mokujin

mokujin

Edit
CharCommandHit levelDamageStartupBlockHitCounter hitNotes
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
miary-zof,F+2,2m, m14, 14,4,10i15~16, i22~23 i5 i5-9+32a (+6)
* Balcony Break
* Weapon
* Combo from 1st hit
* Available only on hit or block
* Chip damage on block
* Power up in Heat
miary-zows2m15i15~16-13+32a (+22)
* Jab evasion?
miary-zoMOR.2M20i15~16-6+18a (+1)+72a (+56)
* Tornado
* Balcony Break
* Elbow
* Jab evasion?
* Steel pedal
miary-zoH.f,F+2,2m, m14, 33i15~16, i22~23-1+40a (+14)
* Balcony Break
* Weapon
* Combos from 1st hit
* Available only on hit or block
* 7 chip damage on block
* Partially consumes remaining Heat Time
nina1+4m,m4,20i15~16 i13~14-5+4c+6c
* Spike
* Transition to CD with F
* Second hit is +7c on CH if the first hit whiffs
ninadf+2m12i15~16-7+34a (+24)
* +4s on hit against crouching opponent
* Does not launch crouching opponent
ninab+1+4m,m4,14i15 i13~14-15+34a (+24)
Tornado
ninaf,F+3M24i15-14+8+52a
Cannot be buffered
ninaws2m15i15~16-13+28a (+18)
pandaH.2+3m50i15~16+9-3d
* Heat Smash
* Floor Break
* Balcony Break
* Alternate input: H.HBS.2+3
* Transition to +8 ROL with F on block only
* Transition to +13g HBS with D or 3+4 on block only
* 9 chip damage on block
* Floor breaks if 1st hit connects, or if 2nd hit connects on airborne opponent
* Balcony breaks if only 2nd hit connects on standing opponent
* Low crush
pandaf+4h22i15-6+5+30a
* Balcony Break on CH
pandadf+1m6i15~16-6+2
pandadf+1,2m, m6, 9i15~16, i22~23-11-2
* Combo from 1st CH
pandadf+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
pandadf+2m10i15~16-9+2
pandadf+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
pandab+2m12i15-9+2
pandab+2,1m, h12, 14i15, i23-3 / - 4 HBS / -14 ROL+8 / +7 HBS / -3 ROL
* Combos from 1st hit
* Transition to HBS with input D or 3+4
* Transition to ROL with input F
pandab+2,1,1+2m, h, m12, 14, 20i15, ,i26-11+15a (+6)
* Balcony Break
* Combos from 2nd hit CH
pandab+2,2m, m12, 15i15, i25-10+6
Combos from 1st hit CH
pandab+2,2,1m, m, m12, 15, 25i15, ,i35~39-15+25a (+15)
* Tornado
* Does not Tornado on wall hit
* Combos from 2nd hit CH
* Low crush
pandab,f+2h26i15~17-5+17a (+8)+62a (+42)
* Balcony Break
Tailspin
* Chip damage on block
pandaws2m20i15~16-12+29a (+19)
pandaHBS.df+2m20i15~16-17+35a (+25)
* Tornado
pandaROL.1h31i15~16+4+35d (+27)
* Balcony Break
* Tornado
* Power up during Heat (partially uses remaining Heat time)
pandaH.db+1+3t10i15+12
* Alternate input: H.db+2+4
* Unbreakable
* Uses 300F of remaining heat time
paul3m14i15~16-7+4
paul3,2m, h14, 17i15~16, i23-3+7+50a
* Move can be delayed 4f
* Input can be delayed 6f
* Combo from 1st hit with 6f delay
* Transition to t60 r19 SWA +4 +14g +57a at 43f with b
paul3,2~bm, h14, 17i15~16, ,+4+14g+57a
* Sidestep u can be buffered from 45f
* SWA attacks can be buffered from 54f
* Transition to cs1~ r9 -13 +4 +47a DPD from 61f with df
pauldf+2m13i15~16-8+33a (+23)
* High evasion
* +4s on crouching normal hit
pauld+4L9i15-31c+14a FUFA+14a
* Clean Hit range 1.59
* 8 damage, -17 on hit without Clean Hit
* Stagger state on block
pauld+4,2L, m9, 23i15, i21-18-9
* Elbow
* Move can be delayed 3f
* Input can be delayed 4f
* Combo from 1st CL with 3f delay +5d (-2)
* Combo from 1st CH with 3f delay +5d (-2)
pauld+4,2,1+2L, m, m9, 23, 26i15, ,i26~27-17+3d (-6)+35a (-12)
* Balcony Break
* Move can be delayed 4f
* Input can be delayed 4f
* Combo from 1st CL with 4f delay +13d (+6)
* Combo from 1st CH with 4f delay +13d (+6)
* Combo from 2nd hit with 4f delay +13d (+6)
* Perfect input window 21~22f after 2 input
pauld+4,2:1+2L, m, m9, 23, 30i15, ,i26~27-17+3d (-6)+35a (-12)
* Balcony Break
* Move can be delayed 1f
* Input can be delayed 1f
* Combo from 1st CL with 1f delay +13d (+6)
* Combo from 1st CH with 1f delay +13d (+6)
* Combo from 2nd hit with 1f delay +13d (+6)
* Perfect input window 21~22f after 2 input
* Perfect input increases damage, wall carry
pauldb+3L12i15~i17-18c-4
* -4c on crouching hit
* High crush
pauluf+3m15i15~16-16+25a (+15)
* Low crush 8~29
* Floating state 30~32
pauluf+3,4m, m15, 10i15~16, i13~14-13+32a (+22)
* Combo from 1st hit +28a (+21)
* Low crush 8~29
* Floating state 30~32
pauluf+4m13i15~17-13+33a (+23)
* Low crush 8~29
* Floating state 30~32
paulf,F+2m14i15~17-17-7
* Elbow
* Alternate input FC.df+2
paulf,F+2,1m, m14, 20i15~17, i26-12+14d
* Balcony Break
* Combo from 1st hit
* Cancel to -21 -11 standing with B
* Alternate input FC.df+2,1
paulf,F+2,2m, L14, 21i15~17, i36~38-19c+27a
* Cancel to -28 -18 FC with B
* Alternate input FC.df+2,2
* High crush 33~83
paulf,F+2:1m, h14, 24i15~17, i15-4+37d (+11)
* Balcony Break
* Chip damage (7)
* Combo from 1st hit
* Alternate input FC.df+2:1
paulf,F+3m17i15~16-17+24a (+14)
* Low crush 10~31
* Floating state 32~34
paulf,F+3,4m, m17, 10i15~16, i13~14-16+30a (+20)
* Combo from 1st hit +27a (+10)
* Low crush 10~24
* Floating state 25~27
paulf,F+3,4,4m, m, h17, 10, 25i15~16, ,i23~25-5+62a (+42)
* Balcony Break
* Low crush 10~24
* Floating state 25~27
paulf,F+3,4,d+4m, m, L17, 10, 15i15~16, ,i27~28-17c-6
* Low crush 10~24
* Floating state 25~27
* High crush 58~101
paulf,F+3,4,f+4m, m, m17, 10, 18i15~16, ,i27~29-14+12d (+3)
* Balcony Break
* Low crush 10~24
* Floating state 25~27
paulws1m16i15~16-10-7+1
paulws1,2m, m16, 17i15~16, i20-11+2+3
* Move can be delayed 10f
* Input can be delayed 10f
* Combo from 1st CH with 10f delay
* Transition to t59 r19 SWA +1 +14g +15 from 39~44f with b
paulws1,2~bm, m16, 17i15~16, ,+1+14g+15
* Sidestep u can be buffered from 44f
* SWA attacks can be buffered from 51f
* Transition to cs1~ r9 -10 +4 +5 DPD from 60f with df
paulws2m20i15~16-14+27a (+17)
paulqcb+2m27i15-9+39d (-19)
* Heat Engager
* Heat Dash +5, +36a (+26)
* Clean Hit range 2.45
* Heat Dash disables Clean Hit
* 21 damage without Clean Hit
paulqcb+4h17i15~16+1+23d (+14)+59a
* Homing
* Chip damage (6)
paulH.f,F+2,1+2m, m14, 31i15~17, i29~30+1+25a (-1)
* Balcony Break
* Consumes 300F of Heat
* Combos from 1st hit
* Jails from 1st hit
* 7 chip damage
ravenf+2m10i15~16-12~-11-1~+0
ravenf+2,3m, M10, 13i15~16, i21~22-9~-8+6c~+7c
* Spike
* Combo from 1st hit
* Can be delayed
* Can transition to r27 SZN at -9~-8/+6c~+7c with 3+4 or D
ravenf+4h17i15~16-12+67a (+51)
* Tornado
* Balcony Break
* Instant Tornado on hit
ravendf+4m15i15~16-9~-8+2~+3
ravendf+4,4m, M15, 16i15~16, i22~25-14~-13+6a
* Balcony Break
* Combo from 1st hit with 7f delay
* Input can be delayed 9f
* Move can be delayed 8f
ravendf+4,4,3m, M, M15, 16, 22i15~16, ,i27~30-6~-3+18a
* Low crush 1~27
* Floating state 28~30
ravend+3L10i15-11+0
ravenb+2h12i15~17-14~-12-3~-1
ravenb+2,2h, m12, 17i15~17, i22-3+6+8
* Elbow
* Combo from 1st hit with 7F delay
* Input can be delayed 13f
ravenb+2,2,3h, m, M12, 17, 20i15~17, ,i21~22-19~-18+12a (-5)+26a (+16)
* Balcony Break
* Combo from 2nd CH
* Grounded hit can be inconsistent
ravenb+2,2,1+2h, m, L12, 17, 20i15~17, ,i20~21-30~-29+3d
* Combo from 2nd CH
* High crush 18~29
ravenb+2,4h, h12, 13i15~17, i24~25-7~-6+4~+5
* Combo from 1st hit with 5F delay
* Input can be delayed 13f
ravenb+2,4,2h, h, sm12, 13, 21i15~17, ,i19~20-13+24a (+9)
* Tornado
* Combo from 2nd CH
* Available only on hit or block
ravenH.b+2,4,2h, h, sm,sm12, 13, 21,30i15~17, ,i19~20, i39~-41-3~-1+24a (+9)
* Tornado
* Combo from 2nd CH
* Available only on hit or block
* Recover Heat on hit
ravenf,F+2m26i15~16-12~-11+15a (+5)
Heat Engager
Heat Dash +36a (+26)
Balcony Break
ravenf,F+3m20i15~18-14~-11+43a (+29)
Balcony Break
* Low crush 7~23
* Floating state 24~26
ravenf,F+4m21i15~17-10~-8+21a (+4)
Balcony Break
ravenBT.1+2m23i15~16-13+30a (+22)
* Balcony Break
* Frame advantage is -7 if an attack is absorbed
* Chip damage on block if an attack is absorbed
* Power crush 6~
ravenBT.3+4m,m5,16i15 i34~35-14+34a (+24)
* Low crush 13~31
* Floating state 32~34
ravenSZN.1+2h25i15~16+0~+1+23a+69a (+53)
* Homing
* Balcony Break
* Strong Aerial Tailspin
* Tornado on CH
* Chip damage on block
reinadf+2m13i15~16-12+30a (+20)
* +2 on hit on crouching opp.
* +30a (+20) on CH on crouching opp.
reinadf+4m14i15-4+7
reinadf+4,2m, m14, 10i15, i18-8+6
* Can transition to WRA (-6/+8/+8) with input D
* Combo from 1st hit
reinadf+4,2,3m, m, h14, 10, 20i15, ,i27-8+35a+71a (+55)
* Tornado
* Combo from 2nd CH with 8F delay
* Move can be delayed by 9F
* Input can be delayed by 10F
* High crush 7~15
reinad+2m17i15+0c+3c+27d
* Spike
* Elbow
* Does not knockdown on counter hit after inputting d+2,H.1+2
reinaH.d+2,1+2m, m17, 28i15, i12~13+7 UNS+33a (+7)
* Balcony Break
* Jail from 1st block
* Combo from 1st hit
* Transition to r20 +7 UNS on block
* 5 chip damage on block
* Consumes 300?F of remaining Heat time
reinauf+2h17i15-i16-12+9
* Normal hit offsets opponent slightly to the left of the axis and rotates them.
* Counter hit pushes the opponent on axis like most moves and does not rotate the opponent.
reinaf,n,d,df:3M23i15~17-9+13a (-4)+23a (+17)
* Balcony Break
* 4 chip damage on block
reinaws3m14i15~16-10+1
reinaws3,4m, h14, 19i15~16, i22~23-4+21a (+12)
* Strong Aerial Tailspin
* Balcony Break
* Combo from 1st hit without delay
* Can be delayed
* High crush
reinaFC.df+4m20i15-14+54a
* Balcony Break
reinaWGS.df+3M17i15~17-13+13a (-4)+23a (+17)
* Becomes 22dmg Electric War God Kick during Heat (partially uses remaining Heat Time)
** 4 chip damage on block
* 21dmg when performing f,n,d,DF+3/f,n,DF+3 without Heat
reinaWRA.2m30i15~16-9+11a (+2)
* Balcony Break
* Heat Engager
* Heat Dash +5, +36a (+26)
* Deals chip damage on block
reinaWRA.1+2m30i15~16-13+16d
* Balcony Break
* Power crush 6~14
shaheenf+4h24i15~16+0+13g
* Balcony Break
* Homing
* 7 chip damage on block
shaheendf+2m13i15~16-7+34a (+24)
* Only launches standing opponents
* +4s on hit against crouching opponents
* Launches crouching on CH
shaheenuf+4m13i15~17-13+33 (+23)
* Alternate input: ub+4 or u+4
* Low crush 9
shaheenSNK.2M17i15~16-9+8+23a (+6)
Balcony BreakOn counterhit
shaheenSNK.df+1m12i15~16-5+6
* Good left sidestep tracking
shaheenSNK.df+1,2m, h12, 40i15~16, i20-40
* Tornado
* Removes Recoverable Health
* Combo from 1st hit with 7F delay
* Move can be delayed by 6F
* Input can be delayed by 7F
* Transition to attack throw on standing front hit
shaheenSNK.df+1,3m, m12, 28i15~16, i27~28-13+19a (+9)
* Heat Engager
* Heat Dash +43d (+35)
* Balcony Break
* Combo from 1st hit with 1F delay
* Move can be delayed by 6F
* Input can be delayed by 7F
* Low crush
stevef+1+2m,h10,12i15~16, i7~9-14-3
* Jail from 1st block
stevef+1+2,2m,h, m10,12, 20i15~16, i7~9, i18~19-13+3d
* Combo from 2nd hit
steveDCK.f+2h21i15~16+5+14c+55a
* Strong Aerial Tailspin
* Transition to standing (+1/+10c/+51a) with B
* 6 chip damage on block
steveEXD.f+2h28i15~16+5+56a
* Strong Aerial Tailspin
* Transition to standing (+1/+52a) with B
* 11 chip damage on block
stevePAB.df+1m12i15~16-9+2
stevePAB.df+1,1m, m12, 14i15~16, i19~20-10+1
* Combo from 1st hit with 7F delay
* Move can be delayed by 12f
stevePAB.df+1,1,2m, m, m12, 14, 12i15~16, ,i22-11-3
* Combo from 2nd CH with 5F delay
* Move can be delayed by 10F
stevePAB.df+1,1,2,1m, m, m, m12, 14, 12, 20i15~16, ,i16-13+17d
* Spike
* Combo from 3rd hit with 2F delay
* Jail from 3rd block with no delay
* Move can be delayed by 2F
stevePAB.df+1,2m, h12, 20i15~16, i17-18+3+8
* Strong Aerial Tailspin
* Homing
* Combo from 1st hit with 8F delay
* Transition to LNH
* Transition to standing with B (-1/+4)
stevePAB.df+1,2~1m, m12, 17i15~16, i30~31-8+4+63a
stevePAB.d+1l11i15~16-12+2
* Alternate input: FC df1
* High crush 6~
victor1+2m17i15-9+2+46a
victordf+2m14i15~16-14+31a (+21)
victoruf+4m,sm12,16i15~17, i28~30-19+73a (+57a)
* Tornado
* Followup available only on 1st hit
* Low crush 9
victorws1m20i15~16-16+53a
victorPRF.3m21i15~17-8+41d (-17d) / HE
* Heat Engager
* Heat Dash +5, +36a (+26a)
* Balcony Break
* Knee
* Low crush 11~23
* Floating state 24~25
xiaoyuH.BT.2+3m,m,m,m51i15~16+9+20g
* Heat Smash
* Spike
* Transition to HYP 2nd step
* Transition to standing with F (+3, +5)
* Chip on block [7]
xiaoyuH.2+3m,m,m,M50i15~16+9+0d
* Heat Smash
* Balcony Break
* Transition to standing with F (+5 oB)
* Transition to attack throw on hit
* Chip on block [7]
* Low crush 9~
xiaoyudb+3L0i15+2c+2c+14
*
xiaoyub+2m13i15~16-6+5
* Homing
* Transition to BT
xiaoyub+2,2m, L13, 15i15~16, i21~23-7+4+22a
* Transition to BT
* Combo from 1st hit with 9F delay
* Move can be delayed by 6F
* Input can be delayed by 11F
xiaoyub+1+2M,M8,12i15~16 i5~6-13+29a (+19)
*
xiaoyuWhile landing 3L19i15-18+27a
*
xiaoyuf,F+1m13i15-11+7c
* Spike
* Transition to AOP with D (-5, +13)
xiaoyuf,F+1,3m, h13, 20i15, i18~19-1+20a (+11)
* Balcony Break
* Combos from 1st hit
xiaoyuf,F+1,4m, m13, 20i15, i21~22-12+22d
* Combos from 1st CH
xiaoyuf,F+2m12i15-5+6
*
xiaoyuf,F+2,1m, m12, 20i15, i27~28-12+16a (+7)
* Balcony Break
* Combo from 1st hit with 2F delay
* Move can be delayed by 12F
* Cancel to BT with B (-19,-8)
xiaoyuFC.3L11i15~17-15-4
* High crush 1~49
xiaoyuFC.3,2L, h11, 6i15~17, i18+0+7
* Combo from 1st hit CH
xiaoyuFC.3,2,1L, h, h11, 6, 6i15~17, ,i14-1+6+10g
* Transition to HYP with B (-2, +5)
* Combo from 2nd hit
* Jail from 2nd block
xiaoyuFC.3,2,1,4L, h, h, m11, 6, 6, 12i15~17, ,i18~20-18+33a (+23)
* Combo from 3rd hit CH with 11F delay
* Jail from 3rd block with no delay
* Move can be delayed by 14F
xiaoyuAOP.uf+3m14i15-17+27a (+17)
* Alternate input AOP.ub+3, AOP.u+3
* Low crush
xiaoyuAOP.uf+3,1m, m14, 22i15, i24-4+8c
* Alternate input AOP.ub+3,1 AOP.u+3,1
* Floor Break on airborne opponent
xiaoyuAOP.uf+3,4m, M14, 17i15, i15-14-3+22g
* Alternate input AOP.ub+3,4 AOP.u+3,4
xiaoyuBT.db+4L0i15+2+2+14
* Alternate input BT.df+4
xiaoyuH.f,F+1,2m, m13, 20i15, i26~28+6+24d+50a
* Balcony Break
* Partially uses remaining Heat time
* Combos from 1st hit
* Transition to with F (+4, +22d, +48a)
* Low crush
yoshimitsu3m12i15~16-9+5
yoshimitsu3,1m, h12, 20i15~16, i22~24+7+18g
* Heat Engager
* Heat Dash +5, +62a (+42)
* Balcony Break
* Weapon
* Combo from 1st hit
* 4 chip damage on block
* Does not transition to DGF during Heat activation or Heat Dash
* Power up in NSS or Heat
* Recovers in 1SS
* Low crush 26~
yoshimitsu3,2m, m12, 12i15~16, i22-12+1
Interrupt with i1 from 1st block
yoshimitsu3,2,1+2m, m, M12, 12, 26i15~16, ,i26~27-14c+20a (+10)
* Balcony Break
* Weapon
* Combo from 2nd hit with 4f delay
* Input can be delayed 10f
* Move can be delayed 9f
* Interrupt with i7 from 2nd block
* 5 chip damage on block
* Power up in NSS or Heat
yoshimitsu3,2,NSS.1+2m, m, M12, 12, 27i15~16, ,i26~27-14c+20a (+10)
* Balcony Break
* Weapon
* Combo from 2nd hit with 4f delay
* Input can be delayed 10f
* Move can be delayed 9f
* 10 chip damage on block
* Clean hit 35 damage
* Recovers 1 base health or 6 additional recoverable health on hit
* Recovers 1 base health when remaining recoverable health is 5 or less
yoshimitsu3,NSS.1m, h12, 22i15~16, i22~24+7+18g
* Heat Engager
* Heat Dash +5g, +62a (+42)
* Balcony Break
* Weapon
* Combo from 1st hit
* 6 chip damage on block
* Recovers 1 base health or 6 additional recoverable health on hit
* Recovers 1 base health when remaining recoverable health is 5 or less
* Does not transition to DGF during Heat Dash
* Recovers in 1SS
* Low crush 26~
yoshimitsu1+2,PM,M10,12i15~18 i3~6+1c~+4c+14a
* is1~20
* Low crush 11~42
* Floating state 43~45
yoshimitsudf+2m13i15~16-7+34a (+24)
* +4s against crouching
* Launches crouching on CH
* Can evade jabs on frames ?~?
yoshimitsud+3L12i15~17-18~-16-4~-2
Most commonly impacts on frame 16, except when tracking right
* High crush 4~
yoshimitsudb+2m8i15-5+6
yoshimitsudb+2,2m, m8, 7i15, i10~14-9~-5+2~+6
Combo from 1st hit
yoshimitsudb+2,2,2m, m, m8, 7, 6i15, ,i10~14-9~-5+2~+6
Combo from 1st hit
yoshimitsudb+2,2,2,2m, m, m, m8, 7, 6, 5i15, ,i10~14-9~-5+2~+6
Combo from 3rd CH
yoshimitsudb+2,2,2,2,2m, m, m, m, m8, 7, 6, 5, 4i15, ,i10~14-9~-5+2~+6
* Combo from 4th hit
* Combo from 3rd CH
yoshimitsudb+2,2,2,2,2,2m, m, m, m, m, m8, 7, 6, 5, 4, 3i15, ,i10~14-49-37
Combo from 5th CH
yoshimitsuuf+3m15i15-13+32a (+22)
* Knee
* Can evade jabs at frames 5-7
* Low crush 9~33
* Floating state 34~36
yoshimitsuf,F+2m15i15-9+4
* Elbow
* Cannot be buffered
* Increased pushback on CH
yoshimitsuf,F+2:2m, t15, 18i15, +8d
* Transitions to attack throw only on front hit (air hit OK)
* 3f perfect input window on frames 13~15, +2 damage
* After hit, enter IND r20 with d+3+4
yoshimitsuf,F+4m20i15~16-6+37a (+23)
* Balcony Break
* Knee
* Cannot be buffered
* -12 if Yoshimitsu holds back to turn around and block
* Low crush 13-21
* Floating state 22-24
yoshimitsuws2m13i15~16-4+7
Balcony Break (airborne)
yoshimitsuws2,1m, m13, 14i15~16, i27~28-3a+36a (+26)
* Weapon
* Combo from 1st hit with 1f delay
yoshimitsuws2,NSS.1m, h13, 16i15~16, i23-6+5
* Elbow
* Combo from 1st hit
yoshimitsuws2,NSS.1,2m, h13, 16i15~16, ,
* Balcony Break (airborne)
* Elbow
* Combo from 2nd CH
yoshimitsuws2,NSS.1,3m, h13, 16i15~16, ,
* Balcony Break
* Combo from 2nd CH
yoshimitsuBT.1h16i15-3+8
Elbow
yoshimitsuBT.1,2h, m16, 18i15, i25-5+5+63a
* Balcony Break (airborne)
* Elbow
* Combo from 1st CH
yoshimitsuBT.1,3h, h16, 25i15, i25~26-7+27a (+17)
* Balcony Break
* Combo from 1st CH
yoshimitsuKIN.b+2m15i15~16-9+2
Weapon
yoshimitsuKIN.b+2,1m, M15, 19i15~16, i23~24-12+30a (+20)
* Tornado
* Weapon
* Combo from 1st hit
yoshimitsuqcb,f+2t0i15~16+0
* Unbreakable
* Opponent recovers 26 health
* Yoshimitsu loses 35 health
yoshimitsuqcf+2t22i15~16+0+0
* Throw break 1+2
* 35 damage as a backthrow
* Yoshimitsu recovers 16 health
* On break:
** -Opponent recovers 22 health (35 on backthrow)
** -Yoshimitsu loses 16 health
zafinadf+3m15i15~16-5+4
* Cancel SCR transition -10 -1 t43 r28 with B
zafinadf+3,4m, h15, 17i15~16, i23~24-6+22a+55a
* Balcony break on airborne hit
* Combo from 1st hit
zafinadf+3,d+4m, L15, 15i15~16, i25~26-14+1c
Combo from 1st hit
* High crush 11~
zafinaf,F+2h20i15~16+1+21a (+12)+38a
* Homing
* Balcony Break
* 6 chip damage on block
zafinaws1m8i15~16-10+1
High evasion during move startup
zafinaws1,2m, m8, 8i15~16, i20~21-13+36a (+26)
* Combo from 1st hit with 9f delay
* Can always interupt with i10 from 1st block
* Delay does not change the timing of the attack
zafinaMNT.3L12i15~16-12-1
* High crush 1~46
zafinaMNT.3,1L, m12, 16i15~16, i24-9+22a (+15)
* Combo from 1st CH
zafinaMNT.df+3m20i15~16-17+19g
* Balcony break on airborne hit
* Hitbox extends to both legs, can hit while Zafina is BT
* Floating state 10~43
<Showing 2401-2800 of 6205 moves>