mokujin

mokujin

Edit
CharCommandHit levelDamageStartupBlockHitCounter hitNotes
fengf,F+2m25i18~19-9+16a (+7)
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
fengFC.df+2m21i18-14+55a
* High crush 18~40
fengBT.d+3L20i18~20-26c-4~-2+70a (+54)
* Has clean hit effect (+70a (+54))
* -4~-2 on normal hit
* High crush 6~52
fengCD.1L18i18~19-14+0+12g
* Head
* Transition to FC with D
* High crush 6~19
fengCD.2m25i18~19-14+67a (+51)
* Tornado
fengKNP.4l10i18-31c-4
fengKNP.4,1+2l, h10, 35 (24)i18, i28-6+15a (+6)
* Balcony Break
* Shoulder
* Aerial combo from 1st hit (+30a (+20))
fengSTC.1+2m20i18-9c+17d
fengSTC.Pm21i18~19-17+53a
* Only occurs during STC after absorbing 2 hits
heihachif+3m10i18~20-5+9
* Knee
* Enter FUJ -2 +12 r25 with D
* Pseudo-homing to SSR/SWR
heihachib+4m23i18~19-8+30a (+4)+53a
* Balcony Break
* 6 chip damage on block
* Has good left sidestep tracking
* Recovers 11F faster on hit or block (t54 r35)
heihachiub+2h25i18~19-6+14c
* Balcony Break
* Parries mid or high punches
* Forces backroll on normal hit
* 28dmg, +22a (+12) on successful parry
* Balcony Break
* Parry state 5~12
heihachiws2m20i18-8+8+14c
* Balcony break on airborne hit
heihachiws3m10i18~19-11+0
heihachiws3,1+2m, m10, 20i18~19, i22-9+13a (+4)
* Balcony Break
* Combo from 1st hit
heihachiFUJ.4L20i18~19-14-4+12g
* Spike
heihachiFUJ.1+2m25i18~19-13+6a (-3)
* Homing
* Balcony Break
* -7 on block after absorbing an attack
* Chip damage on block after absorbing an attack
* Power crush 7~17
heihachiFUJ.1+3t15i18+7
* Homing
* Unbreakable
heihachiH.FUJ.1+3t15i18+8
* Homing
* Cancel RAI transition with B (+7)
* Consumes 180F? of remaining Heat time
* Throw is unbreakable
hwoarangf,f,F+4h28i18~19+5+8
* 11 chip damage on block
* Also possible during RFF
* Sideswaps and leaves opponent backturned on hit
* Transition to BT on block
* Low crush 15~
hwoarangSS.3m13i18~19-12-1+5s
hwoarangSS.3,3m, h13, 16i18~19, i9~10+3+14
* Jail from 1st block
* Combo from 1st hit
* +34a (+27) on 1st CH
* Transition to LFS
hwoarangBT.d+3L20i18~19-13-2+31a
* High crush 4~50
hwoarangCD.3m27i18~19+4+25a (+16)+57a (+10)
* Tornado
* Balcony Break
* 8 chip damage on block
* Also possible during RFF
* Transition to LFS
hwoarangRFF.b+4h21i18~19-9+12g+13c
* Balcony Break
* High crush 6~17
hwoarangRFF.d+3L10i18-11+0
* Transition to BT
* +0c on crouching hit
hwoarangRFF.d+3,4L, h10, 13i18, i21~23+8g~+10g+14g~+16g+19~+21
* Combo from 1st hit
* Transition to RFS
hwoarangRFF.f+4~4M20i18~20-13+41a (+31)
* Tornado
* Remains in RFF
jack-8db+1+2l,l8,21i18-70-5d
* Floor Break
jack-8f,F+2m23i18-16+53a (+43)
* Strong Aerial Tailspin?
* Can be charged to power up
jundb+3L14i18-12+2+6c
junf,F+3m23i18~19-9+2
* Homing
* Balcony Break (airborne)
junf,F+3,3+4m, m,m23, 12,15i18~19, i35~36 i41~42+3+14a
* Spike
* 7 chip damage on block
* Interrupt with i11 from 1st block
* +14d on BT hit
* Floating state 25~39
junws3+4m23i18~19-21+38a (+28)
Tornado
* Floating state 15~36
junSS.4m20i18~20+6+8c
* Heat Engager
* Heat Dash +5, +67a (+50)
* Spike
* Gain 10 Kazama Essence on Heat activation
kazuyaH.2+3L,m,th9,14 (20),17 (34)i18, i27-14+0d
* Heat Smash
* Balcony Break
* 8 chip damage
kazuyadf+3m13i18-7+9
Knee
kazuyadf+3,1m, h13, 17i18, -7+15g+13c
* Elbow
* Combo from 1st hit with 8F delay
kazuyadf+3,2m, m13, 15i18, -11+5
* Combo from 1st hit with 10F delay
kazuyadf+3,2,1m, m, m13, 15, 21i18, -14+8(-1)+25
* Tornado
* Balcony Break
* Combo from 2nd CH
* Can be delayed 16F
kazuyadf+3,2,1*m, m, m13, 15, 25i18, i46+11g+10(+1)
* Tornado
* Balcony Break
* Chip damage when guarded
kazuyadf+3+4m,h7,9i18-8+0
kazuyadf+3+4,1m,h, m7,9, 15i18, i11-11+1
kazuyadf+3+4,1,2m,h, m, M,M7,9, 15, 14,25i18, ,i20-19+7 (-10)
* Balcony Break
* Recovers 60F of remaining Heat time on normal hit during Heat
* 7 chip damage on block
kazuyab+3h15i18-8+3
kazuyab+3,1h, h15, 10i18, i12+0+6
* Jails
* Combo from 1st hit
kazuyab+3,1,4h, h, l15, 10, 10i18, ,i16-10c+7
kazuyab+3,1,4,1h, h, l, m15, 10, 10, 15i18, ,i15-14+15a (+6)
Balcony Break
kazuyab+3,1,4,3h, h, l, l15, 10, 10, 12i18, ,i20-13c+1
kazuyaub+1m12i18-12-1-1
* Spike
* Low crush ~9
kazuyaf,n,d,df+3h30i18~27-9+12a (+2)
* Balcony Break
* 12 chip damage on block
* Low crush 9~
kazuyaDVK.f,n,d,df+3h,t30,20i18~27,i20~30-2~+8+0d
* Consumes 180F? of remaining Heat time
* Extension available only on hit or block
* Extension can be canceled with b
* 16 chip damage on block
* Low crush 9~
kazuyaDVK.u+1+2h!27i18~35
* Hits airborne opponents only
* Consumes 60F? of remaining Heat time
king1+2m17i18-11-2s+0s
* Elbow
* Forces standing on hit.
* Transition to BT.
king1+2,1m, m17, 21i18, i22-13+12a(+3)
* Balcony Break
* Combo from 1st hit with 3F delay
* Interrupt with i5 from 1st block
* Cancel move at frame 19 with B (-18/-9/-7)
* Input can be delayed by 3F
* Move cannot be delayed
king1+2,3m, h17, 25i18, i24~25-3+12a(+3)
* Balcony Break
* Tornado
* Combo from 1st hit with 3F delay
* Combo from 1st CH with 5F delay
* Move can be delayed by 4F
* Input can be delayed by 5F
kingf+4m25i18~20-9+12a(+3)
Balcony Break
Homing
* Low crush 9~
kingf,f,n,2L,(t)17,(30)i18-13+5s/(0d)
* i19 startup with buffered input
* Shifts to throw on front grounded CH.
* Unexecutable at long range from opponent
* High crush 6~29
kingws1+2m20i18~19-10+35a(+25)
* Elbow
kingFC.d+3L10i18-17-6
* Can also be done by FC.db+3.
* Get extra range by FC.df+3/CD.DF+3.
kingJGR.2h24i18~19+3+5a
* Strong Aerial Tailspin
* 4 chip damage on block.
* Power up into JGR.2* after 30F? or during Heat
** Partially uses remaining Heat time during Heat.
kingJGR.2*h28i18~19+8+32a
* Balcony Break
* Effective startup i48~49?
* 8 chip damage on block
* Partially uses remaining Heat time during Heat
kingFDFA.db+1+3t(g)32i18~20+0+0d
* 1 or 2 throw break, depending on King's input.
* Opponent recovers in FDFA.
kingFDFL.db+1+3t(g)37i18~20+0+0d
* 1 or 2 throw break, depending on King's input.
* Opponent recovers in FDFL.
kingFDFR.db+1+3t(g)35i18~20+0+0d
* 1 or 2 throw break, depending on King's input.
* Side Switch.
* Opponent recovers in FDFL.
kingFDFT.db+1+3t(g)30i18~20+0+22d
* 1 or 2 throw break, depending on King's input.
* Side Switch.
* Opponent recovers in FDFL.
kingFUFA.db+1+3t(g)28i18~20+0+0d
* 1 or 2 throw break, depending on King's input.
* Opponent recovers in FUFR.
kingFUFL.db+1+3b+1+3t(g)0i18~20+0+25d
* 1 or 2 throw break, depending on King's input.
* Opponent recovers in FDFL/FDFR.
kingFUFT.DB+1+3t(g)25i18~20+0+0d
Floor Break
* 1 throw break.
* Opponent recovers in FUFT.
kingFUFT.DB+2+4t(g)28i18~20+0+1d
* 2 throw break.
* Opponent recovers in FUFT.
kingFUFT.db+1+3t(g)20,10 / 35i18~20+0+1d(-40)
* 1 or 2 throw break, depending on King's input.
* Mash 1/2/3/4 to roll in midscreen to reduce 10 damage, on wall splat damage is 35.
* Opponent recovers in FUFT if fails to roll.
kuma3h25i18-5+21a (+11)
* Balcony Break
kumaf+1+2m16i18-15+18a
kumaf+1+2,1+2m, M16, 20i18, i30~31-14+65a (+49)
* Tornado
* Combo from 1st hit
* Grounded hit on off-axis hit against large body size characters?
kumadb+2L10i18-15-1
* Transition to HBS with D or 3+4 (-17/-3)
* High crush 6~51
kumadb+3l12i18-12+1
kumab+1+2h,m10,20i18~19 i12~13-8+13d / HE
* Balcony Break
* Heat Engager
* Homing
* chip damage
* Transition to HBS with input D or 3+4 (does not shift when using Heat Dash)
kumau+1+2m24i18~23-4+3
* Transition to HBS with D or 3+4 (-3/+4)
* Low crush 17~33
* Floating state 34~36
kumaws3m21i18~20-9+17 (+8)
* Balcony Break
* Homing
kumaFC.df+2m12i18~19-13-2
*
kumaFC.df+2,1m, h12, 12i18~19, i18~20-10~-8+1~+3
* Combo from 1st hit
* Jail from 1st block
kumaFC.df+2,1,1+2m, h, M12, 12, 6i18~19, ,i22~23-17-6
* Interrupt with i6 from 2nd block
kumaFC.df+2,1,1+2,3m, h, M, L12, 12, 6, 5i18~19, ,i32~33-18-7
* Interrupt with i15 from 3rd block
kumaFC.df+2,1,1+2,3,1+2m, h, M, L, M12, 12, 6, 5, 6i18~19, ,i26~27-19-8
* Interrupt with i10 from 4th block
* Can SSR hit from 4th block
kumaFC.df+2,1,1+2,3,1+2,3+4m, h, M, L, M, m12, 12, 6, 5, 6, 6i18~19, ,i25~26-12-1
* Interrupt with i8 from 5th block
* Can SSL/SSR and SWL/SWR from 5th block
* Low crush 15~27
* Floating state ?
* High crush 28~
kumaFC.df+2,1,1+2,3,1+2,3+4,1+2m, h, M, L, M, m, m12, 12, 6, 5, 6, 6, 7i18~19, ,i55-49-38
* Interrupt float with i40? from 6th block
* Can SSL/SSR and SWL/SWR from 6th block
* Floating state 1~122
kumaFC.df+2,1,1+2,3,1+2,3+4,1+2,2m, h, M, L, M, m, m, m12, 12, 6, 5, 6, 6, 7, 6i18~19, ,i20~22-17-6
* Interrupt with i21? from 7th block
* Can SSL/SSR and SWL/SWR from 7th block
kumaFC.df+2,1,1+2,3,1+2,3+4,1+2,2,3m, h, M, L, M, m, m, m, h12, 12, 6, 5, 6, 6, 7, 6, 21i18~19, ,i26-21+34a (+24)
* Combo from 8th hit
* Interrupt with i8 from 8th block
* Can SSL/SSR and SWL/SWR from 8th block
kumaFC.df+2,1,1+2,3,1+2,3+4,1+2,2,3,1m, h, M, L, M, m, m, m, h, h12, 12, 6, 5, 6, 6, 7, 6, 21, 35 (24)i18~19, ,i47+11+10c
* Balcony Break
* Aerial combo (+14a (+7)) from 8th or 9th hit
* Forces tech backroll on hit
* Interrupt with i33? from 9th block
* Can SSL/SSR and SWL/SWR from 9th block
kumaROL.3l20i18~26-18+33a
Recovers in FUFT
larsH.f+3+4sm5i18~24+5+10
* Transition to SEN
* Uses 300F of remaining heat time
* Only deals recoverable damage
* Power crush 6~17
larsH.2+3m,M55i18~19, i38~41+12c+0 / +81a
* Heat Smash
* Spike
* Transition to 30dmg attack throw on 1st hit (+0)
* +81a 25dmg 2nd hit on 1st block or whiff
* Transition to r30 DEN on block or whiff (+12c/+81a)
* Transition to r37 standing on block (+10c/+79a) or whiff with input B
* 7 chip damage on block
larsd+2m17i18~19+0c+8c+10d
* Elbow
* Transition to FC with input D
larsf,f,F+1h23i18~20+4+36a
* Strong Aerial Tailspin
* Balcony Break
* 9 chip damage on block
* Transition to t51? r33? standing with B (+2/+34a)
* Effectively homing?
* Unparryable (bug?)
larsFC.1+2l,l9,15i18,i14~i15-12+1c
* Transition to LEN on hit with input n,D (+3c)
* High crush 1~
lawf+3m12i18-10+1
lawf+3,1m, m12, 15i18, i20-2+8
* Transition to DSS with F
** (+3 oB, +13g)
lawdf+3+4l12i18-15+4c+6a
* High crush 6~
lawUF+4m23i18-17+28a (+18)
* Alternate input
** UB+4, U+4, FC.ub+4, FC.u+4, FC.uf+4
* Low crush 9~
lawUF+4,3m, m23, 16i18, i19-14+78a (+62)
* Combos from 1st hit
* Tornado
* 2nd hit Instant Tornado
** (+68a (+52) oH)
* Alternate input
** UB+4,3 U+4,3
** FC.ub+4,3 FC.u+4,3 FC.uf+4,3
* Low crush
lawuf+3m20i18-8+16c
* Heat Engager
* Heat Dash +5, +36d (+26)
* Balcony Break
* Forces tech backroll on hit
* Low crush 9~
lawss2m23i18+0+16d (+6)
* Balcony Break
* 4 chip damage on block
lawss3l17i18-13+7+16c
* Transition to DSS on hit
leeH.d+1+2m30i18~19+6+21a (+11)+21a (+11)
* Balcony Break
* 6 chip damage on block
* Partially consumes remaining Heat Time
* Transition to +8, +21a (+11) HMS with 3+4
leed+2m17i18-6+8+13
* Jab evasion
leeub+3M20i18-13+20a (+13)+74a (+58)
* Tornado
* Low crush
leeFC.UF+4m25i18~28-17+28a (+18)
* Transition to -17, +28a (+18) HMS with 3
* Alternate input FC.UB+4, FC.U+4
* Low crush
leeFC.df,d,DF:3l26i18~24-15~-9+5+5d
* * Frame advantage on block depends on spacing.: Ranges from -15 up close, to -9 at tip range.
* Perfect Input not required during Heat
* Perfect input when DF and 3 are input during the same frame
* Partially consumes remaining Heat Time, while Perfect input restores Heat Time
* Is not bufferable from full crouch (regular version gets buffered instead)
* High crush
* Low crush
leeFC.df,d,DF+3l20i18~24-15~-9+5+5d
* * Frame advantage on block depends on spacing: Ranges from -15 up close, to -9 at tip range.
* Bufferable from full crouch
* High crush
* Low crush
leeHMS.3h,t21,20i18-3+0d
* Strong Aerial Tailspin
* Homing
* Shifts to throw on hit from the front
* 6 chip damage
* Power crush 8~
leod+1m18i18~19-2~-1+5+13
* Spike
* Enter FC with d
leob+1m17i18~19-12+1
* Elbow
leob+1,4m, m17, 14i18~19, i23+9+15g+19
* Knee
* Combo from 1st CH
leob+1,1+2m, m17, 18i18~19, i22~23-12~-11+9
* Combo from 1st hit
* Enter BOK -10 +11 with d
leob+4m13i18-8+5
leob+4,1m, m13, 20i18, i30~31-12~-11+15a (+6)
** Balcony Break
* Combo from 1st hit
* Cancel to FC -16 -3 with D
leob+4,1~4m, m13, 14i18, i17~18+9~+10+15g+19
* Knee
* Combo from 1st hit
* Enter CD -5 +1 +5 with df
leouf+2m15i18~21-14~-11+18a (+11)
* Enter BOK -11 +21a (+14) with d
* Low crush 20~
leouf+2,1m, m15, 17i18~21, i25~26-8~-7+4+32d
* Combo from 1st hit
** +23a (+16)
* Low crush 0~12
leoqcf+1L17i18~19-13~-12-1+11
* High crush 6~
leoqcf+3+4m,m6,20i18~20 i22~24-6~-4+13g
* Homing
* Balcony Break
* Low crush 17~
leoKNK.1h12i18-9+2
* Transition to r25 BOK with D (-7/+4)
leoKNK.1,2h, m12, 17i18, i18-10+17
* Heat Engager
* Heat Dash +5 +36a (+26)
* Combo from 1st hit with 11F delay
* Move can be delayed by 10F
* Input can be delayed by 12F
leoKNK.1,4h, h12, 20i18, i22~24+4+32a (+6)
* Strong Aerial Tailspin
* Balcony Break
* Combo from 1st hit with 7F delay
* Transition to r18 BOK with D (+8/+32a (+6))
* 4 chip damage on block
* Move can be delayed by 10F
* Input can be delayed by 12F
leroydf+3+4h23i18~19-2+70a(+54)~+71a(+55)
* Tornado
* chip damage on block
* High crush
* Low crush
leroyb+3+4M,th21,25i18~19-8+0d
* Balcony Break
* Shifts to throw on hit from the front
leroyf,F+3h20i18~23-2~+3+33d
* Strong Aerial Tailspin
* Balcony Break
* 6 chip damage on block
* Low crush
leroySS.4L17i18~19-12+4+14
* Can be delayed
lidiaH.2+3m,m,m,h55i18+10g+0d
* Heat Smash
* Balcony Break
* Transition to r31 HAE on block
** Cancel HAE transition with B on block
* Transition to attack throw on hit
* Increases HAE level by 1 on hit
* 8 chip on block
* Low crush 77~105
lidiad+2L12i18-14-4+12
* High crush 6~
lidiab+1m24i18+2+22c
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
* 4 chip damage on block
* Forces tech backroll on hit
lidiaf,F+4m12i18-13-2
lidiaf,F+4,3m, m12, 16i18, i24~25-27+17a (+2)
* Combo from 1st hit
* Transition to attack throw on airborne hit for additional damage that increases based on Heaven and Earth level
* Low crush 27~46
* Floating state 47~49
lidiaSS.2m18i18-1c+10c+17c
* Floor Break
* Elbow
* Transition to HRS
lidia(airborne).f,F+4,3m,m,th8,8,8i18,i24~25-1
* Balcony Break
* Power up based on Heaven and Earth level
**HAE lvl.0 16 damage
**HAE lvl.1 20 damage
**HAE lvl.2 28 damage
**HAE lvl.3 38 damage
*** lvl.3 causes Wallsplat
* Regain recoverable health
lidiaHAE.1m21/23i18~19-11+80a (+60)
* Spike
* Power up based on Heaven and Earth level
* 7/6/4 chip damage on block
* -7 frame advantage after absorbing an attack in power crush state
* Guarantees grounded hit vs airborne opponent
* +51a on BT hit
* Power crush 7~17
lidiaOTG.d+1+2L24i18~19-13+6c
* Spike
* Power up based on Heaven and Earth level
* Regain recoverable health
lilif+3+4m,M6,20i18~20 i11~13-9+1d
* Floor Break
* Jail from 1st attack
* +12d on hit if the first kick whiffs
* Low crush 11~27
* Floating state 28~30
lilif+3+4,3m,M, M6,20, 20i18~20 i11~13, i30~33-8+23a
* Floor Break
* Combo from 1st hit
* Input can be delayed 3f
* Move cannot be delayed
* Interrupt with i15 from 1st block
lilif+3+4,3,4m,M, M, M6,20, 20, 20i18~20 i11~13, ,i19~23-20+10 (+3)
* Combo from 1st hit
* Input can be delayed 12f
* Move can be delayed 11f
* Interrupt with i3 from 2nd block
* Huge pushback on block, difficult to punish
* Steel pedal
* Low crush 19~43
* Floating state 44~46
lilid+1L10i18~19-11+0
* Transition to FC with D
* High crush 9~29
lilid+1,2L, h10, 8i18~19, i18-8+3+5
* Combo from 1st hit with 4f delay
* Move can be delayed 4f
* Enter BT with B
lilid+1,2,4L, h, m10, 8, 24i18~19, ,i30~32-12+17a (+8)
* Balcony Break
* Combo from 2nd CH with 2f delay
* Input can be delayed 9f
* Move can be delayed 8f
liliu+1+2m28i18~19-9+17a (+8)
* Strong Aerial Tailspin
* Homing
* Balcony Break
* Move is delayed 10f, effective startup i28~29
liliu+1+2*m30i18~19+12g+17a (+8)
* Strong Aerial Tailspin
* Homing
* Balcony Break
* Move is delayed 33f, effective startup i51~52
* 9 chip damage on block
liliu+1+2**m!50i18~19+16a (+7)
* Strong Aerial Tailspin
* Homing
* Balcony Break
* Move is delayed 56f, effective startup i74~75
miary-zof+4m12i18-6+2
* Low crush 9~14
* Floating state 15~17
miary-zof+4,2m, m12, 20i18, i31-9+16a (+7)
* Balcony Break
* Weapon
* Combo from 1st hit with 1f delay
* Input can be delayed 1f
* Move cannot be delayed
* Chip damage on block
* Interrupt with i7 from 1st block
* f+4,d+2 to push opponenet to foreground
* f+4,u+2 to push opponenet to background
* Power up in Heat
miary-zof+4,4m, h12, 15i18, i26-5+9
* Combo from 1st hit with 1f delay
* Input can be delayed 1f
* Move cannot be delayed
* Low crush 21~22
* Floating state 23~25
miary-zof+4,4,4m, h, h12, 15, 30i18, ,i30~31-9+14d
* Balcony Break
* Input can be delayed 1f
* Move cannot be delayed
* Hit vs BT +11d
* Low crush 8~34
* Floating state 35~37
miary-zoH.f+4,2m, m12, 25i18, i31+2+16a (+7)
* Balcony Break
* Weapon
* Combos from 1st hit
* 7 chip damage on block
* Partially consumes remaining Heat Time
* f+4,H.d+2 to push opponenet to foreground
* f+4,H.u+2 to push opponenet to background
miary-zof+3+4m10i18-9+3
* Low crush 9~18
* Floating state 19~21
miary-zof+3+4,2m, m10, 20i18, i29~30-20+64a (+48)
* Tornado
* Combo from 1st hit with 2f delay
* Input can be delayed 2f
* Move cannot be delayed
* Chip damage on block
* Instant Tornado on hit
* Can hit grounded when off-axis, steel pedal effect
* Low crush 31~55
* Floating state 56~58
miary-zodb+4L13i18-12+1
miary-zodb+1+2h18i18+3+13c
* Balcony Break (airborne)
miary-zob+1+2m25i18-13+20a (+15)
* Balcony Break
* Spike
* Block advantage -9 on successful attack absorption, deals chip damage
* Power crush 7~17
miary-zouf+3h,h,m6,6,12i18~19 i9~10 i9~10-7+6
* Balcony Break (airborne)
* Weapon
* Low crush 9~38
* Floating state 39~41
miary-zoH.uf+3,2h,h,m, m6,6,12, 22i18~19 i9~10 i9~10, i24~25+4+17a (+7)
* Balcony Break
* Weapon
* Combos from 1st hit
* 4 chip damage on block
* Partially consumes remaining Heat Time
miary-zoFC.df+4L16i18~19-26+4c
* Clean hit +9a, 4 extra damage
* Stagger on block
* High crush 1~44
miary-zoBAO.4L,m18,20i18~19 i27~28-24-2d+66a (+50)
* Tornado
* Jab evasion?
* 2nd available only on hit or block
* Low crush 1~43
* Floating state 44~46
nina3+4m20i18~19-10+11g
* Balcony Break
* Homing
* Enter CD -6 +15g t34 r15 with F
ninadb+3+4m21i18~19-17+36a (+26)
* Tornado
ninab+3m10i18-6+6c
Spike
ninab+3,4m, h10, 17i18, i20~21-8+14c+45a
* Combo from 1st hit with 16f delay
* Move can be delayed by 10F
* Input can be delayed by 17F
ninauf+2m10i18-10+1
ninauf+2,1m, m10, 10i18, i21-13+49a (+40)
* Spike
* Combo from 1st hit with 9f delay
* Move can be delayed 7f
ninauf+4h23i18-9-1
* Low crush 9~30
* Floating state 31~33
ninauf+4,3h, L23, 10i18, i18-19-8
Combo from 1st CH
* High crush 35~64
ninauf+4,3,4h, L, h23, 10, 14i18, ,i20-6+5
* Combo from 2nd hit
* Enter SS -5 +6 with D_U
ninaws3+4m21i18~19-17+36a (+26)
* Tornado
panda3h25i18-5+21a (+11)
* Balcony Break
pandaf+1+2m16i18-15+18a
pandaf+1+2,1+2m, M16, 20i18, i30~31-14+65a (+49)
* Tornado
* Combo from 1st hit
* Grounded hit on off-axis hit against large body size characters?
pandadb+2L10i18-15-1
* Transition to HBS with D or 3+4 (-17/-3)
* High crush 6~51
pandadb+3l12i18-12+1
pandab+1+2h,m10,20i18~19 i12~13-8+13d / HE
* Balcony Break
* Floor Break
* Heat Engager
* Homing
* chip damage
* Transition to HBS with input D or 3+4 (does not shift when using Heat Dash)
pandau+1+2m24i18~23-4 / -3 HBS+3 / +4 HBS
* Transition to HBS with input D or 3+4
* Low crush
pandaws3m21i18~20-9+17 (+8)
* Balcony Break
* Homing
pandaROL.3l20i18~26-18+33a
Recovers in FUFT
paulH.2+3L,m,t9,23,25i18,i21,i38-14+3d
* Heat Smash
* Balcony Break
* Fully consumes Heat
* Chip damage (8)
* Transition to throw on 1st hit only
* 40 damage with throw transition
* 53 damage on 2nd + 3rd hit
* t134 r49 on block
* t124 on whiff
paulb+2m22i18-5c+4c
* Spike
paulb+2,1m, m22, 22i18, i36-120c+16d
* Move can be delayed 20f (i56)
* Charge begins on frame 18
* Requires 0~41f charge
* Delayed startup from 22~41f charge
* Combo from 1st CH with 0~23f charge
* b+2,1* / H.b+2,1* at 42f charge
paulb+2,1*m, M22, 27i18, i60~61+8+20d+56a
* Balcony Break
* H.b+2,1* with Heat
* Chip damage (7)
* Charge begins on frame 18
* Requires 42f charge
* b+2,1 from 0~41f charge
paulH.b+2,1*m, m22, 35i18, i60~61+12+56a
* Balcony Break
* Guard Break
* Consumes Heat
* Chip damage (13)
* Charge begins on frame 18
* Requires 42f charge
* b+2,1 from 0~41f charge
paulub+2m22i18-5+14d
* Balcony Break
* +21d (+14) on airborne opponent
* Can be charged to power up
paulf,f,F+2m,t19,29i18~19-9+0d FDFA+35a
* Spike on 2nd hit
* Elbow
* Transition to throw on airborne hit
* +17d FDFA without throw transition
paulqcf+3L18i18~19-14c+0+20a
* Clean hit range 2.0
* 17 damage on hit without Clean Hit
* +7 on CH without Clean Hit
* High crush 7~40
paulDPD.df+3+4m,M32,10i18~23,i51~61-49d-9d (-24)
* Effective minimum startup 28f
* t112 on hit
* Deals recoverable damage to self
* Low crush 16~35
* Floating state 36~62
* FDFA
* 63~92
paulOTG.d+2L16i18-12c-1d (-9)
* Spike
* +4 on hit against standing opponent
paulqcb+3L14i18~19-21c-10g+21a
* High crush 1~
paulqcb+3,2L, m14, 20i18~19, i27~28-10+6
* Combo from 1st CH +20d (+13)
paulqcb+3,2,1L, m, h14, 20, 25i18~19, ,i18~19-5+21d (-5)
* Tornado
* Combo from 1st CH +63a (+47) T!
paulqcb+3,2,3L, m, M14, 20, 22i18~19, ,i25~26-13c+10d FDFA+46a
* Spike
* Combo from 1st CH +15d (-20) FDFA
* Move can be delayed 10f
* Input can be delayed 17f
ravenH.2+3m,t20,35i18~20+14g+3a
* Heat Smash
* Balcony Break
* Transition to r20 SZN on block
* 9 chip damage on block
ravenf+1+2h,m10,20i18~19, i26-13+30a (+4)
* Balcony Break
* Frame advantage is -9 if an attack is absorbed
** 8 chip damage on block after absorbing an attack
* Power crush 7~
ravenqcf+4M15i18~20-14~-12+32a (+22)
Tornado
* Floating state 20~32
ravenFC.df+3+4L,sm17,25i18~20 i34~36-23~-21-5a
* Spike
* Transition to r20 SZN on hit only
* Second hit available on hit only
** Airborne spike on 1st and 2nd hit
* Recovers heat on hit
* High crush 1~17
ravenBT.b+3h22i18~19+4~+5+41a
* Homing
* Balcony Break
* Strong Aerial Tailspin
* Chip damage on block
ravenSZN.2m,sm20,10i18, i23~24-9+7a (-2)
* Heat Engager
* Heat Dash +36a (+26) on hit, +5 on block
* Balcony Break
* Transition to second hit on hit
* Recovers heat on normal hit
reinaH.WRA.d+3+4l,m,m,m12,8,3,12i18~19-17+0
* Spike
* Floor Break
* Alternate input: H.WRA.R1
* Jails if any hit is blocked
* Transitions to attack throw on 1st hit for a total of 35 dmg
* +4a (-5) if any hit after the 1st connects
* Consumes 300F of remaining Heat time
reina3h12i18~19-11+5
Homing
* High crush 8~17
reina3,2h, h12, 16i18~19, i20-9+8+66a (+50)
* Tornado
* Combo from 1st hit
reina3,4h, m12, 20i18~19, i20-14+50 (+19)+54a
Combo from 1st hit
reinaH.3,4,4h, m, m12, 20, 28i18~19, ,i27-8+23a (+3)
* Balcony Break
* Combo from 2nd hit
reina3+4m,m5,10i18 i26-8+3c
Spike
* Low crush 9~26
reina3+4,4m,m, m5,10, 20i18 i26, i16-14+50 (+19)+54a
Combo from 1st hit with 4f delay
reinaH.3+4,4,4m,m, m, m5,10, 20, 28i18 i26, ,i27-8+23a (+3)
* Balcony Break
* Combo from 2nd hit
reinab+1h14i18-4+6
reinab+1,1h, m14, 15i18, i22-10-4
* Combo from 1st hit without delay
* Can be delayed
reinab+1,1,3h, m, m14, 15, 13i18, ,i15~17-10+3
* Can transition to SEN (+0/+13/+13) with input F
* Cannot block up to i14 on empty transition on block
* Combo from 2nd CH
* Jails from 2nd block
reinab+1,1,3,3h, m, m, m14, 15, 13, 20i18, ,i32-16+48 (+17)+53a
reinab+4h20i18-8+35a+71a (+55)
* Tornado
* High crush 6~17
reinab+1+2m20i18-13+14g
Balcony Break
* Power crush 7~
reinaws2m20i18-8+9+14c
Balcony Break
reinaSS.4l17i18~19-13+0+13g
reinaUNS.4m23i18~19-8+43a (-15)
* Balcony Break
* Heat Engager
* Heat Dash +5, +62a (+42)
* 6 chip damage on block
* Can be cancelled into crouch with DB/D/DF
* High crush 6~16
reinaWRA.3+4M26i18~19+0c+5d
* Spike
* 7 chip damage on block
* Opponent is FDFA on normal hit
shaheenH.D*,u+2h35i18~19+13+63a (+47)
* Balcony Break
* Tornado
* Guard break
* Read more
* Low crush
shaheend+2m15i18~19-6+8
* Jab evasion
shaheenD*,u+2h30i18~19+6+30d
* Balcony Break
* Tornado
* Alternate input: SNK.D*,u+2
* 12 chip damage on block
* FUFA knockdown on hit
* Powered up during Heat
* Read more
* Low crush 18~
shaheenFC.df+2m21i18~19-9+17a (+8)
* Strong Aerial Tailspin
* Balcony Break
* Partially restore remaining Heat time on hit
steveH.EXD.1+3h (th)i18
*
Homing
* Unbreakable
* Transitions to TFA
steveFLK.2m21i18~19-5c+7d+42a
* Spike
* 6 chip damage on block
steveLNH.1+2h24i18-19+12+51a (+31)
* Guard Break
* Reversal Break
* Balcony Break
* 9 chip damage on block
stevePAB.f+2m18i18~19-13+31a (+16)
stevePAB.f+2,1m, m18, 24i18~19, i34~35+1+24a (+14)
* Balcony Break
* Combo from 1st hit
* Interruptible by i16 or faster moves
victord+2m21i18+0+4 / HE
* Heat Engager
* Heat Dash +5, +67a (+50a)
* Weapon
* 6 chip damage on block
victord+3l11i18~19-13-2
victorb+4h20i18~19-2+13
* Homing
* Balcony Break
victoruf+3m17i18~19-9+3+36d
* Low crush 7-15
victorf,F+2m24i18~20-16+33a (+23a)
* Tornado
* Deals 7 chip damage on block
victorf,f,F+2m21i18~19+2+34d (-24d)+61a (+45a)
* Balcony Break
* Deals 6 chip damage on block
* Transition to IAI with d or 3+4 at +5 / +37d (-21d) / +64a (+48a)
victorf,f,F+1+2L,L10,14i18, i14~15-14+4 IAI+15g
* Transition to r18 IAI at +4 on hit
* High crush 15~
victorSS.1+2m25i18~19-9+15 (+5)
* Balcony Break
victorIAI.4L17i18~19-13+3+8
victorIAI.4,2L, h17, 20i18~19, i26~27-5+26 (+0)+55a (+35a)
Strong Aerial Tailspin
* Balcony Break
* Combo from 1st CH
* Deals 8 chip damage on block
victorIAI.d+1M25i18-2+24a (+9)
* Heat Engager
* Heat Dash +5, +42a (+27a)
* Balcony Break
* Weapon
* 7 chip damage on block
victorPRF.4h20i18~19-2+13
* Homing
* Balcony Break
xiaoyudb+1m22i18-9+14a (+5)
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
* Clean hit damage: 30
xiaoyudb+2L13i18~19-8+5c+12
*
* High crush 6~
xiaoyudb+4L14i18-12+4c+14
* This move is +20 on a traded hit
xiaoyub+3h22i18~19+3+8c+32d
* Chip on block [6]
* Unparryable by traditional kick parries (bug?)
* Transition to BT
xiaoyuSS.4l19i18-13-2+29a
*
* High crush 6~
xiaoyuFC.df+4L13i18~20-7+4
* Transition to AOP
* Alternate input AOP.f+4
* High crush 1~
xiaoyuFC.df+4,4L, L13, 13i18~20, i27~29-6+5
* Combo from 1st hit CH
* Alternate input AOP.f+4,4
* High crush 1~
xiaoyuAOP.1m11i18-5+6
* Transition to HYP with B (-2, +9)
xiaoyuAOP.1,2m, h11, 15i18, i21-3+30g
* Combo from 1st hit with 8F delay
* Move can be delayed by 11F
* Input can be delayed by 12F
xiaoyuAOP.1,4m, M11, 20i18, i25-9+15d (-2)
* Tornado
* Balcony Break
* Combo from 1st hit with 4F delay
* Move can be delayed by 11F
* Input can be delayed by 12F
xiaoyuAOP.f+4L13i18~20-7+4
* Transition to AOP
* Alternate input FC.df+4
* High crush 1~
xiaoyuAOP.f+4,4L, L13, 13i18~20, i27~29-6+5
* Combos from 1st hit CH
* Alternate input FC.df+4,4
* High crush 1~
xiaoyuBT.3+4m25i18~19-16+10a (+1)
* Balcony Break
* Low crush 9
xiaoyuHYP.2m25i18-4+22 (-13)
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
* Powered UpBased on the number of steps taken in HYP:HYP.2 damage increases and becomes plus on block. See the charts in th HYP section for more details. up when in Heat or based on the number of steps taken.
* Consumes 240?F of heat timer during heat
* 9 chip damage on block (2 steps)
* 14 chip damage on block (3 steps)
yoshimitsuH.2+3M,m,m,m51i18~19+4-3d
* Heat Smash
* Reversal Break
* Balcony Break
* Recovers 4 base health or 14 additional recoverable health on hit
* Enter DGF +10 r29 with U on block
* Transition to attack throw after 1st hit
* 9 chip damage on block
* Jail from 1st attack
* Ends Heat
* Low crush 68~89
* Floating state 90~92
yoshimitsuf+4m20i18-13+21a (+11)
* Balcony Break
* -9 on block after absorbing an attack
* 8 chip damage on attack absorbtion
* Power crush 7~17
yoshimitsudb+3l8i18~19-25-14
* High crush 6~
yoshimitsudb+3,3l, l8, 7i18~19, i15~17-19-7
* Combo from 1st hit
* Enter IND r20 with d+3+4
* High crush 1~
yoshimitsudb+3,3,3l, l, l8, 7, 7i18~19, ,i15~17-19~-17-7~-5
* Combo from 2nd CH
* Enter IND r20 with d+3+4
* High crush 1~
yoshimitsudb+3,3,3,3l, l, l, l8, 7, 7, 5i18~19, ,i15~17-19-7
* Combo from 3rd CH
* Enter IND r20 with d+3+4
* High crush 1~
yoshimitsudb+3,3,3,3,3l, l, l, l, l8, 7, 7, 5, 5i18~19, ,i15~17-19-7
* Combo from 4th CH
* Enter IND r20 with d+3+4
* High crush 1~
yoshimitsudb+3,3,3,3,3,3l, l, l, l, l, l8, 7, 7, 5, 5, 5i18~19, ,i9~11-26-15
* Combo from 5th CH
* High crush 1~
yoshimitsuDGF.4m24i18~20-4+14g
* Heat Engager
* Heat Dash +5g, +62a (+42)
* Balcony Break
* Low crush 1~19
yoshimitsuFLE.1+2m16i18~19-9+4+31a (+21)
* Tornado
* Head
* High crush 6~17
yoshimitsuhFC.db+3l8i18~19-25-14
* Leads to db+3 extensions
* Can be done from Crouch Level 1
* High crush 1~
yoshimitsuhFC.df+4L18i18~19-26+4c+31a
* Homing
* Enter IND -26 +8c +35a r24 with d+3+4
* Can be done from Crouch Level 1
* High crush 1~
zafinadb+3L13i18-8+3
* Cancel SCR transition -11 +0 t48 r30 with B
zafinab+1m14i18-14+2
* Transition to attack throw on standing or airborne front hit with 1+2
* 8f input window for attack throw (frames 10~17)
zafinab+1:1m, t14, 36i18, +0d
* Deal 5 (8) recoverable damage to self without Heat
* Side switch on hit
* Gain ORB on hit
* Azazel's Power
* Low crush 80~92
* Floating state 93~95
zafinab+1:ORB.1+2m, t14, 19,10,16i18, +0d
* Consumes ORB
* Consumes 180F of remaining Heat time
* Azazel's Power
* Deals (5) 8 recoverable damage to Zafina without Heat
* Deals 5 additional damage when Zafina's remaining health is 42 or lower
* Available only from 1st front hit
zafinaws2m20i18~19-14+28a (+18)
* Tornado
* Enter MNT -40 +2a (-8) r60 with D
zafinaSCR.3+4m,m10,20i18~19 i6~8-12+8g
* Strong Aerial Tailspin
* Balcony Break
* Jail from 1st attack
* Low crush 6~22
* Floating state 23~25
zafinaSCR.df+1m,M10,30i18 i17~19-9+68a (+52)
* Tornado
* Weapon
* Instant tornado on 1st hit
* Jail from 1st attack
* 15 chip damage on block
* Deal 18 recoverable damage to self without Heat
* Gain ORB on hit
* Azazel's Power
zafinaSCR.d+3l10i18-6-3+9c
* Interrupt with i13 if Zafina uses SCR.4
* Can hit grounded when off-axis
zafinaSCR.d+3,3l, h10, 28i18, i24+3+77a (+61)
* Combo from 1st CH
* Cancel SCR transition -1 +73a (+57) t55 r31 with B
* Tornado launches on standing hit only
zafinaTRT.1L13i18-11+5+15a
alisaf+2m12i17~18-4+7
* Enter DES with 1+2
alisaf+2,1m, m12, 20i17~18, i24~25-12+14c
* Heat Engager
* Heat Dash +5, +62a (+42)
* Balcony Break
* Weapon
* Combo from 1st hit
* 6 chip damage on block
* 10 chip damage on block in heat
* Does not transition to DES when using Heat Dash
alisaf+2,3m, h12, 8i17~18, i22-8+4
* Balcony Break
** on airborne hit
* Combo from 1st CH with 1f delay
* Transition to r40 DES with 1+2
* Low crush 17~38
* Floating state 39~41
alisaf+2,3,3m, h, m12, 8, 22i17~18, ,i35~36-10+12a (-3)
* Balcony Break
* Combo from 2nd hit
alisad+4L12i17~18-12-1+8g
alisad+4,1+2L, h12, 20i17~18, i20~21+0+11a (+2)
* Balcony Break
* Head
* Jail from 1st normal hit
* Combo from 1st CH
alisauf+3m15i17~18-52-25
* Transition to SBT with input 3_4
* Transition to DBT with input f+3_f+4
* on
* whiff:
* Low crush 9~31
* Floating state 32~34
* oh
* hit/block:
* Low crush 9~61
* Floating state 62~64
alisauf+3,2m, m15, 30i17~18, i17~22-14+6c
* Balcony Break
* Spike
* Combo from 1st hit
* Available only as a combo from 1st hit
* Forces tech backroll on hit
* Low crush 9~58
* Floating state 59~75
* High crush 76~85
alisaf,F+1+2m,m5,10i17~18 i12~13-9+4+13
13 extra damage on CH, 28 in total
alisaws2m24i17~18-13+33a (+23)
* Tornado
* Transition to SBT 3_4
* Transition to DBT f+3_f+4
alisaDBT.4M22,5i17~19-27+68a
Steel pedal
* Low crush 17~62
* Floating state 63~65
alisaDBT.f+1+2m,m,m,m,m28i17-18, i8~9, i8~9, i8~9, i8~9+4+25a (-1)
* Balcony Break
* Weapon
* 8 chip damage on block
* Low crush 1
alisaSBT.4M22,5i17~19-27+68a
Steel pedal
* Low crush 26~71
* Floating state 72~74
annaf+1+2m21i17-13+19a (+14)+28d (+20)
* Tornado
* Balcony Break
annadb+4L14i17~18-13+6c+13
* Transition to r26 HAM on hit automatically
* Cancel HAM transition -13 +1c +8 with B
annaf,F+2h21i17~18+4+15d
* Homing
* Balcony Break (airborne)
* Weapon
* 6 chip damage on block
annaCJM.1+2M23i17~18+2c+8c+23d
* Spike
* 4 chip damage on block
annaOTG.d+3+4L30i17~18-17-7d
* Spike
* Partially restores remaining Heat time on grounded hit
armor-kingH.2+3m,t54i17, i42~43+9+1d
* Heat Smash
* Balcony Break
* Can also be done during BAD
* Transition to attack throw on hit
* 2nd hit 16dmg and +13a (-4) on hit after 1st whiff
* Opponent left FUFT after attack throw
* 5 chip damage on block
armor-king1+2m10i17~19-10+0
* Elbow
* Transition to r15 BT with B (-10/+0)
armor-king1+2,2m, h10, 20i17~19, i18-3+16a
* Combo from 1st hit with 13F delay
* Move cannot be delayed
* Input can be delayed by 13F
armor-king1+2,4m, m10, 17i17~19, i19~20-13+8+58a
* Combo from 1st hit
armor-kingdf+3m17i17~18-5+5+49a
Knee
armor-kingd+2m17i17~18-5+5+13
armor-kingd+2,4m, m17, 13i17~18, i22~23-14-3
armor-kingd+2,4,3m, m, m17, 13, 20i17~18, ,i35~40-11c+7d
* Combo from 2nd CH
* Opponent recovers FUFT
armor-kingd+3L14i17-12+2+9
armor-kingd+3+4l15i17-16c-2+0
* High crush 6~
armor-kingd+3+4,1l, h15, 12i17, i20~21-9+15g+27d
* Balcony Break
* Combo from 1st CH
armor-kingd+3+4,3l, m15, 16i17, i23~24-15+15a(-2)
* Balcony Break
* Tornado
* Combo from 1st CH
* Opponent recovers FDFA
armor-kingb+1+3,2m17i17-9+3+27a
* On CH transition to True Dark Smash
armor-kingf,F+3h23i17~19+2+15a (+6)
* Balcony Break
* Homing
* 6 chip damage on block
armor-kingBAD.4L23i17~18-13+3c+26a
asukaf+2M20i17~18-18+33a (+23)
* Cancel to r11 FC with D
* Gain NWG on hit with 1
* hit advantage becomes +26a (+16) on NWG gain
asukaf,f,F+1+2h27i17~18+4+32a (+6)+67a (+51)
* Tornado
* Homing
* Balcony Break
* Chip damage on block
* Unparryable by traditional punch parries (running attack)
asukaSS.4h18i17~21-6~-2+7~+11+30a
asukaFC.df+3m20i17-9+34a (+26)
Balcony Break
asukaNWG.f,f,F+1+2h30i17~18+11g+66a (+50)
* Tornado
* Homing
* Balcony Break
* Wall Crush +18g~19g on block
* Chip damage on block
* Consumes NWG
* During Heat, remaining Heat is consumed
* Unparryable by traditional punch parries (running attack)
asukaNWG.f+2,1+2m,m10, 15i17, i31-8+67a (+51a)
* Tornado
* Consumes NWG
* 4 chip damage on block
* Combos from 1st hit
* Jail from 1st block
azucenaH.LIB.P (High)m25i17~18-8+32a
* Restores 120F of remaining heat time on successful parry
* Restores 5 recoverable health on successful parry
* Opponent recovers FUFA
* is1~17
azucenaf+2h14i17~18-10+1
azucenaf+2,1h, m14, 17i17~18, i22~23-10+5
* Combo from 1st hit with 7f delay
* Move can be delayed 8f
azucenaf+2,1,4h, m, m14, 17, 23i17~18, ,i24~25-14+19a (+9)
* Balcony Break
* Combo from 2nd CH with 10f delay
* Low crush 18~38
* Floating state 39~41
azucenaf+4m16i17~18-8+1
Homing
azucenaf+4,4m, h16, 21i17~18, i24~25-7+19a (+10)
* Heat Engager
* Heat Dash +5, +62a (+42)
* Balcony Break
* Combo from 1st hit
* Cancel 2nd hit into BT -19 -10 r20 with B
* Low crush 15~23
* Floating state 24~26
azucenaf+4,4~2m, h16, 23i17~18, i23~24+1+52a
* 6 chip damage on block
* 9 chip damage on block during heat
* Interrupt with i21 from 1st block
azucenaf+4,4~3m, m16, 24i17~18, i21~22-9~-8+15a (+6)+70a (+54)
* Balcony Break
* Tornado on CH
* Interrupt with i19 from 1st block
* Low crush 1~6
* Floating state 7~9
azucenadf+3m17i17~18-5+5+59a
Knee
azucenad+2m15i17~18-9+5
azucenad+2,3m, h15, 20i17~18, i24~25+1+16g
* Strong Aerial Tailspin
* Balcony Break
* Combo from 1st hit with 7f delay
azucenauf+2h20i17~18-5+14c
* Strong Aerial Tailspin
* Guaranteed 14f or faster follow-up mid on hit
* 70% scaling on combo
* Sidesteps to the right
azucenaFC.df+4L23i17~18-15+5+24d
* Transition to r33 LIB on hit only
* High crush 1~
azucenaBT.2m15i17~18-8+3
Transition to attack throw on front standing hit by inputting 2 on frames 10~16
azucenaBT.2:2m, t15, 23i17~18, +0d
Transition to attack throw on front standing hit by inputting 2 on frames 10~16
bryan1+2m15i17~18-7+6
Homing
bryan1+2,1m, h15, 15i17~18, i23~24-1+6
* Combo from 1st hit
* Enter SWA +0 +7 r15 with b
bryan1+2,2m, m15, 20i17~18, i26~27-14+51d (+20)
* Combo from 1st hit with delay
bryand+1+2m,m10,15i17-10+3
* Combo from 1st hit
* Can be canceled into stances after 24 frames
* Enter SLS -3 +10g r13 with f
* Enter SWA -5 +8 r15 with b
* Opponent is further away on CH
bryand+1+2,3m,m, l10,15, 20i17, i27~28-13+5+25a
bryanb+2h18i17-7+4+53a
* Cancel into b+2,1 with f+1
* Cancel into b+2,4 with f+4
bryanb+2,1h, h18, 16i17, i19+0+55
* Enter SLS +7 +62a r13 with f
* Cancel to r9 SS with u_d
* Inpput can be delayed 17f
* Move can be delayed 16f
bryanb+2,1,2h, h, h18, 16, 22i17, ,i24-9+41d (-17)
* Balcony Break
bryanb+2,1,4h, h, m18, 16, 20i17, ,i25-26-10+37a
* Tornado
* Can hit grounded when off-axis
bryanb+2,4h, m18, 21i17, i30-31-5+40a (+14)
* Strong Aerial Tailspin
* Balcony Break
* Low crush 16~31
* Floating state 32~34
bryanSS.1h23i17~18-5+8+15c
Balcony break on airborne hit
bryanSS.2M15i17~18-9+1
bryanSS.2,1M, h15, 20i17~18, i21~22-5+43d (-15)
* Heat Engager
* Heat Dash +5, +62a (+42)
* Balcony Break
* Elbow
* Combo from 1st hit with 8f delay
* Input can be delayed 11f
* Move can be delayed 10f
bryanqcb+4M23i17~18-12+31a (+21)
claudio1+2m20i17-14+2c
Spike
claudio1+2,1+2m, t20, 10i17, i17+0
* Combo from 1st hit
* Only comes out on standing hit
* Doesn't work at tip range
* Doesn't work in the side or back
* Not a timed input
claudio1+2,1+2,2m, t, t20, 10, 18i17, ,i17-5d or +0d
* Combo from 1st hit
* Gain STB on hit
* -5d vs FUFT when gaining STB
* +0d vs FUFA if already STB
* Deals 20 damage with input b,f+2
* Not a timed input
claudiof+3+4h18i17~18-8+19a
claudiod+1m14i17~18-8+2
claudioSTB.d+1,2m, M14, 23i17~18, i28+6+28a (+13)
* Tornado
* Combo from 1st hit
* 4 chip damage on block
* 8 chip damage on block in heat
* Interrupt with i8 from 1st block
* Consumes STB, but if in Heat, partially depletes the remaining Heat time instead
claudiodb+1+2M20i17~18-12+8a (-9)+62a (+46)
* Tornado
* Balcony Break
* High crush 6~16
* Low crush 20~32
* Floating state 33~35
claudiob+4m10i17-14-3
* Increased tracking when b4,1 is input?
claudiob+4,1m, h10, 18i17, i20~21+1+4
* Tornado
* Balcony break on airborne hit
* Combo from 1st hit with no delay
* Combo from 1st CH with 10f delay
* Input can be delayed 12F
* 5 chip damage on block
* 7 chip damage on block in heat
claudiob+4,2m, m10, 20i17, i20-11+29a (+3)
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
* Combo from 1st hit with no delay
* Combo from 1st CH with 10f delay
* Input can be delayed 12F
* Transition to r45 STB on hit without STB and Heat
claudiob+4,3m, h10, 14i17, i22~23-12-4+1
* Homing
* Combo from 1st hit with no delay
* Combo from 1st CH with 8f delay
* Input can be delayed 12F
claudiob+4,3,2m, h, M10, 14, 20i17, ,i31~32-13+16a
* Balcony Break
* Spike
* Combo from 2nd CH
* Interrupt with i5 from 2nd block
* Low crush 1~31
claudioSTB.b+4,3,2m, h, M10, 14, 38i17, ,i31~32-1c43a (+33)
* Balcony Break
* Spike
* Combo from 2nd CH
* Interrupt with i5 from 2nd block
* 7 chip damage on block
* 14 chip damage on block in heat
* Consumes STB, but if in Heat, partially depletes the remaining Heat time instead
* Low crush 1~31
claudiob+4,4m, m10, 16i17, i28~29-13+30a (+20)
* Tornado
* Combo from 1st CH with 2f delay
* Input can be delayed 12F
* Interrupt with i8 from 1st block
* Low crush 22~37
* Floating state 38~40
claudiouf+3+4m,m10,12i17,i13~14-11+9
* First hit can be parried
* Low crush 18~35
claudiouf+3+4,2m,m, m10,12, 14i17,i13~14, i20-12+30a (+4)
* Balcony Break
* Gain STB on hit
* Combos from 1st hit
claudioSTB.db+1+2M25i17~18-9+62a (+46)
* Tornado
* 5 chip damage on block
* 9 chip damage on block in heat
* Consumes STB, but if in Heat, partially depletes the remaining Heat time instead
* High crush 6~16
* Low crush 20~32
* Floating state 33~35
clivedb+1h10i17~18+0+4+12a
* Homing
* 5 chip damage on block
clivedb+1,1h, m,m10, 7,20i17~18, i21~22 i18~19+31d (+10d)
* Tornado
* Homing
* Balcony Break
* Available only as combo from 1st hit
* Input 1 during the 2nd hit animation on frames 18~21 to add +5 damage
clivedb+2m10i17~18-12-1
* Weapon
clivedb+2,1m, M10, 23i17~18, i25~26-13+27a (+12a)
* Tornado
* Weapon
* Combo from 1st hit
clivedb+2,1*m, M10, 27i17~18, i40~41-3+27a (+12a)
* Tornado
* Weapon
* 10 Chip damage on block
clivedb+1+2M,m12,10i17~18 i23-11-2c
* Weapon
* 6 chip damage on block
clivedb+1+2,1M,m, M12,10, 20i17~18 i23, i22~i23-13+24a (+9a)
* Balcony Break (BT)
* Weapon
* Combo from 2nd CH
* Transition to +41a (+23) GAR on airborne hit
* Cancel GAR transition with B
* 6 Chip damage on block
cliveb+1m18i17~18-13+10g+57a
* Homing
* Balcony Break
* Weapon
cliveSS.2M12i17~18-9-2
* Weapon
* Side step takes 9f, effective startup i26
cliveSS.2,1M, m12, 23i17~18, i22~23-15+9c
* Heat Engager
* Heat Dash +5, +45a (+35a)
* Balcony Break
* Weapon
* Input 1 during the 1st hit animation on frames 16~18 to add +3 damage
* Combo from 1st hit with 11f delay
* Input can be delayed 11f
* Move can be delayed 10f
* Force tech backroll on hit
devil-jin3m16i17~19-12-6
devil-jin3,1m, h16, 11i17~19, i29~30+2+8
Combo from 1st hit
devil-jin3,1,2m, h, M16, 11, 20i17~19, ,i25~28-11+72a (+56)
* Tornado
* Input can be delayed 12F
* Move can be delayed 4F
* Interrupt with i9 from 2nd block
devil-jin3,1,4m, h, m16, 11, 20i17~19, ,i23~24-9+15a (+6)+59a
* Balcony Break on normal hit
* Input can be delayed 12F
* Move can be delayed 4F
* Interrupt with i7 from 2nd block
devil-jin3,1,f,Fm, h16, 11i17~19, ,-2+4
devil-jin4h24i17~18-5+10g
* Homing
* Balcony Break
* 7 chip damage on block
devil-jin1+2m,m12,25i17 i25~26-12+7
* Homing
* Balcony Break
* Interrupt with i1 from 1st block
* 1st forces crouching against crouching opponents (opponents recover standing after 2nd hit)
devil-jinf+2m14i17~18-8+3
Spike
devil-jinf+2,4m, m14, 17i17~18, i15-11+0+29a (+23)
* Knee
* Combo from 1st hit with 15F delay
* Move can be delayed 13F
* Input can be delayed by 15F
devil-jinb+4M20i17~18-8+6+30a (+24)
Opponent recovers FDFA on grounded hit
devil-jinSS.2m25i17~18-22+72a
* Transition to Hell's Gate on hit with U
* Sidestep adds 9f, effective move startup: i26
devil-jinSS.2,Um, m!,M!25, 35 (24), 40 (20)i17~18, i37~38 i22~60-5a
* Only available as combo from 1st hit
* 44 damage with scaling
dragunovf+1+2h27i17~18-9+35a
* Elbow
* Balcony Break
dragunovdf+3m16i17~20-6~-3+5c~+8c
* Spike
* +20 damage throw when hit from the front in close range
* Removes Recoverable Health
dragunovd+3L13i17~18-14-3+1c
dragunovd+3,2L, h13, 18i17~18, i24~25-8+6
Combo from 1st CH
dragunovd+3,2,1+2L, h, m13, 18, 24i17~18, ,i35~36-2c+20a
* Balcony Break
* Spike
* Chip damage on block
* Interruptable by i14 from 2nd block
dragunovd+3,4L, m13, 18i17~18, i28-11+5+23g
* Spike
* Combo from 1st CH
dragunovb+1m14i17-10+1
dragunovb+1,2m, m14, 18i17, i25~26-12+18g
* Tornado
* Balcony Break
* Combo from 1st hit with 1f delay
* Opponent recovers crouching
dragunovub+3m16i17~21-17-6
* Low crush 9~27
* Floating state 28~30
dragunovu+3m16i17~21-13+14a (+4)
Balcony Break
* Low crush 9~27
* Floating state 28~30
dragunovuf+3m16i17~21-7+20a (+10)
Balcony Break
* Low crush 9~27
* Floating state 28~30
dragunovSNK.3L,t17,20i17~18-16+0+1d/(+26a)
* Throw when CH from the front or on airborne hit in close range
** Called "Needle Hold" in-game
* +26a on CH from distance
* Floating state 10~42
* High crush 12~
dragunovSNK.3+4m20i17~18-13+27g
* Knee
* Absorb a hit to transition to Snap Knee Assault
** +1d 45dmg total
* -7 frame advantage and 8 chip damage on block after absorbing an attack in power crush state
* Power crush 8~16
dragunovWR.F+3L,t20,20i17~18-15+1d
* Transition to attack throw on front standing hit
* Must run for 32f to access this move
* +27a on BT hit
* Normally Side switches on hit
* High crush 12~44
* Floating state 10~42
eddyd+2m10i17~18-9+0
* Elbow
eddyd+2,3m, M10, 20i17~18, i24~25-4c+5c
* Combos from 1st CH
* Transition to RLX
eddydb+4m14i17~18-8+2
eddydb+4,4m, h14, 27i17~18, i33~34+1+35a (+9)
* Balcony Break
* 8 Chip damage on block
* Mandinga level increases by 1 on hit
* Becomes +19a(-7) on hit when gaining Mandinga
* Combos from 1st hit
* Low crush 22~30
* Floating state 31~33
eddyuf+3+4m,h10,14i17~18-13+32a (+25)
* Balcony Break
* Strong Aerial Tailspin
* +20a if only the 2nd hit connects
* Low crush 15~
<Showing 1601-2000 of 6205 moves>