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All Characters Tekken 8 Frame Data

CharCommandHit levelDamageStartupBlockHitCounter hitNotes
hwoarang2+4th(h)25i12~14-6-2d
* Floor Break
* Homing
* Break: 1 or 2
* Opponent recovery on hit: FDFT off-axis to the left, sideswap
hwoarang2+4,Bth(h)40i12~14-2-6d
* Homing
* Break: 2
* Opponent recovery on hit: FUFA, sideswap
* Transition to BT on hit
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
hwoaranguf+1+2th(h)40i12-6-5d
* Break: 1+2
* Opponent recovery on hit: FUFA
* Also possible during RFF
jack-81h10i12-2+6+9
jack-81,1h, m10, 22i12, i15~16-14c+4c+19d
* Elbow
* Combo from 1st hit with 9F delay
* Interrupt with i4 from 1st block
* Transition to GMH with D
* (+4 oB, +8c oH, +23d cH)
* Input can be delayed by 9F
* Move cannot be delayed
jack-81,2h, h10, 24i12, i19-2+30a
* Balcony Break
* Combo from 1st hit CH with 9F delay
* Interrupt with i9 from 1st block
* Whiffs vs SSR, SWR from 1st block
* Input can be delayed by 9F
* Move cannot be delayed
jack-8db+1l13i12-12+1
*
jack-8db+1,1l, l13, 5i12, i16-12-1
* Combos from 1st hit
* Jails from 1st block with ?F delay
jack-8db+1,1,1l, l, l13, 5, 5i12, ,i16-12-1
* Combo from 1st hit (even on 2nd whiff) or 2nd hit with ?F delay
* Whiffs from 1st or 2nd block (-28)
* May whiff from 1st hit (-31)
jack-8db+1,1,1,2l, l, l, m13, 5, 5, 21i12, ,i19-11+43a (-4)
* Balcony Break
* Interrupt with i16 from 2nd block
* Interrupt with i19 from 1st hit
* Whiffs vs SSR, SWR from 2nd block or 1st hit
jack-8FC.df+4m10i12-12+4
* Knee
jack-8FC.df+4,2m, M10, 17i12, i20-14+4c+19d
* Elbow
* Combo from 1st hit with ?F delay
* Move cannot be interrupted
jack-8(During Enemy wall stun) 1+3t33i12!+0d
* Wall throw (Unbreakable)
* Alternate input 2+4 or uf+1+2
jack-81+3t35i12+0+1d
* Homing
* Throw Break 1 or 2
* Swaps positions on break
** Transition to BT on break
jack-82+4t35i12-6-3d
* Homing
* Throw Break 1 or 2
* Swaps positions on break
* Side Switch
jack-8Back Throw 1+3t70i12!+3d
* Unbreakable
* Floor Break
jack-8Back Throw 2+4t70i12!+17d
* Balcony Break
* Unbreakable
* 80 damage on wall splat
jack-8Left Throwt40i12-3+1d
* Throw Break 1
* Balcony Break
jack-8Right Throwt40i12-3+0d
* Throw Break 2
* Side Swap
jack-8d+1+3t30i12!+0d
* Crouch Throw (Unbreakable)
* Floor Break
* Can be done from crouch
* Alternate input GMH.1+3
jack-8d+2+4t25i12!+6d
* Heat Engager
* Cannot Heat Dash
* Crouch Throw (Unbreakable)
* Can be done from crouch
* Alternate input GMH.2+4
* Gain GMC on Heat activation
jindf+3m16i12-8+3
jinb+1h11i12-9+2
jinb+1,2h, h11, 20i12, i22~24-10+32a (+17)
* Tornado
* Combo from 1st hit with 8f delay
* Interrupt with i2 from 1st block
jin1+3t35i12~14+0+2d
* Homing
* Throw break 1 or 2
* Jin recovers BT on break
jin2+4t35i12~14-3+0d
* Homing
* Throw break 1 or 2
* Side switch on hit
jindf+2+4t40i12-2-4d
* Throw break 2
jinqcb+1+3t40i12-20
* Throw break 1
* Opponent recovers FUFA
jinuf+1+2t40i12+0+0d
* Floor Break
* Throw break 1+2
junH.f+1+2,Ph0i12+40g
* Sabaki, parries mid or high punches or kicks
* Consumes 240F of remaining Heat time
* Parry state 5~
jun2h7i12-4+7
jun2,1h, m7, 9i12, i21-6+7
* Elbow
* Combo from 1st hit with 9f delay
* Interrupt with i1 from 1st block
* Input can be delayed 10f
jun2,1,4h, m, m7, 9, 12i12, ,i10-12-1
* Knee
* Jail from 2nd block
* Combo from 1st hit
jun2,1,4,1h, m, m, m7, 9, 12, 30i12, ,i30-9+10a (+1)+42a (-5)
* Balcony Break
* Weapon (Projectile)
* Combo from 3rd CH
* Move can be delayed 10f
* Interrupt with i10 from 1st block
* Whiffs vs SWL from 1st block
* 9 chip damage on block
* Deals 6 damage to self (4 recoverable)
* Unparryable by traditional parries, Asuka, Nina, etc
* Gain 10 Kazama Essence on normal hit and 7 on block or airborne hit
jun2,1,4,3h, m, m, h7, 9, 12, 21i12, ,i25-9+13a (+4)
* Balcony Break
* Combo from 3rd CH with 5F delay
* Interrupt with i5 from 1st block
* Input can be delayed 10f
jun2,1,1+2h, m, h7, 9, 21i12, ,i22+2+22cg
* Balcony Break
* Elbow
* Combo from 2nd CH with 9f delay
* Interrupt with i6 from 2nd block
* Forces tech backroll on hit
jun4h17i12-9+7+32d
junf+1+2h(5)i12+2+26g+23
* Balcony Break (airborne)
* Transition to r20 MIA on hit only
* Deals 5 recoverable damage
* Cannot cause a K.O.
* Deals 6 damage to self (4 recoverable)
* Power up in Heat (ps5~12)
* Unparryable
* Gain 6 Kazama Essence on normal hit and 5 on block or airborne hit
junws1h14i12~13-6+5
junws1,1h, h14, 7i12~13, i15~16-9+2
* Elbow
* Combo from 1st hit with 4F delay
* Move cannot be interrupted
* Enter GEN +0 +11g r18 with F
* Enter MIA +0 +11g r18 with B
* Move cannot be delayed
* Input can be delayed by 4F
junws1,1,1h, h, m14, 7, 20i12~13, ,i25-13+13a (+4)
* Balcony Break
* Combo from 2nd CH with 4f delay
* Interrupt with i6 from 2nd block
* Move can be delayed by 14f
junws1,1,2h, h, M14, 7, 22i12~13, ,i23-9+30a (+15)+69a (+53)
* Tornado
* Combo from 2nd CH with 6f delay
* Interrupt with i4 from 2nd block
* Move can be delayed by 14f
* 8 chip damage on block
* Deals recoverable self-damage when not in Heat
* Unparryable
* Gain 6 Kazama Essence on normal hit and 5 on block or airborne hit
junws1,1,4h, h, h14, 7, 24i12~13, ,i23~25-8+16c
* Balcony Break
* Combo from 2nd CH with 6f delay
* Interrupt with i4 from 2nd block
* Move can be delayed by 14f
* +13d on BT hit
* Forces tech backroll on hit
junws1,4h, m14, 16i12~13, i22~23-11+0c
* Spike
* Combo from 1st hit with 7F delay
* Interrupt with i5 from 1st block
* Move can be delayed 10f
* Input can be delayed 12f
junws1,4,2h, m, L14, 16, 17i12~13, ,i23~24-16+0c+13a
* Spike
* Combo from 2nd CH
* Interrupt with i5 from 2nd block
* High crush 17~
junws1,4,1+2h, m, m14, 16, 28i12~13, ,i25~26-20+16a (+11)
* Balcony Break
* Elbow
* Combo from 2nd CH
* Interrupt with i7 from 1st block
* Whiffs vs SSL, SWL from 2nd block
jun1+3t35i12~14+0+0d
* Homing
* Throw break 1 or 2
jun2+4t35i12~14+0d
* Homing
* Throw break 1 or 2
* Side switch on hit
jundf+2+3t40i12-6-6d
* Throw break 2
* Floor Break
junuf+1+2t40i12-6+0d
Throw break 1+2
kazuya2h12i12-3+8
kazuya2,2h, m12, 24i12, i24~25-8+7+50a
* Balcony Break (airborne)
* Combo from 1st CH
* Interrupt with i4 from 1st block
kazuya4h18i12-9+2+27a
Balcony Break (CH)
kazuya1+2m,m5,20i12, i15-13+13a
Balcony Break
kazuyad+4l6i12-15-4
* -4c on crouching hit
* High crush 4~
kazuyaBT.d+3l6i12-15-4
* High crush 1~
kazuyahFC.4l6i12-15-4
* -4c on crouching hit
* High crush 1~
kazuya1+3th(h)35i12~14+0+2d
* Homing
* Throw break: 1 or 2
* Recovers BT on break
kazuya2+4th(h)35i12~14+0+0d
* Homing
* Throw break: 1 or 2
kazuyaBack throwth(h)50i12~14+3d
* Throw Break: none
kazuyaFC.db+1+2th(h)40i12~14-6-3d
Throw break: 1+2
kazuyaLeft throwth(h)40i12~14-3+0d
* Throw break: 1
* Floor Break
kazuyaRight throwth(h)40i12~14-3-4d
Throw break: 2
kazuyauf+1+2th(h)35i12~14+0+26d (+8)
* Throw break: 1+2
* Balcony Break
* Side switch on break
* 15 additional damage on wall hit
kingb+1h13i12-8+3+3s
kingb+1,2h, h13, 20i12, i19~20-13+5
* Tornado
* Combo from 1st hit with 8f delay
* Combo from 1st CH with 10f delay
* Launches opponent if b+1 counterhits, +70a (+54)
* Move can be delayed by 6f
* Input can be delayed by 10f
kingb+1,4h, m13, 23i12, i26~28-10d+1d
* Spike
* Combo from 1st CH with 4f delay
* Move can be delayed by 6f
* Input can be delayed by 10f
* Low crush 16~35
* Floating state 36~38
king1+3t35i12~14-6+0d
* Homing
* 1 or 2 throw break.
* Input f+1+3 to increase throw range, but its startup is 3 frames slower.
* f+1+3: i15~17, t50 r33
* Opponent recovers in FUFA.
* Side switch on successful throw break
king2+4t35i12~14-3+0d
* Homing
* 1 or 2 throw break.
* Input f+2+4 to increase throw range, but its startup is 3 frames slower.
* f+2+4: i15~17, t50 r33
* Side switch. Opponent recovers in FUFA.
kingAIR.1+3 / AIR.f+1+3t(a)30i12~14 / i15~17+0d
* Homing
* Cannot throw break.
* Input f+1+3 to increase throw range, but its startup is 3 frames slower.
* Opponent recovers in FDFT.
kingAIR.2+4 / AIR.f+2+4t(a)20i12~14 / i15~17+40d(+35)
* Tornado
* Homing
* Cannot throw break.
* Input f+2+4 to increase throw range, but its startup is 3 frames slower.
* Opponent recovers in FUFT.
kingAIR.d+1+3t(a)15i12~13-5d
* Cannot throw break.
* Opponent recovers in FDFL.
kingCD.1+3t20i12 (i28~)-2+1d
* 1 Throw break.
* i28 effective startup (i25 actual startup)
* Opponent recovers in FUFT.
kingCD.2+4t25i12 (i28~)-2+0d
* 2 throw break.
* i28 effective startup (i25 actual startup)
* Opponent recovers in FDFR.
kingFC.db,d,db+1+2t45i12-6+0d
Floor Break
* 1+2 throw break.
* Opponent recovers in FUFR.
kingJGS.1+3t20i12-3+0d
* Homing
* 1 or 2 throw break, depending on King's input.
* Opponent recovers in FDFT.
* Becomes f,hcf+1 / 2+4 on air grab / wall splat.
kingb+1+2t0i12~17-3+14g
* Homing
* 1+2 throw break. Side switch.
* Damage becomes 15 on wall splat.
* Transition to JGR
** Can range from +22 to +47 (?) on wall hit depending on angle and distance to the wall
* Cancel to standing with f,F or b,B (-2)
** Can range from +6? to +31 (?) on wall hit depending on angle and distance to the wall
kingb+1+2,1+2t0i12~17+11g
* 1+2 throw break.
* Damage becomes 15 on wall splat.
* Transition to JGR
** Can range from +20 to +30(?) on wall hit depending on angle and distance to the wall
* Cancel to standing with f,F or b,B (-6)
** Can range from +15 to +25(?) on wall hit depending on angle and distance to the wall
kingdb+2+3t40 (8+20+12)i12-6+1d / +0d
* 1+2 throw break.
* Opponent recovers in FUFT / FDFT.
kingdf+2+3t40i12-2+0d
* 2 throw break.
* Opponent recovers in FUFT.
kingd+1+3t(c)35i12~13+0d
Floor Break
* Crouch throw, cannot throw break.
* Can also be done by db+1+3 and in FC too.
* Opponent recovers in FDFA.
kingd+2+4t(c)35i12~13+0d
Floor Break
* Crouch throw, cannot throw break.
* Can also be done by db+2+4 and in FC too.
* Opponent recovers in FUFA.
kingd+1+4t(c)35i12~13+0d
* Heat Engager
* Crouch throw, cannot throw break.
* Cannot heat dash
* Opponent recovers in FDFA.
kingf,hcf+2t50(55)i12~14-6+1d
* Homing during heat
* 2 throw break
* Input all directions, df for 1-3F, f for 0-1F, and f+2 to execute bluespark.
* i13 startup for Bluespark throw with buffered input
* 55 damage on bluespark
* 18F throw break window on bluespark
* 7F throw break window on CH bluespark
* f,b,d,f are required inputs for normal throw
* Opponent recovers in FUFL.
kinguf+1+2t30i12-6+19d(-7) / +17d(-13)
* 1+2 throw break.
* Hold b to throw backwards.
* Damage becomes 15 on wall splat.
* Opponent recovers in FUFT.
kumaf+2h11i12-13+3
kumaf+2,1h, h11, 20i12, i20-5+36a (+10)
* Balcony Break
* Combo from 1st hit with 9F delay
* Move can be delayed by 13F
kumadf+4m15i12-4+7
kumaHBS.1M10i12-13+5+12
* Elbow
kumaHBS.1,2M, M10, 23i12, i24~25-13+6c+13c
* Combo from 1st hit with 20?F (charge) delay
* Hold 2 to power up, up to 2 charge levels
* Move can be delayed by 10F by holding 2
kumaHBS.1,2*M, M10, 23i12, i33~34-12+13c+49a
* Combo from 1st CH with 30?F (charge) delay
* Move can be delayed by 9?F by holding 2
* Becomes HBS.1,2** during heat
* Consumes 240F? of remaining Heat time
* 9 chip damage on block
kumaHBS.1,2**M, M10, 30i12, i44~45+3+49a
* Reversal Break
* Replaces HBS.1,2*: i33~34 startup during Heat (t83? r36?)
* 12 chip damage on block
kuma1+3th(h)35i12~14-3+1
* Homing
* Throw break: 1 or 2
* Opponent status on hit: FUFT
kuma2+4th(h)35i12~14-6+1
* Homing
* Throw break: 1 or 2
* Opponent status on hit: FUFT
* Side switch on hit
kumaBack throwth(h)70i12~14+1
* Throw break: none
* Opponent status on hit: FUFA
kumaLeft throwth(h)50i12~14-3+1
* Throw break: 1
* Spike
* Opponent status on hit: FUFT
kumaRight throwth(h)40i12~14-3+1
* Throw break: 2
* Opponent status on hit: FUFT off axis
kumauf+1+2th(h)35i12~140+26d (+7)
* Throw break: 1+2
* Balcony Break
* Opponent status on hit: FUFT
kunimitsu2h12i12-5+1
* Weapon
kunimitsu2,2h, m12, 14i12, i12~13-6+5
* Weapon
* Jail from 1st block with 5f delay
* Combo from 1st hit with 5f delay
* Transition to KAT -6 +5 r26 with 1+2
* Input can be delayed 5f
* Move cannot be delayed
kunimitsu2,2,2h, m, h12, 14, 16i12, ,i18~19-9+2
* Weapon
* Combo from 2nd CH with 4f delay
* Interrupt with i4 from 2nd block
* Enter SET -4 +7 r27 with F
* Input can be delayed 4f
* Move is delayed 7f
* Move cannot be delayed
kunimitsu2,2,2,2h, m, h, h12, 14, 16, 16i12, ,i15~16-6+3
* Balcony Break (airborne)
* Weapon
* Jail from 3rd block with 5F delay
* Combo from 2nd CH or 3rd hit with 5f delay
* Input can be delayed 5f
* Move cannot be delayed
kunimitsu2,2,2,2,2h, m, h, h, M12, 14, 16, 16, 18i12, ,i19~20-12+19a (+2)+33a (+23)
* Tornado
* Weapon
* Move cannot be interrupted
* Move cannot be delayed
* Input can be delayed 7f
* Low crush 21~35
* Floating state 36~38
kunimitsu4h15i12~13-9-3
kunimitsu4,2h, h15, 13i12~13, i19~20-3+6
* Balcony Break (airborne)
* Weapon
* Transition to BT
* Jail from 1st attack with 1F delay
* Combo from 1st hit with 1F delay
* Input can be delayed 1f
* Move cannot be delayed
* Low crush 15~25
* Floating state 26~28
kunimitsudf+4m13i12-9+2
kunimitsuws1m11i12-7+4
kunimitsuws1,1m, m11, 15i12, i15-12+8c+13d
* Floor Break
* Combo from 1st hit with 10f delay
* Combo from 1st CH with 15f delay
* Interrupt with i2 from 1st block
* Input can be delayed 15f
* Move can be delayed 8f
kunimitsuCH.SET.2m,t20,10i12+55a (+48)
* Weapon
* Attack Throw
* Instant tornado
kunimitsuSET.2m17i12-9+8+55a (+48)
* Balcony Break (airborne)
* Weapon
* Shifts to Attack Throw "Souenzan" on CH from the front on standing opponent
* Instant Tornado on CH
kunimitsuhFC.4l6i12-15-4
* High crush 1~
kunimitsu1+3t35i12~14+0+0d
* Homing
* Throw break: 1 or 2
* Opponent recovers in FUFL.
kunimitsu2+4t35i12~14+0-3d
* Floor Break
* Homing
* Throw break: 1 or 2
* Side switch
* Opponent recovers in FDFA.
kunimitsuBT.1+4t45i12~14+0-5d
* Throw break: 1+2
* Opponent recovers in FDFA
kunimitsuuf+1+2t40i12+0+0d
* Throw break: 1+2
* Side switch
* Opponent recovers in FDFT
* SET.uf+1+2: i16 (t44 r28)
larsf+2h10i12-6+3
larsf+2,1h, h10, 15i12, i13-5+6
* Combo from 1st hit
* Jails
* Transition to SEN
* Cancel SEN and transition to standing with input B (-6/+5)
larsf+2,4h, h10, 22i12, i18~19-12+15 (+6)
* Balcony Break
larsDEN.1+2h24i12~13-1+29a
* Tornado
* Balcony Break
* 4 chip damage on block
larsSEN.1m26i12~13-9+23a (+13)
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
lars1+3t35i12~14-3+1
* Spike
* Homing
* Throw break: 1 or 2
* Opponent status on hit: FUFA
lars2+4t35i12~14-30
* Homing
* Throw break: 1 or 2
* Opponent status on hit: FDFT perpendicular
* Side switch on hit
larsBack throwt50i12~140
* Throw break: none
* Opponent status on hit: FDFT
larsLeft throwt40i12~14-30
* Throw break: 1
* Opponent status on hit: FUFT
larsRight throwt40i12~14-3+1
* Throw break: 2
* Opponent status on hit: FUFA
larsuf+1+2t35i12~14-30
* Throw break: 1+2
* Opponent status on hit: FUFT
law3h12i12-9+2
law3,3h, m12, 17i12, i27-14-3+53a (+22)
* Combos from 1st hit CH
* Delay-able
law3,4h, h12, 20i12, i22-10+19a (+10)
* Combos from 1st hit
* Balcony Break
lawf+2h10i12+0+6
* Can route into:
** Rave War Combo (f+2,2,2), or
** Blazing Fist Combo (f+2,2,1+2)
* Alternate input DSS.f+2
lawd+3+4l7i12-15-2
Alternate input hFC.4
* High crush 4~
lawd+3+4,3l, m7, 23i12, i29-14+14a
* Balcony Break
* Combos from 1st hit CH
* Alternate input hFC.4,3
* Low crush 19~
lawub+1,1+2,2h,h,h,h3,3,3,25i12,i6,i6,i13-14+28a (+13)
* Combos from 1st CH
* Jails from 1st to 4st attack
* Last hit delay-able
* Frame data for 1st, 2nd and 3rd hits:
** (-9 oB, -3 oH)
lawuf+1h10i12-5+6
* Alternate input:
** Ki Charge~1
** b,B+2+3~1,3
lawuf+1,3h, l10, 10i12, i19-13-1
* Combos from 1st hit
* Alternate input:
** Ki Charge~1,3
** b,B+2+3~1,3
law1+2+3+4~1h10i12-5+6
* Alternate input:
** uf+1
** b,B+2+3~1,3
law1+2+3+4~1,3h, l10, 10i12, i19-13-1
* Combos from 1st hit
* Alternate input:
** uf+1,3
** b,B+2+3~1,3
lawBT.d+3l6i12-15-4
lawDSS.1h14i12+3+7+17c
* 4 chip damage on block
* Transition to DSS
lawhFC.4l7i12-15-2
Alternate input d+3+4
* High crush 4~
lawhFC.4,3l, m7, 23i12, i29-14+14a
* Combos from 1st hit CH
* Alternate input d+3+4,3
* Low crush
law1+3t35i12~14-3+0d
* Homing
* Throw break 1 or 2
law2+4t35i12~14+0d
* Homing
* Throw break 1 or 2
* Side swap
* Transition to BT with D
** (+5 BT)
lawBack Throwt50i12~14+0d
Unbreakable
lawDSS.uf+1+2t35i12-2+0d
Throw break 1+2
lawLeft Throwt40i12~14-3+0d
Throw break 1
lawRight Throwt42i12~14-3+0d
Throw break 2
lawf+2+3t35i12-2+6d
Throw break 1
lawuf+1+2t35i12-6+3d
Throw break 1+2
lawuf+1+2,1,2,1+2t40i12-6-6d
* Throw break 1+2
* Floor Break
leed+4l7i12-13-14-2
-14c/-2c on crouching hit/CH
leed+4,4l, l7, 8i12, i20-15-16-4
* Combo from 1st CH with 10F delay
* Move cannot be interrupted from 1st block
* Interrupt with i1 from 1st hit
* Must hold D to input (d+4,d+4)
* -16c/-4c on crouching hit or CH
* Low parryable on hit or block
* Move can be delayed by 13F
leed+4,4,4l, l, l7, 8, 5i12, ,i20-15-16-4
* Combo from 2nd CH with 10F delay
* Move cannot be interrupted from 2nd block
* Interrupt with i1 from 2nd hit
* -4c on crouching CH
* Low parryable on hit or block
leed+4,4,4,4l, l, l, m7, 8, 5, 21i12, ,i24~25-20+11a (+2)
* Balcony Break
* Transition to -11, +20a (+11) HMS with 3
* Combos from 3rd hit CH
leed+4,n,4l, h7, 16i12, i23-9+2+27a (+17)
* Combo from 1st CH with 7f delay
* Interrupt with i3 from 1st block
* Interrupt with i4 from 1st hit
* Whiffs vs SSR from 1st hit (cannot SSR on block)
* Links to attacks from 4 (4,4:4, 4,3,4, etc.)
* d+4,n,4,4,4: Airborne combo from 2nd CH, 3rd hit whiffs (4th 8dmg +29a (+22))
* Move can be delayed by 11F
leedb+4l6i12-15-4
Alternate input FC.4
* High crush
leeFC.4l6i12-15-4
* Alternate input db+4
* High crush
leeHMS.1h7i12+2+9
* Cancel to MS r18 with F at frame 10
* Cancel to Scatter Kick (HMS.3) with 3 at frames 1 to 10 (i19 to i28)
leeHMS.1,1h, h7, 7i12, i14~15-2+8
* Combo from 1st hit
* Jail from 1st block
* Cancel to MS r20 with F (+1/+8) at frame 12
leeHMS.1,1,1h, h, h7, 7, 20i12, ,i20-7+18cg
* Heat Engager
* Heat Dash +43d (+35)
* Balcony Break
* Combo from 1st hit
* Interrupt with i1 from 1st block
leeHMS.1,4h, m7, 17i12, i15-8+4+57a
* Combo from 1st hit with 10F delay
* Jail from 1st block with 6F
* Transition to HMS r32 with 3 (-8/+4/+58a)
lee1+3t35i12~14-3-2d
* Homing
* Throw break 1 or 2
lee2+4t35i12~14-6-2d
* Homing
* Throw break 1 or 2
* Side swap
leeBack Throwt50i12~14!-5d
Unbreakable
leeLeft Throwt40i12~14-3-3d
Throw break 1
leeRight Throwt40i12~14-3+0d
Floor Break Throw break 2
leeuf+1+2t20i12~14-3+23d
* Throw break 1+2
* Alternate input HMS.uf+1+2
leo4h17i12-7+6+31a
leod+3+4l7i12-15-4
* High crush 4~
leohFC.4l6i12-15-4
leo1+3t35i12~14-3+0d
* Homing
* Throw break 1 or 2
leo2+4t35i12~14-6+0d
* Homing
* Throw break 1 or 2
* Side switch on hit
* Deals 4 more damage at the wall
leoBack throwt50i12~14-3d
* Deals 10 more damage at the wall
leoLeft throwt40i12~14-3+0d
* Throw break 1
* Side switch on hit
* Deals 4 more damage at the wall
leoRight throwt40i12~14-3+1d
* Throw break 2
* Side switch on hit
leouf+1+2t40i12~14-6+8d
* Balcony Break
* Throw break 1+2
* Side switch
* KNK.uf+1+2: i15~17 (t42)
leroy2h10i12+0+9
leroy2,1h, m10, 12i12, i12~13-7~-6+4~+5
* Elbow
* Jail from 1st block
leroy2,1,2h, m, h10, 12, 17i12, ,i20~21-7~-6+4~+5
Elbow
* Strong Attack Reversal
* Follow-up after successful parry with input 1 or 2
* Delayable
* Combo from 2nd hit CH
* Parry state 2~16
leroy2,1,2,1h, m, h, m10, 12, 17, 21i12, ,i21~23-13~-11+16a(-1)~+18a(+3)+30a(+20)
* Balcony Break
* Tornado
* Elbow
* Combo from 3rd hit
* Delayable
leroy2,2h, h10, 20i12, i25~26-7~-6+7~+8
* Elbow
* chip damage on block
leroy4h15i12-110
leroy4,4h, m15, 13i12, i15~16-13~-12+3~+4
Combo from 1st hit
leroyb+1+2m17i12-10+2+60a
* Crumple stun +14F after CH
leroyHRM.2h14i12~13-2+5~+6
leroyHRM.2,3h, h14, 23i12~13, i24~25-9~-8+16a (-1)+34a
* Tornado
* 9 chip damage on block
* Combo from 1st hit with 5F delay
* Move can be delayed by 10F
* Low crush 22~35
* Floating state 36~38
leroy1+3t35i12~14-3
* Floor Break
* Homing
* Throw break: 1 or 2
* Opponent status on hit: FUFT perpendicular
leroy2+4t35i12~14-3
* Homing
* Throw break: 1 or 2
* Opponent status on hit: FUFA
* Side switch on hit
leroyBack throwt50i12~14
* Spike
* Throw break: none
* Opponent status on hit: FDFA
leroyLeft throwt40i12~14-3
* Spike
* Throw break: 1
* Opponent status on hit: FUFT perpendicular
leroyRight throwt40i12~14-3
* Throw break: 2
* Opponent status on hit: FUFA
* Side switch on hit
leroyuf+1+2t35i12~14-2
* Throw break: 1+2
* Opponent status on hit: FUFA off-axis to the left
lidiaf+2h10i12-7+4
Elbow
lidiaf+2,4h, h10, 23i12, i18-13+16a (+7)
* Balcony Break
* Jail from 1st attack
lidiadf+4~4h27i12~13+6c~+7c+15a
Spike
lidiad+4l6i12-15-4
* High crush 4~
lidiaFC.df+2m22i12-14+9a
* Heat Engager
* Heat Dash +43d (+35)
* Balcony Break
* Elbow
lidiahFC.4l6i12-15-4
* High crush 1~
lidia1+3t35i12~14-3+4
* Homing
* Throw break: 1 or 2
* Opponent on break: standing
lidia2+4t35i12~14-6+0d
* Homing
* Floor Break
* Throw break: 1 or 2
* Opponent on hit: FUFA
* Side switch on hit
lidiauf+1+2t40i12-6+0d
* Throw break: 1+2
* Opponent on hit: FUFA
* Regain recoverable health
* Only when Heaven and Earth lvl is 3:
* 50 damage
lili4h16i12-4+7
lili1+2m26i12~13-12+20a (+10)
* Balcony Break
lilif+2h10i12~13-9-1
lilif+2,3h, m10, 20i12~13, i22~23-15+24a (+7)
* Balcony Break
* Combo from 1st hit with 4f delay
* Interrupt with i3 from 1st block
* Move can be delayed 8f
lilid+4l6i12-15-4
* High crush 4~
liliFC.4l6i12-15-4
* High crush 1~
liliDEW.3+4h,h6,19i12~14 i5~6+6+17g
* Strong Aerial Tailspin
* Balcony Break
* Jail from 1st attack
* Enter RAB +0 +11 r31 with b+3 or b+4
* Hit vs BT +24a (+15)
* Low crush 12~22
* Floating state 23~25
lili1+3t35i12~14-3+0d
* Homing
* Floor Break
* Throw break 1 or 2
* Becomes a wall throw on a wall-splatted opponent
lili2+4t35i12~14-3+0d
* Homing
* Throw break 1 or 2
* Side switch on hit
* Becomes a wall throw on a wall-splatted opponent
liliuf+1+2t40i12-3+1d
* Throw break 1+2
* Becomes a wall throw on a wall-splatted opponent
miary-zo4h12i12-12-2
miary-zo4,4h, h12, 20i12, i29~30-13+6
* Interrupt with i2 from 1st block
* Transition to BAO +6 r26 automatically on hit only
* Cancel BAO transition -13 +0 r32 with B
* Low crush 30~50
* Floating state 51~53
miary-zob+1h10i12~13-9+4+4s
* Elbow
miary-zob+1,4h, h10, 21i12~13, i22~23-13+16a (-1)
* Tornado
* Balcony Break
* Combo from 1st hit with 3f delay
* Interrupt with i3 from 1st block
* Move can be delayed 3f
* Launches opponent if first hit is CH +71a (+55)
* Low crush 19~39
* Floating state 40~42
miary-zoWAL.4m40i12~20+2+10a (+34)
* Balcony Break
* Reversal Break
* Transition to MOR +5 +13d with F
* Low crush
miary-zo1+3t35i12~14-9-5d
* Floor Break
* Homing
* Throw break 1 or 2
* Transition to WAL on throw break if Miary Zo makes contact with a wall
miary-zo2+4t35i12~14-6-3d
* Floor Break
* Homing
* Throw break 1 or 2
* Side switch on hit and throw break
miary-zoBack Throwt50i12~14!+0d
* Floor Break
* Unbreakable
miary-zoLeft Throwt40i12~14-3-6d
* Floor Break
* Homing
* Throw break 1
miary-zoRight Throwt40i12~14-3-3d
* Floor Break
* Homing
* Throw break 2
* Side switch on hit
miary-zouf+1+2t40i12-3+0d
* Balcony Break
* Throw break 1+2
ninadf+4m15i12-4+7
ninad+4l6i12-15-4
* High crush 4~
ninad+4,1l, h6, 10i12, i24+0+6+11
* Combo from 1st CH with 6f delay
* Interrupt with i4 from 1st block
* Input can be delayed 9f
* Cancel to SS with D_U (-13/-2)
** Cannot block up to i21 on block?
ninab+1h10i12~13-7+4
ninab+1,4h, M10, 22i12~13, i28~29-12+7+71a (+55)
* Tornado
* Combo from 1st hit with 1f delay
* Interrupt with i9 from 1st block
* Whiffs vs SSR from 1st block
* Can hit grounded when off-axis
ninab+2h12i12-14-3
* Homing
* Female characters can slap back with 2 on hit
ninab+2,2h, h12, 12i12, i14~15-6+5
* Combo from 1st hit with 1?f delay
* Jail from 1st block with 1?f delay
* Move can be delayed 1?f
ninab+2,2,2h, h, h12, 12, 20i12, ,i25~26-9+9g+14c
* Balcony Break
* Combo from 1st CH
* Combo from 2nd CH with 5f delay
* Interrupt with i5 from 2nd block
* 4F timestop on CH
* Cancel to SS -10 +1 with D_U
** If Nina uses a SS attack after the cancel, interrupt with i22 on block, i11 on hit
** Cannot block i25 moves on block or i14 on hit
* Input can be delayed 13f
ninahFC.4l6i12-15-4
* -4c on crouching hit
* High crush 1~
nina1+3t35i12~14-6-2
* Homing
* Throw break 1 or 2
* Opponent recovers FUFA
nina2+4t35i12~14+0+0d
* Homing
* Throw break 1 or 2
* Side switch
* Nina recovers BT
ninadf,df+1t43i12-6-2d
* Floor Break
* Throw break 1+2
ninaqcb,B+1+3t15i12+6c
* Unbreakable
* qcb,B+2+4
ninauf+1+2t30,10i12+0+29a (-32)
pandaf+2h11i12-13+3
pandaf+2,1h, h11, 20i12, i20-5+36a (+10)
* Balcony Break
* Combo from 1st hit with 9F delay
* Move can be delayed by 13F
pandadf+4m15i12-4+7
pandaHBS.1m10i12~13-13+2+12
pandaHBS.1,2m, m10, 20i12~13, i24~25-13+4+13c
*Hold 2 to power up, up to 2 charge levels
pandaHBS.1,2*m, m10, 20i12~13, i33~34-12+13c+49a
* chip damage on block
* Heat skips to Level 2 charge
pandaHBS.1,2**m, m10, 30i12~13, i44~45+3+49a
* chip damage on block
* Cannot absorb with power crush
* Heat reduces charge length (consumes partial Heat time)
panda1+3th(h)35i12~14-3+1
* Homing
* Throw break: 1 or 2
* Opponent status on hit: FUFT
panda2+4th(h)35i12~14-6+1
* Homing
* Throw break: 1 or 2
* Opponent status on hit: FUFT
* Side switch on hit
pandaBack throwth(h)70i12~14+1
* Throw break: none
* Opponent status on hit: FUFA
pandaLeft throwth(h)50i12~14-3+1
* Throw break: 1
* Spike
* Opponent status on hit: FUFT
pandaRight throwth(h)40i12~14-3+1
* Throw break: 2
* Opponent status on hit: FUFT off axis
pandauf+1+2th(h)35i12~140+26d (+7)
* Throw break: 1+2
* Balcony Break
* Opponent status on hit: FUFT
paul4h17i12-7+7+32d
* Balcony Break (CH only)
pauld+1+2m28i12~13-18+16d (+11)+24d (+16)
* Balcony Break
* Shoulder
pauldb+4L6i12-15c-4
* High crush
paulb+1h10i12~13-9+2
paulb+1,2h, m10, 21i12~13, i20~21-14+16d (-1) FDFA
* Tornado
* Balcony Break
* Move can be delayed 5f
* Input can be delayed 5f
* Combo from 1st hit with 5f delay
paul1+3t35i12~14-6+1d FUFA
* Homing
* Throw break 1 or 2
* Side switch
paul2+4t35i12~14-3+1d FUFA
* Homing
* Throw break 1 or 2
* Side switch
* Transition to FUFT on hit
paul2+4~bt40i12~14-2+0d
* Homing
* Throw break 2
paulBack Throw.1+3t50i12~14-14d FUFA
* Throw cannot be broken
paulBack Throw.2+4t50i12~14+1d FDFA
* Spike
* Throw cannot be broken
paulLeft Throwt45i12~14-3+1d FUFA
* Throw break 1
paulRight Throwt40i12~14-3-2d FUFA
* Throw break 2
* Side switch
pauldf+1+3t22i12~13-2+9
* Throw break 1
paulH.df+1+3,qcf+2t, m22, 21i12~13, i13~14+16d (-20) FDFA
* Balcony Break
* Consumes Heat
* Strict qcf input required (d,F does not work)
* Perfect input window 55-56f
pauldf+1+3,qcf+2t, m22, 15i12~13, i13~14+16d (-20) FDFA
* Balcony Break
* H.df+1+3,qcf+2 with Heat
* Strict qcf input required (d,F does not work)
* Perfect input window 55-56f
* Perfect input increases damage, wall carry
pauldf+1+3:H.qcf+2t, m22, 26i12~13, i13~14+16d (-20) FDFA
* Balcony Break
* Consumes Heat
* Strict qcf input required (d,F does not work)
* Perfect input window 55-56f
* Perfect input increases damage, wall carry
pauldf+1+3:qcf+2t, m22, 20i12~13, i13~14+16d (-20) FDFA
* Balcony Break
* H.df+1+3:qcf+2 with Heat
* Strict qcf input required (d,F does not work)
* Perfect input window 55-56f
* Perfect input increases damage, wall carry
paulf,F+1+2t38i12+0 BT/+0 FUFA+20d
* Balcony Break
* Throw break 1+2
* Side switch if broken
* +0 FUFA if broken at wall
pauluf+1+2t40i12-6+0d
* Spike
* Throw break 1+2
raven4h16i12~13-7~-6+3~+4
raven4,1h, h16, 13i12~13, i19~20-3~-2+7~+8
* Combo from 1st hit
* Jail from 1st block
ravenFC.4l6i12-15-4
* High crush 1~
ravenBT.d+4l6i12-15-4
* High crush 1~
raven1+3t35i12~14-6+0d
* Homing
* Throw break 1 or 2
raven2+4t35i12~14-3+0d
* Homing
* Throw break 1 or 2
* Side switch
ravenuf+1+2t40i12-2+0d
* Throw break 1+2
* Can side switch on hit
reina2h5i12-4+7
reina2,2h, h5, 5i12, i14~15-11+0
* Jail from 1st block with 1f delay
* Combo from 1st hit with 1f delay
reina2,2,1h, h, m5, 5, 20i12, ,i22~23-14+12a
* Balcony Break
* Spike
* Head
* Hit-confirmable from 1st hit
* Combo from 1st hit with 5f delay
* Input can be delayed 10f
* Move can be delayed 9f
reina2,2,2h, h, m5, 5, 21i12, ,i29-6+6
* Transition to WRA r30 with D (-6/+6)
* Transition to WRA is safe (can be cancelled early enough with crouch dash)
* Combo from 2nd hit only if the 2nd hit connects on i15, otherwise no combo
* Input can be delayed 10f
* Move can be delayed 9f
* Interrupt with i11 from 2nd block
reina2,2,2,1h, h, m, m5, 5, 21, 20i12, ,i35~37-15~13+30a (+20)
* Tornado
* Combo from 3rd hit with 1f delay
* Input can be delayed 4f
* Move can be delayed 3f
* Evasive, can go under jabs
* Low crush 37~57
* Floating state 58~60
reina2,2,2,2h, h, m, m5, 5, 21, 25i12, ,i31-14+21a (+0)
* Balcony Break
* Combo from 3rd hit with 4f delay
* Move can be delayed 3f
* Blue spark with input qcf+2 for 5 more damage
reina1+2m25i12~13-10~-9+24a (+14)
reinad+4l6i12-15-4
* -4c on crouching hit
* High crush 4~
reinaf,F+2m14i12-9+2
* Transition to SEN r22 with F (+2/+13)
* Cannot block up to i12 on empty transition on block
reinaSEN.3h22i12~13+1+7
* Homing
* Heat Engager
* Heat Dash +5, +43d (+35)
* Deals chip damage on block
reinaWRA.1h12i12-4+8+14c
* Homing
* Transition to SEN with F (+0/+12/+18c)
* Cannot block up to i13 on empty transition on block
* Transition to UNS with u_d (+0/+12/+18c)
reinaWRA.1,4h, M12, 22i12, i25~26-9c+9d
* Balcony Break
* Spike
* Combo from 1st hit with 6F delay
* Interrupt with i6 from 1st block
* Move cannot be delayed
* Input can be delayed by 6F
* 6 chip damage on block
reina1+3th(h)35i12~14-3+0
* Floor Break
* Homing
* Throw break 1 or 2
* Opponent recovery on hit: FUFA off-axis to the left
reina2+4th(h)35i12~14-6+0
* Homing
* Throw break: 1 or 2
* Opponent recovery on hit: FUFA
* Side switch on Hit or Throw break
reinaBack throwth(h)50i12~14+0
* Break: none
* Opponent recovery on hit: FDFA
reinaLeft throwth(h)40i12~14-3+0
* Throw break: 1
* Opponent recovery on hit: FUFA off-axis to the left
reinaRight throwth(h)40i12~14-3+0
* Throw break 2
* Opponent recovery on hit: FUFA
reinad,db,b,f+2th(h)40i12-3+0
* Balcony Break
* Throw break: 2
* Opponent recovery on hit: FUFT
reinauf+1+2th(h)35i12-6+25 (+8)
* Balcony Break
* Throw break: 1+2
* Side switch on Throw break
shaheenf+2h10i12-8-2
shaheenf+2,3h, h10, 23i12, i18-12+21a (+16)
* Tornado
* Jail from 1st block with ?F delay
* Combo from 1st hit with 7F delay
* Move can be delayed by 9F
* Input can be delayed by 10F
shaheenf+2,4h, L10, 16i12, i22~23-13+2+29a
* Combo from 1st hit with 3F delay
* Interrupt with i3 from 1st block
* Transition to -11, +4, +31a SNK with DF
* Move can be delayed by 10F
* Input can be delayed by 11F
shaheenf+2,4,4h, L, h10, 16, 21i12, ,i26~27-7+10g+14c
* Strong Aerial Tailspin
* Balcony Break
* Aerial combo from 2nd CH
* Interrupt with i7 from 2nd block
* Whiffs vs SSR, SWR from 2nd block
shaheend+3+4l6i12-15-4
* -4c on crouching hit
* High crush 4~
shaheenSNK.1h10i12-1+5+14
shaheen1+3th(h)35i12~14-3+0d
* Homing
* Throw escape: 1 or 2
* Opponent status on hit: FUFA
shaheen2+4th(h)35i12~14-6+0d
* Homing
* Floor Break
* Throw escape: 1 or 2
* Opponent status on hit: FUFA
* Side switch on hit
shaheenBack throwth(h)50i12~14+0d
Removes Recoverable Health
* Throw escape: none
* Opponent status on hit: FUFA
* Side switch on hit
shaheenLeft throwth(h)40i12~14-3+0d
* Throw escape: 1
* Opponent status on hit: FUFT
* Side switch on hit
shaheenRight throwth(h)40i12~14-3+0d
Removes Recoverable Health
* Throw escape: 2
* Opponent status on hit: FUFA
shaheenuf+1+2th(h)40i12~14-3+0d
* Floor Break
* Throw escape: 1+2
* Opponent status on hit: FUFA
* Side switch on hit
steve2h12i12-1+5
steve2,1h, h12, 14i12, i19-5+6
* Combo from 1st hit
* Jail from 1st block
* Transition to r15? PAB with f (+2/+13g/+13)
* Transition to r14? FLK with b (+3/+14g/+14)
** r14? PAB/FLK FC cancel?
steve2,1,2h, h, m12, 14, 22i12, ,i25-11+13a (+4)
* Balcony Break
* Combo from 2nd CH with 3?F delay
* Interrupt with i6 from 1st block
* Move can be delayed by 10?F
steve2,2h, m12, 17i12, i22~24-14+6
* Tornado
* Combo from 1st hit
* Interrupt with i2 from 1st block
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
* Move can be delayed by 3F
* Jail from 1st block with ?F delay
* Duckable on block
* 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
* Duckable on block
* 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
* Interrupt with i4 from 3rd block
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
* Interrupt with i3 from 2nd block
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
* Duckable on block
* Move can be delayed by 11F
* Same hit as (FLK.1),d+1
steveFLK.1,1,f+1h, h, m14, 8, 17i12, ,i15-5+0c+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 ?F delay (crouch assist bufferable)
* Duckable on block
* Move can be delayed by 14F
steveFLK.1,f+1h, m14, 17i12, i15-5+0c+10d
* Spike
* Combo from 1st CH with 14F delay
* Jail from 1st block with 3F delay
* Move can be delayed by 14F
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.f+1+2h,h12,23i12, i15~16-5+24a (+15)
* Balcony Break
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
steveFLK.1+2th40i12~14-6+0d
* 1+2 for throw break
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
victor2h10i12~13-12-2
* Weapon
victor2,1h, h10, 12i12~13, i16-6+5
* Weapon
* Combo from 1st hit with 6F delay
* Transition to PRF with F (-4/+7)
* Move cannot be delayed
* Input can be delayed by 6F
victor2,2h, m,m10, 5,5i12~13, i17~18,i7-10-2
* Weapon
* Combo from 1st hit with 6F delay
* Move cannot be delayed
* Input can be delayed by 6F
* -10 if last hit whiffs
victor2,2,2h, m,m, h10, 5,5, 12i12~13, ,i22-3+4
* Strong Aerial Tailspin
* Wall Crush +12g on hit
* Weapon
* Projectile (unparryable)
* Combo from 2nd hit with 8F delay
* Transitions to IAI on hit or block
* Move cannot be delayed
* Input can be delayed by 8F
* 4 chip damage on block
victor3h11i12~13-9+2
victor3,1+2h, h,h11, 9,10i12~13, i19~20,i8~9-9+5
* Combo from 1st hit with 6F delay
victorPRF.2m9i12~13-8+1+1
* Weapon
victorPRF.2,2m, m9, 13i12~13, i13~14-4 IAI+5 IAI
* Weapon
* 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
* Weapon
* Combo from 2nd CH
victorPRF.2,2,1+2m, m, m9, 13, 31i12~13, ,i12-13+7d
* Weapon
* Combo from 2nd CH
victor1+3t35i12~14-3-2
* Homing
* Throw break: 1 or 2
* Opponent recovery on hit: FDFT
victor2+4t35i12~14-3-4
* Homing
* 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
xiaoyuf+1+2m30i12~13-16+15d (+10)
* Balcony Break
* Shoulder
xiaoyudf+4m12i12-4+7
*
xiaoyud+4l6i12-15-4
* Alternate input FC.4
xiaoyuws1m8i12~13-7+4
xiaoyuws1,4m, m8, 16i12~13, i22~23-10+12g
* Balcony Break
* Combo from 1st hit with 8F delay
* Interrupt with i3 from 1st block
* Move can be delayed by 7F
* Input can be delayed by 9F
xiaoyuAOP.4m14i12~13-3+8
* Inconsistent grounded hit (more consistent on side hit)
xiaoyuBT.2h9i12+0+6
* Transition to BT
xiaoyuBT.2,1h, h9, 8i12, i14-1+6+10
* Transition to HYP r41 with B (-2, +5)
* Combo from 1st hit
* Jail from 1st block
xiaoyuBT.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
* Interrupt with i1 from 1st block
* Transition to BT
xiaoyuBT.2,2,1h, m, m,M,M9, 12, 7,7,7i12, ,i12~14,i17~19,i21~27-11+5c
* Transition to FC
* Transition to AOP with D (-10, +5c)
* Combos from 2nd hit
* Jail from 2nd block with ?F delay
xiaoyuBT.f+3+4,3+4M23i12-11+40a (+30)
* "Cali Roll"
* High crush 1?~13?
* Floating state 1?~13?
xiaoyuhFC.4l6i12-15-4
*
* High crush 1~46
xiaoyu1+3t35i12-6+1d
* Homing
* Throw break 1 or 2
xiaoyu2+4t35i12-3+0d
* Homing
* Throw break 1 or 2
* Side swap
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
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
xiaoyuuf+1+2t40i12+0+0d
* Throw Break 1+2
* Side swap
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
yoshimitsudf+4m15i12-7+4
Recovers 2f faster on hit or block
yoshimitsud+4l6i12-15-4
* High crush 4~
yoshimitsuKIN.1+2m,m,m,m4,4,4,24i12~13 i6~7 i7~8 i11~13-6+11a
* Floor Break
* Weapon
* Combos from any hit
* Despite being i12, it always connects on i13 after f,F+3,1+2 on hit
* Low crush 25~39
* Floating state 40~42
yoshimitsuKIN.f+2h25i12~13-1+9a (+0)
* Heat Engager
* Heat Dash +5, +43d (+35)
* Homing
* Balcony Break
* Weapon
yoshimitsuNSS.KIN.1+4m20i12~15-20+14 +64a
* Strong Aerial Tailspin
* Weapon
* Knockdown against BT opponent, +19a (+9)
* 4 chip damage on block
* Recovers 1 base health or 6 additional recoverable health on hit
* Can be done from Crouch Level 1
* Crumple stun +14~17 after hit
* H.1+4: Consumes 300F of remaining Heat time
yoshimitsuhFC.d+4l6i12-15-4
* High crush 1~
yoshimitsu1+3t35i12~14-3+1d
* Homing
* Throw break 1 or 2
yoshimitsu2+4t35i12~14+0+1
* Homing
* Floor Break
* Throw break 1 or 2
* Side switch on hit
zafinaH.2+3h,sm51i12~13 i47~53 i1~7 i1~7 i1~6 i1~2+3+0d
* Heat Smash
* Reversal Break
* Balcony Break
* Jail from 1st block
* 10 chip damage on block
* Transition to attack throw on hit
zafinad+1m11i12-16-8-3c
* Spike
zafinad+1,1m, m11, 17i12, i17~18-12+19a (+12)+29a (+23)
* Combo from 1st hit CH with 18f delay
* Interrupt with i2 from 1st block
* Input can be delayed 18f
* Move can be delayed 10f
zafinaws3m16i12+0+9
* Cancel SCR transition -8 +1 t39 r27 with B
zafinaFC.d+4l6i12-15-4
* High crush 1~
zafina1+3t35i12~14-4+0d
* Homing
* Throw break 1 or 2
zafina2+4t35i12~14-4+0d
* Homing
* Throw break 1 or 2
* Transition to MNT on hit
* Side switch on hit
zafinauf+1+2t40i12-6+0d
* Throw break 1+2
* Can side switch on hit
alisaws4m15i11~12-5+6
alisaFC.d+2sl8i11-4+7
* High crush 1~
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+21a (+6)
* Tornado
* 6 chip damage on block
<Showing 4801-5200 of 6584 moves>