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All Characters Tekken 8 Frame Data

CharCommandHit levelDamageStartupBlockHitCounter hitNotes
jindf+2m12i16~17-9+6
* Balcony Break
* Enter Breaking Step -2 +13g r23 with df
* 3 chip damage on block
jindf+2,4m, m12, 19i16~17, i26~27-12+9
* Balcony Break
* Strong Aerial Tailspin
* Combo from 1st hit with 1F delay
* Interrupt with i5 from 1st block
* Move cannot be delayed
* Input can be delayed by 1F
* 3 chip damage on block
* Low crush 17~39
* Floating state 40~42
jinH.df+2,1+2m, m12, 25i16~17, i24~25+2+30a (+4)
* Balcony Break
* Combo from 1st hit
* Jail from 1st block
* Consumes 240F of remaining Heat time
* 5 chip damage on block
jind+4L11i16~17-12-1
Flips over on grounded hit
* High crush 6~31
jindb+2m12i16-10-4
jindb+2,2m, h12, 11i16, i8-12-7
* Jail from 1st block
* Combo from 1st hit
* +43a from 1st CH
jindb+2,2,3m, h, m12, 11, 21i16, ,i35~36-9+20a
* Airborne combo from 1st CH (+22a (+15))
* Balcony break on airborne hit
* Interrupt with i9 from 1st block
* Interrupt with i4 from 1st hit
* Whiffs vs SSL, SWL from 1st block
jindb+2,3m, M12, 23i16, i27~29-8+7a
* Spike
* Interrupt with i7 from 1st block
* Whiffs vs SSR from 1st block (inconsistent?)
jinb+3m17i16 (i15~16)-6+5
* Knee
* i15~16 when performing b+3,2 or transitioning into ZEN
* Enter ZEN -2 +9 r20 with F
jinb+3,2m, m17, 20i16 (i15~16), i19~20-9+9g +21w
* Wall Crush +21g on hit
* Combo from 1st CH with 9F delay
* Move cannot be interrupted
* Balcony break on airborne hit
jinws3m20i16~18-9+10g+22a
* Homing
* Balcony Break
jinf,n,d,df:1M22i16~17-13+36a (+26)
* Tornado
* 4 chip damage on block
* Jab evasion
* Recovers 4F faster on hit (t44 r27)
jinf,n,d,df+1m20i16~17-13+32a (+22)
* Tornado
* Turns into CD.df#1 while in heat
* Jab evasion
jinDVS.4L10i16-12-2c
* 3 chip damage on block
jinDVS.4,4L, m10, 25i16, i25~26-14+3c
* Spike
* Jail from 1st block
* 5 chip damage on block
jinZEN.1m14i16~17-3+8
jinZEN.1,2m, m14, 21i16~17, i23~24-14+32a (+6)
* Heat Engager
* Heat Dash +36a (+26)
* Balcony Break
* Combo from 1st hit with 6f delay
* Interrupt with i5 from 1st block
* Input can be delayed 12f
* Move can be delayed 11f
* Cancel to Breaking Step -22 -11 r40 with DF on frame 20
jinZEN.1,3m, h,t14, 14,14i16~17, i24~25-9+0d
* Combo from 1st hit
* Interrupt with i6 from 1st block
* Whiffs vs SSR from 1st block
* Transition to attack throw on standing or airborne hit
* +33a (+18) on side hit
* +18a (+11) and balcony break on BT hit
jun2+3m[12;12]i16+1+2c
* Heat Burst
* Cancel to r45 with b,b on frame 42
* 2 chip damage on block
* 12 chip damage on hit
* Only deals recoverable damage
* Cannot cause a K.O.
* Gain 5 Kazama Essence on Heat Burst activation
* Power crush 7~16
junf+3m13i16-9+7
* Enter SS -16 +14g r21 with u_d
* r21 when attacking after SS
* r35 when blocking after SS
junf+3,2m, h13, 17i16, i20~21+4+11+20c
* Homing
* Combo from 1st hit with 10F delay
* Interrupt with i5 from 1st block
* Move can be delayed by 5F
* Input can be delayed by 10F
* Restores 2 health on hit
* Gain 6 Kazama Essence on normal hit and 5 on airborne hit
junf+3,4m, M13, 22i16, i20~22-13~-11+28a (+13)
* Tornado
* Combo from 1st hit with 10F delay
* Interrupt with i5 from 1st block
* Move can be delayed by 5F
* Input can be delayed by 10F
jundf+2m14i16~17-12+29a (+19)
* Launches crouching opponent
* Increased tracking when f2,1+2's input is buffered late
jundf+2,1+2m, M14, 12i16~17, i25~26-9+38a (+28)
* Combo from 1st hit
* Chip damage (4) on block
* First hit does 8dmg, 20dmg total
* Deals 24 damage to self (16 recoverable)
* Available only on hit or block
* Gain 10 Kazama Essence on normal hit and 7 on block or airborne hit
junb+3m20i16~17-19~-18+22a (+12)
* Low crush 10~37
* Floating state 38~40
junb+3,2m, M20, 22 (15)i16~17, i20-9+30a (+15)+69a (+53)
* Tornado
* Weapon
* Projectile
* Airborne combo from 1st hit with 25F delay (+67a (+51))
* Interrupt with i26 from 1st block
* Whiffs vs SW from 1st block
* Chip damage (8) on block
* Deals 12 damage to self (8 recoverable)
* Gain 6 Kazama Essence on normal hit and 5 on block or airborne hit
* Move cannot be delayed
junb+3,4m, L20, 14i16~17, i20~22-11+0~+2+3
* Combo from 1st hit with 25F delay
* Interrupt with i26 from 1st block
* Links to db+4 extensions
* Transition in r28 FC with D
* Move cannot be delayed
* High crush 1~42
junuf+4m10i16~18-20-9s
* Low crush 10~40
* Floating state 41~43
junuf+4,3m, m,M10, 8,20i16~18, i29 i18-12+84a (+68)
* Tornado
* Combo from 1st hit
* Whiffs vs SSR, SWR from 1st block
* Interrupt with i8 from 1st block
* Transition to MIA on hit only
* 3rd hit available only as combo from 2nd hit
* 3rd hit deals 12 damage to self (8 recoverable)
* Gain 5 Kazama Essence on normal hit or airborne hit
* Low crush 1~20
* Floating state 21~23
junf,F+2m16i16~17-12+3
* Transition to GEN +1 +16g r18 with F on frame 21 with 10F delay
* Transition to MIA +1 +16g r18 with B on frame 21 with 10F delay
junf,F+2,2m, m16, 22i16~17, i21-13+8a+53a
* Tornado
* Balcony Break
* Elbow
* Combo from 1st hit with 8f delay
* Interrupt with i1 from 1st block
* +7F crumple stun on CH
junf,F+2,3m, h16, 22i16~17, i20~21-8~-7+29a (+14)
* Combo from 1st hit with 8f delay
* Move cannot be interrupted
junSS.2m27i16-9+14a (+5)+34d (+26)
* Balcony Break
* Tornado
* Restores 3 health and 3 recoverable on hit
* Gain 6 Kazama Essence on normal hit and 5 on airborne hit
junSS.1+2h,h,m7,9,18i16 i17 i15~16-4+7c
* Homing
* Spike
* Jail from 1st attack
* Combo from 1st or 2nd hit
junFC.df+2L12i16~17-11+0+14
* High crush 1~46
junGEN.2m,t16,32i16~17-13~-12+0d
* Transition to attack throw on front standing or airborne hit
* Deals 12 damage to self (8 recoverable)
* Frame advantage is -9 if an attack is absorbed
* Chip damage on block if an attack is absorbed
* +10a (+1) and Balcony Break on BT hit
* Gain 8 Kazama Essence on normal hit or airborne hit
* Power crush 8~15
junIZU.3m,h10,16i16~15 i14~15-6+12a (+3)
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
* Jail from 1st attack
* Gain 10 Kazama Essence on Heat activation
* Low crush 20~53
* Floating state 54~56
junIZU.f+1+2m21i16~17-6+5+25
* Homing
* Balcony Break (airborne)
* Only i15 or faster attacks guaranteed on CH
* Jab evasion
* Gain 6 Kazama Essence on normal hit and 5 on airborne hit
junMIA.2sm28i16-20+26a (+0)
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* DA: Range increases to 4.0
* Deals 8 (DA:11) chip damage on block
* Deals 6 damage to self (4 recoverable)
* Unparryable
* Gain 16 Kazama Essence on Heat activation
* Gain 6 Kazama Essence on normal hit and 5 on block or airborne hit
kazuya2+3m[12;12]i16+1+2c
* Heat Burst
* Cancel to r45 with b,b on frame 42
* 2 chip damage on block
* 12 chip damage on hit
* Only deals recoverable damage
* Cannot cause a K.O.
* Power crush 7~16
kazuyad+3L10i16-17-6
* -6c on crouching hit
* High crush 4~
kazuyaf,F+2m20i16-9+13cg
* Heat Engager
* Heat Dash +36a (+26a)
* Balcony Break
* 6 chip damage on block
* Forces tech back roll on hit
kazuyaf,n,d,DF+4L15i16-23-3c+20a
kazuyaf,n,d,DF+4,1L, m15, 24 (16)i16, i26-16+16a (+7) / +17a (+10)
* Balcony Break
* Airborne combo from first hit (+17a (+10))
kazuyaf,n,d,DF+4,4L, h15, 27 (18)i16, i30~31-9+17a (+8) / +10a (+9)
* Balcony Break
* Airborne combo from first hit (+10a (+9))
* Low crush 21~46
* Floating state 47~49
kazuyaws2m25i16~17-18+57a
* Homing
* Crumple stun
* Recovers 5f faster on hit (t49 r32)
kazuyaDVK.f,F+2m,th20,20i16-9+0d
* Transition to throw on hit
* Consumes 150F? of remaining Heat time on throw hit
* Increased realign tracking to left sidesteps during Heat
* Throw can be canceled with B
* 6 chip damage on block
kazuyaDVK.f,n,d,DF+4,1,1L, m, m,th15, 24 (16), 17,15i16, ,i24~26-19-5d
* Floor Break
* Consumes 600F of remaining Heat time on throw hit
* Combo from 1st hit with 9F delay
* Move can be delayed by 7F
* Input can be delayed by 9F
* Low crush 24~
kazuyaDVK.f,n,d,DF+4,1,1,BL, m, m15, 24 (16), 17i16, ,i24~26-19+26a (+16)
* Low crush 24~
kazuyahFC.3L10i16-17-6
* -6c on crouching hit
* High crush 1~
king2+3m[12;12]i16+1+2c
* Heat Burst
* Cancel to r45 with b,b on frame 42
* 2 chip damage on block
* 12 chip damage on hit
* Only deals recoverable damage
* Cannot cause a K.O.
* Power crush 7~16
kingf+1+2h23i16~17+0~+1+10d
kingd+3+4L14i16-25-9
* On CH, can access Stagger Kicks Flurry (d+3+4,4,4,4)
* Can be done from Crouch Level 1
* High crush 6~
kingd+3+4,4L, L14, 7i16, i29-25-9
* Combo from 1st CH
* High crush 1~
kingd+3+4,4,4L, L, L14, 7, 7i16, ,i29-25-9
* Combo from 2nd CH
* High crush 1~
kingd+3+4,4,4,2L, L, L, m14, 7, 7, 10i16, ,i28-15+5
* Combos if the low before the punch counterhits
kingd+3+4,4,4,4L, L, L, L,L14, 7, 7, 4,3i16, ,i29 i29-26+15
* Only available if 1st hit counterhits
* Combo from 3rd hit
* High crush 1~
kingb+3h23i16~18-10+13d
* Tornado
* Balcony Break
* -5 on block and 9 chip damage (10 in Heat) after absorbing an attack in power crush state
* Forces tech backroll on hit
* Power crush 7~15
kingb+3:1+2h, t23, 15i16~18, -7d
* Shifts to throw on front grounded hit
* Input 1+2 during frames 2~17 of b+3
* Side switch on hit
kingws3h20i160+22a(+12)
kingFUFT.b+3+4m25i16~28-25+4a(-6)
Balcony Break
* Faster than normal spring kick and knocks down.
kingJGR.1m21i16~17-8+26c
* Balcony Break
* Elbow
* Power up into JGR.1* after 30F? or during Heat
** Partially uses remaining Heat time during Heat.
kingJGR.1*m25i16~17-4+75a (+59)
* Tornado
* Elbow
* Effective startup i46~47?
* Partially uses remaining Heat time during Heat.
kuma2+3m[12;12]i16+1+2c
* Heat Burst
* 46f timestop at frame 14 of activation (t92)
* Cancel to r87 with b,b on frame 42 (frame 28 of timestop)
** t41 r27 effective recovery
* 20f timestop on block or hit
* 2 chip damage on block
* 12 chip damage on hit
* Only deals recoverable damage
* Cannot cause a K.O.
* Power crush 7~16
kumadf+3m13i16-9+2
* +2c on crouching hit
kumadf+3,2m, h13, 24i16, i27~28-5+22a
* Balcony Break on airborne hit
* Combo from 1st hit
* 9 chip damage on block
kumad+4l10i16-15-4
* -4c on crouching hit
* High crush 4~
kumauf+3m13i16~17-13+30a (+20)
* Panda: Very slightly increased vertical hitbox height (hits higher)
* Low crush 9~32
* Floating state 33~35
kumauf+3,4m, m13, 13i16~17, i10~12-11+30a (+20) / +21a (+14)
* Less frame advantage occurs after Combo from last hit
* Panda: Very slightly increased vertical hitbox height on frames 11~12 (hits lower)
* Low crush 1~17
* Floating state 18~20
kumauf+3,4,1+2m, m, M13, 13, 22i16~17, ,i18~19-15+16a / -2a
* Spike
* Transition to HBS with input D or 3+4
* Less frame advantage occurs after Combo from last hit
kumaHBS.d+1+2m22i16~20-3+4+76a (+60)
* Tornado
* Transition to HBS
* Tornado on CH only
* t44? r24? on hit
* Panda: Increased vertical attack hitbox height. Decreased attack range and height hitbox on frames 18-20 (does not hit as deep or high)
kumaHBS.f+3+4L25i16~22-11+37a (+28)+69a (+22)
* Balcony Break
* Hip
* Transition to SIT during attack active frames
* Unparryable?
* Very short hitbox reach
* Low crush 9~21
* Floating state 22~
kunimitsu2+3m[12;12]i16+1+2c
* Heat Burst
* Cancel to r45 with b,b on frame 42
* 2 chip damage on block
* 12 chip damage on hit
* Only deals recoverable damage
* Cannot cause a K.O.
* Power crush 7~16
kunimitsuH.u+1+2m,m,m8,10,20i16 i9 i20+5+25a (+1)
* Balcony Break
* Weapon
* Consumes 240F of remaining Heat Time
* 7 chip damage on block
* Low crush 21~30
* Floating state 31~33
kunimitsu3h17i16~17-7+7
* Homing
* Balcony Break (airborne)
kunimitsu3,4h, h17, 21i16~17, i25~27-5+20a+46a
* Balcony Break (airborne)
* Combo from 1st hit with 10f delay
* Interrupt with i9 from 1st block
* Whiffs vs SSR, SWR from 1st block
* Input can be delayed 10f
* Move cannot be delayed
kunimitsud+2m11i16-9+2c
* Floor Break
* Weapon
* Does not floor break if string is continued
kunimitsud+2,1m, m11, 7i16, i16~17-12-1
* Jail from 1st block
* Combo from 1st CH
* Input cannot be delayed
kunimitsud+2,1,2m, m, m11, 7, 7i16, ,i11~12-12+4
* Weapon
* Jail from 1st block with 1f delay
* Combo from 2nd hit with 1f delay
* Input can be delayed 1f
* Move cannot be delayed
kunimitsud+2,1,2,1+2m, m, m, m11, 7, 7, 20i16, ,i23~24-13+7a
* Balcony Break
* Jail from 1st block
* Combo from 3rd CH
* Hitstop 20f on hit
kunimitsud+3L11i16~17-14-3
-3c on crouching hit
kunimitsud+3,4L, h11, 12i16~17, i21~22-9+0
* Combo from 1st CH with 7f delay
* Interrupt with i3 from 1st block
* Input can be delayed 7f
* Move can be delayed 6f
kunimitsud+3,4,1L, h, sm,t11, 12, 10,28i16~17, ,i26~37-13-4d
* Weapon
* Combo from 2nd hit with 1f delay
* Combo from 1st CH
* Interrupt with i6 from 2nd block
* Input can be delayed 1f
* Move cannot be delayed
* Recovers 11f faster on block (t115 r38)
* Transitions to attack throw automatically on hit
* 15 scaled damage on attack throw
* Shift to Piercing Kunai Throw with F (Side switch on hit)
kunimitsudb+2M10i16~17-6+7
* Weapon
kunimitsudb+2,4M, m10, 15i16~17, i24~25-9+2
* Balcony Break (airborne)
* Combo from 1st hit with 7f delay
* Input can be delayed 7f
* Move can be delayed 6f
* Interrupt with i3 from 1st block
kunimitsudb+2,4,2M, m, M10, 15, 23i16~17, ,i35-8c+15a
* Weapon
* Input can be delayed 1f
* Move cannot be delayed
* Interrupt with i17 from 2nd block
kunimitsuuf+1h,t22,20i16~27+31a (+26)
* Tornado
* Weapon
* Only hits airborne opponents
* Transitions to attack throw on airborne hit
* Does not transition on BT hit or after Tornado
* Hit vs BT or after Tornado +15a (+8)
* 25 total scaled damage
kunimitsuBT.4h20i16~17+6+35d
* Strong Aerial Tailspin
* Homing
* Balcony Break
* Transition to SET +6 +35d r31 with F
* 6 chip damage on block
* Low crush 6~16
* Floating state 17~19
kunimitsuBT.f+1+2m21i16~17-13+54a
* Tornado
* Balcony Break (airborne)
* Weapon
* Hit vs BT +9a (+0)
kunimitsuSET.uf+1+2i16
kunimitsuhFC.3L10i16-17-6
* High crush 1~
lars2+3m[12;12]i16+1+2c
* Heat Burst
* 46f timestop at frame 14 of activation (t92)
* Cancel to r87 with b,b on frame 42 (frame 28 of timestop)
** t41 r27 effective recovery
* 20f timestop on block or hit
* 2 chip damage on block
* 12 chip damage on hit
* Only deals recoverable damage
* Cannot cause a K.O.
* Power crush 7~16
larsH.LEN.1L,t20,10i16~17-12c+5d
* Consumes 600F of remaining Heat time
* Side switch and recover standing on hit throw
* Opponent is left FUFA
* High crush 1~50
larsH.LEN.2m25i16~17-9+29d
* Tornado
* Elbow
* Consumes 240F of remaining Heat time
* 10 chip damage on block
* High crush 1~15
* Low crush 16~34
larsH.SS.2m,SM20,10i16~17, i8+6c+27d
* 6 chip damage on block
* Consumes 270F of remaining heat time
larsdf+3m15i16-11+8
* Transition to DEN with D (-4/+15)
** Only +11 guaranteed on hit
larsdf+3,3m, m15, 24 (16)i16, i25~26-15+29a (+14a)
* Combo from 1st hit with 2F delay
* 16 damage with scaling from 1st hit
* Interrupt with i4 from 1st block
* Input can be delayed by 2F
* Move cannot be delayed
* Low crush 23~50
* Floating state 51~53
larsuf+3m,m12,14 (20)i16~17,i15~18-26+33a (+15)
* Knee
* Second hit available on 1st hit (t75 r38, js12~61, fs62~64)
* Transition to FC on hit
* Low crush 12~44
* Floating state 45~47
larsf,F+1+2m20i16~17-9+14 (+5)+59a (+39)
* Elbow
* Balcony Break
* 4 chip damage on block
larsSS.2m20i16~17-7+22d
* 4 chip damage on block
larsLEN.1L20i16~17-12+4c
* High crush 1~
larsLEN.2m25i16~17-9+25 (+15)
* Tornado
* Elbow
* 8 chip damage on block
* Powers up during Heat (Uses Heat Time, Tornado launches on hit)
* High crush 1~15
* Low crush 16~
law2+3m[12;12]i16+1+2c
* Heat Burst
* Cancel to r45 with b,b on frame 42
* 2 chip damage on block
* 12 chip damage on hit
* Only deals recoverable damage
* Cannot cause a K.O.
* Power crush 7~16
law1+2M20i16~17-13~12+12a (+5)+66a (+50)
* Tornado
* Weapon
* Partially uses remaining Heat Time in heat
* Instant Tornado on CH
lawd+3l8i16-14-3
Transition to FC with D
lawd+3,3l, h8, 17i16, i16-7+20a+46CS
* Combos from 1st hit CH
* -30 on block from 1st block
* Delay-able
lawb+2m12i16-8+4
lawb+2,1m, m12, 16i16, i26-15+11a
* Tornado
* Balcony Break
* Combos from 1st hit CH
lawb+2,2m, h12, 15i16, i13-9+4+9d
* Combos from 1st hit
* Delay-able
* Transition to DSS with F
** (-4 oB, +9 oH, +14d CH)
lawb+2,3m, l12, 10i16, i23-12-1
Delay-able
lawb+2,3,4m, l, m12, 10, 23i16, ,i23-7+36a (+26)
* Tornado
* Combos from 2nd hit CH
* Delay-able
* Transition to DSS with F
** (+5 oB, +48a (+38) oH)
lawb+2,3,d+4m, l, l12, 10, 23i16, ,i34-37+11a
Delay-able
* High crush
lawub+1+2h20i16~17+1+16g
* Balcony Break
* Homing
* Jab evasion
lawws3h16i16+16g+18
* Transition to DSS
lawFC.df,d,df+3l17i16~20-23+13
* Alternate input df+3 in Slide Step
lawhFC.3l10i16-17-6
* High crush 4~
lawhFC.3,4l, m10, 27i16, i29-14+14a (-3)
Combo from 1st hit CH
* Low crush
lee2+3m[12;12]i16+1+2c
* Heat Burst
* Cancel to r45 with b,b on frame 42
* 2 chip damage on block
* 12 chip damage on hit
* Only deals recoverable damage
* Cannot cause a K.O.
* Power crush 7~16
leeH.df+3+4m30i16~17+2+9a (+0)
* Balcony Break
* 6 chip damage on block
* Consumes 300F of remaining Heat Time
* Has good left sidestep tracking
* Transition to MS r39 with F (+2/+9a (+0))
* 20f timestop on hit
leed+3L17i16-15-1+17a
* Transition to HMS r31 cs1~15 with 4 (-15/-1/+17a)
** Cancel to r1 standing or FC with b_db_d_df (Can block i16 moves)
* -1c on crouching opponents
* High crush 6~47
leef,F+4h22i16-5+29a
*
* High crush 5~
leeFC.df+4l17i16~17-14+3c+25d
* Transition to HMS with 3 (-14/+3c/+25d)
* High crush
leo2+3m[12;12]i16+1+2c
* Heat Burst
* 46f timestop at frame 14 of activation (t92)
* Cancel to r87 with b,b on frame 42 (frame 28 of timestop)
** t41 r27 effective recovery
* 20f timestop on block or hit
* 2 chip damage on block
* 12 chip damage on hit
* Only deals recoverable damage
* Cannot cause a K.O.
* Power crush 7~16
leoH.2+3m,m,h14,13,23 (50)i16~17+8~+9+0d
* Heat Smash
* Balcony Break
* Transition to attack throw on 1st hit
* +8a(-1) on hit on first whiff
* Enter CD +16g with df on block
* 7 chip damage on block
leod+3l10i16-17-6
* High crush 4~
leod+4L13i16~17-11~-10+0
leod+4,2L, h13, 23i16~17, i26~27-5~-4-7d+3d
* Combo from 1st CH
* Interrupt with i7 from 1st block
* Whiffs vs SSR, SWR from 1st block
* Gain LTG -11d -1d on hit with 1+2
leodb+2m16i16~17-9~-8+5
leodb+2,4m, h16, 24i16~17, i24~26-9~-7+12a (+3)
* Heat Engager
* Heat Dash +5, +62a (+42)
* Balcony Break
* Combo from 1st hit with 14F delay
* Interrupt with i1 from 1st block
* Low crush 12~
leoBOK.3+4L,l7,13i16~17,i12~14-13+2
1st forces crouching against crouching opponents (opponents recover standing after 2nd hit)
* High crush 1~61
leohFC.3l10i16-17-6
leroy2+3m[12;12]i16+1+2c
* Heat Burst
* Cancel to r45 with b,b on frame 42
* 2 chip damage on block
* 12 chip damage on hit
* Only deals recoverable damage
* Cannot cause a K.O.
* Power crush 7~16
leroyf+4m14i16~17-9~-8+4
leroyf+4,4m, h14, 24i16~17, i28~30-6+20a (+11)
* Heat Engager
* Heat Dash +5, +62a (+42)
* Balcony Break
* Combo from 1st hit with 6F delay
* Interrupt with i6 from 1st block
* Low crush 17~29
* Floating state 30~32
leroyf+2+3m,m,m10,10,15i16~17 i24 i26~27-7+73a
* Weapon
* Only once per match
* chip damage on block
leroydf+3m14i16-11+0
leroydf+3,1m, h14, 12i16, i16~17+0+6
* Combo from 1st hit
* Leads to 10-hit string
leroydf+3,1,1+2m, h, m14, 12, 25i16, ,i20~21-13+34d (+13)
* Balcony Break
* Combo from 1st hit CH
* Combo from 2nd hit CH with 5F delay
* Move can be delayed by 12F
* Input can be delayed by 14F
leroyd+3L8i16-13-2
leroyd+3,2L, h8, 11i16, i24~25-3~-2+8~+9
* Transition to HRM
* Combos from 1st hit
leroydb+1m12i16~17-9~-8+1~+2
leroydb+1,2m, M12, 20i16~17, i21~22-12~-11+17a(+0)
* Tornado
* Balcony Break
* Combo from 1st hit
leroydb+1,3m, h12, 17i16~17, i18~19+0~+1+8~+9+31a
* delayable
* Combo from 1st hit
leroydb+1,1+2m, m12, 25i16~17, i21~22-10~-9+23a (+18)+41a
* Balcony Break
* Combo from 1st hit CH
leroyuf+1h17i16~17-9+5
* Strong Attack Reversal
* Follow-up upon successful reversal with input 1 or 2
* Parry state 6~13
leroyf,F+4m16i16~17-4~-3+9~+10g
Transition to HRM
leroyf,F+4,2m, m16, 21i16~17, i27~28-14~-13+34a (+19)+43a (-33)
* Tornado
* Combos from 1st hit
* Has evasive properties
leroyqcf+2h20i16~17-6~-5+29a (+22)
* Elbow
* 4 chip damage on block
leroyHRM.3L8i16-13-2
-2c on crouching opponents
leroyHRM.3,4L, m8, 16i16, i22~23-15~-14+1~+2
* Combo from 1st hit
* Interrupt with i2 from 1st block
lidia2+3m[12;12]i16+1+2c
* Heat Burst
* Cancel to r45 with b,b on frame 42
* 2 chip damage on block
* 12 chip damage on hit
* Only deals recoverable damage
* Cannot cause a K.O.
* Power crush 7~16
lidiadb+2m14i16~17-7+7
lidiadb+3L17i16~17-11+7
* Homing
* Clean hit adds 3 damage
* Transition to HRS on hit or block only
* Transition to attack throw on CH
* HRS transition is -19
lidiab+4h21i16-3+6+31a
* Homing
* Balcony break on airborne or CH
lidiaqcf+2m12i16-8+0
Input qcf,qcf+2 to power up, adds 3 damage
lidiaqcf+2,2m, m12, 17i16, i20-14-1
Combo from 1st CH
lidiaqcf+2,2,1+2m, m, m12, 17, 25i16, ,i20~21-17+18a (+13)
* Combo from 2nd hit
* Combo from 1st CH
* Input qcf,qcf+2,2,b,f,F+1+2 to power up, adds 5 damage
* Full string deals 47 damage with power up input, 42 damage without
lidiaqcf+1+2m18i16~17-12+2
Alternate input: db+1+2 but does 3 less damage
lidiaqcf+1+2,2m, m18, 20i16~17, i24~25-4+24g+58a
* Tornado
* Combo from 1st hit
* Combo from 1st CH with 12f delay
* Transition to WLF on hit or block only
* Balcony break on airborne hit
* Can be charged to enhance
* WLF transition is -12
lidiaqcf+1+2,2*m, m18, 26i16~17, i35~36+8+34d (+26)+58a
* Tornado
* Balcony Break
* Transition to WLF on hit or block only
* 10 Chip damage on block
lidiaSS.4h21i16~17-6+16g+14
Balcony Break
lidiaCAT.1+2m25i16-1+27g+37 (+29)
* Tornado
* Transition to WLF on hit or block only
lidiaHAE.1+2h!35/38/41i16+0a
* Tornado
* Power up based on Heaven and Earth level
lidiaHRS.2m,t18,10i16-10+8
* Heat Engager
* Heat Dash +5, +67a (+50)
* Transitions to attack throw on front hit
* Does not transition to throw when using Heat Dash
* Activates Heat when throw is completed
* Transition to r33 HAE on hit only when heat is not depleted
* Cancel HAE transition with B (+6)
* +6 on hit when heat is depleted
lidiaP.b+1+3h,h,h5,5,20i16, i16, i16+23a (+18)
Input 2 within a 2f window (15~16) on the second punch, adds 2 damage
* 15
* 16
lidiahFC.3L10i16-17-6
* High crush 1~
lidiaCH.db+3t20/24,17/19/21/27i16~17-2
* Power up based on Heaven and Earth level:
** Level 0: 17 damage
** Level 1: 19 damage
** Level 2: 21 damage
** Level 3: 27 damage
* Restores recoverable health
lili2+3m[12;12]i16+1+2c
* Heat Burst
* RAB.2+3: i21 actual startup
* Cancel to r45 with b,b on frame 42
* 2 chip damage on block
* 12 chip damage on hit
* Only deals recoverable damage
* Cannot cause a K.O.
* Power crush 7~16
liliH.BT.2+3l,M,M,M15,5,5,20i16 i27~28 i6~8 i20~22-8+23a (+5)
* Heat Smash
* Homing
* Balcony Break
* 5 chip damage on block
* +7a (-10) on 4th hit
* High crush 4~16
* Low crush 25~45
* Floating state 46~48
liliH.2+3m,m,m,t55i16~17, i17~18, i24~25+7+0d
* Heat Smash
* Balcony Break
* H.RAB.2+3: i21 actual startup
* Transition to +14g DEW with F on block
* +16a (+7) on 2nd hit
* 6 chip damage on block
lilidf+2m15i16~17-11+31a (+21)
* Enter BT with b
* Recovers 2f faster on hit
* Launches crouching opponent
lilid+2m16i16~17-7+1
lilid+2,2m, h16, 10i16~17, i17~18-10-4-2
* Jail from 1st attack with 6f delay
* Combo from 1st hit with ?f delay
* Input can be delayed 13f
* Move can be delayed 11f
* Transition to r25 RAB (-7/-1/+1) with b+3 or b+4
lilid+2,2,3m, h, h16, 10, 24i16~17, ,i25~27-3+23a (+14)
* Balcony Break
* Combo from 2nd CH with 1f delay
* Interrupt with i6 from 1st block
* Move can be delayed 12f
lilid+2,2,4m, h, m16, 10, 24i16~17, ,i22-13+11d
* Tornado
* Balcony Break
* Combo from 2nd CH with 4f delay
* Interrupt with i3 from 1st block
* Move can be delayed 12f
liliuf+1m17i16~18-9+24d
Floor Break
lilif,F+2m20i16-13+21a
* Balcony Break (airborne)
liliws2m17i16~18-12+39a (+29)
* Enter BT with B
* Recovers 1f faster on hit
liliSS.3M20i16~17-9+35d (+27)
* Balcony Break
* Sidestep takes 9f, effective startup i25~26
* Hit vs BT +15d
liliFC.3L10i16-17-6
* High crush 1~
liliBT.d+2L17i16-12+5c+14d
* High crush 4~
liliDEW.1+2m28i16~17-11+17g
* Tornado
* Balcony Break
* Opponent recovers crouching on hit
* Block advantage -7 on successful attack absorption, deals chip damage
* Hit vs BT +12a (+3)
* Power crush 6~15
miary-zo2+3m[12;12]i16+1+2c
* Heat Burst
* Cancel to r45 with b,b on frame 42
* 2 chip damage on block
* 12 chip damage on hit
* Only deals recoverable damage
* Cannot cause a K.O.
* Power crush 7~16
miary-zodf+4m17i16-4+5+57a
* Knee
* Enter MOR -1 +8 +60a r26 with F
miary-zob+3m9i16~17-13-2
miary-zob+3,4m, h9, 13i16~17, i24-13-5
* Combo from 1st hit
* Interrupt with i5 from 1st block
* Low crush 14~42
* Floating state 43~45
miary-zob+3,4,2m, h, h9, 13, 19i16~17, ,i28~29-13+7a (-2)
* Strong Aerial Tailspin
* Balcony Break
* Enter MOR -1 +19a (+10) r30 with F
* Interrupt with i6 from 1st block
* Chip damage on block
miary-zou+4m17i16~17-13+6+35a (+25)
* Knee
* Transition to BAO +6 r24 automatically on hit only
* Cancel BAO transition -13 -6 +23a (+13) r36 with B
* Low crush 9~32
* Floating state 33~35
miary-zoMOR.u+1+2m16i16~17-2+4
* Low crush 13~29
* Floating state 30~32
ninaH.b+1+2m,m,h,h,h,h5,20,2,2,3,3i16, i8~10, i28, i5, i5, i6+0+33a (+7)
* Balcony Break
* Weapon
* Removes Recoverable Health
* Combo from 1st hit only if the second hit connects on i8
* 2nd hit available only as combo from 1st
* If the second hit connects on i9~10, frame advantage on hit will be -16~-15
* Jails
* t109? r33 FC on hit
* 20f timestop on hit
* Consumes 240F of remaining Heat time
* 15 chip damage on block
ninaH.2+3m,h,h,h,h,m20,9, 12 (8), 14 (7), 14 (5), 30 (52)i16 i28, i5, i5, i6, i40~41+5~+6-2d
* Heat Smash
* Spike
* Transition to attack throw on hit (52 damage)
* Transition to CD r30 with F on block (+7)
* +11 FC from 2nd block
* Last hit is available only on 1st block or hit
* t151 r32 standing on block
* +40a (+7) from 2nd or 3rd or 4th hit
* +15a (+6) from 5th hit
* First received bullet is always 9dmg on hit
* 10f timestop on block
* 10 chip damage on block
* Jails
* Strong jab evasion (frames 7 to 11?)
nina1+2m19i16~17-3+8
Homing
ninad+3L10i16-17-6
* High crush 4~
ninad+3,2L, m10, 18i16, i25~27-11~-9+12~+14
* Combo from 1st CH
* Interrupt with i5 from 1st block
ninad+3,4L, h10, 14i16, i20-8+1
* Combo from 1st CH
* Move cannot be interrupted
ninad+3,4,3L, h, m10, 14, 20i16, ,i29~30-7+22a
* Balcony Break
* Spike
* Combo from 2nd hit
* Combo from 1st CH
* Interrupt with i5 from 2nd block
ninadb+4L5i16~17-9a+2
* High crush 6~16
ninadb+4,3L, m5, 21i16~17, i27~28-13+71a (+55)
* Tornado
* Combo from 1st CH with 1f delay
* Interrupt with i8 from 1st block
* Whiffs vs SSR, SWR from 1st block
ninab+1+2m,m5,20i16 i8~10-4+5a
* Removes Recoverable Health
* Balcony break on airborne hit
* Combo from 1st hit only if the second hit connects on i8
* 2nd hit available only as combo from 1st
* If the second hit connects on i9~10, frame advantage on hit will be -16
* Powered up in heat
ninaqcf+2M25i16~17-8+32a (+17)
* Heat Engager
* Heat Dash +5, +42a (+27)
* Balcony Break
ninahFC.3L10i16-17-6
* -6c on crouching hit
* High crush 1~
panda2+3m[12;12]i16+1+2c
* Heat Burst
* Cancel to r45 with b,b on frame 42
* 2 chip damage on block
* 12 chip damage on hit
* Only deals recoverable damage
* Cannot cause a K.O.
* Power crush 7~16
pandaH.uf+3+4m21 (8)i16~17+12g+7a
* Alternate input: H.ROL.uf+3+4
* Uses 240F of remaining heat time
* Transition to SIT (cannot cancel)
* Low crush 9?
pandadf+3m13i16-9+2
* +2c on crouching hit
pandadf+3,2m, h13, 24i16, i27~28-5+22a
* Balcony Break on airborne hit
* Combo from 1st hit
* 9 chip damage on block
pandad+4l10i16-15-4
* -4c on crouching hit
* High crush 4~
pandauf+3m13i16~17-13+30a (+20)
* Low crush
pandauf+3,4m, m13, 13i16~17, i10~12-11+30a (+20) / +21a (+14)
Less frame advantage occurs after Combo from last hit
* Low crush
pandauf+3,4,1+2m, m, m13, 13, 22i16~17, ,i18~19-15+16a / -2a
* Spike
* Transition to HBS with input D or 3+4
* Less frame advantage occurs after Combo from last hit
pandaHBS.d+1+2m22i16~20-3+4+76a (+60)
* Tornado
* Transition to HBS
* Tornado on CH only
* t44? r24? on hit
* Panda: Increased vertical attack hitbox height. Decreased attack range and height hitbox on frames 18-20 (does not hit as deep or high)
paul2+3m12i16+1+2c
* Heat Burst
* Consumes Heat
* t92 on whiff
* Cinematic freeze on frame 15
* Cancel to t42 r26 standing with b,b
* Power crush 7~
paulf+3h11i16~17-14+0
* Homing
paulf+3,1h, m11, 21i16~17, i17-13+12a (+3)
* Balcony Break
* Elbow
* Combo from 1st hit
* Interrupt with i1 from 1st block
* Move is delayed by 5F
* Move cannot be delayed
* Input cannot be delayed
paulf+3,2h, h11, 24i16~17, i18~19-7+17a (+8)+32a (+24)
* Balcony Break
* Combo from 1st hit
* Interrupt with i2 from 1st block
* Move is delayed by 5F
* Move cannot be delayed
* Input cannot be delayed
pauldf+3m14i16-9+2
pauldf+3,4m, m14, 17i16, i21~22-10+6+59a
* Move can be delayed 10f
* Input can be delayed 13f
* Combo from 1st hit with 9f delay
* Interrupt with i4 from 1st block
* Whiffs vs SSR from 1st block
paulqcf+1h21i16~17-4+33a (+26)
* Elbow
* Chip damage (4)
paulqcb+1+2m22i16~17-14+37a (+27)
* Tornado
* Elbow
* High evasion
raven2+3m[12;12]i16+1+2c
* Heat Burst
* 46f timestop at frame 14 of activation (t92)
* Cancel to r87 with b,b on frame 42 (frame 28 of timestop)
** t41 r27 effective recovery
* 20f timestop on block or hit
* 2 chip damage on block
* 12 chip damage on hit
* Only deals recoverable damage
* Cannot cause a K.O.
* Power crush 7~16
raven4~3m,m8,10i16 i29~30-16~-15+31a (+21)
Recovery listed is for the second hit
* Low crush 14~27
* Floating state 28~30
raven4~3,1m,m, l8,10, 15i16 i29~30, i34~35-13~-2+4~+5
* Interrupt with i15
* Can be delayed
* High crush 1~
raven4~3,3m,m, h8,10, 18i16 i29~30, i24~27-3~+0+14a
* Balcony Break
* Interrupt with i7
* Can be delayed
raven4~3,4m,m, m8,10, 20i16 i29~30, i33~34-14~-13+15a
* Balcony Break
* Interrupt with i14
* Can be delayed
ravendf+2m15i16~18-13~-11+30a (+20)
* Elbow?
* Launches crouching opponents
* Unparryable by standard parries (bug?)
ravendf+2,3m, h15, 17i16~18, i12~13-8~-7+28a (+19)
Balcony Break
ravendf+2,4m, m15, 24i16~18, i12~13-15~-14+11a (+2)
Balcony Break
ravendf+3h17i16~17-9~-8+12a+46a (+36)
* High crush 6~17
ravenb+1h21i16~17+7c~+8c+10c~+11c+33d
* Spike
* Elbow
* 6 chip damage on block
* Transitions to r26 SZN on hit or block only
ravenub+1m11i16-6+5
Can be performed during CD (Shadow Sprint)
ravenub+1,2m, m11, 13i16, i18~19-13~-12-2c~-1c
* Spike
* Combo from 1st hit with 7f delay
* Interrupt with i5
* Can be performed during CD (Shadow Sprint)
ravenqcf+1m15i16-6+9+13
* Elbow
* Transition to -2/+13g/+18 t44 r24 SZN with 3+4 or D
ravenqcf+1,2m, sm15, 21i16, i19~20-13+24a (+9)
* Tornado
* Weapon
* Projectile
* Combo from 1st hit with 7F delay
* Interrupt with i1
* Available only on hit or block
* Move can be delayed by 2F
* Input can be delayed by 7F
ravenqcf+3h,t16,14i16~17-7~-6-4d
* Spike
* Transitions to attack throw on front hit only, otherwise launch +33a (+23)
ravenws3m18i16~17-8~-7+0s
ravenws3,2m, sm18, 21 (14)i16~17, i19~20-13+65a (+49)
* Tornado
* Weapon
* Projectile
* Combo from 1st hit
* Interrupt with i1
* 14 damage with scaling from 1st
* Available only on hit or block
ravenH.ws3,2m, sm,sm18, 21 (14),(30)i16~17, i19~20, i39~41-3~-1+65a (+49)
* Tornado
* Airborne combo from 1st hit
* Available only on hit or block
* 2nd hit only available on block (jailing)
* Interrupt with i1 from 1st block
* t80 r39 on hit
* Consumes 600F of remaining Heat time on block
* 10 chip damage on block
* Move is delayed by 4F
* Input cannot be delayed
* Low crush 44~57
* Floating state 58~60
ravenws3+4m20i16~18-12+7~+9
* Heat Engager
* Homing
* Balcony Break
* Heat Dash +5, +43d (+35)
* Cancel to r19 BT with B
ravenFC.3L10i16-17-6
* High crush 1~
ravenBT.b+2m14i16~17-2~-1+6~+7
* Elbow
ravenBT.b+2,3m, m,m14, 5,16i16~17, i20 i39~40-14+34a (+24)
* Combo from 1st CH
* Interrupt with i1
* Low crush 18~36
* Floating state 37~39
ravenBT.b+2,4m, h14, 13i16~17, i17~18+0+5
* Transition to BT (+0/+5) with B
* Transition to FC (+0/+5) with D
* Combos from 1st hit CH
* Jail from 1st attack with 3f delay
ravenBT.f+1m18i16-8+6
* Balcony Break
* Transitions to throw on hit only
* Opponent recovers BT on hit
ravenBT.f+4L13i16-9+4
ravenBT.f+4,1L, h13, 15i16, i22~23-9~-8+5~+6
* Tornado
* Combo from 1st hit
* Interrupt with i2
* Transition to r26 t36 SZN with 3+4 or D (-6~-5/+8~+9)
ravenSZN.3m16i16~17-1+5~+6
* Transition to BT (-1/+5) with B
* Transition to FC (-1/+5) with D
* Low crush 9~17
ravenSZN.3,2m, sm16, 21i16~17, i19~20-13+24a (+9)
* Tornado
* Combo from 1st hit
* Available only on hit or block
* Power up during Heat
ravenH.SZN.3,2m, sm,sm16, 21,30i16~17, i19~20 i39~41-3~-1+24a (+9)
* Tornado
* Combo from 1st hit
* Available only on hit or block
ravenH.qcf+1,2m, sm,sm15, 21,(30)i16, i19~20, i39~41-3~-1+24a (+9)
* Tornado
* Combo from 1st hit
* Available only on hit or block
* Consumes 240F of remaining Heat time on block
reina2+3m[12;12]i16+1+2c
* Heat Burst
* Cancel to r45 with b,b on frame 42
* 2 chip damage on block
* 12 chip damage on hit
* Only deals recoverable damage
* Cannot cause a K.O.
* Power crush 7~16
reinadf+3+4m,h5,10i16,i5~9-15+2
Transition to attack throw on CH
* High crush 9~14
reinadf+3+4,4m,h, m5,10, 20i16,i5~9, i20-14+50 (+19)+54a
Combo from 1st hit
reinadb+4L7i16-13-2+2
reinadb+4,1+2L, m7, 20i16, i15-12+39d (-19)
* Balcony Break
* Combo from 1st CH even with delay
* Can be delayed
* CH-confirmable from 1st CH
reinab+2m14i16~17-9+3
Homing
reinaf,F+3+4h22i16~19-2+23c+49a
* Balcony Break
* Forces tech backroll on hit
* Low crush 8~27
* Floating state 28~30
reinaFC.d+3l10i16-17-6
* High crush 1~
reinaCH.df+3+4m,t6,35i16+0
Spike
reinaSEN.1m12i16-14+1
-9 and 2 chip damage on block after absorbing an attack in power crush state
* Power crush 6~15
reinaSEN.1,2m, m12, 25i16, i26-16+21a (+0)
* Balcony Break
* Blue spark with input qcf+2 for 5 extra damage
* Hit-confirmable from 1st hit or if attack was absorbed
* Combo from 1st hit even with 9?F delay
* Can be delayed by 10?F
-9 and 7 chip damage on block after absorbing an attack in power crush state
reinaWDS.3m17i16~17-6+4+58a
- WDS.3: Unbufferable. i18 effective startup
reinaWGS.DF+4L6/8i16-23+2c
* 8 dmg if manual CD
* High crush 15~55
reinaWGS.DF+4,2L, h6/8, 20i16, i24-22-1
* Transition to WRA with D (-15/+6)
* Combo from 1st hit
reinaWGS.DF+4,4L, L6/8, 16i16, i17~18-23+2+23a
* Combo from 1st hit
* High crush 10~55
reinaWRA.d+4L9i16~17-15-4+2
* High crush 6~50
reinaWRA.d+4,3L, m9, 20i16~17, i21~22-16+48 (+17)+53a
* Combo from 1st CH with 15F delay
* Input can be delayed 16F
* Move can be delayed 13F
* High crush 1~9
reinaSEN.1+3th(h)12i16-3
* Throw break: none
* Opponent recovery on hit: FUFA
reinaWRA.1+3t(h)20i16+10d
* Unbreakable
* Opponent recovery on hit: FUFT
* Does 35 damage on wall hit
* +22d (-17?) on wall hit
shaheen2+3m[12;12]i16+1+2c
* Heat Burst
* 46f timestop at frame 14 of activation (t92)
* Cancel to r87 with b,b on frame 42 (frame 28 of timestop)
** t41 r27 effective recovery
* 20f timestop on block or hit
* 2 chip damage on block
* 12 chip damage on hit
* Only deals recoverable damage
* Cannot cause a K.O.
* Power crush 7~16
shaheenH.f+1+2m,m15,25 (17)i16~17+4c SNK+27d (-8)
* Floor Break
* Spike
* 32 damage with scaling from 1st hit
* +21a from 2nd hit
** Balcony Break from 2nd hit only
* Transition to SNK r27 on hit or block
* Consumes 450F of remaining Heat time
* Opponent recovers in FDFA
* Low crush 28~48
* Floating state 49~51
shaheend+3L12i16~17-14+0
* Transition to -10, +4 SNK with DF
* High crush 6~48
shaheenb+3+4h25i16-9+19a (+9)
* Balcony Break
* +0 frame advantage and 10 chip damage on block after absorbing an attack in power crush state
* Power crush 7~15
shaheenws2m21i16-17+57
shaheenFC.df,d,DF+3L17i16~20-23a+7a
* Transitions to SNK on hit
* Low crush
shaheenFC.df+4L16i16~17-14+1
* Transition to -11, +4 SNK with DF
** -12 with perfect SNK cancel
shaheenFC.df+4,1L, h16, 20i16~17, i26-2+24a (+15)
* Balcony Break
* Combo from 1st CH
* Interrupt with i7 from 1st block
* Whiffs vs SSR, SWR from 1st block
steve2+3m[12;12]i16+1+2c
* Heat Burst
* Cancel to r45 with b,b on frame 42
* 2 chip damage on block
* 12 chip damage on hit
* Only deals recoverable damage
* Cannot cause a K.O.
* Power crush 7~16
steveH.2+3m,th10,4,2,3,3,3,25i16~17, i18~19, i23~24, i17~18, i7~8, i10~11, i34+8 LNH+0
* Heat Smash
* Floor Break
* Spike
* Cancel to standing on block with B (-9)
* 7 chip damage on block
stevedf+2m10i16~17-11+6+10c
* Transition to r22? LWV with 3 (-7/+10/+14c)
* Transition to r22? RWV with 4 (-7/+10/+14c)
* Transition to r22? SWY with b+3_4 (-7/+10/+14c)
* Transition to r18? DCK with f+3_4 (-3/+14g/+18c~+19c)
** r19? DCK FC cancel?
steved+1l12i16-13-2
* High crush 6~
stevedb+3l10i16-13+0
stevedb+3,2l, h10, 10i16, i15~16-6+8
* Combo from 1st hit
* -27 on block after blocking first hit
* Transition to LNH
* Transition to r34 standing with b (-31/-10/+4)
steveb+1+2m,h8,20i16, i12-8+19d
* Balcony Break
* Jail from 1st attack
steveH.b+1+2,1+2m,h,m,h,m8,4,3,3,20i16,i12,i12,i12,i19-4+36a (+10)
* Balcony Break
* Jail from 1st block
* Combo from 1st hit
* Transition to FLK r22 with B (+3/+43a (+17))
* Consumes 300F of remaining heat time
steve-afterafters+1l23i16-12+17d
* High crush 6~
steveqcf+1m21i16-10+16a (+7)
Heat Engager
Heat Dash (+5, +36a (+26)
* Balcony Break
* Transition to r18? FLK with B (-3/+23a (+14)/+23a (+14))
** r18? FLK FC cancel?
steveFC.df+2m20i16~17-15+34a (+24)
Tornado
steveDCK.1+2m,m3,3i16, i7-9+2
steveDCK.1+2,1+2m,m, m,m3,3, 3,3i16, i7, i5, i2-9+2
* Combo from 1st hit
* Jail from 1st block?
steveDCK.1+2,1+2,1+2m,m, m,m, m,m3,3, 3,3, 2,2i16, i7, ,i5, i2-9+2
* Combo from 1st hit
* Jail from 1st block?
steveDCK.1+2,1+2,1+2,1+2m,m, m,m, m,m, m,m3,3, 3,3, 2,2, 2,12i16, i7, ,i7, i9-12+32a (+22)
* Combo from 1st hit
* Jail from 1st block?
steveLNH.2m22i16-17-13+61a (+51)
* Tornado
stevePAB.df+2m16i16~17-10+31a (+21)
* Elbow
steveSWY.1m26i16~17-1c~+0c+14c~+15c
* Can be +15c at farther ranges
* 10 chip damage on block
victor2+3m[12;12]i16+1+2c
* Heat Burst
* 46f timestop at frame 14 of activation (t92)
* Cancel to r87 with b,b on frame 42 (frame 28 of timestop)
** t41 r27 effective recovery
* 20f timestop on block or hit
* 2 chip damage on block
* 12 chip damage on hit
* Only deals recoverable damage
* Cannot cause a K.O.
* Power crush 7~16
victordf+3m10i16-9+2
victordf+3,4m, m10, 14i16, i21-9+2
* Knee
* Combo from 1st CH
* Interrupt with i1
victordf+3,4,2m, m, sm10, 14, 23i16, ,i32~34-9+17a (+10)+35a
* Tornado
* Weapon
* Projectile
* Interrupt with i12 from 2nd block
* 6 chip damage on block
victord+1L7i16-17-6
* Weapon
* Cannot be parried (weapon low)
* High crush 6~52
victord+1,1L, h7, 15i16, i18-7+6
* Weapon
* Combo from 1st CH
* Jail on 1st hit
* -26 on 1st block
victord+4L10i16-13-2+0d
* Perform Guilty Mariko on counter hit
victorCH.d+4L,t12,18i16+0d
victorIAI.2m23i16~17-9+15 (+5)+26a
* Balcony Break
* Tornado
* Weapon
* 9 chip damage on block
* FUFA knockdown on CH
victorIAI.P.fm21i16~17+60a (+44)
* Balcony Break
* Tornado
victorhFC.1+2l,h10,10i16,i10~11-23, -13+0
* Weapon
* Not parryable (weapon low and weapon high)
* Can be done from Crouch Level 1
* Transition to PRF (-17 / +6) with F
xiaoyu2+3m[12;12]i16+1+2c
* Heat Burst
* Cancel to r45 with b,b on frame 42
* 2 chip damage on block
* 12 chip damage on hit
* Only deals recoverable damage
* Cannot cause a K.O.
* Power crush 7~16
xiaoyuf+2m12i16~17-5+4
xiaoyuf+2,1m, h12, 14i16~17, i20-6+5+7
* Combo from 1st hit
* Jails from 1st block with ?F delay
* Transition to HYP with B (+0, +11)
xiaoyuf+2,1,4m, h, m12, 14, 20i16~17, ,i26~27-13+17a (+8)+62a (+42)
* Balcony Break
* Combo from 2nd CH with 6F delay
* Interrupt with i6 from 1st block
* Whiffs vs SWL from 1st block
* Move can be delayed by 10F
xiaoyuH.f+2,1,2m, h, m12, 14, 20i16~17, ,i26~28+6+23d+50a
* Balcony Break
* Spike
* Partially uses remaining Heat time
* Combo from 1st hit with no delay
* Combo from 2nd CH with 6F delay
* Interrupt with i6 from 1st block
* Whiffs vs SSR, SWR from 1st block
* Move can be delayed by 5-10F
* Transition to standing with F (+4, +21d, +47a)
* Low crush
xiaoyuf+3M14i16~18-9+2
* Knee
* Doesn't hit grounded if opponent is on-axis in FUFT
xiaoyuf+3,1M, m14, 8i16~18, i22~23-3+8
* Combo from 1st hit
* Interrupt with i3 from 1st block
xiaoyuf+3,1,4M, m, M14, 8, 20i16~18, ,i26~28-22+62a (+46)
* Tornado
* Instant Tornado
* Combo from 2nd hit CH
* Interrupt with i8 from 2nd block
xiaoyuf+3,1,1+2M, m, m,M14, 8, 6,20i16~18, ,i16~18 i5~6-12+7c
* Spike
* Combo from 2nd CH
* Jail from 2nd block with ?F delay
xiaoyuu+1+2m,m5,5i16~18 i2~4-11+0c
*
xiaoyuu+1+2,2m,m, m5,5, 12i16~18 i2~4, i27-12-1
* Combo from 1st CH
* Interrupt with i7 from 1st block
xiaoyuu+1+2,2,1m,m, m, m5,5, 12, 20i16~18 i2~4, ,i27~28-12+16a (+7)
* Balcony Break
* Combo from 2nd hit
* Combo from 1st CH
* Interrupt with i7 from 1st block
* Cancel to BT with B (-19/-8)
xiaoyuuf+3m13i16~17-13+29a (+19)
* Low crush 9~
xiaoyuuf+3+4m,m,m8,10,12i16~17, i10~11, i8~9-1+4d
* Balcony Break
* Spike
* Transition to BT on block or whiff
* Transition to standing on hit
* Low crush 9~
xiaoyuAOP.uf+4m12i16~26-10+1
* Transition to AOP with D (-12, +0)
* Transition to BT with B (-15, -3)
* Alternate input AOP.u+4
* Low crush
xiaoyuAOP.uf+4,4m, m12, 12i16~26, i23-12-1
* Combo from 1st hit only AOP.uf+4 connects on frame 21 or later
* Interrupt with i14 from 1st block
* Alternate input AOP.u+4,4
* Low crush
xiaoyuBT.1m17i16~18-5+4+64a
* Elbow
* Jab evasion
* Transition to BT
xiaoyuBT.1,2m, m17, 20i16~18, i24~25-13+17a
* Tornado
* Balcony Break
* Combo from 1st hit
* Interrupt with i6 from 1st block
* Move is delayed 2F
* Move cannot be delayed
* Cancel to r15 FC with D at frame 18 (-16/-7/+53a)
* Low crush 9~18
* Floating state 19~21
xiaoyuBT.3M13i16-5+12
* +21d on backturned hit
* Transition to BT
* Low crush 5~
xiaoyuBT.1+2m,m6,6i16~18,i3~5-6+8
*
xiaoyuBT.1+2,4m,m, h6,6, 20i16~18,i3~5, i23~24+3+19a (+10)
* Heat Engager
* Heat Dash +5, +62a (+42)
* Balcony Break
* Combo from 1st hit with 14F delay
* Interrupt with i6 from 1st block
* Whiffs vs SSR from 1st block
* Move can be delayed by 8F
* Input can be delayed by 15F
* 6 chip damage on block
* Transition to BT
xiaoyuBT.1+2,1+2m,m, m6,6, 6,6i16~18,i3~5, i17~18, i4~5-13+8d
* Combo from 1st hit with 15F delay
* Move cannot be interrupted
* Move can be delayed by 8F
* Input can be delayed by 15F
xiaoyuBT.d+3L12i16-12+7c
*
xiaoyuBT.d+3,4L, h12, 20i16, i19-5+20a (+11)+37a
* Strong Aerial Tailspin
* Balcony Break
* Combo from 1st CH with 12F delay
* Interrupt with i1 from 1st block
* Move can be delayed by 10F
* Input can be delayed by 12F
yoshimitsu2+3m[12;12]i16+1+2c
* Heat Burst
* 46f timestop at frame 14 of activation (t92)
* Cancel to r87 with b,b on frame 42 (frame 28 of timestop)
** t41 r27 effective recovery
* 20f timestop on block or hit
* 2 chip damage on block
* 12 chip damage on hit
* Only deals recoverable damage
* Cannot cause a K.O.
* Power crush 7~62
* On
* cancel:
* Floating state 12~20
* Low crush 21~29
* Floating state 30~32
yoshimitsuH.DGF.f+1+2h,h,h10,10,20i16~17 i11~12 i11~12+4+18a (+9)
* Homing
* Balcony Break
* Weapon
* Jail from 1st block
* Combo from 1st hit
* 16 chip damage on block
* Recovers 1 base health or 5 additional recoverable health on hit
* Consumes 90F of remaining Heat time
* Low crush 1~65
yoshimitsuf+3h24i16~17-9+17a (+8)
* Homing
* Balcony Break
yoshimitsuf+3,4h, m24, 20i16~17, i23~24-6+37a (+23)
* Knee
* 2nd hit delayed 18f
* Interrupt with i17 from 1st block
* Low crush 22~29
* Floating state 30~32
yoshimitsud+2M12i16~17-9~-8+0~+1
Weapon
yoshimitsud+2,1M, h12, 23i16~17, i27~28-9+17a (+8)
* Balcony Break
* Weapon
* Combo from 1st hit with 8f delay
* Input can be delayed 16f
* Move can be delayed 10f
yoshimitsud+2,2M, m12, 15i16~17, i22~23-12+7g+28a (+22)
* Weapon
* Combo from 1st hit with 13f delay
* Input can be delayed 16f
* Move can be delayed 10f
* In 1SS Enter NSS r31 with B
yoshimitsud+2,2,1M, m, h12, 15, 20i16~17, ,i19~20-9+8a (-1)
* Balcony Break
* Weapon
* Input can be delayed 10f
* Move can be delayed 9f
yoshimitsud+2,2,2M, m, M12, 15, 19i16~17, ,i25~27-13+16a (+9)
* Tornado
* Weapon
* Input can be delayed 10f
* Move can be delayed 9f
* Steel pedal
yoshimitsud+2,2,NSS.1M, m, h12, 15, 20i16~17, ,i19~20-9+8a (-1)
* Balcony Break
* Input can be delayed 10f
* Move can be delayed 9f
yoshimitsud+2,2,NSS.d+1M, m, m12, 15, 17i16~17, ,i29~30-12+2c+42a
* Floor Break
* Input can be delayed 10f
* Move can be delayed 9f
yoshimitsud+2,2,d+1M, m, m12, 15, 17i16~17, ,i29~30-12+2c+42a
* Floor Break
* Weapon
* Input can be delayed 10f
* Move can be delayed 9f
* Last hit has shorter range and no Weapon property in NSS
yoshimitsud+2,NSS.1M, h12, 18i16~17, i27~28-9+10g
* Balcony Break
* Combo from 1st hit with 8f delay
* Input can be delayed 16f
* Move can be delayed 10f
yoshimitsuws3m12i16-6+3
yoshimitsuws3,2m, m12, 20i16, i32-12c+0a
* Floor Break
* Weapon
* Combo from 1st hit
yoshimitsuSS.2m22i16~17-13+28a (+18)
* Tornado
* Sidestep adds minimum 9f, effective startup i25~26
yoshimitsuBT.2h18i16~17-4+14g+39a
* Balcony Break
* Leads to f+2 extensions
yoshimitsuDGF.2h15i16~18+4+13s
* Low crush 1~
yoshimitsuDGF.2,4h, M15, 22i16~18, i26~28-14+15a (+8)
* Tornado
* Combo from 1st hit
* Enter NSS r33 with B
* Low crush 1~46
* Floating state 47~49
yoshimitsuDGF.f+1+2h,h,h9,9,18i16~17 i11~12 i11~12-2+18a (+9)
* Homing
* Balcony Break
* Weapon
* Jail from 1st block
* Combo from 1st hit
* 9 chip damage on block
* Power up in Heat
* Low crush 1~65
yoshimitsuKIN.4h23i16~17+0+20a (+11)+49a
* Homing
* Balcony Break
* Enter KIN +3 +23a (+14) r26 with 1+2
* Enter MED -1 +19a (+10) r28 with 3+4
yoshimitsuhFC.d+3L10i16-17-6
* High crush 1~
zafina1+2m17i16~17-12+4+25a
Spike
zafina1+2,4m, m17, 10i16~17, i24~25-10+1+6
* Combo from 1st hit with 1f delay
* Interrupt with i6 from 1st block
zafina1+2,4,4m, m, m17, 10, 20i16~17, ,i30~31-11+19a
* Balcony break on airborne hit
* Combo from 2nd hit CH with 1f delay
* Can pick up from the ground with db+3 for a juggle
* Interrupt with i12 from 2nd block
* Whiffs vs SSR from 2nd block
zafinadf+2m13i16~17-12+32a (+22)
* Launches crouching opponent
* Can evade some highs
zafinaFC.d+3l10i16-17-6
* High crush 1~
zafinaSCR.b+1+2L20i16-18+23g
* Weapon
* Evasive (can go under some mids)
* Deal 10 recoverable damage to self without Heat
* Gain ORB on hit
* Azazel's Power
* High crush 7~35
alisaf+2m12i17~18-4+7
* Enter DES with 1+2
alisaf+2,1m, m12, 20i17~18, i24-12+14g
* Heat Engager
* Heat Dash +5, +62a (+42)
* Balcony Break
* Weapon
* Combo from 1st hit
* Interrupt with i5
* 6 chip damage on block
* 10 chip damage on block in heat
* Opponent recovers crouching on hit
* Does not transition to DES when using Heat Dash
alisaf+2,3m, h12, 8i17~18, i22-8+4
* Balcony Break (airborne)
* Combo from 1st CH with 1f delay
* Interrupt with i4 from 1st block
* Move cannot be delayed
* Transition to r40 DES with 1+2
* Low crush 17~38
* Floating state 39~41
alisaf+2,3,3m, h, m12, 8, 22i17~18, ,i35~36-10+12a (-3)
* Balcony Break
* Combo from 2nd hit
* Interrupt with i6
alisad+4L12i17~18-12-1+8g
alisad+4,1+2L, h12, 20i17~18, i20~21+0+11a (+2)
* Balcony Break
* Head
* Jail from 1st attack
* Combo from 1st CH
alisauf+3m15i17~18-52-25
* Transition to SBT with input 3_4
* Transition to DBT with input f+3_f+4
* on
* whiff:
* Low crush 9~31
* Floating state 32~34
* oh
* hit/block:
* Low crush 9~61
* Floating state 62~64
alisauf+3,2m, m15, 30i17~18, i17~22-14+6c
* Balcony Break
* Spike
* Combo from 1st hit
* Available only as a combo from 1st hit
* Forces tech backroll on hit
* Low crush 9~58
* Floating state 59~75
* High crush 76~85
alisaf,F+1+2m,m5,10i17~18 i12~13-9+4+13
13 extra damage on CH, 28 in total
alisaws2m24i17~18-13+33a (+23)
* Tornado
* Transition to SBT 3_4
* Transition to DBT f+3_f+4
alisaDBT.4M22,5i17~19-27+68a
Steel pedal
* Low crush 17~62
* Floating state 63~65
alisaDBT.f+1+2m,m,m,m,m28i17-18, i8~9, i8~9, i8~9, i8~9+4+25a (-1)
* Balcony Break
* Weapon
* 8 chip damage on block
* Low crush 1
alisaSBT.4M22,5i17~19-27+68a
Steel pedal
* Low crush 26~71
* Floating state 72~74
annaf+1+2m21i17-13+19a (+14)+28d (+20)
* Tornado
* Balcony Break
annadb+4L14i17~18-13+6
* Transition to r26 HAM on hit automatically
* Cancel HAM transition -13 +1 with B
annaf,F+2h21i17~18+4+2a
* Homing
* Balcony Break (airborne)
* Weapon
* 6 chip damage on block
annaCJM.1+2M23i17~18+2c+8c+23d
* Spike
* 4 chip damage on block
annaOTG.d+3+4L30i17~18-17-7d
* Spike
armor-kingH.2+3m,t54i17, i42~43+9+1d
* Heat Smash
* Balcony Break
* Can also be done during BAD
* Transition to attack throw on hit
* 2nd hit 16dmg and +13a (-4) on hit after 1st whiff
* Opponent left FUFT after attack throw
* 5 chip damage on block
armor-king1+2m10i17~19-10+0
* Elbow
* Transition to r15 BT with B (-10/+0)
armor-king1+2,2m, h10, 20i17~19, i18-3+16a
* Combo from 1st hit with 11F delay
* Interrupt with i2 from 1st block
* Move cannot be delayed
* Input can be delayed by 11F
armor-king1+2,4m, m10, 17i17~19, i19~20-13+8+58a
* Combo from 1st hit with 11F delay
* Interrupt with i3 from 1st block
* Move cannot be delayed
* Input can be delayed by 11F
armor-kingdf+3m17i17~18-5+5+49a
* Knee
* 4f timestop on CH
armor-kingd+2m17i17~18-5+5c+13
armor-kingd+2,4m, M17, 13i17~18, i22~23-14-3
* Interrupt with i1 from 1st block
* Move is delayed 2F
* Input cannot be delayed
armor-kingd+2,4,3m, M, M17, 13, 20i17~18, ,i35~40-11c+7a
* Combo from 2nd hit
* Interrupt with i10 from 2nd block
* Jab evasion
* Low crush 26~37
* Floating state 38~40
armor-kingd+3L14i17-12+2+9
armor-kingd+3+4L15i17-16-2+0
* Can be done from Crouch Level 1
* Recovers 3F faster on hit (r32 t49)
* High crush 6~52
armor-kingd+3+4,1L, h15, 13i17, i20~21-9+15g+27d
* Balcony Break
* Combo from 1st CH with 8F delay
* Interrupt with i8 from 1st block
* Whiffs vs SSR, SWR from 1st block (inconsistent)
* Move cannot be delayed
* Input can be delayed by 8F
armor-kingd+3+4,3L, m15, 16i17, i23~24-15+15a (-2)
* Balcony Break
* Tornado
* Combo from 1st CH with 8F delay
* Interrupt with i11 from 1st block
* Whiffs vs SSR, SWL, SWR from 1st block (SSL less consistent)
* Move cannot be delayed
* Input can be delayed by 8F
* Opponent recovers FDFA
armor-kingb+1+3,2m17i17 (i38)-9+3+27a
* i38 effective startup (b+1+3 takes 21 frames)
* On CH transition to True Dark Smash
armor-kingf,F+3h23i17~19+2+15a (+6)
* Balcony Break
* Homing
* 6 chip damage on block
armor-kingBAD.4L23i17~18-13+3c+26a
asukaf+2M20i17~18-18+33a (+23)
* Cancel to r26 FC with D
* Gain NWG on hit with 1
* Hit advantage becomes +26a (+16) on NWG gain
asukaf+2,NWG.1+2M, m20, 15i17~18, i31~32-8+67a (+51a)
* Tornado
* Jail from 1st attack
* 4 chip damage on block
* Consumes NWG
* Consumes 600F of remaining Heat time
* Available only on hit or block
asukaf,f,F+1+2h24i17~18+4+32a (+6)+67a (+51)
* Tornado
* Homing
* Balcony Break
* 4 chip damage on block
* Instant Tornado on CH
* Unparryable by traditional punch parries (running attack)
asukaSS.4h18i17~21-6~-2+7~+11+30a
asukaFC.df+3m20i17-9+34a (+26)
Balcony Break
asukaNWG.f,f,F+1+2h26i17~18+7+33a+67a (+51)
* Tornado
* Homing
* Balcony Break
* Wall Crush +18g~19g on block
* 7 chip damage on block
* Increased attack range
* Consumes NWG
* Consumes 300F of remaining Heat time
* Unparryable by traditional punch parries (running attack)
azucenaH.LIB.P (High)m25i17~18-8+32a
* Restores 5 recoverable health on successful parry
* Opponent recovers FUFA
* is1~17
azucenaf+2h14i17~18-10+1
azucenaf+2,1h, m14, 17i17~18, i22~23-10+5
* Combo from 1st hit with 7f delay
* Interrupt with i3 from 1st block
* Move can be delayed 8f
azucenaf+2,1,4h, m, m14, 17, 23i17~18, ,i24~25-14+19a (+9)
* Balcony Break
* Combo from 2nd CH with 10f delay
* Interrupt with i4 from 2nd block
* Low crush 18~38
* Floating state 39~41
azucenaf+3m15i17-4+5
* Has good right sidestep tracking
<Showing 3201-3600 of 6584 moves>