit with 2F delay
* Jail from 3rd block with no delay
* Move can be delayed by 2F
stevePAB.df+1,2m, h12, 20i15~16, i17-18+3+8
* Strong Aerial Tailspin
* Homing
* Combo from 1st hit with 8F delay
* Transition to LNH
* Transition to standing with B (-1/+4)
stevePAB.df+1,2~1m, m12, 17i15~16, i30~31-8+4+63a
stevePAB.df+2m16i16~17-10+31a (+21)
* Elbow
stevePAB.f+2m18i18~19-13+31a (+16)
stevePAB.f+2,1m, m18, 24i18~19, i34~35+1+24a (+14)
* Balcony Break
* Combo from 1st hit
* Interruptible by i16 or faster moves
stevePAB.f+1+2h,h12,23i12, i15~16-5+24a (+15)
* Balcony Break
steveRWV.1m13i14~16-5~-3+4~+6
* Transition to r10? PAB with f (-1~+1/+8~+10)
* r10? PAB FC cancel?
steveRWV.1,2m, h13, 17i14~16, i22~23+3+8
* Strong Aerial Tailspin
* Homing
* Combo from 1st hit with 2F delay
* Move can be delayed by 11F
* Transition into LNH
* Input b to cancel LNH at r34? (-1/+4/+4)
steveRWV.1,2~1m, m13, 17i14~16, i30~31-8+4+63a
* Input 1 at frame 17 of RWV.1,2
steveRWV.2m22i14-13+10a (+1)+31a (+5)
*
Balcony Break
steveSWY.1m26i16~17-1c~+0c+14c~+15c
* Can be +15c at farther ranges
* 10 chip damage on block
steve1+3t35i12~14-6+0d
* Homing
* Throw break 1 or 2
* Opponent left FUFA
steve2+4t35i12~14-3+0d
*
Homing
* Floor Break
* Throw break 1 or 2
* Sideswitch
* Opponent left FDFT
steveBack throwt55+5d
* Unbreakable
* Sideswitch
* Opponent left FUFT
steveFLK.1+2th40i12~14-6+0d
* 1+2 for throw break
steveLeft throwt40-3+0d
* Throw break 1
* Opponent left FUFR?
stevePAB.1+2th45i110+0d
* 1+2 for throw break
steveRight throwt40-3+0d
* Throw break 2
* Opponent left FUFL?
steveSWY.1+2thi10~15-2+1 / +10~17wc
* 3 damage on wall crush
* +10 when opponent hits the wall, if the throw is successful
* Frame advantage on wall crush increases up to +17 the further the opponent is from the wall
* Throw break 1+2
* 10F throw break window for NH and CH SWY.1+2
steveSWY.1+2~bthi10~15-2+1 / +13~23?wc
* 3 damage on wall crush
* +13 when opponent hits the wall after being rotated by < 90 degrees
* +17 when opponent hits the wall after being rotated by > 90 degrees
* +23? when opponent hits the wall after being rotated by 180 degrees?
* Frame advantage on wall crush increases up to +23? the further the opponent is from the wall
* Throw break 1+2
* 14F? throw break window for NH and CH SWY.1+2
steveTFA.1th15+0+14
* Press 1 for throw break
* Partially uses remaining heat time
steveTFA.2th50+0+0d
* Press 2 for throw break
* Partially uses remaining heat time
steveqcb+2+4t40i12~14-2+0d
* 2 Throw break
* Opponent left FUFA
steveuf+1+2t40i12~13+0+0d
* 1+2 Throw break
* Sideswitch
* Opponent left FUFA
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
victorH.IAI.d+2M,SM45i23~24+8+20 (+2)
* Weapon
* Projectile
* Transition to IAI
* Deals 10 chip damage on block
victorH.db+1+2m30i28~29+9+6a (-4)
* Weapon
* Transitions to IAI
* Partially uses remaining Heat time
victorH.u+1+2m46i31~32-4+0a (-1)
* Balcony Break
* Weapon
* Victor teleports overhead on frame 10 and descends downward for the rest of the startup; evades some highs and mids but vulnerable on descent (lows, throws, etc. hit)
* Deals 23 chip damage on block
* is10~?
* Low crush ?~
victorH.2+3l,m39i20-14th
* Heat Smash
* Balcony Break
* Alternate input: H.R1
* 8 chip damage on block
victor1h5i10+1+8
Recovers 2f faster on hit or block (t27 r17)
victor1,1h, h5, 5i10, i16-3+8
* Weapon
* Combo from 1st hit with 2F delay
* Jail from 1st block with 2F delay
victor1,1,2h, h, h,h5, 5, 5,7i10, ,i17~18,i9~10-12+3
* Weapon
* Combo from 1st hit
* Jail from 1st block
* Transition to r27 PRF with F (-8/+7)
victor1,2h, h5, 12i10, i10-3+8
* Weapon
* Combo from 1st hit with 2F delay
* Jail from 1st block with 2F delay
victor1,2,1h, h, m5, 12, 20i10, ,i26~27-12+18a (+1)+72a (+56a)
* Tornado
* Balcony Break
* Weapon
* Combo from 2nd CH with 4F delay
* Move can be delayed by 12F
victor1,3h, L5, 11i10, i21~22-12-1
* Combo from 1st hit with 2F delay
* -1c on crouching hit
victor2h10i12~13-12-2
* Weapon
victor2,1h, h10, 12i12~13, i16-6 / -4 PRF+5 / +7 PRF
* Weapon
* Transition to PRF with F
* Combo from 1st hit
victor2,2h, m,m10, 5,5i12~13, i17~18,i7-10-2
* Weapon
* -10 if last hit whiffs
* Combo from 1st hit
victor2,2,2h, m,m, h10, 5,5, 12i12~13, ,i22-3+4
* Strong Aerial Tailspin
* Wall Crush +12g on hit
* Projectile (unparryable)
* Combo from 1st hit
* 4 chip damage on blocked gunshot
* Transitions to IAI on hit or block
victor3h11i12~13-9+2
victor3,1+2h, h,h11, 9,10i12~13, i19~20,i8~9-9+5
* Combo from 1st hit
*delayable
victor4h15i13~14-9+1
victor4,3h, m15, 17i13~14, i23~24-10+5
* Combo from 1st hit
victor4,3,2h, m, m15, 17, 25i13~14, ,i25~26-13+34d (+13)
* Balcony Break
* Combo from 2nd CH
* Deals 7 chip damage on block
victor1+2m17i15-9+2+46a
victor2+3+4sp
victor3+4spi30
* Cancel to FC with db
victor3+4spi30
* Cancel stance with db
victorf+2h10i13~14-11+5
victorf+2,2h, h10, 10i13~14, i11-15-4
* Combo from 1st hit
victorf+2,2,1h, h, m10, 10, 12i13~14, ,i13~14-110
* Combo from 2nd CH
victorf+2,2,1,1h, h, m, m10, 10, 12, 25i13~14, ,i20~21-15+20 (+15)
* Balcony Break
* Combo from 3rd hit
* Combo from 2nd CH
* Hit confirmable if (f22)1 is ch
victorf+2,2,2h, h, h,m,m10, 10, 7,5,20i13~14, ,i14,i12~13,i7~8-13+20a
* Balcony Break
* Combo from 2nd CH
victorf+3spi20
* Cancel to r20 cs5~ FC with df
* Punch parry only
* +15~+20 PRF on successful parry
* Can perform Heat Burst and Heat Smash from stance
* Parry state 5-10
victorf+4m15i14-10+0
victorf+4,1m, h15, 21i14, i23~24-4+18a (+9) / HE
* Balcony Break
* Heat Engager
* Heat Dash +5, +34a (+27)
* Weapon
* Combo from 1st hit
victorf+4,2m, m15, 20i14, i26~27-12+5c+7a / +5
* Combo from 1st hit
* CH on last hit or wallhit causes FDFA knockdown
* Transition to IAI (-12/+5c/+7a) with D or 3+4
victorf+1+2m30i24~25+3+1a / HE
* Balcony Break
* Heat Engager
* Heat Dash +5, +67a (+50a)
* Weapon
* Deals 10 chip damage on block
* Partially restores Heat on hit
victordf+1m10i13~14-2+4
victordf+1,1m, h,h10, 7,7i13~14, i20-4+7
* Combo from 1st hit
victordf+2m14i15~16-14+31a (+21)
victordf+3m10i16-9+2
victordf+3,4m, m10, 14i16, i21-9+2
* Knee
* Combo from 1st CH
victordf+3,4,2m, m, sm10, 14, 23i16, ,i32~34-9+17a (+10)+35a
* Tornado
* Deals 6 chip damage on block
victordf+4m15i13~14-9+5
* Knee
victordf+4,2m, h15, 16i13~14, i22-3+4
* Strong Aerial Tailspin
* Wall Crush +12g on hit
* Combo from 1st hit
* Deals 6 chip damage on blocked gunshot
* Transitions to IAI (cannot cancel)
victordf+3+4m28i14~15-17+16 (+11)
* Balcony Break
victord+1l7i16-17-6
* Cannot be parried (weapon low)
victord+1,1l, h7, 15i16, i18-7+6
* Combo from 1st CH
* -26 on 1st block
victord+2m21i18+0+4 / HE
* Heat Engager
* Heat Dash +5, +67a (+50a)
* Weapon
* 6 chip damage on block
victord+3l11i18~19-13-2
victord+4l10i16-13-2+0 (th)
victord+1+2sm21i19~21-9+17 (+10)+35a
* Tornado
* Deals 6 chip damage on block
victordb+1m9i14~15-9-2
victordb+1,1m, m9, 9i14~15, i21~22-7 / -5 PRF+2 / +4 PRF
* Transition to PRF with F
* Combo from 1st hit
victorb+1m11i14-13 / -5 PRF-3 / +5 PRF
* Transition to PRF with F
victorb+1,2m, h,th11, 16(15)i14, i20-8+0
* Side switch after attack throw connects
* Hit Confirmable on counter hit
* Combo from 1st CH
victorb+2h5i10-6+5+14
* Deals recoverable damage only; cannot cause a K.O.
victorb+3m15i17-9+4
victorb+3,1m, m15, 25i17, i25~26-13+21a (+16)
* Combo from 1st hit with 7F delay
* Balcony Break
victorb+4h20i18~19-2+13
* Homing
* Balcony Break
victorb+1+4m24i26~27-21+37 (+6)
victoru+1+2m32i31~32-20+1a
* Deals 11 chip damage on block
* Victor teleports overhead on frame 10 and descends downward for the rest of the startup; evades some highs and mids but vulnerable on descent (lows, throws, etc. hit)
* is10~?
* Low crush ?~
victoruf+1m9i13-9+4
victoruf+1,1m, m9, 21i13, i25~26-14+15gc
* Tornado
* Balcony Break
* Combo from 1st hit with 8F delay
* Opponent recovers crouching on hit
* Transition to PRF (-10/+19gc) with F
* Cancel to IAI (-10/+3) with D or 3+4
victoruf+2m15i19~20-9+7
* Homing
victor1+2+3+4sp
victorb,B+2+3ub(m)50i65~66+2 (-8)
* Balcony Break
victorf,F+2m24i18~20-16+33a (+23a)
* Tornado
* Deals 7 chip damage on block
victorqcf+2h16i22-3+4
* Strong Aerial Tailspin
* Wall Crush +12g on hit
* Transition to IAI
* Deals 6 chip damage on block
victorub,bsp
victorf,f,F+2m21i18~19+2+34d (-24d)+61a (+45a)
* Balcony Break
* Deals 6 chip damage on block
* Transition to IAI with d or 3+4 at +5 / +37d (-21d) / +64a (+48a)
victorws1m20i15~16-16+53a
victorws2m15i14~15-8+6+35a (+25)
victorws3h16i14~15-14+6
victorws3,2h, sm16, 23i14~15, i30~32-9+17a (+10a)+35a
* Tornado
* Combo from 1st hit
* Deals 6 chip damage on block
victorws4m16i11~12-6+5
victorws1+2m,m10,12i13~14,i9~10-8+8
* Transition to PRF (-8/+8) with F
victorSS.1+2m25i18~19-9+15 (+5)
* Balcony Break
victorFC.1+2l,h10,10i16,i10~11-23, -13+0
*Not parryable (weapon low)
*Transition to PRF (-17 / +6) with F
victorCH.db+4l,th20,4i20~21+49a
victorCH.d+4l,t12,18i16+0
victorIAI.1m9i13~14-12+1
victorIAI.1,1m, m9, 21i13~14, i25~26-14+15g
* Tornado
* Balcony Break
* Combo from 1st hit with 9F delay
* Move can be delayed by 10F
* Input can be delayed by 11F
* Opponent recovers crouching on hit
* Transition to PRF with F (-10/+19gc)
* Cancel to IAI with D or 3+4 (-11/+2)
victorIAI.1,2m, m9, 15i13~14, i22~24-19+25a (+10)+25a (+10)
* Combo from 1st hit
* Hit Confirmable 11F
* Deals 6 chip damage on block
* Low crush
victorIAI.1,2,2m, m, m9, 15, 16i13~14, ,i23~24-18c+8a (-27)+8a (-27)
* Spike
* Combo from 1st hit
* Deals 15 (6+9) chip damage on block
* is?
* Low crush ?
victorIAI.1,1+2m, h9, 23i13~14, i20~21+3+20a (-6)+21a
* Homing
* Combo from 1st hit
* Deals 9 chip damage on block
* Hit confirmable 11F
* Opponent is FUFA on CH
* Low crush
victorIAI.2m23i16~17-9+15 (+5)+26a
* Balcony Break
* Tornado
* Deals 9 chip damage on block
* FUFA knockdown on CH
victorIAI.4L17i18~19-13+3+8
victorIAI.4,2L, h17, 20i18~19, i26~27-5+26 (+0)+55a (+35a)
Strong Aerial Tailspin
* Balcony Break
* Combo from 1st CH
* Deals 8 chip damage on block
victorIAI.P.fm21i16~17+60 (+44)
* Balcony Break
* Tornado
victorIAI.bsp
victorIAI.d+1M25i18-2+24a (+9)
* Heat Engager
* Heat Dash +5, +42a (+27a)
* Balcony Break
* Weapon
* 7 chip damage on block
victorIAI.d+2M,SM31i23~24+4+0 (-7)
* Weapon
* Projectile
* Transition to IAI
* Deals 6 chip damage on block
victorIAI.d+1+2l,l10,20i20~21,i14~15-29-3
victorIAI.usp
* is1-4
victorPRF.2m9i12~13-8+1+1
victorPRF.2,2m, m9, 13i12~13, i13~14-4 IAI+5 IAI
* Combo from 1st hit
* Transition to IAI (Cannot cancel)
victorPRF.2,2,1m, m, h9, 13, 20i12~13, ,i12~13-1+12+55a
* Strong Aerial Tailspin
* Balcony Break
* Combo from 2nd CH
victorPRF.2,2,1+2m, m, m9, 13, 31i12~13, ,i12-13+7d
* Combo from 2nd CH
victorPRF.4h20i18~19-2+13
* Homing
* Balcony Break
victorPRF.1+2m25i25~27+6+14a
* Balcony Break
* Deals 7 chip damage on block
* Transition to IAI (+6/+14a) on hit or block with D
victorPRF.3+4sp
* 10?f of intangibility on transition
victorPRF.b+2h5i10-6+5+14
* Deals recoverable damage only; cannot cause a K.O.
victor1+3t35i12~14-3-2
* Throw break: 1 or 2
* Opponent recovery on hit: FDFT
victor2+4t35i12~14-3-4
* Throw break: 1 or 2
* Opponent recovery on hit: opp. side FDFT off-axis to the right
victorBack throwt50i12~14-3
* Throw break: none
* Opponent recovery on hit: FUFA
victorLeft throwt40i12~14-3-2
* Throw break: 1
* Opponent recovery on hit: FDFT
victorRight throwt40i12~14-3-4
* Throw break: 2
* Opponent recovery on hit: opp. side FDFT off-axis to the right
victoruf+1+2t40i12~14-3-4
* Floor Break
* Throw break: 1+2
* Opponent recovery on hit: FUFA
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
xiaoyuH.BT.2+3m,m,m,m51i15~16+9+20g
* Heat Smash
* Spike
* Transition to HYP 2nd step
* Transition to standing with F (+3, +5)
* Chip on block [7]
xiaoyu1h5i10+1+8
xiaoyu1,2h, h5, 8i10, i11-3+7
* Combo from 1st hit with 4F delay
* Jail from 1st block with 4F delay
xiaoyu1,2,1h, h, m5, 8, 20i10, ,i16~17-9+14a (+5)
* Balcony Break
* Combo from 2nd CH with 10F delay
* Jail from 2nd block with 3F delay
xiaoyu1,d+2h, m5, 10i10, i20~23-3+8+10
* Combo from 1st hit with 5F delay
* Move can be delayed by 10F
* Transition to standing with 1,D+2 or 1,d+2,F (-4, +7, +9)
* Transition to HYP with 1,d+2~B (-2, +9, +11)
xiaoyu1,d+2,1+2h, m, m5, 10, 24i10, ,i29~31-12+17a
* Combo from 2nd hit CH
xiaoyu2h8i10-2+6
*
xiaoyu2,1h, m8, 10i10, i19-4+7
* Combo from 1st CH
* Jail from 1st block
* Transition to standing by holding any direction (-4, +7)
xiaoyu3h17i14~15-11+22a
*
xiaoyu4h15i11-9+8+33a
* Balcony Break on CH
xiaoyu1+2m24i20~21-7+20a
*
xiaoyu2+3+4
xiaoyuf+2m12i16~17-5+4
xiaoyuf+2,1m, h12, 14i16~17, i20-6+5+7
* Combo from 1st hit
* Jails from 1st block
* Transition to HYP with B (+0, +11)
xiaoyuf+2,1,4m, h, m12, 14, 20i16~17, ,i26~27-13+17a (+8)+62a (+42)
* Balcony Break
* Combo from 2nd CH with 6F delay
* Move can be delayed by 10F
xiaoyuH.f+2,1,2m, h, m12, 14, 20i16~17, ,i26~28+6+23d+50a
* Balcony Break
* Spike
* Partially uses remaining Heat time
* Combo from 1st hit with no delay
* Combo from 2nd CH with 6F delay
* Move can be delayed by 5-10F
* Transition to standing with F (+4, +21d, +47a)
* Low crush
xiaoyuf+3M14i16~18-9+2
* Knee
* Doesn't hit grounded if opponent is on-axis in FUFT
xiaoyuf+3,1M, m14, 8i16~18, i22~23-3+8
* Combo from 1st hit
xiaoyuf+3,1,4M, m, M14, 8, 20i16~18, ,i26-22+62a (+46)
* Tornado
* Instant Tornado
* Combo from 2nd hit CH
xiaoyuf+3,1,1+2M, m, m,M14, 8, 6,20i16~18, ,i16~18 i5~6-12+7c
* Spike
* Combo from 2nd CH
xiaoyuf+4h23i19+1+13
* Homing
* Chip on block [4]
xiaoyuf+1+2m30i12-16+15d (+10)
* Balcony Break
* Shoulder
xiaoyudf+2m15i14-6+7
*
xiaoyudf+2,3m, h15, 23i14, i23~24-1+35a (+9)
* Balcony Break
* Cancel to r15 FC with DB, D, or DF (-3, -16)
* Combo from 1st hit with 8F delay
* Move can be delayed by 6F
* Input can be delayed by 9F
xiaoyudf+2,1+2m, m15, 25i14, i24~25-14+21a (+16)
* Balcony Break
* Shoulder
* Combo from 1st hit with 7F delay
* Move can be delayed by 6F
* Input can be delayed by 9F
xiaoyudf+4m12i12-4+7
*
xiaoyud+1m,m,M7,7,7i17~19 i4~6 i3~9-5+8c+9c
* Transition to AOP with D+1 (-10, +4c, +5c)
* This move can become more minus if the final hit whiffs
** Standing (-13, -2c)
** AOP (-17, -5c)
xiaoyud+3,4L, h12, 21i14, i25~26+0+26a (+17)
* Balcony Break
* Combo from 1st CH
xiaoyud+4l6i12-15-4
* Alternate input FC.4
xiaoyud+3+4special
* Alternate input u+3+4
xiaoyudb+1m22i18-9+14a (+5)
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
* Clean hit damage: 30
xiaoyudb+3L0i15+2c+2c+14
*
xiaoyudb+4L14i18-12+4c+14
* This move is +20 on a traded hit
xiaoyudb+1+2
* Transition to HYP
* db+1+2: perform Hypnotist right
* ub+1+2: perform Hypnotist left
* Actionable for 70F
* Stance move properties change with amount of time spent in stance:
* 1 step: 20~24F
* 2 steps: 45~50F
* 3 steps: 70~90F
* Can cancel stance after 40F with b, db, u, uf, f, df or 1 jab
* Punch parry (+9 HYP, opponent BT)
* During Heat, taking 3 steps (70f in HYP) partially restores remaining Heat time
* Successful parry partially restores remaining Heat time
* Alternate input ub+1+2
* Parry state 2~10?
xiaoyudb+3+4
* Transition to BT
* High crush
xiaoyub+1m10i8~13-12+1~+6
* Transition to BT on hit
* Transition to standing on hit with B+1 (-1~+4)
xiaoyub+1+3+6
* Transition to BT on successful parry
* Alternate input b+2+4
* Also possible during HYP and BT
* Parry state 5~12?
xiaoyub+2m13i15~16-6+5
* Homing
* Transition to BT
xiaoyub+2,2m, L13, 15i15~16, i21~23-7+4+22a
* Transition to BT
* Combo from 1st hit with 9F delay
* Move can be delayed by 6F
* Input can be delayed by 11F
xiaoyub+3h22i18~19+3+8c+32d
* Chip on block [6]
* Unparryable by traditional kick parries (bug?)
* Transition to BT
xiaoyub+4m10i13~14-11+0
*
xiaoyub+4,1m, m10, 20i13~14, i27-14+40d (-18)
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Combo from 1st hit with 8F delay
* Move can be delayed by 5F
* Input can be delayed by 8F
xiaoyub+1+2M,M8,12i15~16 i5~6-13+29a (+19)
*
xiaoyub+3+4
* Transition to BT
* r25 BT when performed from BT
* r15 BT when performed from AOP
* Alternate input BT.b+3+4 (r25), AOP.b+3+4 (r15)
xiaoyuu+4,1m, h20, 4i23~26, i18-10-4-1
*
xiaoyuu+4,1,2m, h, h20, 4, 7i23~26, ,i11-10+1
* Combo from 2nd hit
* Jail from 2nd block
xiaoyuu+1+2m,m5,5i16~18 i2~4-11+0c
*
xiaoyuu+1+2,2m,m, m5,5, 12i16~18 i2~4, i27-12-1
* Combo from 1st CH
xiaoyuu+1+2,2,1m,m, m, m5,5, 12, 20i16~18 i2~4, ,i27~28-12+16a (+7)
* Balcony Break
* Combo from 2nd hit
* Combo from 1st CH
* Cancel to BT with B (-19/-8)
xiaoyu1+2+3+4
xiaoyuWhile in the air 3m30i14-2+29d
* Strong Aerial Tailspin
* Balcony Break
* Transition to AOP with D (-3, +28)
* Low crush
xiaoyuWhile landing 3L19i15-18+27a
*
xiaoyuWhile landing 4m25i8-8+23a (+13)
* Balcony Break
* Low crush
xiaoyuf,F+1m13i15-11+7c
* Spike
* Transition to AOP with D (-5, +13)
xiaoyuf,F+1,3m, h13, 20i15, i18~19-1+20a (+11)
* Balcony Break
* Combos from 1st hit
xiaoyuf,F+1,4m, m13, 20i15, i21~22-12+22d
* Combos from 1st CH
xiaoyuf,F+2m12i15-5+6
*
xiaoyuf,F+2,1m, m12, 20i15, i27~28-12+16a (+7)
* Balcony Break
* Combo from 1st hit with 2F delay
* Move can be delayed by 12F
* Cancel to BT with B (-19,-8)
xiaoyuf,F+3m12i14~15-5+6+12g
*
xiaoyuf,F+4h20i20~23+9+13g c+58a (+38)
* Strong Aerial Tailspin
* Balcony Break
* Transition to HYP on hit or block
* Chip on block [6]
xiaoyuf,F+1+2m12i14~16-9+5
xiaoyuf,F+1+2,1+2m, m12, 20i14~16, i19~20-8+7c+43a
* Spike
* Combo from 1st hit with 8F delay
* Jail from 1st block with no delay
* Move can be delayed by 14F
* Input can be delayed by 16F
xiaoyuws1m8i12~13-7+4
xiaoyuws1,4m, m8, 16i12~13, i22~23-10+12g
* Balcony Break
* Combo from 1st hit
xiaoyuws2m17i13~14-3+7+38a (+28)
* Transition to standing by holding down any direction (-5, +5, +36a (+26))
xiaoyuws2*m20i22~23-3+38a (+28)
* Transition to standing by holding down any direction (-5, +36a (+26))
xiaoyuws3m22i22~23+3c+6c+51a
*
xiaoyuws4m20i11~13-10+20a (+13)
*
xiaoyuws1+2m12i14~16-9+5
xiaoyuws1+2,1+2m, m12, 20i14~16, i19~20-8+7c+43a
* Spike
* Combo from 1st hit with 8F delay
* Jail from 1st block with no delay
* Move can be delayed by 14F
* Input can be delayed by 16F
xiaoyuFC.3,2L, h11, 6i15~17, i18+0+7
* Combo from 1st hit CH
xiaoyuFC.3,2,1L, h, h11, 6, 6i15~17, ,i14-1+6+10g
* Transition to HYP with B (-2, +5)
* Combo from 2nd hit
* Jail from 2nd block
xiaoyuFC.3,2,1,4L, h, h, m11, 6, 6, 12i15~17, ,i18~20-18+33a (+23)
* Combo from 3rd hit CH with 11F delay
* Jail from 3rd block with no delay
* Move can be delayed by 14F
xiaoyuAOP.1m11i18-5+6
* Transition to HYP with B (-2, +9)
xiaoyuAOP.1,2m, h11, 15i18, i21-3+30g
* Combo from 1st hit with 8F delay
* Move can be delayed by 11F
* Input can be delayed by 12F
xiaoyuAOP.1,4m, M11, 20i18, i25-9+15d (-2)
* Tornado
* Balcony Break
* Combo from 1st hit with 4F delay
* Move can be delayed by 11F
* Input can be delayed by 12F
xiaoyuAOP.2m10i13-11+0
*
xiaoyuAOP.2,1m, m10, 20i13, i21-12+13a (+4)
* Heat Engager
* Heat Dash +5, +43d (+35)
* Combo from 1st hit with 7F delay
* Move can be delayed by 12F
* Cancel to BT with B
** (-14, -3)
xiaoyuAOP.3L19i25-16+0+27a
*
* High crush
xiaoyuAOP.4m14i12-3+8
*
xiaoyuAOP.1+2m25i19-1+19a (+10)+64a
* Tornado
* Balcony Break
xiaoyuAOP.3+4L22i23-33+1d
* Transition to FUFT on block
xiaoyuAOP.d
* Xiaoyu ducks lower
* will crush most mids
* High crush
xiaoyuAOP.d+1L13i19-12-1+0
*
* High crush
xiaoyuAOP.d+1+2m21i26-8+42a (+32)
*
xiaoyuAOP.f+3+4
* Transition to AOP with D
* High crush
xiaoyuAOP.uf
* Alternate input AOP.ub AOP.u
* Low crush
xiaoyuAOP.uf+3m14i15-17+27a (+17)
* Alternate input AOP.ub+3, AOP.u+3
* Low crush
xiaoyuAOP.uf+3,1m, m14, 22i15, i24-4+8c
* Alternate input AOP.ub+3,1 AOP.u+3,1
* Floor Break on airborne opponent
xiaoyuAOP.uf+3,4m, M14, 17i15, i15-14-3+22g
* Alternate input AOP.ub+3,4 AOP.u+3,4
xiaoyuAOP.uf+4m12i16-10+1
* Transition to AOP with D (-12, +0)
* Transition to BT with B (-15, -3)
* Alternate input AOP.u+4
* Low crush
xiaoyuAOP.uf+4,4m, m12, 12i16, i23-12-1
* Alternate input AOP.u+4,4
* Low crush
xiaoyuBT.1m17i16~18-5+4+64a
* Elbow
xiaoyuBT.2h9i12+0+6
*
xiaoyuBT.2,1h, h9, 8i12, i14-1+6+10
* Transition to HYP with B (-2, +5)
* Combos from 1st hit
* Jail from 1st block
xiaoyuBT.2,1,4h, h, M9, 8, 15i12, ,i18~20-18+33a (+23)
* Combo from 2nd CH with 11F delay
* Jail from 2nd block with no delay
* Move can be delayed by 14F
xiaoyuBT.2,2h, m9, 12i12, i21~23-7+5
* Combos from 1st CH
xiaoyuBT.2,2,1h, m, m,M,M9, 12, 7,7,7i12, ,i12~14,i17~19,i21~27-11+5c
* Transition to AOP with D (-10, +5)
* Combos from 2nd hit
xiaoyuBT.4M13i13~15-18+33a (+23)
*
xiaoyuBT.1+2m,m6,6i16~18,i3~5-6+8
*
xiaoyuBT.1+2,4m,m, h6,6, 20i16~18,i3~5, i23~24+3+19a (+10)
* Heat Engager
* Heat Dash +5, +62a (+42)
* Balcony Break
* Combo from 1st hit with 15F delay
* Move can be delayed by 8F
* Input can be delayed by 17F
* 6 chip damage on block
xiaoyuBT.1+2,1+2m,m, m6,6, 6,6i16~18,i3~5, i17~18, i4~5-13+8d
* Combo from 1st hit with 17F delay
* Move can be delayed by 8F
* Input can be delayed by 17F
xiaoyuBT.db+4L0i15+2+2+14
* Alternate input BT.df+4
xiaoyuBT.d+1+3+51a (+35)
* Low Parry from BT
* Alternate input BT.d+2+4
* Parry state 1?~14?
xiaoyuBT.d+3L12i16-12+7c
*
xiaoyuBT.d+3,4L, h12, 20i16, i19-5+20a (+11)+37a
* Strong Aerial Tailspin
* Balcony Break
* Combo from 1st CH with 12F delay
* Move can be delayed by 10F
* Input can be delayed by 12F
xiaoyuBT.d+3+4
* Xiaoyu spins and steps to the right
* Alternate input BT.u+3+4 (steps to the left)
xiaoyuBT.f+1+2m21i23-8+3+5
* Punch parry
** 50 damage, +20d
** Transition to BT
* Parry state 1~5?
xiaoyuCH AOP.d+1l,t40i19-12+0
* Floor Break
* Attack throw on CH
* High crush
xiaoyuHYP.2m25i18-4+22 (-13)
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
* Powered UpBased on the number of steps taken in HYP:HYP.2 damage increases and becomes plus on block. See the charts in th HYP section for more details. up when in Heat or based on the number of steps taken.
* Consumes 240?F of heat timer during heat
* 9 chip damage on block (2 steps)
* 14 chip damage on block (3 steps)
xiaoyuHYP.4h20i14-2+57a
* Balcony Break
xiaoyuHYP.1+2
* Starts taking steps in the opposite direction
* Can be performed any time in HYP after 25F from manual stance transition, or 20?F after other stance transitions?
* Parry state 2?~11?
xiaoyuHYP.2+3m!40i61+10d
* Unblockable
* Cancel to BT with BB
xiaoyuH.f,F+1,2m, m13, 20i15, i26~28+6+24d+50a
* Balcony Break
* Partially uses remaining Heat time
* Combos from 1st hit
* Transition to with F (+4, +22d, +48a)
* Low crush
xiaoyu1+3t35i12-6+1d
* Homing
* Throw break 1 or 2
xiaoyu2+4t35i12-3+0d
* Homing
* Throw break 1 or 2
* Side swap
xiaoyuBT.f+1+3t35i31-6+1d
* Homing
* Throw Break 1
* Alternate input BT.f+2+4 (Throw Break 2)
* Cancel to FC with D
* Low crush
xiaoyuBack Throwt50i12+0d
* Unbreakable
xiaoyuLeft Throwt45i12-3+0d
* Throw break 1
xiaoyuRight Throwt45i12-3+0d
* Throw break 2
xiaoyudf+2+4t38i12-2+0d
* Throw Break 2
* Floor Break
* Side Swap
xiaoyuf+2+3t20i14-2+20cs
* Balcony Break
* Throw Break 1+2
* 16 additional damage on wall splat
* Side Swap
xiaoyuuf+1+2t40i12+0+0d
* Throw Break 1+2
* Side swap
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
yoshimitsu1h5i10+1+8
Recovers 2f faster on hit or block (t27 r17)
yoshimitsu1,1h, m5, 19i10, i23-9+4c+6a
* Floor Break
* Weapon
* Combo from 1st hit with 1f delay
* Move can be delayed 3f
* Interrupt with i4 from 1st block
* 3 chip damage on block
* Power up in NSS or Heat
yoshimitsu1,NSS.1h, m5, 22i10, i23-9+16a+52a
* Floor Break
* Weapon
* Combo from 1st hit with 1f delay
* Input can be delayed 3f
* Interrupt with i4 from 1st block
* 8 chip damage on block
* Recovers 1 base health or 6 additional recoverable health on hit
* Recovers 1 base health when remaining recoverable health is 5 or less
yoshimitsu2h10i11-1+5+8
yoshimitsu2,1h, m10, 23i11, i26~27-9+12a
* Balcony Break
* Weapon
* Combo from 1st CH with 1f delay
* Move cannot be delayed
* Cancel to r15 with b
* Cancel into block is -12
* Interrupt with i8 from 1st block
* Replaced by a different move in NSS
yoshimitsu2,2h, h10, 18i11, i24-1+15g
* Tornado
* Balcony Break (airborne)
* Combo from 1st hit with 1f delay
* Move cannot be delayed
* Enter KIN r25 with 1+2
* Transitions to NSS on hit or block only
* Recovers 2f faster on hit or block
* Interrupt with i5 from 1st block
* Hit vs BT +20a (+11)
yoshimitsu2,3h, h10, 24i11, i26~27-10+16a (+7)
* Balcony Break
* Combo from 1st CH with 2f delay
* Move can be delayed 5f
yoshimitsu2,NSS.1h, h10, 5,15i11, i23~24 i18-5+19a
* Balcony Break
* Combo from 1st hit
* Jail from 2nd attack
yoshimitsu3m12i15~16-9+5
yoshimitsu3,2m, m12, 12i15~16, i22-12+1
Interrupt with i1 from 1st block
yoshimitsu3,2,1+2m, m, M12, 12, 26i15~16, ,i26~27-14c+20a (+10)
* Balcony Break
* Weapon
* Combo from 2nd hit with 4f delay
* Input can be delayed 10f
* Move can be delayed 9f
* Interrupt with i7 from 2nd block
* 5 chip damage on block
* Power up in NSS or Heat
yoshimitsu3,2,NSS.1+2m, m, M12, 12, 27i15~16, ,i26~27-14c+20a (+10)
* Balcony Break
* Weapon
* Combo from 2nd hit with 4f delay
* Input can be delayed 10f
* Move can be delayed 9f
* 10 chip damage on block
* Clean hit 35 damage
* Recovers 1 base health or 6 additional recoverable health on hit
* Recovers 1 base health when remaining recoverable health is 5 or less
yoshimitsu4h16i12~13-11+0+20a (+10)
Balcony Break (airborne)
yoshimitsu4,4h, h16, 16i12~13, i24~25-4+4
* Combo from 1st hit with 4f delay
* Move cannot be delayed
yoshimitsu4,4,2h, h, m16, 16, 5i12~13, ,i30~31-22-12
Yoshimitsu recovers sideturned on block
yoshimitsu4,4,2,2h, h, m, h16, 16, 5, 6i12~13, ,i22~23-24-13b
* Combo from 3rd hit
yoshimitsu4,4,2,2,1h, h, m, h, m!16, 16, 5, 6, 30i12~13, ,i67-18
* Weapon
yoshimitsu4,4,2,2,1~1h, h, m, h, m!, m!16, 16, 5, 6, 30, 22i12~13, ,i28~113-58
* Weapon
* Cancel early to r26 with B (earliest cancel -12a)
* Possible to double-hit
yoshimitsu4,4,2,2,NSS.1h, h, m, h, m16, 16, 5, 6, 30i12~13, ,i67-54-17a
yoshimitsu4,4,2,2,NSS.1~1h, h, m, h, m, h!16, 16, 5, 6, 30, 40i12~13, ,i20~105-49a (-75)
* Balcony Break
* Cancel early to r30 with B
yoshimitsu4,4,4h, h, h16, 16, 20i12~13, ,i24~25-4+18a (+9)
* Balcony Break
* Combo from 2nd CH with 4f delay
* Move cannot be delayed
yoshimitsu1+2
* Transition to r17 FC with D
* Strong Attack Reversal: parries all highs or mids, except throws, unblockables and charge moves
* Parry state 3~9
yoshimitsu1+2+3m0i22~40-8~+10g+0~+18+16~+34
* Weapon
* Can hit grounded when up-close and off-axis
yoshimitsu1+4m20i6~9-20+14c
* Weapon
* 70% proration on standing hit
* Recovers 12f faster on hit
* Hit vs BT +11d (FDFT)
* Power up in NSS or Heat
yoshimitsu3+4
Yoshimitsu recovers in BT
yoshimitsuf+2h18i17~18-4+14g+39a
Balcony Break
yoshimitsuf+2,1h, M18, 21i17~18, i26~27-12+17a (+10)
* Tornado
* Weapon
* Combo from 1st CH +66a (+50)
yoshimitsuf+2,NSS.1h, m18, 21i17~18, i26~27-12+17a (+10)
* Tornado
* Combo from 1st CH
yoshimitsuf+2,db+2h, m18, 8i17~18, i15-5+6
* Input can be delayed 2f
* Move cannot be delayed
* Leads to db+2 extensions
yoshimitsuf+3h24i16~17-9+17a (+8)
* Homing
* Balcony Break
yoshimitsuf+1+2M23i20-12+8a (-1)
* Heat Engager
* Heat Dash +5, +62a (+42)
* Balcony Break
* Weapon
* 4 chip damage on block
* Power up in NSS or Heat (29 damage and extended range)
yoshimitsuf+3+4m,M,M,M18,3,3,3i21~25-13~-9-8a (-15)
* Balcony Break
* Floor Break
* Head
* Floor break occurs on 4th hit
* Transition to FLE on hit only
* Attacks after 1st only come out on hit
* Combo from 1st hit does 2,1,1 damage
* Combo does 2 extra damage from FLE.n
* Cancel to r65 BT earliest on frame 10 with b
* Automatically transitions to r55 IND on self-wallsplat
* Total and recovery frames on hit t88 r19
yoshimitsudf+1m14i13-4+5
yoshimitsudf+1,2m, h14, 16i13, i25~26-4+14g+39a
* Balcony Break
* Combo from 1st CH with 2f delay
* Move cannot be delayed
yoshimitsudf+1,2,1m, h, M14, 16, 19i13, ,i26~27-12+17a (+10)
* Tornado
* Weapon
* Combo from 2nd CH +66a (+50)
yoshimitsudf+1,2,NSS.1m, h, M14, 16, 19i13, ,i26~27-12+17a (+10)
* Tornado
* Combo from 2nd CH
yoshimitsudf+1,2,db+2m, h, m14, 16, 8i13, ,i15-5+6
* Leads to db+2 extensions
yoshimitsudf+1,4m, m14, 17i13, i17-12+4
* Jail from 1st attack with 2f delay
* Input can be delayed 2f
* Move cannot be delayed
* 2nd hit can whiff at certain ranges, -20 on whiff
yoshimitsudf+2m13i15~16-7+34a (+24)
* +4s against crouching
* Launches crouching on CH
* Can evade jabs on frames ?~?
yoshimitsudf+3m10i17~18-4+4
yoshimitsudf+3,1m, M10, 20i17~18, i23~24-9+4c+6a
* Floor Break
* Weapon
* Combo from 1st hit
* 4 chip damage on block
* Power up in NSS or Heat
* Input can be held to transition to d+1*
yoshimitsudf+3,NSS.1m, M10, 24i17~18, i23~24-9+16a+52a
* Floor Break
* Weapon
* Combo from 1st hit
* Recovers 1 base health or 6 additional recoverable health on hit
* Recovers 1 base health when remaining recoverable health is 5 or less
* 9 chip damage on block
* Input can be held to transition to d+1*
yoshimitsudf+4m15i12-7+4
yoshimitsud+1M15i24~25-9+1c+6a
* Floor Break
* Weapon
* 4 chip damage on block
* Power up in NSS or Heat
yoshimitsud+1*(1),nM!20i55~56+4c+6a
* Floor Break
* Weapon
* Slowly realigns while charging
* Can be canceled with b*
yoshimitsud+1*(2),nM!25i99~100+4c+6a
* Floor Break
* Weapon
* Slowly realigns while charging
* Can be canceled with b*
yoshimitsud+1*(3),nM!30i130~131+4c+6a
* Floor Break
* Weapon
* Slowly realigns while charging
* Can be canceled with b*
yoshimitsud+1*(4),nM!40i179~180+16a+52a
* Floor Break
* Weapon
* Slowly realigns while charging
* Can be canceled with b*
yoshimitsud+1*(5),nM!60i214~215+16a+52a
* Floor Break
* Weapon
* Slowly realigns while charging
* Can be canceled with b*
yoshimitsud+1*(6),nM!200i249~250+16a+52a
* Floor Break
* Weapon
* Slowly realigns while charging
* Can be canceled with b*
yoshimitsud+2M12i16~17-9~-8+0~+1
Weapon
yoshimitsud+2,1M, h12, 23i16~17, i27~28-9+17a (+8)
* Balcony Break
* Weapon
* Combo from 1st hit with 8f delay
* Input can be delayed 16f
* Move can be delayed 10f
yoshimitsud+2,2M, m12, 15i16~17, i22~23-12+7g+28a (+22)
* Weapon
* Combo from 1st hit with 13f delay
* Input can be delayed 16f
* Move can be delayed 10f
* In 1SS Enter NSS r31 with B
yoshimitsud+2,2,1M, m, h12, 15, 20i16~17, ,i19~20-9+8a (-1)
* Balcony Break
* Weapon
* Input can be delayed 10f
* Move can be delayed 9f
yoshimitsud+2,2,2M, m, M12, 15, 19i16~17, ,i25~27-13+16a (+9)
* Tornado
* Weapon
* Input can be delayed 10f
* Move can be delayed 9f
yoshimitsud+2,2,NSS.1M, m, h12, 15, 20i16~17, ,i19~20-9+8a (-1)
* Balcony Break
* Input can be delayed 10f
* Move can be delayed 9f
yoshimitsud+2,2,NSS.d+1M, m, m12, 15, 17i16~17, ,i29~30-12+2c+42a
* Floor Break
* Input can be delayed 10f
* Move can be delayed 9f
yoshimitsud+2,2,d+1M, m, m12, 15, 17i16~17, ,i29~30-12+2c+42a
* Floor Break
* Weapon
* Input can be delayed 10f
* Move can be delayed 9f
* Last hit has shorter range and no Weapon property in NSS
yoshimitsud+2,NSS.1M, h12, 18i16~17, i27~28-9+10g
* Balcony Break
* Combo from 1st hit with 8f delay
* Input can be delayed 16f
* Move can be delayed 10f
yoshimitsud+1+4m!60i29~30-32a
* Weapon
* 60 self damage during 1st recovery frame
* Can connect from the front if the opponent attacks into it
yoshimitsud+1+4,B+1m!, m!60, 18i29~30, i1~39-29a
* Weapon
* 6 self damage
yoshimitsud+1+4,B+1,1m!, m!, m!60, 18, 20i29~30, ,i1~18-29a
* Weapon
* 6 self damage
yoshimitsud+1+4,B+1,1,1m!, m!, m!, m!60, 18, 20, 21i29~30, ,i1~18-29a
* Weapon
* 10 self damage
yoshimitsud+1+4,B+1,1,1,1m!, m!, m!, m!, m!60, 18, 20, 21, 28i29~30, ,i1~18-29a
* Weapon
* 12 self damage
yoshimitsud+1+4,B+1,1,1,1,1m!, m!, m!, m!, m!, m!60, 18, 20, 21, 28, 30i29~30, ,i1~35-30a
* Weapon
* 17 self-damage
* The entire string deals 111 self damage
yoshimitsudb+1,2L, m12, 20i26~28, i25~26-13~12+0~+1+6g~+7g
* Balcony Break (airborne or CH)
* Combo from 1st with 1f delay
* Combo from 1st CH with 8f delay
* Input can be delayed 8f
yoshimitsudb+2m8i15-5+6
yoshimitsudb+2,2m, m8, 7i15, i10~14-9~-5+2~+6
Combo from 1st hit
yoshimitsudb+2,2,2m, m, m8, 7, 6i15, ,i10~14-9~-5+2~+6
Combo from 1st hit
yoshimitsudb+2,2,2,2m, m, m, m8, 7, 6, 5i15, ,i10~14-9~-5+2~+6
Combo from 3rd CH
yoshimitsudb+2,2,2,2,2m, m, m, m, m8, 7, 6, 5, 4i15, ,i10~14-9~-5+2~+6
* Combo from 4th hit
* Combo from 3rd CH
yoshimitsudb+2,2,2,2,2,2m, m, m, m, m, m8, 7, 6, 5, 4, 3i15, ,i10~14-49-37
Combo from 5th CH
yoshimitsudb+4L14i17-12-1
yoshimitsub+1h8i17+1+7+12
Can transition to Spinning Evade with b+3 or b+4
yoshimitsub+1,1h, h8, 9i17, i11~12+4+5+10
* Combo from 1st hit
* Can transition to Spinning Evade with b+3 or b+4
yoshimitsub+1,1,1h, h, h8, 9, 10i17, ,i11~12+4+5+10
* Combo from 1st hit
* Can transition to Spinning Evade with b+3 or b+4
yoshimitsub+1,1,1,1h, h, h, h8, 9, 10, 12i17, ,i11~12+4+5+10
* Combo from 3rd CH
* Can transition to Spinning Evade with b+3 or b+4
yoshimitsub+1,1,1,1,1h, h, h, h, h8, 9, 10, 12, 14i17, ,i11~12+4+5+10
* Combo from 4th hit
* Combo from 3rd CH
* Can transition to Spinning Evade with b+3 or b+4
yoshimitsub+1,1,1,1,1,1h, h, h, h, h, h8, 9, 10, 12, 14, 16i17, ,i11~12-73-71-67
* Combo from 4th hit
* Combo from 3rd CH
<Showing 5601-6000 of 6206 moves>