
All Characters
All Characters Tekken 8 Frame Data
| Char | Command | Hit level | Damage | Startup | Block | Hit | Counter hit | Notes |
|---|---|---|---|---|---|---|---|---|
| hwoarang | 2+4 | th(h) | 25 | i12~14 | -6 | -2d | * Floor Break * Homing * Break: 1 or 2 * Opponent recovery on hit: FDFT off-axis to the left, sideswap | |
| hwoarang | 2+4,B | th(h) | 40 | i12~14 | -2 | -6d | * Homing * Break: 2 * Opponent recovery on hit: FUFA, sideswap * Transition to BT on hit | |
| hwoarang | Back throw | th(h) | 60 | i12~14 | +1d | * Break: none * Opponent recovery on hit: FUFA * Also possible during RFF | ||
| hwoarang | Left throw | th(h) | 45 | i12~14 | -3 | -1d | * Break: 1 * Opponent recovery on hit: FUFT off-axis to the left * Also possible during RFF | |
| hwoarang | RFF.1+3 | th(h) | 45 | i12 | -6 | -5d | * Break: 1+2 * Opponent recovery on hit: FUFA, sideswap | |
| hwoarang | Right throw | th(h) | 44 | i12~14 | -3 | +8d | * Break: 2 * Opponent recovery on hit: FDFT off-axis to the right * Also possible during RFF | |
| hwoarang | f+2+3 | th(h) | 35 | i12 | +0 | +1d | * Break: 1+2 * Opponent recovery on hit: FUFA, sideswap * Sideswap on break * Possible in RFF, LFS and RFS | |
| hwoarang | uf+1+2 | th(h) | 40 | i12 | -6 | -5d | * Break: 1+2 * Opponent recovery on hit: FUFA * Also possible during RFF | |
| jack-8 | 1 | h | 10 | i12 | -2 | +6 | +9 | |
| jack-8 | 1,1 | h, m | 10, 22 | i12, 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-8 | 1,2 | h, h | 10, 24 | i12, 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-8 | db+1 | l | 13 | i12 | -12 | +1 | * | |
| jack-8 | db+1,1 | l, l | 13, 5 | i12, i16 | -12 | -1 | * Combos from 1st hit * Jails from 1st block with ?F delay | |
| jack-8 | db+1,1,1 | l, l, l | 13, 5, 5 | i12, ,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-8 | db+1,1,1,2 | l, l, l, m | 13, 5, 5, 21 | i12, ,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-8 | FC.df+4 | m | 10 | i12 | -12 | +4 | * Knee | |
| jack-8 | FC.df+4,2 | m, M | 10, 17 | i12, i20 | -14 | +4c | +19d | * Elbow * Combo from 1st hit with ?F delay * Move cannot be interrupted |
| jack-8 | (During Enemy wall stun) 1+3 | t | 33 | i12 | ! | +0d | * Wall throw (Unbreakable) * Alternate input 2+4 or uf+1+2 | |
| jack-8 | 1+3 | t | 35 | i12 | +0 | +1d | * Homing * Throw Break 1 or 2 * Swaps positions on break ** Transition to BT on break | |
| jack-8 | 2+4 | t | 35 | i12 | -6 | -3d | * Homing * Throw Break 1 or 2 * Swaps positions on break * Side Switch | |
| jack-8 | Back Throw 1+3 | t | 70 | i12 | ! | +3d | * Unbreakable * Floor Break | |
| jack-8 | Back Throw 2+4 | t | 70 | i12 | ! | +17d | * Balcony Break * Unbreakable * 80 damage on wall splat | |
| jack-8 | Left Throw | t | 40 | i12 | -3 | +1d | * Throw Break 1 * Balcony Break | |
| jack-8 | Right Throw | t | 40 | i12 | -3 | +0d | * Throw Break 2 * Side Swap | |
| jack-8 | d+1+3 | t | 30 | i12 | ! | +0d | * Crouch Throw (Unbreakable) * Floor Break * Can be done from crouch * Alternate input GMH.1+3 | |
| jack-8 | d+2+4 | t | 25 | i12 | ! | +6d | * Heat Engager * Cannot Heat Dash * Crouch Throw (Unbreakable) * Can be done from crouch * Alternate input GMH.2+4 * Gain GMC on Heat activation | |
| jin | df+3 | m | 16 | i12 | -8 | +3 | ||
| jin | b+1 | h | 11 | i12 | -9 | +2 | ||
| jin | b+1,2 | h, h | 11, 20 | i12, i22~24 | -10 | +32a (+17) | * Tornado * Combo from 1st hit with 8f delay * Interrupt with i2 from 1st block | |
| jin | 1+3 | t | 35 | i12~14 | +0 | +2d | * Homing * Throw break 1 or 2 * Jin recovers BT on break | |
| jin | 2+4 | t | 35 | i12~14 | -3 | +0d | * Homing * Throw break 1 or 2 * Side switch on hit | |
| jin | df+2+4 | t | 40 | i12 | -2 | -4d | * Throw break 2 | |
| jin | qcb+1+3 | t | 40 | i12 | -2 | 0 | * Throw break 1 * Opponent recovers FUFA | |
| jin | uf+1+2 | t | 40 | i12 | +0 | +0d | * Floor Break * Throw break 1+2 | |
| jun | H.f+1+2,P | h | 0 | i12 | +40g | * Sabaki, parries mid or high punches or kicks * Consumes 240F of remaining Heat time * Parry state 5~ | ||
| jun | 2 | h | 7 | i12 | -4 | +7 | ||
| jun | 2,1 | h, m | 7, 9 | i12, i21 | -6 | +7 | * Elbow * Combo from 1st hit with 9f delay * Interrupt with i1 from 1st block * Input can be delayed 10f | |
| jun | 2,1,4 | h, m, m | 7, 9, 12 | i12, ,i10 | -12 | -1 | * Knee * Jail from 2nd block * Combo from 1st hit | |
| jun | 2,1,4,1 | h, m, m, m | 7, 9, 12, 30 | i12, ,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 |
| jun | 2,1,4,3 | h, m, m, h | 7, 9, 12, 21 | i12, ,i25 | -9 | +13a (+4) | * Balcony Break * Combo from 3rd CH with 5F delay * Interrupt with i5 from 1st block * Input can be delayed 10f | |
| jun | 2,1,1+2 | h, m, h | 7, 9, 21 | i12, ,i22 | +2 | +22cg | * Balcony Break * Elbow * Combo from 2nd CH with 9f delay * Interrupt with i6 from 2nd block * Forces tech backroll on hit | |
| jun | 4 | h | 17 | i12 | -9 | +7 | +32d | |
| jun | f+1+2 | h | (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 |
| jun | ws1 | h | 14 | i12~13 | -6 | +5 | ||
| jun | ws1,1 | h, h | 14, 7 | i12~13, 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 | |
| jun | ws1,1,1 | h, h, m | 14, 7, 20 | i12~13, ,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 | |
| jun | ws1,1,2 | h, h, M | 14, 7, 22 | i12~13, ,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 |
| jun | ws1,1,4 | h, h, h | 14, 7, 24 | i12~13, ,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 | |
| jun | ws1,4 | h, m | 14, 16 | i12~13, 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 | |
| jun | ws1,4,2 | h, m, L | 14, 16, 17 | i12~13, ,i23~24 | -16 | +0c | +13a | * Spike * Combo from 2nd CH * Interrupt with i5 from 2nd block * High crush 17~ |
| jun | ws1,4,1+2 | h, m, m | 14, 16, 28 | i12~13, ,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 | |
| jun | 1+3 | t | 35 | i12~14 | +0 | +0d | * Homing * Throw break 1 or 2 | |
| jun | 2+4 | t | 35 | i12~14 | +0d | * Homing * Throw break 1 or 2 * Side switch on hit | ||
| jun | df+2+3 | t | 40 | i12 | -6 | -6d | * Throw break 2 * Floor Break | |
| jun | uf+1+2 | t | 40 | i12 | -6 | +0d | Throw break 1+2 | |
| kazuya | 2 | h | 12 | i12 | -3 | +8 | ||
| kazuya | 2,2 | h, m | 12, 24 | i12, i24~25 | -8 | +7 | +50a | * Balcony Break (airborne) * Combo from 1st CH * Interrupt with i4 from 1st block |
| kazuya | 4 | h | 18 | i12 | -9 | +2 | +27a | Balcony Break (CH) |
| kazuya | 1+2 | m,m | 5,20 | i12, i15 | -13 | +13a | Balcony Break | |
| kazuya | d+4 | l | 6 | i12 | -15 | -4 | * -4c on crouching hit * High crush 4~ | |
| kazuya | BT.d+3 | l | 6 | i12 | -15 | -4 | * High crush 1~ | |
| kazuya | hFC.4 | l | 6 | i12 | -15 | -4 | * -4c on crouching hit * High crush 1~ | |
| kazuya | 1+3 | th(h) | 35 | i12~14 | +0 | +2d | * Homing * Throw break: 1 or 2 * Recovers BT on break | |
| kazuya | 2+4 | th(h) | 35 | i12~14 | +0 | +0d | * Homing * Throw break: 1 or 2 | |
| kazuya | Back throw | th(h) | 50 | i12~14 | +3d | * Throw Break: none | ||
| kazuya | FC.db+1+2 | th(h) | 40 | i12~14 | -6 | -3d | Throw break: 1+2 | |
| kazuya | Left throw | th(h) | 40 | i12~14 | -3 | +0d | * Throw break: 1 * Floor Break | |
| kazuya | Right throw | th(h) | 40 | i12~14 | -3 | -4d | Throw break: 2 | |
| kazuya | uf+1+2 | th(h) | 35 | i12~14 | +0 | +26d (+8) | * Throw break: 1+2 * Balcony Break * Side switch on break * 15 additional damage on wall hit | |
| king | b+1 | h | 13 | i12 | -8 | +3 | +3s | |
| king | b+1,2 | h, h | 13, 20 | i12, 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 | |
| king | b+1,4 | h, m | 13, 23 | i12, 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 | |
| king | 1+3 | t | 35 | i12~14 | -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 | |
| king | 2+4 | t | 35 | i12~14 | -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. | |
| king | AIR.1+3 / AIR.f+1+3 | t(a) | 30 | i12~14 / i15~17 | +0d | * Homing * Cannot throw break. * Input f+1+3 to increase throw range, but its startup is 3 frames slower. * Opponent recovers in FDFT. | ||
| king | AIR.2+4 / AIR.f+2+4 | t(a) | 20 | i12~14 / i15~17 | +40d(+35) | * Tornado * Homing * Cannot throw break. * Input f+2+4 to increase throw range, but its startup is 3 frames slower. * Opponent recovers in FUFT. | ||
| king | AIR.d+1+3 | t(a) | 15 | i12~13 | -5d | * Cannot throw break. * Opponent recovers in FDFL. | ||
| king | CD.1+3 | t | 20 | i12 (i28~) | -2 | +1d | * 1 Throw break. * i28 effective startup (i25 actual startup) * Opponent recovers in FUFT. | |
| king | CD.2+4 | t | 25 | i12 (i28~) | -2 | +0d | * 2 throw break. * i28 effective startup (i25 actual startup) * Opponent recovers in FDFR. | |
| king | FC.db,d,db+1+2 | t | 45 | i12 | -6 | +0d | Floor Break * 1+2 throw break. * Opponent recovers in FUFR. | |
| king | JGS.1+3 | t | 20 | i12 | -3 | +0d | * Homing * 1 or 2 throw break, depending on King's input. * Opponent recovers in FDFT. * Becomes f,hcf+1 / 2+4 on air grab / wall splat. | |
| king | b+1+2 | t | 0 | i12~17 | -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 | |
| king | b+1+2,1+2 | t | 0 | i12~17 | +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 | ||
| king | db+2+3 | t | 40 (8+20+12) | i12 | -6 | +1d / +0d | * 1+2 throw break. * Opponent recovers in FUFT / FDFT. | |
| king | df+2+3 | t | 40 | i12 | -2 | +0d | * 2 throw break. * Opponent recovers in FUFT. | |
| king | d+1+3 | t(c) | 35 | i12~13 | +0d | Floor Break * Crouch throw, cannot throw break. * Can also be done by db+1+3 and in FC too. * Opponent recovers in FDFA. | ||
| king | d+2+4 | t(c) | 35 | i12~13 | +0d | Floor Break * Crouch throw, cannot throw break. * Can also be done by db+2+4 and in FC too. * Opponent recovers in FUFA. | ||
| king | d+1+4 | t(c) | 35 | i12~13 | +0d | * Heat Engager * Crouch throw, cannot throw break. * Cannot heat dash * Opponent recovers in FDFA. | ||
| king | f,hcf+2 | t | 50(55) | i12~14 | -6 | +1d | * Homing during heat * 2 throw break * Input all directions, df for 1-3F, f for 0-1F, and f+2 to execute bluespark. * i13 startup for Bluespark throw with buffered input * 55 damage on bluespark * 18F throw break window on bluespark * 7F throw break window on CH bluespark * f,b,d,f are required inputs for normal throw * Opponent recovers in FUFL. | |
| king | uf+1+2 | t | 30 | i12 | -6 | +19d(-7) / +17d(-13) | * 1+2 throw break. * Hold b to throw backwards. * Damage becomes 15 on wall splat. * Opponent recovers in FUFT. | |
| kuma | f+2 | h | 11 | i12 | -13 | +3 | ||
| kuma | f+2,1 | h, h | 11, 20 | i12, i20 | -5 | +36a (+10) | * Balcony Break * Combo from 1st hit with 9F delay * Move can be delayed by 13F | |
| kuma | df+4 | m | 15 | i12 | -4 | +7 | ||
| kuma | HBS.1 | M | 10 | i12 | -13 | +5 | +12 | * Elbow |
| kuma | HBS.1,2 | M, M | 10, 23 | i12, i24~25 | -13 | +6c | +13c | * Combo from 1st hit with 20?F (charge) delay * Hold 2 to power up, up to 2 charge levels * Move can be delayed by 10F by holding 2 |
| kuma | HBS.1,2* | M, M | 10, 23 | i12, i33~34 | -12 | +13c | +49a | * Combo from 1st CH with 30?F (charge) delay * Move can be delayed by 9?F by holding 2 * Becomes HBS.1,2** during heat * Consumes 240F? of remaining Heat time * 9 chip damage on block |
| kuma | HBS.1,2** | M, M | 10, 30 | i12, i44~45 | +3 | +49a | * Reversal Break * Replaces HBS.1,2*: i33~34 startup during Heat (t83? r36?) * 12 chip damage on block | |
| kuma | 1+3 | th(h) | 35 | i12~14 | -3 | +1 | * Homing * Throw break: 1 or 2 * Opponent status on hit: FUFT | |
| kuma | 2+4 | th(h) | 35 | i12~14 | -6 | +1 | * Homing * Throw break: 1 or 2 * Opponent status on hit: FUFT * Side switch on hit | |
| kuma | Back throw | th(h) | 70 | i12~14 | +1 | * Throw break: none * Opponent status on hit: FUFA | ||
| kuma | Left throw | th(h) | 50 | i12~14 | -3 | +1 | * Throw break: 1 * Spike * Opponent status on hit: FUFT | |
| kuma | Right throw | th(h) | 40 | i12~14 | -3 | +1 | * Throw break: 2 * Opponent status on hit: FUFT off axis | |
| kuma | uf+1+2 | th(h) | 35 | i12~14 | 0 | +26d (+7) | * Throw break: 1+2 * Balcony Break * Opponent status on hit: FUFT | |
| kunimitsu | 2 | h | 12 | i12 | -5 | +1 | * Weapon | |
| kunimitsu | 2,2 | h, m | 12, 14 | i12, 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 | |
| kunimitsu | 2,2,2 | h, m, h | 12, 14, 16 | i12, ,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 | |
| kunimitsu | 2,2,2,2 | h, m, h, h | 12, 14, 16, 16 | i12, ,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 | |
| kunimitsu | 2,2,2,2,2 | h, m, h, h, M | 12, 14, 16, 16, 18 | i12, ,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 |
| kunimitsu | 4 | h | 15 | i12~13 | -9 | -3 | ||
| kunimitsu | 4,2 | h, h | 15, 13 | i12~13, 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 | |
| kunimitsu | df+4 | m | 13 | i12 | -9 | +2 | ||
| kunimitsu | ws1 | m | 11 | i12 | -7 | +4 | ||
| kunimitsu | ws1,1 | m, m | 11, 15 | i12, 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 |
| kunimitsu | CH.SET.2 | m,t | 20,10 | i12 | +55a (+48) | * Weapon * Attack Throw * Instant tornado | ||
| kunimitsu | SET.2 | m | 17 | i12 | -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 |
| kunimitsu | hFC.4 | l | 6 | i12 | -15 | -4 | * High crush 1~ | |
| kunimitsu | 1+3 | t | 35 | i12~14 | +0 | +0d | * Homing * Throw break: 1 or 2 * Opponent recovers in FUFL. | |
| kunimitsu | 2+4 | t | 35 | i12~14 | +0 | -3d | * Floor Break * Homing * Throw break: 1 or 2 * Side switch * Opponent recovers in FDFA. | |
| kunimitsu | BT.1+4 | t | 45 | i12~14 | +0 | -5d | * Throw break: 1+2 * Opponent recovers in FDFA | |
| kunimitsu | uf+1+2 | t | 40 | i12 | +0 | +0d | * Throw break: 1+2 * Side switch * Opponent recovers in FDFT * SET.uf+1+2: i16 (t44 r28) | |
| lars | f+2 | h | 10 | i12 | -6 | +3 | ||
| lars | f+2,1 | h, h | 10, 15 | i12, i13 | -5 | +6 | * Combo from 1st hit * Jails * Transition to SEN * Cancel SEN and transition to standing with input B (-6/+5) | |
| lars | f+2,4 | h, h | 10, 22 | i12, i18~19 | -12 | +15 (+6) | * Balcony Break | |
| lars | DEN.1+2 | h | 24 | i12~13 | -1 | +29a | * Tornado * Balcony Break * 4 chip damage on block | |
| lars | SEN.1 | m | 26 | i12~13 | -9 | +23a (+13) | * Heat Engager * Heat Dash +5, +43d (+35) * Balcony Break | |
| lars | 1+3 | t | 35 | i12~14 | -3 | +1 | * Spike * Homing * Throw break: 1 or 2 * Opponent status on hit: FUFA | |
| lars | 2+4 | t | 35 | i12~14 | -3 | 0 | * Homing * Throw break: 1 or 2 * Opponent status on hit: FDFT perpendicular * Side switch on hit | |
| lars | Back throw | t | 50 | i12~14 | 0 | * Throw break: none * Opponent status on hit: FDFT | ||
| lars | Left throw | t | 40 | i12~14 | -3 | 0 | * Throw break: 1 * Opponent status on hit: FUFT | |
| lars | Right throw | t | 40 | i12~14 | -3 | +1 | * Throw break: 2 * Opponent status on hit: FUFA | |
| lars | uf+1+2 | t | 35 | i12~14 | -3 | 0 | * Throw break: 1+2 * Opponent status on hit: FUFT | |
| law | 3 | h | 12 | i12 | -9 | +2 | ||
| law | 3,3 | h, m | 12, 17 | i12, i27 | -14 | -3 | +53a (+22) | * Combos from 1st hit CH * Delay-able |
| law | 3,4 | h, h | 12, 20 | i12, i22 | -10 | +19a (+10) | * Combos from 1st hit * Balcony Break | |
| law | f+2 | h | 10 | i12 | +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 | |
| law | d+3+4 | l | 7 | i12 | -15 | -2 | Alternate input hFC.4 * High crush 4~ | |
| law | d+3+4,3 | l, m | 7, 23 | i12, i29 | -14 | +14a | * Balcony Break * Combos from 1st hit CH * Alternate input hFC.4,3 * Low crush 19~ | |
| law | ub+1,1+2,2 | h,h,h,h | 3,3,3,25 | i12,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) | |
| law | uf+1 | h | 10 | i12 | -5 | +6 | * Alternate input: ** Ki Charge~1 ** b,B+2+3~1,3 | |
| law | uf+1,3 | h, l | 10, 10 | i12, i19 | -13 | -1 | * Combos from 1st hit * Alternate input: ** Ki Charge~1,3 ** b,B+2+3~1,3 | |
| law | 1+2+3+4~1 | h | 10 | i12 | -5 | +6 | * Alternate input: ** uf+1 ** b,B+2+3~1,3 | |
| law | 1+2+3+4~1,3 | h, l | 10, 10 | i12, i19 | -13 | -1 | * Combos from 1st hit * Alternate input: ** uf+1,3 ** b,B+2+3~1,3 | |
| law | BT.d+3 | l | 6 | i12 | -15 | -4 | ||
| law | DSS.1 | h | 14 | i12 | +3 | +7 | +17c | * 4 chip damage on block * Transition to DSS |
| law | hFC.4 | l | 7 | i12 | -15 | -2 | Alternate input d+3+4 * High crush 4~ | |
| law | hFC.4,3 | l, m | 7, 23 | i12, i29 | -14 | +14a | * Combos from 1st hit CH * Alternate input d+3+4,3 * Low crush | |
| law | 1+3 | t | 35 | i12~14 | -3 | +0d | * Homing * Throw break 1 or 2 | |
| law | 2+4 | t | 35 | i12~14 | +0d | * Homing * Throw break 1 or 2 * Side swap * Transition to BT with D ** (+5 BT) | ||
| law | Back Throw | t | 50 | i12~14 | +0d | Unbreakable | ||
| law | DSS.uf+1+2 | t | 35 | i12 | -2 | +0d | Throw break 1+2 | |
| law | Left Throw | t | 40 | i12~14 | -3 | +0d | Throw break 1 | |
| law | Right Throw | t | 42 | i12~14 | -3 | +0d | Throw break 2 | |
| law | f+2+3 | t | 35 | i12 | -2 | +6d | Throw break 1 | |
| law | uf+1+2 | t | 35 | i12 | -6 | +3d | Throw break 1+2 | |
| law | uf+1+2,1,2,1+2 | t | 40 | i12 | -6 | -6d | * Throw break 1+2 * Floor Break | |
| lee | d+4 | l | 7 | i12 | -13 | -14 | -2 | -14c/-2c on crouching hit/CH |
| lee | d+4,4 | l, l | 7, 8 | i12, 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 |
| lee | d+4,4,4 | l, l, l | 7, 8, 5 | i12, ,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 |
| lee | d+4,4,4,4 | l, l, l, m | 7, 8, 5, 21 | i12, ,i24~25 | -20 | +11a (+2) | * Balcony Break * Transition to -11, +20a (+11) HMS with 3 * Combos from 3rd hit CH | |
| lee | d+4,n,4 | l, h | 7, 16 | i12, 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 |
| lee | db+4 | l | 6 | i12 | -15 | -4 | Alternate input FC.4 * High crush | |
| lee | FC.4 | l | 6 | i12 | -15 | -4 | * Alternate input db+4 * High crush | |
| lee | HMS.1 | h | 7 | i12 | +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) | |
| lee | HMS.1,1 | h, h | 7, 7 | i12, i14~15 | -2 | +8 | * Combo from 1st hit * Jail from 1st block * Cancel to MS r20 with F (+1/+8) at frame 12 | |
| lee | HMS.1,1,1 | h, h, h | 7, 7, 20 | i12, ,i20 | -7 | +18cg | * Heat Engager * Heat Dash +43d (+35) * Balcony Break * Combo from 1st hit * Interrupt with i1 from 1st block | |
| lee | HMS.1,4 | h, m | 7, 17 | i12, 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) |
| lee | 1+3 | t | 35 | i12~14 | -3 | -2d | * Homing * Throw break 1 or 2 | |
| lee | 2+4 | t | 35 | i12~14 | -6 | -2d | * Homing * Throw break 1 or 2 * Side swap | |
| lee | Back Throw | t | 50 | i12~14 | ! | -5d | Unbreakable | |
| lee | Left Throw | t | 40 | i12~14 | -3 | -3d | Throw break 1 | |
| lee | Right Throw | t | 40 | i12~14 | -3 | +0d | Floor Break Throw break 2 | |
| lee | uf+1+2 | t | 20 | i12~14 | -3 | +23d | * Throw break 1+2 * Alternate input HMS.uf+1+2 | |
| leo | 4 | h | 17 | i12 | -7 | +6 | +31a | |
| leo | d+3+4 | l | 7 | i12 | -15 | -4 | * High crush 4~ | |
| leo | hFC.4 | l | 6 | i12 | -15 | -4 | ||
| leo | 1+3 | t | 35 | i12~14 | -3 | +0d | * Homing * Throw break 1 or 2 | |
| leo | 2+4 | t | 35 | i12~14 | -6 | +0d | * Homing * Throw break 1 or 2 * Side switch on hit * Deals 4 more damage at the wall | |
| leo | Back throw | t | 50 | i12~14 | -3d | * Deals 10 more damage at the wall | ||
| leo | Left throw | t | 40 | i12~14 | -3 | +0d | * Throw break 1 * Side switch on hit * Deals 4 more damage at the wall | |
| leo | Right throw | t | 40 | i12~14 | -3 | +1d | * Throw break 2 * Side switch on hit | |
| leo | uf+1+2 | t | 40 | i12~14 | -6 | +8d | * Balcony Break * Throw break 1+2 * Side switch * KNK.uf+1+2: i15~17 (t42) | |
| leroy | 2 | h | 10 | i12 | +0 | +9 | ||
| leroy | 2,1 | h, m | 10, 12 | i12, i12~13 | -7~-6 | +4~+5 | * Elbow * Jail from 1st block | |
| leroy | 2,1,2 | h, m, h | 10, 12, 17 | i12, ,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 | |
| leroy | 2,1,2,1 | h, m, h, m | 10, 12, 17, 21 | i12, ,i21~23 | -13~-11 | +16a(-1)~+18a(+3) | +30a(+20) | * Balcony Break * Tornado * Elbow * Combo from 3rd hit * Delayable |
| leroy | 2,2 | h, h | 10, 20 | i12, i25~26 | -7~-6 | +7~+8 | * Elbow * chip damage on block | |
| leroy | 4 | h | 15 | i12 | -11 | 0 | ||
| leroy | 4,4 | h, m | 15, 13 | i12, i15~16 | -13~-12 | +3~+4 | Combo from 1st hit | |
| leroy | b+1+2 | m | 17 | i12 | -10 | +2 | +60a | * Crumple stun +14F after CH |
| leroy | HRM.2 | h | 14 | i12~13 | -2 | +5~+6 | ||
| leroy | HRM.2,3 | h, h | 14, 23 | i12~13, 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 |
| leroy | 1+3 | t | 35 | i12~14 | -3 | * Floor Break * Homing * Throw break: 1 or 2 * Opponent status on hit: FUFT perpendicular | ||
| leroy | 2+4 | t | 35 | i12~14 | -3 | * Homing * Throw break: 1 or 2 * Opponent status on hit: FUFA * Side switch on hit | ||
| leroy | Back throw | t | 50 | i12~14 | * Spike * Throw break: none * Opponent status on hit: FDFA | |||
| leroy | Left throw | t | 40 | i12~14 | -3 | * Spike * Throw break: 1 * Opponent status on hit: FUFT perpendicular | ||
| leroy | Right throw | t | 40 | i12~14 | -3 | * Throw break: 2 * Opponent status on hit: FUFA * Side switch on hit | ||
| leroy | uf+1+2 | t | 35 | i12~14 | -2 | * Throw break: 1+2 * Opponent status on hit: FUFA off-axis to the left | ||
| lidia | f+2 | h | 10 | i12 | -7 | +4 | Elbow | |
| lidia | f+2,4 | h, h | 10, 23 | i12, i18 | -13 | +16a (+7) | * Balcony Break * Jail from 1st attack | |
| lidia | df+4~4 | h | 27 | i12~13 | +6c~+7c | +15a | Spike | |
| lidia | d+4 | l | 6 | i12 | -15 | -4 | * High crush 4~ | |
| lidia | FC.df+2 | m | 22 | i12 | -14 | +9a | * Heat Engager * Heat Dash +43d (+35) * Balcony Break * Elbow | |
| lidia | hFC.4 | l | 6 | i12 | -15 | -4 | * High crush 1~ | |
| lidia | 1+3 | t | 35 | i12~14 | -3 | +4 | * Homing * Throw break: 1 or 2 * Opponent on break: standing | |
| lidia | 2+4 | t | 35 | i12~14 | -6 | +0d | * Homing * Floor Break * Throw break: 1 or 2 * Opponent on hit: FUFA * Side switch on hit | |
| lidia | uf+1+2 | t | 40 | i12 | -6 | +0d | * Throw break: 1+2 * Opponent on hit: FUFA * Regain recoverable health * Only when Heaven and Earth lvl is 3: * 50 damage | |
| lili | 4 | h | 16 | i12 | -4 | +7 | ||
| lili | 1+2 | m | 26 | i12~13 | -12 | +20a (+10) | * Balcony Break | |
| lili | f+2 | h | 10 | i12~13 | -9 | -1 | ||
| lili | f+2,3 | h, m | 10, 20 | i12~13, 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 | |
| lili | d+4 | l | 6 | i12 | -15 | -4 | * High crush 4~ | |
| lili | FC.4 | l | 6 | i12 | -15 | -4 | * High crush 1~ | |
| lili | DEW.3+4 | h,h | 6,19 | i12~14 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 | |
| lili | 1+3 | t | 35 | i12~14 | -3 | +0d | * Homing * Floor Break * Throw break 1 or 2 * Becomes a wall throw on a wall-splatted opponent | |
| lili | 2+4 | t | 35 | i12~14 | -3 | +0d | * Homing * Throw break 1 or 2 * Side switch on hit * Becomes a wall throw on a wall-splatted opponent | |
| lili | uf+1+2 | t | 40 | i12 | -3 | +1d | * Throw break 1+2 * Becomes a wall throw on a wall-splatted opponent | |
| miary-zo | 4 | h | 12 | i12 | -12 | -2 | ||
| miary-zo | 4,4 | h, h | 12, 20 | i12, 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-zo | b+1 | h | 10 | i12~13 | -9 | +4 | +4s | * Elbow |
| miary-zo | b+1,4 | h, h | 10, 21 | i12~13, 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-zo | WAL.4 | m | 40 | i12~20 | +2 | +10a (+34) | * Balcony Break * Reversal Break * Transition to MOR +5 +13d with F * Low crush | |
| miary-zo | 1+3 | t | 35 | i12~14 | -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-zo | 2+4 | t | 35 | i12~14 | -6 | -3d | * Floor Break * Homing * Throw break 1 or 2 * Side switch on hit and throw break | |
| miary-zo | Back Throw | t | 50 | i12~14 | ! | +0d | * Floor Break * Unbreakable | |
| miary-zo | Left Throw | t | 40 | i12~14 | -3 | -6d | * Floor Break * Homing * Throw break 1 | |
| miary-zo | Right Throw | t | 40 | i12~14 | -3 | -3d | * Floor Break * Homing * Throw break 2 * Side switch on hit | |
| miary-zo | uf+1+2 | t | 40 | i12 | -3 | +0d | * Balcony Break * Throw break 1+2 | |
| nina | df+4 | m | 15 | i12 | -4 | +7 | ||
| nina | d+4 | l | 6 | i12 | -15 | -4 | * High crush 4~ | |
| nina | d+4,1 | l, h | 6, 10 | i12, 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? |
| nina | b+1 | h | 10 | i12~13 | -7 | +4 | ||
| nina | b+1,4 | h, M | 10, 22 | i12~13, 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 |
| nina | b+2 | h | 12 | i12 | -14 | -3 | * Homing * Female characters can slap back with 2 on hit | |
| nina | b+2,2 | h, h | 12, 12 | i12, 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 | |
| nina | b+2,2,2 | h, h, h | 12, 12, 20 | i12, ,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 |
| nina | hFC.4 | l | 6 | i12 | -15 | -4 | * -4c on crouching hit * High crush 1~ | |
| nina | 1+3 | t | 35 | i12~14 | -6 | -2 | * Homing * Throw break 1 or 2 * Opponent recovers FUFA | |
| nina | 2+4 | t | 35 | i12~14 | +0 | +0d | * Homing * Throw break 1 or 2 * Side switch * Nina recovers BT | |
| nina | df,df+1 | t | 43 | i12 | -6 | -2d | * Floor Break * Throw break 1+2 | |
| nina | qcb,B+1+3 | t | 15 | i12 | +6c | * Unbreakable * qcb,B+2+4 | ||
| nina | uf+1+2 | t | 30,10 | i12 | +0 | +29a (-32) | ||
| panda | f+2 | h | 11 | i12 | -13 | +3 | ||
| panda | f+2,1 | h, h | 11, 20 | i12, i20 | -5 | +36a (+10) | * Balcony Break * Combo from 1st hit with 9F delay * Move can be delayed by 13F | |
| panda | df+4 | m | 15 | i12 | -4 | +7 | ||
| panda | HBS.1 | m | 10 | i12~13 | -13 | +2 | +12 | |
| panda | HBS.1,2 | m, m | 10, 20 | i12~13, i24~25 | -13 | +4 | +13c | *Hold 2 to power up, up to 2 charge levels |
| panda | HBS.1,2* | m, m | 10, 20 | i12~13, i33~34 | -12 | +13c | +49a | * chip damage on block * Heat skips to Level 2 charge |
| panda | HBS.1,2** | m, m | 10, 30 | i12~13, i44~45 | +3 | +49a | * chip damage on block * Cannot absorb with power crush * Heat reduces charge length (consumes partial Heat time) | |
| panda | 1+3 | th(h) | 35 | i12~14 | -3 | +1 | * Homing * Throw break: 1 or 2 * Opponent status on hit: FUFT | |
| panda | 2+4 | th(h) | 35 | i12~14 | -6 | +1 | * Homing * Throw break: 1 or 2 * Opponent status on hit: FUFT * Side switch on hit | |
| panda | Back throw | th(h) | 70 | i12~14 | +1 | * Throw break: none * Opponent status on hit: FUFA | ||
| panda | Left throw | th(h) | 50 | i12~14 | -3 | +1 | * Throw break: 1 * Spike * Opponent status on hit: FUFT | |
| panda | Right throw | th(h) | 40 | i12~14 | -3 | +1 | * Throw break: 2 * Opponent status on hit: FUFT off axis | |
| panda | uf+1+2 | th(h) | 35 | i12~14 | 0 | +26d (+7) | * Throw break: 1+2 * Balcony Break * Opponent status on hit: FUFT | |
| paul | 4 | h | 17 | i12 | -7 | +7 | +32d | * Balcony Break (CH only) |
| paul | d+1+2 | m | 28 | i12~13 | -18 | +16d (+11) | +24d (+16) | * Balcony Break * Shoulder |
| paul | db+4 | L | 6 | i12 | -15c | -4 | * High crush | |
| paul | b+1 | h | 10 | i12~13 | -9 | +2 | ||
| paul | b+1,2 | h, m | 10, 21 | i12~13, 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 | |
| paul | 1+3 | t | 35 | i12~14 | -6 | +1d FUFA | * Homing * Throw break 1 or 2 * Side switch | |
| paul | 2+4 | t | 35 | i12~14 | -3 | +1d FUFA | * Homing * Throw break 1 or 2 * Side switch * Transition to FUFT on hit | |
| paul | 2+4~b | t | 40 | i12~14 | -2 | +0d | * Homing * Throw break 2 | |
| paul | Back Throw.1+3 | t | 50 | i12~14 | -14d FUFA | * Throw cannot be broken | ||
| paul | Back Throw.2+4 | t | 50 | i12~14 | +1d FDFA | * Spike * Throw cannot be broken | ||
| paul | Left Throw | t | 45 | i12~14 | -3 | +1d FUFA | * Throw break 1 | |
| paul | Right Throw | t | 40 | i12~14 | -3 | -2d FUFA | * Throw break 2 * Side switch | |
| paul | df+1+3 | t | 22 | i12~13 | -2 | +9 | * Throw break 1 | |
| paul | H.df+1+3,qcf+2 | t, m | 22, 21 | i12~13, i13~14 | +16d (-20) FDFA | * Balcony Break * Consumes Heat * Strict qcf input required (d,F does not work) * Perfect input window 55-56f | ||
| paul | df+1+3,qcf+2 | t, m | 22, 15 | i12~13, 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 | ||
| paul | df+1+3:H.qcf+2 | t, m | 22, 26 | i12~13, 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 | ||
| paul | df+1+3:qcf+2 | t, m | 22, 20 | i12~13, 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 | ||
| paul | f,F+1+2 | t | 38 | i12 | +0 BT/+0 FUFA | +20d | * Balcony Break * Throw break 1+2 * Side switch if broken * +0 FUFA if broken at wall | |
| paul | uf+1+2 | t | 40 | i12 | -6 | +0d | * Spike * Throw break 1+2 | |
| raven | 4 | h | 16 | i12~13 | -7~-6 | +3~+4 | ||
| raven | 4,1 | h, h | 16, 13 | i12~13, i19~20 | -3~-2 | +7~+8 | * Combo from 1st hit * Jail from 1st block | |
| raven | FC.4 | l | 6 | i12 | -15 | -4 | * High crush 1~ | |
| raven | BT.d+4 | l | 6 | i12 | -15 | -4 | * High crush 1~ | |
| raven | 1+3 | t | 35 | i12~14 | -6 | +0d | * Homing * Throw break 1 or 2 | |
| raven | 2+4 | t | 35 | i12~14 | -3 | +0d | * Homing * Throw break 1 or 2 * Side switch | |
| raven | uf+1+2 | t | 40 | i12 | -2 | +0d | * Throw break 1+2 * Can side switch on hit | |
| reina | 2 | h | 5 | i12 | -4 | +7 | ||
| reina | 2,2 | h, h | 5, 5 | i12, i14~15 | -11 | +0 | * Jail from 1st block with 1f delay * Combo from 1st hit with 1f delay | |
| reina | 2,2,1 | h, h, m | 5, 5, 20 | i12, ,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 | |
| reina | 2,2,2 | h, h, m | 5, 5, 21 | i12, ,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 | |
| reina | 2,2,2,1 | h, h, m, m | 5, 5, 21, 20 | i12, ,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 | |
| reina | 2,2,2,2 | h, h, m, m | 5, 5, 21, 25 | i12, ,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 | |
| reina | 1+2 | m | 25 | i12~13 | -10~-9 | +24a (+14) | ||
| reina | d+4 | l | 6 | i12 | -15 | -4 | * -4c on crouching hit * High crush 4~ | |
| reina | f,F+2 | m | 14 | i12 | -9 | +2 | * Transition to SEN r22 with F (+2/+13) * Cannot block up to i12 on empty transition on block | |
| reina | SEN.3 | h | 22 | i12~13 | +1 | +7 | * Homing * Heat Engager * Heat Dash +5, +43d (+35) * Deals chip damage on block | |
| reina | WRA.1 | h | 12 | i12 | -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) |
| reina | WRA.1,4 | h, M | 12, 22 | i12, 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 | |
| reina | 1+3 | th(h) | 35 | i12~14 | -3 | +0 | * Floor Break * Homing * Throw break 1 or 2 * Opponent recovery on hit: FUFA off-axis to the left | |
| reina | 2+4 | th(h) | 35 | i12~14 | -6 | +0 | * Homing * Throw break: 1 or 2 * Opponent recovery on hit: FUFA * Side switch on Hit or Throw break | |
| reina | Back throw | th(h) | 50 | i12~14 | +0 | * Break: none * Opponent recovery on hit: FDFA | ||
| reina | Left throw | th(h) | 40 | i12~14 | -3 | +0 | * Throw break: 1 * Opponent recovery on hit: FUFA off-axis to the left | |
| reina | Right throw | th(h) | 40 | i12~14 | -3 | +0 | * Throw break 2 * Opponent recovery on hit: FUFA | |
| reina | d,db,b,f+2 | th(h) | 40 | i12 | -3 | +0 | * Balcony Break * Throw break: 2 * Opponent recovery on hit: FUFT | |
| reina | uf+1+2 | th(h) | 35 | i12 | -6 | +25 (+8) | * Balcony Break * Throw break: 1+2 * Side switch on Throw break | |
| shaheen | f+2 | h | 10 | i12 | -8 | -2 | ||
| shaheen | f+2,3 | h, h | 10, 23 | i12, 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 | |
| shaheen | f+2,4 | h, L | 10, 16 | i12, 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 |
| shaheen | f+2,4,4 | h, L, h | 10, 16, 21 | i12, ,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 |
| shaheen | d+3+4 | l | 6 | i12 | -15 | -4 | * -4c on crouching hit * High crush 4~ | |
| shaheen | SNK.1 | h | 10 | i12 | -1 | +5 | +14 | |
| shaheen | 1+3 | th(h) | 35 | i12~14 | -3 | +0d | * Homing * Throw escape: 1 or 2 * Opponent status on hit: FUFA | |
| shaheen | 2+4 | th(h) | 35 | i12~14 | -6 | +0d | * Homing * Floor Break * Throw escape: 1 or 2 * Opponent status on hit: FUFA * Side switch on hit | |
| shaheen | Back throw | th(h) | 50 | i12~14 | +0d | Removes Recoverable Health * Throw escape: none * Opponent status on hit: FUFA * Side switch on hit | ||
| shaheen | Left throw | th(h) | 40 | i12~14 | -3 | +0d | * Throw escape: 1 * Opponent status on hit: FUFT * Side switch on hit | |
| shaheen | Right throw | th(h) | 40 | i12~14 | -3 | +0d | Removes Recoverable Health * Throw escape: 2 * Opponent status on hit: FUFA | |
| shaheen | uf+1+2 | th(h) | 40 | i12~14 | -3 | +0d | * Floor Break * Throw escape: 1+2 * Opponent status on hit: FUFA * Side switch on hit | |
| steve | 2 | h | 12 | i12 | -1 | +5 | ||
| steve | 2,1 | h, h | 12, 14 | i12, 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? | |
| steve | 2,1,2 | h, h, m | 12, 14, 22 | i12, ,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 | |
| steve | 2,2 | h, m | 12, 17 | i12, i22~24 | -14 | +6 | * Tornado * Combo from 1st hit * Interrupt with i2 from 1st block | |
| steve | FLK.1 | h | 14 | i12 | -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? | |
| steve | FLK.1,1 | h, h | 14, 8 | i12, 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? | |
| steve | FLK.1,1,1 | h, h, h | 14, 8, 8 | i12, ,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) | |
| steve | FLK.1,1,1,2 | h, h, h, m | 14, 8, 8, 22 | i12, ,i20~22 | -12 | +17a (+0) | * Tornado * Combo from 3rd hit * Interrupt with i4 from 3rd block | |
| steve | FLK.1,1,2 | h, h, m | 14, 8, 22 | i12, ,i20~22 | -12 | +17a (+0) | * Tornado * Combo from 2nd CH * Same hit as (FLK.1,1,1),2 * Interrupt with i3 from 2nd block | |
| steve | FLK.1,1,d+1 | h, h, h | 14, 8, 23 | i12, ,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 |
| steve | FLK.1,1,f+1 | h, h, m | 14, 8, 17 | i12, ,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 |
| steve | FLK.1,2 | h, m | 14, 22 | i12, i20~22 | -12 | +17a (+0) | * Tornado * Combo from 1st CH * Same hit as (FLK.1,1,1),2 | |
| steve | FLK.1,d+1 | h, h | 14, 23 | i12, 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 |
| steve | FLK.1,f+1 | h, m | 14, 17 | i12, 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 |
| steve | PAB.1 | h | 10 | i12~13 | -2 | +9 | ||
| steve | PAB.1,2 | h, h | 10, 14 | i12~13, i15~16 | +0 | +8 | * Combo from 1st hit * Jail from 1st block | |
| steve | PAB.1,2,1 | h, h, m | 10, 14, 21 | i12~13, ,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 |
| steve | PAB.f+1+2 | h,h | 12,23 | i12, i15~16 | -5 | +24a (+15) | * Balcony Break | |
| steve | 1+3 | t | 35 | i12~14 | -6 | +0d | * Homing * Throw break 1 or 2 * Opponent left FUFA | |
| steve | 2+4 | t | 35 | i12~14 | -3 | +0d | * Homing * Floor Break * Throw break 1 or 2 * Sideswitch * Opponent left FDFT | |
| steve | FLK.1+2 | th | 40 | i12~14 | -6 | +0d | * 1+2 for throw break | |
| steve | qcb+2+4 | t | 40 | i12~14 | -2 | +0d | * 2 Throw break * Opponent left FUFA | |
| steve | uf+1+2 | t | 40 | i12~13 | +0 | +0d | * 1+2 Throw break * Sideswitch * Opponent left FUFA | |
| victor | 2 | h | 10 | i12~13 | -12 | -2 | * Weapon | |
| victor | 2,1 | h, h | 10, 12 | i12~13, 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 | |
| victor | 2,2 | h, m,m | 10, 5,5 | i12~13, 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 | |
| victor | 2,2,2 | h, m,m, h | 10, 5,5, 12 | i12~13, ,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 | |
| victor | 3 | h | 11 | i12~13 | -9 | +2 | ||
| victor | 3,1+2 | h, h,h | 11, 9,10 | i12~13, i19~20,i8~9 | -9 | +5 | * Combo from 1st hit with 6F delay | |
| victor | PRF.2 | m | 9 | i12~13 | -8 | +1 | +1 | * Weapon |
| victor | PRF.2,2 | m, m | 9, 13 | i12~13, i13~14 | -4 IAI | +5 IAI | * Weapon * Combo from 1st hit * Transition to IAI (Cannot cancel) | |
| victor | PRF.2,2,1 | m, m, h | 9, 13, 20 | i12~13, ,i12~13 | -1 | +12 | +55a | * Strong Aerial Tailspin * Balcony Break * Weapon * Combo from 2nd CH |
| victor | PRF.2,2,1+2 | m, m, m | 9, 13, 31 | i12~13, ,i12 | -13 | +7d | * Weapon * Combo from 2nd CH | |
| victor | 1+3 | t | 35 | i12~14 | -3 | -2 | * Homing * Throw break: 1 or 2 * Opponent recovery on hit: FDFT | |
| victor | 2+4 | t | 35 | i12~14 | -3 | -4 | * Homing * Throw break: 1 or 2 * Opponent recovery on hit: opp. side FDFT off-axis to the right | |
| victor | Back throw | t | 50 | i12~14 | -3 | * Throw break: none * Opponent recovery on hit: FUFA | ||
| victor | Left throw | t | 40 | i12~14 | -3 | -2 | * Throw break: 1 * Opponent recovery on hit: FDFT | |
| victor | Right throw | t | 40 | i12~14 | -3 | -4 | * Throw break: 2 * Opponent recovery on hit: opp. side FDFT off-axis to the right | |
| victor | uf+1+2 | t | 40 | i12~14 | -3 | -4 | * Floor Break * Throw break: 1+2 * Opponent recovery on hit: FUFA | |
| xiaoyu | f+1+2 | m | 30 | i12~13 | -16 | +15d (+10) | * Balcony Break * Shoulder | |
| xiaoyu | df+4 | m | 12 | i12 | -4 | +7 | * | |
| xiaoyu | d+4 | l | 6 | i12 | -15 | -4 | * Alternate input FC.4 | |
| xiaoyu | ws1 | m | 8 | i12~13 | -7 | +4 | ||
| xiaoyu | ws1,4 | m, m | 8, 16 | i12~13, 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 | |
| xiaoyu | AOP.4 | m | 14 | i12~13 | -3 | +8 | * Inconsistent grounded hit (more consistent on side hit) | |
| xiaoyu | BT.2 | h | 9 | i12 | +0 | +6 | * Transition to BT | |
| xiaoyu | BT.2,1 | h, h | 9, 8 | i12, i14 | -1 | +6 | +10 | * Transition to HYP r41 with B (-2, +5) * Combo from 1st hit * Jail from 1st block |
| xiaoyu | BT.2,1,4 | h, h, M | 9, 8, 15 | i12, ,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 | |
| xiaoyu | BT.2,2 | h, m | 9, 12 | i12, i21~23 | -7 | +5 | * Combos from 1st CH * Interrupt with i1 from 1st block * Transition to BT | |
| xiaoyu | BT.2,2,1 | h, m, m,M,M | 9, 12, 7,7,7 | i12, ,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 | |
| xiaoyu | BT.f+3+4,3+4 | M | 23 | i12 | -11 | +40a (+30) | * "Cali Roll" * High crush 1?~13? * Floating state 1?~13? | |
| xiaoyu | hFC.4 | l | 6 | i12 | -15 | -4 | * * High crush 1~46 | |
| xiaoyu | 1+3 | t | 35 | i12 | -6 | +1d | * Homing * Throw break 1 or 2 | |
| xiaoyu | 2+4 | t | 35 | i12 | -3 | +0d | * Homing * Throw break 1 or 2 * Side swap | |
| xiaoyu | AOP.1+3 | t | 35 | i12 | -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 | |
| xiaoyu | Back Throw | t | 50 | i12 | +0d | * Unbreakable | ||
| xiaoyu | Left Throw | t | 45 | i12 | -3 | +0d | * Throw break 1 | |
| xiaoyu | Right Throw | t | 45 | i12 | -3 | +0d | * Throw break 2 | |
| xiaoyu | df+2+4 | t | 38 | i12 | -2 | +0d | * Throw Break 2 * Floor Break * Side Swap | |
| xiaoyu | uf+1+2 | t | 40 | i12 | +0 | +0d | * Throw Break 1+2 * Side swap | |
| yoshimitsu | 4 | h | 16 | i12~13 | -11 | +0 | +20a (+10) | Balcony Break (airborne) |
| yoshimitsu | 4,4 | h, h | 16, 16 | i12~13, i24~25 | -4 | +4 | * Combo from 1st hit with 4f delay * Move cannot be delayed | |
| yoshimitsu | 4,4,2 | h, h, m | 16, 16, 5 | i12~13, ,i30~31 | -22 | -12 | Yoshimitsu recovers sideturned on block | |
| yoshimitsu | 4,4,2,2 | h, h, m, h | 16, 16, 5, 6 | i12~13, ,i22~23 | -24 | -13b | * Combo from 3rd hit | |
| yoshimitsu | 4,4,2,2,1 | h, h, m, h, m! | 16, 16, 5, 6, 30 | i12~13, ,i67 | -18 | * Weapon | ||
| yoshimitsu | 4,4,2,2,1~1 | h, h, m, h, m!, m! | 16, 16, 5, 6, 30, 22 | i12~13, ,i28~113 | -58 | * Weapon * Cancel early to r26 with B (earliest cancel -12a) * Possible to double-hit | ||
| yoshimitsu | 4,4,2,2,NSS.1 | h, h, m, h, m | 16, 16, 5, 6, 30 | i12~13, ,i67 | -54 | -17a | ||
| yoshimitsu | 4,4,2,2,NSS.1~1 | h, h, m, h, m, h! | 16, 16, 5, 6, 30, 40 | i12~13, ,i20~105 | -49a (-75) | * Balcony Break * Cancel early to r30 with B | ||
| yoshimitsu | 4,4,4 | h, h, h | 16, 16, 20 | i12~13, ,i24~25 | -4 | +18a (+9) | * Balcony Break * Combo from 2nd CH with 4f delay * Move cannot be delayed | |
| yoshimitsu | df+4 | m | 15 | i12 | -7 | +4 | Recovers 2f faster on hit or block | |
| yoshimitsu | d+4 | l | 6 | i12 | -15 | -4 | * High crush 4~ | |
| yoshimitsu | KIN.1+2 | m,m,m,m | 4,4,4,24 | i12~13 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 | |
| yoshimitsu | KIN.f+2 | h | 25 | i12~13 | -1 | +9a (+0) | * Heat Engager * Heat Dash +5, +43d (+35) * Homing * Balcony Break * Weapon | |
| yoshimitsu | NSS.KIN.1+4 | m | 20 | i12~15 | -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 | |
| yoshimitsu | hFC.d+4 | l | 6 | i12 | -15 | -4 | * High crush 1~ | |
| yoshimitsu | 1+3 | t | 35 | i12~14 | -3 | +1d | * Homing * Throw break 1 or 2 | |
| yoshimitsu | 2+4 | t | 35 | i12~14 | +0 | +1 | * Homing * Floor Break * Throw break 1 or 2 * Side switch on hit | |
| zafina | H.2+3 | h,sm | 51 | i12~13 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 | |
| zafina | d+1 | m | 11 | i12 | -16 | -8 | -3c | * Spike |
| zafina | d+1,1 | m, m | 11, 17 | i12, 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 |
| zafina | ws3 | m | 16 | i12 | +0 | +9 | * Cancel SCR transition -8 +1 t39 r27 with B | |
| zafina | FC.d+4 | l | 6 | i12 | -15 | -4 | * High crush 1~ | |
| zafina | 1+3 | t | 35 | i12~14 | -4 | +0d | * Homing * Throw break 1 or 2 | |
| zafina | 2+4 | t | 35 | i12~14 | -4 | +0d | * Homing * Throw break 1 or 2 * Transition to MNT on hit * Side switch on hit | |
| zafina | uf+1+2 | t | 40 | i12 | -6 | +0d | * Throw break 1+2 * Can side switch on hit | |
| alisa | ws4 | m | 15 | i11~12 | -5 | +6 | ||
| alisa | FC.d+2 | sl | 8 | i11 | -4 | +7 | * High crush 1~ | |
| alisa | BKP.1 | h | 21 | i11~13 | +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 | |
| alisa | BKP.2 | h | 34 | i11~33 | -9~+13 | +21a (+6) | * Tornado * 6 chip damage on block |