mokujin

mokujin

Edit
CharCommandHit levelDamageStartupBlockHitCounter hitNotes
armor-kingd+3+4l15i17-16c-2+0
* High crush 6~
armor-kingd+3+4,1l, h15, 12i17, i20~21-9+15g+27d
* Balcony Break
* Combo from 1st CH
armor-kingd+3+4,3l, m15, 16i17, i23~24-15+15a(-2)
* Balcony Break
* Tornado
* Combo from 1st CH
* Opponent recovers FDFA
armor-kingdb+2m12i14-11+0
armor-kingdb+2,3m, m12, 24i14, i26~27-12+11a(+2)
* Balcony Break
* Combo from 1st hit
armor-kingdb+2,4m, h12, 20i14, i20~21-5+7
* Balcony Break on airborne hit
* Combo from 1st hit
armor-kingdb+2,4,2m, h, m12, 20, 24i14, ,i30~31-12+32a (+6)
* Balcony Break
* Combo from 2nd CH with 5F delay
* Move can be delayed by 4F
* Input can be delayed by 5F
armor-kingH.db+2,1m, m12, 25i14, i26~27+3+17a (+8)
* Balcony Break
* Combo from 1st hit
* Interrupt with i5 from 1st block
* Partially uses remaining Heat time
armor-kingdb+3L26i22~24-26+6+74a (+58)
* Homing
* High crush 6~51
armor-kingdb+4L20i29~31-17d-3d+27a
* Opponent recovers FDFA
* Armor King recovers in crouch on hit and FDFT on block
* High crush 6~14
* Low crush 16~
armor-kingb+1h12i12~13-7+5
armor-kingb+1,2h, m12, 20i12~13, i20~21-12+8+11
* Combo from 1st hit with 12F delay
* Transition to r30 BAD with F (-12/+8/+11)
* Move can be delayed by 10F
* Input can be delayed by 12F
armor-kingb+1+325+0d
* Reverses High or Mid punches only
* Opponent recovers FUFA when parrying a left punch
* Opponent recovers FDFL when parrying a right punch
* Has a followup on whiff only
* Parry state 5~12
armor-kingb+1+3,2m17i17-9+3+27a
* On CH transition to True Dark Smash
armor-kingb+2m10i13-11+0c
armor-kingb+2,1m, m10, 8i13, i18-12-1
* Combo from 1st hit
armor-kingb+2,1,2m, m, h10, 8, 20i13, ,i25~26-7+19a (+10)
* Balcony Break
* Combo from 1st or 2nd CH with 5F delay
* Move can be delayed by 20F
armor-kingb+3h17i16~18-12+66a (+50)
* Balcony Break
* Tornado
armor-kingb+4m15i15~18-9+2
armor-kingb+4,1+2m, t15, 20i15~18, +0d
* Throw only comes out on front hit
* Input 1+2 during frames 2-18 of b+4
armor-kingb+1+2m0i16~17+0+4+15
armor-kingb+3+4m22i20~21-9+12a (+3)
* Homing
* Balcony Break
armor-kingub+1h21i24~25+5+39d (+31)
* Balcony Break
* Homing
* 5 chip damage on block
* Powered up in during Heat
armor-kingub+1+2m20i30~31-14+33d (+25)
* Balcony Break
armor-kingub+1+2*m24i50~52+0+29a
* Tornado
* 7 chip damage on block
* Opponent recovers FUFA
* Powered up during Heat
armor-kingu+1+2m25i35~36+2c+22a
* Low crush
armor-kingu+1+2*m!45i67!+11a
* Low crush
armor-kinguf+1m20i23~24+4+11g+58a
* Balcony Break
* 6 chip damage on block
armor-kinguf+2m7i15~16-12-1
armor-kinguf+2,1m, m7, 10i15~16, i26~26-13+45a (+37)
* Floor Break
* Elbow
* Combos from 1st hit
armor-kinguf+3m17i19~21-8+5+35a (+25)
Knee
* Low crush
armor-kinguf+4m13i15~17-13+33a (+23)
* Low crush
armor-kinguf+3+4m23i32~38-7d+22a (+9)
* Low crush
armor-king(2 steps or more) wr4l20i20~24-21+0d+30a
* Low crush
armor-kingb,B+2+3!50i63~66!+52a
* Cancel with D
* Low crush
armor-kingf,F+2m20i16~17-6+6+44a
armor-kingf,F+3h23i17~19+2+15a (+6)
* Balcony Break
* Homing
* 6 chip damage on block
armor-kingf,F+4m25i14-8+13c
* Heat Engager
* Heat Dash +36a (+26)
* Balcony Break
* Forces tech backroll wakeup on hit
** Opponent recovers crouching
armor-kingf,F+3+4h35i23~24-10+10c
* Balcony Break
* Forces tech backroll wakeup on hit
** Opponent recovers crouching
* 10 chip damage on block
* Low crush 14~
armor-kingf,f,n,2L20i19-13+5+10
* Transition to BAD on hit with F (+8/+13)
* High crush 8~37
armor-kingf,n,d,DF+3h!30i35~37+19a (+10)
*
Balcony Break
*Hold B to cancel at frame 19 into r23 standing
armor-kingf,n,d,DF+4m22i16~18-9+28a (+20)
* Balcony Break
* Tornado
* Knee
* Low crush 11~27
armor-kingf,n,d,df
* Cannot be buffered
* Stance moves can be buffered out of heat dash
* Recovers in FC at frame 20
* Cancel to SS with u
* Cancel to standing block with b
armor-kingf,n,d,df+1h20i15~16+5+16a
* 6 chip damage on block
* Opponent left FDFA on hit
armor-kingf,n,d,df+2h20i11~12 (i14+)-10+36a (+26)
* Can also be performed with f,n,df#2 (i13+)
* t39? r27? on hit
armor-kingf,n,d,df+1+2h![5]i35~38+23g
*On hit, gives a special stun that makes throws unbreakable for the stun duration
*Comes out faster in heat
*Cannot K.O
armor-kinguf,n,4m20i23~25-13+32a (+22)
* Low crush
armor-kingf,f,F+3m30i23~25+6+22c
* Balcony Break
* 9 chip damage on block
* Forces tech backroll on hit
* Low crush
armor-kingf,f,F+3+4m40i28~34+17g+6c
* Balcony Break
* Forces tech backroll on hit
* Low crush
armor-kingws1m16i15~16-12+31a (+21)
Elbow
armor-kingws2m17i12-9+3+27a
* On CH transition to True Dark Smash
armor-kingws3m12i13~14-6+6
Knee
armor-kingws3,1m, m12, 24i13~14, i24~25-13+28a (+2)
* Heat Engager
* Heat Dash +43d (+35)
* Balcony Break
* Combo from 1st hit with 5F delay
armor-kingws4m20i11~12-6+5
armor-kingSS.2l17i19~20-12+3+6c
* High crush
armor-kingSS.4m22i19~20-8+13a+58a
armor-kingFC.1sl5i10-5+6
* High crush 4~
armor-kingFC.2sl8i11-4+7
* High crush
armor-kingFC.3l12i18-16-2
* High crush
armor-kingFC.4sl6i14-15-4
* High crush
armor-kingFC.df+2m23i24~25+1+52a
* 6 chip damage on block
armor-king(Back to wall).b,b,UBh!,t40i40~45+0d
* Floor Break
* Transition to attack throw on hit
* Opponent recovers FUFR?
* is9?~24?
* Floating state 25?~34?
* Low crush 35?~39?
* Floating state 40?~47?
armor-kingBAD.1h13i11+1+8
armor-kingBAD.1,2h, m13, 24i11, i24~25-12+18a (+13)
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Combo from 1st hit with 6F delay
* Interrupt from 1st block with i5
* Input can be delayed by 6F
* Move can be delayed by 1F
armor-kingBAD.1,4h, h13, 22i11, i22~23+4~+5+11g~+12g
* Combo from 1st hit with 6F delay
* Interrupt from 1st block with i3
* Input can be delayed by 6F
* Move can be delayed by 1F
* Recovers in BT
armor-kingBAD.2m12i15~16-7+4
armor-kingBAD.2,3m, h12, 24i15~16, i22~23-7+18g
* Balcony Break
* Tornado
* Combo from 1st hit with 8F delay
* Interrupt with i6 from 1st block
* Input can be delayed by 9F
* Move can be delayed by 5F
* Forces crouching on hit
armor-kingBAD.2,4m, m,t12, 15,20i15~16, i18~19-12+0d
* Combo from 1st hit with 9F delay
* Interrupt with i2 from 1st block
* Input can be delayed by 9F
* Move can be delayed by 5F
* Transitions to attack throw on front hit only
* Opponent left FUFT
armor-kingBAD.3m20i20~21-13+11a(+2)+26d
* Balcony Break
* Has good right sidestep tracking
* Power up if an attack is absorbed
** Reversal Break
** 8 chip damage on block
** -9 on block
* Power crush 7~19
armor-kingH.BAD.3,2m,M15,25i34~36+5+1a
* Balcony Break
* Jail from 1st block
* Opponent left FDFA
* Partially uses remaining Heat time
* 11 chip damage on block after absorbing an attack in power crush state
armor-kingBAD.4L23i17~18-13+3c+26a
armor-kingBAD.1+2m22i26~27+5+12c+40a
* Head
* 6 chip damage on block
armor-kingBAD.db+1+2m,t18,15i14~17-18c+0d
* Transition into hit grab on grounded, airborne, and backturn hit
* AK is left FDFA on whiff/block
* Opponent is left FUFT on hit
* Low crush 14~34
armor-kingBT.1h15i8-3+8
armor-kingBT.2h15i8-3+8
armor-kingBT.3m20i13~14-14+49a
* Tornado
* Unparryable by traditional kick parries (bug?)
armor-kingBT.4m20i18-10+11a (+2)
* Balcony Break
armor-kingBT.1+4m!20i41~47!+0d
* Armor King recovers FDFR on close hit, and FUFT on far hit or whiff
* Low crush
armor-kingCH.ws2,2m,m20,22 (15) / 25 (17)i12, i11~12+1+35a(+28)
* Power up with input f,d,df+2
armor-kingFUFT.b+3+4m25i16~28-25+4a(-6)
Balcony Break
* Faster than normal spring kick and knocks down.
armor-kingOTG.d+4L18i19~21-16-5d (-13)
* -5 on hit when opponent is standing
armor-kingOTG.d+4,4L, L18, 8i19~21, i18~21-16-8d
* Floor Break
* Combos from 1st hit on grounded opponent
* -5 on hit when opponent is standing
armor-kingOTG.d+4,4,4L, L, L18, 8, 6i19~21, ,i18~21-16-8d
* Floor Break
* Combos from 1st hit on grounded opponent
* -5 on hit when opponent is standing
armor-kingOTG.d+4,4,3+4L, L, SM18, 8, 20i19~21, ,i30~32-17+0d
* Combos from 1st hit on grounded opponent
* +5 on hit when opponent is standing
* Low crush 13~32
armor-king(Back Throw)th(h)60i12~14!-4d
* Unbreakable throw
* Opponent left FUFA
armor-king(Left Side Throw)th(h)40i12~14-3+0d
* Balcony Break
* Throw break 1
* Opponent left FDFA
armor-king(Right Side Throw)th(h)i12~14-3+0d
* Throw break 2
* Opponent left FDFA
armor-king1+3th(h)35i12~14-6+0
* Homing
* Throw break 1 or 2
* Opponent left FUFA
armor-king2+4th(h)35i12~14-3+0d
* Homing
* Throw break 1 or 2
* Opponent left FUFA
armor-king2+4,d+1+2th(h)35, 38i12~14, -10d
* Floor Break
* Unbreakable throw extension
* Opponent left FUFA
armor-kingAIR.BAD.2+4t(a)45i14!+0d
* Cannot throw break
* Partially restores remaining Heat time.
* Opponent recovers in FDFA.
armor-kingAIR.f,f,F+2+4t(a)50(55)i10!+0d
* Floor Break
* Cannot throw break.
* Input n,f,F+2+4 within 6 frames after dash startup (f,n,f) to execute "blue spark" (+5 damage).
* Partially restores remaining Heat time.
* Opponent recovers in FUFT.
armor-kingAIR.f,hcf+1t(a)40(45)i10!+0d
* Floor Break
* Cannot throw break.
* Input all 6 directions of throw, press df for 1-3F, at most 1F of f followed by f+1 for blue spark (+5 damage).
* AIR.BAD1+3: i14 startup. Cannot execute blue spark variant
* Partially restores remaining Heat time.
* Opponent recovers in FDFA.
* Side switch
armor-kingBM,2,1,2,1t5,5,5,15+0-6d
* Could be any 1/2 combination (e.g. 1,1,1,1 / 1,2,2,1)
* Throw break the 1st/4th hit by input the opposite to King's 1st/4th button.
* Opponent recovers FDFT
armor-kingDMD.1t20 (25)-3+0d
* 1 break
* Power up with input 2+4,1+2
* 40/45 total damage
* Opponent recovers FDFA
* Side switch on hit or break
armor-kingDMD.2t10 (15)-3-3d
* 2 break
* Power up with input 3+4,1+2
* 30/35 total damage
* Opponent recovers FDFR?
* Side switch on break
armor-kingDMD.2,1t, t10 (15), 15 (20)+4-3d
* 1 break
* Power up with input 1,1,1+2
* 45/55 total damage
* Opponent recovers FDFR?
* AK recovers FUFA on break
* Side switch on break
armor-kingDMD.2,2t, t10 (15), 20 (25)+4-3d
* 2 break
* Power up with input 3,4,1+2
* 50/60 total damage
* Opponent recovers FDFL?
* AK recovers FUFA on break
* Side switch on break
armor-kingDMD.1+2t10 (15)+0-3d
* 1+2 break
* Power up with input 2,1,1+2
* 30/35 total damage
* Opponent recovers FDFA
* Side switch on break
armor-kingDMD.1+2,1t, t10 (15), 20 (25)+4-3d
* 1 break
* Power up with input 4,3,4,1+2
* 50/60 total damage
* Opponent recovers FDFL?
* AK recovers FUFA on break
* Side switch on break
armor-kingDMD.1+2,2t, t10 (15), 25 (30)+4-3d
* 2 break
* Power up with input 2,1,1,1+2
* 55/65 total damage
* Opponent recovers FDFR?
* AK recovers FUFA on break
* Side switch on break
armor-kingFC.1+2t(s)0i26-5+3d
* 1+2 throw break (except from behind).
* Catches standing and crouching opponent from all directions.
armor-kingFDFA.db+1+3th(g)40i18~20+0+8d
* Throw break 1
* Opponent recovers FUFT
armor-kingFDFL.db+1+3+1+3th(g)0i18~20+8-10d
* 1 or 2 throw break, depending on Armor King's input.
* Transitions to Back Mount (BM), which has the Ultimate Punch followup
* Opponent recovers in FDFT.
armor-kingFDFT.db+1+3th(g)35i18~20+0+0d
* Throw break 1
* Opponent recovers FUFT
armor-kingFUFA.db+1+3th(g)35i18~20+035
* Balcony Break
* Throw break 1
* Opponent recovers FDFT
armor-kingFUFL.db+1+3b+1+3th(g)0i18~20+0+25d
* 1 or 2 throw break, depending on Armor King's input.
* Opponent recovers in FDFL/FDFR.
armor-kingFUFT.db+1+3th(g)30i18~20+0+20d
* Balcony Break
* Throw break 1
* Side swap
* Opponent recovers FDFT
armor-kingOTG.db+2+4th(g)0i18~20+0+12
* Throw break 2
* Opponent recovers standing (+12)
* Opponent can be FUFT,FUFA,FDFT,FDFA
* If opponent was FUFA or FDFA, opponent recovers BT (+9)
armor-kingUT,2,1,2,1t5,5,5,15+0+0d
* Could be any 1/2 combination (e.g. 1,1,1,1 / 1,2,2,1)
* Throw break the 1st/4th hit by input the opposite to King's 1st/4th button.
armor-kingUT,1+2t25-9+1d
* 1+2 throw break.
* Can also input at 3rd hit of Ultimate Punch.
* Opponent recovers in FUFR.
armor-kingWALL.1+3t(w)65i10!+0d
* Homing
* Cannot throw break.
* Opponent recovers in FUFT.
armor-kingdb,n,f+2+4th(h)53i11-2-3d
* Floor Break
* Throw break 2
* Opponent left FUFA
armor-kingdb+1+2th(h)40i12-6+2d
* Throw break 1+2
* Opponent left FUFA
* Armor King recovers FUFA
armor-kingdf+2+3th(h)40i12-3+0d
* Floor Break
* Throw break 2
* Opponent left FUFT
armor-kingd+1+3th(m)35i12~13!+0d
* Floor Break
* Unbreakable
* Opponent recovers FUFA
armor-kingd+2+4th(m)35i12~13!+0d
* Heat Engager
* Unable to Heat Dash
* Partially restores remaining Heat Time
* Unbreakable
* Opponent recovers FUFA
armor-kingf,f,F+2+4th(h)40 (45)i10-5+10d
* Balcony Break
* Throw break 1+2
* Input n,f,F+2+4 within 6 frames after dash startup (f,n,f) to execute "blue spark" (+5 damage).
* i13 startup for Bluespark throw with buffered input
* Opponent left FUFT
* Armor King recovers FUFT
* becomes Homing in heat
* Partially restores remaining Heat Time
armor-kingf,hcf+1th(h)40(45)/70,5i10-7-20d (-50)
* Throw break 1
* Perform tech ukemi to reduce 5 damage.
* Side switch
* 70 damage on wall splat regardless of input.
* Input all directions, df for 1-3F, f for 0-1F, and f+1 to execute bluespark.
* f,b,d,f are required inputs for normal throw
* i11 startup for Bluespark throw with buffered input
* 18F throw break window on Bluespark
* 7F throw break window on CH Bluespark
* BAD.1+3: i14 startup. Cannot execute blue spark variant
* Partially restores remaining Heat time.
* Opponent recovers in FDFT.
armor-kingf,n,d,df+1+3t20i12-3+0
* 1 or 2 break depending on Armor King's input
** 1 for CD1+3/1+4, 2 for CD2+4/2+3
* Transition to DMD
* Opponent recovers FDFT
* Side switch on hit or break
armor-kingqcb+1+2th(h)40(45)i11-3+0d
* Balcony Break
* Opponent takes 5 additional damage when they hit the ground
* Opponent takes 4 additional damage when they hit a wall
* Throw break 1+2
* Opponent left FUFA
* becomes Homing in heat
* Partially restores remaining Heat Time
armor-kinguf+1+2th(h)40i12-6+0d
* Floor Break
* Throw break 1+2
* Opponent left FUFA
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
asuka2+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
asukaH.2+3m,t12,11,27i16+10g-6
* Heat Smash
* Floor Break
* 7 chip damage on block
* Transition to attack throw on hit
* +15a if only the last hit connects
* +11d (-24) if only the last two hits connect
* 2nd hit damage 11 > 18 if 1st hit whiffs
* 3rd hit damage 27 > 30 if 1st hit whiffs
* Hit level becomes m,m,m on block/whiff
* Low crush 5~
asukaR.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~
asuka1h5i10-2+9
asuka1,1h, m5, 15i10, i24-7+4
* Combo from 1st CH with 3f delay
* Links to f+1 extensions
* Interrupt with i4 from 1st block
asuka1,1,3h, m, m5, 15, 17i10, ,i21~22-5+6+14c
* Combo from 2nd CH with 9f delay
* Input can be delayed 10f
asuka1,2h, m5, 9i10, i22~23-8+6
* Combo from 1st hit
* Combo from 1st CH with 3f delay
asuka1,2,3h, m, m5, 9, 24i10, ,i31~33-2+29a (+20)
* Balcony Break
* Strong Aerial Tailspin
* Chip damage on block
* Cancel to r18 with B
* Interrupt with i15 from 2nd block
* Last input can be held to power up
asuka1,2,3*h, m, m5, 9, 26i10, ,i52~53+6+28a (+19)
* Balcony Break
* Strong Aerial Tailspin
* Chip damage on block
* Cancel to r15 with B
* Interrupt with i36 from 2nd block
asuka1,2,4h, m, m5, 9, 18i10, ,i18~19-12+18a (-1)
* Balcony Break
* Combo from 1st CH
* Combo from 2nd CH with 1f delay
asuka1,3h, l5, 10i10, i21-11+0
* Combo from 1st hit with 2f delay
* Combo from 1st CH with 3f delay
asuka2h9i12-7+2
asuka2,1h, h9, 10i12, i18~19-6+6
* Elbow
* Jail from 1st attack with 1f delay
asuka2,1,2h, h, m9, 10, 16i12, ,i26~27-10+16a (-1)
* Tornado
* Balcony Break
* Combo from 2nd CH with 1f delay
* Interrupt with i8 from 2nd block
asuka2,1,d+1+2h, h, m9, 10, 23i12, ,i28~30-9+3c+38a
* Spike
* Combo from 2nd CH with 1f delay
* Cancel to r20 with B
* Cancel to FC with D
* Interrupt with i10 from 2nd block
asuka2,3h, m9, 20i12, i22~23-17+11a (-6)
* Balcony Break
* Combo from 1st hit with 1f delay
* Balcony
* Break
* Low crush 18~41
* Floating state 42~44
asuka3m17i14-7+9
asuka3,1m, m17, 17i14, i18~19-11+8+35a (+27)
* Combo from 1st hit with 14f delay
* Input can be delayed 14f
* Move can be delayed 10f
* Balcony break on CH
asuka4h18i11-9+7+32a
Balcony break on CH
asuka1+2m21i16-9+27a
asuka1+4sl,h5,8i14 i17-3-3+4
* Jail from 1st attack
asuka1+4,2sl,h, h5,8, 10i14 i17, i19-2+9
* Combo from 2nd CH
asuka1+4,2,4sl,h, h, m5,8, 10, 26i14 i17, ,i24-9+4+17a (+8)
* Combo from 3rd CH
* Balcony break on CH
asuka1+4,2,d+4sl,h, h, L5,8, 10, 15i14 i17, ,i24~25-23+27d
* Combo from 3rd CH
* High crush 10~38
asuka1+4,3sl,h, m5,8, 25i14 i17, i31~33-2+29a (+20)
* Balcony Break
* Strong Aerial Tailspin
* Chip on block
* Cancel to r18 with B
* Interrupt with i18 from 2nd block
* Last input can be held to power up
* Link to attack from Spinning Heel Drop (f+3)
asuka3+4m,M10,21i23~24 i6~8-6+25a
* Spike
* Cancel to FC with D
* r44 on grounded hit
* Low crush 5~33
* Floating state 34~36
asukaf+1m17i20-7+4
asukaf+1,3m, m17, 17i20, i21~22-5+6+14c
* Combo from 1st CH with 9f delay
* Input can be delayed 10f
asukaf+1,4m, L17, 26i20, i25~27-26+24a
* Homing
* Combo from 1st CH
* Input can be delayed 15f
* Interrupt with i11 from 1st block
* Cancel to FC -24 -13 r43? with DB
* High crush 6~
asukaf+2M20i17~18-18+33a (+23)
* Cancel to r11 FC with D
* Gain NWG on hit with 1
* hit advantage becomes +26a (+16) on NWG gain
asukaf+3m24i31~i33-2~+0+29a (+20)
* Balcony Break
* Chip damage on block
* Cancel to r33 with B
asukaf+3*m26i52~i53+6~+7+28a (+19)
* Balcony Break
* Chip damage on block
* Cancel to r55? with B
asukaf+3**m!28i70~71+28a (+19)+28a (+19)
* Balcony Break
* Cancel to r58? with B
asukaf+4h21i19~21+3+28a
* Homing
* Balcony break on CH
asukaf+1+2h26i15~16-9+19a (+9)
* Balcony Break
* +0 frame advantage and 10 chip damage on block after absorbing an attack in power crush state
* Power crush 7~14
asukaf+2+3h21i23~24+0+25a
* Balcony Break
* Sabaki, parries high or mid punches
* +51a on a successful parry
* Parry state 4~15
asukaf+3+4M27i29~30-1+18a (+9)
* Balcony Break
* Chip damage on block
* Gain NWG on hit
* -2a (-11) on hit after NWG gain
asukadf+1m10i13~14-3+8
asukadf+1,2m, h,t10, 13,25i13~14, i22-3+0d
* Floor Break
* Combo from 1st CH with 2f delay
* Combo from 1st hit when off-axis to the left or right
* Input can be delayed 7f
* +18a on off-axis hit, +16a on BT hit
* Transition to attack throw on standing front hit
* Won't transition to throw if opponent is too far (Jack-8 range 3.3~), gives +13 on hit instead
asukadf+1,4m, m10, 22i13~14, i23~24-12+22a (+17)+59a
* Balcony Break
* Combo from 1st CH with 1f delay
* Input can be delayed 7f
asukadf+2m14i15~16-6+35a (+25)
+5s on crouch hit
asukadf+3M23i20~21-8+12a
Balcony Break
asukadf+4m16i12-9+2
asukadf+3+4L22i28~30-26+70a (+54)
* Homing
* Alternate input: 3~4
* Cancel to r47? FC with DB
* High crush 6~
asukad+2m20i18-4c+19a
* Heat Engager
* Heat Dash +5, +67a (+50)
* Spike
* Balcony Break
* Gain NWG on Heat activation
asukad+1+2L20i20-18+11a
Spike
* High crush 10~39
asukad+3+4l,h5,20i14 i9~12-8+30a (+20)
* Combo from 1st CH
* -25 if 1st hit is blocked
* Low crush 5~42
* Floating state 43~45
asukadb+1m13i14-10+6
* High crush 6~13
asukadb+1,2m, h13, 20i14, i26~27-9+22a (+13)
* Heat Engager
* Heat Dash +5, +34a (+27)
* Balcony Break
* Combo from 1st hit with 8f delay
* Gain NWG on Heat activation
asukadb+1,4m, m13, 25i14, i28~29-15+16a (+9)
* Tornado
* Combo from 1st hit
* Low crush 29~46
* Floating state 47~49
asukadb+2m22i20~21-11+32a (+22)
Tornado
* High crush 3~17
asukadb+3L17i20-12+4c+14g
asukadb+4L14i22~24-11+0+3
Transition to r22 FC with D
* High crush 6~41
asukadb+4,3L, h14, 21i22~24, i17-3+39a (+29)
Combo from 1st CH with 1f delay
asukadb+4,4L, L14, 15i22~24, i31~33-7+4+35a
Transition to r22 FC with D
* High crush 1~49
asukadb+4,4,4L, L, L14, 15, 16i22~24, ,i31~33-7+4+35a
Transition to r22 FC with D
* High crush 1~49
asukadb+4,1+4L, sl,h14, 5,8i22~24, i22 i17--3+9
* Jail from 2nd attack
* Links to 1+4 string extensions
* -19 if entire string is ducked
asukadb+1+2m,m10,20i42 i3+10g+18a (+9)
* Balcony Break
* Sabaki, parries lows except weapons
** +62a on successful parry
* Parry state 8~20
asukab+1L17i29~30-10+6+0d
* Transition to attack throw on CH, +22 damage
* Cancel to r14 FC with D
* High crush 6~
asukab+1+325
* Opponent recovers FUFT
* Reverses high or mid attacks
* Parry state 5~12
asukab+1+3*25
* Opponent recovers FUFT
* Reverses high or mid attacks
* Parry state 5~54
asukab+2m12i15-4c+1c
asukab+2,1m, m12, 14i15, i28-7+4
* Combo from 1st CH
* Links to f+1 extensions
asukab+2,4m, L12, 14i15, i33~35-11+0+3
* Links to db+4 extensions
* Transition to r22 FC with D
* High crush 15~
asukab+2,1+2m, h12, 7i15, i21-9+2
* Elbow
* Jail from 1st attack with 5f delay
* Combo from 1st CH with 9f delay
* Input can be delayed 12F
* Cancel to r15 FC with D
asukab+2,1+2,4m, h, m12, 7, 20i15, ,i23~24-13+18a (+9)
* Balcony Break
* Combo from 1st CH
* Combo from 2nd CH
asukab+3m15i16~17-19+22a (+12)
* Low crush 10~37
* Floating state 38~40
asukab+3,2m, M15, 20i16~17, i17~18-20+33a (+23)
* Cancel to r11 with D
* Gain NWG on hit with 1
* Interrupt with i23 on 1st block
asukab+3,4m, L15, 14i16~17, i20~22-11+0+3
* Links to db+4 extensions
* Transition to r22 FC with D
* High crush 1~
asukab+4m17i15~16-7+8+56a
Knee
asukab+4,2m, m17, 12i15~16, i18~19-12+4c
* Spike
* Knee
* Input can be delayed 14f
asukab+4,2,3m, m, M17, 12, 21i15~16, ,i20~23-16+15a (-2)
* Balcony Break
* Combo from 2nd hit with 6f delay
* Move can be delayed 3f
* Gain NWG on hit with 1
asukab+1+4h,L15,8i12 i17~18-8+5+7
Combo from 1st hit
asukab+1+4,3h,L, L15,8, 18i12 i17~18, i32~33-13-2+16a
Combo from 2nd CH
asukab+1+4,4h,L, m15,8, 23i12 i17~18, i25~26-14+5b
* Combo from 2nd CH
* Balcony break on airborne hit
asukab+2+3m23i24~25-9+6
* Kick Sabaki, +59a on successful parry
* Balcony break on airborne hit
* Parry state 4~15
asukau+1+2m20i31~32-13~-12+19a
* Spike
* Chip damage when guarded
* Power up when using NWG or in Heat
* Low crush 9~31
asukauf+1h12i13-9+3
* Good sidestep left tracking
asukauf+1,2h, m12, 19i13, i26~27-11+13g
* Balcony Break
* Strong Aerial Tailspin
* Combo from 1st hit
* Cancel to -3 -15 FC with D
asukauf+2h,t20,25i14-1+0d
* Floor Break
* Balcony break on airborne hit
* +12a on off-axis hit, +10a on BT hit
* Transition to attack throw on standing front hit
* Won't transition to throw if opponent is too far (Jack-8 range 2.7~), gives +7 on hit instead
asukauf+3m17i20~21-3+8+33a
* Low crush 11~27
* Floating state 28~30
asukauf+4m25i20~21-13+31a (+21)
* Low crush 9~30
* Floating state 31~33
asuka1+2+3+4
* Transition to Ultimate Tackle throw with 1+2
* Cannot block for 5 seconds
* CH state for 5 seconds
asuka1+2+3+4,1+2m,t0,0i16-6+3
* Throw break 1+2
* Works on standing or crouching opponent
* Tackle is reversed on the player on break
* Opponent recovers FUFT on hit
asukaf,F+1m30i23+5+14c
* Spike
* Recovers in r55 on hit or on block
* Chip damage on block
asukaf,F+2m16i15~16-9+2
* Elbow
* Transition to -9 +2 FC with D
asukaf,F+2,1m, h16, 21i15~16, i21~22-5+19c
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
* Elbow
* Combo from 1st hit with 6f delay
* Combo from 1st CH with 10f delay
* Input can be delayed 12f
* Move can be delayed 10f
* Gain Naniwa Gusto on Heat activation
* Forces tech backroll on hit
asukaf,F+2,3m, M16, 22i15~16, i27~28-7+15a
* Balcony Break
* Combo from 1st CH with 4f delay
* Input can be delayed 12f
* Move can be delayed 10f
asukaf,F+2,3*m, m16, 26i15~16, i38~39+7+39a
* 10 chip damage on block
asukaf,F+2,1+2m, m16, 25i15~16, i25~26-13+23a (+13)
* Balcony Break
* Combo from 1st hit
* Combo from 1st CH with 6f delay
* Input can be delayed 12f
* Move can be delayed 10f
* Gain Naniwa Gusto on hit, advantage becomes +0a (-10)
asukaf,F+3m23i20~21-9+11g+35a
* Homing
* Balcony Break
asukaf,F+4h23i20~21-3+66a (+46)
* Strong Aerial Tailspin
* Balcony Break
* Low crush 6~21
* Floating state 22~24
asukaf,F+1+2M20i19~20-6+29a (+14)+68a (+52)
* Tornado
* Chip damage when on block
* Grounded hit can be inconsistent sometimes
asukaf,f,F+3m32i24~28+3~+7+16a (+7)+48a (+1)
* Balcony Break
* Chip damage on block
* Low crush 3~30
* Floating state 31~33
asukaf,f,F+1+2h27i17~18+4+32a (+6)+67a (+51)
* Tornado
* Homing
* Balcony Break
* Chip damage on block
* Unparryable by traditional punch parries (running attack)
asukaws1m12i14~15-7+4
asukaws1,4m, h12, 20i14~15, i20-4+37a (+29)
* Balcony Break
* Combo from 1st hit with 7f delay
* Move can be delayed 6f
asukaws2m18i13~14-8+8
Elbow
asukaws2,1m, h18, 10i13~14, i22-2+9
* Combo from 1st hit with 3f delay
* Continues into 10 strings
asukaws2,1,1m, h, m18, 10, 8i13~14, ,-23-12
asukaws2,1,1m, h, m18, 10, 8i13~14, ,-23-12
asukaws2,1,1,1m, h, m, h18, 10, 8, 8i13~14, ,-25-14
asukaws2,1,1,1m, h, m, h18, 10, 8, 8i13~14, ,-25-14
asukaws2,1,1,1,2m, h, m, h, m18, 10, 8, 8, 6i13~14, ,-11+0
asukaws2,1,1,1,2m, h, m, h, m18, 10, 8, 8, 6i13~14, ,-11+0
asukaws2,1,1,1,2,1m, h, m, h, m, sm18, 10, 8, 8, 6, 5i13~14, ,-10+1
asukaws2,1,1,1,2,1,4m, h, m, h, m, sm, m18, 10, 8, 8, 6, 5, 7i13~14, ,-16-6
asukaws2,1,1,1,2,1,4,3m, h, m, h, m, sm, m, l18, 10, 8, 8, 6, 5, 7, 7i13~14, ,-25-9
asukaws2,1,1,1,2,1,4,3,3+4m, h, m, h, m, sm, m, l, m,m18, 10, 8, 8, 6, 5, 7, 7, 25,25i13~14, ,-11KND
asukaws2,1,1,1,2,1+4m, h, m, h, m, sll,h18, 10, 8, 8, 6, 7,5i13~14, ,-33-7
asukaws2,1,1,1,2,1+4,1m, h, m, h, m, sll,h, h18, 10, 8, 8, 6, 7,5, 6i13~14, ,-10-43
asukaws2,1,1,1,2,1+4,1,3+4m, h, m, h, m, sll,h, h, l,m18, 10, 8, 8, 6, 7,5, 6, 5,24i13~14, ,-43LNC
asukaws2,1,1,3m, h, m, m18, 10, 8, 10i13~14, ,i21+11a (+1)
* Balcony Break
asukaws2,1+2m, t18, 12i13~14, i24~25-5+17
* Combo from 1st hit with 3f delay
* Move can be delayed 2f
* Links to Destabilizer (f+1+3_f+2+4) extensions on hit
* +9 on BT hit
asukaws3m20i18~19-16+35a (+25)
Tornado
* Floating state 18~40
asukaws4m15i11~12-3+8
Can hit grounded while up-close and off-axis
asukaws1+2m20i21-2+13g +25w+14 +63a
* Wall Crush +25g on hit
* Elbow
* Cancel to r18 FC with D
asukaSS.2m23i13~14-13+13a (+4)
* Heat Engager
* Heat Dash +5, +36a (+26)
* Gain NWG on Heat activation
* Balcony break on airborne hit
asukaSS.4h18i17~21-6~-2+7~+11+30a
asukaFC.3+4m,m10,10i21~22 i9~10-6+5c
Transition to r22 FC with D
* Low crush 5~19
* Floating state 20~22
asukaFC.df+2L10i16~17-11+0+25g
* Only i17 or faster guaranteed on CH
* High crush 1~
asukaFC.df+3m20i17-9+34a (+26)
Balcony Break
asukaFC.df+3*m30i26+8+37a
* 12 chip damage on block
asuka(Back to wall).b,b,UBm21i39~41+4c~+6c+22a
* Floating state 5~13
* Low crush 14~33
* Floating state 34~36
asukaDST.2m20i19-3+8a
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
* Elbow
* Gain NWG on Heat Activation
* Chip damage on block
asukaDST.4l19i19-14+11a
asukaNWG.f,F+1+2M24i19~20+2+67a (+51)
* Tornado
* Chip damage on block
* Consumes NWG
* During Heat, remaining Heat is consumed
* Grounded hit can be inconsistent sometimes
* Unparryable with traditional punch parries (bug?)
asukaNWG.f,f,F+1+2h30i17~18+11g+66a (+50)
* Tornado
* Homing
* Balcony Break
* Wall Crush +18g~19g on block
* Chip damage on block
* Consumes NWG
* During Heat, remaining Heat is consumed
* Unparryable by traditional punch parries (running attack)
asukaNWG.f+2,1+2m,m10, 15i17, i31-8+67a (+51a)
* Tornado
* Consumes NWG
* 4 chip damage on block
* Combos from 1st hit
* Jail from 1st block
asukaNWG.uf+1,2h,mi26~27+0+19a (+10)
* Balcony Break
* Strong Aerial Tailspin
* Combo from 1st hit
* Unparryable by traditional punch parries (bug?)
* Cancel to -3 -15 FC with D
asukaNWG.u+1+2M33i31~32+8~+9+44a
* Spike
* 13 chip damage on block
* Consumes Naniwa Gusto
* During Heat, remaining Heat is consumed
* Low crush 9~31
asukaTackle.2,1,2,15,5,5,10+3c+0d
* Unbreakable unless reversed
* only 1st and 4th hits can be blocked
* 1 to defend left side (against right punch)
* 2 to defend right side (against left punch)
* 1, 2 or 1+2 to defend tackle from behind
* Does not consume CH state on hit
asukahFC.1sl5i10-5+6
* Transition to Standing with f
* +6c on crouching hit
* High crush 1~
asukahFC.2sl8i11-4+7
* High crush 1~
asukahFC.3L10i16-17-6
* High crush 1~
asukahFC.4l6i12-15-4
* High crush 1~
asuka1+3t35i12~14-2+0d
* Homing
* Floor Break
* Throw break 1 or 2
asuka2+4t35i12~14-2+0d
* Homing
* Throw break 1 or 2
* Side switch on hit
* Opponent recovers FDFA on hit
asukaBack throwt50+7d
* Unbreakable
* Side switch on hit
* Opponent recovers FDFA on hit
asukaFC.db+1+2t15,15,15i14-6+56a (+28)
* Throw break 1+2
* Side switch on hit
* 2nd damage on landing
* 3rd damage without tech roll
asukaLeft throwt40-3-3d
* Throw break 1
* Opponent recovers FDFT on hit
asukaRight throwt40-3+0d
* Throw break 2
* Side switch on hit
* Opponent recovers FUFA on hit
asukadf+2+3t40i12-6-6d
* Floor Break
* Throw break 2
* Opponent recovers off-axis FUFT on hit
* Can side switch on hit
asukaf+1+3t0i19~20+17
asukauf+1+2t40i12-3+0d
* Throw break 1+2
* Opponent recovers FUFA on hit
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
azucena2+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
azucenaH.LIB.1,2,F+7+54a (+34)
* Strong Aerial Tailspin
* 70% scaling on combo
* Chip damage on block
* Floating state 15~33
azucenaH.LIB.P (High)m25i17~18-8+32a
* Restores 120F of remaining heat time on successful parry
* Restores 5 recoverable health on successful parry
* Opponent recovers FUFA
* is1~17
azucenaH.LIB.P (Low)m20i16~18-9+58a (+42)
* Tornado
* Restores 120F of remaining heat time on successful parry
* Restores 5 recoverable health on successful parry
* is1
* Floating state 2~48
azucenaH.LIB.d+3+4M27i16~18+4~+6+58a (+42)
* Tornado
* Uses heat gauge
* * Transition to FC with D
* Floating state 2~48
azucenaH.b+1,1,2,F+7+54a (+34)
* Strong Aerial Tailspin
* 70% scaling on combo
* Chip damage on block
* Floating state 15~33
azucenaH.b+2,F+7+54a (+34)
* Strong Aerial Tailspin
* Homing
* 70% scaling on combo
* 7 Chip damage on block
* Low crush 15~30
* Floating state 31~33
azucenaH.f+3+4
* Parries all high or low attacks
* Consumes 120F of remaining Heat time
* Cancel to r20 with DB
* High crush 4~20
* Parry state 17~
azucenaH.2+3m,m,t15,9,29i15~16+6+0a
* Heat Smash
* Reversal Break
* Balcony Break
* 7 chip damage on block
* Transition to attack throw on hit
* Enter LIB +6 automatically on block/whiff
* +15a if only the last hit connects
* +30a (+20) if only the last two hits connect
* 2nd hit damage 9 > 15 if 1st hit whiffs
* 3rd hit damage 29 > 30 if 1st hit whiffs
* Hit level becomes m,h,m on block/whiff
* Spike on the last hit if the first two whiff
* Low crush 18~57
* Floating state 58~60
azucenaH.2+3+4h!0i45+35a
azucenaR.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~
azucena1h5i10+1+8
Recovers 2f faster on hit or block (t27 r17)
azucena1,1h, m5, 15i10, i24~25-10+8+18a
* Combo from 1st hit with 1f delay
* Transition to LIB on standing hit only
* Move can be delayed 8f
azucena1,2h, h5, 23i10, i20~21-14+8
* Balcony Break
* Combo from 1st hit with 4f delay
* Can transition to BT with B
azucena1+3+4
azucena1+3+4*
* Regenerates heat
* Heat meter won't disappear, even if it fully depletes
azucena2h9i10+0+9
azucena2,1h, m9, 11i10, i17~18-7+3
* Combo from 1st hit with 4f delay
* Jail from 1st attack with 2f delay
azucena2,1,2h, m, h9, 11, 21i10, ,i24~25-5+20a (+3)
* Tornado
* Balcony Break
* Combo from 2nd CH with 5f delay
* Move can be delayed 10f
azucena3m13i14-7+4
azucena3,2m, m13, 20i14, i23~24-12+23g+33d (+25)
* Combo from 1st hit with 7f delay
* Move can be delayed 10f
azucena3,2~Fm13i14, -18-7
Listed parry state is at earliest cancel
* Parry state 36~
* on
* whiff
* Parry state 17~
* on
* block
* Parry state 6~
* on
* hit
azucena3,3m, h13, 23i14, i24~25-1+17a
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Combo from 1st hit with 6f delay
azucena4h15i12~13-8+3+8
azucena4,1h, h15, 14i12~13, i21~22-2+4+6~+7
* Combo from 1st hit
* Unparryable by traditional punch parries (bug?)
azucena4,3h, M15, 20i12~13, i26~27-11+37a
* Balcony Break
* Combo from 1st CH with 8f delay
* Move can be delayed 12f
azucena1+2h17i15-8+13g+56a
Balcony Break
* High crush 8~15
azucena2+3+4h!0i45-1
azucenaf+2h14i17~18-10+1
azucenaf+2,1h, m14, 17i17~18, i22~23-10+5
* Combo from 1st hit with 7f delay
* Move can be delayed 8f
azucenaf+2,1,4h, m, m14, 17, 23i17~18, ,i24~25-14+19a (+9)
* Balcony Break
* Combo from 2nd CH with 10f delay
* Low crush 18~38
* Floating state 39~41
azucenaf+3m15i18-4+5
azucenaf+3,2m, h15, 20i18, i22~23-4+22a
* Balcony Break
* Combo from 1st hit with 8f delay
azucenaf+3,4m, m15, 21i18, i24~25-11+8+52a
* Combo from 1st hit with 6f delay
* Input can be delayed for 8f
* Move can be delayed for 7f
azucenaf+4m16i17~18-8+1
Homing
azucenaf+4,4m, h16, 21i17~18, i24~25-7+19a (+10)
* Heat Engager
* Heat Dash +5, +62a (+42)
* Balcony Break
* Combo from 1st hit
* Cancel 2nd hit into BT -19 -10 r20 with B
* Low crush 15~23
* Floating state 24~26
azucenaf+4,4~2m, h16, 23i17~18, i23~24+1+52a
* 6 chip damage on block
* 9 chip damage on block during heat
* Interrupt with i21 from 1st block
azucenaf+4,4~3m, m16, 24i17~18, i21~22-9~-8+15a (+6)+70a (+54)
* Balcony Break
* Tornado on CH
* Interrupt with i19 from 1st block
* Low crush 1~6
* Floating state 7~9
azucenaf+1+2h25i16~17-9+15d
* Balcony Break
* +0 frame advantage and 10 chip damage on block after absorbing an attack in power crush state
* Power crush 7~15
azucenaf+3+4
* Completely evades all high/low attacks
* Cancel to r20 with DB
* Parry state 18~
azucenaf+3+4*
* Regenerates heat
* Heat meter won't disappear, even if it fully depletes
* Parry state 1~
azucenadf+1m11i13~14-3+8
azucenadf+1,4m, h11, 13i13~14, i17~18-7+4
* Jail from 1st attack with 1f delay
* Enter BT -5 +6 r23 with B
azucenadf+1,4,1m, h, h11, 13, 20i13~14, ,i22~23-5+44d (-14)+56a
* Balcony Break
* Combo from 2nd CH with 7f delay
* Move can be delayed 8f delay
* Enter LIB -17 -6 r20 with F
azucenadf+1,4,1~2m, h, M11, 13, 23i13~14, ,i18~19-10+23d
Spike
azucenadf+2m12i15~16-13+28a (+18)
Launches crouching opponent
azucenadf+3m17i17~18-5+5+59a
Knee
azucenadf+4m15i16~17-7+2
azucenadf+4,1m, h15, 23i16~17, i23~24-5+20a (+3)
* Tornado
* Balcony Break
* Combo from 1st hit with 6f delay
* Move can be delayed 10f
azucenad+1m20i20~21+4+7c+44a
* Spike
* Elbow
azucenad+2m15i17~18-9+5
azucenad+2,3m, h15, 20i17~18, i24~25+1+16g
* Strong Aerial Tailspin
* Balcony Break
* Combo from 1st hit with 7f delay
azucenad+3L10i15-14-3
azucenad+3,3L, m10, 14i15, i23-13+1
* Combo from 1st CH with 7f delay
* Move can be delayed 10f
azucenad+3,3,4L, m, m10, 14, 21i15, ,i25~26-14+15a (-2)
* Tornado
* Balcony Break
* Combo from 2nd CH with 10f delay
azucenad+4L13i15~16-13-2
azucenad+4,1L, h13, 5i15~16, i27~28-1+3
* Combo from 1st CH with 2f delay
* Move can be delayed 10f
* Cancel to LIB -20 -9 r18 with F
azucenad+4,1~2L, m13, 20i15~16, i17~18-8+20a (+11)+59a
* Strong Aerial Tailspin
* Balcony Break
azucenad+1+2l[21;21]i25~26-4+0d
* Transition to throw on front standing hit only
* 18 damage to Azucena when hitting crouching opponent (block)
* Damage on hit and block is recoverable health
* Cannot KO Azucena when blocked
* r41 FC on whiff
* High crush 8~
* Floating state 25~
azucenadb+1sl5i10-5+6
Can recover standing with F
* High crush 4~
azucenadb+2sl8i11-4+7
* High crush 4~
azucenadb+3L14i16~17-7+4
azucenadb+3,4L, h14, 20i16~17, i24~25-13+66a (+50)
* Tornado
* Balcony Break
* Jails from first hit
* Combo from 1st CH
azucenadb+4L13i19-14-3+12g
* High crush 6~20
azucenadb+1+2M23i20~21-21+33a (+23)
Steel pedal
* High crush 6~21
azucenadb+3+4m30i26~30-16~-12+15a (+5)
* Balcony Break
* Backswing blow
* Low crush 20~35
* Floating state 36~38
azucenab+1h10i14~15-3+3
azucenab+1,1h, h10, 14i14~15, i23-8+3
* Combo from 1st CH hit with 6f delay
* Only jails on block with 1f delay
* 4 chip damage on block
* 5 chip damage on block during heat
azucenab+1,1,2h, h, h10, 14, 20i14~15, ,i24~25-5+17a (+8)
* Balcony Break
* Combo from 1st CH
* Combo from 2nd CH with 6f delay
* Input can be delayed 9f
* Move can be delayed 7f
* 6 chip damage on block
* 7 chip damage on block during heat
* Cancel to BT -21 -10 r18 with B
azucenab+2h21i18~19+2+22a (+13)
* Balcony Break
* Homing
* 6 chip damage on block
* 7 chip damage on block during heat
azucenab+3m21i19+2c+8c
* Heat Engager
* Heat Dash +5, +67a (+50)
* Spike
* 6 chip damage on block
* 7 chip damage on block during heat
azucenab+4m10i15~16-9+2
Knee
azucenab+4,3m, m10, 10i15~16, i23~24-10+4
* Knee
* Combo from 1st hit with 6f delay
azucenab+4,3,4m, m, m10, 10, 16i15~16, ,i23~24-10-2
* Knee
* Combo from 2nd CH with 10f delay
azucenab+4,3,4,3m, m, m, h10, 10, 16, 23i15~16, ,i27~28-7+39d (-19)
* Balcony Break
* Combo from 2nd CH with 6f delay
* Combo from 3rd hit with 2f delay
* Move can be delayed 6f
azucenab+3+4
* Low crush 6~19
* Floating state 20~22
azucenab+3+4*
Regenerates heat
azucenauf+1h18i18~19-9+7 +15w
* Wall Crush +15g on hit
* Balcony break on airborne hit
* Punch Sabaki, parries high or mid punches
* Parry state 3~10
azucenauf+1,Ph, t18, 25i18~19, -4d
Opponent recovers FUFA
azucenauf+2h20i17~18-5+14c
* Strong Aerial Tailspin
* Guaranteed 14f or faster follow-up mid on hit
* 70% scaling on combo
* Sidesteps to the right
azucenauf+3h20i21~22-16a+36a
* Low crush 10~30
* Floating state 31~65
azucenauf+3,4h, m20, 17i21~22, i20~21-14+15a (+6)+55a
* Strong Aerial Tailspin
* Balcony Break
* Combo from 1st hit with 11f delay
azucenauf+4M22i24~26-8+21a
* Spike
*20 damage when u+4 or ub+4 input is used
* Low crush 9~26
azucenauf+3+4m,M10,18i21~22 i10~12+4~+6+8c
* Spike
* Enter BT with B
* 8 chip damage on block
* 9 chip damage on block during heat
* Low crush 16~36
* Floating state 37~39
azucena1+2+3+4
* Cannot block for 5 seconds
* CH state for 5 seconds
azucena1+2+3+4,3+4m!54i75-8a
Base damage is 45
azucenaUB,b
Transition to r24 LIB with F
* Low crush 18~37
* Floating state 38~40
azucenaf,F+3M20i15~17-14~-12+35a (+25)
Tornado
* Low crush 17~37
* Floating state 38~40
azucenaf,F+4M21i25~27+0~+2+13c~+15c
* Spike
* Guaranteed 13f or faster mid on hit
* 70% scaling on combo
* Chip damage on block
azucenaf,f,F+3m10i15~16-14-9
Knee
* Low crush 9~36
* Floating state 37~39
azucenaf,f,F+3,2m, h10, 20i15~16, i10~12+2+25a (-1)
* Balcony Break
* Elbow
* Jail from 1st attack
* 8 chip damage on block
* Available only as combo from 1st hit
* Enter LIB +3 +28a (+2) r35 with F on frame 22
* Low crush 1~24
* Floating state 25~27
azucenaws1m17i13~14-8+6+32a (+26)
Only hits grounded up-close and off-axis
azucenaws2m14i15~16-13+32a (+22)
azucenaws3m23i20~21+4+16g
* Balcony Break
* 6 chip damage on block
* 9 chip damage on block during heat
* Opponent recovers crouching
azucenaws4m13i11~12-6+5
azucenaws4,1m, h13, 10i11~12, i21~22-2+6
* Combo from 1st hit with 6f delay
* Enter LIB +0 +8 r21 with F
azucenaws4,1,3m, h, m13, 10, 28i11~12, ,i22~23-13+10a (+1)+27a
* Balcony Break
* Combo from 2nd CH with 7f delay
* Move can be delayed 10f
* Cancel to BT -16 -8 r20 with B
azucenaFC.df+3L17i18~19-13+3c+13c
* High crush 1~
azucenaFC.df+4L23i17~18-15+5+24d
* Transition to r33 LIB on hit only
* High crush 1~
azucenaFC.d+1sl5i10-5+6
Can recover standing with F
* High crush 1~
azucenaFC.d+2sl8i11-4+7
* High crush 1~
azucenaFC.d+3L10i16-17-6
* High crush 1~
azucenaFC.d+4l6i12-15-4
* High crush 1~
azucena(Back to wall).b,b,UBm25i27~33+1~+7+7a (-3)
Balcony Break
* Floating state 5~13
* Low crush 14~26
* Floating state 27~54
azucenaBT.1h9i10~11+2+6+8
azucenaBT.1,2h, h9, 23i10~11, i22~23-1+19a (+10)
* Balcony Break
* Combo from 1st hit with 2f delay
* Combo from 1st CH with 4f delay
* Move can be delayed 10f
* 6 chip damage on block
* 9 chip damage on block during heat
* Cancel to LIB -19 -13 r20 with F
azucenaBT.1,4h, m9, 21i10~11, i24~25-11+8+53a
* Combo from 1st hit
* Combo from 1st CH with 2f delay
* Move can be delayed 10f
* Will not combo if the kick impacts on i25
azucenaBT.2m15i17~18-8+3
Transition to attack throw on front standing hit by inputting 2 on frames 10~16
azucenaBT.2:2m, t15, 23i17~18, +0d
Transition to attack throw on front standing hit by inputting 2 on frames 10~16
azucenaBT.3L23i19~20-13+4 LIB+14c
* Strong Aerial Tailspin
* Balcony break on airborne hit
* Transition to LIB on hit
azucenaBT.4m15i15~16-3+6
azucenaBT.4,3m, m15, 21i15~16, i23~24-14+16a (-1)+70a (+54)
* Tornado
* Balcony Break
* Combo from 1st hit with 6f delay
* Move can be delayed 10f
* Only hits grounded when up-close and off-axis
azucenaBT.1+2m17i14~15-11+3+58a
azucenaBT.3+4M23i27~29-5c~-3c+20a
* Spike
* Chip damage on block
* Evasive, can evade mids and some highs
* Low crush 9~29
azucenaBT.b+3
azucenaBT.b+1+2
Parries all mids
* Parry state 2~8
azucenaBT.b+3+4
* High crush 6~20
azucenaBT.f+3+4
* Low crush 6~21
* Floating state 22~24
azucenaLIB.1h14i13+3+8
* 4 chip damage on block
* 5 chip damage on block during heat
azucenaLIB.1,2h, h14, 20i13, i24~25-5+17a (+8)
* Balcony Break
* Combo from 1st hit with 6f delay
* Input can be delayed 9f
* Move can be delayed 7f
* 6 chip damage on block
* Cancel to BT -15 -10 r18 with B
azucenaLIB.2m22i14~15-8+22g
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
azucenaLIB.3L15i16~17-9+2
azucenaLIB.3,1L, m15, 20i16~17, i22~23-10+21d
* Spike
* Combo from 1st CH with 7f delay
* Move can be delayed 8f
* On block only regular i10 punishers are guaranteed, even though she is backturned
azucenaLIB.4m14i15~16-3+10+10a
azucenaLIB.4,1m, h14, 10i15~16, i23~24-1+5+10
* Combo from 1st hit with 9f delay
* Launches from first counter hit
azucenaLIB.4,1,2m, h, m14, 10, 23i15~16, ,i28~29-10+67a (+51)
* Tornado
* Balcony Break
* Combo from 2nd CH with 1f delay
* Move can be delayed 10f
azucenaLIB.4,2m, M14, 21i15~16, i25~26-13+16a
* Balcony Break
* Spike
* Combo from 1st hit with 5f delay
* Will not wall splat when the first hit is a counter hit due to float state
azucenaLIB.1+2M23i18~19-14+38a (+28)
* Tornado
* Cancel to r20 BT with B
* Low crush 20~30
* Floating state 31~33
azucenaLIB.3+4h25i16~17-2+32a
* Strong Aerial Tailspin
* Homing
* Balcony Break
* 7 chip damage on block
* +3 frame advantage and 10 chip damage on block after absorbing an attack in power crush state
* Power crush 7~15
azucenaLIB.B
Completely evades high or low attacks
* Parry state 1~
azucenaLIB.F
* Completely evades high or low attacks
* Regenerates heat with each step
* Parry state 1~
<Showing 401-800 of 6205 moves>