mokujin

mokujin

Edit
CharCommandHit levelDamageStartupBlockHitCounter hitNotes
heihachiub+2h25i18~19-6+14c
* Balcony Break
* Parries mid or high punches
* Forces backroll on normal hit
* 28dmg, +22a (+12) on successful parry
* Balcony Break
* Parry state 5~12
heihachiuf+1m25i24~25-13+14a (+5)
* Balcony Break
* -8 on block after absorbing an attack
* Chip damage on block after absorbing an attack
* Power crush 7~23
heihachiuf+2m16i19-9+4
heihachiuf+2,1m, m16, 20i19, i27~28-11+21a (+11)
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
* Chip damage on block
* Combo from 1st hit with 10f delay
* Gain 1 Ultimate Count on Heat activation
heihachiuf+3m17i28~29-10-10a (-20)
* Balcony Break
* 2nd hit available only on hit or block
* Low crush 9~
heihachiuf+3,4m, m17, 20i28~29, i20~21+4+30a (+23)
* Strong Aerial Tailspin
* Balcony Break
* Chip damage on block
* Unavailable on whiff
* Low crush 1~
heihachiuf+4m17i24~26-9+43a
* Homing
* Balcony Break
* Low crush 9~29
* Floating state 31~32
heihachiH.uf+4,1m, M17, 30i24~26, i25~30+2+5a
* Balcony Break
* Chip damage on block
* Consumes 180F of remaining Heat time
* Combo from 1st hit
* Jail from 1st block
heihachi1+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
heihachib:2*m23i29~30+6+24a (+14)
* Strong Aerial Tailspin
* Reversal Break
* Balcony Break
* Chip damage on block
* recover an additional 3 health on hit or block
* 23 damage upon releasing input within the 5f window (frames 1822)
* 28 damage on a perfect input release exactly on frame 17
heihachif,F+2M22i19~21-16+37a (+27)
* Tornado
heihachif,F+3m21i20~22-3c+56a
* Spike
heihachif,F+1+2m22i13-8+22a (+12)
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
* Chip damage on block
* Gain 1 Ultimate Count on Heat activation
heihachif,n,d,DF+3L24i33~34-23+28a
* Low crush 5~28
heihachif,n,d,DF+4L15i16~17-23+8c+28a
heihachif,n,d,DF+4,4L, L15, 10i16~17, i24-10+3c+26a
* +26a if previous hit connects
heihachif,n,d,DF+4,4,4L, L, L15, 10, 8i16~17, ,i24-10+3c+26a
* +26a if previous hit connects
heihachif,n,d,DF+4,4,4,1L, L, L, m15, 10, 8, 20i16~17, ,i23~24-15+25a (+18)
* Can be performed after any number of f,n,d,DF+4 lows
* Low crush ?~
heihachif,n,d,DF+4,4,4,3L, L, L, h15, 10, 8, 30i16~17, ,i25~28+9+45a
* Balcony Break
* Chip damage on block
* Can be performed after any number of f,n,d,DF+4 lows
* Low crush 17~
heihachif,n,d,DF+4,4,4,n+4L, L, L, m15, 10, 8, 10i16~17, ,i24~25-3+8
* Can be performed after any number of f,n,d,DF+4 lows
heihachif,n,d,DF+4,4,4,n+4,4L, L, L, m, m15, 10, 8, 10, 20i16~17, ,i15-15+0c
* Spike
* Combo from 4th hit with 11?F delay
* Enter FUJ -9 +6c r31 with D
* Can be performed after any number of f,n,d,DF+4 lows
heihachif,n,d,df
* Cannot be buffered
* Stance moves can be buffered out of heat dash
* Cancel to SS with u
* Cancel to block with b
heihachif,n,d,df,UF
* Unable to act from frames 3~27
* Low crush 1~21
* Floating state 22~24
heihachif,n,d,df:1M33i19~21-11+26a (+16)
* 9 chip damage on block
* Low crush 19~40
* Floating state 41~43
heihachif,n,d,df:2h23i11~12+5+39a (+29)
* Chip damage on block
* Can be performed without the d input: f,n,df#2
heihachif,n,d,df+1m30i19~21-15+30a (+20)
* Becomes Electric/Omen Thunder God Fist (f,n,df#1) during Heat, partially uses remaining Heat Time
* Low crush 19~40
* Floating state 41~43
heihachif,n,d,df+2h20i11~12-10+39a (+29)
* Becomes Electric Wind God Fist (f,n,d,df#2) during Heat, partially uses remaining Heat Time
heihachif,n,d,df+3m30i27~28+11g+31a (+10)
* Tornado
* Balcony Break
* Chip damage on block
* Low crush 5~28
heihachif,n,df:1M38i19~21-11+25a (+15)
* 11 chip damage on block
* Low crush 19~40
* Floating state 41~43
heihachiqcf+2m30i14~15-17+18a (+8)
* Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Gain 1 Ultimate Count on Heat activation
* Can be buffered
heihachif,f,F+3m30i22~25+6+13a (+3)
* Balcony Break
* Chip damage on block
* Low crush 3~25
* Floating state 26~28
heihachif,f,F+1+2h20i15+3+6d
* Spike
* Transition to r32 +6 +9d RAI with F
* 4 Chip damage on block
* Low crush 3~23
heihachiws1m17i13~14-14+35d (+27)
* Balcony Break
heihachiws2m20i18-8+8+14c
* Balcony break on airborne hit
heihachiws3m10i18~19-11+0
heihachiws3,1+2m, m10, 20i18~19, i22-9+13a (+4)
* Balcony Break
* Combo from 1st hit
heihachiws4m13i11~12-3+8
heihachiws4,4m, m13, 16i11~12, i15-15+0c
* Spike
* Combo from 1st hit with 9?F delay
* Enter FUJ -9 +6c r31 with D
heihachiSS.2m20i23~24-9+9+36a (+28)
* Enter RAI -5 +13 r24 with F
heihachiFC.df+2m17i15-14+37a (+27)
* Tornado
heihachiFC.df+4L16i19~21-23+4c
* Clean hit +17a and 20 damage
* High crush 1~
heihachiFUJ.1h13i12~13-4+7
heihachiFUJ.1,1h, h13, 20i12~13, i17~18-2+34a (+9)
* Heat Engager
* Heat Dash +5, +34a (+27)
* Balcony Break
* Combo from 1st hit with 9f delay
* Move can be delayed 7f
* Gain 1 Ultimate Count on Heat activation
heihachiFUJ.1,2h, m13, 24i12~13, i21~22-13+13a
* Balcony Break
* Spike
* Combo from 1st hit with 8f delay
* Input can be delayed 9f
* Move can be delayed 7f
heihachiFUJ.2m20i15~16-10+75a (+59)
* Tornado
* Chip damage on block
* High crush 6~14
heihachiFUJ.3m17i28~29-10-10a (-20)
* Balcony Break
* 2nd hit available only on hit or block
* Low crush 8~
heihachiFUJ.3,4m, m17, 20i28~29, i20~21+4+30a (+23)
* Strong Aerial Tailspin
* Balcony Break
* Combo from 1st hit
* Chip damage on block
* Unavailable on whiff
* Low crush 1~
heihachiFUJ.4L20i18~19-14-4+12g
* Spike
heihachiFUJ.1+2m25i18~19-13+6a (-3)
* Homing
* Balcony Break
* -7 on block after absorbing an attack
* Chip damage on block after absorbing an attack
* Power crush 7~17
heihachiFUJ.DF
* Transition to r4 CD after 4 frames in FUJ (r8?)
* Low parry on frames 1?~14?
* Doesn't require a just frame input for Electric or Omen Thunder God Fist
* Parry state 1?~14?
heihachiOTG.d+4L30i19~20-14-3a (-11)
* Spike
heihachiRAI.1M38i17~18-11+12a (+2)
* Gains Reversal Break during Warrior Instinct
* High crush 6~14
* Low crush 17~43
* Floating state 44~46
heihachiRAI.2h25i17~18+10+51a
* Strong Aerial Tailspin
* Homing
* Guard Break
* Chip damage on block
heihachiRAI.3M30i22~23-7+3a
* Spike
* Chip damage on block
heihachiRAI.4L15i19~20-23+8c+28a
* Links to f,n,d,DF+4 extensions
heihachiWAR.1+2m31i12-10+32a (+24)
* Balcony Break
* Chip Damage on block
heihachiWAR.FUJ.2m24i15~16-3+75a (+59)
* Tornado
* Reversal Break
* Chip damage on block
heihachiWAR.RAI.1M38i17~19-8+12a (+2)
* Reversal Break
* Chip damage on block
* Low crush 17~
heihachiWAR.f,F+2M22i19~21-16+37a (+27)
* Tornado
* Chip Damage on block
heihachiWAR.f,F+3m25i20~22+1c+56a
* Spike
* Chip Damage on block
heihachiWAR.f,f,F+1+2h20i15+6+6d
* Removes Recoverable Health
* Spike
* Transition to +9 +9d RAI with F
* 8 Chip damage on block
* Low crush
heihachiWAR.f,n,d,DF+4L15i16~17-14+8c+28a
* No stagger on block
* Links to f,n,d,DF+4 extensions
heihachi1+3t35i12~14-3-1d
* Homing
* Throw break 1 or 2
heihachi2+4t35i12~14+0d
* Floor Break
* Throw break 1 or 2
* Side switch on break
* Heihachi recovers BT on break
heihachiBack throwt60+0d
* Unbreakable
heihachiFUJ.1+3t15i18+7
* Homing
* Unbreakable
heihachiH.FUJ.1+3t15i18+8
* Homing
* Cancel RAI transition with B (+7)
* Consumes 180F? of remaining Heat time
* Throw is unbreakable
heihachiH.d+1+2,Pt35i11
* Parries high or mid punches or kicks
* Regain health on a successful parry
* Consumes 240F? of remaining heat tiem
* Parry state 19~40
heihachiLeft throwt40-3d
* Throw break 1
heihachiRAI.1+3t30i15~16+0d
* Unbreakable
* 42 damage on a wall splat
heihachiRight throwt45-4d
* Floor Break
* Throw break 2
heihachiuf+1+2t35i12+0+26a (+7)
* Balcony Break
* Throw break 1+2
* Side switch on break
heihachiuf+1+4t30i12 i48-6+28d (-30)
* Balcony Break
* Throw break 1+2
* Headbutt can be reversed with input 1 or 2 or 3 or 4
* Only works on Male characters and Reina
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
hwoarang2+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
hwoarangH.RFS.d+4L15i20~21-23+7c
* Transition to RFF
* Partially uses remaining Heat time
** RFS.d+4,3,4 airborne combo guaranteed on normal hit
* Increased chip damage scaling on block during heat
** 4 chip damage on block in heat
hwoarangH.RFS.d+4,3L, h15, 12 (8)i20~21, i25-9-1 / +20a (+13)
* Combo from 1st hit
* Airborne combo from 1st hit in heat
** 8 dmg, +20a (+13) on hit
** 23 total dmg from 1st hit
* Increased chip damage scaling on block during heat
** 3 chip damage on block in heat
hwoarangH.RFS.d+4,3,4L, h, h15, 12 (8), 30 (15)i20~21, ,i27~28-9+28a (+2) / +10a (+9)
* Balcony Break
* Combo from 2nd hit
* Airborne combo from 1st hit
** +10a (+9) on hit
** 15 dmg, 38 total dmg from 1st hit
* Increased chip damage scaling on block during heat
** 9 chip damage on block in heat
* Low crush 22~
hwoarangH.RFS.f+4h,h8,10i8, i10+0+5
* Jail from 1st block
* Remains in RFS
* 2 chip damage on block
hwoarangH.RFS.f+4,4h,h, h8,10, 9i8, i10, i23-6+75a (+59)
* Tornado
* Combo from 1st or 2nd hit
* Transition to RFF
* Partially uses remaining Heat time
* Increased chip damage scaling on block during heat
** 2 chip damage on block
hwoarangH.2+3m,(t),m,h13,(14,24), 12,25i17~18, i18~19, i29+11+13d / +35d (+14)
* Heat Smash
* Balcony Break
* Jails
* Transition to +13d attack throw on hit
* 5 chip damage on block
* Also possible during RFF and LFS
* Transition to RFS
* Low crush 55
hwoarangR.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
* Possible during RFF, LFS and RFS
* Power crush 8~
hwoarang1h5i10+1+8
Recovers 2f faster on hit or block (t27 r17)
hwoarang1,1h, h5, 8i10, i12-3+8
* Jail from 1st block
* Combo from 1st hit
hwoarang1,1,3h, h, L5, 8, 10i10, ,i21-12-1
* Combo from 2nd CH
hwoarang1,1,3,3h, h, L, h5, 8, 10, 14i10, ,i20-14+4
* Combo from 3rd hit with 1F delay
* Move can be delayed by 10F
hwoarang1,2h, h5, 10i10, i10-3+6
* Jail from 1st block with 4F delay
* Combo from 1st hit with 4F delay
* Transition to LFS with 3 (+3/+12g?/+12)
* Transition to RFS with 4 (+3/+12g?/+12)
hwoarang1,2,f+3h, h, m5, 10, 14i10, ,i21-8+9
* Wall Crush +21g on hit
* Combo from 2nd CH with 4F delay
hwoarang1,2,f+4h, h, h5, 10, 20i10, ,i24~25-2+35d (+27)
* Balcony Break
* Combo from 2nd CH with 3F delay
* Move can be delayed by 4F
* Low crush 14~
hwoarang2h9i10+0+8+9
* Transition to LFS with 3 (+3/+11g/+12)
* Transition to RFS with 4 (+3/+11g/+12)
* +19, +27, +28 in framedata display (bug?)
* 70% scaling on next hit
hwoarang2,f+3h, m9, 14i10, i21-8+9
* Wall Crush +21g on hit
* Combo from 1st hit with 1F delay
* Combo from 1st CH with 4F delay
hwoarang2,f+4h, h9, 20i10, i24~25-2+35d (+27)
* Balcony Break
* Combo from 1st CH with 3F delay
* Low crush 14~
hwoarang3h15i14-7+4
hwoarang3,3h, m15, 12i14, i18-13-7-2
* Jail from 1st block
* Combo from 1st CH
* -7c on crouching hit
* Transition to r17 LFS with F (+2/+8/+13)
hwoarang3,3,2h, m, M15, 12, 20i14, ,i21~22-11+1c
* Combo from 2nd CH with 8F delay
* Move can be delayed by 10F
hwoarang3,3,3h, m, m15, 12, 15i14, ,i21-14+32d (+24)
* Balcony Break
* Combo from 2nd CH with 8F delay
* Move can be delayed by 10F
hwoarang3,3,4h, m, h15, 12, 15i14, ,i21~23+8+19g+19
* Transition to RFS
* Combo from 2nd CH with 8F delay
* Move can be delayed by 10F
hwoarang3,3,f+4h, m, h15, 12, 20i14, ,i21~27-1+40a (+14)
* Balcony Break
* -1 on block on average. Frame advantage may range from -4~+2 on block
* Combo from 2nd CH with 5F delay
* Move can be delayed by 10F
hwoarang3~4m,m11,21i22,i7-3+26a (+16)
* Balcony Break
* Input 4 the following frame after 3 to power up
** 37dmg, +1 oB, +42a (+16) oH
* Low crush 16~
hwoarang4h14i11~12-6+5
hwoarang4,3h, m14, 16i11~12, i22-6+5+20a (+11)
* Balcony Break on CH
* Combo from 1st hit
* +5c on crouching hit
* Cancel the second hit and transition to r8 LFS with F (-6/+5)
hwoarang4,4h, h14, 13i11~12, i16-1+10g+10
* Jail from 1st block
* Combo from 1st hit
* Transition to RFS
hwoarang4,4,3h, h, M14, 13, 20i11~12, ,i25~31-14c+14d
* Transition to RFF
* Combo from 2nd CH
hwoarang4,4,4h, h, h14, 13, 17i11~12, ,i25~26-2+8
* Transition to RFF
* Combo from 2nd CH with 1F delay
* Cancel and transition to r15 RFS with F (-17/-6)
* Input can be delayed by 1F
* Move cannot be delayed
* Low crush 19~
hwoarang4,4,4,4h, h, h, h14, 13, 17, 20i11~12, ,i31~32+0+10c
* Balcony Break
* Tornado
* Combo from 3rd hit with 4F delay
* Input can be delayed by 4F
* Move cannot be delayed
* 6 chip damage on block
* Forces backroll on hit (opponent recovers crouching)
* Alternate input:(RFS.u+4),4
* Low crush 20~
hwoarang1+2
* Transition to BT
hwoarang3+4
* Transition to RFF
* Transition to r13? standing block with B
hwoarangf+2m15i16-2+9
* Transition to RFF
hwoarangf+3
* Transition to LFS
* Sidesteps to the right
* Can move forwards and backwards with F and B
* Can sidestep with U and D
* Cannot block or crouch in stance
hwoarangf+3~3m25i20-16+7a (-2)
* Balcony Break
* Sidesteps to the right
hwoarangf+4h21i17~23+7~+13+18g~+24g+18~+24
* +10~+16 guaranteed on CH depending on frame advantage
* Transition to RFS
hwoarangf+1+2m17i15-9+2+14
* Also possible during RFF
hwoarangdf+1m10i13~14-1+6
* Also possible during RFF
hwoarangdf+1,3m, m10, 15i13~14, i22~23-2+6
* Combo from 1st hit
* Transition to LFS
hwoarangdf+2m13i15~16-7+34a (+24)
* +4s on crouching normal hit
* Also possible during RFF
hwoarangdf+3m12i22~23-14~-13-4~-3
* Cancel and transition to r1 LFS with F_U_D at frame 20 of move startup
* Power up if an attack is absorbed
** Reversal Break
** 2 chip damage on block
** -9 on block
* Power crush 7~21
hwoarangdf+3,4m, m12, 20i22~23, i24~25-14+4a
* Combo from 1st hit with 7F delay
* Move can be delayed by 5F
* Input can be delayed by 7F
* Power up if an attack is absorbed by previous hit
** Reversal Break?
** 4 chip damage on block
** -9 on block
hwoarangdf+4m20i16~17-8~-7+8~+9+18a (+9)
* Homing
* Balcony Break on CH
* Transition to RFF
* Wall splats
hwoarangdf+3+4m,h,m7,4,17i13,i14,i24~25-14+4c
* Heat Engager
* Heat Dash +5, +43d (+35)
* Jails
* 5 chip damage on block
* Also possible during RFF
hwoarangd+1sl5i10-5+6
* Transition to Standing with f
* +6c on crouching hit
* High crush 4~
hwoarangd+2sl8i11-4+7
* +7c on crouching hit
* High crush 4~
hwoarangd+3l7i17-13-2
-2c on crouching hit
hwoarangd+3,4l, h7, 13i17, i21~23+8g~+10g+14g~+16g+19~+21
* Transition to RFS
* Combo from 1st hit
hwoarangd+4l7i19-17-6+4s
* Also possible during RFF
* High crush 6~55
hwoarangd+4,4l, h7, 22i19, i20-13+69a (+53)
* Tornado
* Jail from 1st normal hit
* Combo from 1st CH
* Also possible during RFF
hwoarangd+3+4L18i21~22-14+6 LFS
* Homing
* Transition to LFS on hit
* High crush 6~54
hwoarangdb+3L12i19-13-1+17g
* Also possible during RFF
* High crush 6~51
hwoarangdb+4L14i16-12-8-1
* Transition to r20 RFS with F (-1/+3/+10)
* Also possible during RFF
hwoarangdb+4,4L, h14, 21i16, i17~19-1~+1+24a~+26a
* Combo from 1st CH
hwoarangdb+3+4m!40i61~62+17a
* Also possible during RFF
* Cancel and transition to r24? LFS at frame 25? with b,b
hwoarangb+1m15i15-14-1
* Sidesteps to the right
hwoarangb+1+3+9
* Parries high and mid punches. Pressing 4 on successful parry gives Shotgun Shuffle
* Parry state 5~12?
hwoarangb+1+3,P.4m,h,h10,8,10i15,i8,i9+17a (+8)
* Balcony Break
* Pressing 4 after successful parry
hwoarangb+2h18i14-4+6+14c
* Elbow
* Good right sidestep tracking
hwoarangb+3M17i16~17-19+35a (+25)
* Tornado
hwoarangb+4h17i13~14-10+1+50a
* Transition to RFF
hwoarangub+4m18i17~20-8+10
* Opponent recovers non-guarding on hit (situational guaranteed follow-up)
* Also possible during RFF
* Low crush 5~17
hwoarangu+2h18i13~15-9+15
* Balcony Break
* Homing
* Also possible during RFF
* Sidesteps to the left
* Wall splats
hwoarangu+3h25i20+5+44a (+38)
* Also possible during RFF
* Transition to LFS
* Low crush 9~
hwoarangu+4m18i16~18+3+11g+11
* Also possible during RFF
* Transition to RFS
* Low crush 9~
hwoarangu+3+4m20i25~26-7+24a
* Also possible during RFF
* Low crush 8~
hwoaranguf+2m22i26+5c+6c+28d
* Also possible during RFF
* Low crush 13~
hwoaranguf+3m11i28~29-6-7
* Also possible during RFF
* Low crush 9~
hwoaranguf+3,4m, m11, 12i28~29, i20~21+2+13
* Available on hit or block only
* Jail from 1st block
* Combo from 1st hit
* Also possible during RFF
* Transition to RFS
* Floating state 1~
hwoaranguf+3,4,3m, m, m11, 12, 20i28~29, ,i27~28-14+0c
* Combo from 1st hit
* Also possible during RFF
* Floating state 1~
hwoaranguf+4h12i22~23-2+4
* Also possible during RFF
* Transition to RFS
* Low crush 10~
hwoaranguf+4,4h, m12, 12i22~23, i11~12+0+6
* Combo from 1st hit
* Also possible during RFF
* Transition to RFS
* Low crush 2?~
hwoaranguf+4,4,4h, m, L12, 12, 12i22~23, ,i9~10+1+7
* Combo from 2nd CH
* Also possible during RFF
* Transition to RFS
* Third hit is not low parryable if the first two hits connect. Parryable if the first two hits whiff.
hwoaranguf+3+4m,h10,8i14,i9-10+1
* Jail from 1st block
* Also possible during RFF
* Transition to LFS with F (-2/+9)
* Low crush 9~
hwoaranguf+3+4,4m,h, m10,8, 13i14,i9, i14~15-10+7
* Combo from 1st hit
* Also possible during RFF
* Transition to RFF
* Low crush 1~
hwoarang1+2+3+4
hwoarangf,F+3M24i20~24+6+6c
* Transition to RFF
hwoarangf,F+4m22i17~18-7+19a (+10)
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
* Also possible during RFF
* Transition to RFF (does not transition on Heat activation or when using Heat Dash)
hwoarangf,n,4
* Transition to RFS
* Sidesteps to the left
* Can move forwards and backwards with F and B
* Can sidestep with U and D
* Cannot block or crouch in stance
hwoarangf,n,d,df
* Cannot be buffered
* Stance moves can be buffered out of heat dash
* Recovers in FC at frame 20
* Cancel to sidestep with u
* Cancel to block with b
hwoarangf,n,df:4m18i16-8+59a (+49)
* Tornado
* 3 chip damage on block
* Also possible during RFF.
* The 4 input can be delayed up to 10 frames after df input during RFF.
hwoaranguf,n,4m20i23~25-13+32a (+22)
* Also possible during RFF
* Low crush
hwoarangf,f,F+3m30i22~24+6+23a
* Balcony Break
* 9 chip damage on block
* Also possible during RFF
* Low crush 3~
hwoarangf,f,F+4h28i18~19+5+8
* 11 chip damage on block
* Also possible during RFF
* Sideswaps and leaves opponent backturned on hit
* Transition to BT on block
* Low crush 15~
hwoarangws1m12i12~13-3+8
hwoarangws1,4m, m12, 18i12~13, i22~23+0+8
* Combo from 1st hit
* Transition to RFS
hwoarangws2m8i15~16-7+4s
hwoarangws2,3m, h8, 10 (15)i15~16, i23~25+3+72a (+56) / +10
* Tornado
* Combo from 1st hit
** +72a (+56) from 1st hit
** Balcony Break from 1st hit
* Transition to LFS
* Low crush 17~
hwoarangws3m22i14~16-12+14c
hwoarangws4m12i11~12-3+8
hwoarangws4,4m, M12, 13i11~12, i15~19-9+4c
* Jail from 1st block
* Combo from 1st hit
* Recovers 3 frames faster on hit (r21 t52)
* Transition to RFF
hwoarangws3+4m16i20~21-9+2
* Alternate input: f,n,d,df+3+4 (CD.3+4)
* Transition to BT
hwoarangws3+4,3m, M16, 20i20~21, i21~26-6+5c~+10c+29d
* Combo from 1st hit with 7F delay
* Input can be delayed by 7F
* Move cannot be delayed
hwoarangSS.3m13i18~19-12-1+5s
hwoarangSS.3,3m, h13, 16i18~19, i9~10+3+14
* Jail from 1st block
* Combo from 1st hit
* +34a (+27) on 1st CH
* Transition to LFS
hwoarangSS.4l18i19~20-13+5c+31a
* Transition to RFF
hwoarang(Back to wall).b,b,UBm21i36~38+0c+8a
* Low crush 14?~32?
hwoarangBT.3M20i14~16-13+38a (+28)
hwoarangBT.4M20i14~16-13+40a (+30)
* Transition to RFF
hwoarangBT.d+3L20i18~19-13-2+31a
* High crush 4~50
hwoarangCD.3m27i18~19+4+25a (+16)+57a (+10)
* Tornado
* Balcony Break
* 8 chip damage on block
* Also possible during RFF
* Transition to LFS
hwoarangCD.4m18i16-18+53a (+43)
* Tornado
* Also possible during RFF
hwoarangLFS.1h6i13+5+7
hwoarangLFS.2m15i16-2+9
* Transition to RFF
* Links to 10-hit string
hwoarangLFS.2,2m, h15, 7i16, i20+0+4+9
Combo from 1st hit
hwoarangLFS.2,2,3m, h, h15, 7, 10i16, ,i14~17-6~-3-3~+0
* Combo from 2nd hit (1st active frame only)
* Combo from 2nd CH
* Interrupt from 2nd block with i3
hwoarangLFS.2,2,3,4m, h, h, L15, 7, 10, 7i16, ,i22-14-3
hwoarangLFS.2,2,3,4,3m, h, h, L, m15, 7, 10, 7, 7i16, ,i31-9-9
* Interrupt from 4th block with i13
hwoarangLFS.2,2,3,4,3,4m, h, h, L, m, m15, 7, 10, 7, 7, 8i16, ,i22~24-21-10
* Combo from 5th hit
hwoarangLFS.2,2,3,4,3,4,4m, h, h, L, m, m, l15, 7, 10, 7, 7, 8, 7i16, ,i19-27-16
* Interrupt from 6th block with i18
* Can be sidestepped
hwoarangLFS.2,2,3,4,3,4,4,4m, h, h, L, m, m, l, h15, 7, 10, 7, 7, 8, 7, 10i16, ,i23-28+23a (+13)
* Interrupt from 7th block with i3
hwoarangLFS.2,2,3,4,3,4,4,4,4m, h, h, L, m, m, l, h, m15, 7, 10, 7, 7, 8, 7, 10, 21 (14)i16, ,i22-18-16
* Airborne combo from 8th hit
* Interrupt from 8th block with i33
* Can be sidestepped
hwoarangLFS.2,2,3,4,3,4,4,4,4,3m, h, h, L, m, m, l, h, m, h15, 7, 10, 7, 7, 8, 7, 10, 21 (14), 42 (21)i16, ,i16~19+3+4a (-6)
* Balcony Break
* Airborne combo from 8th hit
* Combo from 9th hit
* Jail from 9th block
* Low crush 5~
hwoarangLFS.3m10i14-13-7-2
* Transition to r17 LFS with F (+2/+8/+13)
* -7c on crouching hit
hwoarangLFS.3,2m, M10, 20i14, i21~22-11+1c
* Combo from 1st CH with 9?F delay
* Move can be delayed by 10F
hwoarangLFS.3,3m, m10, 15i14, i21-14+32d (+24)
* Balcony Break
* Combo from 1st CH with 9?F delay
* Move can be delayed by 10F
hwoarangLFS.3,4m, h10, 15i14, i21~23+8+19g+19
* Transition to RFS
* Combo from 1st CH with 9?F delay
* Move can be delayed by 10F
hwoarangLFS.3,f+4m, h10, 20i14, i21~27-1+40a (+14)
* Balcony Break
* Combo from 1st CH with 6?F delay
* -1 on block on average. Frame advantage may range from -4~+2 on block
hwoarangLFS.4h24i14~16+4+27a (+18)
* Balcony Break
* Transition to RFS
* Low crush 8~27
* Floating state 28~30
hwoarangLFS.4~3h,h17,26i15~16, i8~9+6+24a (+14)
* Balcony Break
* 7 chip damage on block
* Jail from 1st block
* Input 4 the following frame after 3 to power up
** 45dmg on hit, 8 chip damage on block
* Low crush 12~
hwoarangLFS.1+4m!80i66~69-2a~+1a
* Cancel with b,b
* Low crush 55~
hwoarangLFS.3+4
* Transition to RFS
hwoarangLFS.b+1m15i15-14-1
* Sidesteps to the right
hwoarangLFS.b+3m23i20~22-12+14
* Balcony Break
* Power up if an attack is absorbed
** Reversal Break
** 9 chip damage on block
** -8 on block
* Transition to RFF
* Power crush 8~19
hwoarangLFS.b+4m15i16~17-8+0
* Transition to RFF
hwoarangLFS.b+4,3m, h15, 20i16~17, i16~19+0+20a (+11)
* Balcony Break
* Combo from 1st CH
* Jail from 1st block
* 6 chip damage on block
* Transition to RFF
* Low crush 5~
hwoarangLFS.df+3m12i22~23-14-4
* Cancel and transition to r1 LFS with F_U_D at frame 20 of move startup
* Power up if an attack is absorbed
** Reversal Break
** 2 chip damage on block
** -9 on block
* Power crush 7~21
hwoarangLFS.df+3,4m, m12, 20i22~23, i24~25-14+7
* Combo from 1st hit with 7F delay
* Move can be delayed by 5F
* Input can be delayed by 7F
* Power up if an attack is absorbed by previous hit
** Reversal Break?
** 4 chip damage on block
** -9 on block
hwoarangLFS.d+3L7i16-17-6
* -6c on crouching hit
hwoarangLFS.d+3,4L, h7, 13i16, i21~23+8g~+10g+14g~+16g+19~+21
* Combo from 1st hit with 1F delay
* Move cannot be delayed
* Input can be delayed by 1F
* Transition to RFS
hwoarangLFS.d+4L17i20~21-12+4+14d
* Transition to RFF
hwoarangLFS.f+3m23i19~20+4+26a
* Balcony Break
* Heat Engager
* Heat Dash +5, +36a (+26)
* Remains in LFS (does not transition on Heat activation or when using Heat Dash)
hwoarangLFS.f+4m18i17~18-10+6+16a (+7)
* Homing
* Balcony Break on CH
hwoarangLFS.uf+3m11i28~29-6-7
* Low crush 9~
hwoarangLFS.uf+3,4m, m11, 12i28~29, i20~21+2+13
* Available on hit or block only
* Jail from 1st block
* Combo from 1st hit
* Transition to RFS
* Floating state 1~
hwoarangLFS.uf+3,4,3m, m, m11, 12, 20i28~29, ,i27~28-14+0c
Combo from 1st hit
* Floating state 1~
hwoarangLFS.uf+4M20i19~20-14+32a (+22)
* Tornado
* Low crush 6~18
hwoarangLFS.uf+3+4m,h10,8i14, i9-10+1
* Jails from 1st block
* Transition to LFS with F (-2/+9)
* Low crush 9~
hwoarangLFS.uf+3+4,4m,h, m10,8, 13i14, i9, i14~15-10+7
* Combo from 1st hit
* Transition to RFF
* Low crush 1~
hwoarangRFF.1h10i10+0+6
* Remains in RFF
hwoarangRFF.1,1h, m10, 12i10, i19-8+3
* Combo from 1st hit with 4F delay
* Input can be delayed by 4F
* Move can be delayed by 3F
hwoarangRFF.2h6i10+2+8
* Remains in RFF
hwoarangRFF.2,1h, h6, 10i10, i10+0+6
* Jail from 1st block with 2F delay
* Combo from 1st hit with 2F delay
* Remains in RFF
hwoarangRFF.2,1,1h, h, m6, 10, 12i10, ,i19-8+3
* Combo from 1st hit with 4F delay
* Input can be delayed by 4F
* Move can be delayed by 3F
hwoarangRFF.2,3h, h6, 24i10, i19~20-9+20g
* Balcony Break
* Tornado
* Forces crouch on hit
* Combo from 1st hit with 2F delay
* Input can be delayed by 2F
* Move cannot be delayed
* Low crush 13~
hwoarangRFF.2,4h, h6, 9i10, i12-8+3g+3
* Jail from 1st block with 2F delay
* Combo from 1st hit with 2F delay
* Input can be delayed by 2F
* Move cannot be delayed
* Remains in RFF
* Transition to RFS with F_B_D_U (+4/+16g/+16)
** i14 RFS? guaranteed on CH
hwoarangRFF.2,4,3h, h, M6, 9, 20i10, ,i25~31-14c+14d
* Combo from 2nd CH with 2F delay
* Move can be delayed by 10F
* Remains in RFF
hwoarangRFF.2,4,4h, h, h6, 9, 23i10, ,i18~19-5+41a
* Balcony Break
* Jail from 2nd block with no delay
** Does not jail from 2nd hit
* Combo from 2nd CH with 9F delay
* Move can be delayed by 10F
hwoarangRFF.3m13i16-4+7
hwoarangRFF.3,4m, h13, 16i16, i27~28+10g~+11g+21g~+22g+11~+12
* Combo from 1st hit
* Transition to RFS
* Cancel and transition to r8? RFS with F (-12/-1)
hwoarangRFF.3~4h27i27~30+4~+7+46a~+49
* Strong Aerial Tailspin
* Homing
* Balcony Break
* Clean hit, 35dmg
* 10 chip damage on block
* Power crush 8~26
hwoarangRFF.4h9i12-8+3
* Remains in RFF
* Transition to RFS with F_B_D_U (+4/+16g/+16)
** i13 RFS followups guaranteed on CH?
hwoarangRFF.4,3h, M9, 20i12, i25~31-14c+14d
* Remains in RFF
* Combo from 1st CH with 2F delay
* Move can be delayed by 10F
hwoarangRFF.4,4h, h9, 23i12, i18~19-5+41a
* Balcony Break
* Jail from 1st block with no delay
* Combo from 1st CH with 9F delay
* Move can be delayed by 10F
hwoarangRFF.3+4
* Transition to LFF
hwoarangRFF.b+1h18i14-4+6+14c
* Elbow
* Has good left sidestep tracking
hwoarangRFF.b+2m17i16~17+4~+5+6c~+7c+25d~+26d
* 5 chip damage on block
* Remains in RFF
hwoarangRFF.b+3h17i13~14-10+1+50a
* Sidesteps to the right
hwoarangRFF.b+4h21i18~19-9+12g+13c
* Balcony Break
* High crush 6~17
hwoarangRFF.df+3m21i22~24+1+6
* Homing
* Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
* Remains in RFF (transitions to LFF on Heat activation or when using Heat Dash)
* Low crush 9~
hwoarangRFF.df+4m12i13-7+1g+1
* Remains in RFF
* Transition to RFS with F_B_D_U (+4/+13g/+13)
hwoarangRFF.df+2+3m12i22~23-14-4
* Power up if an attack is absorbed
** Reversal Break
** 2 chip damage on block
** -9 on block
* Cancel and transition to r1 LFS with F_U_D at frame 20 of move startup
* Power crush 7~
hwoarangRFF.df+2+3,4m, m12, 20i22~23, i24~25-14+7
* Power up if an attack is absorbed by previous hit
** Reversal Break?
** 4 chip damage on block
** -9 on block
* Combo from 1st hit with 7F delay
* Move can be delayed by 5F
* Input can be delayed by 7F
hwoarangRFF.d+3L10i18-11+0
* Transition to BT
* +0c on crouching hit
hwoarangRFF.d+3,4L, h10, 13i18, i21~23+8g~+10g+14g~+16g+19~+21
* Combo from 1st hit
* Transition to RFS
hwoarangRFF.d+3+4L19i19-11+5+15g
* Remains in RFF
hwoarangRFF.f,F+3M22i22~25-7+19d
* Low crush 3~
hwoarangRFF.f+1h5i10+1+8
hwoarangRFF.f+1,2h, h5, 10i10, i10-3+6
* Jail from 1st block with 4F delay
* Combo from 1st hit with 4F delay
hwoarangRFF.f+3h21i14~17+12~+15+23~+26
* Transition to LFS
* Transition to r44? BT with B (-11~-8/+0~+3)
hwoarangRFF.f+4
* Transition to RFS
hwoarangRFF.f+4~4M20i18~20-13+41a (+31)
* Tornado
* Remains in RFF
hwoarangRFS.1m15i16-2+9
* Links to 10-hit string
hwoarangRFS.2h6i13+5+7
* Transition to RFF
* Links to RFF.2 extensions
hwoarangRFS.3h24i14~16+4+27a (+18)
* Balcony Break
* Transition to LFS
* Sidesteps to the left
* Increased chip damage scaling on block during heat
** 7 chip damage on block in heat
* Low crush 8~
hwoarangRFS.3~4m,m11,21i16,i7-3+26 (+16)
* Balcony Break
* Jail from 1st block
* Increased chip damage scaling on block during heat
** 9 chip damage on block in heat
* Input 4 the following frame after 3 to power up
** 37dmg on hit, +1 on block
** 14 chip damage on block in heat
* Low crush 16~
hwoarangRFS.4m17i14-9+3
* Transition to RFF
* Increased chip damage scaling on block during heat
** 5 chip damage on block in heat
hwoarangRFS.4,3m, m17, 21i14, i23~24+4+25a (+16)
* Tornado
* Balcony Break
* Transition to LFS
* Combo from 1st CH
* Combo from 1st hit during heat
* Increased chip damage scaling on block during heat
** 4 chip damage on block in heat
hwoarangRFS.3+4
* Transition to LFS
hwoarangRFS.b+3m21i16~17-9+7
* Heat Engager
* Heat Dash +5, +42a (+27)
* Increased chip damage scaling on block during heat
** 6 chip damage on block in heat
hwoarangRFS.b+4m23i20~22-12+14g
* Balcony Break
* Power up if an attack is absorbed
** Reversal Break
** 9 chip damage on block
** -8 on block
* Increased chip damage scaling on block during heat
** 6 chip damage on block in heat
** 9 chip damage on block after absorbing an attack
* Power crush 8~19
hwoarangRFS.df+4m17i17~19+1+8c+26a
* Increased chip damage scaling on block during heat
** 4 chip damage on block in heat
hwoarangRFS.d+3L13i15-13-5+2
* Transition to RFF
* Increased chip damage scaling on block during heat
** 3 chip damage on block in heat
* cs10~19 crush state when canceled into followup
* High crush 10~25
hwoarangRFS.d+3,3L, h13, 28i15, i25~27-2+34a (+8)
* Balcony Break
* Combo from 1st CH with 4F delay
* Move cannot be delayed
* Input can be delayed by 4F
* 11 chip damage on block
* Increased chip damage scaling on block during heat
** 14 chip damage on block in heat
hwoarangRFS.d+4L15i20~21-23+7c
* Transition to RFF
hwoarangRFS.d+4,3L, h15, 12 (8)i20~21, i25-9-1 / +20a (+13)
* Combo from 1st hit
* Airborne combo from 1st CH
** 8 dmg, +20a (+13) on hit
** 26 total dmg from 1st CH
hwoarangRFS.d+4,3,4L, h, h15, 12 (8), 20 (10)i20~21, ,i27~28-9+28a (+2) / +10a (+9)
* Balcony Break
* Power up in Heat: 30dmg and increased chip damage on block
* Combo from 2nd CH
* Airborne combo from 1st CH
** +10a (+9) on hit
** 10 dmg, 36 total dmg from 1st CH
* Low crush 22~
hwoarangRFS.f+3m18i20~21-10+5+15a (+6)
* Homing
* Increased chip damage scaling on block during heat
** 5 chip damage on block in heat
hwoarangRFS.f+4h,h8,8i8, i10+0+2+5
* Jail from 1st block
* +6 on 2nd CH
* Remains in RFS
* Power up during Heat
hwoarangRFS.f+4,4h,h, h8,8, 9i8, i10, i23-6+75a (+59)
* Tornado
* Combo from 1st or 2nd CH
* Transition to RFF
hwoarangRFS.uf+3M22i24~27-7+19d
* Increased chip damage scaling on block during heat
** 6 chip damage on block in heat
* Low crush 9~
hwoarangRFS.uf+4m20i17~18-13+30a (+20)
* Tornado
* Transition to RFF
* Increased chip damage scaling on block during heat
** 6 chip damage on block in heat
* Low crush 11~33
hwoarangRFS.u+4h17i25~26-2+8
* Homing
* Transition to RFF
* Link to LFF.(4,4,4),4 extension
** Combo from 1st hit with 4F input delay
** Extension cannot be delayed
* Increased chip damage scaling on block during heat
** 5 chip damage on block in heat
* Low crush 19~
hwoaranghFC.3L10i16-17-6
* -6c on crouching hit
* High crush 1~
hwoaranghFC.4l6i12-15-4
* -4c on crouching hit
* High crush 1~
hwoarang1+3th(h)35i12~14-3-5d
* Break: 1 or 2
* Opponent recovery on hit: FDFT
* Sideswap on break
hwoarang2+4th(h)25i12~14-6-2d
* Floor Break
* Break: 1 or 2
* Opponent recovery on hit: FDFT off-axis to the left, sideswap
hwoarang2+4,Bth(h)40i12~14-2-6d
* Break: 2
* Opponent recovery on hit: FUFA, sideswap
* Transition to BT
hwoarangAIR.ub+3+4th(m)26i15~16+10d
* Break: none
* Opponent recovery on hit: FUFA, sideswap
* Also possible during RFF
hwoarangBack throwth(h)60i12~14+1d
* Break: none
* Opponent recovery on hit: FUFA
* Also possible during RFF
hwoarangLeft throwth(h)45i12~14-3-1d
* Break: 1
* Opponent recovery on hit: FUFT off-axis to the left
* Also possible during RFF
hwoarangRFF.1+3th(h)45i12-6-5d
* Break: 1+2
* Opponent recovery on hit: FUFA, sideswap
hwoarangRight throwth(h)44i12~14-3+8d
* Break: 2
* Opponent recovery on hit: FDFT off-axis to the right
* Also possible during RFF
hwoarangf+2+3th(h)35i12+0+1d
* Break: 1+2
* Opponent recovery on hit: FUFA, sideswap
* Sideswap on break
* Possible in RFF, LFS and RFS
hwoarangqcb+3th(h)45i11-2-5d
* Floor Break
* Break: 1
* Opponent recovery on hit: FUFA, sideswap
hwoaranguf+1+2th(h)40i12-6-5d
* Break: 1+2
* Opponent recovery on hit: FUFA
* Also possible during RFF
wavu-iCommandHit levelDamageStart up frameBlock frameHit frameCounter hit frame
Notes
jack-82+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
jack-8H.f+3+4m30i22~23+0+9c
* Head
* Transition to GMH with D
** (+8 oB, +17c oH)
* Partially uses remaining heat time
* 6 chip damage on block
jack-8H.uf+3L[16]i19-12+8c
* Spike
* Only deals recoverable damage
* Cannot K.O.
* Automatically transitions to GMH on hit
* Partially uses remaining heat time
* 3 chip damage on block
* Unparryable
* u+3/ub+3: less forward movement
* Low crush 9
jack-8H.2+3h,m,t50i10-9-2d (-12)
* Heat Smash
* Balcony Break
* 10 chip damage on block
jack-8R.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~
jack-81h10i12-2+6+9
jack-81,1h, m10, 22i12, i15-14c+4c+12d
* Elbow
* Combo from 1st hit with 9F delay
* Transition to GMH with D
* (+4 oB, +8c oH, +16d cH)
* Input can be delayed by 9F
* Move cannot be delayed
jack-81,2h, h10, 24i12, i19-2+30a
* Combo from 1st hit CH with 9F delay
* Input can be delayed by 9F
* Move cannot be delayed
jack-82h10i11+1+9
* Recovers 2f faster on hit or block (t29 r18)
jack-82,1h, m10, 12i11, i16-3+2
* Elbow
* Combo from 1st hit
* Jail from 1st block
jack-82,1,2h, m, m10, 12, 20i11, ,i33-12+29a (+19)
jack-82,1,1+2h, m, h,h,h,h,h10, 12, 10,6,6,6,20i11, ,i33~36, i8~14, i3~6, i7~13, i5~6-4+13d
* Jails from 3rd block
* Chip damage on block (10)
jack-82,1,ufh, m10, 12i11, ,+1+6
* Recover in crouch
* Move can be delayed by 4F
* Input can be delayed by 14F
* Can cancel into Make Some Noise by pressing 1+2 (uf,n,1+2)
* Low crush 12
jack-82,1,uf+1+2h, m, m10, 12, 20i11, ,i21~22+5 GMH+17c GMH
* Strong Aerial Tailspin?
* Transition to GMH on hit or block
* Interrupt with i13 from 2nd block
* Interrupt with i8 from 2nd hit
* Input can be delayed by 14F
* Move cannot be delayed
* 4 chip damage on block
* Low crush 12
jack-82,3h, m10, 18i11, i19-13+5+30d (+22)
* Knee
* Balcony Break on airborne hit or CH
* Combo from 1st hit
* 2nd hit Balcony Break on CH
jack-83m18i15-9+5
* Knee
* Transition to GMH with D
** (+2 oB, +16g oH, +16 ch)
* Alternate input f+3 or ws3
jack-83,2m, h18, 20i15, i23-9+44d (-14)
* Balcony Break
* Combos from 1st hit
* Alternate input f+3,2 or ws3,2
jack-83,1+2m, m18, 20i15, i25-11c+2d+48a
* Combos from 1st hit CH
* Alternate input f+3,1+2 or ws3,1+2
jack-84h18i16-4+7+32a (+22)
Balcony Break on CH
jack-81+2m,m8,14i15-13+67a (+51)
* Tornado
* Homing
* Instant Tornado
* High evasion from frames 4? to 12?
jack-81+4i22~
* Alternate input hcf
* Can be held for up to 5 spins
jack-81+4*,1m35/45/55/199i17(68/93/118~)!+70d
* Balcony Break
* Unblockable
jack-81+4,1m25i22~, i17(43~)+21g+7a (-2)+39d (-8)
* Balcony Break
* Alternate input hcf,1 to power up
* Chip damage on block (7)
jack-81+4,df+1M21i22~, i20~23-17+52a (+42)
* Tornado
* Non just frame version of 1+4:df+1
* Alternate input hcf,df+1 to power up
jack-81+4:df+1M30i20~23-17+66a (+50)
* Tornado
* Instant Tornado
* Just frame version of 1+4,df+1
* Alternate input hcf:df+1 to power up
jack-83+4
* When timed with opponent attack, or absorbing an attack, gain GMC and recover in t35? r15 GMH
* Recover Heat and recoverable health when absorbing an attack
* GMC is always in effect during Heat
* Alternate input: ws3+4
* Power crush 7~22
jack-8f+1m13i14-6+5
* Effectively homing?
jack-8f+1,1m, h13, 25i14, i25-7+8d (-1)+40d (-7)
Combos from 1st hit
jack-8f+1,2m, h13, 12i14, i22-6+5
Combos from 1st hit
jack-8f+1,2,1m, h, m13, 12, 20i14, ,i26-12+65a (+49)
* Tornado
* Instant Tornado
jack-8f+1,2,2m, h, m13, 12, 22i14, ,i33+6+3a
* Can be charged to power up
jack-8f+1,2,2*m, h, m13, 12, 40i14, ,i61-10+13d (-13)
* Balcony Break
* Wall Crush +0g on block; 3 additional chip damage
* Gain GMC on hit or block
* 16 chip damage on block
jack-8f+2h22i10-12+5+32a (+24)
jack-8f+4h20i17-4+7+32a (+22)
* Balcony Break on CH
jack-8f+4~1h80i65!+5
Unblockable
jack-8f+4~1,2M30i15 (66~)+8+0d
* Elbow
* Floor Break
jack-8f+1+2m,m12,20i27 pc7-12+32d (+6)
* Balcony Break
* Chip damage on block when absorbing an attack (12)
*
* Power crush 7
jack-8f+3+4m24i22-11+9c
* Head
* Transition to GMH with D
** (-3 oB, +15c oH)
jack-8df+1m12i14-4+3+5
jack-8df+1,1m, m12, 20i14, i29-11+21cg+72a (+56)
* Tornado
* Balcony Break
* Combos from 1st hit CH
* Delayable
jack-8df+1,2m, h12, 10i14, i29-12-1
*Jails
* Combos from 1st hit CH
* Delayable
jack-8df+1,2,1m, h, h12, 10, 2i14, ,i15-10-2
* Jails
* On air hit +22a (+15)
* Combos from 2nd hit
* Combos from 1st hit CH
jack-8df+1,2,1,2m, h, h, h12, 10, 2, 20i14, ,i9-18+35d (-23)
* Balcony Break
* On air hit +12 (+5)
* Combos from 2nd hit
* Combos from 1st hit CH
jack-8df+1+3SM20i30~49-18c~+1c+0a~+19a
* Transition to 25dmg +3d high attack throw on close range standing hit
* -12c~-10c on block on average
* Low crush 15~?
jack-8df+2m13i15-14+31a (+21)
jack-8df+2,1m, h13, 16 (24)i15, i21-32+40a (+22)
* Transition to GMH with D
** (+45a (+27) oH)
* 16 damage with scaling from 1st hit
* Can be charged to power up
jack-8df+2,1*m, h13, 22 (32)i15, i35-46+69a (+53)
* Tornado
* Transition to GMH with D
* Gain GMC on hit
** (+70a (+54) oH))
* 28 damage with scaling from 1st hit
jack-8df+3m16i16-9+2
jack-8df+3,2m, h16, 20i16, i20-7+25d
* Balcony Break
* Elbow
jack-8df+4m17i15-9+5+14c
jack-8df+1+4L23i34-37+18d
* Homing
* Alternate input b,db,d,df+1 to power up
** 28dmg
** i29~30
* Alternate input is completely bufferable
* High crush 6~89
jack-8df+2+3m26i22-9+31d (-5)
* Balcony Break
* Alternate input b,db,d,df+2 to power up
** 31dmg
* Alternate input is completely bufferable
jack-8df+3+4m28i13-23+10a (+1)
* Balcony Break
* Shoulder
jack-8d+1sl5i10-5+6
*
* High crush 4
jack-8d+2sl8i11-4+7
* Alternate input FC.2
* High crush 4
jack-8d+2,1sl, l8, 6i11, i24-14-3
* Alternate input FC.2,1
Combos from 1st hit
First two hits of 10 hit combo
jack-8d+3l12i20-17-6
* Alternate input FC.d+3
* High crush 4
jack-8d+4l10i16-15-4
* Alternate input FC.d+4
* High crush 4
jack-8d+1+2m28i27-18+42a (+32)
*
* High crush 6
jack-8d+1+2m18i28+18g+39d
* Recovers in SIT, then stands up
jack-8d+3+4
* Transitions to SIT (Sit Down)
jack-8db+1l13i12-12+1
*
jack-8db+1,1l, l13, 5i12, i16-12-1
* Combos from 1st hit
jack-8db+1,1,1l, l, l13, 5, 5i12, ,i16-12-1
*
jack-8db+1,1,1,2l, l, l, m13, 5, 5, 21i12, ,i19-11+43a (-4)
* Balcony Break
jack-8db+2l24i22-18+3c+33d
* Can be charged to power up
* High crush 6
jack-8db+2*l30i36-33+17d
* Gain GMC on hit or block
* 9 chip damage on block
jack-8db+3l15i21-20-9
*
jack-8db+3, ... 1+2l, h15, 21i21, i34+14g+17c
* Balcony Break
* Forces tech backroll on hit
jack-8db+3, ... d+1+2l, m (th)15, 4,5,5,5,5,21i21, i340
* Crouch throw (Unbreakable)
* Can be executed after any hit of Cossack Kicks (DB+3,4,3...)
jack-8db+3,4l, l15, 12i21, i27-16-9
*
jack-8db+3,4,3l, l, l15, 12, 12i21, ,i27-19-8
*
jack-8db+3,4,3,4l, l, l, l15, 12, 12, 12i21, ,i27-16-5
*
jack-8db+3,4,3,4,3l, l, l, l, l15, 12, 12, 12, 12i21, ,i27-19-8
*
jack-8db+3,4,3,4,3,4l, l, l, l, l, l15, 12, 12, 12, 12, 12i21, ,i27-16-5
*
jack-8db+4l14i16-13-2
*
* High crush 6
jack-8db+1+2l,l8,21i18-70-5d
* Floor Break
jack-8b+1m17i20-11+8
*
jack-8b+1,2m, m17, 17i20, i26-14c+15d+47a
* Elbow
* Combo from 1st hit with 5F delay
* Combo from 1st CH with 11F delay
* Interrupt with i8 from 1st block
* Move can be delayed by 7F
* Input can be delayed by 11F
jack-8b+2m27i19+2+2a
* Heat Engager
* Heat Dash +5, +36a(+26)
* Balcony Break
* Gain GMC on Heat activation
* Can be charged to power up
jack-8b+2*m40i35-2+17a (+9)
* Heat Engager
* Heat Dash +5, +36a(+26)
* Balcony Break
* Wall Crush +5g on block and 3 chip damage
* Gain GMC on hit or block
* 16 chip damage on block
* Gain GMC on Heat activation
jack-8b+3m14i16-9+2
*
jack-8b+3,2m, h14, 13i16, i22-4+1
* Combo from 1st hit
* Interrupt with i3 from 1st block
* Transition to GMH with D
** (+0 oB, +5 oH)
jack-8b+3,2,2m, h, h14, 13, 20i16, ,i25-9+44d (-14)
* Balcony Break
* Interrupt with i5 from 2nd block
* Can be charged to power up
jack-8b+3,2,2*m, h, m14, 13, 40i16, ,i67-7+13d (+5)
* Balcony Break
* Wall Crush +3 on block
* Gain GMC on hit or block
* Interrupt with i47? from 2nd block
* 16 chip damage on block
jack-8b+4m16i13-13-2-2s
* Knee
jack-8b+4,4m, M16, 21i13, i30-4c+3d
* Combo from 1st CH
* When comboing from 1st CH:
** Floor Break
** -8d on hit
* Interrupt with i10 from 1st block
jack-8b+1+2m28i14-19-1d (-10)
* Heat Engager
* Heat Dash +5, +43d(+35)
* Balcony Break
* Gain GMC on Heat activation
jack-8ub+1+2h30i20 pc7-9+23d
* Balcony Break
* Homing
* Chip damage on block when absorbing an attack (12)
* Power crush 7
jack-8u+4m25i25-16+15a (+5)
* Balcony Break
* Alternate input ub+4, uf+4
* Low crush
jack-8u+1+2h23i19-13+49a (+39)
*
jack-8u+3+4m40i94~100!+17d
* Unblockable
* Can input additional 3+4 (up to 4 times) to fly farther and deal more damage
* Alternate input ub+3+4
* Low crush
jack-8uf+1h10i17+71a (+55)
* Tornado
* Only hits airborne opponents
* Transition to GMH with D
** (+75a (+59))
* Can be charged to power up
* Alternate input ub+1, u+1
jack-8uf+1*h32i35+69a (+53)
* Tornado
* Only hits airborne opponents
* Transition to GMH with D
** (+70a (+54))
* Gain GMC on hit
* Alternate input ub+1*, u+1*
jack-8uf+2m25i24~25+4c+13c+11d
* Elbow
* Low crush 9
jack-8uf+3L[8]i23-12+8c GMH
* Spike
* Only deals recoverable damage
* Cannot K.O.
* Only spikes when hit up close
* Automatically transitions to GMH on hit
* Unparryable
* u+3/ub+3: less forward movement
* Low crush 9
jack-8uf+3+4M23i34 js8+13cg+20d
* Spike
* Automatically transitions to SIT on hit or block
* Low crush 8
jack-81+2+3+4
jack-8HCFi22~
* Alternate input 1+4
* Can be looped together in 360 motions for up to 5 spins
jack-8HCF,1m30i22~, i17(43~)+21g+7a (-2)+39d (-8)
* Balcony Break
* Alternate input 1+4,1
* Chip damage on block (9)
jack-8HCF,df+1M25i22~, i20~23-17+52a (+42)
* Tornado
* Non blue spark version, for a just frame version search "EMGF"
* Alternate input 1+4,df+1
jack-8HCF:df+1M36i20~23-17+66a (+50)
* Tornado
* Instant Tornado
* Just frame version of hcf,df+1, for a normal version search "one"
* Alternate input 1+4:df+1
jack-8b,db,d,df+1l28i29-37+18d
* Homing
* Alternate input df+1+4
jack-8b,db,d,df+2m31i22-9+31d (-5)
* Balcony Break
* Alternate input df+2+3
jack-8f,F+1m22i15~16-6+8c+16d
* Elbow
* Transition to GMH with D
* (+4 oB, +8c oH, +16d cH)
jack-8f,F+2m23i18-16+53a (+43)
* Strong Aerial Tailspin?
* Can be charged to power up
jack-8f,F+2*m3534-15+61a
* Tornado
* Gain GMC on hit or block
* 14 chip damage on block
jack-8f,F+3M22i26+4+9c+22a
* Transition to FC with D
jack-8f,F+4m32i16-10+15d (+5)
* Tornado
* Balcony Break
* Chip damage on block (12)
jack-8f,F+1+2m20i15-15+22cs
*
Homing
jack-8f,F+1+2,2m, m20, 24i15, i32-11+11a (+2)
*
Balcony Break
* Combos from 1st hit
jack-8f,F+1+2,1+2m, l20, 21i15, i28-19+13d
* High crush
jack-8f,F+1+4M (L)25i21~30 (i31~40)-82~-73-88~-79
* i31~40 Low attack on landing
** (-110~-101 oB, -65~-56 oH)
* Low crush
jack-8uf,n,2m28i32-1c+10c
*
* Low crush
jack-8f,f,F+2m25i22+6+10
* Chip damage on block (7)
* Guarantees i10 moves on hit
* Unparryable (running attack)
* Alternate input wr2
jack-8f,f,F+1+2m34i20~23+4+7a (-2)
* Balcony Break
* Shoulder
* Chip damage on block (10)
* Alternate input wr1+2
jack-8ws1m14i15-13+34a (+24)
*
jack-8ws2m10i14-7+4
* Elbow
<Showing 2001-2400 of 6205 moves>