mokujin

mokujin

Edit
CharCommandHit levelDamageStartupBlockHitCounter hitNotes
annaCJM.uf+4m22i15~16-13+30a (+20)
* Tornado
* Low crush 8~29
* Floating state 30~32
annaHAM.2m12i15~16-9+3
* Weapon
* 2 chip damage on block
annaHAM.2,1m, h12, 23i15~16, i25~26-3+17a (+8)
* Strong Aerial Tailspin
* Balcony Break
* Weapon
* Combo from 1st hit
* 4 chip damage on block
annaHAM.2,1,2m, h, M12, 23, 32i15~16, ,i33~34+2c+17a (+7)
* Spike
* Weapon
* Combo from 1st hit
* 6 chip damage on block
* 9 chip damage on block in heat (30%)
annaHAM.2,2m, M12, 23i15~16, i22~23-14+33a
* Tornado
* Weapon
* Combo from 1st hit
* Transition to r34 TOM on hit automatically
* Steel Pedal
* 6 chip damage on block
annaTOM.4L21i15-13+28g
armor-king3h17i15~16-4+3
* Has good right sidestep tracking
armor-king3,4h, m17, 15i15~16, i27~29-9+3
* Combo from 1st hit with 6F delay
* Move can be delayed by 7F
* Input can be delayed by 9F
armor-king3,4,1h, m, m17, 15, 28i15~16, ,i21~22-13+15a(+6)
* Balcony Break
* Shoulder
* Combo from 2nd CH with 14F delay
* Move can be delayed by 13F
* Input can be delayed by 16F
* i17 r17 cancel with B (-14/-2)
armor-kingf+2m12i15~16-11+2
Elbow
armor-kingf+2,1m, h12, 25i15~16, i18~19-9+16a
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
* Combo from 1st hit with 6F delay
* Combo from 1st CH with 12F delay
* Move can be delayed by 10F
* Input can be delayed by 12F
* Opponent recovers in FDFA
armor-kingf+3m12i15~16-9+7
armor-kingf+3,2m, m12, 13i15~16, i20~21-11+5
* Combo from 1st hit
* Transition to CD with DF (+15, -1)
armor-kingf+3,2,1m, m, m12, 13, 22i15~16, ,i24~26-13+34d+70a (+54)
* Tornado
* Combo from 2nd CH
armor-kingdf+2m21i15~16-12+4+22a
armor-kingdf+2,1m, h21, 8i15~16, i15~16+0+8+11
* Combo from 1st hit
* Transition to BAD with F (+8, +0)
armor-kingb+4m15i15~18-9+2
armor-kingb+4,1+2m, t15, 20i15~18, +0d
* Throw only comes out on front hit
* Input 1+2 during frames 2-18 of b+4
armor-kinguf+2m7i15~16-12-1
armor-kinguf+2,1m, m7, 10i15~16, i26~26-13+45a (+37)
* Floor Break
* Elbow
* Combos from 1st hit
armor-kinguf+4m13i15~17-13+33a (+23)
* Low crush
armor-kingf,n,d,df+1h20i15~16+5+16a
* 6 chip damage on block
* Opponent left FDFA on hit
armor-kingws1m16i15~16-12+31a (+21)
Elbow
armor-kingBAD.2m12i15~16-7+4
armor-kingBAD.2,3m, h12, 24i15~16, i22~23-7+18g
* Balcony Break
* Tornado
* Combo from 1st hit with 8F delay
* Interrupt with i6 from 1st block
* Input can be delayed by 9F
* Move can be delayed by 5F
* Forces crouching on hit
armor-kingBAD.2,4m, m,t12, 15,20i15~16, i18~19-12+0d
* Combo from 1st hit with 9F delay
* Interrupt with i2 from 1st block
* Input can be delayed by 9F
* Move can be delayed by 5F
* Transitions to attack throw on front hit only
* Opponent left FUFT
asukaf+1+2h26i15~16-9+19a (+9)
* Balcony Break
* +0 frame advantage and 10 chip damage on block after absorbing an attack in power crush state
* Power crush 7~14
asukadf+2m14i15~16-6+35a (+25)
+5s on crouch hit
asukab+2m12i15-4c+1c
asukab+2,1m, m12, 14i15, i28-7+4
* Combo from 1st CH
* Links to f+1 extensions
asukab+2,4m, L12, 14i15, i33~35-11+0+3
* Links to db+4 extensions
* Transition to r22 FC with D
* High crush 15~
asukab+2,1+2m, h12, 7i15, i21-9+2
* Elbow
* Jail from 1st attack with 5f delay
* Combo from 1st CH with 9f delay
* Input can be delayed 12F
* Cancel to r15 FC with D
asukab+2,1+2,4m, h, m12, 7, 20i15, ,i23~24-13+18a (+9)
* Balcony Break
* Combo from 1st CH
* Combo from 2nd CH
asukab+4m17i15~16-7+8+56a
Knee
asukab+4,2m, m17, 12i15~16, i18~19-12+4c
* Spike
* Knee
* Input can be delayed 14f
asukab+4,2,3m, m, M17, 12, 21i15~16, ,i20~23-16+15a (-2)
* Balcony Break
* Combo from 2nd hit with 6f delay
* Move can be delayed 3f
* Gain NWG on hit with 1
asukaf,F+2m16i15~16-9+2
* Elbow
* Transition to -9 +2 FC with D
asukaf,F+2,1m, h16, 21i15~16, i21~22-5+19c
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
* Elbow
* Combo from 1st hit with 6f delay
* Combo from 1st CH with 10f delay
* Input can be delayed 12f
* Move can be delayed 10f
* Gain Naniwa Gusto on Heat activation
* Forces tech backroll on hit
asukaf,F+2,3m, M16, 22i15~16, i27~28-7+15a
* Balcony Break
* Combo from 1st CH with 4f delay
* Input can be delayed 12f
* Move can be delayed 10f
asukaf,F+2,3*m, m16, 26i15~16, i38~39+7+39a
* 10 chip damage on block
asukaf,F+2,1+2m, m16, 25i15~16, i25~26-13+23a (+13)
* Balcony Break
* Combo from 1st hit
* Combo from 1st CH with 6f delay
* Input can be delayed 12f
* Move can be delayed 10f
* Gain Naniwa Gusto on hit, advantage becomes +0a (-10)
azucenaH.2+3m,m,t15,9,29i15~16+6+0a
* Heat Smash
* Reversal Break
* Balcony Break
* 7 chip damage on block
* Transition to attack throw on hit
* Enter LIB +6 automatically on block/whiff
* +15a if only the last hit connects
* +30a (+20) if only the last two hits connect
* 2nd hit damage 9 > 15 if 1st hit whiffs
* 3rd hit damage 29 > 30 if 1st hit whiffs
* Hit level becomes m,h,m on block/whiff
* Spike on the last hit if the first two whiff
* Low crush 18~57
* Floating state 58~60
azucena1+2h17i15-8+13g+56a
Balcony Break
* High crush 8~15
azucenadf+2m12i15~16-13+28a (+18)
Launches crouching opponent
azucenad+3L10i15-14-3
azucenad+3,3L, m10, 14i15, i23-13+1
* Combo from 1st CH with 7f delay
* Move can be delayed 10f
azucenad+3,3,4L, m, m10, 14, 21i15, ,i25~26-14+15a (-2)
* Tornado
* Balcony Break
* Combo from 2nd CH with 10f delay
azucenad+4L13i15~16-13-2
azucenad+4,1L, h13, 5i15~16, i27~28-1+3
* Combo from 1st CH with 2f delay
* Move can be delayed 10f
* Cancel to LIB -20 -9 r18 with F
azucenad+4,1~2L, m13, 20i15~16, i17~18-8+20a (+11)+59a
* Strong Aerial Tailspin
* Balcony Break
azucenab+4m10i15~16-9+2
Knee
azucenab+4,3m, m10, 10i15~16, i23~24-10+4
* Knee
* Combo from 1st hit with 6f delay
azucenab+4,3,4m, m, m10, 10, 16i15~16, ,i23~24-10-2
* Knee
* Combo from 2nd CH with 10f delay
azucenab+4,3,4,3m, m, m, h10, 10, 16, 23i15~16, ,i27~28-7+39d (-19)
* Balcony Break
* Combo from 2nd CH with 6f delay
* Combo from 3rd hit with 2f delay
* Move can be delayed 6f
azucenaf,F+3M20i15~17-14~-12+35a (+25)
Tornado
* Low crush 17~37
* Floating state 38~40
azucenaf,f,F+3m10i15~16-14-9
Knee
* Low crush 9~36
* Floating state 37~39
azucenaf,f,F+3,2m, h10, 20i15~16, i10~12+2+25a (-1)
* Balcony Break
* Elbow
* Jail from 1st attack
* 8 chip damage on block
* Available only as combo from 1st hit
* Enter LIB +3 +28a (+2) r35 with F on frame 22
* Low crush 1~24
* Floating state 25~27
azucenaws2m14i15~16-13+32a (+22)
azucenaBT.4m15i15~16-3+6
azucenaBT.4,3m, m15, 21i15~16, i23~24-14+16a (-1)+70a (+54)
* Tornado
* Balcony Break
* Combo from 1st hit with 6f delay
* Move can be delayed 10f
* Only hits grounded when up-close and off-axis
azucenaLIB.4m14i15~16-3+10+10a
azucenaLIB.4,1m, h14, 10i15~16, i23~24-1+5+10
* Combo from 1st hit with 9f delay
* Launches from first counter hit
azucenaLIB.4,1,2m, h, m14, 10, 23i15~16, ,i28~29-10+67a (+51)
* Tornado
* Balcony Break
* Combo from 2nd CH with 1f delay
* Move can be delayed 10f
azucenaLIB.4,2m, M14, 21i15~16, i25~26-13+16a
* Balcony Break
* Spike
* Combo from 1st hit with 5f delay
* Will not wall splat when the first hit is a counter hit due to float state
bryanf+2m10i15-10+1
bryanf+2,1m, m10, 12i15, i10-10+1
Jail from 1st attack
bryanf+2,1,4m, m, m10, 12, 20i15, ,i18~19-13+3a
* Combo from 1st or 2nd hit
* Gain SNE on hit with 1+2
* SNE gain is r25
* Balcony break on airborne hit
bryanSNE.f+2,1,2m, m, m10, 12, 5i15, ,i14~15-2+9c
* Elbow
* Spike
* Combo from 1st hit
* Consumes SNE
* Chip damage on block (1)
bryanSNE.f+2,1,2,3m, m, m, m10, 12, 5, 7i15, ,i22-3+18a (+11)
* Knee
* Combo from 1st hit
* Chip damage on block (2)
bryanSNE.f+2,1,2,3,2m, m, m, m, m10, 12, 5, 7, 20i15, ,i35~36-10+25a (-1)
* Balcony Break
* Combo from 1st hit
* Chip damage on block (8)
* Unparryable by traditional parries, Asuka, Nina, etc
bryanDF+1m8i15-5+1
* DF must be held for the extensions
bryanDF+1,1m, m8, 2i15, i10-10-4
* Jail from 1st block with 8F delay
* Combo from 1st hit with 14F delay
* Move can be delayed 16F
bryanDF+1,1,1m, m, m8, 2, 2i15, ,i10-10-4
* Jail from 1st block with 8?F delay
* Combo from 1st hit with 14F delay
* Move can be delayed by 25F
bryanDF+1,1,1,1m, m, m, m8, 2, 2, 2i15, ,i10-10-4
* Jail from 1st block with 8?F delay
* Combo from 1st hit with 14F delay
* Move can be delayed by 25F
bryanDF+1,2m, m8, 20i15, i23-15+1+14a (+5)
* Combo from 1st hit
* Alternate inputs:
** DF+1,1,2
** DF+1,1,1,2
** DF+1,1,1,1,2
* Balcony break on airborne hit
* Interrupt with i3 from 1st block
bryand+4L13i15-11+0
bryandb+2m13i15~17-6+8
bryandb+1+2m,h8,16i15 i12-9+4
* Heat Engager
* Heat Dash +5, +43a (+35)
* Balcony break on airborne hit
* Jail from 1st attack
bryanub+1+2m,m5,2i15 i12-16-6
* Combo from 1st hit
bryanub+1+2,1m,m, m5,2, 2i15 i12, i12-13-3
* Combo from 1st hit 8f delay
* Input can be delayed 18f
bryanub+1+2,1,2m,m, m, m5,2, 2, 2i15 i12, ,i11-16-6
* Combo from 1st hit
* 11f input window-
bryanub+1+2,1,2,1m,m, m, m, m5,2, 2, 2, 2i15 i12, ,i10-13-3
* Combo from 1st hit
* 9f input window
bryanub+1+2,1,2,1,2m,m, m, m, m, m5,2, 2, 2, 2, 2i15 i12, ,i9-16-6
* Combo from 1st hit
* 8f input window
bryanub+1+2,1,2,1,2,1m,m, m, m, m, m, m5,2, 2, 2, 2, 2, 2i15 i12, ,i8-13-3
* Combo from 1st hit
* 7f input window
bryanub+1+2,1,2,1,2,1,2m,m, m, m, m, m, m, m5,2, 2, 2, 2, 2, 2, 2i15 i12, ,i7-16-6
* Combo from 1st hit
* 6f input window
bryanub+1+2,1,2,1,2,1,2,1m,m, m, m, m, m, m, m, m5,2, 2, 2, 2, 2, 2, 2, 2i15 i12, ,i6-13-3
* Combo from 1st hit
* 5f input window
bryanub+1+2,1,2,1,2,1,2,1,2m,m, m, m, m, m, m, m, m, m5,2, 2, 2, 2, 2, 2, 2, 2, 2i15 i12, ,i5-16-6
* Combo from 1st hit
* 4f input window
bryanub+1+2,1,2,1,2,1,2,1,2,1m,m, m, m, m, m, m, m, m, m, m5,2, 2, 2, 2, 2, 2, 2, 2, 2, 2i15 i12, ,i5-26-15
* Combo from 1st hit
* 4f input window
bryanub+1+2,1,2,1,2,1,2,1,2,1,4m,m, m, m, m, m, m, m, m, m, m, m5,2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 14i15 i12, ,i10-35-15a (-24)
* Knee
* Balcony Break
* Combo from 1st hit
bryanws1m20i15~16-14+35a (+25)
bryanFC.df+4m21i15~16-10+13g+25d
Balcony Break
* High crush 1~14
bryanSLS.2h16i15~16-6+2
bryanSLS.2,1h, m16, 23i15~16, i15~16-11+33a (+18)
Combo from 1st hit with 4f delay
bryanSLS.2,2h, m16, 25i15~16, i25-7+14a
* Balcony Break
* Spike
* Combo from 1st hit with 4f delay
* +9a on BT hit
bryanSLS.2,4h, m16, 22i15~16, i16~17-10+5a
* Tornado
* Knee
* Combo from 1st hit with 4f delay
* Gain SNE on hit, -12a
* Low crush 9~26
* Floating state 27~29
bryanSLS.1+2m28i15~16-9+23a (+13)
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
* Elbow
* Chip damage 8 (30%) on block
bryanqcb+2m16i15~16-9+6
bryanqcb+2,4m, h16, 25i15~16, i22~25-9+15a
* Balcony break on airborne hit
* Combo from 1st hit with 10f delay
* Move can be delayed 7f
* Chip damage on block
claudiodf+1m10i15-4+7
* Cannot be sidestepped or sidewalked right?
claudiodf+1,2m, m10, 15i15, i23~24-15+31a (+21)
* Combo from 1st hit with 1f delay
claudiodb+4L7i15-13-2
* Pseudo homing to SSL/SWL side?
claudiodb+4,3L, h7, 10i15, i18-11+0
* Combo from 1st hit with 1f delay
* -30 from 1st block
claudiouf+4m13i15~17-13+33a (+23)
* Low crush 9~30
* Floating state 31~33
claudiof,F+3m8i15~16-8-1
claudiof,F+3,2m, m8, 4,13i15~16, i20~21,i16~17-13+22a (+17)
* Tornado
* 2 chip damage on block
* Can be charged
* Has roughly 5 levels of charge
* Combos from 1st hit if uncharged
claudiof,F+3,2*m, m8, 4,20i15~16, i20~21,i39~400+14d
* Tornado
* Balcony Break
* 6 chip damage on block
* Gain STB on hit or block
claudiof,F+4m20i15~17-1~+1+6~+8+13~+15
* Knee
* i16 startup when buffering f,n. i18 fastest startup when unbuffered
* Low crush 11~28
* Floating state 29~31
claudiows2m20i15~16-14+26a (+16)
* Transition to r39 STB on hit without STB
* Frame advantage +24a (+14) on STB gain
claudioSTB.f,F+3,2m, m,m8, 4,20i15~16, i20,i16-9+22a (+17)
* Tornado
* Balcony Break on airborne hit only
* Can be charged
* Roughly 5 levels of charge
* 6 chip damage on block
* Consumes STB, but if in Heat, partially depletes the remaining Heat time instead
* Combo from 1st if uncharged
claudioSTB.f,F+3,2*m, m,m8, 4,25i15~16, i20,i39~40+12+67a (+51)
* Tornado
* Balcony Break
* Guard Break
* Instant Tornado on hit
* 7 chip damage on block
* Consumes STB, but if in Heat, partially depletes the remaining Heat time instead
* Combo from 1st if uncharged
cliveH.PHX.2+3m42i15~16+8+0
* Heat Smash
* Floor Break
* Weapon
* Increases ZAN gauge by 1.16 on hit
* Increases ZAN gauge by 0.66 on block
* Transition to throw on hit
* Opponent recovers in FDFA state
* Only deals recoverable damage
* (32) damage balcony break on 1st whiff
* 9 chip damage on block
clivef+2m10i15-12-4
* Weapon
clivef+2,1m, h10, 13i15, i21~22+1+20g
* Balcony Break
* Combo from 1st hit
clivef+2,2m, m10, 7i15, i17~18-8+3
* Weapon
* Combo from 1st CH
* Jail from 1st block
* Enter PHX -5 +6 r30 with F or 4 on hit or block
clivef+2,2,2m, m, M10, 7, 20i15, ,i27~28-13+9a
* Heat Engager
* Heat Dash +5, +67a {+50)
* Balcony Break
* Spike
* Weapon
* Combo from 1st CH
* Combo from 2nd hit
* Interrupt with i8 from 2nd block
* Input can be delayed by 8F
* Move cannot be delayed
clivef+2,2,1+2m, m, M10, 7, 18i15, ,i27~28-13c+9a
* Balcony Break
* Spike
* Weapon
* Combo from 1st CH
* Combo from 2nd hit
* Interrupt with i8 from 2nd block
* Increases ZAN gauge by 0.70 on hit
* Increases ZAN gauge by 0.30 on block
* Only deals recoverable damage
* Input can be delayed by 8F
* Move cannot be delayed
cliveH.f+2,2,1m, m, m10, 7, 25i15, ,i26~27-9+14c
* Balcony Break
* Combo from 1st hit with 8F delay
* Move cannot be delayed
* Input can be delayed by 8F
* Consumes 150F of remaining Heat time
* Forces tech backroll on hit
* 7 chip damage on block
cliveH.f+2,2,1*m, m, m10, 7, 30i15, ,i42~43+11+52a
* Guard Break
* Consumes 150F of remaining Heat time
* Interrupt with i24? from 2nd block
* Interrupt with i12 from 2nd hit
clivedf+2m,m5,10i15~16 i26~27-13+30a (+20)
* Weapon
* 2nd hit available only on hit or block
clivedf+2,2m,m, m5,10, 20i15~16 i26~27, i18~19+5a (-2)
* Weapon
* Available only as combo from 2nd hit
* Available on standing hit only
* Low crush 9~
clivedf+2,2,2m,m, m, m,M5,10, 20, 6,25i15~16 i26~27, ,i26~27 i3~4+60a (+44)
* Tornado
* Weapon
* Available only as combo from 3rd hit
* Available on standing hit only
clivews2m15i15~16-14~-13+53a
* Weapon
cliveGAR.1m18i15~17-5~-3+17a
* Balcony Break
* Spike
* 21 damage with delayed input
* Jump takes 17f, effective minimum startup i32~34
* 3 (4) chip damage on block
* -12 on block, +3c on hit, 15 damage, 18 delayed input damage, 3 chip damage with ub+1
* Low crush 1~23
* Floating state 24~26
clivePHX.2m12i15-7+4+35d (+27)
* Balcony Break
* Weapon
* 3 chip damage on block
clivePHX.2,1m, M12, 23i15, i25~26-12+24a (+9)
* Tornado
* Weapon
* On hit regain 5 additional recoverable health
* Combo from 1st hit with 4f delay
* Airborne combo from 1st CH with 12F delay
* Input can be delayed 16f
* Move can be delayed 10f
clivePHX.2,2m, m,t12, 8,18i15, i20-13+5d / +5a (-4)
* Balcony Break
* Weapon
* Combo from 1st hit
* Transition to attack throw on hit
* Cancel throw transition with B
* Increases ZAN gauge by 0.72 on hit
* Increases ZAN gauge by 0.40 on hit without throw
* Increases ZAN gauge by 0.10 on block without throw
* Side switch on hit
cliveH.PHX.2,1+2m, m12, 32i15, i23~24+4+25a(-1a)
* Balcony Break
* Weapon
* Combo from 1st hit
* Interrupt with i5 from 1st block
* 9 chip damage on block
* Consumes 150F of remaining Heat time
clivePHX.4L15i15~16-13-1c+13c
* High crush 6~
devil-jinf+4m10i15~16-12-1
devil-jinf+4,3m, m10, 15i15~16, i26~27-22+18a (+8)
* Tornado
* Combo on 1st CH with 4F delay
* Move can be delayed by 15F
* Input can be delayed 16F
* Enter FLY +36a (+26) with ub_u_uf on hit
* Low crush 27~51
* Floating state 52~54
devil-jindf+2m17i15-9+6+9
* Transition to MCR with F on hit or CH (+14/+17)
** -11/-8 on an empty MCR transition
* Has good right sidestep tracking
devil-jind+3+4m,m5,20i15-16 i15-16-15+30a (+20)
* Low crush 16~30
devil-jinb+1+3m30i15-8+16a (+6)
* Balcony Break
* 50% damage reduction when absorbing attacks
* Damage taken during power crush is recoverable
* Reversal Break, -8 on block and 12 chip damage on block after absorbing an attack in power crush state
* r34 on hit
* Power crush 4~14
devil-jinb,f+2m12i15~17-9-1
* Input bufferable
* -1c on hit against crouching opponents
* Homing at +3 and above
* Can be sidestepped to the right at -2 to +2
devil-jinb,f+2,1m, m12, 12i15~17, i14~15-10+1
* Elbow
* Combo from 1st hit with 15f delay
* Jail from 1st attack with no delay
* Move can be delayed 7f
devil-jinb,f+2,1,2m, m, m12, 12, 24i15~17, ,i22~23-8+15a (+6)+45a (+0)
* Balcony Break
* Combo on 2nd CH with 8f delay
* Input can be delayed 20f
* Move can be delayed 15f
* 7 chip damage on block
devil-jinb,f+2,1,4m, m, M12, 12, 21i15~17, ,i26~29-8c+14a
Spike
* Low crush 12~20
* Floating state 21~23
devil-jinb,f+2,1,df+2m, m, m12, 12, 20i15~17, ,i18~19-13+25a (+8)
* Tornado
* Balcony Break on grounded hit only
* Combo on 2nd CH with 11f delay
* Input can be delayed 20f
* Input can be delayed 14f
* Opponent recovers FDFA on hit
devil-jinb,f+2,3m, h12, 21i15~17, i19~20-5+16g
* Balcony Break
* Combo from 1st hit with 8F delay
* Interrupt with i4 from 1st block
* Opponent recovers crouching on hit
* Transition to MCR with F on hit with F (+14)
** -11 on an empty MCR transition
* Move cannot be delayed
* Input can be delayed by 8F
devil-jinf,F+2m24i15~16-8+15a (+6)
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
* i18 startup when unbuffered, and i16 startup when buffered
* 7 chip damage on block
* 9 chip damage on heat dash
* Active frame 1 range: 2.73
devil-jinFLY.3M30i15~22-15~-8+8c~+15c
* Balcony Break
* Spike
* Forces backroll on hit
** Opponent recovers in FC?
devil-jinMCR.2m12i15~16-9-1
Homing
* Low crush 1~37
* Floating state 38~40
devil-jinMCR.2,2m, M12, 20i15~16, i24-26-14c+2a
* Heat Engager
* Heat Dash +5, +67a (+50)
* Spike
* 6 chip damage on blocked Heat Dash
* Combo from 1st hit with 2F delay
* Opponent recovers FDFA on hit
* Input can be delayed by 2F
* Move cannot be delayed
* Low crush 1~17
* Floating state 18~20
devil-jinH.b,f+2,1,4,1+2m, m, M, SM12, 12, 21, 15i15~17, ,i24~35+2+4c~+15c
* Balcony Break
* Tornado
* Weapon
* Projectile (unparryable)
* Forces backroll on hit
* +59a(+43) from previous hit
* Jail from 3rd block
* 3 chip damage on block
* Consumes 220F of remaining heat time
dragunovH.2+3m,m,m25,14,23i15~16, i30~32,i31~32+6+3d
* Heat Smash
* Balcony Break
* Only 1st and 3rd hit
* 7 Chip damage on block
* Throw on 1st hit - 50 damage
dragunovH.2+3,db+1+2m,m,m, t25,14,23, 0i15~16, i30~32,i31~32, i26-2d
* Unbreakable on hit
* Shift to tackle on hit
* Interrupt with i15 on 1st block
dragunov3m10i15~16-9+2
dragunov3,1m, h10, 8i15~16, i21~22-2+7
* Combo from 1st hit
* Enter SNK -3 +6 r23 with DF
dragunov3,1,2m, h, m10, 8, 24i15~16, ,i19~21-12+12a (+3)
* Balcony Break
* Combo from 2nd CH with 10f delay
* Input can be delayed 11f
* Move can be delayed 10f
dragunov3,1,4m, h, h10, 8, 24i15~16, ,i22~23-9+42d (-16)
* Balcony Break
* Combo from 2nd CH with 7f delay
* Input can be delayed 11f
* Move can be delayed 10f
dragunovdf+2m14i15~16-12+28a (+18)
Launches crouching opponent
dragunovd+4L12i15~16-15-9-4
dragunovd+4,1L, h12, 8i15~16, i14~15-11+5
Combo from 1st CH with 1f delay
dragunovd+4,1,3L, h, h12, 8, 21i15~16, ,i15~16-16+9a (+0)
* Balcony Break
* Combo from 2nd hit
* Combo from 1st CH
dragunovd+4,4L, h12, 23i15~16, i22~23-14+16a (+6)
* Balcony Break
* Combo from 1st CH
dragunovb+2m14i15-3+8
dragunovb+2,1m, h14, 11i15, i17~19-5+6
Combo from 1st hit
dragunovb+2,1,3m, h, l14, 11, 17i15, ,i29~31-26-2c+1d
* Clean hit +4
* Shift to Clipping Heel Hook on close range CH
* High crush 15~050
dragunovf,F+2m20i15~16-12+15a+30d (+22)
* Balcony Break
* Spike
dragunovf,f,F+2m22i15~17+4+32d (-26)+44a
* Balcony Break
* Spike
* 20% (4) Chip damage on block - 30% (7) when powered up
* Do f,n,f+2 within 8 total frames (first forward and neutral doesn't matter) for the powered up (bluespark) version - 26 damage
dragunovH.f,f,F+2,1+2m, t22, 0i15~17, i40-2d
* Consumes 300F of remaining Heat time
* Shift to tackle on hit
* Interrupt with i24 from 1st block
* High crush 24~40
dragunovws2m15i15~16-12+28a (+18)
dragunovSNK.1h20i15~16-8+51a
* Balcony Break
** on airborne hit
eddydf+3m17i15~18-18~-16+31a (+21)
Tornado
* Floating state 19~33
eddyd+4L10i15~16-16c-5
* Transition to FC
* High crush 6~50
eddyd+4,3L, m10, 20i15~16, i21~22-13c+12c
eddyb+2m12i15~16-8+3
* Elbow
eddyb+2,3m, m12, 13i15~16, i22~23-11+4
Combos from 1st hit
eddyb+2,3,3m, m, M12, 13, 25i15~16, ,i33~35-14+13a(-4)
* Balcony Break
* Combo from 2nd CH
eddyb+2,4m, h12, 23i15~16, i25~26-7+14a(+5)
Combo from 1st hit
* Low crush 19~24
* Floating state 25~26
eddyws2m20i15~16-18+51
* Elbow
eddyRLX.4m14i15~16-8+8
* Transition to FC
eddyRLX.4,3m, m14, 25i15~16, i28~30-13+16a/HE
* Heat Engager
* Balcony Break
* Heat Dash +67a(+50) on hit
* Combo from 1st hit with 9F delay
* Move can be delayed by 8F
* Low crush 16~?
fahkumramf+2m14i15-9+0
fahkumramf+2,1m, m14, 22i15, i20-14+33a (+18)
* Combos from 1st hit
fahkumramGRF.f+2,1,2m, m, m14, 22, 20i15, ,i29+2+15d
* Floor Break
* Elbow
* Consumes GRF
* Partially consumes remaining Heat Time
* Combos from 1st hit
* 6 chip damage on block
* Low crush
fahkumramdf+1m12i15-3+6
fahkumramdf+1,2m, M12, 20i15, i27-13+12d
* Floor Break
* Elbow
* Combos from 1st hit
* Grants GRF on hit
* Low crush
fahkumramdf+1,4m, h12, 23i15, i25-5+20a (+11)
* Heat Engager
* Heat Dash +62a (+42)
* Knee
fahkumramdf+1,4~3m, m12, 20i15, i18-7+9+37d (+29)
* Tornado
* Wallbreak on CH
* Combos from 1st hit CH
* Can be charged
fahkumramdf+1,4~3*m, m12, 23i15, i36+9+70a (+54)
* Tornado
* Balcony Break
* 9 chip damage on block
* Powered up with GRF
* Cancel to FC with F
fahkumramdf+1,4~3*~Bm, m12, 25i15, i22-7+9
*
Homing
* Balcony Break
fahkumramdf+1,4~4m, h12, 20i15, i16+3+13g+30a
* Homing
* Balcony Break
* Strong Aerial Tailspin
* 6 chip damage on block
* Combos from 1st hit CH
* Just frame input 3,4:4
* 24 damage, 7 chip damage, slightly different juggle properties
fahkumramdf+2m10i15-7+4
fahkumramdf+2,1m, m10, 22i15, i24-13+13d
* Balcony Break
* Floor Break
* Elbow
* Combos from 1st hit
fahkumramdf+2,3m, h10, 11i15, i21-13+52cs
* Balcony Break
* Combos from 1st hit
fahkumramws3m20i15-14+55cs
* Knee
fahkumramSS.4m23i15-11+38a
* Tornado
* Knee
* Low crush
fengf+2m10i15-8+3+10g
fengf+2,1m, m10, 10i15, i19-8+3
* Combo from 1st CH with 1F delay
* Move can be delayed by 10F
* Input can be delayed by 11F
fengf+2,1,2m, m, m10, 10, 28i15, ,i13~14-19+19a (+14)
* Balcony Break
* Shoulder
* Combo from 2nd hit with 12F delay
* Move can be delayed by 10F
* Input can be delayed by 16F
fengdf+4m13i15-6+5
fengdf+4,2m, m13, 13i15, i20~21-11+1+8
* Combo from 1st hit with 8F delay
fengdf+4,2,1+2m, m, M13, 13, 21i15, ,i34~35-19+31a (+16)
* Tornado
* Shoulder
* Combo from 2nd CH with 4F delay
* Move can be delayed by 9F
* Input can be delayed by 10F
fengdf+4,3m, h13, 23i15, i23~24-4+15g+27a
* Balcony Break
* Combo from 1st hit with 7F delay
fenguf+4m13i15~17-13+33a (+23)
* Recovers 2F faster on hit (t46 r29)
* Low crush 9~28
* Floating state 29~31
fengws2m17i15~16-7+29g+78a (+62)
* Tornado (CH Only)
fengws3m15i15~16-12+33a (+23)
fengSS.2h18i15+3+9+31g
* Homing
* Transition to BT
heihachiH.2+3m,m50i15+10+0d
* Heat Smash
* Reversal Break
* Floor Break
* 15 chip damage on block
* Transition to attack throw on hit
* Transition to RAI on block only
* Cancel RAI transition with B, +6 on block instead
heihachiH.2+3,Fm50i15+10-2d
* Heat Smash
* Reversal Break
* Balcony Break
* 15 chip damage on block
* Transition to attack throw on hit
* Transition to RAI on block only
* Cancel RAI transition with B, +6 on block instead
heihachi3m10i15-4+1
heihachi3,2m, m10, 10i15, i22~23-13-2
* Combo from 1st hit with 1f delay
* Enter FUJ -2 +9 r25 with D
heihachi4h21i15~16-9+16g+52a
* Tornado
* Balcony Break
* Opponent recovers crouching on hit
heihachif+2h13i15~16-9+2
heihachif+2,2h, m13, 10i15~16, i22~23-13-2
* Combo from 1st hit with 4f delay
* Enter FUJ -2 +9 r25 with D
heihachidf+3m10i15~16-6+5
* Knee
heihachidf+3,1+2m, h,m,m10, 3,3,3i15~16, i14 i9 i8-15-4
* Jail from 1st attack
heihachidf+3,1+2,1m, h,m,m, m10, 3,3,3, 25i15~16, ,i22~23-15+20a (+15)
* Balcony break on airborne hit
* Jail from 1st attack
* Powered up input df+3,1+2,qcf+1 (5 additional damage)
** Last button should be input as late as possible?
heihachif,f,F+1+2h20i15+3+6d
* Spike
* Transition to r32 +6 +9d RAI with F
* 4 Chip damage on block
* Low crush 3~23
heihachiFC.df+2m17i15-14+37a (+27)
* Tornado
heihachiFUJ.2m20i15~16-10+75a (+59)
* Tornado
* Chip damage on block
* High crush 6~14
heihachiWAR.FUJ.2m24i15~16-3+75a (+59)
* Tornado
* Reversal Break
* Chip damage on block
heihachiWAR.f,f,F+1+2h20i15+6+6d
* Removes Recoverable Health
* Spike
* Transition to +9 +9d RAI with F
* 8 Chip damage on block
* Low crush
heihachiRAI.1+3t30i15~16+0d
* Unbreakable
* 42 damage on a wall splat
hwoarangf+1+2m17i15-9+2+14
* Also possible during RFF
hwoarangdf+2m13i15~16-7+34a (+24)
* +4s on crouching normal hit
* Also possible during RFF
hwoarangb+1m15i15-14-1
* Sidesteps to the right
hwoarangb+1+3,P.4m,h,h10,8,10i15,i8,i9+17a (+8)
* Balcony Break
* Pressing 4 after successful parry
hwoarangws2m8i15~16-7+4s
hwoarangws2,3m, h8, 10 (15)i15~16, i23~25+3+72a (+56) / +10
* Tornado
* Combo from 1st hit
** +72a (+56) from 1st hit
** Balcony Break from 1st hit
* Transition to LFS
* Low crush 17~
hwoarangLFS.4~3h,h17,26i15~16, i8~9+6+24a (+14)
* Balcony Break
* 7 chip damage on block
* Jail from 1st block
* Input 4 the following frame after 3 to power up
** 45dmg on hit, 8 chip damage on block
* Low crush 12~
hwoarangLFS.b+1m15i15-14-1
* Sidesteps to the right
hwoarangRFS.d+3L13i15-13-5+2
* Transition to RFF
* Increased chip damage scaling on block during heat
** 3 chip damage on block in heat
* cs10~19 crush state when canceled into followup
* High crush 10~25
hwoarangRFS.d+3,3L, h13, 28i15, i25~27-2+34a (+8)
* Balcony Break
* Combo from 1st CH with 4F delay
* Move cannot be delayed
* Input can be delayed by 4F
* 11 chip damage on block
* Increased chip damage scaling on block during heat
** 14 chip damage on block in heat
hwoarangAIR.ub+3+4th(m)26i15~16+10d
* Break: none
* Opponent recovery on hit: FUFA, sideswap
* Also possible during RFF
jack-83m18i15-9+5
* Knee
* Transition to GMH with D
** (+2 oB, +16g oH, +16 ch)
* Alternate input f+3 or ws3
jack-83,2m, h18, 20i15, i23-9+44d (-14)
* Balcony Break
* Combos from 1st hit
* Alternate input f+3,2 or ws3,2
jack-83,1+2m, m18, 20i15, i25-11c+2d+48a
* Combos from 1st hit CH
* Alternate input f+3,1+2 or ws3,1+2
jack-81+2m,m8,14i15-13+67a (+51)
* Tornado
* Homing
* Instant Tornado
* High evasion from frames 4? to 12?
jack-8f+4~1,2M30i15 (66~)+8+0d
* Elbow
* Floor Break
jack-8df+2m13i15-14+31a (+21)
jack-8df+2,1m, h13, 16 (24)i15, i21-32+40a (+22)
* Transition to GMH with D
** (+45a (+27) oH)
* 16 damage with scaling from 1st hit
* Can be charged to power up
jack-8df+2,1*m, h13, 22 (32)i15, i35-46+69a (+53)
* Tornado
* Transition to GMH with D
* Gain GMC on hit
** (+70a (+54) oH))
* 28 damage with scaling from 1st hit
jack-8df+4m17i15-9+5+14c
jack-8f,F+1m22i15~16-6+8c+16d
* Elbow
* Transition to GMH with D
* (+4 oB, +8c oH, +16d cH)
jack-8f,F+1+2m20i15-15+22cs
*
Homing
jack-8f,F+1+2,2m, m20, 24i15, i32-11+11a (+2)
*
Balcony Break
* Combos from 1st hit
jack-8f,F+1+2,1+2m, l20, 21i15, i28-19+13d
* High crush
jack-8ws1m14i15-13+34a (+24)
*
jack-8GMH.1+3t30i15!+0d
* Crouch Throw (Unbreakable)
* Floor Break
* Alternate input d+1+3
jack-8GMH.2+4t25i15!+6d
* Heat Engager
* Cannot Heat Dash
* Crouch Throw (Unbreakable)
* Alternate input d+2+4
* Gain GMC on Heat activation
jinH.2+3m,h,m57i15~16+3+0d
* Heat Smash
* Reversal Break
* Balcony Break
* Transition to attack throw after 1st hit
* Transition to CD automatically on block
* Transition to standing on block with B
* 6 Chip damage on block
* Jail from 1st attack
jinH.2+3,4m,h,m48i15~16+9+32a (-4)
* Heat Smash
* Reversal Break
* Balcony Break
* 7 Chip damage on block
* Jail from 1st attack
jind+3l7i15~16-14-3
jind+3,4l, h7, 10i15~16, i20~21-11-3
Combo from 1st CH
jind+3,4,3l, h, m7, 10, 21i15~16, ,i24~25-12+31d (+23)
* Tornado
* Balcony Break
* Combo from 2nd CH with 2f delay
* Input can be delayed 10f
jind+3,4~4l, m7, 24i15~16, i20-12+10a (+1)
* Balcony Break
jind+3+4m,m5,15i15 i10~12-19+32a (+22)
* Low crush 16~31
* Floating state 32~34
jinb+2m12i15~16-11+0
jinb+2,1m, m12, 10i15~16, i14~15-9+2
* Jail from 1st block with ?F delay
* Combo from 1st hit with 1f delay
* Combo from 1st CH with 13f delay
jinub+4m15i15~17-13+19a (+9)+33a (+23a)
Balcony Break
* Low crush 9~20
* Floating state 21~23
jinuf+2m18i15~i16-10~-9+6~+7+19a (+10)
* Balcony break on CH
* Evasive, can avoid some attacks due to built-in sidestep
jinuf+4m13i15~17-13+33a (+23a)
* Low crush 9~20
* Floating state 21~23
jinb,f+2m15i15~i16-7+4
* Has good left sidestep tracking
jinb,f+2,1m, h15, 14i15~i16, i21-5+6+9
* Combo from 1st hit with 8f delay
* Input can be delayed 12f
jinb,f+2,1,2m, h, m15, 14, 20i15~i16, ,i19~20-5+18a (+9)+50a (+3)
* Balcony Break
* Combo from 2nd CH with 15f
* Input can be delayed 16f
* Move can be delayed 10f
jinb,f+2,1,df+2m, h, M15, 14, 22i15~i16, ,i28~29-14+37a (+27)
* Tornado
* Combo from 2nd CH
* Input can be delayed 16f
* Move can be delayed 10f
jinb,f+2,3m, m15, 17i15~i16, i25-9+6+59a
* Combo from 1st hit with 4f delay
* Input can be delayed 9f
* Enter ZEN +2 +17g +71a r20 with F
jundf+4m22i15-14+48a (+17)+52a
* Tornado
* Balcony Break (airborne)
* Crumple stun launcher (+52a) on CH
jund+4L10i15-12-1
jund+4,4L, h10, 20i15, i25~26-9+13a (+4)
* Balcony Break
* Combo from 1st CH
jundb+1m7i15~16-8+1
jundb+1,1m, m7, 8i15~16, i21-11+0
Combo from 1st hit
jundb+1,1,1+2m, m, m,m,m7, 8, 5,5,20i15~16, ,i17 i26 i49-15+21a (+11)
* Balcony Break
* Combo from any hit
* Restores 4 health and 4 recoverable
* Unparryable
* Gain 10 Kazama Essence on normal hit and 7 on airborne hit
kazuyadf+1m11i15~16-7+9
kazuyadf+1,2m, h11, 20i15~16, i15+0c+9g
* Heat Engager
* Heat Dash +67a (+50a) on hit, +5 on block
* 6 chip damage on block
* Combo from 1st hit with 5F delay
* Move cannot be delayed
* Input can be delayed by 5F
kazuyadf+1,4m, h11, 20i15~16, i16-11+42a
* Balcony Break
* Combo from 1st hit with 5F delay
* Move cannot be delayed
* Input can be delayed by 5F
kazuyadf+1,df+2m, m11, 22i15~16, i22-8+18c+32a(+22)
* Tornado
* Balcony Break
* Combo from 1st hit with 5F delay
* Move can be delayed by 2F
* Input can be delayed by 5F
kazuyauf+2h17i15-12+9
* Balcony Break on air hit
kazuyaSS.4m14i15-6+4
Balcony Break
kazuyaSS.4,1m, m14, 22i15, i21~22-13+21a (+12)
* Strong Aerial Tailspin
* Elbow
* Combo from 1st hit with 9f delay
* Move can be delayed 9F
* Recovers 5F faster on hit (t65 r28)
king3h17i15~16-9+2
king3,2h, m17, 18i15~16, i20~21-9+5c
* Elbow
* Move can be delayed by 10F
* Input can be delayed by 11F
king3,2,2h, m, m17, 18, 24i15~16, ,i23~24-13+17g JGR
* Elbow
* Balcony Break
* Floor Break
* Transition to +17g JGR on hit
* Transition to +12g standing on hit with B
* Jail from 2nd hit with 10F delay
* Combo from 2nd CH with 10F delay
* Move can be delayed by 11F
* Input can be delayed by 12F
* Forces tech backroll on hit
* Opponent recovers crouching
king3,2,2*h, m, m17, 18, 30i15~16, ,i34~35+9c JGR+25a (+15) JGR
* Balcony Break
* Elbow
* Transition to JGR on hit or block (+9/+25a (+15))
* Transition to standing on hit or block with B (+4c/+20a (+10))
* Move can be delayed by 11F
* Input can be delayed by 12F
* 12 chip damage on block
kingf+2m12i15~16-11+2s
* Elbow
* Forces standing on hit?
kingf+2,1m, h12, 25i15~16, i15~16-9+16a
* Heat Engager
* Heat Dash +5 on block, +36a(+26a) on hit.
* Balcony Break
* Combo from 1st hit with 4F delay
* Move can be delayed by 10F
* Input can be delayed by 12F
kingf+2,d+1m, m12, 15i15~16, i22-13c+2c
* Floor Break
* Move can be delayed by 10F
* Input can be delayed by 12F
kingf+2,d+1,2m, m, m12, 15, 16i15~16, ,i22~23-15+27a(+17)
* Combo from 2nd hit with 13F delay
* Move can be delayed by 10F
* Input can be delayed by 13F
* Jail from 2nd block with no delay
kingf+3m18i15~16-8+1+9s
* Only forces standing on CH.
* +1c on crouching hit
kingf+3,1+2m, t18, 20i15~16, -5d
* Input 1+2 during frames 2-20 of f+3
* Shifts to throw on front grounded hit.
kingdb+1+2,2m,t15,20i15-9+35g
* Heat Engager
* Heat Dash +5 on block, +67a(+50a) on hit.
* Reversal Break after absorbing attack with muscle armor
* Elbow
* Effective startup is i32
* +35g on heat engager hit
* Shifts to throw on front grounded hit.
* +8g on normal hit without throw
* -5 on block after absorbing an attack with muscle armor.
* 6 chip damage on block after absorbing an attack with muscle armor.
* Transition into +12? JGR with input 3+4 on throw hit
kingub+4m15i15-13+19a(+9)+33a(+23)
* Knee
* Jump straight up knee, very short range.
* Low crush 9~
kinguf+4m13i15-13+33a(+23)
* Knee
* Recovers 2F faster on hit or block (r30? t46?)
* Low crush 9~
kingf,F+4m,(t)25,(14)i15-15+14a(+4)+1d
* Tornado
* Balcony Break
* Shifts to 14dmg throw on front grounded CH.
kingFC.df+2m21i15-14+56a
* Crumple on hit.
kingCD.DF+4m21i15~16-9+49a(+18)+53a
* Knee
* Special down state that allows low juggle (on normal hit).
* Crumple on CH for full combo.
kumaH.df+2+3sm20i15~16+5+39 (+29)
* Uses 180F of remaining heat time
* H.f,n,d,df+2 to power up (23dmg)
* High crush 6~12
kumaf+4h22i15-6+5+30a
* Balcony Break on CH
kumadf+1m6i15~16-6+2
kumadf+1,2m, m6, 9i15~16, i22~23-11-2
* Combo from 1st CH
kumadf+1,2,1+2m, m, M6, 9, 20i15~16, ,i25~26-14c+17d
* Combo from 2nd hit with 9F delay
* Combo from 1st CH
* Move can be delayed by 8F
* Input can be delayed by 10F
kumadf+2m10i15~16-9+2
kumadf+2,1m, m10, 12i15~16, i20~21-16+35a (+25)
* Combo from 1st hit with 4F delay
* Input can be delayed by 4F
* Move cannot be delayed
kumab+2m12i15-9+2
kumab+2,1m, h12, 14i15, i23-3+8
* Transition to HBS with input D or 3+4 (-4/+7)
* Transition to ROL with input F (-14/-3)
** Adds i28~31 SM projectile 5dmg attack during Heat (Consumes 120F of remaining Heat time)
*** +14~+17 or -6~-3 HBS or +1~+4 FC on block
*** +20~+23 or +0~+3 HBS or +7~+10 FC on hit
kumab+2,1,1+2m, h, m12, 14, 20i15, ,i26-11+15a (+6)
* Balcony Break
* Combo from 2nd CH with 4F delay
* Move can be delayed by 10F
* Panda: Shorter vertical hitbox (does not hit as high)
kumab+2,2m, m12, 15i15, i25-10+6
* Combo from 1st CH with 5F delay
* Move can be delayed by 13F
kumab+2,2,1m, m, m12, 15, 25i15, ,i35~39-15+25a (+15)
* Tornado
* Combo from 2nd CH with 1F delay
* Move can be delayed by 15F
* Low crush 38~58
* Floating state 59~61
kumab,f+2h26i15~17-5+17a (+8)+62a (+42)
* Balcony Break
* 10 chip damage on block
kumaws2m20i15~16-12+29a (+19)
kumaHBS.df+2m20i15~16-17+35a (+25)
* Tornado
kumaROL.1h31i15~16+4+35d (+27)
* Balcony Break
* Tornado
* Power up during Heat: +13 on block guard break (Uses 240F of remaining Heat time)
lars3h16i15-17+0
* Transition to LEN with input D (-11/+6)
larsf+1+2m20i15~16-13+28
larsdf+4m16i15~16-8+2
larsd+3l8i15-14-3
larsd+3,1l, h,h8, 4,10i15, i19,i18-7+4
* Combo from 1st hit CH
larsd+3,1(wall stun)l, h,h, m8, 4,10, 27i15, ,i35~36-3a (-15)
* Spike?
larsdb+2m12i15-8+3
* Transition to SEN with input F (-5/+6)
larsdb+2,1m, m12, 8i15, i15~16-8+6
larsdb+2,3m, m12, 15i15, i19-13+8
* Tornado
* Wall Crush +20g on hit
* Input can be held to power up and deal more chip damage on block
* Input can be delayed by 5F? from 1st?
larsdb+2,3*m, m12, 25i15, i51+13+24d (+14)
* Tornado
* Balcony Break
* Input can be partially held from i? to i?
* 10 chip damage on block
larsb+1m17i15~17-9+4+14a (+5)
* Homing
* Balcony Break on CH
larsb+2m12i15-7+4
larsb+2,1m, m12, 17i15, i15-10+4+32a
* Combo from 1st hit with 15F delay
* Move can be delayed by 10F
* Input can be delayed by 15F
larsb+2,3m, h12, 21i15, i18-8+38d (-20)
* Balcony Break
* Tornado
* Combo from 1st hit with 5F delay
* Move cannot be delayed
* Input can be delayed by 5F
larsb+4m23i15-8+8
Knee
larsb+4,1+2m, th23, 15i15, 0
* Available on b+4 frontal standing hit
larsws1m16i15~16-12+38a
* Tornado
* Transition to SEN with F on hit (+36a)
** Switches sides
larsFC.df+2m19i15~16-8+5+63a
law1,2,uf+3,4h,h,Special,M20i15-12+31a (+21)
lawdf+2m12i15-7+34a (+24)
lawd+4l7i15-11+0
lawd+4,3l, h7, 12i15, i12-12+0+5
* Combos from 1st hit
* -26 on 1st block
* Nosebleed stun
* Low crush 5~9?
* Floating state 10?~12?
lawub+2h17i15-12+9
lawub+3,4M20i15-12+31a (+21)
lawu+4m12i15-13+19a (+9)+33a (+23)
* Low crush
lawuf+4m14i15-13+33a (+23)
* Low crush 9~
lawws2m20i15-18+31a (+21)
lawss3+4m,h9,10i15-12+63a (+43)
Balcony Break
* Low crush
lawBT.2m17i15-14-1+52a
* Elbow
lawBT.2,2m, m17, 20i15, i14-14+5c
* Elbow
* Combos from 1st hit
* Delay-able
* Forces tech backroll on hit
lawBT.1+2h20i15+1+16g
* Balcony Break
* Homing
* Jab evasion
leef+3m6i15-18-7
leef+3,3m, m6, 3i15, i8-18-7
Combos from 1st hit
leef+3,3,3m, m, h6, 3, 3i15, ,i8-18-7
Combos from 1st hit
leef+3,3,3,3m, m, h, h6, 3, 3, 3i15, ,i8-18-7
Combos from 1st hit
leef+3,3,3,3,3m, m, h, h, h6, 3, 3, 3, 3i15, ,i8-18+13a (+3)
Combos from 1st hit
leef+3,3,3,3,3,4m, m, h, h, h, h6, 3, 3, 3, 3, 25i15, ,i23-9+69a (+53)
* Tornado
* If only last hit connects +28a (+13)
* Combos from 1st hit
* 4 can be input after the 2nd hit on-wards
* Low crush
leef+3,3,3,3,3:4m, m, h, h, h, h6, 3, 3, 3, 3, 26i15, ,i23-9+69a (+53)
* Tornado
* 10 chip damage
* Perfect Input not required during Heat
* 4 must be input during frames 7?-9? of previous hit
* Partially consumes remaining Heat Time, while Perfect input restores Heat Time
* Combos from 1st hit
* 4 can be input after the 2nd hit on-wards
* Low crush
leedf+2m12i15-7+34a (+24)
leeb+3l9i15-14-3
leeb+3,3l, h9, 12i15, i19-12-1
* Transition to -7, +4 MS with F
* Combos from 1st hit
leeuf+4m14i15-13+31a (+21)
* Knee
* Alternate input ub+4, u+4
* Low crush
leef,F+2h23i15+2+18gc+69a (+53)
* Tornado
* Balcony Break
* Transition to +5, +21gc, +72a (+56) MS with F
* 6 chip damage
leef:F+2h26i15+2+18gc+69a (+53)
* Tornado
* Balcony Break
* Transition to +5, +21gc, +72a (+56) MS with F
* 11 chip damage
Perfect Input not required during Heat
Partially consumes remaining Heat Time, while Perfect input restores Heat Time
leeHMS.1+2m,m10,15i15-5+6+19a (+10)
* On CH:
Balcony Break
leeMS.3m10i15-12-1
*
* Low crush
leeMS.3,4m, m10, 10i15, i15-13+32a (+22)
*
leodf+2m15i15~16-13~-12+28a (+18)
leoub+4m15i15~16-13~-12+19a (+9)+33a (+23)
* Balcony Break
* Same move as uf+4
* Low crush 9~
leouf+4m15i15~16-13~-12+33a (+23)
* Can input with u+4
** Less forward movement
* Low crush 9~
leows2m17i15~16-13~-12+28a (+18)
leroyH.2+3m50 (25)i15+6+0
* Heat Smash
* Balcony Break
* Alternate input: H.HRM.2+3
* Also possible after Twin Dragon Gate is successful
* Transition to HRM on block
* 12 chip damage
leroy3m14i15-8+3
leroy3,3m, L14, 13i15, i18-14+2+15d
* Delayable
* Combo from 1st hit
leroydf+2m7i15~16-6+6
leroydf+2,1+2m, h,m7, 5,10i15~16, i19 i11-18+33 (+23)
* Combo from 1st hit
* Jails
leroyd+2L11i15~16-13~-12-2~-1+3~+4
* High crush
leroyd+2,4L, L11, 11i15~16, i24~25-13~-12-2c+38d
* High crush
leroyws2m21i15~16-14+51a
leroyFC.df+4L14i15~16-13~-12-2~-1+3~+4
* High crush
leroyFC.df+4,1L, m14, 15i15~16, i20~21-13~-12+31a (+21)
Combos from 1st hit CH
lidia3h9i15-9+7
lidia3,2h, h9, 10i15, i22-4+58a
* Tornado
* Combo from 1st hit with 3f delay
* Just frame input within a 3f window (14~16) adds 2 damage
* Balcony break on airborne hit
* Hitstop 20f on hit
lidiadf+2m17i15+0+11+14 (+24g)
* Strong Aerial Tailspin
* Elbow
* Transition to CAT on hit or block only
lidiadf+4m12i15-4+6
lidiadf+4,2m, h12, 20i15, i26-8+11d
* Tornado
* Elbow
* Combo from 1st hit with 1f delay
* Balcony break on airborne hit
lidiad+3l9i15-16-5+5
Can hit grounded off-axis
lidiad+3,1l, h9, 8i15, i18-3+4
* Combo from 1st CH with 1f delay
* Jail from 1st hit
lidiad+3,1,2l, h, h9, 8, 20i15, ,i17-6+17c
* Tornado
* Balcony Break
* Combo from 2nd hit
* Combo from 1st CH
* Forces tech backroll on hit
lidiauf+4m,h10,16i15~16,i13-5+69a (+53)
* Balcony Break
* Tornado
* Transition to CAT on hit or block only
* 2nd hit available only as combo from 1st hit
* CAT transition is -13
* Low crush 9~30
* Floating state 31~33
lidiaf,F+1+2m26i15~16-13+13a (+4)
* Balcony Break
* Clean hit adds 7 damage
lidiaws2m15i15~16-12+29a (+19)
Tornado
lidiaWLF.2M21i15~16-7+22a (+5)+22a (+5)
* Balcony Break
* Steel pedal
lili3m12i15~16-11-3
lili3,1m, m12, 20i15~16, i27~28-13+14d
* Heat Engager
* Heat Dash +5 +36a (+26)
* Balcony Break
* Combo from 1st hit
* +11d on BT hit
lili3,2m, h12, 8i15~16, i27-5+2+10
* Combo from 1st hit with 2f delay
* Input can be delayed 2f
* Move cannot be delayed
* Enter DEW -2 +5 +14 r21 with F
lili3,2,3m, h, h12, 8, 22i15~16, ,i24~27-9~-6+13a (+4)
* Balcony Break
* Combo from 2nd CH with 4f delay
* Input can be delayed 4f
* Move cannot be delayed
* Low crush 17~35
* Floating state 36~38
liliu+4m15i15~17-13+19a (+9)+33a (+23)
* Balcony Break
* Low crush 9~27
* Floating state 28~30
liliuf+3m13i15~17-13~-11+30a (+20)
* Recovers 3f faster on hit
* Low crush 9~30
* Floating state 31~33
liliuf+3+4m15i15~18-9~-6+2~+5
* Knee
* Low crush 9~29
* Floating state 30~32
liliuf+3+4,3m, h15, 18i15~18, i13-4+14g (+18w)+20a (+10)
* Balcony Break (CH)
* Wall Crush +18g on hit
* Combo from 1st hit with 12f delay
* Input can be delayed 12f
* Move cannot be delayed
liliuf+3+4,3+4m, m15, 23i15~18, i19~23-21+45a (+35)
* Tornado
* Input can be delayed 12f
* Move cannot be delayed
* Floating state 29~58
liliws3M26i15~16-21+62a (+46)
* Tornado
* Instant Tornado on hit
* Floating state 12~39
liliws3,4M, M26, 25i15~16, i44~47+4c~+7c+26d
* Spike
* Combo from 1st hit with 7f delay
* Input can be delayed 7f
* Move cannot be delayed, effective startup i51~54
* Low crush 34~47
* Floating state 48~50
liliDEW.1m12i15~16-9-4+2
* Elbow
liliDEW.1,2m, m12, 20i15~16, i23~24-14+20a (+10)+54a
* Balcony Break
* Combo from 1st hit with 3f delay
* Move can be delayed 18f
* Cancel to BT -14 -9 -3 r35 with B
liliDEW.1,4m, m12, 26i15~16, i25~31-9+2a (-7)
* Balcony Break
* Combo from 1st CH with 7f delay
* Input can be delayed 12f
* Move can be delayed 10f
* Chip damage on block [7]
* Power up in Heat
* Low crush 19~39
* Floating state 40~42
liliH.DEW.1,4m, m12, 30i15~16, i25~31+7~+13+20~26a (-6~+0)
* Balcony Break
* Combos from 1st hit CH
* 16 chip damage on block
* Partially consumes remaining Heat time
* Low crush 17~
miary-zo1+2m,h8,16i15 i11~12-9+4
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break (airborne)
* Wall Crush +16g on hit
* Jail from 1st attack
* Good sidestep right tracking
* Hit vs BT +18a (+9)
miary-zodf+2m12i15~16-7+34a (+24)
* +4s against crouching
* Launches crouching on CH
miary-zodb+2m10i15-11+2
miary-zodb+2,3m, m10, 10i15, i23~24-11+2
* Knee
* Combo from 1st hit with 9f delay
* Move can be delayed 8f
miary-zodb+2,4m, m10, 17i15, i22~23-13+6+35a (+25)
* Knee
* Combo from 1st hit with 9f delay
* Move can be delayed by 8F
* Transition to BAO +6 r24 automatically on hit only
* Cancel BAO transition -13 -6 +23a (+13) r36 with B
* Low crush 15~38
* Floating state 39~41
miary-zouf+4m10i15~16-15-7s
* Low crush 9~31
* Floating state 32~34
miary-zouf+4,4m, m10, 23i15~16, i24~25-13+67a (+51)
* Tornado
* Combo from 1st hit
* Instant Tornado on hit
* Low crush 1~49
* Floating state 50~52
miary-zof,F+2m14i15~16-9+7
<Showing 2801-3200 of 6205 moves>