mokujin

mokujin

Edit
CharCommandHit levelDamageStartupBlockHitCounter hitNotes
leeD+4,4l, l7, 8i12, i20-15-16-4
Combos from 1st hit CH
leeD+4,4,4l, l, l7, 8, 5i12, ,i20-15-16-4
Combos from 2nd hit CH
leeD+4,4,4,4l, l, l, m7, 8, 5, 21i12, ,i24-20+11a (+2)
* Balcony Break
* Transition to -11, +20a (+11) HMS with 3
* Combos from 3rd hit CH
leed+2m17i18-6+8+13
* Jab evasion
leed+3l17i16-15-1+17a
Transition to -15, -1, +17a HMS with 4
* High crush 6~
leed+4l7i12-13-14-2
leed+4,n,4l, h7, 16i12, i23-9+2+27a (+17)
* Links to attacks from 4 (4,4:4, 4,3,4, etc.)
* Combos from 1st hit CH
leedb+1sl5i10-5+6
* Transition to Standing with f
* +6c on crouching hit
* High crush 4~
leedb+2sl8i11-4+7
Alternate input FC.2
* High crush
leedb+3L12i20-12-1
leedb+4l6i12-15-4
Alternate input FC.4
* High crush
leedb+3+4L19i21-13+4+38a
leeb+1h9i14-0+6
leeb+1,1h, m9, 6i14, i20-5+6
* Transition to -1, +10g HMS with 3+4
* Cancel and transition to -5, +1 MS with F
* +6c on crouching hit
leeb+1,1,2h, m, h9, 6, 18i14, ,i20-11+1
* Combos from 1st hit
leeb+1:1h,m12,6i14,i20-5+6
* Transition to -1, +10g HMS with 3+4
* Cancel and transition to -5, +1 MS with F
* +6c on crouching hit
* Perfect Input not required during Heat
* Does not partially consume remaining Heat Time, Perfect input does not restore Heat Time
* Heat Time is only restored or consumed after the 2 followup
leeb+1:1,2h,m, h12,6, 23i14,i20, i20~21-6+39d (-19)
* Balcony Break
* Combos from 1st hit
* Perfect Input not required during Heat
* Partially consumes remaining Heat Time, while Perfect input restores Heat Time
leeb+1:1+2h,h12,25i14,i21-6+39d (-19)
* Balcony Break
* Combos from 1st hit
* 10 chip damage
* Perfect Input not required during Heat
* Partially consumes remaining Heat Time, while Perfect input restores Heat Time
leeb+1+3+14BT
* High and Mid parry
* Puts you behind opponent
* Alternate input b+2+4, HMS.b+1+3, HMS.b+2+4
* Parry state 5?
leeb+1+3,4m35i20+22a (+13)
* Balcony Break
* Only available upon successful parry
* Guaranteed hit
leeb+2h9i14-5+1
* Transition to -1, +5 MS with F
leeb+2,4h, h9, 16i14, i27-9+6
* Balcony Break
* Automatically transitions to HMS on hit or block
leeb+2,4,3h, h, h9, 16, 21i14, ,i27-0+22a (+13)+51a
* Strong Aerial Tailspin
* Balcony Break
* Transition to -5, +17a MS with F
* Low crush
leeb+3l9i15-14-3
leeb+3,3l, h9, 12i15, i19-12-1
* Transition to -7, +4 MS with F
* Combos from 1st hit
leeb+4m20i20-3+7c+64a
* Floor Break
* Spike
* Transition to -2, +8c, +65a HMS with 3
* +18d on crouching opponent
leeb+3+4h23i20-9+15a (+6)
* Balcony Break
* Power crush
leeub+3M20i18-13+20a (+13)+74a (+58)
* Tornado
* Low crush
leeub+3+4h!60i60+9 (+0)+9a
* Balcony Break
* Unblockable
* Cancel and transition to HMS with 3+4
leeu+3
* Transition to FC with D
* Transition to HMS with 3+4
* Low crush
leeuf+3m12i25-9+2
* Low crush
leeuf+3,1m, m12, 18i25, i21-12+3+26a
Combos from 1st hit
leeuf+3,4m, h12, 23i25, i25-3+25a
Combos from 1st hit
leeuf+4m14i15-13+31a (+21)
* Knee
* Alternate input ub+4, u+4
* Low crush
leeuf+3+4h30i22+5+28d (+20)
* Balcony Break
* Transition to +8, +31d (+23) HMS with 3+4
* 9 chip damage
* Low crush
lee1+2+3+4
leeb,B+4h23i19+2+25a
* Strong Aerial Tailspin
* Homing
* Transition to +5, +28a HMS with 3
* 6 chip damage
leeb,n
*
leeb,n,4l20i21-13+3+12
*
* High 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+3m23i14~15-9+21d (+11)
* Heat Engager
* Heat Dash +5, +36d
* Balcony Break
* Slight low profile
leef,F+4h22i16-5+29a
*
* High crush 5~
leef,n
* Transitions to MS
* Alternate input HMS.f,n
* Can perform standing actions except for 3 and 3+4?
* High crush
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
leeqcf+4M24i22-17+50a (+40)
* Tornado
leeub,b
* Automatically transitions to HMS
* Low crush
leeuf,n,4m20i23-13+32a (+22)
* Low crush
leef,f,F+3m14i14-9+16a (+9)
* Knee
* Alternate input wr3
* Low crush
leef,f,F+3,4m, m14, 26i14, i20+3+19d
* Floor Break
* Transition to +6, +29d (-6) HMS with 3
* Combos from 1st hit
* 7 chip damage
* Balcony break on 2nd hit only
* Low crush
leews1m12i13-2+8
* Automatically transitions to HMS on hit or block
leews1,2m, h12, 17i13, i20-7+2+7
*Transition to -3, +6, +12 MS with F
leews1,4m, h12, 20i13, i20-5+4
*Transition to -8, +1 HMS with 3
leews2m12i14-8+3
*
leews2,3m, m12, 24i14, i20-13+32a (+22)
* Tornado
* Combos from 1st hit
leews2,4m, h12, 23i14, i27-2+13g+37a
* Strong Aerial Tailspin
* Balcony Break
* Combos from 1st hit
leews3M16i10-21-10
*
leews3,3M, m16, 11i10, i15-15-4c
* Transition to -15, -4 HMS with 4
* Combos from 1st hit
leews3,3,DF+3M, m, m16, 11, 10i10, ,i26-19-8
* Combos from 2nd hit CH
leews3,3,DF+3,3 ...M, m, m, h16, 11, 10, 10i10, ,i26-16-8
* DF+3,3 can be repeated infinately
* Can shift to Infinite Kick Chain: Low with D+3 after the 4th, 6th, and 8th high attacks
* Combos from 3rd hit
leews3,3,D+3M, m, l16, 11, 8i10, ,i26-19-8
* Combos from 2nd hit CH
leews3,3,D+3,3 ...M, m, l, h16, 11, 8, 10i10, ,i24-16-5
* D+3,3 can be repeated infinitely
* Can shift to Infinite Kick Chain: Middle with n,3 after the 4th, 6th, and 8th high attacks
* Combos from 3rd hit
leews4m16i11-6+5
* Transition to -9, +2 HMS with 3
leeFC.1sl5i10-5+6
* Alternate input d+1, db+1
* High crush
leeFC.2sl5i16-4+7
* Alternate input db+2
* High crush
leeFC.3l10i13-17-6
*
* High crush
leeFC.4l6i12-15-4
* Alternate input db+4
* High crush
leeFC.UF+4m25i18~28-17+28a (+18)
* Transition to -17, +28a (+18) HMS with 3
* Alternate input FC.UB+4, FC.U+4
* Low crush
leeFC.UF+3+4m,M30i46~49-4+18a (+8)
* Balcony Break
* Can hit cross-up
* Alternate input FC.UB+3+4, FC.U+3+4
* Low crush
leeFC.df,d,DF
*
* High crush
leeFC.df,d,DF:3l26i18~24-15~-9+5+5d
* * Frame advantage on block depends on spacing.: Ranges from -15 up close, to -9 at tip range.
* Perfect Input not required during Heat
* Perfect input when DF and 3 are input during the same frame
* Partially consumes remaining Heat Time, while Perfect input restores Heat Time
* Is not bufferable from full crouch (regular version gets buffered instead)
* High crush
* Low crush
leeFC.df,d,DF+3l20i18~24-15~-9+5+5d
* * Frame advantage on block depends on spacing: Ranges from -15 up close, to -9 at tip range.
* Bufferable from full crouch
* High crush
* Low crush
leeFC.df+4l17i16~17-14+3c+25d
* Transition to -14, +3, +25d HMS with 3
* High crush
leeHMS.1h7i12+2+9
* Cancel and transition MS with F
* Cancel into Scatter Kick (HMS.3) with input HMS.1~3
leeHMS.1,1h, h7, 7i12, i14-2+8
* Cancel and transition to +1, +8 MS with F
* Combos from 1st hit
leeHMS.1,1,1h, h, h7, 7, 20i12, ,i20-7+44d (-14)
* Heat Engager
* Heat Dash +5, +34d
* Balcony Break
* Combo from 1st hit
leeHMS.1,4h, m7, 17i12, i15-8+4+57a
* Transition to -8, +4, +58a HMS with 3
leeHMS.2m23i19-13+39a (+29)
* Tornado
leeHMS.3h,t21,20i18-3+0d
* Strong Aerial Tailspin
* Homing
* Shifts to throw on hit from the front
* 6 chip damage
* Power crush 8~
leeHMS.4l20i22-13+4c+72a (+56)
* Instant Tornado on CH
* High crush 6~
leeHMS.1+2m,m10,15i15-5+6+19a (+10)
* On CH:
Balcony Break
leeHMS.u+3m32i20~22-9+23d (+13)
* Balcony Break
* Transition to -9, +23d (+13) FC with D
* 7 chip damage
* Low crush 9~
leeHMS.u+4M20i26~29+5c+8c
*
* Low crush 16~
leeMS.3m10i15-12-1
*
* Low crush
leeMS.3,4m, m10, 10i15, i15-13+32a (+22)
*
leeMS.3+4l20i25~31-15~-9+5c+5d
* High crush
* Low crush
lee1+3t35i12~14-3-2d
Throw break 1 or 2
lee2+4t35i12~14-6-2d
* Throw break 1 or 2
* Side swap
leeBack Throwt50i12~14!-5d
Unbreakable
leeLeft Throwt40i12~14-3-3d
Throw break 1
leeRight Throwt40i12~14-3+0d
Floor Break Throw break 2
leeuf+1+2t20i12~14-3+23d
* Throw break 1+2
* Alternate input HMS.uf+1+2
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
leo2+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
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
leoR.df+1+2m,t55+i20-18+0d
* Rage Art
* Removes Recoverable Health
* Reversal Break
* Damage increases with lower health, maximum 82
* Freezes match timer on activation and on hit
* Restores recoverable health on hit
* Transition to attack throw on hit
* Consumes Rage
* Power crush 8~
leo1h5i10+1+8
leo1,2h, h5, 10i10, i12-3+8
* Jail from 1st attack
* Enter KNK -9 +2 with b
leo1,2,1h, h, h5, 10, 16i10, ,i20~21-5~-4+6+9
Combo from 2nd CH
leo1,2,1,1h, h, h, m5, 10, 16, 21i10, ,i18-13+12a (+3)
*
Balcony Break
* Combo from 3rd Hit
leo1,2,1,4h, h, h, h5, 10, 16, 30i10, ,i21~23-6~-4+32a (+6)
*
Balcony Break
* Combo from 3rd Hit
leo1,2,4h, h, L5, 10, 15i10, ,i24-13+3+8d
Combo from 2nd CH
leo1,4h, h5, 17i10, i16-2+11
* Knee
* Jail from 1st attack
leo2h9i11-1+5
leo2,1h, h9, 12i11, i16~17-7~-6+4
* Jail from 1st block
* Combo from 1st hit
leo2,2h, m9, 20i11, i22-12+6
Combo from 1st Hit
leo3h15i14-8+4
leo3,2h, h15, 10i14, i19-2+9
* Combo from 1st hit
* Enter BOK -6 +5 with d
leo3,2,3h, h, m15, 10, 23i14, ,i23~24-7~-6+13a (+4)
*
Tornado
*
Balcony Break
* Combo from 2nd CH
* Cancel to -15 -4 with B
leo3,2,4h, h, m15, 10, 14i14, ,i22~23+9~+10+15g+19
* Knee
* Combo from 2nd CH
leo4h17i12-7+6+31a
leo1+2m25i25-12+11a (+2)
* Balcony Break
* Chip damage on block
* Power crush 7~
leof+2h14i14~160~+2+6
leof+2,2h, m14, 21i14~16, i23~24-12~-11+8+25d
* Combo from 1st hit with 6F delay
* Move can be delayed by 10F
* Input can be delayed by 12F
leof+2,4h, h14, 16i14~16, i22~23-1~0+7
* Combo from 1st hit with 7F delay
* Jail from 1st block with no delay
* Enter r20 CD -1 +7 with df
* Move can be delayed by 10F
* Input can be delayed by 12F
leoLTG.f+2,4,3h, h, M14, 16, 20i14~16, ,i32~35+3c~+7c+16d
* Balcony Break
* Spike
* Combo from 1st hit
* Transition to BOK with D (+6c~+10c/+19d~+22d
* 8 chip damage on block
* Consumes 240F of heat timer during heat
* Low crush 16~
leof+3h23i20~210~+1+4+27a
* Enter BOK +2 +6 +29a with d
leof+4m14i17~18+9~+10+15g+19
* Knee
* Stance moves may be delayed by 11F
* Enter CD -5 +1 +5 with df
leof+1+2m24i17~18-14~-13+10a (+1)+56a
* Balcony Break
leof+2+3h21i20~21-9~-8+11a (+2)
* Balcony Break
* Sidesteps to the right
leof+3+4h24i17~180~-1+8+71a (+55)
* Tornado
* Balcony Break
* 7 chip damage on block
leodf+1m13i13~14-1~0+7
leodf+1,2m, h13, 20i13~14, i18-6+9d+34d (+26)
*
Tornado
*
Balcony Break
* Combo from 1st CH with 7?F delay
* Move can be delayed 8?F
leodf+2m15i15~16-13~-12+28a (+18)
leodf+3m22i17~19-9~-7+6a (-3)+27a (-9)
* Homing
* Balcony Break
leodf+4m14i13-6+5
leodf+2+3L20i21~22-12~-11+5+21d
* High crush 6~
leod+1m18i18~19-2~-1+5+13
* Spike
* Enter FC with d
leod+2m23i21+4c+9c+56a
* Spike
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
* Gain LTG -11d -1d on hit with 1+2
leod+1+2
* High crush 6~
leod+3+4l7i12-15-4
* High crush 4~
leodb+1sl6i10-5+6
* High crush 4~
leodb+2m16i16~17-9~-8+5
leodb+2,4m, h16, 24i16~17, i24~26-9~-7+12a (+3)
* Heat Engager
* Heat Dash +5g, +64a (+42)
* Balcony Break
* Combo from 1st hit
* Low crush 12~
leodb+3h23i31~32-8~-9+38a (+28)
No crouching state
leodb+4L11i20~22-31~-29+2+33a
* Clean hit +2
* Staggers on block
* Causes float on hit if db+4,1 is input
* High crush 11~
leodb+4,1L, m11, 27i20~22, i25~26-16~-15+8a
* Balcony Break
* Combo from 1st hit
** +14a (+7)
leoLTG.db+4,1,1+2L, m, m11, 27, 20i20~22, ,i15~16-15~-14+6a (-3)
* Balcony Break
* Shoulder
* Combo from 1st hit
** +27a (+17)
* 8 chip damage on block
* Partially consumes remaining heat time during heat
leodb+1+2m17i21~23-9~-7+7
* Enter BOK -12 +4 with d
leodb+1+2,1m, m17, 20i21~23, i17~18-12~-11+22a (+17)
* Balcony Break
* Combo from 1st hit with delay
leob+1m17i18~19-12+1
* Elbow
leob+1,4m, m17, 14i18~19, i23+9+15g+19
* Knee
* Combo from 1st CH
leob+1,1+2m, m17, 18i18~19, i22~23-12~-11+9
* Combo from 1st hit
* Enter BOK -10 +11 with d
leob+1+3
* Parries high and mid punches and kicks
* Parry state 5~12
leob+1+3,P.2m30i14~15-9~-8-9a
* Balcony Break
* Combo from parry
* Gain LTG on hit
leob+2m11i14-9+0
leob+2,1m, h11, 11i14, i22~23-4~-3+7
Combo from 1st hit
leob+2,1+2m, m11, 21i14, i27~28-11c~-10c+8
* Heat Engager
* Heat Dash +5 +67a (+50)
* Combo from 1st hit
leob+2+4
* Balcony Break
* Parries high and mid punches and kicks
* Side switch on punch parry (+5)
* 25 damage on kick parry (+1d), does not Balcony Break
* Parry state 5~12
leob+3m12i14~15-7~-6+4
leob+3,1m, m12, 13i14~15, i20-10+4
* Spike
* Combo from 1st hit
* Enter BOK -8 +3 with d
* Enter KNK -10 +1 with b
leoLTG.b+3,1,2m, m, m12, 13, 17 (25)i14~15, ,i17-12+25a (+15)
* Balcony Break
* Combo from 1st hit
* +10a on 2nd whiff and 3rd hit
* 42 damage from 1st hit with scaling
* 10 chip damage on block
* Consumes 210F of heat timer during heat
leob+4m13i18-8+5
leob+4,1m, m13, 20i18, i30~31-12~-11+15a (+6)
** Balcony Break
* Combo from 1st hit
* Cancel to FC -16 -3 with D
leob+4,1~4m, m13, 14i18, i17~18+9~+10+15g+19
* Knee
* Combo from 1st hit
* Enter CD -5 +1 +5 with df
leob+1+2m15i17~18-24~-23-11
leob+1+2,1+2m, m15, 13i17~18, i21~22-14~-13-3+7
Combo from 1st hit
leob+1+2,1+2,2m, m, m15, 13, 25 (30)i17~18, ,i20~21-13~-12+17d (+12)
* Combo from 2nd CH
* Power up with motion input d,df,f+2
* 12 chip damage on block with motion input
* Deals 25 damage without motion input
leob+1+4h,l6,12i19~21-12~-10+3+14
leob+2+3m21i30~31-8~-7+23g+28a
* Parries high and mid punches
* Hit after parry is the same as on CH
* Parry state 5~9
leob+3+4
leoub+1
* Parries high and mid kicks
* Parry state 5~12
leoub+1,P.4h22i17~18-16~-15+14c
* Combo from parry
leoub+3M26i24~27+0c~+3c+6c+53a
* Low crush 9~
leoub+4m15i15~16-13~-12+19a (+9)+33a (+23)
* Balcony Break
* Same move as uf+4
* Low crush 9~
leoub+1+2m!60i70~71+26a (-21)
leou+1m17i19~20-6~-5+2+22a (+5)
* Tornado
* Balcony Break
** CH only
** Doesn't Balcony Break on airborne
leouf+1h8i13-1+6
leouf+1,1h, m8, 17i13, i19~20-6~-5+2+22a (+5)
* Tornado
* Balcony Break
** CH only
** Doesn't Balcony Break on airborne
leouf+1,2h, m8, 25i13, i20~21-14~-13+37d (-21)
Balcony Break
* Combo from 1st hit
* Gain LTG +22g on hit with 1+2
leouf+2m15i18~21-14~-11+18a (+11)
* Enter BOK -11 +21a (+14) with d
* Low crush 20~
leouf+2,1m, m15, 17i18~21, i25~26-8~-7+4+32d
* Combo from 1st hit
** +23a (+16)
* Low crush 0~12
leouf+3m21i17~21-9~-5+13a (+4)
Balcony Break
* Can input with u+3
** Less forward movement and deals 20 damage
* Low crush 9~
leouf+4m15i15~16-13~-12+33a (+23)
* Can input with u+4
** Less forward movement
* Low crush 9~
leo1+2+3+4
Gain LTG
leod,DF
Crouching state
leod,df,f
* Cancel to SS with U?
* No crouching state
leof,F+2m25i14~15-9~-8+8a
* Balcony Break
* Gain LTG -9a on hit with 1+2
leof,F+3M20i26~29-7c~-4c+3d
* Enter BOK +0 +10d with d
* Low crush 9~
leof,F+4m12i19-13+28a (+18)
* Low crush 17
leof,F+4,3m, h12, 23i19, i12-14+20 (+11)
* Balcony Break
* Jail from 1st block
* Combo from 1st hit +28a (+21)
* Low crush 0~12
leof,F+4,3,4m, h, L12, 23, 17i19, ,i29~31-12~-10-1+30a
* Low crush 0~7
* Floating state 8~10
* High crush 20~
leouf,n,4m20i23~25-13~-11+32a (+22)
* Low crush 9~
leof,f,F+3m30i23~26+6g~+11g+17a (+7)
* Balcony Break
* 9 chip damage on block
* Alternate input wr3
* Transition to BOK with D (+6/+17a (+7))
* Low crush 3~
leows1m13i14~15-8~-7+4
leows1,4m, L13, 12i14~15, i19~20-12~-11-1
Combo from 1st CH
leows1,4,1m, L, m13, 12, 24i14~15, ,i22-14+12a (+3)+44a (-3)
* Balcony Break
* Combo from 2nd CH
leows2m17i15~16-13~-12+28a (+18)
leows3M9i13~14-6~-5+5
Alternate input CD.3
leows3,1M, m9, 9i13~14, i21-10+3
* Combo from 1st hit
* Enter BOK -4 +9 with d
* Alternate input CD.3,1
leows3,1,2M, m, h9, 9, 20i13~14, ,i24~25-9~-8+6d+31d (+23)
* Combo from 1st CH or 2nd CH
* Alternate input CD.3,1,2
leows4m8i11~12-9~-8+2
Alternate input CD.4
leows4,1+2m, m8, 18i11~12, i25~27-12~-10+4d
* Heat Engager
* Heat Dash +5 +43a (+35)
* Combo from 1st hit
* Alternate input CD.4,1+2
leows1+2m25i13~15-14~-12+22g
* Gain LTG +3 on hit with 1+2
* Alternate input CD.1+2
leoSS.1+2m30i19-9+14a (+5)+29d
* Balcony Break
leoFC.df+3L20i21~23-26~-24+37a
leoBOK.1m14i13-4+9
* High crush 0~12
leoBOK.1,2m, m14, 20i13, i17~18-14~-13+72 (+56)
* Tornado
* Combo from 1st hit
leoBOK.2M23i19~20-9~-8+41a (+31)
* High crush 0~17
leoBOK.3h30i21+5+15d
* Homing
* Balcony Break
* 9 chip damage on block
* Low crush 10~
leoBOK.4m14i20+9+15g+19
* Knee
* Same move as f+4
leoBOK.1+2M22i20~21-12~-11+15d
* Heat Engager
* Heat Dash +5 +17d
* Balcony Break
* Spike
* Power crush 8~
leoBOK.3+4L,L7,13i16~17,i12~14-13+2
* High crush 1~
leoBOK.n
* Stance moves may be delayed by 8F?
* May perform FC moves from frame 9?
* High crush
leoBT.1+2m21i11-20+1a (-8)+22a (-14)
* Balcony Break
* Elbow
leoqcf+1L17i18~19-13~-12-1+11
* High crush 6~
leoqcf+2m14i17-9+9
* Enter KNK -9 +9 with b
leoqcf+2,1m, m14, 17i17, i18~19-6~-5+10+30d
* Wall Crush on hit +22g
* Elbow
* Combo from 1st hit with 8F delay
* Move can be delayed by 4F
* Input can be delayed by 8F
leoqcf+2,4m, h14, 26i17, i25~28-4~-1+10d (+0)
* Balcony Break
* Combo from 1st hit with 8F delay
* Move can be delayed by 4F
* Input can be delayed by 8F
* 7 chip damage on block
* Low crush 13~
leoqcf+3+4m,m6,20i18~20 i22~24-6~-4+13g
* Homing
* Balcony Break
* Low crush 17~
leoKNK.1h12i18-9+2
* Transition to r25 BOK with D (-7/+4)
leoKNK.1,2h, m12, 17i18, i18-10+17
* Heat Engager
* Heat Dash +5 +36a (+26)
* Combo from 1st hit with 11F delay
* Move can be delayed by 10F
* Input can be delayed by 12F
leoKNK.1,4h, h12, 20i18, i22~24+4+32a (+6)
* Strong Aerial Tailspin
* Balcony Break
* Combo from 1st hit with 7F delay
* Transition to r18 BOK with D (+8/+32a (+6))
* 4 chip damage on block
* Move can be delayed by 10F
* Input can be delayed by 12F
leoKNK.2h20i13~14-4+22a (+13)+58a
* Balcony Break
leoKNK.3m13i20-13+28a (+18)
* Low crush 13~
leoKNK.3,4m, m13, 18i20, i15-12+80a
Tornado
* Low crush 1~
leoKNK.4L18i20-12+4c+17d
* Spike
* Enter CD -10 +6c +19d with df
leoLTG.KNK.4,1+2L, m,m18, 13,14 (20)i20, i20~21,i31~32-14~-13+31a (+13)
* Balcony Break
* 35 damage with scaling from 1st hit
* Combo from 1st hit
* +15a (-2) on 2nd whiff and 3rd hit
* Consumes 450F of heat timer during heat
leoKNK.1+2M20i22~24-6+21+41a (+31)
* Tornado
* Balcony Break
** On non-CH grounded connect
* 6 chip damage on block
leoKNK.3+4L24i24-26+19d
* High crush 8~
leoKNK.DF
leoOTG.d+3+4L22i21~22-13~-12+3
* Spike
* -2d (-10) on grounded hit
leohFC.1sl5i10-5+6
* Transition to Standing with f
* +6c on crouching hit
* High crush 1~
leohFC.2sl8i11-4+7
leohFC.3l10i16-17-6
leohFC.4l6i12-15-4
leo1+3t35i12~14-3+0d
Throw break 1 or 2
leo2+4t35i12~14-6+0d
* Throw break 1 or 2
* Side switch on hit
* Deals 4 more damage at the wall
leoBack throwt50i12~14-3d
* Deals 10 more damage at the wall
leoLeft throwt40i12~14-3+0d
* Throw break 1
* Side switch on hit
* Deals 4 more damage at the wall
leoRight throwt40i12~14-3+1d
* Throw break 2
* Side switch on hit
leouf+1+2t40i12~14-6+8d
* Balcony Break
* Throw break 1+2
* Side switch
* Usable from KNK
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
leroy2+3m12 (12)i16+1+2c
* Heat Burst
* Power crush
leroyH.b+1+220-9+35a (+27)
* Balcony Break
* Consumes 210F of remaining Heat time
* Crumple stun +14F after CH
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
leroyR.df+1+2m,t55+i20-18+0d
* Rage Art
* Removes Recoverable Health
* Reversal Break
* Damage increases with lower health, maximum 82
* Freezes match timer on activation and on hit
* Restores recoverable health on hit
* Transition to attack throw on hit
* Consumes Rage
* Power crush 8~
leroy1h5i10+1+8
Recovers 2f faster on hit or block (t27 r17)
leroy1,1h, m5, 7i10, i18~19-9~-8+2~+3
* Combo from 1st hit CH
* Slightly delayable
* Jails unless delayed
leroy1,1,1+2h, m, h5, 7, 12i10, ,i19~20-9~-8-2~-1
* Power up during Heat (partially uses remaining Heat time)
* Combo from 2nd hit
leroy1,1,1+2,1h, m, h, m5, 7, 12, 15i10, ,i23~24-16~-15+20a(+15)~+21a(+17)
Combo from 3rd hit
leroy1,2h, h5, 9i10, i12-3+7
Jails
leroy1,2,1h, h, h5, 9, 17i10, ,i27~28-6~-5+8~+9
* Follow-up after successful parry with input 1 or 2
* Partially restores remaining Heat time when successful during Heat
* Delayable
* Combo from 2nd hit CH
* Parry state 10~24
leroy1,2,3h, h, h5, 9, 21i10, ,i23~24-6~-5+20a(+11)~+21a(+13)
* Balcony Break
* Combo from 2nd hit CH
* Low crush
leroy1,2,4h, h, m5, 9, 11i10, ,i16-9+3
* Transition to HRM
* Combo from 1st hit
* Jail from 1st block
leroy1+3+4sp
* Reversal (partially restores remaining Heat time when successful during Heat)
* Follow-up upon successful reversal with input 1 or 2 to Chain Punch: Branch
* Parry state 20~100
leroy2h10i12+0+9
leroy2,1h, m10, 12i12, i12~13-7~-6+4~+5
* Elbow
* Jail from 1st block
leroy2,1,2h, m, h10, 12, 17i12, ,i20~21-7~-6+4~+5
Elbow
* Follow-up after successful parry with input 1 or 2
* Partially restores remaining Heat time when successful during Heat
* Delayable
* Combo from 2nd hit CH
* Parry state 2~16
leroy2,1,2,1h, m, h, m10, 12, 17, 21i12, ,i21~23-13~-11+16a(-1)~+18a(+3)+30a(+20)
* Balcony Break
* Tornado
* Elbow
* Combo from 3rd hit
* Delayable
leroy2,2h, h10, 20i12, i25~26-7~-6+7~+8
* Elbow
* chip damage on block
leroy3m14i15-8+3
leroy3,3m, L14, 13i15, i18-14+2+15d
* Delayable
* Combo from 1st hit
leroy4h15i12-110
leroy4,4h, m15, 13i12, i15~16-13~-12+3~+4
Combo from 1st hit
leroy1+2h,h,h9i14-24
* Power up during Heat (partially uses remaining Heat time)
leroy1+2,1+2h,h,h, h,h,h9, 9i14, i9-27
* Power up during Heat (partially uses remaining Heat time)
* Combo from 1st hit
* jails
leroy1+2,1+2,1h,h,h, h,h,h, m9, 9, 20i14, ,i17~18-17~-16+7a(-2)~+8a(-1) / HE
* Heat Engager
* Balcony Break
* Elbow
* Combo from 1st hit
* Delayable
* jails
leroy1+4L16i100~279-26+24
Power up during Heat (partially uses remaining Heat time)
leroy3+4sp
* Auto low parry starting of frame 3
* Partially restores remaining Heat time upon successful parry during Heat
* Transition to n with HRM.3+4
* Parry state 3
leroy3+4sp
* Auto low parry
* Stays indefinitely in stance
* Partially restores remaining Heat time upon successful parry during Heat
* Transition to r16 standing with HRM.3+4
** Recovers in standing guard after 6F?
* Parry state 3~
leroyf+2h15i14~16-9~-7+2~+4
Elbow
leroyf+2,3h, m15, 15i14~16, i18-10+2
Combo from 1st hit
leroyf+2,3,4h, m, m15, 15, 20i14~16, ,i21~22-9+8+38d (+30)
* Knee
* Transition to HRM
* Combo from 2nd hit CH
leroyf+3m14i14~15-7~-6+7~+8
* Knee
Alternative input: ws3
leroyf+3,1+2m, h14, 15i14~15, -8-6
* jail from 1st hit
* power up during Heat (partially uses remaining Heat time)
* Combo from 1st hit CH
leroyf+3,1+2,4m, h, m14, 15, 20i14~15, i20~21-16~-15+13a (+6)
* Tornado
* Natural combo from 2nd hit
leroyf+4m14i16~17-9~-8+4
leroyf+4,4m, h14, 24i16~17, i28~30-6+20a (+11) / HE
* Heat Engager
* Balcony Break
* Combo from 1st hit
* Slighly delayable
* Low crush
leroyf+1+2m20i17~18-13+20a (+15)
* Balcony Break
* Elbow
* Power crush
leroyf+2+3m,m,m10,10,15i16~17 i24 i26~27-7+73a
* Weapon
* Only once per match
* chip damage on block
leroydf+1m10i13~14-6+5
leroydf+1,4m, m10, 16i13~14, i18-9+3
* Transition to HRM
* Combo from 1st hit with 3F delay
* Move can be delayed by 1F
* Input can be delayed by 3F
leroydf+1,1+2m, h,h,h10, 3,3,3i13~14, i14,i6 (i7),i6 (i7)-2+4
* Combo from 1st hit
* Power up during Heat (Consumes 150F of remaining Heat time)
** 12 damage on hit, and 6 chip damage on block
** Restores 60F of remaining Heat time on hit
leroydf+1,1+2,2m, h,h,h, m10, 3,3,3, 17i13~14, ,i24-10+3+33a (+25)
* Combo from 1st or 4th CH with 1F delay
* Restores 150F of remaining Heat time on successful parry during Heat
* Move cannot be delayed
* Input can be delayed with 1F
* Parry state 4~12
leroydf+2m7i15~16-6+6
leroydf+2,1+2m, h,m7, 5,10i15~16, i19~20, i11~12-18+33a (+23)
* Jail from 1st block
* Combo from 1st hit
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 2nd hit CH with 5F delay
* Move can be delayed by 12F
* Input can be delayed by 14F
leroydf+4m14i13-6+6
Transition to HRM
leroydf+4,3m, m14, 14i13, i20~21-9+7+37d (+29)
* Knee
* Combo from 1st hit CH with 7F delay
* Move can be delayed by 3F
* Input can be delayed by 7F
* Interrupt with i3 from 1st block
leroydf+3+4h23i18~19-2+70a(+54)~+71a(+55)
* Tornado
* 9 chip damage on block
* Has jab evasion properties
* Recovers 3F faster on hit (t52 r33)
* Low crush 18~31
* Floating state 32~34
leroyd+1sl5i10-5+6
* High crush
leroyd+1,2sl, m5, 8i10, i15~16-10~-9-1~0
Combos from 1st hit CH
leroyd+1,2,4sl, m, m5, 8, 11i10, ,i15-9+3
* Transition to HRM
* Combos from 2nd hit
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
leroyd+3L8i16-13-2
leroyd+3,2L, h8, 8i16, i24~25-3~-2+8~+9
* Transition to HRM
* Combos from 1st hit
leroyd+4L9i14~15-12~-11-1~0
leroyd+4,4L, m9, 16i14~15, i18~19-11~-10+1~+2
* Transition to HRM
* Combos from 1st hit CH
leroyd+1+2m21i17~18-4~-3+6c / HE
* Heat Engager
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, i18~190~+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
leroydb+3L12i20~21-8~-7+5~+6+14c
Transition to HRM
* High crush
leroydb+4L13i17-15-4c+36d
* High crush
leroydb+1+2m25i32~33-11~-10+36d (+15)
* Heat Engager
* Balcony Break
* Sabaki (partially restores remaining Heat time when successful during Heat)
* chip damage on block
* Parry state 4~20
leroydb+2+3L,M10,14 (9)i20~21 i15~16-14+67a (+51)
* Weapon
* Tornado
* Only once per match
* chip damage on block
* Tracks to both sides effectively homing
leroyb+1h17i13-6+5
Shifts to throw "Knee Snap" on front grounded CH
leroyb+2sp
* Parry (partially restores remaining Heat time when successful during Heat)
* Becomes Superior Twin Dragon Gate upon perfect parry
* Is ps3~15 from HRM.b+2
* Parry state 5~15
leroyb+3h27i22~23+9~+10+16~+17c
* Balcony Break
* Homing
* Transition to HRM
* Cancel to HRM with 3+4
* chip damage on block
leroyb+4m16i17~18-9+4
Homing
leroyb+1+2m17i12-10+2+60a
* Crumple stun +14F after CH
leroyb+3+4M,th21,25i18~19-8+0d
* Balcony Break
* Shifts to throw on hit from the front
leroyub+2m17i20-10+3+33d (+25)
* Has punch parry effect
* +33d (+25) on successful parry
* Partially restores remaining Heat time on successful parry during Heat
* Parry state 4~12
leroyuf+1h17i16~17-9+5
* Reversal (partially restores remaining Heat time when successful during Heat)
* Follow-up upon successful reversal with input 1 or 2
* Parry state 6~13
leroyuf+2m25i24~25+1+10a (+1)
* Balcony Break
* Alternate input: u+2
* chip damage on block
* Low crush
leroyuf+3m25i20~24-8+14a (+5)
* Balcony Break
* Alternate input: ub+3 or u+3
* Low crush
leroyuf+4m22i23~25-8~-6+21a
Alternate input: ub+4 or u+4
* Low crush 9
leroyuf+3+4m,m8,10i14~15,i10~11-14+16a
Balcony Break
leroyuf+3+4,1+2m,m, m8,10, 17 (11)i14~15,i10~11, i30~31-13+23a (+13)
* Balcony Break
* Combos from 1st hit
leroy1+2+3+4sp
leroyCH b+1h,th20,25i13+0d
leroyP:b+2sp
* Alternate input: P:HRM.b+2
* Parry (partially restores remaining Heat time when successful during Heat)
leroyP:b+2,1m40i13+29a
* Alternate input: P:b+2,2
* power up during Heat (partially uses remaining Heat time)
leroyd,df,f+3+4,Fm!80i56~57-1~0d
* Reversal (partially restores remaining Heat time when successful during Heat)
* Follow-up upon successful reversal with input 1 or 2 to Chain Punch: Branch
* Parry state 20~60
leroyf,F+2m8i14~15-11~-100~+1
leroyf,F+2,2m, m8, 13i14~15, i17~18-15~-14+55~+56
Combos from 1st hit
leroyf,F+3h20i18~23-2~+3+33d
* Strong Aerial Tailspin
* Balcony Break
* 6 chip damage on block
* Low crush
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
leroyuf,n,4m20i23~25-13+32a (+22)
* Low crush
leroyf,f,F+3m30i24~27+6~+9+15c
* Balcony Break
* 9 chip damage on block
* Forces tech backroll on hit
* Low crush
leroyws1m14i13~14-7+3
Elbow
leroyws1,4m, m14, 16i13~14, i21-9+3
* Transition to HRM
* Combos from 1st hit
leroyws2m21i15~16-14+51a
leroyws4m16i11~12-6+5
leroySS.4L17i18~19-12+4+14
* Can be delayed
leroySS.1+2h,h,h3, 3, 20i14, i6, i6+7+25g
* Balcony Break
* Opponent recovers crouching on hit
* 8 chip damage on block
* Power up during Heat (partially uses remaining Heat time)
leroySS.3+4m,m20,6i20~21, i9~10+3+8
* Transitions to HRM
* Low crush 23~36
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
leroyHRM.1m17i24~25-10~-9+0~+1
* Parries high or mid punches or kicks
* Partially restores remaining Heat time upon successful parry during Heat
* Parry state 3~12
leroyHRM.1,2m, h17, 17i24~25, i20~21-3+28g+59a
* Elbow
* Jail from 1st block with no delay
* Duckable
* Combo from 1st hit with 12F delay
* Move can be delayed by 10F
* Input can be delayed by 12F
leroyHRM.2h14i12~13-6~-5+5~+6
leroyHRM.2,3h, h14, 23i12~13, i24~25-9~-8+16a (+9)
* Tornado
* 9 chip damage on block
* Combo from 1st hit with 6F delay
* Move can be delayed by 10F
* Input can be delayed by 11F
* Low crush 22~37
leroyHRM.3L8i16-13-2
leroyHRM.3,4L, m8, 16i16, i22~23-15~-14+1~+2
Combo from 1st hit
leroyHRM.4M13i11~12-7~-6+7~+8
Transition to HRM
leroyHRM.4,1+2M, M,m13, 5,20i11~12, i24~25 i8~9-14~-13+27a (+12)
Tornado
leroyHRM.1+2m,h,h,h3,3,3,3i14-2+5
* 12 damage total
* Power up during Heat (partially uses remaining Heat time)
leroyHRM.1+2,1m,h,h,h, m3,3,3,3, 20i14, i17~18-17+7a(-2)/HE
* Heat Engager
* Heat Dash +5g +36a(+26)
* Balcony Break
* Elbow
* Jailing
* Delayable
leroyHRM.SSsp
Can access sidestep moves
leroyHRM.b+1M21i20~22+4+7c+52a
chip damage on block
leroyHRM.b+3L12i20~21-31-9
leroyHRM.b+3,2L, m12, 27i20~21, i31~32-16+0a (-1)
* Balcony Break
* Combo from 1st hit
* Combo deals [30; 12] damage
leroyHRM.b+4L17i20~21-13+4c+28a
Homing
* High crush
leroyHRM.f+1h17i14~15+0+15g
Balcony Break
leroyHRM.f+4M21i26~29+0+40a
chip damage on block
* Low crush
leroyOTG.db+2li17~18-16-5
Power up during Heat (partially uses remaining Heat time)
leroyOTG.db+2,1+2l, li17~18, -13-2
leroyP.b+2,1m35i13+21g
* Balcony Break
* Alternate input: P.b+2,2
* power up during Heat (partially uses remaining Heat time)
leroy1+3t35i12~14
* Spike
* Throw break: 1 or 2
* Opponent status on hit: FUFT perpendicular
leroy2+4t35i12~14
* Throw break: 1 or 2
* Opponent status on hit: FUFA
* Side switch on hit
leroyBack throwt50i12~14
* Spike
* Throw break: none
* Opponent status on hit: FDFA
leroyLeft throwt40i12~14
* Spike
* Throw break: 1
* Opponent status on hit: FUFT perpendicular
leroyRight throwt40i12~14
* Throw break: 2
* Opponent status on hit: FUFA
* Side switch on hit
leroyuf+1+2t35i12~14
* Throw break: 1+2
* Opponent status on hit: FUFA off-axis to the left
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
lidia2+3m12i16+1+2c
* Heat Burst
* Cancel to r45 with b,b
* 3 chip damage on block
* Partially uses Heat
* Power crush 7~62
lidiaH.1+2m25i31+1+37a (+29)
* Reversal Break
* Balcony Break
* Cancel with b,b or f,f
* Transition to HAE on hit or block only
* Cancel HAE transition with B
* Partially uses remaining Heat time
* Hold for 20~30 frames
lidiaH.1+2*m35i42~64+10g+37a (+29)
* Reversal Break
* Balcony Break
* Cancel with b,b or f,f
* Transition to HAE on hit or block only
* Cancel HAE transition with B
* Partially uses remaining Heat time
* Hold for 31~54 frames
lidiaH.1+2**m55i65+15g+63a
* Reversal Break
* Balcony Break
* Cancel with b,b or f,f
* Transition to HAE on hit or block only
* Cancel HAE transition with B
* Partially uses remaining Heat time
* Hold for 55 frames
lidiaH.CAT.U
* Increases Heaven and Earth level
* Parries all highs or mids
* Transition to +12g? HAE on successful parry
* Parry state 5~39
lidiaH.HRS.U
* Increases Heaven and Earth level
* Parries all highs or mids
* Transition to +12g? HAE on successful parry
* Parry state 5~39
lidiaH.WLF.1m24i22+10g+38a (+30)
* Balcony Break
* Tornado
* Cancel with b,b or f,f on frames 10~18
* Transition to HAE on hit or block only
* Cancel HAE transition with B
lidiaH.WLF.1*m34i36+15g+66
* Tornado
* Cancel with b,b or f,f on frames 10~18
* Transition to HAE on hit or block only
* Cancel HAE transition with B
* Balcony break on airborne hit
lidiaH.WLF.U
* Increases Heaven and Earth level
* Parries all highs or mids
* Transition to +12g? HAE on successful parry
* Parry state 5~39
lidiaH.f,F+2m22i13+5+17
* Reversal Break
* Transition to HRS on hit or block only
* Partially uses remaining Heat time
* Input H.f,f,F+2 to power up
lidiaH.f,f,F+1h37i13~15+5+31a (+23)
* Tornado
* Balcony Break
* Transition to HAE on hit or block only
* Cancel HAE transition with B
* Partially uses remaining Heat time
lidiaH.2+3m,m,m,h55i18+10g+0d
* Heat Smash
* Balcony Break
* Transition to r31 HAE on block
** Cancel HAE transition with B on block
* Transition to attack throw on hit
* Increases HAE level by 1 on hit
* 8 chip on block
* Low crush 77~105
lidiaR.df+1+2m,t55+i20-18+0d
* Rage Art
* Removes Recoverable Health
* Reversal Break
* Damage increases with lower health, maximum 82
* Freezes match timer on activation and on hit
* Restores recoverable health on hit
* Transition to attack throw on hit
* Consumes Rage
* Power crush 8~
lidia1h5i10+1+8
Recovers 2f faster on hit or block (t27 r17)
lidia1,2h, h5, 8i10, i10-3+4
Jail from 1st attack with 4f delay
lidia1,2,2h, h, m5, 8, 10i10, ,i22-8+8
* Combo from 1st hit
* Combo from 2nd hit with 3f delay
* Transition to CAT on hit or block only
* CAT transition is -16
lidia1,2,3h, h, h5, 8, 27i10, ,i26~27-6+20a (+11)
* Balcony Break
* Input can be delayed 3f
* Low crush 16~31
lidia1,2,4h, h, l5, 8, 15i10, ,i26-13+3+26a
* Input can be delayed 8f
* Interrupt with i7 from 2nd block
* Can be low parried on hit
* Can hit grounded while off-axis
lidia1,4h, h5, 17i10, i19-8+1
* Combo from 1st hit with 4f delay
* Balcony break on airborne hit
lidia1+3+4
lidia2h8i11+0+8
lidia2,1h, h8, 10i11, i20~21+1
lidia2,1,4h, h, h8, 10, 15i11, ,i22+2
lidia2,1,4,4h, h, h, l8, 10, 15, 5i11, ,i24~25
* High crush
lidia2,1,4,4,1h, h, h, l, m8, 10, 15, 5, 5i11, ,i23~24
lidia2,1,4,4,1,2h, h, h, l, m, h8, 10, 15, 5, 5, 8i11, ,i22
lidia2,1,4,4,1,2,1h, h, h, l, m, h, h8, 10, 15, 5, 5, 8, 8i11, ,i18~19
lidia2,1,4,4,1,2,1,3h, h, h, l, m, h, h, m8, 10, 15, 5, 5, 8, 8, 5i11, ,i22
lidia2,1,4,4,1,2,1,3,2h, h, h, l, m, h, h, m, m8, 10, 15, 5, 5, 8, 8, 5, 4i11, ,i14
lidia2,1,4,4,1,2,1,3,2,1h, h, h, l, m, h, h, m, m, m8, 10, 15, 5, 5, 8, 8, 5, 4, 27i11, ,22+11a (+6)
lidia2,2h, h8, 20i11, i20-4+11g
* Strong Aerial Tailspin
* Balcony Break
* Combo from 1st hit with 4f delay
* Transition to CAT on hit or block only
* CAT transition is -12
lidia2,4h, m8, 13i11, i21-8+4
Combo from 1st hit with 4f delay
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
lidia4h14i13-8+1
<Showing 3601-4000 of 6206 moves>