mokujin

mokujin

Edit
CharCommandHit levelDamageStartupBlockHitCounter hitNotes
miary-zoRight Throwt40i12~14-3-3d
* Floor Break
* Homing
* Throw break 2
* Side switch on hit
miary-zouf+1+2t40i12-3+0d
* Balcony Break
* Throw break 1+2
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
ninaH.qcf+4,3,1+2m,h,h,h,h,h15,23,6,6,6,10i14, i25, i28 i35 i42-2+13a (+12)
* Balcony Break
* Weapon
* Combo from 1st hit
* Jails from 3rd hit
* Chip damage on block
* Partially uses remaining Heat time
ninaH.b+1+2m,m,h,h,h,h5,20,5,5,5,5i16 i8~10, i28 i35 i42 i49+2+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
* Partially uses remaining Heat time
ninaH.b+3+4,1+2h,h,h,h,h16,6,6,6,10i14~15, i28 i35 i42-2+29a (+3)
* Balcony Break
* Weapon
* Combo from 1st hit
* Jails from 2nd hit
* Chip damage on block
* Partially uses remaining Heat time
ninaH.f+3+4,2m,sm,sm,sm,sm12,12,12,8,12i14, i30, i5, i6, i6-6+19 (+9)
* Balcony Break
*Combo from 1st CH
*Available only from 1st hit or block
*17 chip damage on block
ninaH.ws1,1+2m,h,h,h,h17,6,6,6,10i13~14,i25 i35 i39 i42-2+29a (+3)
* Balcony Break
* Weapon
* Combo from 1st hit
* Jails from 2nd hit
* Chip damage on block
* Partially uses remaining Heat time
ninaH.ws4,3,1+2m,h,h,h,h,h15,23,6,6,6,10i11~12, i25, i28 i35 i42 i13-2+29a (+3)
* Balcony Break
* Combo from 2nd hit
* Combo from 1st CH
* Jails from 3rd hit
* Chip damage on block
* Partially uses remaining Heat time
ninaH.2+3m,h,h,h,h,m20,30i16 i28 i35 i42 i49 i90~91+5~+6-2d
* Heat Smash
* Spike
* Transition to attack throw on hit
* Enter CD r30 with F on block
* 10 chip damage on block
* Jails
ninaH.2+3m,h,h,h,h20,9,12,9,12i16 i28 i35 i42 i49+14+43a (+10)
* Heat Smash
* Jails
ninaR.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~
nina1h5i10+1+8
Recovers 2f faster on hit or block (t27 r17)
nina1,2h, h5, 10i10, i10-3+8
* Jail from 1st attack with 8f delay
* Enter SS +0 +11 t15 r9 with D_U
nina1,2,1h, h, h5, 10, 17i10, ,i26~27-3+2
* Combo from 2nd CH with 4f delay
* Input can be delayed 6f
nina1,2,1,1+2h, h, h, h,h,h5, 10, 17, 6,6,6i10, ,i25 i32 i39-9+34a (-24)
* Balcony Break
* Weapon
* Jail from 3rd attack
* Combo from 2nd CH
* Chip damage on block
* Power up in Heat
nina1,2,4h, h, h5, 10, 22i10, ,i22-6+20a (+11)+49a
* Balcony Break
* Combo from 2nd CH with 8f delay
* Input can be delayed 10f
nina1,2,1+2h, h, m5, 10, 22i10, ,i23-14+17a (+8)+36d (+28)
* Balcony Break
* Combo from 2nd CH with 7f delay
* Input can be delayed 10f
* Interrupt with i3 from 2nd block
nina1,4h, h5, 17i10, i17~18-4+1+50a
* Combo from 1st hit
* Move can be delayed 2f
nina1,4,1h, h, m5, 17, 21i10, ,i25~26-11+15g+67a (+47a)
* Balcony Break
* Interrupt with i1 from 2nd block
nina2h10i10+1+7
nina2,3h, m10, 15i10, i18-13+0d
* Knee
* Combo from 1st CH with 7f delay
* Input can be delayed 12f
* Transition to Triple Slaps throw automatically on standing front hit
* Throw is unbreakable, rest of the chain throw is breakable
nina3h14i14-16-5
nina3,2h, m14, 22i14, i19-9+36a
* Balcony Break
* Side roll takes 34 frames, effective startup i53
* Chip damage on block
* Cancel to r38 FC with D
nina3,3h, h14, 4i14, i17-14-3
Jail from 1st attack
nina3,3,3h, h, h14, 4, 6i14, ,i17-14-3
Jail from 1st attack
nina3,3,3,4h, h, h, h14, 4, 6, 20i14, ,i24-6+20a (+11)
* Balcony Break
* Combo from 3rd CH with 6f delay
* Input can be delayed 10f
nina3,4h, h14, 20i14, i22-6+20a (+11)
* Balcony Break
* Combo from 1st hit with 8f delay
* Input can be delayed 10f
nina4h15i11-9+7+7s
nina4,2h, m15, 22i11, i19-9+36a
* Balcony Break
* Side roll takes 35 frames, effective startup i54
* Chip damage on block
* Cancel to r38 FC with D
nina4,3h, m15, 20i11, i29~30-2c+5c+21a
Spike
nina4,4h, h15, 21i11, i28~39-8+3
* Balcony break on airborne hit
* Combo from 1st CH
* Low crush 21~34
* Floating state 35~37
nina4,4,4h, h, L15, 21, 20i11, ,i30~31-12+4c+46a
* Balcony break on airborne hit
* Combo from 2nd CH
* High crush 16~55
nina4,4,3+4h, h, M,M15, 21, 8,21i11, ,i35~39 i43~49-6~+0+20a
* Spike
* Combo from 2nd CH
* Low crush 29~36
* Floating state 37~42
nina1+2m19i16~17-3+8
Homing
nina1+4m,m4,20i15~16 i13~14-5+4c+6c
* Spike
* Transition to CD with F
* Second hit is +7c on CH if the first hit whiffs
nina3+4m20i18~19-10+11g
* Balcony Break
* Homing
* Enter CD -6 +15g t34 r15 with F
ninaf+2h12i13-3+8
ninaf+2,1h, m12, 12i13, i19~20-13-6s
* Combo from 1st CH with 9f delay
ninaf+2,1,3h, m, M12, 12, 20i13, ,i27~29-15~-13+27a
* Tornado
* Combo from 2nd hit with 2f delay
* Combo from 1st CH
* Input can be delayed 19f
* Move can be delayed 18f
* Low crush 26~40
* Floating state 41~43
ninaf+2,1,4h, m, h12, 12, 22i13, ,i25~27-3~-1+23a (+14)+40a
* Balcony Break
* Combo from 2nd hit with 4f delay
* Combo from 1st CH
* Input can be delayed 19f
* Move can be delayed 18f
ninaf+3h,h10,20i14~15 i10~11+3~+4+24a (+15)+54a
* Balcony Break
* Does not jail
* 2nd hit is homing
ninaf+4m15i21~22-5+5
* Enter SS +2 +12 with D_U
* Low crush 12~21
* Floating state 22~24
ninaf+4,2m, h15, 22i21~22, i18-9+39d (-19)
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
* Combo from 1st hit with 14f delay
* Input can be delayed 15f
* Move can be delayed 9f
ninaf+1+2m24i17-14+11a (+2)
* Balcony Break
* Frame advantage is -8 if an attack is absorbed
* Deals chip damage if an attack is absorbed
* Power crush 7~16
ninaf+3+4m12i14-6+1+6
Knee
ninaf+3+4,1m, m12, 22i14, i27-14+10(+1)+6
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Combo from 1st hit
ninaf+3+4,2m, sm,sm12, 12,12i14, i30, i5-9+8
* Balcony Break
*Combo from 1st CH
*Available only as combo from 1st hit
*4 chip damage on block
ninadf+1m10i13~14-1+5
ninadf+1,2m, h10, 10i13~14, i16-5+2+9
* Jail from 1st attack with 1f delay
* Enter SS -1 +6 +13 with D_U
* Enter CD +0 +7 +14 with F
* Links to 1 jab extensions
ninadf+2m12i15~16-7+34a (+24)
* +4s on hit against crouching opponent
* Does not launch crouching opponent
ninadf+3m13i14-11+0+1
ninadf+3,1m, h13, 10i14, i30-8+3
* Combo from 1st CH
* Input can be delayed 10f
* Cancel to SS -19 -8 -7 with D_U
ninadf+3,1,2m, h, M13, 10, 20i14, ,i25~27-12c+16a+16a
* Balcony Break
* Spike
* Combo from 2nd hit
* Combo from 1st CH
* Opponent is closer on CH, can combo
ninadf+3,2m, h13, 12i14, i19+1+5+12
* Combo from 1st hit with 10f delay
* Enter SS 0 +4 +11 with D or U
* Enter CD -1 +3 +10 t29 r10 with F
* Enter SWA +8 +12 +19 with B
ninadf+3,2,1m, h, h13, 12, 6i14, ,i16-3+4
* Combo from 2nd CH with 9f delay
* Jail from 2nd block with 3f delay
ninadf+3,2,1,2m, h, h, h13, 12, 6, 6i14, ,i16+1
* Combo from 3th CH with ?f delay
* Input can be delayed ?f
* Interrupt with i? from 3th block
ninadf+3,2,1,2,1+2m, h, h, h, m13, 12, 6, 6, 22i14, ,i23-14+17a (+8)+36d (+28)
* Balcony Break
* Combo from 4th CH with ?f delay
* Input can be delayed 10f
* Interrupt with i? from 4th block
ninadf+3,2,1,4m, h, h, L13, 12, 6, 12i14, ,i23-13-2
Combo from 3rd CH with 2f delay
* High crush 10~
ninadf+3,2,3m, h, m13, 12, 21i14, ,i19~20-17+36a (+26)
* Tornado
* Combo from 2nd CH with 10f delay
ninadf+3,2,4m, h, h13, 12, 22i14, ,i22-6+20a+49a
* Balcony Break
* Combo from 2nd CH with 8f delay
ninadf+3,3m, m13, 14i14, i28-10+2c
* Spike
* Combo from 1st hit with 1f delay
* Input can be delayed 10f
ninadf+4m15i12-4+7
ninadf+3+4i31~35
* i20~24 startup with input d,DF+4
* High crush 4~
ninad+1sl5i10-5+5
* Transition to r24? with f
* High crush 4~
ninad+1,4sl, m5, 10i10, i16~17-11+0
* Combo from 1st CH
ninad+2L13i20-12+0+5
* Transition to -8, +2, +7 CD with F
* High crush 6~
ninad+2,2L, M13, 20i20, i28~29-12+17a (+0)+71a (+55)
* Tornado
* Balcony Break
* Combo from 1st CH
ninad+3L10i16-17-6
* High crush 4~
ninad+3,2L, m10, 18i16, i25~27-11~-9+12~+14
* Combo from 1st CH
ninad+3,4L, h10, 14i16, i20-8+1
* Combo from 1st CH
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
ninad+4l6i12-15-4
* High crush 4~
ninad+4,1l, h6, 10i12, i24+0+6+11
* Combo from 1st CH with 6f delay
* Input can be delayed 9f
* Cancel to SS -21 -10 with D_U
ninadb+2m20i24~25-5+8+11 +61a
* Strong Aerial Tailspin
* Homing
ninadb+3L17i20-13+4c+13a
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
ninadb+1+2h,m5,22i11 i18-14+10a (+1)
* Heat Engager
* Heat Dash +5, +43a (+35)
* Balcony Break
* Jail from 1st attack
ninadb+3+4m21i18~19-17+36a (+26)
* Tornado
ninab+1h10i12~13-7+4
ninab+1,4h, M10, 22i12~13, i28~29-12+7+71a (+55)
* Tornado
* Combo from 1st hit with 1f delay
* Can hit grounded when off-axis
ninab+1+3-6
* Damage is 25 + 50% of the opponent's attack
* Parries mid or high punches or kicks
* Parry state 5~12
ninab+2h12i12-14-3
* Homing
* Female characters can slap back with 2 on hit
ninab+2,2h, h12, 16i12, i14~15-6+5
* Combo from 1st hit with 1?f delay
* Jail from 1st block with 1?f delay
* Move can be delayed 1?f
ninab+2,2,2h, h, h12, 16, 20i12, ,i25~26-9+9g+45a
* Balcony Break
* Combo from 1st CH
* Combo from 2nd CH with 5f delay
* Cancel to SS -25 -14 with D_U
* If Nina uses a SS attack after the cancel, interrupt with i22 on block, i11 on hit
* Input can be delayed 13f
ninab+3m10i18-6+6c
Spike
ninab+3,4m, h10, 17i18, i20~21-8+14c+45a
* Combo from 1st hit with 16f delay
* Move can be delayed by 10F
* Input can be delayed by 17F
ninab+4h15i14-9+9+15
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
ninab+1+4m,m4,14i15 i13~14-15+34a (+24)
Tornado
ninab+3+4h16i14~15-5+6
ninab+3+4,3h, M16, 20i14~15, i28~29-15~-14+27a
Tornado
* Low crush 31~43
* Floating state 44~46
ninab+3+4,1+2h, h,h,h16, 6,6,6i14~15, i28 i5 i5-5+34a (-24)
* Balcony Break
* Weapon
* Combo from 1st hit
* Chip damage on block
* Powered up in heat
ninaub+1m15i20~21-16+20a
* Sidesteps to the left
ninaub+3m15i14-15-4
* Low crush 6~26
* Floating state 27~29
ninau+3m20i14-15+16a (+6)
Balcony Break
* Low crush 6~26
* Floating state 27~29
ninau+4M21i23~28+0c~+5c+5g~+10g+22a
* Spike
* Opponent recovers crouching on hit
* Low crush 7~30
* Floating state 31~33
ninauf+1m20i26-5+26a
Spike
* Low crush 10~26
ninauf+2m10i18-10+1
ninauf+2,1m, m10, 10i18, i21-13+49a (+40)
* Spike
* Combo from 1st hit with 9f delay
* Move can be delayed 7f
ninauf+3m20i14-10+21a (+11)
Balcony Break
* Low crush 6~26
* Floating state 27~29
ninauf+4h23i18-9-1
* Low crush 9~30
* Floating state 31~33
ninauf+4,3h, L23, 10i18, i18-19-8
Combo from 1st CH
* High crush 35~64
ninauf+4,3,4h, L, h23, 10, 14i18, ,i20-6+5
* Combo from 2nd hit
* Enter SS -5 +6 with D_U
ninauf+3+4m,t20,13i23~30-23a~-16a+2d
* Balcony break on meaty hit
* +9a (-1) on meaty hit
* Transition to Heel Hold (HHD) chain throw on hit if the move connects on i23, otherwise knockdown
* Throw is unbreakable, rest of the chain throw is breakable
* Low crush 3~34
* Floating state 35~
nina1+2+3+4
* Can't block for 5 seconds
* CH state on your next attack for 5 seconds ''(Tekken 7 and prior games)''
* 10% damage increase on the next attack for 5 seconds ''(Tekken 8 season 2 patch onward)''
* Attacks taken will be CH for 5 seconds
ninaBT+1h15i8-8+3
Links to 1 jab extensions
ninab,B+2+3m!50i65+25a
Cancel to r25 with b,b
ninad,DF+4L20i20~24-37+14a+27a
Faster version of df+3+4
* High crush 1~
ninadb,qcf,n,DB+2+3
ninaf,F+2h20i14-4+32a (+24)
* Balcony Break
* Cannot be buffered
* Transition to +6, +42d CD with F
ninaf,F+3M24i15-14+8+52a
Cannot be buffered
ninaf,F+4M20i28~32-10~-6+9g~+13g+21a
* Spike
* Tech roll to r32 FC on frames 29~34
* 5 recoverable self-damage on whiff without tech roll
* Clean hit on block +16g~+20g, 30 damage
* Opponent recovers crouching
* Cannot be buffered
* Low crush 4~
ninaf,F+1+2M26i23~24-5+12a (+3)
* Balcony Break
* Chip damage on block
* Cannot be buffered
ninaf,F+1+2*M32i33~34+8g+19a (+9)
* Balcony Break
* Chip damage on block
* Cannot be buffered
ninaqcb
* Cancel to SS with u
* Buffer to r10 SS with d
* Recovers in FC for 5 frames (21~25)
* High crush 1~20
ninaqcf
* Transition to FC with qcf,n
* Cancel to FC with d,df,d
* High crush 1~20
ninauf,n,D+3L15i43-17-6
* Low crush 9~30
* Floating state 31~33
* High crush 34~53
ninauf,n,D+3,2L, m15, 18i43, i25~27-11~-9+12~+14
* Combo from 1st CH
ninauf,n,D+3,4L, h15, 14i43, i20-8+1
* Combo from 1st CH
ninauf,n,D+3,4,3L, h, m15, 14, 20i43, ,i29~30-7+22a
* Balcony Break
* Spike
* Combo from 2nd hit
* Combo from 1st CH
* Interrupt with i5 from 2nd block
ninaf,f,F+3m10i20~21-8+1
* Low crush 4~18
* Floating state 19~21
ninaf,f,F+3,3m, M10, 20i20~21, i32~35-4~-1+17a
* Spike
* Combo from 1st hit
* Chip damage on block
* Low crush 19~34
* Floating state 35~37
ninaf,f,F+3,4m, m10, 21i20~21, i24~25-13+34a (+19)
* Tornado
* Combo from 1st hit
ninaf,f,F+1+2m30i20~21+4+12a (+3)
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
* CDf+1+2: i22~23
* 9 chip damage on block
* Low crush 5~14
* Floating state 15~17
ninaws1m17i13~14-6+5
ninaws1,4m, m17, 20i13~14, i34~35-3c+21d
* Spike
* Move can be delayed 3f
ninaws1,1+2m, h,h,h17, 6,6,6i13~14, i25 i5 i5-9+34a (-24)
* Balcony Break
* Weapon
* Jail from 2nd attack
* Chip damage on block
* Powered up in heat
ninaws2m15i15~16-13+28a (+18)
ninaws3m,t15i13-13+0d
* Knee
* Transition to Triple Slaps chain throw automatically on standing front hit
* Throw is unbreakable, rest of the chain throw is breakable
ninaws4m15i11~12-4+7
ninaws4,2m, m15, 22i11~12, i19-9+36a
* Balcony Break
* Side roll takes 34 frames, effective startup i53
* Chip damage on block
* Cancel to r38 FC with D
ninaws4,3m, h15, 24i11~12, i25-10+14a (+5)
* Balcony Break
* Combo from 1st CH
ninaws4,3,1+2m, h, h,h,h15, 24, 6,6,6i11~12, ,i28 i5 i5-9+34a (-24)
* Balcony Break
* Jail from 3rd attack
* Combo from 2nd hit
* Combo from 1st CH
* Chip damage on block
* Powered up in heat
ninaws3+4m21i18~19-17+36a (+26)
* Tornado
ninaSS.1m15i14~15-10+3
* Enter CD +10g +23g with F
* Enter SWA +10g +23g with B
ninaSS.1,2m, m15, 15i14~15, i16~18-3+3
ninaSS.2m15i13~14-14+33a (+23)
ninaSS.4L14i20-14+6c
Sidestep adds minimum 9f, effective startup i29
* High crush 6~39
ninaSS.4,2L, h14, 22i20, i22-7+37d (-21)
* Tornado
* Balcony Break
* Combo from 1st CH
* Chip damage on block
ninaSS.1+2m22i19-8+3+37a
* Balcony Break
* Sidestep adds minimum 9f, effective startup i28
* Chip damage on block
ninaSS.1+2,1+2m, sm,sm22, 8,8i19, i30,i5-9+16a (+16)
* Balcony Break
* Weapon
* Only occurs on 1st hit hit or block
* Combos from 1st hit
* Jails from 1st hit
* 6 Chip damage on block
ninaqcf+1h21i14~16+1~+3+3~+5+47a (+37)
* 5 chip damage on block,
* bufferable
ninaqcf+2M25i16~17-8+32a (+17)
* Heat Engager
* Heat Dash +5, +42a (+27)
* Balcony Break
ninaqcf+3L17i19~28-20~-11+0c~+9c+21a
* High crush 10~49
ninaqcf+4m15i14-8+6s
Knee
ninaqcf+4,3m, h15, 23i14, i25-10+14a (+5)
* Balcony Break
* Combo from 1st hit with 4f delay
* Move can be delayed 3f
ninaqcf+4,3,1+2m, h, h,h,h15, 23, 6,6,6i14, ,i28 i5 i5-9+24a (-9)
* Balcony Break
* Weapon
* Combo from 1st hit
* Jail from 3rd attack
* Chip damage on block
* Powered up in heat
ninaqcf+2+3h![10;10]i24~38+36g~+50g
* High crush 1~37
ninaOTG.d+3+4L30i17~18-17-7d
Spike
ninaqcb+4M20i19~20-12+68a (+52)
* Tornado
ninahFC.1sl5i10-5+6
* Transition to Standing with f
* +6c on crouching hit
* High crush 1~
ninahFC.1,4sl, m5, 10i10, i16~17-11+0
Combo from 1st CH
ninahFC.2sl8i11-4+7
* +7c on crouching hit
* High crush 1~
ninahFC.3L10i16-17-6
* -6c on crouching hit
* High crush 1~
ninahFC.4l6i12-15-4
* -4c on crouching hit
* High crush 1~
nina1+3t35i12~14-6-2
* Throw break 1 or 2
* Opponent recovers FUFA
nina2+4t35i12~14+0+0d
* Throw break 1 or 2
* Side switch
* Nina recovers BT
nina2+4,2t25+0-5d
* Unbreakable
* Side switch
ninaABK.1t15-3+0d
*
Removes Recoverable Health
* Throw break 1
* Powered up input: ABK.3,1,1+2
ninaABK.1t15-3+0d
* Removes Recoverable Health
* Throw break 1
* Powered up input: ABK.3,1,1+2
ninaABK.2t15-3+3d
* Removes Recoverable Health
* Throw break 2
* Powered up input: ABK.2,1,3,4,1+2
ninaABK.2t15-3+3d
* Removes Recoverable Health
* Throw break 2
* Powered up input: ABK.1,2,3,4,1+2
ninaBHS.1t8-3+3d
* Throw break 1
* Powered up input: BHS.1,3,1
* Alternate input: BTR.1
ninaBHS.2t9,6-3+0d
* Throw break 2
* Powered up input: BHS.2,3,4,2
* Listed in previous games as Triple Slaps
ninaBHS.1+2t10,10-3+3d
* Removes Recoverable Health
* Throw break 1+2
* Can side switch on hit
* Powered up input: BHS.3,4,3,1+2
ninaBTR.1t13-3+4d
* Throw break 1
* Powered up input: BTR.1,3,1
ninaBTR.2t10-3+3d
* Throw break 2
* Powered up input: BTR.2,1,1+2
ninaBack throwt60+3d
* Removes Recoverable Health
* Unbreakable
* Can side switch on hit
ninaCHD.1t25+0d+3d
* Removes Recoverable Health
* Throw break 1
* Powered up input: CHD.3,4,1+2
ninaCHD.2t8+0d+7
* Throw break 2
* Powered up input: CHD.4,2,1+2
ninaHHD.1t20-9+3
* Removes Recoverable Health
* Throw break 1
* Powered up input: HHD.3,4,2+4
* Alternate name: Double Snap
ninaHHD.2t25-9+0d
* Removes Recoverable Health
* Throw break 2
* Powered up input: HHD.1,3,2+4,1+2
ninaLeft throwt40-3+1d
* Removes Recoverable Health
* Throw break 1
* Can side switch on hit
ninaNTM.1t15-3+3d
* Removes Recoverable Health
* Throw break 1
* Powered up input: NTM.1,1,2,1+2
ninaNTM.2t25-3+3d
* Removes Recoverable Health
* Throw break 2
* Powered up input: NTM.1,2,4,3,1+3
ninaRight throwt38-3+1d
Throw break 2
ninaSTB.2t30+0-6d
* Removes Recoverable Health
* Unbreakable
* Side switch
* Powered up input: STB.2,1,3
ninaTSS.1t15-3+0d
* Removes Recoverable Health
* Throw break 1
* Powered up input: TSS.1,1,2,1+2
ninaTSS.2t20+3d
* Removes Recoverable Health
* Throw break 2
* Powered up input: TSS.1,2,4,3,1+3
ninadf,df+1t43i12-6-2d
* Floor Break
* Throw break 1+2
ninadf+1+3t37i11-2+1d
Throw break 1
ninadf+2+4t37i11-2+1d
* Removes Recoverable Health
* Throw break 2
* Side switch on hit
ninaf+1+3t15i13-2+1d
* Throw break 1
* Alternate input: qcf+1+3
ninaf+2+4t15i13-2+0
* Throw break 2
* Alternate input: qcf+2+4
ninaqcb,B+1+3t15i12+6c
* Unbreakable
* qcb,B+2+4
ninauf+1+2t30,10i12+0+29a (-32)
ninauf+3+4t18i23-23a~-16a+9a (-1)
* Transitions to throw on front hit
* Throw break 2
* Low crush 3~
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
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 180F of remaining heat time
* Transition to SIT (cannot cancel)
* Low crush 9?
pandaH.2+3m50i15~16+9-3d
* Heat Smash
* Floor Break
* Balcony Break
* Alternate input: H.HBS.2+3
* Transition to +8 ROL with F on block only
* Transition to +13g HBS with D or 3+4 on block only
* 9 chip damage on block
* Floor breaks if 1st hit connects, or if 2nd hit connects on airborne opponent
* Balcony breaks if only 2nd hit connects on standing opponent
* Low crush
pandaR.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~
panda1h5i10+1+8
Recovers 2f faster on hit or block (t27 r17)
panda1,1h, m5, 8i10, i22~23-15-4c
* Combo from 1st hit CH with 2F delay
* Move can be delayed by 3F
panda1,1,1h, m, m5, 8, 14i10, ,i22~23-16+69a (+23)
* Tornado
* Combo from 2nd hit
* Combo from 1st CH
panda1,2h, h5, 25i10, i22~24-5+11 (+2)
* Balcony Break
* Jail from 1st hit
* Combo from 1st CH with 3F delay
* 10 chip damage on block
panda1+3+4sp
panda2h10i10-1+6
panda2,1h, m10, 11i10, i16-3+2
* Combo from 1st hit with 2F delay
* +2c on crouching hit
* Panda: Reduced vertical hitbox (does not hit as high)
panda2,1,2h, m, m10, 11, 22i10, ,i33~34-14+31a (+21)
panda2,1,3h, m, l10, 11, 13i10, ,i18-13-2
* Combo from 2nd CH
panda3h25i18-5+21a (+11)
* Balcony Break
panda4h20i14-6+5+30a
* Balcony Break on CH
panda1+2m25i13~14-13+18g
* Balcony Break
* Heat Engager
* Forces crouch on hit
panda3+4sp
* Alternate input: FDFA.3+4
* Can low parry in HBS with HBS.F
* Transition to HBS
* Transition to standing with input ub or u or uf
panda3+4sp
* Alternate input: FDFA.3+4
* Transition to HBS
* High crush 4~
pandaf+2h11i12-13+3
pandaf+2,1h, h11, 20i12, i20-5+36a (+10)
* Balcony Break
* Combo from 1st hit with 9F delay
* Move can be delayed by 13F
pandaf+3h30i20-5+21a (+11)
* Balcony Break
pandaf+4h22i15-6+5+30a
* Balcony Break on CH
pandaf+1+2m16i18-15+18a
pandaf+1+2,1+2m, M16, 20i18, i30~31-14+65a (+49)
* Tornado
* Combo from 1st hit
* Grounded hit on off-axis hit against large body size characters?
pandaf+3+4L20i28~30-23+6a
* Unparryable (bug?)
* High crush 6~
pandaf+3+4,1+2L, M20, 30 (24)i28~30, i50~i60-16-13a
* Shoulder
** Body slam (unparryable)
* 24 damage from 1st hit with grounded scaling
* High crush 0~
pandadf+1m6i15~16-6+2
pandadf+1,2m, m6, 9i15~16, i22~23-11-2
* Combo from 1st CH
pandadf+1,2,1+2m, m, M6, 9, 20i15~16, ,i25~26-14c+17d
* Combo from 2nd hit with 9F delay
* Combo from 1st CH
* Move can be delayed by 8F
* Input can be delayed by 10F
pandadf+2m10i15~16-9+2
pandadf+2,1m, m10, 12i15~16, i20~21-16+35a (+25)
* Combo from 1st hit with 4F delay
* Input can be delayed by 4F
* Move cannot be delayed
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
pandadf+4m15i12-4+7
pandad+1sl5i10-5+6
* Transition to Standing with f
* +6c on crouching hit
* High crush 4~
pandad+2sl8i11-4+7
* +7c on crouching hit
* High crush 4~
pandad+3L12i20-17-6
* -6c on crouching hit
* High crush 4~
pandad+4l10i16-15-4
* -4c on crouching hit
* High crush 4~
pandad+1+2M23i14~15-15+13d (+3)
* Balcony Break
* Shoulder
** Body slam (unparryable)
* 27 damage on clean hit
pandad+3+4sp
* Alternative input: db+3+4
* Transition to ROL with input SIT.F
* Transition to California Roll with input SIT.B
* Low crush 6~12
* Floating state 13~15
* High crush 16~67
pandad+3+4sp
* Transition to SIT
* Transition to ROL with input f
pandadb+1h11i14~15-10+4+9
pandadb+1,2h, M11, 20i14~15, i22~23-13+4+13c
* Spike
* Combo from 1st hit
* Hold 2 to power up, up to 2 charge levels
* Transition to HBS with input D or 3+4
pandadb+1,2*h, M11, 20i14~15, i33~34-12+13c+42a
* Spike
* 8 chip damage on block
* Heat skips to db+1,2** charge with i34~35 startup
* Transition to HBS with D or 3+4
pandadb+1,2**h, M11, 30i14~15, i47~48+3+42a
* Spike
* Reversal Break
* 12 chip damage on block
* Startup shortened during Heat: i34~35 startup (partially consumes Heat time)
* Transition to HBS with D or 3+4
pandadb+2L10i18-15-1
* Transition to HBS with D or 3+4 (-17/-3)
* High crush 6~51
pandadb+3l12i18-12+1
pandadb+4l20i21~22-23+6+74a (+58)
* Tornado
* High crush 6~
pandadb+1+2mm4,4i14~15-9+2~3
pandadb+1+2,1+2mm, mm4,4, 4,4i14~15, i15~16-110
* Combos from 1st hit
+10 CH but only on the last hit
pandadb+1+2,1+2,2mm, mm, m4,4, 4,4, 18i14~15, ,i20~21-15+22a (+12)
pandadb+2+3l30i32~34-12+39a
* Balcony Break
* Hold 2+3 to power up, up to 2 charge levels and deal more chip damage on block
pandadb+2+3*l40i45~47-12+39a
* Balcony Break
* chip damage on block
pandadb+2+3**l60i60~62-4+43a
* Balcony Break
* chip damage on block
pandab+1M24i22~23-13+13a
* Balcony Break
* Transition to -13 HBS with input D or 3+4
* 9 chip damage on block
* 12 chip damage on block after absorbing an attack in power crush state
* -3 on block after absorbing an attack in power crush state
* Power crush 7~21
pandab+2m12i15-9+2
pandab+2,1m, h12, 14i15, i23-3 / - 4 HBS / -14 ROL+8 / +7 HBS / -3 ROL
* Combos from 1st hit
* Transition to HBS with input D or 3+4
* Transition to ROL with input F
pandab+2,1,1+2m, h, m12, 14, 20i15, ,i26-11+15a (+6)
* Balcony Break
* Combos from 2nd hit CH
pandab+2,2m, m12, 15i15, i25-10+6
Combos from 1st hit CH
pandab+2,2,1m, m, m12, 15, 25i15, ,i35~39-15+25a (+15)
* Tornado
* Does not Tornado on wall hit
* Combos from 2nd hit CH
* Low crush
pandab+1+2h,m10,20i18~19 i12~13-8+13d / HE
* Balcony Break
* Floor Break
* Heat Engager
* Homing
* chip damage
* Transition to HBS with input D or 3+4 (does not shift when using Heat Dash)
pandab+1+4ub(m)25i60~62+16a/+21a HBS
* Transition to HBS with input D or 3+4
pandab+1+4,f,fsm40i55~i130-20~+55+42a~+117a
* Hold F to extend attack
* Recovers in FUFT on hit or block
* If attack is extended to where you roll past the opponent, recovers in FUFA
pandab+3+4m20i22~23-28+61a
* Alternate input: ws3+4
* Tornado
pandaub+1+2l25i31~32-17+12a
* Cancel into HBS with input D or 3+4
* Low crush
pandau+1+2m24i18~23-4 / -3 HBS+3 / +4 HBS
* Transition to HBS with input D or 3+4
* Low crush
pandau+3+4m21i34~39+14cg+20d
* Transition to SIT (cannot cancel)
* Low crush
pandauf+1m20i26~28-6+22a
* Alternate input: ub+1 or u+1
* chip damage on block
* Low crush
pandauf+2m20i28~30-6+30a+65a (+45)
* Balcony Break
* Homing
* Tailspin
* Alternate input: ub+2 or u+2
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
pandauf+4m20i29~30-6-10a (-20)
* Balcony Break
* Low crush
pandauf+4,3m, m20, 25i29~30, i20~21+7+21a (+14)
* Balcony Break
* Only connects on hit or block
* Recovers in FUFT
* Low crush
panda1+2+3+4
pandab,f+2h26i15~17-5+17a (+8)+62a (+42)
* Balcony Break
Tailspin
* Chip damage on block
pandad,df,f+2m15i17~18-8+3
pandad,df,f+2,1m, m15, 25i17~18, i27-10+33a (+7) / HE
* Balcony Break
* Heat Engager
pandad,df,f+2,2m, l15, 22i17~18, i33~34-18+40a
* Chip damage on block
pandaf,F+2m23i19~21-19+45a (+35)
pandaf,F+1+2m30i37~38+8 HBS / +5 ROL52a HBS / +49a ROL
* Chip damage
* Transition to HBS (cannot cancel into standing)
* Transition to ROL with input F
pandaf,f,F+3m30i22~23+6+13a (+3)
* Balcony Break
* Chip damage on block
pandaf,f,F+1+2m30i20~24+3+35d (-23)
* Balcony Break
* Heat Engager
* Chip damage
* Transition to HBS with input D or 3+4 (does not shift when using Heat Dash)
* Low crush
* 21F
pandaws1m13i13~15-11+2+7
pandaws1,2m, m13, 20i13~15, i18~19-13+6 (+20g)+18
* Hold 2 to power up, up to 2 charge levels
* Transition to HBS with input D or 3+4
* Tornado
* Wall Crush +20g on hit
* Wallsplat on CH
pandaws1,2*m, m13, 28i13~15, i35-12+18c+33a (-2)
* Heat skips to Level 2 charge
* Transition to HBS with input D or 3+4
* Balcony Break
* Tornado
pandaws1,2**m, m13, 38i13~15, i44+3+27a (-9)
* Transition to HBS with input D or 3+4
* Balcony Break
* Tornado
* chip damage on block
* Cannot absorb with power crush
* Heat reduces charge length (consumes partial Heat time)
pandaws2m20i15~16-12+29a (+19)
pandaws3m21i18~20-9+17 (+8)
* Balcony Break
* Homing
pandaws4m20i11~12-6+5
pandaSS.1+2m23i22~23-3+6c
* 9 chip damage
* Transition to +12 +3 HBS with D
pandaFC.1l12i19~21-8+2
pandaFC.1+2spN/A / i26~i31 Heat+1~+6 / -6~-1 HBS+7~+12 / 0~+5 HBS
* Transition to ROL
* Becomes Special Mid attack during Heat (partially uses remaining Heat time)
pandaFDFA.1+2l10i14~16-12+6+6
* Transition to HBS
* Move is airborne, requires strong parry
pandaFUFA.1+2m15i17~19-2 (-2)+6 (+6)+6 (+6)
* Transition to HBS (Cannot cancel)
pandaFUFT.d+1+2m21i30+17+37a+37a
* Transition to SIT (Cannot cancel)
pandaHBS.1m10i12~13-13+2+12
pandaHBS.1,2m, m10, 20i12~13, i24~25-13+4+13c
*Hold 2 to power up, up to 2 charge levels
pandaHBS.1,2*m, m10, 20i12~13, i33~34-12+13c+49a
* chip damage on block
* Heat skips to Level 2 charge
pandaHBS.1,2**m, m10, 30i12~13, i44~45+3+49a
* chip damage on block
* Cannot absorb with power crush
* Heat reduces charge length (consumes partial Heat time)
pandaHBS.2L16i21~24-15+21g
* Transition to HBS
* High crush 1~
pandaHBS.3sp
* Transition to FUFA
* Alternative input: HBS.4 (HBS.3 is into background, HBS.4 is into foreground)
pandaHBS.1+2m24i19~22-15+79a
* Tornado
pandaHBS.3+4M21i20~24-14+9a (-1)
* Heat Engager
* Heat Dash +43d (+35)
* Balcony Break
* Panda: Decreased attack range and height hitbox (does not hit as deep)
* Power crush 7~19
pandaHBS.b,bsp
* Alternate input: SIT.B
* Transition to HBS with input D or 3+4
pandaHBS.b+1+2l16i26~29-25c+14a
* Transition to HBS with input D or 3+4
pandaHBS.b+1+2,1+2l, l16, 33i26~29, i22~24-29c+8a / -3a (-10)
* Balcony Break
* Less frame advantage occurs after Combo from last hit
pandaHBS.df+1m23i25~27-7+20a (+11)
* Homing
* Balcony Break
* Strong Aerial Tailspin
* 9 chip damage
pandaHBS.df+2m20i15~16-17+35a (+25)
* Tornado
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)
pandaHBS.d+3+4sp
* Transition to FDFA
pandaHBS.f,fspN/A / i26~i31 Heat+1~+6 / -6~-1 HBS+7~+12 / 0~+5 HBS
* Transition to ROL
* Becomes Special Mid attack during Heat (partially uses remaining Heat time)
pandaHBS.f+3+4
* Alternate input: HBS.b+3+4
* Transition to SIT
pandaOTG.d+1+4l,ub(l)16 (11),48 (33)i55~110,i25~38N/A8 (0) / +14
* Cancel into BT with input OTG.d+1+4,3+4
* More frame advantage when hitting standing opponent
pandaROL.1h31i15~16+4+35d (+27)
* Balcony Break
* Tornado
* Power up during Heat (partially uses remaining Heat time)
pandaROL.2m21i17~19-17+28a (+18)
pandaROL.3l20i18~26-18+33a
Recovers in FUFT
pandaROL.4m20i26~30+7+26a
Recovers in FUFT
pandaROL.1+2sm22i10~40-30+45a
* Recovers in FUFT on hit
* Recovers in off axis FUFT on block
pandaSIT.1l15i21~22-12+4+9
pandaSIT.1,1l, l15, 13i21~22, i25~26-12+6
Combo from 1st CH
pandaSIT.2m18i19~21-12+73a (+57)
* Tornado
pandaSIT.3+4m20i25-12 / -10 ROL-4a / -2a ROL
* Transition to ROL with input F
pandaSIT.fspN/A / i26~i31 Heat+1~+6 / -6~-1 HBS+7~+12 / 0~+5 HBS
* Alternative input: FC.3+4 or FDFA.f
* Transition to ROL
* Transition to HBS with input ROL.D or ROL.3+4
* Becomes special mid attack during Heat (partially uses remaining Heat time)
panda1+3th(h)35i12~14-3+1
* Throw break: 1 or 2
* Opponent status on hit: FUFT
panda2+4th(h)35i12~14-6+1
* Throw break: 1 or 2
* Opponent status on hit: FUFT
* Side switch on hit
pandaBack throwth(h)70i12~14+1
* Throw break: none
* Opponent status on hit: FUFA
pandaH.db+1+3t10i15+12
* Alternate input: H.db+2+4
* Unbreakable
* Uses 300F of remaining heat time
pandaHBS.f+1+2th(h)30i26~27+1
* Removes Recoverable Health
* Spike
* Throw break: none
* Opponent status on hit: FUFA
pandaLeft throwth(h)50i12~14-3+1
* Throw break: 1
* Spike
* Opponent status on hit: FUFT
pandaRight throwth(h)40i12~14-3+1
* Throw break: 2
* Opponent status on hit: FUFT off axis
pandaf,df,d,db,b,f+1+2th(h)50i110+5
* Throw break: 1+2
* Opponent status on hit: FUFA
* Side switch on hit
pandauf+1+2th(h)35i12~140+26d (+7)
* Throw break: 1+2
* Balcony Break
* Opponent status on hit: FUFT
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
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~
paulH.1+2m35i28-9+30d (-6) FDFA
* Balcony Break
* Reversal Break
* Consumes Heat unless canceled
* Chip damage (10)
* Move can be delayed 11f (i39)
* Charge begins on frame 1
* Requires 1~27f charge
* Delayed startup from 17~27f charge
* Cancel to t27~35 r1 CS from 17~35f with f
** Sidestep u can be buffered 2f after cancel
** CS attacks can be buffered from 26f
** Decaying 13f delay on CS attacks
*** Decays to 0 delay 24f after cancel
* Cancel to t41~49 r12 SWA from 17~35f with b
** Sidestep u can be buffered from 27f
** SWA attacks can be buffered from 26f
* H.1+2* from 28~55f charge
* Burning Fist at 56f charge
paulH.1+2*m40i46+13g+30d (-6) FDFA
* Balcony Break
* Reversal Break
* Consumes Heat unless canceled
* Chip damage (16)
* Move can be delayed 21f (i67)
* Charge begins on frame 1
* Requires 28~55f charge
* Delayed startup from 35~55f charge
* Cancel to t27~35 r1 CS from 17~35f with f
** Sidestep u can be buffered 2f after cancel
** CS attacks can be buffered from 26f
** Decaying 13f delay on CS attacks
*** Decays to 0 delay 24f after cancel
* Cancel to t41~49 r12 SWA from 17~35f with b
** Sidestep u can be buffered from 27f
** SWA attacks can be buffered from 26f
* H.1+2 from 1~27f charge
* Burning Fist at 56f charge
paulH.1+2**m!50i71+30d (-6) FDFA
* Balcony Break
* Reversal Break
* Consumes Heat
* Charge begins on frame 1
* Requires 56f charge
* H.1+2 from 1~27f charge
* H.1+2* from 28~55f charge
paulH.qcf+2m51i13~14-13+26a (-10) FDFA
* Heat Dash +5, +36a (+26)
* Balcony Break
* Reversal Break
* Consumes Heat
* Chip damage (11)
* Clean Hit range 2.3
* Heat Dash disables Clean Hit
* 34 damage without Clean Hit
paulH.f+1+2*m30i29~30+5c+55a
* Balcony Break
* Consumes Heat
* Chip damage (13)
* Requires 24f charge
* f+1+2 from 0~23f charge
paulH.2+3L,m,t9,23,25i18,i21,i38-14+3d
* Heat Smash
* Balcony Break
* Fully consumes Heat
* Chip damage (8)
* Transition to throw on 1st hit only
* 40 damage with throw transition
* 53 damage on 2nd + 3rd hit
* t134 r49 on block
* t124 on whiff
paulR.df+1+2m,t55+i20-18+0d
* Rage Art
* Removes Recoverable Health
* Reversal Break
* Damage increases with lower health, maximum 82
* Restores recoverable health on hit
* Transition to attack throw on hit
* Consumes Rage
* 114f cinematic freeze on frame 8
* t193 r56 on block
* t134 on whiff
* Power crush 8~
paul1h5i10+1+8
Recovers 2f faster on hit or block (t27 r17)
paul1,2h, h5, 12i10, i10-3+8
* Move can be delayed 3f
* Input can be delayed 3f
* Combo from 1st hit with 3f delay
* Jail from 1st hit with 3f delay
paul1,2,3h, h, m5, 12, 7i10, ,i16~17-25-14
* Combo from 1st hit
* Jail from 1st hit
* Cancel to 10 strings
paul1,4h, L5, 8i10, i23-11c+1
* Combo from 1st CH
* High crush 14~
paul2h8i10+0+6
paul2,3h, h8, 14i10, i19-2+8
* Knee
* Combo from 1st hit
paul3m14i15~16-7+4
paul3,2m, h14, 17i15~16, i23-3+7+50a
* Move can be delayed 4f
* Input can be delayed 6f
* Combo from 1st hit with 6f delay
* Transition to t60 r19 SWA +4 +14g +57a at 43f with b
paul3,2~bm, h14, 17i15~16, ,+4+14g+57a
* Sidestep u can be buffered from 45f
* SWA attacks can be buffered from 54f
* Transition to cs1~ r9 -13 +4 +47a DPD from 61f with df
paul4h17i12-7+7+32d
* Balcony Break (CH only)
paul1+2m30i28-10+20d (+10)
* Balcony Break
* H.1+2 with Heat
* Move can be delayed 11f (i39)
* Charge begins on frame 1
* Requires 1~27f charge
* Delayed startup from 17~27f charge
* Cancel to t27 r1 CS from 17~35f with f
** Cancel can be delayed 8f
** Sidestep u can be buffered 2f after cancel
** CS attacks can be buffered from 26f
** Decaying 13f delay on CS attacks
*** Decays to 0 delay 24f after cancel
* Cancel to t41 r12 SWA from 17~35f with b
* Cancel can be delayed 8f
** Sidestep u can be buffered from 27f
** SWA attacks can be buffered from 26f
* 1+2* from 28~55f charge
* Burning Fist at 56f charge
paul1+2*m35i46+3+20d (+10)
* Balcony Break
* H.1+2* with Heat
* Chip damage (10)
* Move can be delayed 21f (i67)
* Charge begins on frame 1
* Requires 28~55f charge
* Delayed startup from 35~55f charge
* Cancel to t27 r1 CS from 17~35f with f
** Cancel can be delayed 8f
** Sidestep u can be buffered 2f after cancel
** CS attacks can be buffered from 26f
** Decaying 13f delay on CS attacks
*** Decays to 0 delay 24f after cancel
* Cancel to t41 r12 SWA from 17~35f with b
** Cancel can be delayed 8f
** Sidestep u can be buffered from 27f
** SWA attacks can be buffered from 26f
* 1+2 from 1~27f charge
* Burning Fist at 56f charge
paul1+2**m!40i71+20d (+10)
* Balcony Break
* H.1+2** with Heat
* Charge begins on frame 1
* Requires 56f charge
* 1+2 from 1~27f charge
* 1+2* from 28~55f charge
paulf+2h,t12,22i13-5+9
* Heat Engager +9
* Heat Dash +5, +62a (+42)
* Transition to throw on front hit
* Transition to +7 DPD on hit with DF
* +32a without throw transition
paulf+3h11i16~17-9+2
* Homing
paulf+3,1h, m11, 21i16~17, i17-10+12d (+3)
* Homing
* Balcony Break
* Elbow
* Combo from 1st hit
paulf+4m24i22-5+6
* Heat Engager
* Heat Dash +5, +62a (+42)
* Homing
* Low crush 9~22
paulf+1+2m22i20~21+3c+8c+35d (+27)
* Balcony Break (CH only)
* Chip damage (4)
* Move can be delayed 9f (i29~30)
* Delayed startup from 5~23f charge
* f+1+2* at 24f charge
* H.f+1+2* at 24f charge
* Transition to 0, +5c DPD with DF
paulf+1+2*m26i29~30+7c+20d FDFA+55a
* Balcony Break
* H.f+1+2* with Heat
* Chip damage (10)
* Requires 24f charge
* f+1+2 from 0~23f charge
* Transition to +4c, +17d DPD with DF
paulf+1+4m25i21~23-14+41d (-17)
* Balcony Break
* Shoulder
* Sharp leftward movement on startup
paulf+3+4sp
* Transitions to CS
pauldf+1m11i14-2+4
* Transition to r15 SWA +3 +9 from 2~14f, 16f with b
pauldf+1,1m, h11, 9i14, i20~21-5+5+8
* Combo from 1st hit with 4f delay
* Move can be delayed 10f
* Input can be delayed 10f
pauldf+1,1,2m, h, m11, 9, 22i14, ,i22~23-9+32a (+24)
* Balcony Break
* Combo from 2nd CH
pauldf+1~bm11i14, +3+9
* Sidestep u can be buffered from 16f
* SWA attacks can be buffered from 24f
* Transition to cs1~ r9 -1 -12 DPD from 32f with df
pauldf+2m13i15~16-8+33a (+23)
* High evasion
* +4s on crouching normal hit
pauldf+3m14i16-9+2
pauldf+3,4m, m14, 17i16, i21~22-10+6+59a
* Move can be delayed 14f
* Input can be delayed 14f
* Combo from 1st hit with 10f delay
pauldf+4m17i17~18-2+8+14
* Knee
pauldf+3+4sp
* Transitions to DPD
pauld+1m16i14~15-9+2+3c
* Spike
* Transition to r27 FC with d
pauld+1,2m, m16, 26i14~15, i29-17+20d (+10)
* Balcony Break
* H.d+1,2 with Heat
* Move can be delayed 14f (i43)
* Charge begins on frame 16
* Requires 0~26f charge
* Delayed startup from 1~26f charge
* Combo from 1st CH with 0~6f charge
* d+1,2* at 27f charge
pauld+1,2*m, m16, 39i14~15, i43+9+20d (+10)
* Balcony Break
* H.d+1,2* with Heat
* Chip damage (11)
* Charge begins on frame 16
* Requires 27f charge
* d+1,2 from 0~26f charge
pauld+1,4m, L16, 15i14~15, i19-31c-17+14a FUFA
* Move can be delayed 5f
* Input can be delayed 5f
* Combo from 1st CH with 5f delay
pauld+1,4,2m, L, m16, 15, 21i14~15, ,i21-14+3d (-6)+35a (-12)
* Balcony Break
* Elbow
* Combo from 2nd CH +11d (+4)
paulH.d+1,2m, m16, 32i14~15, i29-13+29d (-7) FDFA
* Balcony Break
* Reversal Break
* Consumes Heat
* Move can be delayed 14f (i43)
* Charge begins on frame 16
* Requires 0~26f charge
* Delayed startup from 1~26f charge
* Combo from 1st CH with 0~6f charge
* H.d+1,2* at 27f charge
paulH.d+1,2*m, m16, 45i14~15, i43+12+30d (-6) FDFA
* Balcony Break
* Guard Break
* Reversal Break
* Consumes Heat
* Chip damage (13)
* Charge begins on frame 16
* Requires 27f charge
* H.d+1,2 from 0~26f charge
pauld+2sl8i11-4+7
* cs1~ from 6f d/db/df input hold
* OTG.d+2 when opponent is downed
* High crush
pauld+4L9i15-31c+14a FUFA+14a
* Clean Hit range 1.59
* 8 damage, -17 on hit without Clean Hit
* Stagger state on block
pauld+4,2L, m9, 23i15, i21-18-9
* Elbow
* Move can be delayed 3f
* Input can be delayed 4f
* Combo from 1st CL with 3f delay +5d (-2)
* Combo from 1st CH with 3f delay +5d (-2)
pauld+4,2,1+2L, m, m9, 23, 26i15, ,i26~27-17+3d (-6)+35a (-12)
* Balcony Break
* Move can be delayed 4f
* Input can be delayed 4f
* Combo from 1st CL with 4f delay +13d (+6)
* Combo from 1st CH with 4f delay +13d (+6)
* Combo from 2nd hit with 4f delay +13d (+6)
* Perfect input window 21~22f after 2 input
pauld+4,2:1+2L, m, m9, 23, 30i15, ,i26~27-17+3d (-6)+35a (-12)
* Balcony Break
* Move can be delayed 1f
* Input can be delayed 1f
* Combo from 1st CL with 1f delay +13d (+6)
* Combo from 1st CH with 1f delay +13d (+6)
* Combo from 2nd hit with 1f delay +13d (+6)
* Perfect input window 21~22f after 2 input
* Perfect input increases damage, wall carry
pauld+1+2m28i12~13-18+16d (+11)+24d (+16)
* Balcony Break
* Shoulder
pauldb+1sl5i10-5+6
* Transition to r24 standing with f
* High crush
pauldb+2M21i19~20-11+14d (-3) FDFA+28a (+18)
* Tornado
* Balcony Break
pauldb+3L12i15~i17-18c-4
* -4c on crouching hit
* High crush
pauldb+4L6i12-15c-4
* High crush
pauldb+1+2M21i20~21-14+30a (+22)
* Shoulder
* Chip damage (11) if attack is absorbed
* Power crush 7~19
paulb+1h10i12~13-9+2
paulb+1,2h, m10, 21i12~13, i20~21-14+16d (-1) FDFA
* Tornado
* Balcony Break
* Move can be delayed 5f
* Input can be delayed 5f
* Combo from 1st hit with 5f delay
paulb+1+325+1d FUFA
* Parry
* Parry state 5~12
paulb+2m22i18-5c+4c
* Spike
paulb+2,1m, m22, 22i18, i36-120c+16d
* Move can be delayed 20f (i56)
* Charge begins on frame 18
* Requires 0~41f charge
* Delayed startup from 22~41f charge
* Combo from 1st CH with 0~23f charge
* b+2,1* / H.b+2,1* at 42f charge
paulb+2,1*m, M22, 27i18, i60~61+8+20d+56a
* Balcony Break
* H.b+2,1* with Heat
* Chip damage (7)
* Charge begins on frame 18
* Requires 42f charge
* b+2,1 from 0~41f charge
paulH.b+2,1*m, m22, 35i18, i60~61+12+56a
* Balcony Break
* Guard Break
* Consumes Heat
* Chip damage (13)
* Charge begins on frame 18
* Requires 42f charge
* b+2,1 from 0~41f charge
paulb+3h16i14~15-6+31a (+25)
* Knee
paulb+4L14i20~21-12c+4+17g
paulb+1+2h28i24-9+21d (+16)
* Balcony Break
* Chip damage (11) if attack is absorbed
* Power crush 7~23
paulb+3+4sp
* Transitions to SW
paulub+2m22i18-5+14d
* Balcony Break
* +21d (+14) on airborne opponent
* Can be charged to power up
paulub+2*m30i27+1+17a
* Homing
* Balcony Break
* 9 chip damage
pauluf+1h26i28~31-6+24a (+14)
* Balcony Break
* Elbow
* High Evasion
* .73 backward movement over first 14f
pauluf+2h26i22~23+5+17d FDFA
* Heat Engager
* Heat Dash +5, +67a (+50)
* Balcony Break
* Chip damage (6)
* Transition to +2, +14d DPD with DF
* Low crush 9~24
pauluf+3m15i15~16-16+25a (+15)
* Low crush 8~29
* Floating state 30~32
pauluf+3,4m, m15, 10i15~16, i13~14-13+32a (+22)
* Combo from 1st hit +28a (+21)
* Low crush 8~29
* Floating state 30~32
pauluf+4m13i15~17-13+33a (+23)
* Low crush 8~29
* Floating state 30~32
paul1+2+3+4
pauld,db,b
* Cannot be buffered
* Moves backward up to 1.04
* Less movement against distant opponent
* cs1~10 against distant opponent
* Less movement from attack transition
* No crouching state from attack transition
* High evasion from attack transition
* Transition to r9 DPD from 2f with df
* Minimum 3f needed to enter (one for each directional)
* High crush 1~14
<Showing 4401-4800 of 6206 moves>