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All Characters Tekken 8 Frame Data

CharCommandHit levelDamageStartupBlockHitCounter hitNotes
yoshimitsub,B+1+4,Bm20i22~25-20+14c
* Weapon
* 70% proration on standing hit
* Recovers 12f faster on hit
* Hit vs BT +11d (FDFT)
* Power up in NSS or Heat
* Can be done from Crouch Level 1
yoshimitsuf,F+1+2m22i22~24-8+3c
* Floor Break
* Cannot be buffered
* Visually similar to f,F+3+4
* Low crush 10~21
* Floating state 22~24
* Low crush 25~29
* Floating state 30~32
yoshimitsuf,F+3+4m15i22~24-20-9c
* Floor Break
* Cannot be buffered
* Visually similar to f,F+1+2
* Low crush 10~27
* Floating state 28~30
yoshimitsuf,F+3+4,1+2m, m15, 15i22~24, i12~18-31-2a (-12)
* Balcony Break
* Combo from 1st CH
* Tremendous forward travel
* Automatically recovers to r55 IND on self-wallsplat
* Low crush 24~46
* Floating state 47~90
yoshimitsuf,F+3+4,1+2,3+4m, m, m15, 15, 20i22~24, ,i27-13+52a (+42)
* Tornado
* Combo from 2nd hit
* Combo from 1st CH
* Tremendous forward travel
* Low crush 1~13
* Floating state 14~54
yoshimitsuf,f,F+3M30i22~23+5g+13a (+3)
* Balcony Break
* 9 chip damage on block
* Enter DGF +7 +15a (+5) r34 with 1SS.U
* Low crush 3~33
* Floating state 34~36
yoshimitsuDGF.3L18i22~23-13+6c+28a
Airborne attack, can't be low parried
* Low crush 1~18
yoshimitsuNSS.1+2+3h25i22~40-18~+0+26d (-32)+16~+34
Balcony Break
zafinad+3L14i22-15+5c+24d
* Transition to MNT -13 +7c +26d r32 with D
* Evasive (can go under some mids)
* High crush 6~
zafinab+2h22i22~23-5+14
* Homing
* Balcony Break on airborne hit
* +23a on BT hit
zafinab+4m14i22~23-9+4
zafinab+4,4m, m14, 20i22~23, i20~22-14+9a (+0)+41a (-6)
* Balcony Break
* Combos from 1st hit with 16f delay
* Interrupt with i3 from 1st block
* Move can be delayed 9f
zafinaub+3m19i22~23-17-6
* Balcony break on airborne hit
* Low crush 8~31
* Floating state 32~34
zafinauf+3m19i22~23-8+19a
* Strong Aerial Tailspin
* Balcony Break
* Transition to MNT -8 +19a with D
* No forward movement when using input ub+3
* Low crush 8~31
* Floating state 32~34
alisad+3L17i23~32-10~-1+8c~+17c+32a
FC recovery transition is -19~-10/-1c~+8c
* Low crush 9~23
* Floating state 24~26
alisaDES.f+1+2m,m,m,m,m,m,m,m29i23~27 i1~5 i1~4 i1~4 i1~5 i1~5 i1~4 i1~1+1+33a
* Weapon
* Combo from any hit
* Transition to DBT (+4/+36a) with 3_4
* 5 chip damage on block
* 8 chip damage on block in heat
alisaDES.f+1+2,1+2m,m,m,m,m,m,m,m, m29, 20i23~27 i1~5 i1~4 i1~4 i1~5 i1~5 i1~4 i1~1, i20~26-53+41a
* Weapon
* 6 chip damage on block
* 10 chip damage on block in heat
annauf+3m22i23~24+0+27d
* Balcony Break
* Low crush 9~30
* Floating state 31~33
annaH.uf+3,1m, h22, 20i23~24, i40~89+4g~+53g+20a (-6)
* Strong Aerial Tailspin
* Balcony Break
* Weapon
* Combo from 1st hit
* Fragile debuff on hit or block, opponent receives chip damage from any attack, removed when land a hit on you
* 6 chip damage on block
* Consumes 300F of remaining Heat time
* Jails from 1st attack
annaH.uf+3,2m, h22, 30i23~24, i40~139-1~+98g+20a (-6)
* Strong Aerial Tailspin
* Balcony Break
* Weapon
* Combo from 1st hit
* Chip damage on block
* Consumes 300F of remaining Heat time
* Jails from 1st attack
annaCJM.uf+3m22i23~24+0+27d
* Balcony Break
* Low crush 9~30
* Floating state 31~33
armor-kingf+4M21i23~25+3c+7c+12c
Spike
armor-kinguf+1m20i23~24+4+11g+58a
* Balcony Break
* 6 chip damage on block
* +18a (+9) on BT hit
armor-kingf,F+3+4h35i23~24-10+10cg
* Balcony Break
* Forces tech back roll on hit
* 10 chip damage on block
* Low crush 14~39
* Floating state 40~60
armor-kinguf,n,4m20i23~25-13+32a (+22)
* Low crush 9~21
* Floating state 22~24
armor-kingf,f,F+3m30i23~25+6+22cg
* Balcony Break
* 9 chip damage on block
* Forces tech backroll on hit
* Recovers 1F faster on hit (t49 r24)
* Low crush 3~23
* Floating state 24~26
asuka3+4m,M10,21i23~24 i6~8-6+25a
* Floor Break
* Cancel to FC with D
* r44 on grounded hit
* Low crush 5~33
* Floating state 34~36
asukaf+2+3h21i23~24+0+25a
* Balcony Break
* Sabaki, parries high or mid punches
* +51a on a successful parry
* Parry state 4~15
asukaf,F+1m30i23+5+14c
* Spike
* Recovers in r55 on hit or on block
* 8 chip damage on block
bobuf,n,4m20i23~25-13+32a (+22a)
*
* Low crush 9~30
* Floating state 31~33
bobBAL.2m21i23~24-8+12g
* Balcony Break
* Homing
* Strong Aerial Tailspin
bobBAL.4L14i23~26-24+27d+25a
* Transition to FC r32 on CH
* Side switch on CH
* 4f timestop on CH
* High crush 1~55
bryanuf,n,4m20i23~25-13+32a (+22)
Jump takes 9 frames
* Low crush 9~30
* Floating state 31~33
claudiouf+3m22i23~25-6+23d
* Floor Break
* 20 damage with input ub+3
* 21 damage with input u+3
* Linear move?
* No tracking to SSL/SWL side?
* Low crush 9~26
* Floating state 27~29
claudiouf,n,4m20i23~i25-13+32a (+22a)
* Low crush 9~30
* Floating state 31~33
clivePHX.1+2m,m10,23i23~24, i19~20-7+9a (+0)
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Weapon
* 6 chip damage on block
* On hit regain 3 additional recoverable health
devil-jindb+1+2m15i23~38-9+4
* Cancel to r27 MCR with F (js27~) at frame 5 onwards
* Balcony Break on air hit
devil-jinMCR.3SM26i23-7+70a (+54)
* Tornado
* 7 chip damage on block
* Projectile (unparryable)
* Low crush 1~19
* Floating state 20~22
devil-jinOTG.d+1+2L25i23~31-16~-8+5a~+13a
* Weapon
* Projectile (unparryable)
* Balcony break on CH
* Typically connects grounded on frames i25~26 of startup at -14~-13/+12a~+13a(+0a~+1a)
* Can be done from Crouch Level 1
dragunovuf,n,4m20i23~i25-13+32a (+22a)
* Low crush 9~30
* Floating state 31~33
eddyf+4m13i23~25-8+8c
Floor Break
* Floating state 16~
eddyf+4,3m, m13, 8i23~25, i23~24-13-2c
* Floor Break
* Combo from 1st hit with 10f delay
* Move can be delayed 7f
eddyf+4,3,3+4m, m, M,M13, 8, 7,20i23~25, ,i24~26-12+8a
* Floor Break
* Combo from 2nd CH
* Floating state 21~39
eddyf+4,3+4m, L,L13, 7,7i23~25, i22~24 i5~6-24c+12a
* Transition to RLX on hit or whiff
* Combo from 1st CH
* Floating state 1~70
* High crush 10~86
eddyf,F+3+4m,M10,20i23~24, i5~7+5+17a
* Balcony Break
* Cancel to r35 HSP with n,f at frame 17
* 6 chip damage on block
* Floating state 8~31
eddyuf,n,4m20i23~25-13+32a(+22)
* Low crush 9~
eddyHSP.1M21i23~25+6+8c+19d
* Elbow
* Transition to RLX
* 6 Chip damage on block
* Floating state 1~12
eddyMD1.HSP.b+4M23i23~25+5+15d
* Floor Break
* Transition to RLX r37 with D (cs50~62)
* 6 chip damage on block
* Floating state 1~8
* Low crush 9~23
* Floating state 24~49
eddyMD2.HSP.b+4M23i23~25+5+36a
* Floor Break
* Transition to RLX r37 with D (cs50~62)
* 6 chip damage on block
* Floating state 1~8
* Low crush 9~23
* Floating state 24~49
eddyHSP.1+3th(h)26i23~24+6
* Balcony Break
* Throw break: none
* Transition to RLX on hit
** higher frame advantage when wall splatted from a further distance
* Floating state 1~47
fahkumramuf,n,4m20i23~25-13+32a (+22a)
* Low crush 9~30
* Floating state 31~33
fahkumramRAM.1+3t!40i23!-3d
* Homing
* Floor Break
* Unbreakable throw
* Grants GRF on hit
fengdf+3+4m23i23~27-7+21a
* Homing
fengf,F+1+2m25i23~24-9+16a
* Balcony Break
* Hold 1+2 to power up and deal chip damage on block
fenguf,n,4m20i23~25-13+32a (+22)
* Low crush 9
fengws1+2m20i23~24-9+3
* Punch parry
* +14 on successful parry
* Parry state 5~8
heihachidb+2L25i23~25-18+6c
* Spike
* High crush 8~
heihachiSS.2m20i23~24-9+9+36a (+28)
* Enter RAI -5 +13 r24 with F
hwoaranguf,n,4m20i23~25-13+32a (+22)
* Also possible during RFF
* Low crush
jack-8uf+3L[8]i23-12+8c GMH
* Spike
* Only deals recoverable damage
* Cannot K.O.
* Only spikes when hit up close
* Automatically transitions to GMH on hit
* Unparryable
* u+3/ub+3: less forward movement
* Low crush 9
jack-8FC.df+1m5i23-21-11c
*
jack-8FC.df+1,2m, m5, 8i23, i16-21-11c
* Combos from 1st hit
* Jail from 1st block with ?F delay
jack-8FC.df+1,2,1m, m, m5, 8, 11i23, ,i16-11+16cs
* Combos from 1st hit
* Jail from 1st block with ?F delay
jack-8FC.df+1,2,1,1m, m, m, h5, 8, 11, 30i23, ,i21+15+13BT
* Guard Break
* Interrupt with i9 from 1st block
jindf+3~3m20i23~24 (i32~33)+6c+13c
* Spike
* Enter Breaking Step +2c +9c r27 with df
* i32~33 effective startup (cancel takes 9f)
jinb+1+2m20i23~24-12+6
Punch sabaki: balcony break and +34d (+26) on hit
* Parry state 3~10
jinf,F+3m20i23~25-4+24a
* Spike
jinf,F+3,1m, h20, 5i23~25, i15+1+7
* Airborne combo from 1st hit (+33a (+26))
* Links to 1 jab extensions (e.g. f,F+3,1,2,4)
* Jails attack inputs (crouch assist bufferable)
* Duckable
jinuf,n,4m20i23~25-13+32a (+22a)
* Low crush 9~30
* Floating state 31~33
jun3+4m,M,M6,18,20i23~24 i30~31 i16-6+26a (+8)
* Spike
* 3rd hit available only as combo from 2nd hit
* Transition to r22 FC with D on whiff or block
* Deals 12 damage to self (8 recoverable)
* Gain 12 Kazama Essence on normal hit and 6 on airborne hit
* Low crush 5~33
* Floating state 34~36
jundb+2L17i23~24-12+2+14g
* High crush 15~54
junu+2h17i23~24+4+11+20c
* Homing
* Restores 2 health and 2 recoverable on hit
* Gain 6 Kazama Essence on normal hit and 5 on airborne hit
* Stance moves can be delayed by 15F
junIZU.2M24i23~25-13~-11+34a (+24)
* Tornado
* Chip damage (9) on block
* Deals 12 damage to self (8 recoverable)
* Unparryable
* Gain 6 Kazama Essence on normal hit and 5 on block or airborne hit
* High crush 6~20
kazuyad+1+2L20i23-14c+3c+27a
* Cancel to r36 FC at frame 21 with B
* 4f timestop on CH
* High crush 6~56
kazuyauf,n,4m20i23-13+32a(+22)
* Low crush 9~
kazuyaSS.3m23i23-7+16a (+7)+50a
Balcony Break
kazuyaFC.df+3+4m24i23-11c+11a
* High crush 1~62
* Floating state 13~53
kazuyaOTG.d+3+4L25i23-12-1
kingd+1+2m21i23-24+45a (+35)
* Tornado
* High crush 6~22
kingdb+3L17i23-14+4c+25a
* Tracks left side
* High crush 6~
kinguf,n,4m20i23~25-13+32a (+22)
* Low crush 9~30
* Floating state 31~33
kingJGR.1+3t45i23+1d
* Heat Engager
* Homing
* Cannot throw break. Cannot heat dash.
* Opponent recovers in FUFA.
* Power up into JGR.1+3* after 30F? or during Heat
** 49dmg and i53? effective startup (without Heat)
** Partially uses remaining Heat time during Heat.
kunimitsuf,f,F+3m30i23~27+3~+7+18c
* Balcony Break
* Hit vs BT +15d
* Forces tech backroll on hit
* Low crush 3~29
kunimitsuKAT.2m21i23~24+5+20d+80a (+60)
* Spike
* Weapon
* Transition to FC with D
* is1~6
* Low crush 7~24
* Floating state 25~27
larsuf,n,4m20i23~25-13+32a (+22)
* Low crush 9~30
* Floating state 31~33
larsDEN.4l14i23~25-12+1
* Transition to LEN with input D (-12/+3)
lawb+3m27i23-12+17a (+8)
* Homing
* Balcony Break
* Transition to BT with B
** (-11 oB, +18a (+9) oH)
lawb+3+4m25i23-18+16a (+6)
* Balcony Break
* High crush 6~10?
lawf,F+3M30i23~26+0c+7d
* Spike
* 6 chip damage
* Low crush 11~26
* Floating state 27~29
lawBT.d+4l17i23-13+6c+26d
leeuf,n,4m20i23-13+32a (+22)
* Low crush
leouf,n,4m20i23~25-13~-11+32a (+22)
* Low crush 9~
leof,f,F+3m30i23~26+6g~+11g+17a (+7)
* Balcony Break
* 9 chip damage on block
* Alternate input wr3
* Transition to BOK with D (+6/+17a (+7))
* Low crush 3~
leroyuf+4m22i23~25-8~-6+21a
Alternate input: ub+4 or u+4
* Low crush 9
leroyuf,n,4m20i23~25-13+32a (+22)
* Low crush
lidiauf+1m18i23-6+3
* Elbow
* Parries high punches or kicks
* Hitstop on successful parry
* Forced 2nd hit on successful parry
* Parry state 5~17
lidiauf+1,Pm, h18, 20i23, i16+11g
* Balcony Break
* Input P:2 to deal 23 damage
lidiauf,n,4m20i23~25-13+32a (+22)
* Low crush 9~30
* Floating state 31~33
lidiaf,f,F+3m30i23~25+6+11cg
* Balcony Break
* 9 Chip damage on block
* Forces tech backroll on hit
* Low crush 12~33
* 34~36
liliH.RAB.4m36i23~29+5+20~26a (-6~+0)
* Balcony Break
* Partially consumes remaining Heat Time
* Low crush 15~
lili3+4h,h10,20i23~24 i14~15-2+20a (+11)
* Heat Engager
* Heat Dash +5, +43d (+35)
* Homing
* Balcony Break
* Jail from 1st attack
* Chip damage on block [8]
* Low crush 22~36
* Floating state 37~39
liliH.3+4,3+4h,h,m,M,t10,10,15,20i23~24, i14~15, i36~38, i9~11,+7-3d
* Homing
* Floor Break
* Shift to attack throw on 1st hit (45dmg)
* +20a (-15) on 2nd hit
* +21a (-14) on 3rd hit
* Balcony Break +15a on 4th hit
* Jail from 1st block
* Input 3+4 by frame 21
* Consumes 300F of remaining Heat time
* Low crush 22~36
* Floating state 37~39
* Low crush 61~85
* Floating state 86~88
lilib+1+2m28i23~24-12+29a (-7)
* Balcony Break
* Backswing blow
* Hit vs BT +8 (-1)
liliuf,n,4m20i23~25-13~-11+32a (+22)
* Low crush 9~30
* Floating state 31~33
lilif,f,F+3m30i23~30+3~+10+20a (+10)
* Balcony Break
* Chip damage on block [9]
* Low crush 3~27
* Floating state 28~30
liliRAB.4m24i23~29-2~+4+4a (-5)
* Balcony Break
* Chip damage on block [9]
* Powered up during Heat
* Low crush 15~36
* Floating state 37~39
miary-zof,f,F+3m30i23~26+6~+9+19a (+9)
* Balcony Break
* Chip damage on block
* Transition to BAO +6 r34 automatically on hit or block only
* Cancel BAO transition with B
* Low crush 21~35
* Floating state 36~38
miary-zoBAO.2M24i23~25-18+33a (+23)
* Tornado
* Weapon
* Steel pedal
* Low crush 1~50
* Floating state 51~53
ninau+4M21i23~28+0c~+5c+5g~+10g+22a
* Spike
* Opponent recovers crouching on hit
* Low crush 7~30
* Floating state 31~33
ninauf+3+4m,t20,13i23~30-23a~-16a+2d / +9a (-1)
* Balcony break on meaty hit
* Transition to Heel Hold (HHD) chain throw on hit (+2d) if the move connects on i23
* +9a (-1) on meaty hit
* Unbreakable
* Low crush 3~34
* Floating state 35~
ninaf,F+1+2M26i23~24-5+12a (+3)
* Balcony Break
* 5 chip damage on block
* Cannot be buffered
pauluf,n,4m20i23~25-13+32a (+22)
* Can be delayed 12f after jump
* Additional range with delay
* Low crush 8~29
* Floating state 30~32
ravenuf+3+4m17i23~25-13+17a
* Spike
* Can be performed during CD (Shadow Sprint)
* Low crush 8~26
ravenuf+3+4,4m, L17, 9i23~25, i21~22-11~-10+0~+1
* Interrupt with i2
* Can be performed during CD (Shadow Sprint)
* High crush 1~41
ravenuf+3+4,4,2m, L, m17, 9, 21i23~25, ,i21-13+10a
* Interrupt with i12
* Can be performed during CD (Shadow Sprint)
ravenuf+3+4,3+4m, m17, 15i23~25, i20~24-25~-21+6a
* Interrupt with i3
* Can be performed during CD (Shadow Sprint)
ravenuf,n,4m20i23~25-13~-11+32a (+22)
* Low crush 9~30
* Floating state 31~33
ravenBT.f,F+3+4L17i23~30-18~-11+24a
* Floating state 13~21
* High crush 18~49
shaheenuf,n,4m20i23~25-13+32 (+22)
* Low crush
steveuf+4m20i23~24-9+22a (+5)+36a (+26)
*
Balcony Break
* Low crush 9~
steveALB.2m22i23~24-3+16a (+7)
Heat Engager
Heat Dash (+36a (+26))
* Balcony Break
victorH.IAI.d+2M,M,M,SM,SM45i23~24, i6, i4, i3, i4+5+20 (+2)
* Weapon
* Projectile
* Transition to IAI
* 10 chip damage on block
* Consumes 210F of remaining Heat time
victorIAI.d+2M,M,SM31i23~24, i6, i7+4+0 (-7)
* Weapon
* Projectile
* Transition to IAI
* Deals 6 chip damage on block
xiaoyu3+4M23i23~25-1c+3c+19a
* Spike
* Transition to AOP r30 with D (+0/+4c/+20a)
** AOP transition is r32 on whiff
* Low crush 10~22
* Floating state 23~25
xiaoyuu+4m20i23~26-7+4c+24a
* Spike
* Transition to FC with D (-7, +4c, +24a)
* Transition with AOP with d+1+2 (-9, +2c, +22)
* Low crush 9~
xiaoyuu+4,1m, h20, 4i23~26, i18-10-4-1
*
xiaoyuu+4,1,2m, h, h20, 4, 7i23~26, ,i11-10+1
* Combo from 2nd hit
* Jail from 2nd block
xiaoyuuf+4m20i23~26-7+4c+24a
* Spike
* Transition to FC with D (-7, +4c, +24a)
* Transition with AOP with d+1+2 (-9, +2c, +22)
* Low crush 9~
xiaoyuuf,n,4m20i23~24-18+27a (+17)
*
* Low crush 9~
xiaoyuf,f,F+3m20i23~30+7g~+14g+29a (+19)
* Balcony Break
* Transition to AOP
* Chip on block [9]
* Alternate input wr3
* Low crush 3~31
* Floating state 32~34
xiaoyuAOP.3+4L22i23~25-33+1d FC
* Transition to FC r53 on hit
* High crush 1~44
* Floating state 45~75
xiaoyuBT.f+1+2m21i23-8+3+5
* Sabaki punch parry
** 50 damage, +20d
** Transition to BT
* Parry state 1~5?
yoshimitsuf,F+3m20i23~24-4+5
* Enter KIN r25 +3 +12 with 1+2
* Cannot be buffered
yoshimitsuKIN.d+1L20i23~24-13+3+38a
* Weapon
* Cancel to r34 FC with DB on frame 16
* High crush 22~
yoshimitsuNSS.KIN.d+1L17i23~24-13+3+38a
Cancel to r34 FC with DB on frame 16
* High crush 22~
yoshimitsuWFL.4L15i23~24-9+15c
Transition to r24 IND on hit only
* Low crush 1~12
* High crush 12~
* Floating state 13~
zafinaf,f,F+3m30i23~26+7+19a (+9)
* Balcony Break
* Cancel SCR transition +3 +15a (+5) t58 r32 with B
* 9 chip damage on block
* Low crush 3~34
* Floating state 35~37
zafinaFC.df+3L15i23~24-26+14a
* Enter MNT -26 +13a with D
* High crush 1~
alisad+2M8i24~26-14+2c
Floor Break
alisad+2,4M, M8, 20i24~26, i18~21-9+28a (+13a)
* Combo from 1st hit
* Enter DES with 1+2
* Low crush 21~43
* Floating state 44~46
alisaSS.4L16i24~25-12+2
* High crush 6~35
alisaSS.4,1+2L, h,h,h,m16, 5,5,5,5i24~25, i18~19 i3~5 i5~7 i4~5-10+8
* Spike
* Combo from 1st CH
* Low crush 15~34
* Floating state 35~37
alisaBKP.3m30i24~27-9+72a
Balcony Break
* Low crush 15~40
* Floating state 41~43
alisaDBT.1h,h,h,h,h,h30i24~28 i1~6 i1~6 i1~6 i1~6 i1~2+9+11g
* Weapon
* Jail from 1st attack
* 3 chip damage on block
* 12 chip damage on block in heat
* Low crush 17~34
* Floating state 35~37
annad+1+2L20i24~25-18+6c
* Balcony Break (airborne)
* Weapon
* Chip damage on block
* High crush 16~53
annadb+3+4L18i24-26-6
* Clean hit -4 on hit, +3 damage
* High crush 6~
annadb+3+4,4L, h18, 23i24, i29~30-9+14a (+5)
* Balcony Break
* Combo from 1st hit on clean hit
* Combo from 1st CH with no clean hit
* Low crush 18~29
* Floating state 30~32
annaHAM.1+2M30i24~25+2c+17a (+7)
* Balcony Break
* Spike
* Weapon
* 6 chip damage on block
* 9 chip damage on block in heat (30%)
armor-kingH.ub+1h25i24~25+5+74a (+58)
* Strong Aerial Tailspin
* Homing
* Balcony Break
* Instant Tornado
* Transition to r26 BAD with F (+5/+75a(+59))
** Cancel 2nd active frame
* Consumes 150F of remaining Heat time
* 7 chip damage on block
armor-kingub+1h21i24~25+5+39d (+31)
* Balcony Break
* Homing
* 6 chip damage on block
* Powered up during Heat
* +19d on BT hit
armor-kingFC.df+2m23i24~25+1+52a
* 6 chip damage on block
* 20f timestop on hit
asukab+2+3m23i24~25-9+6
* Balcony Break (airborne)
* Kick Sabaki, +59a on successful parry
* Parry state 4~15
asukaf,f,F+3m32i24~28+3~+7+16a (+7)+48a (+1)
* Balcony Break
* ub,b+3:i68~72 effective startup
* 9 chip damage on block
* Low crush 3~30
* Floating state 31~33
azucenauf+4M22i24~26-8+21a
* Spike
*20 damage when u+4 or ub+4 input is used
* Low crush 9~26
azucenaLIB.d+3m25i24~26+2+13a+38a
* Balcony Break
* Floor Break on airborne hit
* High crush 6~
bobdb+4L15i24~25-12-1
* -1c on crouching hit
* High crush 6~38
bobdb+4,4L, m15, 14i24~25, i25~27-12-2
* Spike
* Combo from 1st CH
* Interrupt with i6 from 1st block
* Whiffs vs SSR, SWR from 1st block
* Low crush 14~28
* Floating state 29~31
bobdb+4,4,3L, m, h15, 14, 12i24~25, ,i12-9+3
* Jails from 2nd block
* Combo from 2nd CH with 6F delay
* Duckable
* Move cannot be delayed
* Input can be delayed by 6F
bobdb+4,4,3,3L, m, h, M15, 14, 12, 18i24~25, ,i35~38-12+29d
* Spike
* Combo from 3rd CH
* Interrupt with i10 from 3rd block
bobu+3+4M20i24~28+1+6c
* Spike
* 4 chip damage on block
* Low crush 12~29
bobBAL.3m25i24~25+4+17a (+0)
* Balcony Break
* Tornado
* Low crush 21~25
* Floating state 26~43
bryanuf+4m20i24~26-5+26a
Spike
* Low crush 9~32
* Floating state 33~35
bryanf,F+3m25i24~25-13+28a (-8)+39a (-8)
* Balcony Break
* Gain SNE on hit with 1+2
* SNE gain is r25
* Chip damage on block (7)
* Hitstop 20f on hit
claudio3+4M28i24~26-11c+4a
* Floor Break
* Low crush 13~22
* Floating state 23~25
cliveb+1+2m25i24~25-14+14a (+4a)
* Balcony Break
* Weapon
* Reversal Break (after attack absorb)
* 34 in total damage after absorbing an attack in power crush state
* Damage taken during power crush state is recoverable
* -7 frame advantage and 12 chip damage on block after absorbing an attack in power crush state
* Power crush 7~23
clivef,f,F+2m20i24~26-4+31d (+10)
* Balcony Break
* Weapon
* Enter PHX +8 +43d (+22) r26 with F or 4 on hit or block
* 4 chip damage on block
dragunovOTG.db+3L24i24-11+0
* Floor Break
* +0a (-8) on grounded
eddyFC.df+4L25i24~25-21c+9+30a
* Transition to HSP
* Floating state 26~
fenguf+3+4M,h,h10,10,7 (10)i24,i4~6,i3~4-14+25a (+18)
* High crush 6~23
* Floating state 33~34
* Low crush 35~37
* Floating state 38~39
* Low crush 40~49
* Floating state 50~52
fenguf+3+4,3M,h,h, h10,10,7 (10), 23 (11)i24,i4~6,i3~4, i17~18-6+14c
* Balcony Break
* Tornado
* Aerial combo from 1st hit
* Jails from 3rd block (3rd hit only blockable by big characters)
* Interrupt with i3 from 2nd block
* Previous hit crouching state is canceled when 3 is input
** Previous hit is cs6~23 when extension is delayed by at least 21F
* Input can be delayed by 37F
* Move cannot be delayed
* Duckable from 2nd block (by normal bodies)
* Forces tech backroll on normal hit
* Floating state 1~2
* Low crush 3~16
* Floating state 17~19
fengOTG.d+3+4L24 (19)i24~25-13-2
-2d (-10) on grounded hit
heihachi4*h27i24~25+6+67a (+51)
* Tornado
* Balcony Break
* 21F minimum charge
* Tornado on standing hit
* 8 chip damage on block
heihachiuf+1m25i24~25-13+14a (+5)
* Balcony Break
* -8 on block after absorbing an attack
* Chip damage on block after absorbing an attack
* Power crush 7~23
heihachiuf+4m17i24~26-9+43a
* Homing
* Balcony Break
* Low crush 9~29
* Floating state 31~32
heihachiH.uf+4,1m, M17, 20i24~26, i25~30-3+5a
* Balcony Break
* Chip damage on block
* Consumes 300F of remaining Heat time
* Combo from 1st hit
* Jail from 1st block
hwoarangRFS.uf+3M22i24~27-7+19d
* 6 chip damage on block in heat
* Low crush 9~25
jack-8uf+2m25i24~25+4c+13c+11d
* Elbow
* Low crush 9
jack-8GMH.3M28i24+4+9c+22a
* Floor Break
* Transition to FC with D
** (+7 oH, +2 oB)
jack-8SIT.1+2m21i24-44-12d
*
* Floating state
jack-8hFC.1+2l21i24-15+13d
* Alternate input FC.db+1+2
* Can be done from Crouch Level 1
* High crush 1
jack-8hFC.1+2,1+2l, m21, 23i24, i40-18+42a (+32)
* Combos from 1st hit
* Interrupt with i22 from 1st block
jin4~3M27i24~34-11~-2+2a~+12a
* Spike
* Low crush 12~31
* Floating state 32~
jundf+3+4m17i24~25-11+1
jundf+3+4,1m, m17, 20i24~25, i33~34-13+17a (+10)
* Interrupt with i12 from 1st block
* Whiffs vs SWL from 1st block
jundf+3+4,4m, L17, 17i24~25, i25~26-13+4c+26a
* Combo from 1st CH
* Interrupt with i4 from 1st block
junf,f,F+3m28i24~28+3~+7+14a (+5)+46d (-1)
* Balcony Break
* 8 chip damage on block
* Low crush 3~30
* Floating state 31~33
junMIA.1M30i24~25-9+72a (+56)
* Tornado
* 12 Chip damage on block
* Deals 9 damage to self (8 recoverable)
* Unparryable
* Gain 8 Kazama Essence on normal hit and 6 on block or airborne hit
kazuyaf,n,d,df+1+2m33i24+5+25a (+15)
* Tornado
* Balcony Break
* 20f timestop on hit
* 9 chip damage on block
kazuyaDVK.OTG.db+1+2L20i24~29-13~-8+13a (+1)+16d
* Balcony Break on airborne hit
* +6c on standing normal hit
* Consumes 90F of remaining Heat time
kazuyaDVK.db+3+4L(10)i24-19+2
* Weapon
* Projectile
* Deals 10 recoverable damage on hit - Cannot K.O
* Consumes 150F of remaining Heat time
* Transition to r29 CD with DF (-10/+11)
** cannot guard i23 moves
** Transition to r39 forward dash with f,n,f (-21?/+0)
kunimitsuuf+4m22i24~25-8+20a
Balcony Break (airborne)
* Low crush 9~26
kunimitsuuf,n,4m15i24-14+17a (+7)
* Balcony Break
* Low crush
kunimitsuBT.3m20i24~26-3+11d
* Floor Break
* Low crush 6~29
* Floating state 30~32
kunimitsuKAT.1+2h!20i24~36+0d~+12d
larsd+1+2l25i24~25-20+9d
* High crush 20~
leoub+3M26i24~27+0c~+3c+6c+53a
* Low crush 9~
leoKNK.3+4L24i24~25-26+19a
* High crush 8~55
leroyuf+2m25i24~25+1+10a (+1)
* Balcony Break
* Alternate input: u+2
* chip damage on block
* Low crush
leroyf,f,F+3m30i24~27+6~+9+15c
* Balcony Break
* 9 chip damage on block
* Forces tech backroll on hit
* Low crush
leroyHRM.1m17i24~25-10~-9+0~+1
* Sabaki: parries high or mid punches or kicks
** Shift to HRM.1,2 on successful parry
* Parry state 3~12
leroyHRM.1,2m, h17, 17i24~25, i20~21-3+28g+59a
* Elbow
* Jail from 1st block with no delay
* Duckable
* Combo from 1st hit with 11F delay
* Combo from 1st hit on successful parry
* Move can be delayed by 10F
* Input can be delayed by 11F
lilidf+3+4M14i24~29-4~+1+27a
* Low crush 12~30
lilidf+3+4,3+4M, m,m14, 5,20i24~29, i26~28 i5~6-7+2d
* Floor Break
* Combo from 1st hit
* Interrupt with i13 from 1st block
* Whiffs vs SS, SW from 1st block
* +25a on hit when only the last kick connects
* Low crush 15~36
* Floating state 37~39
lilidb+3+4L20i24~25-18+3d+33a
* High crush 16~
ninadb+2m17i24~25-5+8+61a
* Strong Aerial Tailspin
* Homing
* Crumple stun +11F on CH
ninaqcf+2+3h![10;10]i24~38+36g~+50g
* Opponent can recover in crouch on hit with D
* High crush 1~37
paulb+1+2h28i24-9+21d (+16)
* Balcony Break
* Chip damage (11) if attack is absorbed
* Power crush 7~23
ravendb+4L21i24~25-14~-13+4c~+5c+37a
* High crush 6~49
ravenqcf+1+2m,m10,20i24 i350+11a (+2)
* Balcony Break
reinaf,f,F+3m22i24~27+6+32a (+24)
* Balcony Break
* 6 chip damage on block
* Low crush 3~34
* Floating state 35~37
shaheenuf+1m25i24~25+1+20d
* Balcony Break
* Heat Engager
* Heat Dash +67a (+50)
* 10 chip damage on block
* Cancel to FC with input uf+1,D
* Low crush 9
victorf+1+2m30i24~25+3+1a
* Balcony Break
* Heat Engager
* Heat Dash +5, +67a (+50)
* Weapon
* 9 chip damage on block
yoshimitsud+1M15i24~25-9+1c+6a
* Floor Break
* Weapon
* 4 chip damage on block
* Power up in NSS or Heat
yoshimitsuub+1m17i24~25-5+4c
* Floor Break
* Weapon
* Performs u+1 with a vertical jump
* Low crush 9~27
* Floating state 28~30
yoshimitsuub+1+2M25i24~25-8c+27a (+17)
* Balcony Break
* Weapon
* 5 chip damage on block
* Power up in NSS or Heat
yoshimitsuu+1m20i24~25-4+5c+50a
* Floor Break
* Weapon
* Low crush 9~27
* Floating state 28~30
yoshimitsuBT.3m20i24~26-3~-1+11a
Floor Break
* Low crush 6~29
* Floating state 30~32
yoshimitsuFLE.2L20i24~28-12~-8+30a
* Side switches on close hit
* Can combo to ws4 on no side switch
* Floating state 1~
* High crush 6~
yoshimitsuKIN.f+1+2m20i24~25+14c+14c+49a
* Weapon
* Transition to FLE on hit or block only
* Power up in NSS or Heat
* Low crush 8~
yoshimitsuNSS.KIN.f+1+2m20i24~25+14c+14c+49a
* Weapon
* Transition to FLE on hit or block only
* Recovers 1 base health or 6 additional recoverable health on hit
* Recovers 1 base health when remaining recoverable health is 5 or less
* H.KIN.f+1+2: Consumes 90F of remaining Heat time
* Low crush 8~
yoshimitsuNSS.d+1M24i24~25-9+16a+52a
* Floor Break
* Weapon
* Recovers 1 base health or 6 additional recoverable health on hit
* Recovers 1 base health when remaining recoverable health is 5 or less
* 9 chip damage on block
* Input can be held to transition to d+1*
* H.d+1: Consumes 90F of remaining Heat time
yoshimitsuNSS.ub+1+2M30i24~25-8c+16a (+6)
* Balcony Break
* Weapon
* 12 chip damage on block
* Clean hit 39 damage
* Recovers 1 base health or 6 additional recoverable health on hit
* Recovers 1 base health when remaining recoverable health is 5 or less
* -12c if blocked at tip range
* H.ub+1+2: Consumes 180F of remaining Heat time
zafinab+3m23i24~26-14+12a
* Balcony Break
* Spike
* -9 frame advantage and 9 chip damage on block after absorbing an attack in power crush state
* Power crush 7~23
zafinab+3,ORB.1+2m13,8,(20)14i24~26-9-14a (-15)
* Balcony Break
* Consumes ORB
* Consumes 240F of remaining Heat time
* Deals 3 additional damage when Zafina's remaining health is below 48
* 8 chip damage on block
** 13 chip damage on block when Zafina's remaining health is below 48
* -9 frame advantage and 17 chip damage on block after absorbing an attack in power crush state
** 22 chip damage when Zafina's remaining health is below 48
* Available only on hit or block
* Jail from 1st block
* Power crush 7~23
zafinaSCR.d+4L20i24~30-25-4a
* Enter MNT with D
* High crush 10~
alisaOTG.db+1+2L25i25~27-14+4a
* Spike
* Weapon
annauf+3+4M,M4,18i25~28-3c+5c
* Spike
* Low crush 9~26
armor-kingH.f,n,d,df+1+2h![10]i25~28+23g
* On hit, gives a special stun that makes throws unbreakable for the stun duration
* Consumes 600F of remaining Heat time
* Only deals recoverable damage
* Cannot K.O
armor-king3+4M14i25~32-7+3
* BT.3+4 spins backwards and recovers frontfacing
* Low crush 11~36
* Floating state 37~39
armor-king3+4(hold)M, t (h)14, 40i25~32, i35+0
* Floor Break
* Shift to attack throw on front grounded hit
* Interrupt with i24 from 1st block
* Interrupt with i14 from 1st hit
* Whiffs vs SS, SW from 1st block or hit
* Cannot throw break
* Opponent is left FUFL
* Low crush 14~38
* Floating state 39~41
armor-king3+4,1M, h14, 16i25~32, i14~15-8+8
* Combo from 1st hit
* Interrupt with i6 from 1st block
* Transition to BAD r28 with F (-8/+8)
armor-king3+4,2M, M14, 25i25~32, i17~i34-18d-16a (-52)
* Balcony Break
* Elbow
* Combo from 1st hit
* Opponent recovers FDFA; opponent cannot tech roll
* Interrupt with i8 from 1st block
* Whiffs vs SSR, SWR from 1st block
* AK recovers standing on hit (t136 r62)
* Low crush 9~37
* Floating state 38~40
armor-king3+4,1+2M, M,t14, 25,5i25~32, i24~34+0c-5d
* Transition to attack throw on close range front hit
* +2c~+12c on mid hit
* Interrupt with i13 from 1st block
* Whiffs vs SS, SW from 1st block
* Opponent left FUFA
* Armor King recovers FUFL on hit, and FDFL on block
* Low crush 9~34
* Floating state 35~37
armor-kingf+3+4,Ph![5]i25~34+23g
* On successful parry, gives a special stun that makes throws unbreakable for the stun duration
* Cannot K.O
asukaub+1+2m23i25-3+9d
* Floor Break
* Spike
* Cancel to r35 with B
* Transition to FC -3 +6d with D
azucenad+1+2l[21;21]i25~26-4+0d
* Transition to throw on front standing hit only
* 18 damage to Azucena when hitting crouching opponent (block)
* Damage on hit and block is recoverable health
* Cannot KO Azucena when blocked
* r41 FC on whiff
* High crush 8~
* Floating state 25~
azucenaf,F+4M25i25~27+0c~+2c+13c~+15c
* Spike
* Guaranteed 13f or faster mid on hit
* 70% scaling on combo
* 7 chip damage on block
bob3+4M,M14, 14i25, i8-9+1
*
* Floating state 15~29
bob3+4,4M,M, m14, 14, 14i25, i8, i28~29-14+16a
* Spike
* Interrupt with i8 from 1st block
* Whiffs vs SS, SW from 1st block
* Move cannot be delayed
* Input can be delayed by 1F
* Low crush 9~30
* Floating state 31~33
bob3+4,4,2M,M, m, m14, 14, 14, 25i25, i8, ,i19~20-14+1a (-16)
* Balcony Break
* Spike combo from 2nd hit (-4a (-16))
* Move cannot be interrupted
* 20f timestop on hit
cliveSS.1+2M21i25~26+2+49a
* Spike
* Weapon
* 6 chip damage on block
* Transition to FC with D
* Side step takes 9f, effective startup i34~35
cliveWOL.2sm,t30,70i25~40-38~-23-12cg~+3cg
* Weapon
* Transition to attack throw on airborne hit
* 56 damage in total with attack throw and scaling
* Forces tech backroll on hit
* Floating state 1~46
devil-jinb,f+1+2m6,6,6,6,6,6i25 i6 i6 i6 i6 i6-17+31a (-2)
* Weapon
* Projectile (unparryable)
* 17 damage on hit with scaling
* 6 chip damage on block
* Low crush 24~80
* Floating state 81~83
devil-jinb,f+1+2,2m, M6,6,6,6,6,6, 30 (9)i25 i6 i6 i6 i6 i6, i28~31-31-14a (-23)
* Balcony break on standing hit only
* Combo from 1st hit with 7F delay
* 9 damage with scaling from 1st
* Move cannot be delayed
* Input can be delayed by 7F
* Low crush 28~69
* Floating state 70~72
dragunovf+3+4h25i25~26-13+41a
* Tech-rollable on frames 34~38
* Low crush 13~37
* Floating state 38~40
* gs41~
eddyf,f,F+3m30i25~27+8+14a (+4)
* Balcony Break
* Transition to HSP r38 on block
* ub,b+3: i69~71 effective startup
* 9 chip damage on block
* Low crush 9~35
* Floating state 36~38
eddyws3+4M20i25~27+5c+14d
* Floor Break
* Transition to RLX
* 6 chip damage on block
* Floating state 12~30
eddySS.3m17i25~26+0+8+15c
* Transition to RLX
* Cancel to RLX with D
* High crush 6~54
fahkumramf+4m26i25+3c+8c+14c
* Floor Break
fahkumramdf+3~4M20i25-10+21a (+4)
* Balcony Break
* Knee
* Just frame input 4 on frames 1-2 for 6 more damage
fengub+1m20i25~26-15+10a (+1)+30a (+22)
* Balcony Break
* ~i5~8? backsway
hwoarangu+3+4m20i25~26-7+24a
* Also possible during RFF
* Low crush 8~
hwoarangRFS.u+4h17i25~26-2+8
* Homing
* Transition to RFF
* Link to LFF.(4,4,4),4 extension
* 5 chip damage on block in heat
* Low crush 19~23
* Floating state 24~26
hwoarangRFS.u+4,4h, h17, 20i25~26, i31~32+0+10cg
* Balcony Break
* Tornado
* Combo from 3rd hit with 3F delay
* Input can be delayed by 3F
* Move cannot be delayed
* 6 chip damage on block
* Forces tech back roll on hit
* Alternate input:(RFS.u+4),4
* Low crush 20~
jack-8b+3+4m24i25+4c+12c
*
Head
jack-8u+4m25i25-16+15a (+5)
* Balcony Break
* Alternate input ub+4, uf+4
* Low crush
kazuyaf+1+2m20i25-9+11a (+2)
* Balcony Break
* Parries high and mid punches
* 25 damage, +38d (+17) on successful parry
* Parry state 3~10
kazuyauf+4m16i25-12-1
* Balcony Break on air hit
* Low crush 9~
kazuyauf+4,4m, l16, 12i25, -23+29a
Combo from 1st CH
kazuyauf+4,4,4m, l, l16, 12, 10i25, -23+17a (+10)
kazuyauf+4,4,4,4m, l, l, m16, 12, 10, 20i25, -17+19a (+12)
Balcony Break
kingdb+2m21i25~26-5c+19a
* Floor Break
kumaH.df+2+3*sm26i25~26+5+45 (+35)
* Reversal Break
* Uses 180F of remaining heat time
* 10 chip damage on block
* H.f,n,d,df+2* to power up (30dmg; 12 chip damage on block)
* High crush 6~22
kumaHBS.df+1m23i25~27-7+20a (+11)
* Homing
* Balcony Break
* Strong Aerial Tailspin
* 9 chip damage
kumaSIT.3+4M20i25-12 / -10 ROL-4a / -2a ROL
* Transition to ROL with input SIT.F
kunimitsuMUS.2L25i25-18+21d+39a
Weapon
* High crush 11~43
lars1+2m25i25-12+7d
* Spike
* -7 on block and chip damage on successful attack absorption
* Power crush 7~24
larsuf+4m20i25~27-8+42a
* Has high and mid evasive frames from frames 4? to 10?
* Increased evasion when performed from crouching state or LEN
* Low crush 9~29
* Floating state 30~32
lawf+3+4M20i25~26-2+7c+49a
Alternate input DSS.f+3+4
* Low crush 11~
leeuf+3m12i25-9+2
* Low crush
leeuf+3,1m, m12, 18i25, i21-12+3+26a
Combos from 1st hit
leeuf+3,4m, h12, 23i25, i25-3+25a
Combos from 1st hit
leeMS.3+4l20i25~31-15~-9+5c+5d
* High crush
* Low crush
lidiauf+3M28i25~27-9+15cg
* Balcony Break
* Spike
* Forces tech backroll on hit
* Low crush 11~24
* Floating state 25~27
liliuf+4M18i25~29-12~-8+1c~+5c
* Enter BT -7~-3 +6c~+10c r28 with B
* Low crush 9~29
* Floating state 30~32
liliuf+4,3M, m18, 25i25~29, i24-9+15d+32d (+24)
* Tornado
* Balcony Break
* Combo from 1st hit with 10f delay
* Interrupt with i8 from 1st block
* Whiffs vs SSR, SWR from 1st block
* Input can be delayed 13f
* Move can be delayed 7f
miary-zouf+3+4m18i25~16-5+20a
* Spike
* Cancel to r50 with UB
* Low crush 9~30
* Floating state 31~33
pandaHBS.df+1m23i25~27-7+20a (+11)
* Homing
* Balcony Break
* Strong Aerial Tailspin
* 9 chip damage
pandaSIT.3+4m20i25-12 / -10 ROL-4a / -2a ROL
* Transition to ROL with input F
raven3~4m,M10,16i25~26 i31~36-9~-4+19a
Spike
raven3~4,Fm,M10,16i25~26 i31~36, -39~-36-8
Will phase through opponent up-close
* is8~30
* Low crush 13~41
* Floating state 42~44
ravenBT.d+3L16i25~27-26~-24+0~+2
* Tornado
* on Clean hit only
* Clean hit +74a (+58), 20 damage
* High crush 4~48
ravenBT.f+3+4M24i25~27-9~-7+5a
Spike
* Low crush 5~24
* Floating state 25~27
* High crush 28~51
ravenBT.f+3+4,FM24i25~27, -36-22
* Will phase through opponent up-close
* While vanished, Raven has no hurtbox
* Low crush 18~49
* Floating state 50~52
shaheenuf+3m22i25~26-7+24
* Alternate input: ub+3 or u+3
* Low crush 9
victorPRF.1+2m25i25~27+6+14a
* Balcony Break
* Weapon
* 7 chip damage on block
* Transition to IAI (+6/+14a) on hit or block with D
xiaoyuAOP.3L19i25~30-16~-11+0~+5+27a
* 4f timestop on CH
* High crush 1~60
xiaoyuHYP.3+4h20i25+8+30a
* Strong Aerial Tailspin
* Cancel to BT with B
* Chip on block [8]
* Low crush 12~
yoshimitsu4~3m25i25~26-13+52a (+42)
* Tornado
* Evasive, can go under some mids
* High crush 4~22
* Floating state 10~50
yoshimitsuFLE.3+4m25i25~26-13+52a (+42)
* Tornado
* Floating state 1~26
* High crush 6~22
yoshimitsuKIN.3L17i25~32-16~-9+13a+25a
* Low crush 10~20
* Floating state 21~23
* High crush 24~
yoshimitsuNSS.FC.DF+1l12i25~26-16+27a
* High crush 1~34
yoshimitsuNSS.FC.DF+1,2l, L12, 20i25~26, i25~26-14+14
* Floor Break
* Combo from 1st hit
* Interrupt with i7 from 1st block
* High crush 1~45
yoshimitsuNSS.ub+1m21i25~26-5+4c
Floor Break
* Low crush 9~27
* Floating state 28~30
yoshimitsuNSS.u+1m24i25~26-4+5c+15a
Floor Break
* Low crush 9~27
* Floating state 28~30
zafinaTRT.d+1+2L20i25-21+10a
armor-kingBAD.1+2m22i26~27+5+12c+40a
* Head
* 4f timestop on CH
* 6 chip damage on block
armor-kinghFC.1+2t(s)0i26-5+3d
* 1+2 throw break (except from behind).
* Catches standing and crouching opponent from all directions.
* Can be done from Crouch Level 1
azucenadb+3+4m30i26~30-16~-12+15a (+5)
* Balcony Break
* Backswing blow
* Low crush 20~35
* Floating state 36~38
bobub+1m25i26-15+15a (+6)
* Balcony Break
* Backswing blow
* Recovers 6F faster on hit (t56 r30)
bobuf+4m20i26~28-4+22a
* Spike
* Low crush 9~28
* Floating state 29~31
bobf,f,F+3+4M27i26~33+0+2cg
* Balcony Break
* Forces tech back roll on hit
* 5 chip damage on block
* Low crush 15~35
* Floating state 36~38
devil-jinf,n,d,df+3M25i26~28-8c+16a
* Floor Break
* 7 chip damage on block
* Active frame 1 range: 3.62
* Active frame 2 range: 3.63?
* Low crush 5~28
devil-jinf,n,d,df+1+2m25i26~27-5+32d (+24d)
* Homing
* Balcony Break
* 7 chip damage on block
* Opponent recovers FUFA on CH
* +12d on BT hit
devil-jinH.f,n,d,df+1+2,1+2m, SM25, 20i26~27, i25~36+2~+13+4cg~+15cg
* Tornado
* Weapon
* Projectile (unparryable)
* +60a(+44) from previous hit
* Jail from 1st block
* 4 chip damage on block
* Consumes 600F of remaining heat time
* No pushback on 1st CH
* Forces tech back roll on hit
* +1d on BT hit
dragunovf,F+4M21i26~28-1+13c
Floor Break
* Floating state 10~30
dragunovqcb+2m23i26~27-15+32a
* Tornado
* Elbow
dragunovPGR.1+2m(t)i26-5+3d
* Throw break: 1+2
* Transition to BT on throw break
* Shift to tackle on hit
* Unbreakable and -2d on hit in heat (Consumes 300F of remaining Heat time)
* High crush 1~26
eddyuf+3m15i26~28-10c-8c+12a
* Transition to HSP with input F (-14/-12/+8a)
* Low crush 13~
eddyuf+3,3m, m15, 20i26~28, i21~24-18+31a(+21)
Tornado
eddyuf+3,4m, L15, 10i26~28, i24~25-14c+7+73a(+57)
hwoaranguf+2m22i26+5c+6c+28d
* Also possible during RFF
* Low crush 13~
jack-8f,F+3M22i26+4+9c+22a
* Transition to FC with D
jinDVS.3M25i26~28+2c+22a
* Spike
* 7 chip damage on block
* Low crush 5~25
* Floating state 26~28
jund+1+2M28i26-9+72a (+56)
* Tornado
* Chip damage (11) on block
* Divine Aura: 12 chip damage on block
* Divine Aura: +4 damage on hit (32)
* Deals 12 damage to self (8 recoverable)
* Unparryable (projectile)
* Gain 8 Kazama Essence on normal hit and 6 on block or airborne hit
* High crush 8~24
junGEN.4h24i26~28+4~+6+26a (+17)
* Homing
* Balcony Break
* Low crush 16~33
* Floating state 34~36
kingBT.1+2h!45i26~30+2d
* Unblockable high attack.
kumauf+1m20i26~28-6+22a
* Alternate input: ub+1 or u+1
* 8 chip damage on block
* Low crush 9~30
* Low crush 31~33
kumaHBS.b+1+2L16i26~29-20c+3+7
* Head
* Transition to r40 HBS with input D or 3+4
* Panda: Reduced attack range and vertical hitbox (does not hit as high)
* High crush 1~67
kumaHBS.b+1+2,1+2L, L16, 33i26~29, i22~24-29c+8a
* Balcony Break
* Head
* Combo from 1st CH
* Panda: Reduced attack range and vertical hitbox (does not hit as high)
* High crush 1~59
kumaHBS.f,fspi26~i31+14~+19+20~+25
* Transition to ROL
** Can transition to r20? HBS with D or 3+4
** Can transition to r13? FC
* Becomes SM projectile 5dmg attack during Heat (Consumes 120F of remaining Heat time)
** +14~+19 or -6~-1 HBS or +1~+6 FC on block
** +20~+25 or +0~+5 HBS or +7~+12 FC on hit
kumaROL.4M20i26~30+7+26a
Recovers in FUFT
kumahFC.1+2spi26~i31+1~+6+7~+12
* Transition to ROL
* Becomes SM projectile 5dmg attack during Heat (Consumes 120F of remaining Heat time)
** +14~+19 or -6~-1 HBS or +1~+6 FC on block
** +20~+25 or +0~+5 HBS or +7~+12 FC on hit
* Can be done from Crouch Level 1
* Floating state 1~31
kumaHBS.f+1+2th(h)30i26~27-2d
* Removes Recoverable Health
* Spike
* Throw break: none
* Opponent status on hit: FUFA
* Panda: Reduced attack range and vertical hitbox (does not hit as high)
larsdb+1+2m12i26-13+8
* Transition to DEN with input D (-6/+11)
* Backsway
lawdb+4l20i26-37+15a
Homing
* High crush 6~
lawdb+4,4l, m20, 27i26, i37-8+30a (+12)
* Low crush
lawBT.d+3+4M25i26-15+0
* Transition to FUFA with D
** (-2 oB, +13d oH)
leeHMS.u+4M20i26~27+5c+8c+13c
* 6 chip damage on block
* 4f timestop on CH
* Low crush 16~27
* Floating state 28~30
leof,F+3M20i26~29-7c~-4c+3d
* Enter BOK +0 +10d with d
* Low crush 9~
leroyHRM.f+4M21i26~29+0+40a
8 chip damage on block
* Low crush 13~30
liliBT.4m,M10,20i26~28 i21~22-7+11d
* Floor Break
* Combo from 1st hit
* Interrupt with i5 from 1st block
* 2nd kick is delayed 6f, effective startup of 2nd hit i28~29
* Floating state 13~48
liliBT.4,3+4m,M, M,M10,20, 5,10i26~28 i21~22, i28~29 i8~10-10~-8-1d
* Floor Break
* Combo from 1st hit
* Interrupt with i7 from 2nd block
* +21a on hit when only the last kick connects
* Input can be delayed 1f
* Move cannot be delayed
* Floating state 15~32
miary-zod+2M20i26-4c+8d+53a
* Spike
* Weapon
* Chip damage on block
miary-zoMOR.1+2m23i26+6+29d+84a (+64)
* Spike
* Transition to BAO automatically on hit or block only
* Cancel BAO transition +6 +23d +83a (+63) r31 with B
* Chip damage on block
* Low crush 6~24
ninauf+1m20i26-5+26a
Spike
* Low crush 10~26
pandauf+1m20i26~28-6+22a
* Alternate input: ub+1 or u+1
* chip damage on block
* Low crush
pandaHBS.b+1+2l16i26~29-25c+14a
* Transition to HBS with input D or 3+4
pandaHBS.b+1+2,1+2l, l16, 33i26~29, i22~24-29c+8a / -3a (-10)
* Balcony Break
* Less frame advantage occurs after Combo from last hit
pandaROL.4m20i26~30+7+26a
Recovers in FUFT
pandahFC.1+2spi26~i31+1~+6+7~+12
* Transition to ROL
* Becomes SM projectile 5dmg attack during Heat (Consumes 120F of remaining Heat time)
** +14~+19 or -6~-1 HBS or +1~+6 FC on block
** +20~+25 or +0~+5 HBS or +7~+12 FC on hit
* Can be done from Crouch Level 1
* Floating state 1~31
pandaHBS.f+1+2th(h)30i26~27-2d
* Removes Recoverable Health
* Spike
* Throw break: none
* Opponent status on hit: FUFA
* Panda: Reduced attack range and vertical hitbox (does not hit as high)
paulhFC.1+2t0i26-5 BT+3d
* Throw break 1+2
* Transition to Takedown on hit
* Can be done from Crouch Level 1
reinaf,f,F+4h23i26~27+4+31a (+5)
* Strong Aerial Tailspin
* Balcony Break
* Homing
* Transition to WRA r29 with D (+8/+35a (+9))
* 4 chip damage on block
* Low crush 17~26
* Floating state 27~29
reinaSEN.4M24i26~27+4+12d
* Deals chip damage on block
* Spike
* Low crush 8~16
* Floating state 17~19
stevedb+2l21i26~27-12+1c+14d
* Transition to r30 FC with d_db
* High crush 6~
victorb+1+4m24i26~27-21+37a (+6)
* Weapon
* ~i5-6 backsway
xiaoyuuf+2m23i26~27+6+7c+49a
* Spike
* Transition to standing with F (+4, +5c, +47a)
* Alternate input u+2
* Chip on block [6]
* Low crush 9~
xiaoyuAOP.d+1+2m21i26-8+42a (+32)
*
* High crush 1~25
yoshimitsudb+1L12i26~28-11~-9+4~+6+7~+9
Unavailable in NSS
* High crush 8~
yoshimitsudb+1,2L, m12, 20i26~28, i25~26-13+0+6g
* Balcony Break (airborne or CH)
* Combo from 1st with 1f delay
* Combo from 1st CH with 8f delay
* Input can be delayed 8f
yoshimitsuFC.DF+1l![12;12]i26+70a (+54)
* Weapon
* 100% recoverable damage
* Cannot be buffered after Heat Dash
* Must hold DF for 5 frames
* i27 effective startup (with FC.db,b+1 input)
* i31 effective startup (with FC.DF+1 input)
* i37 effective startup (FC.db,b+1 from manual crouch)
* i41 effective startup (FC.DF+1 from manual crouch)
* High crush 1~34
zafinaMNT.uf+3M25i26~28-9c+11d
* Spike
* Enter MNT with D
* Low crush 7~23
* Floating state 24~26
* High crush 27~50
zafinaTRT.4m10i26-22-4-4c
* Transition to TRT with D
* Floating state 1~70?
zafinaTRT.4,3m, m10, 10i26, i28~31-13+18a
* Combo from 1st CH
* Interrupt with i5 from 1st block
alisad+3+4L20i27~i28-37+67a (+51)
* Homing
* Instant Tornado
* Stagger on block
* Enter DES with 1+2
* High crush 20~40
* Floating state 5~55
alisaSBT.1+2h!20i27~28+8
* Balcony Break
* Weapon
* Low crush 26~53
annaf,F+1+2*m30i27~29+5~+7+33a (+12)
* Balcony Break
* 12 chip damage on block
azucena(Back to wall).b,b,UBm25i27~33+1~+7+7a (-3)
Balcony Break
* Floating state 5~13
* is8~13
* Low crush 14~36
* Floating state 37~62
azucenaBT.3+4M23i27~29-5c~-3c+20a
* Spike
* 6 chip damage on block
* Evasive, can evade mids and some highs
* Low crush 9~29
bryanuf+3m15i27~28-2+15
* Low crush 9~28
* Floating state 29~31
cliveWOL.3M20i27~28-15~-14+61a (+45)
* Tornado
* Instant tornado
* Low crush 1~52
* Floating state 53~55
dragunovdb+3l17i27~29-26-2c+67a (+51)
Clean hit +67a (+51)
* High crush 6~49
fahkumram...GRF.3*~dL,h15,17i27,i23-12+11a (+10)
* Balcony Break
* Consumes GRF
* Partially consumes remaining Heat time
* +31a (+5) if only the 2nd hit hits
heihachif,n,d,df+3m30i27~28+11g+31a (+10)
* Tornado
* Balcony Break
* Chip damage on block
* Low crush 5~28
hwoarangRFF.3~4h27i27~30+4~+7+46a~+49
* Strong Aerial Tailspin
* Homing
* Balcony Break
* Clean hit, 35dmg
* Input 4 on frames 1~4
* 10 chip damage on block
* Power crush 8~26
jack-8f+1+2m,m12,20i27~28, i2~3-12+32d (+6)
* Balcony Break
* -6 and 12 chip damage on block after attack absorption
*
* Power crush 7~26
jack-8d+1+2m28i27-18+42a (+32)
*
* High crush 6
jinZEN.4M25i27~33+2~+8+17d~+23d
* Spike
* 7 chip damage on block
* Low crush 7~33
* Floating state 34~36
kingss3+4h50i27~31+0+0d
* Deals a lot of chip damage on block.
* Tracks side steps.
* In game frame data incorrectly shows that SSL 3+4 is i21
paulub+2*m30i27+1+17a
* Homing
* Balcony Break
* 9 chip damage
paulf,F+4M20i27~34+2+18a
* Chip damage (8)
* Low crush 14~31
* Floating state 32~34
ravenb+3M23i27~29+4~+6+15a
* Spike
* 4 chip damage on block
ravenu+3h23i27~28+2+6~+7
* Strong Aerial Tailspin
* 9 chip damage on block
* Alternate input: ub+3
* Can be performed during CD (Shadow Sprint)
* Low crush 9~30
* Floating state 31~33
ravenu+3,3h, L23, 18i27~28, i31~32-16~-15+16a
* Transitions to r76 Ki Charge on hit only
* Alternate input: ub+3,3
* Interrupt with i4
* Hit cancels 1st hit's 2nd active frame
* Can be performed during CD (Shadow Sprint)
* High crush 14~39
ravenu+3,3,3h, L, M23, 18, 22i27~28, ,i27~30-6~-4+18a
* Alternate input: ub+3,3,3
* Interrupt with i36
* Can be performed during CD (Shadow Sprint)
* Low crush 1~27
* Floating state 28~30
ravenSZN.3+4m25i27~30-6+18a
Floor Break
* Low crush
stevePAB.2~1m17i27~28-8+4+63a
yoshimitsuNSS.u+1+2L18i27~29+5+21g
* Floor Break
* Can't be low parried
* Opponent recovers crouching
* Low crush 9~24
* Floating state 25~
alisaws1+2*m24i28~29-4+21
* Homing
* Hold input to power up
armor-kingdf+3+4SM,t15,30i28~35-11~-18?+17d/-7c~0c
* Throw only when opponent standing close.
* Cannot throw break.
* Transition to BT r129? after attack throw
* Low crush 13~37
* Floating state 38~40
armor-kingf,f,F+3+4m40i28~34+17g+6cg
* Balcony Break
* Forces tech backroll on hit
* Low crush 9~40
* Floating state 41~70
asukadf+3+4L22i28~30-26+70a (+54)
* Homing
* Alternate input: 3~4
* Cancel to r47? FC with DB
* High crush 6~
bobf,n,d,df+1+2*m33i28+4+39a
* Balcony Break
* Charge for 23-28F
* 6 chip damage on block
bryan1+3+4m!0i28~31+16
* Cancellable with any input on frames 1~31
* Gain SNE
* -34 if not cancelled
bryanb+1+4m26i28-9+7c
Spike
clivePHX.3+4m20i28~29+7+18a (+8)
* Homing
* Balcony Break
* 6 chip damage on block
* Low crush 18~39
* Floating state 40~42
devil-jinuf+3m21i28~29+3c+13
* Floor Break
* +24d on BT hit
* Low crush 9~25
* Floating state 26~28
dragunovb+3+4h22i28~29-2+1d
* Balcony Break (airborne)
* Transitions to throw on block front hit
* +26a on side or back hit
* Punch parry
* Parry state 7~15
dragunovb+3+4:1+2h, t22, 20i28~29, i28~29+1d
* Removes Recoverable Health
* Unbreakable
* Transitions to throw when blocked from the front
* Just frame not required during Heat
* Partially consumes remaining Heat time
eddydb+3L21i28-14c+5c+21a
* Has good right sidestep tracking
fahkumramuf+1m20i28+6+24d
* Floor Break
* Elbow
* ub+1,u+1: no forward momentum
* 4 chip damage on block
* Low crush 9~28
feng4~3M25i28~i34-3+1c+16a~+22a
7 chip damage on block
* Low crush 15~32
* Floating state 33~35
heihachiuf+3m17i28~29-10-10a (-20)
* Balcony Break
* 2nd hit available only on hit or block
* Low crush 9~
heihachiuf+3,4m, m17, 20i28~29, i20~21+4+30a (+23)
* Strong Aerial Tailspin
* Balcony Break
* Chip damage on block
* Unavailable on whiff
* Low crush 1~
heihachiFUJ.3m17i28~29-10-10a (-20)
* Balcony Break
* 2nd hit available only on hit or block
* Low crush 8~
heihachiFUJ.3,4m, m17, 20i28~29, i20~21+4+30a (+23)
* Strong Aerial Tailspin
* Balcony Break
* Combo from 1st hit
* Jail from 1st block
* 8 chip damage on block
* Unavailable on whiff
* Low crush 1~
hwoaranguf+3m11i28~29-6-7
* Also possible during RFF
* Low crush 9~
hwoaranguf+3,4m, m11, 12i28~29, i20~21+2+13
* Available on hit or block only
* Jail from 1st block
* Combo from 1st hit
* Also possible during RFF
* Transition to RFS
* Floating state 1~
hwoaranguf+3,4,3m, m, m11, 12, 20i28~29, ,i27~28-14+0c
* Combo from 1st hit
* Also possible during RFF
* Floating state 1~
<Showing 5201-5600 of 6584 moves>