
| Char | Command | Hit level | Damage | Startup | Block | Hit | Counter hit | Notes |
|---|---|---|---|---|---|---|---|---|
| lee | D+4,4 | l, l | 7, 8 | i12, i20 | -15 | -16 | -4 | Combos from 1st hit CH |
| lee | D+4,4,4 | l, l, l | 7, 8, 5 | i12, ,i20 | -15 | -16 | -4 | Combos from 2nd hit CH |
| lee | D+4,4,4,4 | l, l, l, m | 7, 8, 5, 21 | i12, ,i24 | -20 | +11a (+2) | * Balcony Break * Transition to -11, +20a (+11) HMS with 3 * Combos from 3rd hit CH | |
| lee | d+2 | m | 17 | i18 | -6 | +8 | +13 | * Jab evasion |
| lee | d+3 | l | 17 | i16 | -15 | -1 | +17a | Transition to -15, -1, +17a HMS with 4 * High crush 6~ |
| lee | d+4 | l | 7 | i12 | -13 | -14 | -2 | |
| lee | d+4,n,4 | l, h | 7, 16 | i12, i23 | -9 | +2 | +27a (+17) | * Links to attacks from 4 (4,4:4, 4,3,4, etc.) * Combos from 1st hit CH |
| lee | db+1 | sl | 5 | i10 | -5 | +6 | * Transition to Standing with f * +6c on crouching hit * High crush 4~ | |
| lee | db+2 | sl | 8 | i11 | -4 | +7 | Alternate input FC.2 * High crush | |
| lee | db+3 | L | 12 | i20 | -12 | -1 | ||
| lee | db+4 | l | 6 | i12 | -15 | -4 | Alternate input FC.4 * High crush | |
| lee | db+3+4 | L | 19 | i21 | -13 | +4 | +38a | |
| lee | b+1 | h | 9 | i14 | -0 | +6 | ||
| lee | b+1,1 | h, m | 9, 6 | i14, i20 | -5 | +6 | * Transition to -1, +10g HMS with 3+4 * Cancel and transition to -5, +1 MS with F * +6c on crouching hit | |
| lee | b+1,1,2 | h, m, h | 9, 6, 18 | i14, ,i20 | -11 | +1 | * Combos from 1st hit | |
| lee | b+1:1 | h,m | 12,6 | i14,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 | |
| lee | b+1:1,2 | h,m, h | 12,6, 23 | i14,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 | |
| lee | b+1:1+2 | h,h | 12,25 | i14,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 | |
| lee | b+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? | |||||
| lee | b+1+3,4 | m | 35 | i20 | +22a (+13) | * Balcony Break * Only available upon successful parry * Guaranteed hit | ||
| lee | b+2 | h | 9 | i14 | -5 | +1 | * Transition to -1, +5 MS with F | |
| lee | b+2,4 | h, h | 9, 16 | i14, i27 | -9 | +6 | * Balcony Break * Automatically transitions to HMS on hit or block | |
| lee | b+2,4,3 | h, h, h | 9, 16, 21 | i14, ,i27 | -0 | +22a (+13) | +51a | * Strong Aerial Tailspin * Balcony Break * Transition to -5, +17a MS with F * Low crush |
| lee | b+3 | l | 9 | i15 | -14 | -3 | ||
| lee | b+3,3 | l, h | 9, 12 | i15, i19 | -12 | -1 | * Transition to -7, +4 MS with F * Combos from 1st hit | |
| lee | b+4 | m | 20 | i20 | -3 | +7c | +64a | * Floor Break * Spike * Transition to -2, +8c, +65a HMS with 3 * +18d on crouching opponent |
| lee | b+3+4 | h | 23 | i20 | -9 | +15a (+6) | * Balcony Break * Power crush | |
| lee | ub+3 | M | 20 | i18 | -13 | +20a (+13) | +74a (+58) | * Tornado * Low crush |
| lee | ub+3+4 | h! | 60 | i60 | +9 (+0) | +9a | * Balcony Break * Unblockable * Cancel and transition to HMS with 3+4 | |
| lee | u+3 | * Transition to FC with D * Transition to HMS with 3+4 * Low crush | ||||||
| lee | uf+3 | m | 12 | i25 | -9 | +2 | * Low crush | |
| lee | uf+3,1 | m, m | 12, 18 | i25, i21 | -12 | +3 | +26a | Combos from 1st hit |
| lee | uf+3,4 | m, h | 12, 23 | i25, i25 | -3 | +25a | Combos from 1st hit | |
| lee | uf+4 | m | 14 | i15 | -13 | +31a (+21) | * Knee * Alternate input ub+4, u+4 * Low crush | |
| lee | uf+3+4 | h | 30 | i22 | +5 | +28d (+20) | * Balcony Break * Transition to +8, +31d (+23) HMS with 3+4 * 9 chip damage * Low crush | |
| lee | 1+2+3+4 | |||||||
| lee | b,B+4 | h | 23 | i19 | +2 | +25a | * Strong Aerial Tailspin * Homing * Transition to +5, +28a HMS with 3 * 6 chip damage | |
| lee | b,n | * | ||||||
| lee | b,n,4 | l | 20 | i21 | -13 | +3 | +12 | * * High crush |
| lee | f,F+2 | h | 23 | i15 | +2 | +18gc | +69a (+53) | * Tornado * Balcony Break * Transition to +5, +21gc, +72a (+56) MS with F * 6 chip damage |
| lee | f,F+3 | m | 23 | i14~15 | -9 | +21d (+11) | * Heat Engager * Heat Dash +5, +36d * Balcony Break * Slight low profile | |
| lee | f,F+4 | h | 22 | i16 | -5 | +29a | * * High crush 5~ | |
| lee | f,n | * Transitions to MS * Alternate input HMS.f,n * Can perform standing actions except for 3 and 3+4? * High crush | ||||||
| lee | f:F+2 | h | 26 | i15 | +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 |
| lee | qcf+4 | M | 24 | i22 | -17 | +50a (+40) | * Tornado | |
| lee | ub,b | * Automatically transitions to HMS * Low crush | ||||||
| lee | uf,n,4 | m | 20 | i23 | -13 | +32a (+22) | * Low crush | |
| lee | f,f,F+3 | m | 14 | i14 | -9 | +16a (+9) | * Knee * Alternate input wr3 * Low crush | |
| lee | f,f,F+3,4 | m, m | 14, 26 | i14, 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 | |
| lee | ws1 | m | 12 | i13 | -2 | +8 | * Automatically transitions to HMS on hit or block | |
| lee | ws1,2 | m, h | 12, 17 | i13, i20 | -7 | +2 | +7 | *Transition to -3, +6, +12 MS with F |
| lee | ws1,4 | m, h | 12, 20 | i13, i20 | -5 | +4 | *Transition to -8, +1 HMS with 3 | |
| lee | ws2 | m | 12 | i14 | -8 | +3 | * | |
| lee | ws2,3 | m, m | 12, 24 | i14, i20 | -13 | +32a (+22) | * Tornado * Combos from 1st hit | |
| lee | ws2,4 | m, h | 12, 23 | i14, i27 | -2 | +13g | +37a | * Strong Aerial Tailspin * Balcony Break * Combos from 1st hit |
| lee | ws3 | M | 16 | i10 | -21 | -10 | * | |
| lee | ws3,3 | M, m | 16, 11 | i10, i15 | -15 | -4c | * Transition to -15, -4 HMS with 4 * Combos from 1st hit | |
| lee | ws3,3,DF+3 | M, m, m | 16, 11, 10 | i10, ,i26 | -19 | -8 | * Combos from 2nd hit CH | |
| lee | ws3,3,DF+3,3 ... | M, m, m, h | 16, 11, 10, 10 | i10, ,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 | |
| lee | ws3,3,D+3 | M, m, l | 16, 11, 8 | i10, ,i26 | -19 | -8 | * Combos from 2nd hit CH | |
| lee | ws3,3,D+3,3 ... | M, m, l, h | 16, 11, 8, 10 | i10, ,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 | |
| lee | ws4 | m | 16 | i11 | -6 | +5 | * Transition to -9, +2 HMS with 3 | |
| lee | FC.1 | sl | 5 | i10 | -5 | +6 | * Alternate input d+1, db+1 * High crush | |
| lee | FC.2 | sl | 5 | i16 | -4 | +7 | * Alternate input db+2 * High crush | |
| lee | FC.3 | l | 10 | i13 | -17 | -6 | * * High crush | |
| lee | FC.4 | l | 6 | i12 | -15 | -4 | * Alternate input db+4 * High crush | |
| lee | FC.UF+4 | m | 25 | i18~28 | -17 | +28a (+18) | * Transition to -17, +28a (+18) HMS with 3 * Alternate input FC.UB+4, FC.U+4 * Low crush | |
| lee | FC.UF+3+4 | m,M | 30 | i46~49 | -4 | +18a (+8) | * Balcony Break * Can hit cross-up * Alternate input FC.UB+3+4, FC.U+3+4 * Low crush | |
| lee | FC.df,d,DF | * * High crush | ||||||
| lee | FC.df,d,DF:3 | l | 26 | i18~24 | -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 |
| lee | FC.df,d,DF+3 | l | 20 | i18~24 | -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 |
| lee | FC.df+4 | l | 17 | i16~17 | -14 | +3c | +25d | * Transition to -14, +3, +25d HMS with 3 * High crush |
| lee | HMS.1 | h | 7 | i12 | +2 | +9 | * Cancel and transition MS with F * Cancel into Scatter Kick (HMS.3) with input HMS.1~3 | |
| lee | HMS.1,1 | h, h | 7, 7 | i12, i14 | -2 | +8 | * Cancel and transition to +1, +8 MS with F * Combos from 1st hit | |
| lee | HMS.1,1,1 | h, h, h | 7, 7, 20 | i12, ,i20 | -7 | +44d (-14) | * Heat Engager * Heat Dash +5, +34d * Balcony Break * Combo from 1st hit | |
| lee | HMS.1,4 | h, m | 7, 17 | i12, i15 | -8 | +4 | +57a | * Transition to -8, +4, +58a HMS with 3 |
| lee | HMS.2 | m | 23 | i19 | -13 | +39a (+29) | * Tornado | |
| lee | HMS.3 | h,t | 21,20 | i18 | -3 | +0d | * Strong Aerial Tailspin * Homing * Shifts to throw on hit from the front * 6 chip damage * Power crush 8~ | |
| lee | HMS.4 | l | 20 | i22 | -13 | +4c | +72a (+56) | * Instant Tornado on CH * High crush 6~ |
| lee | HMS.1+2 | m,m | 10,15 | i15 | -5 | +6 | +19a (+10) | * On CH: Balcony Break |
| lee | HMS.u+3 | m | 32 | i20~22 | -9 | +23d (+13) | * Balcony Break * Transition to -9, +23d (+13) FC with D * 7 chip damage * Low crush 9~ | |
| lee | HMS.u+4 | M | 20 | i26~29 | +5c | +8c | * * Low crush 16~ | |
| lee | MS.3 | m | 10 | i15 | -12 | -1 | * * Low crush | |
| lee | MS.3,4 | m, m | 10, 10 | i15, i15 | -13 | +32a (+22) | * | |
| lee | MS.3+4 | l | 20 | i25~31 | -15~-9 | +5c | +5d | * High crush * Low crush |
| lee | 1+3 | t | 35 | i12~14 | -3 | -2d | Throw break 1 or 2 | |
| lee | 2+4 | t | 35 | i12~14 | -6 | -2d | * Throw break 1 or 2 * Side swap | |
| lee | Back Throw | t | 50 | i12~14 | ! | -5d | Unbreakable | |
| lee | Left Throw | t | 40 | i12~14 | -3 | -3d | Throw break 1 | |
| lee | Right Throw | t | 40 | i12~14 | -3 | +0d | Floor Break Throw break 2 | |
| lee | uf+1+2 | t | 20 | i12~14 | -3 | +23d | * Throw break 1+2 * Alternate input HMS.uf+1+2 | |
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| leo | 2+3 | m | [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 | |
| leo | H.2+3 | m,m,h | 14,13,23 (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 | |
| leo | R.df+1+2 | m,t | 55+ | 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~ | |
| leo | 1 | h | 5 | i10 | +1 | +8 | ||
| leo | 1,2 | h, h | 5, 10 | i10, i12 | -3 | +8 | * Jail from 1st attack * Enter KNK -9 +2 with b | |
| leo | 1,2,1 | h, h, h | 5, 10, 16 | i10, ,i20~21 | -5~-4 | +6 | +9 | Combo from 2nd CH |
| leo | 1,2,1,1 | h, h, h, m | 5, 10, 16, 21 | i10, ,i18 | -13 | +12a (+3) | * Balcony Break * Combo from 3rd Hit | |
| leo | 1,2,1,4 | h, h, h, h | 5, 10, 16, 30 | i10, ,i21~23 | -6~-4 | +32a (+6) | * Balcony Break * Combo from 3rd Hit | |
| leo | 1,2,4 | h, h, L | 5, 10, 15 | i10, ,i24 | -13 | +3 | +8d | Combo from 2nd CH |
| leo | 1,4 | h, h | 5, 17 | i10, i16 | -2 | +11 | * Knee * Jail from 1st attack | |
| leo | 2 | h | 9 | i11 | -1 | +5 | ||
| leo | 2,1 | h, h | 9, 12 | i11, i16~17 | -7~-6 | +4 | * Jail from 1st block * Combo from 1st hit | |
| leo | 2,2 | h, m | 9, 20 | i11, i22 | -12 | +6 | Combo from 1st Hit | |
| leo | 3 | h | 15 | i14 | -8 | +4 | ||
| leo | 3,2 | h, h | 15, 10 | i14, i19 | -2 | +9 | * Combo from 1st hit * Enter BOK -6 +5 with d | |
| leo | 3,2,3 | h, h, m | 15, 10, 23 | i14, ,i23~24 | -7~-6 | +13a (+4) | * Tornado * Balcony Break * Combo from 2nd CH * Cancel to -15 -4 with B | |
| leo | 3,2,4 | h, h, m | 15, 10, 14 | i14, ,i22~23 | +9~+10 | +15g | +19 | * Knee * Combo from 2nd CH |
| leo | 4 | h | 17 | i12 | -7 | +6 | +31a | |
| leo | 1+2 | m | 25 | i25 | -12 | +11a (+2) | * Balcony Break * Chip damage on block * Power crush 7~ | |
| leo | f+2 | h | 14 | i14~16 | 0~+2 | +6 | ||
| leo | f+2,2 | h, m | 14, 21 | i14~16, 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 |
| leo | f+2,4 | h, h | 14, 16 | i14~16, 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 | |
| leo | LTG.f+2,4,3 | h, h, M | 14, 16, 20 | i14~16, ,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~ | |
| leo | f+3 | h | 23 | i20~21 | 0~+1 | +4 | +27a | * Enter BOK +2 +6 +29a with d |
| leo | f+4 | m | 14 | i17~18 | +9~+10 | +15g | +19 | * Knee * Stance moves may be delayed by 11F * Enter CD -5 +1 +5 with df |
| leo | f+1+2 | m | 24 | i17~18 | -14~-13 | +10a (+1) | +56a | * Balcony Break |
| leo | f+2+3 | h | 21 | i20~21 | -9~-8 | +11a (+2) | * Balcony Break * Sidesteps to the right | |
| leo | f+3+4 | h | 24 | i17~18 | 0~-1 | +8 | +71a (+55) | * Tornado * Balcony Break * 7 chip damage on block |
| leo | df+1 | m | 13 | i13~14 | -1~0 | +7 | ||
| leo | df+1,2 | m, h | 13, 20 | i13~14, i18 | -6 | +9d | +34d (+26) | * Tornado * Balcony Break * Combo from 1st CH with 7?F delay * Move can be delayed 8?F |
| leo | df+2 | m | 15 | i15~16 | -13~-12 | +28a (+18) | ||
| leo | df+3 | m | 22 | i17~19 | -9~-7 | +6a (-3) | +27a (-9) | * Homing * Balcony Break |
| leo | df+4 | m | 14 | i13 | -6 | +5 | ||
| leo | df+2+3 | L | 20 | i21~22 | -12~-11 | +5 | +21d | * High crush 6~ |
| leo | d+1 | m | 18 | i18~19 | -2~-1 | +5 | +13 | * Spike * Enter FC with d |
| leo | d+2 | m | 23 | i21 | +4c | +9c | +56a | * Spike |
| leo | d+3 | l | 10 | i16 | -17 | -6 | * High crush 4~ | |
| leo | d+4 | L | 13 | i16~17 | -11~-10 | +0 | ||
| leo | d+4,2 | L, h | 13, 23 | i16~17, i26~27 | -5~-4 | -7d | +3d | * Combo from 1st CH * Gain LTG -11d -1d on hit with 1+2 |
| leo | d+1+2 | * High crush 6~ | ||||||
| leo | d+3+4 | l | 7 | i12 | -15 | -4 | * High crush 4~ | |
| leo | db+1 | sl | 6 | i10 | -5 | +6 | * High crush 4~ | |
| leo | db+2 | m | 16 | i16~17 | -9~-8 | +5 | ||
| leo | db+2,4 | m, h | 16, 24 | i16~17, i24~26 | -9~-7 | +12a (+3) | * Heat Engager * Heat Dash +5g, +64a (+42) * Balcony Break * Combo from 1st hit * Low crush 12~ | |
| leo | db+3 | h | 23 | i31~32 | -8~-9 | +38a (+28) | No crouching state | |
| leo | db+4 | L | 11 | i20~22 | -31~-29 | +2 | +33a | * Clean hit +2 * Staggers on block * Causes float on hit if db+4,1 is input * High crush 11~ |
| leo | db+4,1 | L, m | 11, 27 | i20~22, i25~26 | -16~-15 | +8a | * Balcony Break * Combo from 1st hit ** +14a (+7) | |
| leo | LTG.db+4,1,1+2 | L, m, m | 11, 27, 20 | i20~22, ,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 | |
| leo | db+1+2 | m | 17 | i21~23 | -9~-7 | +7 | * Enter BOK -12 +4 with d | |
| leo | db+1+2,1 | m, m | 17, 20 | i21~23, i17~18 | -12~-11 | +22a (+17) | * Balcony Break * Combo from 1st hit with delay | |
| leo | b+1 | m | 17 | i18~19 | -12 | +1 | * Elbow | |
| leo | b+1,4 | m, m | 17, 14 | i18~19, i23 | +9 | +15g | +19 | * Knee * Combo from 1st CH |
| leo | b+1,1+2 | m, m | 17, 18 | i18~19, i22~23 | -12~-11 | +9 | * Combo from 1st hit * Enter BOK -10 +11 with d | |
| leo | b+1+3 | * Parries high and mid punches and kicks * Parry state 5~12 | ||||||
| leo | b+1+3,P.2 | m | 30 | i14~15 | -9~-8 | -9a | * Balcony Break * Combo from parry * Gain LTG on hit | |
| leo | b+2 | m | 11 | i14 | -9 | +0 | ||
| leo | b+2,1 | m, h | 11, 11 | i14, i22~23 | -4~-3 | +7 | Combo from 1st hit | |
| leo | b+2,1+2 | m, m | 11, 21 | i14, i27~28 | -11c~-10c | +8 | * Heat Engager * Heat Dash +5 +67a (+50) * Combo from 1st hit | |
| leo | b+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 | ||||||
| leo | b+3 | m | 12 | i14~15 | -7~-6 | +4 | ||
| leo | b+3,1 | m, m | 12, 13 | i14~15, i20 | -10 | +4 | * Spike * Combo from 1st hit * Enter BOK -8 +3 with d * Enter KNK -10 +1 with b | |
| leo | LTG.b+3,1,2 | m, m, m | 12, 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 | |
| leo | b+4 | m | 13 | i18 | -8 | +5 | ||
| leo | b+4,1 | m, m | 13, 20 | i18, i30~31 | -12~-11 | +15a (+6) | ** Balcony Break * Combo from 1st hit * Cancel to FC -16 -3 with D | |
| leo | b+4,1~4 | m, m | 13, 14 | i18, i17~18 | +9~+10 | +15g | +19 | * Knee * Combo from 1st hit * Enter CD -5 +1 +5 with df |
| leo | b+1+2 | m | 15 | i17~18 | -24~-23 | -11 | ||
| leo | b+1+2,1+2 | m, m | 15, 13 | i17~18, i21~22 | -14~-13 | -3 | +7 | Combo from 1st hit |
| leo | b+1+2,1+2,2 | m, m, m | 15, 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 | |
| leo | b+1+4 | h,l | 6,12 | i19~21 | -12~-10 | +3 | +14 | |
| leo | b+2+3 | m | 21 | i30~31 | -8~-7 | +23g | +28a | * Parries high and mid punches * Hit after parry is the same as on CH * Parry state 5~9 |
| leo | b+3+4 | |||||||
| leo | ub+1 | * Parries high and mid kicks * Parry state 5~12 | ||||||
| leo | ub+1,P.4 | h | 22 | i17~18 | -16~-15 | +14c | * Combo from parry | |
| leo | ub+3 | M | 26 | i24~27 | +0c~+3c | +6c | +53a | * Low crush 9~ |
| leo | ub+4 | m | 15 | i15~16 | -13~-12 | +19a (+9) | +33a (+23) | * Balcony Break * Same move as uf+4 * Low crush 9~ |
| leo | ub+1+2 | m! | 60 | i70~71 | +26a (-21) | |||
| leo | u+1 | m | 17 | i19~20 | -6~-5 | +2 | +22a (+5) | * Tornado * Balcony Break ** CH only ** Doesn't Balcony Break on airborne |
| leo | uf+1 | h | 8 | i13 | -1 | +6 | ||
| leo | uf+1,1 | h, m | 8, 17 | i13, i19~20 | -6~-5 | +2 | +22a (+5) | * Tornado * Balcony Break ** CH only ** Doesn't Balcony Break on airborne |
| leo | uf+1,2 | h, m | 8, 25 | i13, i20~21 | -14~-13 | +37d (-21) | Balcony Break * Combo from 1st hit * Gain LTG +22g on hit with 1+2 | |
| leo | uf+2 | m | 15 | i18~21 | -14~-11 | +18a (+11) | * Enter BOK -11 +21a (+14) with d * Low crush 20~ | |
| leo | uf+2,1 | m, m | 15, 17 | i18~21, i25~26 | -8~-7 | +4 | +32d | * Combo from 1st hit ** +23a (+16) * Low crush 0~12 |
| leo | uf+3 | m | 21 | i17~21 | -9~-5 | +13a (+4) | Balcony Break * Can input with u+3 ** Less forward movement and deals 20 damage * Low crush 9~ | |
| leo | uf+4 | m | 15 | i15~16 | -13~-12 | +33a (+23) | * Can input with u+4 ** Less forward movement * Low crush 9~ | |
| leo | 1+2+3+4 | Gain LTG | ||||||
| leo | d,DF | Crouching state | ||||||
| leo | d,df,f | * Cancel to SS with U? * No crouching state | ||||||
| leo | f,F+2 | m | 25 | i14~15 | -9~-8 | +8a | * Balcony Break * Gain LTG -9a on hit with 1+2 | |
| leo | f,F+3 | M | 20 | i26~29 | -7c~-4c | +3d | * Enter BOK +0 +10d with d * Low crush 9~ | |
| leo | f,F+4 | m | 12 | i19 | -13 | +28a (+18) | * Low crush 17 | |
| leo | f,F+4,3 | m, h | 12, 23 | i19, i12 | -14 | +20 (+11) | * Balcony Break * Jail from 1st block * Combo from 1st hit +28a (+21) * Low crush 0~12 | |
| leo | f,F+4,3,4 | m, h, L | 12, 23, 17 | i19, ,i29~31 | -12~-10 | -1 | +30a | * Low crush 0~7 * Floating state 8~10 * High crush 20~ |
| leo | uf,n,4 | m | 20 | i23~25 | -13~-11 | +32a (+22) | * Low crush 9~ | |
| leo | f,f,F+3 | m | 30 | i23~26 | +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~ | |
| leo | ws1 | m | 13 | i14~15 | -8~-7 | +4 | ||
| leo | ws1,4 | m, L | 13, 12 | i14~15, i19~20 | -12~-11 | -1 | Combo from 1st CH | |
| leo | ws1,4,1 | m, L, m | 13, 12, 24 | i14~15, ,i22 | -14 | +12a (+3) | +44a (-3) | * Balcony Break * Combo from 2nd CH |
| leo | ws2 | m | 17 | i15~16 | -13~-12 | +28a (+18) | ||
| leo | ws3 | M | 9 | i13~14 | -6~-5 | +5 | Alternate input CD.3 | |
| leo | ws3,1 | M, m | 9, 9 | i13~14, i21 | -10 | +3 | * Combo from 1st hit * Enter BOK -4 +9 with d * Alternate input CD.3,1 | |
| leo | ws3,1,2 | M, m, h | 9, 9, 20 | i13~14, ,i24~25 | -9~-8 | +6d | +31d (+23) | * Combo from 1st CH or 2nd CH * Alternate input CD.3,1,2 |
| leo | ws4 | m | 8 | i11~12 | -9~-8 | +2 | Alternate input CD.4 | |
| leo | ws4,1+2 | m, m | 8, 18 | i11~12, i25~27 | -12~-10 | +4d | * Heat Engager * Heat Dash +5 +43a (+35) * Combo from 1st hit * Alternate input CD.4,1+2 | |
| leo | ws1+2 | m | 25 | i13~15 | -14~-12 | +22g | * Gain LTG +3 on hit with 1+2 * Alternate input CD.1+2 | |
| leo | SS.1+2 | m | 30 | i19 | -9 | +14a (+5) | +29d | * Balcony Break |
| leo | FC.df+3 | L | 20 | i21~23 | -26~-24 | +37a | ||
| leo | BOK.1 | m | 14 | i13 | -4 | +9 | * High crush 0~12 | |
| leo | BOK.1,2 | m, m | 14, 20 | i13, i17~18 | -14~-13 | +72 (+56) | * Tornado * Combo from 1st hit | |
| leo | BOK.2 | M | 23 | i19~20 | -9~-8 | +41a (+31) | * High crush 0~17 | |
| leo | BOK.3 | h | 30 | i21 | +5 | +15d | * Homing * Balcony Break * 9 chip damage on block * Low crush 10~ | |
| leo | BOK.4 | m | 14 | i20 | +9 | +15g | +19 | * Knee * Same move as f+4 |
| leo | BOK.1+2 | M | 22 | i20~21 | -12~-11 | +15d | * Heat Engager * Heat Dash +5 +17d * Balcony Break * Spike * Power crush 8~ | |
| leo | BOK.3+4 | L,L | 7,13 | i16~17,i12~14 | -13 | +2 | * High crush 1~ | |
| leo | BOK.n | * Stance moves may be delayed by 8F? * May perform FC moves from frame 9? * High crush | ||||||
| leo | BT.1+2 | m | 21 | i11 | -20 | +1a (-8) | +22a (-14) | * Balcony Break * Elbow |
| leo | qcf+1 | L | 17 | i18~19 | -13~-12 | -1 | +11 | * High crush 6~ |
| leo | qcf+2 | m | 14 | i17 | -9 | +9 | * Enter KNK -9 +9 with b | |
| leo | qcf+2,1 | m, m | 14, 17 | i17, 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 |
| leo | qcf+2,4 | m, h | 14, 26 | i17, 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~ | |
| leo | qcf+3+4 | m,m | 6,20 | i18~20 i22~24 | -6~-4 | +13g | * Homing * Balcony Break * Low crush 17~ | |
| leo | KNK.1 | h | 12 | i18 | -9 | +2 | * Transition to r25 BOK with D (-7/+4) | |
| leo | KNK.1,2 | h, m | 12, 17 | i18, 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 | |
| leo | KNK.1,4 | h, h | 12, 20 | i18, 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 | |
| leo | KNK.2 | h | 20 | i13~14 | -4 | +22a (+13) | +58a | * Balcony Break |
| leo | KNK.3 | m | 13 | i20 | -13 | +28a (+18) | * Low crush 13~ | |
| leo | KNK.3,4 | m, m | 13, 18 | i20, i15 | -12 | +80a | Tornado * Low crush 1~ | |
| leo | KNK.4 | L | 18 | i20 | -12 | +4c | +17d | * Spike * Enter CD -10 +6c +19d with df |
| leo | LTG.KNK.4,1+2 | L, m,m | 18, 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 | |
| leo | KNK.1+2 | M | 20 | i22~24 | -6 | +21 | +41a (+31) | * Tornado * Balcony Break ** On non-CH grounded connect * 6 chip damage on block |
| leo | KNK.3+4 | L | 24 | i24 | -26 | +19d | * High crush 8~ | |
| leo | KNK.DF | |||||||
| leo | OTG.d+3+4 | L | 22 | i21~22 | -13~-12 | +3 | * Spike * -2d (-10) on grounded hit | |
| leo | hFC.1 | sl | 5 | i10 | -5 | +6 | * Transition to Standing with f * +6c on crouching hit * High crush 1~ | |
| leo | hFC.2 | sl | 8 | i11 | -4 | +7 | ||
| leo | hFC.3 | l | 10 | i16 | -17 | -6 | ||
| leo | hFC.4 | l | 6 | i12 | -15 | -4 | ||
| leo | 1+3 | t | 35 | i12~14 | -3 | +0d | Throw break 1 or 2 | |
| leo | 2+4 | t | 35 | i12~14 | -6 | +0d | * Throw break 1 or 2 * Side switch on hit * Deals 4 more damage at the wall | |
| leo | Back throw | t | 50 | i12~14 | -3d | * Deals 10 more damage at the wall | ||
| leo | Left throw | t | 40 | i12~14 | -3 | +0d | * Throw break 1 * Side switch on hit * Deals 4 more damage at the wall | |
| leo | Right throw | t | 40 | i12~14 | -3 | +1d | * Throw break 2 * Side switch on hit | |
| leo | uf+1+2 | t | 40 | i12~14 | -6 | +8d | * Balcony Break * Throw break 1+2 * Side switch * Usable from KNK | |
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| leroy | 2+3 | m | 12 (12) | i16 | +1 | +2c | * Heat Burst * Power crush | |
| leroy | H.b+1+2 | 20 | -9 | +35a (+27) | * Balcony Break * Consumes 210F of remaining Heat time * Crumple stun +14F after CH | |||
| leroy | H.2+3 | m | 50 (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 | |
| leroy | R.df+1+2 | m,t | 55+ | 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~ | |
| leroy | 1 | h | 5 | i10 | +1 | +8 | Recovers 2f faster on hit or block (t27 r17) | |
| leroy | 1,1 | h, m | 5, 7 | i10, i18~19 | -9~-8 | +2~+3 | * Combo from 1st hit CH * Slightly delayable * Jails unless delayed | |
| leroy | 1,1,1+2 | h, m, h | 5, 7, 12 | i10, ,i19~20 | -9~-8 | -2~-1 | * Power up during Heat (partially uses remaining Heat time) * Combo from 2nd hit | |
| leroy | 1,1,1+2,1 | h, m, h, m | 5, 7, 12, 15 | i10, ,i23~24 | -16~-15 | +20a(+15)~+21a(+17) | Combo from 3rd hit | |
| leroy | 1,2 | h, h | 5, 9 | i10, i12 | -3 | +7 | Jails | |
| leroy | 1,2,1 | h, h, h | 5, 9, 17 | i10, ,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 | |
| leroy | 1,2,3 | h, h, h | 5, 9, 21 | i10, ,i23~24 | -6~-5 | +20a(+11)~+21a(+13) | * Balcony Break * Combo from 2nd hit CH * Low crush | |
| leroy | 1,2,4 | h, h, m | 5, 9, 11 | i10, ,i16 | -9 | +3 | * Transition to HRM * Combo from 1st hit * Jail from 1st block | |
| leroy | 1+3+4 | sp | * 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 | |||||
| leroy | 2 | h | 10 | i12 | +0 | +9 | ||
| leroy | 2,1 | h, m | 10, 12 | i12, i12~13 | -7~-6 | +4~+5 | * Elbow * Jail from 1st block | |
| leroy | 2,1,2 | h, m, h | 10, 12, 17 | i12, ,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 | |
| leroy | 2,1,2,1 | h, m, h, m | 10, 12, 17, 21 | i12, ,i21~23 | -13~-11 | +16a(-1)~+18a(+3) | +30a(+20) | * Balcony Break * Tornado * Elbow * Combo from 3rd hit * Delayable |
| leroy | 2,2 | h, h | 10, 20 | i12, i25~26 | -7~-6 | +7~+8 | * Elbow * chip damage on block | |
| leroy | 3 | m | 14 | i15 | -8 | +3 | ||
| leroy | 3,3 | m, L | 14, 13 | i15, i18 | -14 | +2 | +15d | * Delayable * Combo from 1st hit |
| leroy | 4 | h | 15 | i12 | -11 | 0 | ||
| leroy | 4,4 | h, m | 15, 13 | i12, i15~16 | -13~-12 | +3~+4 | Combo from 1st hit | |
| leroy | 1+2 | h,h,h | 9 | i14 | -2 | 4 | * Power up during Heat (partially uses remaining Heat time) | |
| leroy | 1+2,1+2 | h,h,h, h,h,h | 9, 9 | i14, i9 | -2 | 7 | * Power up during Heat (partially uses remaining Heat time) * Combo from 1st hit * jails | |
| leroy | 1+2,1+2,1 | h,h,h, h,h,h, m | 9, 9, 20 | i14, ,i17~18 | -17~-16 | +7a(-2)~+8a(-1) / HE | * Heat Engager * Balcony Break * Elbow * Combo from 1st hit * Delayable * jails | |
| leroy | 1+4 | L | 16 | i100~279 | -26 | +24 | Power up during Heat (partially uses remaining Heat time) | |
| leroy | 3+4 | sp | * 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 | |||||
| leroy | 3+4 | sp | * 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~ | |||||
| leroy | f+2 | h | 15 | i14~16 | -9~-7 | +2~+4 | Elbow | |
| leroy | f+2,3 | h, m | 15, 15 | i14~16, i18 | -10 | +2 | Combo from 1st hit | |
| leroy | f+2,3,4 | h, m, m | 15, 15, 20 | i14~16, ,i21~22 | -9 | +8 | +38d (+30) | * Knee * Transition to HRM * Combo from 2nd hit CH |
| leroy | f+3 | m | 14 | i14~15 | -7~-6 | +7~+8 | * Knee Alternative input: ws3 | |
| leroy | f+3,1+2 | m, h | 14, 15 | i14~15, | -8 | -6 | * jail from 1st hit * power up during Heat (partially uses remaining Heat time) * Combo from 1st hit CH | |
| leroy | f+3,1+2,4 | m, h, m | 14, 15, 20 | i14~15, i20~21 | -16~-15 | +13a (+6) | * Tornado * Natural combo from 2nd hit | |
| leroy | f+4 | m | 14 | i16~17 | -9~-8 | +4 | ||
| leroy | f+4,4 | m, h | 14, 24 | i16~17, i28~30 | -6 | +20a (+11) / HE | * Heat Engager * Balcony Break * Combo from 1st hit * Slighly delayable * Low crush | |
| leroy | f+1+2 | m | 20 | i17~18 | -13 | +20a (+15) | * Balcony Break * Elbow * Power crush | |
| leroy | f+2+3 | m,m,m | 10,10,15 | i16~17 i24 i26~27 | -7 | +73a | * Weapon * Only once per match * chip damage on block | |
| leroy | df+1 | m | 10 | i13~14 | -6 | +5 | ||
| leroy | df+1,4 | m, m | 10, 16 | i13~14, 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 | |
| leroy | df+1,1+2 | m, h,h,h | 10, 3,3,3 | i13~14, 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 | |
| leroy | df+1,1+2,2 | m, h,h,h, m | 10, 3,3,3, 17 | i13~14, ,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 |
| leroy | df+2 | m | 7 | i15~16 | -6 | +6 | ||
| leroy | df+2,1+2 | m, h,m | 7, 5,10 | i15~16, i19~20, i11~12 | -18 | +33a (+23) | * Jail from 1st block * Combo from 1st hit | |
| leroy | df+3 | m | 14 | i16 | -11 | +0 | ||
| leroy | df+3,1 | m, h | 14, 12 | i16, i16~17 | +0 | +6 | * Combo from 1st hit * Leads to 10-hit string | |
| leroy | df+3,1,1+2 | m, h, m | 14, 12, 25 | i16, ,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 | |
| leroy | df+4 | m | 14 | i13 | -6 | +6 | Transition to HRM | |
| leroy | df+4,3 | m, m | 14, 14 | i13, 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 |
| leroy | df+3+4 | h | 23 | i18~19 | -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 | |
| leroy | d+1 | sl | 5 | i10 | -5 | +6 | * High crush | |
| leroy | d+1,2 | sl, m | 5, 8 | i10, i15~16 | -10~-9 | -1~0 | Combos from 1st hit CH | |
| leroy | d+1,2,4 | sl, m, m | 5, 8, 11 | i10, ,i15 | -9 | +3 | * Transition to HRM * Combos from 2nd hit | |
| leroy | d+2 | L | 11 | i15~16 | -13~-12 | -2~-1 | +3~+4 | * High crush |
| leroy | d+2,4 | L, L | 11, 11 | i15~16, i24~25 | -13~-12 | -2c | +38d | * High crush |
| leroy | d+3 | L | 8 | i16 | -13 | -2 | ||
| leroy | d+3,2 | L, h | 8, 8 | i16, i24~25 | -3~-2 | +8~+9 | * Transition to HRM * Combos from 1st hit | |
| leroy | d+4 | L | 9 | i14~15 | -12~-11 | -1~0 | ||
| leroy | d+4,4 | L, m | 9, 16 | i14~15, i18~19 | -11~-10 | +1~+2 | * Transition to HRM * Combos from 1st hit CH | |
| leroy | d+1+2 | m | 21 | i17~18 | -4~-3 | +6c / HE | * Heat Engager | |
| leroy | db+1 | m | 12 | i16~17 | -9~-8 | +1~+2 | ||
| leroy | db+1,2 | m, M | 12, 20 | i16~17, i21~22 | -12~-11 | +17a(+0) | * Tornado * Balcony Break * Combo from 1st hit | |
| leroy | db+1,3 | m, h | 12, 17 | i16~17, i18~19 | 0~+1 | +8~+9 | +31a | * delayable * Combo from 1st hit |
| leroy | db+1,1+2 | m, m | 12, 25 | i16~17, i21~22 | -10~-9 | +23a (+18) | +41a | * Balcony Break * Combo from 1st hit CH |
| leroy | db+3 | L | 12 | i20~21 | -8~-7 | +5~+6 | +14c | Transition to HRM * High crush |
| leroy | db+4 | L | 13 | i17 | -15 | -4c | +36d | * High crush |
| leroy | db+1+2 | m | 25 | i32~33 | -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 | |
| leroy | db+2+3 | L,M | 10,14 (9) | i20~21 i15~16 | -14 | +67a (+51) | * Weapon * Tornado * Only once per match * chip damage on block * Tracks to both sides effectively homing | |
| leroy | b+1 | h | 17 | i13 | -6 | +5 | Shifts to throw "Knee Snap" on front grounded CH | |
| leroy | b+2 | sp | * 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 | |||||
| leroy | b+3 | h | 27 | i22~23 | +9~+10 | +16~+17c | * Balcony Break * Homing * Transition to HRM * Cancel to HRM with 3+4 * chip damage on block | |
| leroy | b+4 | m | 16 | i17~18 | -9 | +4 | Homing | |
| leroy | b+1+2 | m | 17 | i12 | -10 | +2 | +60a | * Crumple stun +14F after CH |
| leroy | b+3+4 | M,th | 21,25 | i18~19 | -8 | +0d | * Balcony Break * Shifts to throw on hit from the front | |
| leroy | ub+2 | m | 17 | i20 | -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 |
| leroy | uf+1 | h | 17 | i16~17 | -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 | |
| leroy | uf+2 | m | 25 | i24~25 | +1 | +10a (+1) | * Balcony Break * Alternate input: u+2 * chip damage on block * Low crush | |
| leroy | uf+3 | m | 25 | i20~24 | -8 | +14a (+5) | * Balcony Break * Alternate input: ub+3 or u+3 * Low crush | |
| leroy | uf+4 | m | 22 | i23~25 | -8~-6 | +21a | Alternate input: ub+4 or u+4 * Low crush 9 | |
| leroy | uf+3+4 | m,m | 8,10 | i14~15,i10~11 | -14 | +16a | Balcony Break | |
| leroy | uf+3+4,1+2 | m,m, m | 8,10, 17 (11) | i14~15,i10~11, i30~31 | -13 | +23a (+13) | * Balcony Break * Combos from 1st hit | |
| leroy | 1+2+3+4 | sp | ||||||
| leroy | CH b+1 | h,th | 20,25 | i13 | +0d | |||
| leroy | P:b+2 | sp | * Alternate input: P:HRM.b+2 * Parry (partially restores remaining Heat time when successful during Heat) | |||||
| leroy | P:b+2,1 | m | 40 | i13 | +29a | * Alternate input: P:b+2,2 * power up during Heat (partially uses remaining Heat time) | ||
| leroy | d,df,f+3+4,F | m! | 80 | i56~57 | -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 | ||
| leroy | f,F+2 | m | 8 | i14~15 | -11~-10 | 0~+1 | ||
| leroy | f,F+2,2 | m, m | 8, 13 | i14~15, i17~18 | -15~-14 | +55~+56 | Combos from 1st hit | |
| leroy | f,F+3 | h | 20 | i18~23 | -2~+3 | +33d | * Strong Aerial Tailspin * Balcony Break * 6 chip damage on block * Low crush | |
| leroy | f,F+4 | m | 16 | i16~17 | -4~-3 | +9~+10g | Transition to HRM | |
| leroy | f,F+4,2 | m, m | 16, 21 | i16~17, i27~28 | -14~-13 | +34a (+19) | +43a (-33) | * Tornado * Combos from 1st hit * Has evasive properties |
| leroy | qcf+2 | h | 20 | i16~17 | -6~-5 | +29a (+22) | * Elbow * 4 chip damage on block | |
| leroy | uf,n,4 | m | 20 | i23~25 | -13 | +32a (+22) | * Low crush | |
| leroy | f,f,F+3 | m | 30 | i24~27 | +6~+9 | +15c | * Balcony Break * 9 chip damage on block * Forces tech backroll on hit * Low crush | |
| leroy | ws1 | m | 14 | i13~14 | -7 | +3 | Elbow | |
| leroy | ws1,4 | m, m | 14, 16 | i13~14, i21 | -9 | +3 | * Transition to HRM * Combos from 1st hit | |
| leroy | ws2 | m | 21 | i15~16 | -14 | +51a | ||
| leroy | ws4 | m | 16 | i11~12 | -6 | +5 | ||
| leroy | SS.4 | L | 17 | i18~19 | -12 | +4 | +14 | * Can be delayed |
| leroy | SS.1+2 | h,h,h | 3, 3, 20 | i14, 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) | |
| leroy | SS.3+4 | m,m | 20,6 | i20~21, i9~10 | +3 | +8 | * Transitions to HRM * Low crush 23~36 | |
| leroy | FC.df+4 | L | 14 | i15~16 | -13~-12 | -2~-1 | +3~+4 | * High crush |
| leroy | FC.df+4,1 | L, m | 14, 15 | i15~16, i20~21 | -13~-12 | +31a (+21) | Combos from 1st hit CH | |
| leroy | HRM.1 | m | 17 | i24~25 | -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 | |
| leroy | HRM.1,2 | m, h | 17, 17 | i24~25, 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 |
| leroy | HRM.2 | h | 14 | i12~13 | -6~-5 | +5~+6 | ||
| leroy | HRM.2,3 | h, h | 14, 23 | i12~13, 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 | |
| leroy | HRM.3 | L | 8 | i16 | -13 | -2 | ||
| leroy | HRM.3,4 | L, m | 8, 16 | i16, i22~23 | -15~-14 | +1~+2 | Combo from 1st hit | |
| leroy | HRM.4 | M | 13 | i11~12 | -7~-6 | +7~+8 | Transition to HRM | |
| leroy | HRM.4,1+2 | M, M,m | 13, 5,20 | i11~12, i24~25 i8~9 | -14~-13 | +27a (+12) | Tornado | |
| leroy | HRM.1+2 | m,h,h,h | 3,3,3,3 | i14 | -2 | +5 | * 12 damage total * Power up during Heat (partially uses remaining Heat time) | |
| leroy | HRM.1+2,1 | m,h,h,h, m | 3,3,3,3, 20 | i14, i17~18 | -17 | +7a(-2)/HE | * Heat Engager * Heat Dash +5g +36a(+26) * Balcony Break * Elbow * Jailing * Delayable | |
| leroy | HRM.SS | sp | Can access sidestep moves | |||||
| leroy | HRM.b+1 | M | 21 | i20~22 | +4 | +7c | +52a | chip damage on block |
| leroy | HRM.b+3 | L | 12 | i20~21 | -31 | -9 | ||
| leroy | HRM.b+3,2 | L, m | 12, 27 | i20~21, i31~32 | -16 | +0a (-1) | * Balcony Break * Combo from 1st hit * Combo deals [30; 12] damage | |
| leroy | HRM.b+4 | L | 17 | i20~21 | -13 | +4c | +28a | Homing * High crush |
| leroy | HRM.f+1 | h | 17 | i14~15 | +0 | +15g | Balcony Break | |
| leroy | HRM.f+4 | M | 21 | i26~29 | +0 | +40a | chip damage on block * Low crush | |
| leroy | OTG.db+2 | l | i17~18 | -16 | -5 | Power up during Heat (partially uses remaining Heat time) | ||
| leroy | OTG.db+2,1+2 | l, l | i17~18, | -13 | -2 | |||
| leroy | P.b+2,1 | m | 35 | i13 | +21g | * Balcony Break * Alternate input: P.b+2,2 * power up during Heat (partially uses remaining Heat time) | ||
| leroy | 1+3 | t | 35 | i12~14 | * Spike * Throw break: 1 or 2 * Opponent status on hit: FUFT perpendicular | |||
| leroy | 2+4 | t | 35 | i12~14 | * Throw break: 1 or 2 * Opponent status on hit: FUFA * Side switch on hit | |||
| leroy | Back throw | t | 50 | i12~14 | * Spike * Throw break: none * Opponent status on hit: FDFA | |||
| leroy | Left throw | t | 40 | i12~14 | * Spike * Throw break: 1 * Opponent status on hit: FUFT perpendicular | |||
| leroy | Right throw | t | 40 | i12~14 | * Throw break: 2 * Opponent status on hit: FUFA * Side switch on hit | |||
| leroy | uf+1+2 | t | 35 | i12~14 | * Throw break: 1+2 * Opponent status on hit: FUFA off-axis to the left | |||
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| lidia | 2+3 | m | 12 | i16 | +1 | +2c | * Heat Burst * Cancel to r45 with b,b * 3 chip damage on block * Partially uses Heat * Power crush 7~62 | |
| lidia | H.1+2 | m | 25 | i31 | +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 | |
| lidia | H.1+2* | m | 35 | i42~64 | +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 | |
| lidia | H.1+2** | m | 55 | i65 | +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 | |
| lidia | H.CAT.U | * Increases Heaven and Earth level * Parries all highs or mids * Transition to +12g? HAE on successful parry * Parry state 5~39 | ||||||
| lidia | H.HRS.U | * Increases Heaven and Earth level * Parries all highs or mids * Transition to +12g? HAE on successful parry * Parry state 5~39 | ||||||
| lidia | H.WLF.1 | m | 24 | i22 | +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 | |
| lidia | H.WLF.1* | m | 34 | i36 | +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 | |
| lidia | H.WLF.U | * Increases Heaven and Earth level * Parries all highs or mids * Transition to +12g? HAE on successful parry * Parry state 5~39 | ||||||
| lidia | H.f,F+2 | m | 22 | i13 | +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 | |
| lidia | H.f,f,F+1 | h | 37 | i13~15 | +5 | +31a (+23) | * Tornado * Balcony Break * Transition to HAE on hit or block only * Cancel HAE transition with B * Partially uses remaining Heat time | |
| lidia | H.2+3 | m,m,m,h | 55 | i18 | +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 | |
| lidia | R.df+1+2 | m,t | 55+ | 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~ | |
| lidia | 1 | h | 5 | i10 | +1 | +8 | Recovers 2f faster on hit or block (t27 r17) | |
| lidia | 1,2 | h, h | 5, 8 | i10, i10 | -3 | +4 | Jail from 1st attack with 4f delay | |
| lidia | 1,2,2 | h, h, m | 5, 8, 10 | i10, ,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 | |
| lidia | 1,2,3 | h, h, h | 5, 8, 27 | i10, ,i26~27 | -6 | +20a (+11) | * Balcony Break * Input can be delayed 3f * Low crush 16~31 | |
| lidia | 1,2,4 | h, h, l | 5, 8, 15 | i10, ,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 |
| lidia | 1,4 | h, h | 5, 17 | i10, i19 | -8 | +1 | * Combo from 1st hit with 4f delay * Balcony break on airborne hit | |
| lidia | 1+3+4 | |||||||
| lidia | 2 | h | 8 | i11 | +0 | +8 | ||
| lidia | 2,1 | h, h | 8, 10 | i11, i20~21 | +1 | |||
| lidia | 2,1,4 | h, h, h | 8, 10, 15 | i11, ,i22 | +2 | |||
| lidia | 2,1,4,4 | h, h, h, l | 8, 10, 15, 5 | i11, ,i24~25 | * High crush | |||
| lidia | 2,1,4,4,1 | h, h, h, l, m | 8, 10, 15, 5, 5 | i11, ,i23~24 | ||||
| lidia | 2,1,4,4,1,2 | h, h, h, l, m, h | 8, 10, 15, 5, 5, 8 | i11, ,i22 | ||||
| lidia | 2,1,4,4,1,2,1 | h, h, h, l, m, h, h | 8, 10, 15, 5, 5, 8, 8 | i11, ,i18~19 | ||||
| lidia | 2,1,4,4,1,2,1,3 | h, h, h, l, m, h, h, m | 8, 10, 15, 5, 5, 8, 8, 5 | i11, ,i22 | ||||
| lidia | 2,1,4,4,1,2,1,3,2 | h, h, h, l, m, h, h, m, m | 8, 10, 15, 5, 5, 8, 8, 5, 4 | i11, ,i14 | ||||
| lidia | 2,1,4,4,1,2,1,3,2,1 | h, h, h, l, m, h, h, m, m, m | 8, 10, 15, 5, 5, 8, 8, 5, 4, 27 | i11, ,22 | +11a (+6) | |||
| lidia | 2,2 | h, h | 8, 20 | i11, 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 | |
| lidia | 2,4 | h, m | 8, 13 | i11, i21 | -8 | +4 | Combo from 1st hit with 4f delay | |
| lidia | 3 | h | 9 | i15 | -9 | +7 | ||
| lidia | 3,2 | h, h | 9, 10 | i15, 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 | |
| lidia | 4 | h | 14 | i13 | -8 | +1 |