
All Characters
All Characters Tekken 8 Frame Data
| Char | Command | Hit level | Damage | Startup | Block | Hit | Counter hit | Notes |
|---|---|---|---|---|---|---|---|---|
| jun | R.df+1+2 | m,t | 55+ | i20 | -18 | +0d | * Rage Art * Removes Recoverable Health * Reversal Break * Damage increases with lower health, maximum 82 * Freezes match timer on activation and on hit * Restores recoverable health on hit * Transition to attack throw on hit * Consumes Rage * Power crush 8~ | |
| jun | 1 | h | 5 | i10 | +1 | +8 | Recovers 2f faster on hit or block (t27 r17) | |
| jun | 1,1 | h, m | 5, 15 | i10, i25 | -1 | +8 | +13 | * Move can be delayed by 1f * Input can be delayed by 2f * Interrupt with i7 from 1st block * Transition to standing with B (t64 r28) * Restores 2 health and 2 recoverable on hit * Gain 6 Kazama Essence on normal hit and 5 on airborne hit |
| jun | 1,2 | h, h | 5, 8 | i10, i16 | -3 | +6 | * Jail from 1st attack with 2f delay * Combo from 1st hit with 2f delay * Transition to r16 SS with u_d (+1/-13, +10g/-4?) ** r16 when attacking in SS stance ** r30? when exiting SS stance | |
| jun | 1,2,2 | h, h, h | 5, 8, 12 | i10, ,i16~17 | +4 | +11 | +20c | * Homing * Combo from 2nd hit with 9F delay * Jails attack inputs with 1F delay (crouch assist bufferable) * Duckable * Restores 2 health on hit * Gain 6 Kazama Essence on normal hit and 5 on airborne hit |
| jun | 1,2,4 | h, h, m | 5, 8, 16 | i10, ,i27~28 | -12 | +5 | +15a (+6) | * Balcony Break (airborne) * Wall Crush +17g on hit and 3 chip damage * Not a true combo on 2nd hit or CH (bug? breaks neutral guard) * Interrupt with i5 from 1st block * Input can be delayed 9f |
| jun | 1,3 | h, L | 5, 12 | i10, i23 | -12 | +2 | +6c | * Combo from 1st CH with 2f delay * Interrupt with i5 from 1st block |
| jun | 2 | h | 7 | i12 | -4 | +7 | ||
| jun | 2,1 | h, m | 7, 9 | i12, i21 | -6 | +7 | * Elbow * Combo from 1st hit with 9f delay * Interrupt with i1 from 1st block * Input can be delayed 10f | |
| jun | 2,1,4 | h, m, m | 7, 9, 12 | i12, ,i10 | -12 | -1 | * Knee * Jail from 2nd block * Combo from 1st hit | |
| jun | 2,1,4,1 | h, m, m, m | 7, 9, 12, 30 | i12, ,i30 | -9 | +10a (+1) | +42a (-5) | * Balcony Break * Weapon (Projectile) * Combo from 3rd CH * Move can be delayed 10f * Interrupt with i10 from 1st block * Whiffs vs SWL from 1st block * 9 chip damage on block * Deals 6 damage to self (4 recoverable) * Unparryable by traditional parries, Asuka, Nina, etc * Gain 10 Kazama Essence on normal hit and 7 on block or airborne hit |
| jun | 2,1,4,3 | h, m, m, h | 7, 9, 12, 21 | i12, ,i25 | -9 | +13a (+4) | * Balcony Break * Combo from 3rd CH with 5F delay * Interrupt with i5 from 1st block * Input can be delayed 10f | |
| jun | 2,1,1+2 | h, m, h | 7, 9, 21 | i12, ,i22 | +2 | +22cg | * Balcony Break * Elbow * Combo from 2nd CH with 9f delay * Interrupt with i6 from 2nd block * Forces tech backroll on hit | |
| jun | 3 | m | 14 | i14~15 | -10 | +2 | Balcony Break | |
| jun | 3,1 | m, h | 14, 20 | i14~15, i14~15 | -4 | +22cg | * Tornado * Balcony Break * Combo from 1st hit with 9F delay * Interrupt with i4 from 1st block * Forces tech back roll on hit * Move can be delayed by 6F * Input can be delayed by 9F * Gain 6 Kazama essence on normal hit and 5 on airborne hit | |
| jun | 4 | h | 17 | i12 | -9 | +7 | +32d | |
| jun | 1+2 | m | 26 | i13 | -12 | +28a | * Balcony Break * Heat Engager * Heat Dash +43d (+35) * Gain 10 Kazama Essence on Heat activation | |
| jun | 1+4 | SL,h | 5,8 | i14 i17 | -3 / -19 | -3 | +4 | * -19 from 1st block * CH advantage listed is for the 2nd hit |
| jun | 1+4,2 | SL,h, h | 5,8, 10 | i14 i17, i19 | -2 | +9 | * Combo from 2nd CH * Interrupt with i16 from 1st block * Move cannot be interrupted from 2nd block * Whiffs vs SS, SW from 1st block (SSR/SWR more consistent w/ big bodies) | |
| jun | 1+4,2,4 | SL,h, h, m | 5,8, 10, 23 | i14 i17, ,i24 | -15 | +11a (+2) | * Combo from 3rd CH * Interrupt with i4 from 3rd block | |
| jun | 1+4,2,d+4 | SL,h, h, L | 5,8, 10, 15 | i14 i17, ,i24~25 | -23~-22 | +27a | * Combo from 3rd CH * Interrupt with i4 from 3rd block * High crush 10~38 | |
| jun | 1+4,3 | SL,h, m | 5,8, 15 | i14 i17, i24~25 | -11~-10 | +1~+2 | * Combo from 2nd CH * Interrupt with i19 from 1st block * Interrupt with i3 from 2nd block * Whiffs vs SS, SW from 1st block (SSR/SWR more consistent w/ big bodies) | |
| jun | 1+4,3,1 | SL,h, m, m | 5,8, 15, 20 | i14 i17, ,i33~34 | -13~-12 | +17a (+10) | * Interrupt with i12 from 3rd block * Whiffs vs SWL from 3rd block | |
| jun | 1+4,3,4 | SL,h, m, L | 5,8, 15, 17 | i14 i17, ,i25~26 | -13~-12 | +4c~+5c | +26a | * Combo from 3rd CH * Interrupt with i4 from 3rd block |
| jun | 3+4 | m,M,M | 6,18,20 | i23~24 i30~31 i16 | -6 | +26a (+8) | * Spike * 3rd hit available only as combo from 2nd hit * Transition to r22 FC with D on whiff or block * Deals 12 damage to self (8 recoverable) * Gain 12 Kazama Essence on normal hit and 6 on airborne hit * Low crush 5~33 * Floating state 34~36 | |
| jun | f+1 | m | 15 | i20 | +0 | +9 | +14 | * Restores 2 health and 2 recoverable on hit * Recover to standing with B (t48 r28) * Gain 6 Kazama Essence on normal hit and 5 on airborne hit |
| jun | f+2 | M | 20 | i17~18 | -18 | +33a (+23) | * Cancel to r26 FC with D * Increased tracking when f2,1+2's input is buffered late | |
| jun | f+2,1+2 | M, M | 20, 20 | i17~18, i29~32 | -9 | +32a (+17) | * Heat Engager * Heat Dash +5, +42a (+27) * Balcony Break * Jail from 1st attack * Chip damage (8) on block * Deals 18 damage to self (12 recoverable) * Available only on hit or block * Gain 16 Kazama Essence on Heat activation * Gain 6 Kazama Essence on normal hit and 5 on block or airborne hit | |
| jun | f+3 | m | 13 | i16 | -9 | +7 | * Enter SS -16 +14g r21 with u_d * r21 when attacking after SS * r35 when blocking after SS | |
| jun | f+3,2 | m, h | 13, 17 | i16, i20~21 | +4 | +11 | +20c | * Homing * Combo from 1st hit with 10F delay * Interrupt with i5 from 1st block * Move can be delayed by 5F * Input can be delayed by 10F * Restores 2 health on hit * Gain 6 Kazama Essence on normal hit and 5 on airborne hit |
| jun | f+3,4 | m, M | 13, 22 | i16, i20~22 | -13~-11 | +28a (+13) | * Tornado * Combo from 1st hit with 10F delay * Interrupt with i5 from 1st block * Move can be delayed by 5F * Input can be delayed by 10F | |
| jun | f+4 | h | 21 | i19~21 | +3~+5 | +13~+15 | * Balcony Break (airborne) * Homing | |
| jun | f+1+2 | h | (5) | i12 | +2 | +26g | +23 | * Balcony Break (airborne) * Transition to r20 MIA on hit only * Deals 5 recoverable damage * Cannot cause a K.O. * Deals 6 damage to self (4 recoverable) * Power up in Heat (ps5~12) * Unparryable * Gain 6 Kazama Essence on normal hit and 5 on block or airborne hit |
| jun | f+2+3 | h | 21 | i28~29 | +0 | +25a | * Balcony Break (airborne) * Punch sabaki * Crumple stun launcher (+51a) on parry effect * Parry state 4~15 | |
| jun | f+3+4 | * Transition to r18 FC with D * Stance moves can be delayed by 24F * Parries low punches or kicks * Parries throws * Parry state 1~40 | ||||||
| jun | df+1 | m | 10 | i13~14 | -3 | +8 | ||
| jun | df+1,1 | m, m | 10, 17 | i13~14, i24~25 | -11 | +5 | +13g | * Combo from 1st hit * Interrupt with i5 from 1st block |
| jun | df+1,2 | m, h | 10, 12 | i13~14, i22~23 | -4 | +6 | +11 | * Combo from 1st hit with 1F delay * Interrupt with i4 from 1st block * Move cannot be delayed * Input can be delayed by 1F |
| jun | df+2 | m | 14 | i16~17 | -12 | +29a (+19) | * Launches crouching opponent * Increased tracking when f2,1+2's input is buffered late | |
| jun | df+2,1+2 | m, M | 14, 12 | i16~17, i25~26 | -9 | +38a (+28) | * Combo from 1st hit * Chip damage (4) on block * First hit does 8dmg, 20dmg total * Deals 24 damage to self (16 recoverable) * Available only on hit or block * Gain 10 Kazama Essence on normal hit and 7 on block or airborne hit | |
| jun | df+3 | m | 22 | i17 | -8 | +19a (+10) | * Homing * Balcony Break | |
| jun | df+4 | m | 22 | i15 | -14 | +48a (+17) | +52a | * Tornado * Balcony Break (airborne) * Crumple stun launcher (+52a) on CH |
| jun | df+3+4 | m | 17 | i24~25 | -11 | +1 | ||
| jun | df+3+4,1 | m, m | 17, 20 | i24~25, i33~34 | -13 | +17a (+10) | * Interrupt with i12 from 1st block * Whiffs vs SWL from 1st block | |
| jun | df+3+4,4 | m, L | 17, 17 | i24~25, i25~26 | -13 | +4c | +26a | * Combo from 1st CH * Interrupt with i4 from 1st block |
| jun | d+2 | m | 18 | i20~21 | -4c | +9c | +18a | Spike |
| jun | d+4 | L | 10 | i15 | -12 | -1 | -1c on crouching hit | |
| jun | d+4,4 | L, h | 10, 20 | i15, i25~26 | -9 | +13a (+4) | * Balcony Break * Combo from 1st CH * Interrupt with i6 from 1st block | |
| jun | d+1+2 | M | 28 | i26 | -9 | +72a (+56) | * Tornado * Chip damage (11) on block * Divine Aura: 12 chip damage on block * Divine Aura: +4 damage on hit (32) * Deals 12 damage to self (8 recoverable) * Unparryable (projectile) * Gain 8 Kazama Essence on normal hit and 6 on block or airborne hit * High crush 8~24 | |
| jun | d+3+4 | l,h | 5,15 | i14 i24~27 | -6 | +30a (+20) | * Combo from 1st CH * Jail from 1st attack * -25 if 1st hit is blocked * Low crush 5~27 * Floating state 28~30 | |
| jun | db+1 | m | 7 | i15~16 | -8 | +1 | ||
| jun | db+1,1 | m, m | 7, 8 | i15~16, i21 | -11 | +0 | * Jail from 1st block * Combo from 1st hit | |
| jun | db+1,1,1+2 | m, m, m,m,m | 7, 8, 5,5,20 | i15~16, ,i17 i26 i49 | -15 | +21a (+11) | * Balcony Break * Jail from 1st block with 2F delay * Combo from 1st hit with 2F delay * Restores 4 health and 4 recoverable * Unparryable * Gain 10 Kazama Essence on normal hit and 7 on airborne hit * Move cannot be delayed * Input can be delayed by 2F | |
| jun | db+2 | L | 17 | i23~24 | -12 | +2 | +14g | * High crush 15~54 |
| jun | db+3 | L | 14 | i18 | -12 | +2 | +6c | |
| jun | db+4 | L | 14 | i22~24 | -11~-9 | +0~+2 | +3~+5 | Transition to r28 FC with D * High crush 6~41 |
| jun | db+4,4 | L, L | 14, 15 | i22~24, i31~33 | -7~-5 | +4~+6 | +35a | * Combo from 1st CH * Interrupt with i12 from 1st block * Slight mid evasion * Can be low parried from block or normal hit only * Transition to r28 FC with D * High crush 1~49 |
| jun | db+4,4,4 | L, L, L | 14, 15, 16 (11) | i22~24, ,i31~33 | -7~-5 | +4~+6 | +35a | * Airborne combo from 2nd CH (+24a (+17)) * Transition to r28 FC with D * Interrupt with i12 from 2nd block * Can be low parried from block or normal hit only * High crush 1~49 |
| jun | db+4,1+4 | L, sl,h | 14, 5 (3),8 (4) | i22~24, i22 i17 | -3 | -3 | +4 | * Combo from 1st CH with 8F delay * Airborne combo from 2nd or 3rd CH with 8F delay (+29a (+22)) * Interrupt with i12 from any block * Links to 1+4 extensions * Alternate inputs: ** db+4,4,n,1+4 (t124) ** db+4,4,4,1+4 (t156) * Move cannot be delayed * Input can be delayed by 8F * CH advantage listed is for the last hit |
| jun | b+1 | L | 19 | i29~30 | -10~-9 | +6~+7 | +0d | * Cancel to r39 FC with D on frame 25 * Transition to attack throw on CH, +22 damage, total 44 * Opponent recovers FDFA on CH * High crush 6~58 |
| jun | b+1+3 | * Parries mid or high punches or kicks * Parry state 5~12 | ||||||
| jun | b+2 | m | 10 | i14~15 | -9 | +2 | ||
| jun | b+2,1 | m, h | 10, 7 | i14~15, i15~16 | -9 | +2 | * Elbow * Combo from 1st hit with 15F delay * Interrupt with i4 from 1st block * Enter GEN +0 +11g r18 with F * Enter MIA +0 +11g r18 with B * Move can be delayed by 5F * Input can be delayed by 15F | |
| jun | b+2,1,1 | m, h, m | 10, 7, 20 | i14~15, ,i25 | -13 | +13a (+4) | * Balcony Break * Combo from 2nd CH with 4f delay * Interrupt with i6 from 2nd block * Move can be delayed 14f | |
| jun | b+2,1,2 | m, h, M | 10, 7, 22 | i14~15, ,i23 | -9 | +30a (+15) | +69a (+53) | * Tornado * Weapon * Projectile * Combo from 2nd CH with 6F delay * Interrupt with i4 from 2nd block * 9 chip damage on block * Deals 12 damage to self (8 recoverable) * Gain 6 Kazama Essence on normal hit and 5 on block or airborne hit * Move can be delayed by 14f |
| jun | b+2,1,4 | m, h, h | 10, 7, 24 | i14~15, ,i23~25 | -8~-7 | +16cg | * Balcony Break * Combo from 2nd CH with 6f delay * Interrupt with i4 from 2nd block * Move can be delayed 14f * Forces tech back roll on hit | |
| jun | b+2,2 | m, m | 10, 10 | i14~15, i16~17 | -9 | +3 | * Combo from 1st hit with 15F delay * Interrupt with i5 from 1st block | |
| jun | b+3 | m | 20 | i16~17 | -19~-18 | +22a (+12) | * Low crush 10~37 * Floating state 38~40 | |
| jun | b+3,2 | m, M | 20, 22 (15) | i16~17, i20 | -9 | +30a (+15) | +69a (+53) | * Tornado * Weapon * Projectile * Airborne combo from 1st hit with 25F delay (+67a (+51)) * Interrupt with i26 from 1st block * Whiffs vs SW from 1st block * Chip damage (8) on block * Deals 12 damage to self (8 recoverable) * Gain 6 Kazama Essence on normal hit and 5 on block or airborne hit * Move cannot be delayed |
| jun | b+3,4 | m, L | 20, 14 | i16~17, i20~22 | -11 | +0~+2 | +3 | * Combo from 1st hit with 25F delay * Interrupt with i26 from 1st block * Links to db+4 extensions * Transition in r28 FC with D * Move cannot be delayed * High crush 1~42 |
| jun | b+4 | m | 14 | i13~14 | -7 | +5 | Knee | |
| jun | b+4,2 | m, M | 14, 17 | i13~14, i22~23 | -13 | +12g | +28a (+18) | * Combo from 1st hit with 8f delay * Move cannot be interrupted |
| jun | b+1+2 | * Enter SS r16 with u_d * r30 when blocking after SS * Cancel to r15 with DB * Stays in stance indefinitely * Restores 3 recoverable health and gain Kazama Essence with each pulse | ||||||
| jun | b+3+4 | m | 25 | i22~23 | -12 | +9a (+0) | * Balcony Break * -8 and 10 chip damage on block after attack absorption * Power crush 7~27 | |
| jun | ub+1+2 | m! | 50 | i57~58 | +6a | Balcony Break | ||
| jun | u+2 | h | 17 | i23~24 | +4 | +11 | +20c | * Homing * Restores 2 health and 2 recoverable on hit * Gain 6 Kazama Essence on normal hit and 5 on airborne hit * Stance moves can be delayed by 15F |
| jun | u+4 | m | 21 | i22~23 | -3~-2 | +22a | * Balcony Break (airborne) * Low crush 8~28 * Floating state 29~31 | |
| jun | uf+1 | h,h | 6,30 | i10 i26 | -14 | +12a (+3) | * Balcony Break * Jail from 1st attack * Deals 12 damage to self (8 recoverable) * 2nd hit available only on hit or block * Recovery listed is for the 1st hit * Gain 10 Kazama Essence on normal hit and 7 on block or airborne hit | |
| jun | uf+2 | M | 24 | i19 | -9 | +30a (+15) | +69a (+53) | * Tornado * 9 chip damage on block * Deals 12 damage to self (8 recoverable) * Unparryable * Gain 6 Kazama Essence on normal hit and 5 on block or airborne hit * High crush 6~16 |
| jun | uf+3 | m | 17 | i20~21 | -6 | +5 | +30a | Balcony Break (airborne) * Low crush 11~27 * Floating state 28~30 |
| jun | uf+4 | m | 10 | i16~18 | -20 | -9s | * Low crush 10~40 * Floating state 41~43 | |
| jun | uf+4,3 | m, m,M | 10, 8,20 | i16~18, i29 i18 | -12 | +84a (+68) | * Tornado * Combo from 1st hit * Whiffs vs SSR, SWR from 1st block * Interrupt with i8 from 1st block * Transition to MIA on hit only * 3rd hit available only as combo from 2nd hit * 3rd hit deals 12 damage to self (8 recoverable) * Gain 5 Kazama Essence on normal hit or airborne hit * Low crush 1~20 * Floating state 21~23 | |
| jun | uf+3+4 | m,M | 5,21 | i20~23 i2~6 | -8~-4 | +18a | * Spike * Low crush 9~30 | |
| jun | 1+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 | ||||||
| jun | f,F+2 | m | 16 | i16~17 | -12 | +3 | * Transition to GEN +1 +16g r18 with F on frame 21 with 10F delay * Transition to MIA +1 +16g r18 with B on frame 21 with 10F delay | |
| jun | f,F+2,2 | m, m | 16, 22 | i16~17, i21 | -13 | +8a | +53a | * Tornado * Balcony Break * Elbow * Combo from 1st hit with 8f delay * Interrupt with i1 from 1st block * +7F crumple stun on CH |
| jun | f,F+2,3 | m, h | 16, 22 | i16~17, i20~21 | -8~-7 | +29a (+14) | * Combo from 1st hit with 8f delay * Move cannot be interrupted | |
| jun | f,F+3 | m | 23 | i18~19 | -9 | +2 | * Homing * Balcony Break (airborne) | |
| jun | f,F+3,3+4 | m, m,m | 23, 12,15 | i18~19, i35~36 i5~6 | +3 | +14a | * Spike * 7 chip damage on block * Interrupt with i11 from 1st block * Interrupt with i5 from 1st hit * Whiffs vs SSR from 1st block * +14d on BT hit * Floating state 25~39 | |
| jun | f,F+1+2 | m | 32 | i22 | +6 | +23a (+13) | * Balcony Break * Transition to +9, +26a (+16) GEN with F * Transition to +9, +26a (+16) MIA with B * 20?f hitstop on hit * 6 chip damage on block * Deals 6 damage to self (4 recoverable) * Non-limb attack, unparryable by Asuka, Nina, etc * Gain 8 Kazama Essence on normal hit and 6 on block or airborne hit | |
| jun | ub,b | sp | * Low crush 9~40 * Floating state 41~43 | |||||
| jun | f,f,F+3 | m | 28 | i24~28 | +3~+7 | +14a (+5) | +46d (-1) | * Balcony Break * 8 chip damage on block * Low crush 3~30 * Floating state 31~33 |
| jun | ws1 | h | 14 | i12~13 | -6 | +5 | ||
| jun | ws1,1 | h, h | 14, 7 | i12~13, i15~16 | -9 | +2 | * Elbow * Combo from 1st hit with 4F delay * Move cannot be interrupted * Enter GEN +0 +11g r18 with F * Enter MIA +0 +11g r18 with B * Move cannot be delayed * Input can be delayed by 4F | |
| jun | ws1,1,1 | h, h, m | 14, 7, 20 | i12~13, ,i25 | -13 | +13a (+4) | * Balcony Break * Combo from 2nd CH with 4f delay * Interrupt with i6 from 2nd block * Move can be delayed by 14f | |
| jun | ws1,1,2 | h, h, M | 14, 7, 22 | i12~13, ,i23 | -9 | +30a (+15) | +69a (+53) | * Tornado * Combo from 2nd CH with 6f delay * Interrupt with i4 from 2nd block * Move can be delayed by 14f * 8 chip damage on block * Deals recoverable self-damage when not in Heat * Unparryable * Gain 6 Kazama Essence on normal hit and 5 on block or airborne hit |
| jun | ws1,1,4 | h, h, h | 14, 7, 24 | i12~13, ,i23~25 | -8 | +16c | * Balcony Break * Combo from 2nd CH with 6f delay * Interrupt with i4 from 2nd block * Move can be delayed by 14f * +13d on BT hit * Forces tech backroll on hit | |
| jun | ws1,4 | h, m | 14, 16 | i12~13, i22~23 | -11 | +0c | * Spike * Combo from 1st hit with 7F delay * Interrupt with i5 from 1st block * Move can be delayed 10f * Input can be delayed 12f | |
| jun | ws1,4,2 | h, m, L | 14, 16, 17 | i12~13, ,i23~24 | -16 | +0c | +13a | * Spike * Combo from 2nd CH * Interrupt with i5 from 2nd block * High crush 17~ |
| jun | ws1,4,1+2 | h, m, m | 14, 16, 28 | i12~13, ,i25~26 | -20 | +16a (+11) | * Balcony Break * Elbow * Combo from 2nd CH * Interrupt with i7 from 1st block * Whiffs vs SSL, SWL from 2nd block | |
| jun | ws2 | m | 12 | i13~14 | -8 | +5 | +32a | Hits grounded up-close only |
| jun | ws2,1 | m, m | 12, 20 | i13~14, i22~23 | -12 | +19a (10) | * Balcony Break * Combo from 1st hit * Interrupt with i3 from 1st block | |
| jun | ws3 | M | 16 | i14~15 | -13 | +25a (+5) | * Low crush 17~33 * Floating state 34~36 | |
| jun | ws4 | m | 21 | i11~12 | -12 | +18a (+11) | ||
| jun | ws1+2 | m | 20 | i21 | -2 | +5 | +14 +63a | * Elbow * Cancel to r39 FC with D on frame 20 |
| jun | ws3+4 | m | 23 | i18~19 | -21 | +38a (+28) | Tornado * Floating state 15~36 | |
| jun | SS.2 | m | 27 | i16 | -9 | +14a (+5) | +34d (+26) | * Balcony Break * Tornado * Restores 3 health and 3 recoverable on hit * Gain 6 Kazama Essence on normal hit and 5 on airborne hit |
| jun | SS.4 | m | 20 | i18~20 | +6 | +8c | * Heat Engager * Heat Dash +5, +67a (+50) * Spike * Gain 10 Kazama Essence on Heat activation | |
| jun | SS.1+2 | h,h,m | 7,9,18 | i16 i17 i15~16 | -4 | +7c | * Homing * Spike * Jail from 1st attack * Combo from 1st or 2nd hit | |
| jun | FC.df+1 | sl,m | 6,30 | i10, i25~26 | -19 | +26a (+11) | * Deals 18 damage to self (12 recoverable) * 2nd hit available only on hit or block * Recovery listed is for the 1st hit, t74 both hits * Gain 10 Kazama Essence on normal hit and 7 on block or airborne hit * High crush 1~44 | |
| jun | FC.df+2 | L | 12 | i16~17 | -11 | +0 | +14 | * High crush 1~46 |
| jun | FC.df+3 | L | 12 | i21 | -19 | +0c | * Clean hit +10a, 15 damage * Opponent recovers FDFA on CL * High crush 1~47 | |
| jun | (Back to wall).b,b,UB | m | 21 | i39~41 | +4c~+6c | +22a | * Floating state 5~13 * is8~13 * Low crush 14~46 * Floating state 47~49 | |
| jun | GEN.1 | L | 22 | i20~21 | -12 | +3c | +26a | * Has good left sidestep tracking * High crush 11~ |
| jun | GEN.2 | m,t | 16,32 | i16~17 | -13~-12 | +0d | * Transition to attack throw on front standing or airborne hit * Deals 12 damage to self (8 recoverable) * Frame advantage is -9 if an attack is absorbed * Chip damage on block if an attack is absorbed * +10a (+1) and Balcony Break on BT hit * Gain 8 Kazama Essence on normal hit or airborne hit * Power crush 8~15 | |
| jun | GEN.3 | M | 14 | i17~20 | -4c~-1c | +4c~+7c | Spike | |
| jun | GEN.3,2 | M, M | 14, 16 | i17~20, i24 | -9 | +33a (+18) | * Combo from 1st hit with 8f delay * Move cannot be interrupted * Deals 12 damage to self (8 recoverable) * Unparryable * Move can be delayed by 10F * Gain 8 Kazama Essence on normal hit and 6 on block or airborne hit | |
| jun | GEN.4 | h | 24 | i26~28 | +4~+6 | +26a (+17) | * Homing * Balcony Break * Low crush 16~33 * Floating state 34~36 | |
| jun | IZU.1 | h | 7 | i13~14 | -7 | +4 | Enter GEN -6, +5 r18 with F Enter MIA -6, +5 r18 with B | |
| jun | IZU.1,1 | h, h | 7, 26 | i13~14, i23~24 | -4 | +22d | * Balcony Break * Tornado * Combo from 1st hit with 6f delay * Interrupt with i4 from 1st block * Restores 1 health on hit * Restores 1 additional recoverable on hit * Non-limb attack, unparryable by Asuka, Nina, etc * Gain 6 Kazama Essence on normal hit and 5 on airborne hit | |
| jun | IZU.1,2 | h, m | 7, 20 | i13~14, i24 | -13 | +6a | +15a | * Spike * Combo from 1st hit with 5F delay * Interrupt with i5 from 1st block * Move can be delayed by 6F |
| jun | IZU.2 | M | 24 | i23~25 | -13~-11 | +34a (+24) | * Tornado * Chip damage (9) on block * Deals 12 damage to self (8 recoverable) * Unparryable * Gain 6 Kazama Essence on normal hit and 5 on block or airborne hit * High crush 6~20 | |
| jun | IZU.3 | m,h | 10,16 | i16~15 i14~15 | -6 | +12a (+3) | * Heat Engager * Heat Dash +5, +36a (+26) * Balcony Break * Jail from 1st attack * Gain 10 Kazama Essence on Heat activation * Low crush 20~53 * Floating state 54~56 | |
| jun | IZU.4 | L | 10 | i19 | -37 | -1c | +23a | Stagger low * High crush 13~ |
| jun | IZU.4,1 | L, M | 10, 21 | i19, i19~20 | -14~-13 | +14a (+3) | * Balcony Break * 2nd hit only available as combo from 1st hit * DA: +9 damage on hit (30) * Deals 18 damage to self (12 recoverable) * Unparryable * Gain 20 Kazama Essence on normal or airborne hit * Low crush 22~38 * Floating state 39~41 | |
| jun | IZU.1+2 | M | 24 | i21~22 | -12 | +19a | * Balcony Break * Spike * Frame advantage is -6c if an attack is absorbed * Power crush 8~20 | |
| jun | IZU.f+1+2 | m | 21 | i16~17 | -6 | +5 | +25 | * Homing * Balcony Break (airborne) * Only i15 or faster attacks guaranteed on CH * Jab evasion * Gain 6 Kazama Essence on normal hit and 5 on airborne hit |
| jun | MIA.1 | M | 30 | i24~25 | -9 | +72a (+56) | * Tornado * 12 Chip damage on block * Deals 9 damage to self (8 recoverable) * Unparryable * Gain 8 Kazama Essence on normal hit and 6 on block or airborne hit | |
| jun | MIA.2 | sm | 28 | i16 | -20 | +26a (+0) | * Heat Engager * Heat Dash +5, +43d (+35) * Balcony Break * DA: Range increases to 4.0 * Deals 8 (DA:11) chip damage on block * Deals 6 damage to self (4 recoverable) * Unparryable * Gain 16 Kazama Essence on Heat activation * Gain 6 Kazama Essence on normal hit and 5 on block or airborne hit | |
| jun | MIA.1+2 | m | 17 | i20~21 | +4 | +11g | * Homing * Strong Aerial Tailspin * Balcony Break on airborne hit * Transitions to IZU on hit or block * Gain 6 Kazama Essence on normal hit and 5 on block or airborne hit * High crush 8~21 | |
| jun | MIA.F | * Transition to r18 FC with D * Stance moves can be delayed by 24F * Parries low punches or kicks * Parries throws * Parry state 1~40 | ||||||
| jun | hFC.3+4 | m,m | 10,10 | i21~22 i23~24 | -6 | +5c | * Transition to r24 FC with D * Can be done from Crouch Level 1 * Low crush 5~19 * Floating state 20~22 | |
| jun | hFC.3+4,3 | m,m, m,m | 10,10, 10,10 | i21~22 i23~24, i31~32 i40~41 | +0~+1 | +15a | * Transition to r24 FC with D * Interrupt with i11 from 1st block * Whiffs vs SS, SW from 1st block * Low crush ~21~31 * Floating state 32~40 | |
| jun | 1+3 | t | 35 | i12~14 | +0 | +0d | * Homing * Throw break 1 or 2 | |
| jun | 2+4 | t | 35 | i12~14 | +0d | * Homing * Throw break 1 or 2 * Side switch on hit | ||
| jun | Back throw | t | 50 | +7d | * Unbreakable * Side switch | |||
| jun | FC.db+1+2 | t | 15,15,15 | i14~15 | -6 | +56a (+28) | * Throw break 1+2 * Opponent can tech roll to reduce the landing damage | |
| jun | GEN.P (Low) | t | 20 | +0d | * Restores 14 health and 14 recoverable * Opponent recovers FDFA * Gain 20 Kazama Essence | |||
| jun | GEN.P (Throw) | t | 40 | +0d | * Restores 8 health and 8 recoverable * Opponent recovers FUFA (sideways) * Gain 20 Kazama Essence | |||
| jun | IZU.1+3 | t | 35 | i14 | -6 | +0d | * Throw break 1+2 * Restores 8 life and 12 recoverable * Gain 8 Kazama Essence on hit | |
| jun | Left throw | t | 40 | -3 | +0d | * Throw break 1 | ||
| jun | Right throw | t | 40 | -3 | +0d | * Throw break 2 * Side switch on hit | ||
| jun | b+1+3,P | t | 25 | -4d | * Opponent recovers FDFT | |||
| jun | df+2+3 | t | 40 | i12 | -6 | -6d | * Throw break 2 * Floor Break | |
| jun | uf+1+2 | t | 40 | i12 | -6 | +0d | Throw break 1+2 | |
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| kazuya | 2+3 | m | [12;12] | i16 | +1 | +2c | * Heat Burst * Cancel to r45 with b,b on frame 42 * 2 chip damage on block * 12 chip damage on hit * Only deals recoverable damage * Cannot cause a K.O. * Power crush 7~16 | |
| kazuya | H.2+3 | L,m,th | 9,14 (20),17 (34) | i18, i27 | -14 | +0d | * Heat Smash * Balcony Break * 8 chip damage | |
| kazuya | R.df+1+2 | m,t | 55+ | i20 | -18 | +0d | * Rage Art * Removes Recoverable Health * Reversal Break * Damage increases with lower health, maximum 82 * Freezes match timer on activation and on hit * Restores recoverable health on hit * Transition to attack throw on hit * Consumes Rage * Power crush 8~ | |
| kazuya | 1 | h | 5 | i10 | +1 | +8 | Recovers 2f faster on hit or block (t27 r17) | |
| kazuya | 1,1 | h, h | 5, 6 | i10, i15 | -1 | +6 | * Jail from 1st block with 3f delay * Combo from 1st hit with 3f delay | |
| kazuya | 1,1,2 | h, h, m | 5, 6, 14 | i10, ,i13 | -17 | +20a (+15) | * Balcony Break (airborne) * Combo from 1st hit * Combo from 2nd hit with 11f delay * Move can be delayed 11f | |
| kazuya | DVK.1,1,2,D | h, h, m, t | 5, 6, 14, 8 | i10, , | +0d | * Consumes 150F of remaining Heat time * Opponent recovers FUFT * Available only on 3rd hit | ||
| kazuya | DVK.1,1,2,F | h, h, m, t | 5, 6, 14, 8 | i10, , | +5d BT | * Consumes 120F of remaining Heat time * Opponent recovers FDFT * Available only on 3rd hit | ||
| kazuya | 1,2 | h, h | 5, 8 | i10, i10 | -3 | +8 | * Jail from 1st block with 4f delay * Combo from 1st hit with 4f delay * Move can be delayed 4f | |
| kazuya | 1,2,2 | h, h, h | 5, 8, 12 | i10, ,i17 | -12 | +4 | * Combo from 1st hit * Combo from 2nd hit with 2f delay * Jail from 1st block with 2f delay * Input can be delayed 2f * Move cannot be delayed | |
| kazuya | 1,2,2~3 | h, h, m | 5, 8, 23 | i10, ,i23 | -9 | +6 | * Input 3 at frame 16 * Interrupt with i21 from 2nd block * Interrupt with i10 from 2nd hit * Whiffs vs SS from 2nd block * Whiffs vs SSL, SWL from 2nd hit * i39 effective startup | |
| kazuya | 1,2,4 | h, h, L | 5, 8, 18 | i10, ,i23~24 | -14c | -3 | +0c | * Combo from 2nd CH with 7f delay * Interrupt with i3 from 1st block * -3c on crouching hit |
| kazuya | 1,2,4,3 | h, h, L, m | 5, 8, 18, 25 | i10, ,i32 | -2 | +24a (+15) | +69a | * Balcony Break * Combo from 3rd CH with no delay * Interrupt with i13 from 3rd block * Interrupt with i2 from 3rd hit * Whiffs vs SSL from 3rd block * Move can be delayed 11f |
| kazuya | 2 | h | 12 | i12 | -3 | +8 | ||
| kazuya | 2,2 | h, m | 12, 24 | i12, i24~25 | -8 | +7 | +50a | * Balcony Break (airborne) * Combo from 1st CH * Interrupt with i4 from 1st block |
| kazuya | 3 | h | 12 | i14 | -8 | +4 | ||
| kazuya | 3,1 | h, h | 12, 10 | i14, i19 | -1 | +7 | * Combo from 1st hit * Move cannot be interrupted * Transition to CD r16?~r25? with df (+2 +10) ** CD recovery depends on input ** r24 forward dash with df,n,f,n,f ** r17: cd3, cd1+2 ** r19: cd1 (i22~24), ws3 (i23~25) ** r25: cd2 (i19~20), cd4 (i24), ws4 (i19~20) ** Cannot buffer attack inputs or sidewalks during forward dash transition | |
| kazuya | 3,1,4 | h, h, m | 12, 10, 17 | i14, ,i21~22 | -6 | +8 | +40d (+32) | * Knee * Balcony Break on CH * Combo from 2nd CH with 6f delay * Interrupt with i1 from 2nd block * Move can be delayed 14f |
| kazuya | 4 | h | 18 | i12 | -9 | +2 | +27a | Balcony Break (CH) |
| kazuya | 4~3 | m,M | 18,25 (17) | i31~33 i2~4 | -11a | -1a | * Floor Break * Airborne combo from 1st hit * +21a on hit if the 1st hit whiffs * Low crush 10~37 * Floating state 38~40 | |
| kazuya | 1+2 | m,m | 5,20 | i12, i15 | -13 | +13a | Balcony Break | |
| kazuya | f+2 | m | 23 | i20 | -12 | +13a (+4) | * Tornado * Balcony Break * -8 block advantage and 9 chip damage on block after attack absorption * Power crush 7~19 | |
| kazuya | f+3 | m | 22 | i17~18 | -13 | +5 | +54a (+23) | Balcony Break on air hit |
| kazuya | f+4 | m | 20 | i19~20 | +4c | +7c | +31d | Spike |
| kazuya | f+1+2 | m | 20 | i25 | -9 | +11a (+2) | * Balcony Break * Parries high and mid punches * 25 damage, +38d (+17) on successful parry * Parry state 3~10 | |
| kazuya | df+1 | m | 11 | i15~16 | -7 | +9 | ||
| kazuya | df+1,2 | m, h | 11, 20 | i15~16, i18 | +0c | +9c | * Heat Engager * Heat Dash +67a (+50a) * Combo from 1st hit with 4F delay * Interrupt with i3 from 1st block * Move is delayed 4F * Move cannot be delayed * Input can be delayed by 4F * 6 chip damage on block | |
| kazuya | df+1,4 | m, h | 11, 20 | i15~16, i16~17 | -11 | +42a | * Balcony Break * Combo from 1st hit with 4F delay * Interrupt with i1 from 1st block * Move is delayed 4F * Move cannot be delayed * Input can be delayed by 4F * Recovers 6F faster on hit (t61 r24) | |
| kazuya | df+1,df+2 | m, m | 11, 20 | i15~16, i22~23 | -8 | +18cg | +32a (+22) | * Tornado * Balcony Break * Combo from 1st CH with 4F delay * Interrupt with i5 from 1st block * Move is delayed 2F * Move can be delayed by 2F * Input can be delayed by 4F |
| kazuya | df+2 | m | 22 | i14 | -12 | +5 | +59a | * Homing * Balcony Break on air hit * Crumple stun +13F after CH |
| kazuya | df+3 | m | 13 | i18~19 | -7 | +9 | Knee | |
| kazuya | df+3,1 | m, h | 13, 17 | i18~19, i22~23 | -6 | +15g | +13c | * Balcony Break * Elbow * Combo from 1st hit with 7F delay * Interrupt with i2 from 1st block * 4f timestop on CH |
| kazuya | df+3,2 | m, m | 13, 13 | i18~19, i20 | -11 | +5 | * Combo from 1st hit with 9F delay * Move cannot be interrupted | |
| kazuya | df+3,2,1 | m, m, m | 13, 13, 21 | i18~19, ,i25 | -14 | +8a (-1) | +25 | * Tornado * Balcony Break * Combo from 2nd CH with 10F delay or 23F charge (i34) * Interrupt with i6 from 2nd block * i14 initial charge; can be charged up to 30F (i41) * Move can be delayed by 15F * Input can be delayed by 16F |
| kazuya | df+3,2,1* | m, m, m | 13, 13, 25 | i18~19, ,i46 | +11g | +10a (+1) | * Tornado * Balcony Break * 31F minimum charge * Interrupt with i27 from 2nd block * Interrupt with i11 from 2nd hit * Whiffs vs SSL, SW from 2nd block * Whiffs vs SSL, SWL from 2nd hit * 20f timestop on hit * 10 chip damage on block | |
| kazuya | df+4 | m | 10 | i13~14 | -9 | +2 | ||
| kazuya | df+4,4 | m, m | 10, 16 | i13~14, i15~16 | -15 | +0c | * Spike * Combo from 1st hit with 10f delay * Jail from 1st block with 3f delay | |
| kazuya | df+3+4 | m,h | 7,9 | i18, i13~14 | -8 | +0 | * Does not jail on block * Duckable on 1st block | |
| kazuya | df+3+4,1 | m,h, m | 7,9, 15 | i18, i13~14, i11~12 | -11 | +1 | * Jail from 1st block * Input can be delayed by 19F | |
| kazuya | df+3+4,1,2 | m,h, m, M,M | 7,9, 15, 14,25 | i18, i13~14, ,i20~21, i7~9 | -19 | +7a (-10) | * Balcony Break * Projectile * Combo from 3rd hit * Interrupt with i1 from 2nd block * 7 chip damage on block * +5a (-4) on wall hit | |
| kazuya | d+1 | sl | 5 | i10 | -5 | +6 | * Transition to standing r24 with f at frame 25 * +6c on crouching hit * High crush 4~ | |
| kazuya | d+2 | sl | 8 | i11 | -4 | +7 | * +7c on crouching hit * High crush 4~ | |
| kazuya | d+3 | L | 10 | i16 | -17 | -6 | * -6c on crouching hit * High crush 4~ | |
| kazuya | d+4 | l | 6 | i12 | -15 | -4 | * -4c on crouching hit * High crush 4~ | |
| kazuya | d+1+2 | L | 20 | i23 | -14c | +3c | +27a | * Cancel to r36 FC at frame 21 with B * 4f timestop on CH * High crush 6~56 |
| kazuya | db+1 | m | 7 | i13~14 | -10 | +0 | ||
| kazuya | db+1,2 | m, M,M | 7, 8,15 | i13~14, i20~21, i7~9 | -19 | +9a (-8) | * Heat Engager * Heat Dash +43d (+35) * Balcony Break * Combo from 1st hit with 1F delay * Jail from 1st block with 1F delay * Move cannot be delayed * Input can be delayed by 1F * 4 chip damage on block | |
| kazuya | db+2 | m | 23 | i18 | -4 | +7c | +27d | * Spike * Floor Break on CH |
| kazuya | db+3 | L | 14 | i19~20 | -12 | -1 | +7c | * -1c on crouching hit * High crush 6~50 |
| kazuya | db+4 | L | 18 | i20~21 | -12 | +4 | +17g | * Flips over on grounded hit * Recovers 3F faster on hit (t48 r27) |
| kazuya | b+1 | h | 10 | i11 | -10 | +1 | ||
| kazuya | b+1,2 | h, m | 10, 20 | i11, i20 | -14 | +9 (+0) | * Balcony Break * Combo from 1st hit * Can be delayed 14F * Combo can be delayed 10F from hit | |
| kazuya | b+2 | m | 12 | i14 | -8 | +4 | ||
| kazuya | b+2,2 | m, m | 12, 14 | i14, i25 | -10 | +1 | ||
| kazuya | b+2,2,1+2 | m, m, h | 12, 14, 20 | i14, ,i28~32 | -8 | +38d (-20) | * Balcony Break * Chip damage when guarded | |
| kazuya | b+2,4 | m, h | 12, 12 | i14, i22 | -3 | +8 | * Combo from 1st hit * Can be delayed 10F * Combo can be delayed 5F from hit | |
| kazuya | b+2,4,1 | m, h, m | 12, 12, 22 | i14, ,i19 | -14 | +11a (+2) | * Balcony Break * Combo from 2nd CH | |
| kazuya | b+3 | h | 15 | i18 | -8 | +3 | ||
| kazuya | b+3,1 | h, h | 15, 10 | i18, i12 | +0 | +6 | * Jails * Combo from 1st hit | |
| kazuya | b+3,1,4 | h, h, l | 15, 10, 10 | i18, ,i16 | -10c | +7 | ||
| kazuya | b+3,1,4,1 | h, h, l, m | 15, 10, 10, 15 | i18, ,i15 | -14 | +15a (+6) | Balcony Break | |
| kazuya | b+3,1,4,3 | h, h, l, l | 15, 10, 10, 12 | i18, ,i20 | -13c | +1 | ||
| kazuya | b+4 | h | 20 | i17 | -5 | +16g | * Heat Engager * Heat Dash +5, +43d (+35) * Homing * 6 chip damage on block | |
| kazuya | b+1+2 | m | 21 | i22 | -8 | +5 | * Heat Engager * Heat Dash +5, +43d (+35) * 6 chip damage on block | |
| kazuya | b+1+4 | m! | 60 | i63 | +20a(+10) | |||
| kazuya | ub+1 | m | 12 | i18 | -12 | -1 | -1 | * Spike * Low crush ~9 |
| kazuya | ub+1+2 | h | 32 | i41~56 | -7c~+8c | * Balcony Break * 9 chip damage on block * Forces tech backroll on hit ** Opponent recovers crouching | ||
| kazuya | uf+1 | m | 16 | i20 | -7 | +3 | +3 | |
| kazuya | DVK.uf+1,3 | m, M | 16, 20 | i20, i30 | -9 | +17a (+0) | * Balcony Break * Consumes 180F? of remaining Heat time * Jail from 1st block * Combo from 1st hit * Available only on 1st hit or block * Low crush 9~27 * Floating state 28~30 | |
| kazuya | uf+2 | h | 17 | i15 | -12 | +9 | * Balcony Break on air hit | |
| kazuya | uf+3 | m | 25 | i19 | -9 | +17(+9) | * Balcony Break * Low crush 9~ | |
| kazuya | uf+4 | m | 16 | i25 | -12 | -1 | * Balcony Break on air hit * Low crush 9~ | |
| kazuya | uf+4,4 | m, l | 16, 12 | i25, | -23 | +29a | Combo from 1st CH | |
| kazuya | uf+4,4,4 | m, l, l | 16, 12, 10 | i25, | -23 | +17a (+10) | ||
| kazuya | uf+4,4,4,4 | m, l, l, m | 16, 12, 10, 20 | i25, | -17 | +19a (+12) | Balcony Break | |
| kazuya | 1+2+3+4 | sp | - | * Shift to charging | ||||
| kazuya | f,F+2 | m | 20 | i16 | -9 | +13cg | * Heat Engager * Heat Dash +36a (+26a) * Balcony Break * 6 chip damage on block * Forces tech back roll on hit | |
| kazuya | f,F+3 | m | 21 | i20~22 | -3c | +46a | * Spike | |
| kazuya | f,F+4 | M | 22 | i17~18 | -9 | +5 | +29a(+23) | |
| kazuya | f,n,DF | sp | * Cannot be buffered * Connect to Wind God Step * Cost: 2F | |||||
| kazuya | f,n,d,DF | sp | * Cannot be buffered * Stance moves can be buffered out of heat engager or heat dash * Recovers in FC at frame 20 * Cancel to sidestep with u * Cancel to block with b from frames 1 to 6 * Cancel to t1~t3 hFC with b from frames 7 to 9 | |||||
| kazuya | f,n,d,DF+4 | L | 15 | i16 | -23 | -3c | +20a | |
| kazuya | f,n,d,DF+4,1 | L, m | 15, 24 (16) | i16, i26 | -16 | +16a (+7) / +17a (+10) | * Balcony Break * Airborne combo from first hit (+17a (+10)) | |
| kazuya | f,n,d,DF+4,4 | L, h | 15, 27 (18) | i16, i30~31 | -9 | +17a (+8) / +10a (+9) | * Balcony Break * Airborne combo from first hit (+10a (+9)) * Low crush 21~46 * Floating state 47~49 | |
| kazuya | f,n,d,df:2 | h | 23 | i11~12 | +5 | +39a (+29) | * 5 chip damage on block * Actual startup i14 (i13 if done from Mist Step) | |
| kazuya | f,n,d,df+1 | m | 23 | i20~22 | -16 | +29a (+19) | * Tornado * Low crush 20~41 * Floating state 42~44 | |
| kazuya | f,n,d,df+2 | h | 20 | i11~12 | -10 | +39a (+29) | Becomes Electric Wind God Fist during Heat (Consumes 60F of remaining Heat Time) | |
| kazuya | f,n,d,df+3 | h | 30 | i18~27 | -9 | +12a (+2) | * Balcony Break * 12 chip damage on block * Low crush 9~31 * Floating state 32~34 | |
| kazuya | f,n,d,df+1+2 | m | 33 | i24 | +5 | +25a (+15) | * Tornado * Balcony Break * 20f timestop on hit * 9 chip damage on block | |
| kazuya | uf,n,4 | m | 20 | i23 | -13 | +32a(+22) | * Low crush 9~ | |
| kazuya | f,f,F+3 | m | 30 | i22~25 | +6 | +13a (+3) | * Balcony Break * 9 chip damage on block * Low crush 3~25 * Floating state 26~28 | |
| kazuya | ws1 | m | 10 | i13~14 | -5 | +5 | ||
| kazuya | ws1,2 | m, m | 10, 12 | i13~14, i22~23 | -12 | +73a(+57) | * Tornado * Combo from 1st hit * Interrupt with i2 from 1st block | |
| kazuya | ws2 | m | 25 | i16~17 | -18 | +57a | * Homing * Crumple stun * Recovers 5f faster on hit (t49 r32) | |
| kazuya | ws3 | m | 24 | i21~23 | -5 | +20a (+11) | * Homing * Balcony Break | |
| kazuya | ws4 | m | 13 | i11~12 | -3 | +8 | ||
| kazuya | ws4,4 | m, m | 13, 16 | i11~12, i15~16 | -15 | +0c | * Jail from 1st block * Combo from 1st hit | |
| kazuya | ws1+2 | m | 25 | i13~14 | -9 | +8 | +24a | |
| kazuya | SS.3 | m | 23 | i23 | -7 | +16a (+7) | +50a | Balcony Break |
| kazuya | SS.4 | m | 14 | i15 | -6 | +4 | Balcony Break | |
| kazuya | SS.4,1 | m, m | 14, 22 | i15, i21~22 | -13 | +21a (+12) | * Strong Aerial Tailspin * Elbow * Combo from 1st hit with 9f delay * Move can be delayed 9F * Recovers 5F faster on hit (t65 r28) | |
| kazuya | SS.1+2 | h | 25 | i19~20 | +5 | +26g | * Homing * 7 chip damage on block * Transition to r18 CD with DF ** Transition to r19? forward dash with f,n,f (+4?/+25g?) | |
| kazuya | FC.df+3+4 | m | 24 | i23 | -11c | +11a | * High crush 1~62 * Floating state 13~53 | |
| kazuya | (back to wall).b,b,ub | m | 25 | i29 | -1 | +45d (-13) | * Air Status 5F * is8~13 | |
| kazuya | BT.1 | h | 15 | i8 | -3 | +8 | ||
| kazuya | BT.3 | h | 18 | i10 | -8 | +8 | ||
| kazuya | BT.d+1 | sl | 15 | i10 | -5 | +6 | * High crush 1~ | |
| kazuya | BT.d+3 | l | 6 | i12 | -15 | -4 | * High crush 1~ | |
| kazuya | BT.u+3 | m | 18 | i9 | -12 | +19a (+9) | * Low crush 9~24 * Floating state 25~27 | |
| kazuya | DVK.1+4 | SM | 27 | i21~31 | -9 | +3a | * Tornado * Reversal Break * Balcony Breakif an attack is absorbed * Consumes 450F of remaining Heat time * -7 and 10 chip damage on block or +8a (-1) on hit after attack absorption * More evasive when performed from crouching state * Power crush 6~20 | |
| kazuya | DVK.3+4 | M! | 30 | i60~90 | -49cg~-19cg | * Balcony Break * -45c~-41c on average * Consumes 150F of remaining Heat time * Forces tech back roll on hit * Low crush 20~134 * Floating state 135~137 | ||
| kazuya | DVK.OTG.db+1+2 | L | 20 | i24~29 | -13~-8 | +13a (+1) | +16d | * Balcony Break on airborne hit * +6c on standing normal hit * Consumes 90F of remaining Heat time |
| kazuya | DVK.SS.2 | m | 25 | i17~18 | -15 | +76a | * Tornado * Sidestep adds 9f, effective move startup: i26 * Consumes 150F of remaining Heat time | |
| kazuya | DVK.db+3+4 | L | (10) | i24 | -19 | +2 | * Weapon * Projectile * Deals 10 recoverable damage on hit - Cannot K.O * Consumes 150F of remaining Heat time * Transition to r29 CD with DF (-10/+11) ** cannot guard i23 moves ** Transition to r39 forward dash with f,n,f (-21?/+0) | |
| kazuya | DVK.f,F+2 | m,th | 20,20 | i16 | -9 | +0d | * Transition to throw on hit * Consumes 150F? of remaining Heat time on throw hit * Increased realign tracking to left sidesteps during Heat * Throw can be canceled with B * 6 chip damage on block | |
| kazuya | DVK.f,n,d,df+1 | m,th | 23,15 | i20~22 | -16 | -5d | * Floor Break * Consumes 120F of remaining Heat time on throw hit * Throw can be canceled with B * Opponent recovers FDFA * Low crush 20~41 * Floating state 42~44 | |
| kazuya | DVK.f,n,d,df+3 | h,t | 30,20 | i18~27,i20~30 | -2~+8 | +0d | * Consumes 180F of remaining Heat time * Extension available only on hit or block * Extension can be canceled with b * 16 chip damage on block * Low crush 9~ | |
| kazuya | DVK.ub+1+2 | h! | 40 | i41~56 | -12c~+3c | * Consumes 150F? of remaining Heat time * -12c~-7c on average * Forces backroll on hit | ||
| kazuya | DVK.u+1+2 | h! | 27 | i18~35 | * Hits airborne opponents only * Consumes 60F? of remaining Heat time | |||
| kazuya | OTG.d+3+4 | L | 25 | i23 | -12 | -1 | ||
| kazuya | f,(even numbers frames).n | sp | Sidesteps right | |||||
| kazuya | f,(odd numbers frames).n | sp | Sidesteps left | |||||
| kazuya | DVK.f,n,d,DF+4,1,1 | L, m, m,th | 15, 24 (16), 17,15 | i16, ,i24~26 | -19 | -5d | * Floor Break * Consumes 600F of remaining Heat time on throw hit * Combo from 1st hit with 9F delay * Move can be delayed by 7F * Input can be delayed by 9F * Low crush 24~ | |
| kazuya | DVK.f,n,d,DF+4,1,1,B | L, m, m | 15, 24 (16), 17 | i16, ,i24~26 | -19 | +26a (+16) | * Low crush 24~ | |
| kazuya | hFC.1 | sl | 5 | i10 | -5 | +6 | * Transition to standing r24 with f at frame 25 * +6c on crouching hit * High crush 1~ | |
| kazuya | hFC.2 | sl | 8 | i11 | -4 | +7 | * +7c on crouching hit * High crush 1~ | |
| kazuya | hFC.3 | L | 10 | i16 | -17 | -6 | * -6c on crouching hit * High crush 1~ | |
| kazuya | hFC.4 | l | 6 | i12 | -15 | -4 | * -4c on crouching hit * High crush 1~ | |
| kazuya | 1+3 | th(h) | 35 | i12~14 | +0 | +2d | * Homing * Throw break: 1 or 2 * Recovers BT on break | |
| kazuya | 2+4 | th(h) | 35 | i12~14 | +0 | +0d | * Homing * Throw break: 1 or 2 | |
| kazuya | Back throw | th(h) | 50 | i12~14 | +3d | * Throw Break: none | ||
| kazuya | FC.db+1+2 | th(h) | 40 | i12~14 | -6 | -3d | Throw break: 1+2 | |
| kazuya | Left throw | th(h) | 40 | i12~14 | -3 | +0d | * Throw break: 1 * Floor Break | |
| kazuya | Right throw | th(h) | 40 | i12~14 | -3 | -4d | Throw break: 2 | |
| kazuya | uf+1+2 | th(h) | 35 | i12~14 | +0 | +26d (+8) | * Throw break: 1+2 * Balcony Break * Side switch on break * 15 additional damage on wall hit | |
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| king | 2+3 | m | [12;12] | i16 | +1 | +2c | * Heat Burst * Cancel to r45 with b,b on frame 42 * 2 chip damage on block * 12 chip damage on hit * Only deals recoverable damage * Cannot cause a K.O. * Power crush 7~16 | |
| king | H.2+3 | M,t | 20,40 | i17~18 i21~22 | +12 JGR | +0d | * Heat Smash * Floor Break * Transition to attack throw on standing hit * Transition to JGR on block * Cancel transition to JGR on block with B (+7) * Transition to 2nd i21~22 23dmg mid hit on 1st block or whiff ** Tornado ** Balcony Break ** Hard balcony break ** i21~22 23dmg ** Jail from 1st block ** Forces crouch on 2nd hit ** +24 JGR on hit ** Cancel transition to JGR on hit with B (+19) * Hits OTG * 5 chip damage on block | |
| king | R.df+1+2 | m,t | 55+ | i20 | -18 | +0d | * Rage Art * Removes Recoverable Health * Reversal Break * Damage increases with lower health, maximum 82 * Freezes match timer on activation and on hit * Restores recoverable health on hit * Transition to attack throw on hit * Consumes Rage * Power crush 8~ | |
| king | 1 | h | 5 | i10 | +1 | +8 | Recovers 2f faster on hit or block (t27 r17) | |
| king | 1,2 | h, h | 5, 15 | i10, i10~12 | -3 | +8 | * Jail from 1st attack with 6f delay * Move can be delayed 6f | |
| king | 1,2,1 | h, h, m | 5, 15, 10 | i10, ,i24~25 | -4 | +5 | +10 | * Jail from 2nd hit with 4f delay * Move can be delayed 9f * Interrupt with i5 from 1st block * Starter of 10 Strings, 3rd~5th hits are combo |
| king | 1,2,1,2+4 | h, h, m, t | 5, 15, 10, 40 | i10, ,i26~28 | -3 | +0d | * Throw break 2 * Can side switch on hit | |
| king | 1,2,1,d+2+4 | h, h, m, t | 5, 15, 10, 35 | i10, ,i28~30 | +1d | * Floor Break * Crouch throw, unbreakable * Opponent recovers in FDFA | ||
| king | 1,2,2+4 | h, h, t | 5, 15, 30 | i10, ,i30 | -6 | +1d | * Tornado * Throw break 2 * Interrupt with i12 from 1st block * Can side switch on hit | |
| king | 1,2,d+2+4 | h, h, t | 5, 15, 35 | i10, ,i27 | +1d | * Floor Break * Crouch throw, unbreakable * Interrupt with i8 from 1st block * Opponent recovers in FDFA | ||
| king | 2 | h | 10 | i10 | +1 | +7 | ||
| king | 2,1 | h, m | 10, 15 | i10, i23~24 | -3 | +8 | * Combo from 1st hit | |
| king | 3 | h | 17 | i15~16 | -9 | +2 | ||
| king | 3,2 | h, m | 17, 18 | i15~16, i20~21 | -9 | +5c | * Elbow * Move can be delayed 10f * Interrupt with i1 from 1st block | |
| king | 3,2,2 | h, m, m | 17, 18, 24 | i15~16, ,i23~24 | -13 | +17g | * Balcony Break * Spike * Elbow * Transition to JGR +17g r30 automatically on hit * Cancel JGR transition +12g with B * Combo from 2nd CH with 10f delay * Move can be delayed 11f * Forces tech backroll on hit * Opponent recovers crouching * Interrupt with i3 from 2nd block | |
| king | 3,2,2* | h, m, m | 17, 18, 30 | i15~16, ,i34~35 | +9c | +25a (+15) | * Balcony Break * Spike * Elbow * Transition to JGR +9 +25a (+15) r30 automatically on hit or block * Cancel JGR transition +4c +20a (+10) r35 with B * Move can be delayed 11f * 12 chip damage on block * Interrupt with i14 from 2nd block | |
| king | 4 | h | 20 | i13 | -5 | +6 | +31d | Balcony Break (CH) |
| king | 1+2 | m | 17 | i18 | -11 | -2 | +0 | * Elbow |
| king | 1+2,1 | m, m | 17, 21 | i18, i22 | -13 | +12a (+3) | * Balcony Break * Combo from 1st hit with 1f delay * Input can be delayed 1f * Move cannot be delayed * Interrupt with i5 from 1st block * Cancel to -18 -9 -7 r35 with B on frame 19 | |
| king | 1+2,3 | m, h | 17, 25 | i18, i24~25 | -3 | +12a (+3) | * Tornado * Balcony Break * Combo from 1st hit with 2f delay * Combo from 1st CH with 3f delay * Move can be delayed 3f * Interrupt with i5 from 1st block | |
| king | 3+4 | * Hold to continue spinning and power up strikes, but King doesn't change direction. * King gets dizzy and falls after 6th spin: r102 FUFT fs?. * 2nd spin onward: r32 JGS * Low crush 6~21 * Floating state 22~24 | ||||||
| king | f+2 | m | 12 | i15~16 | -11 | +2 | * Elbow | |
| king | f+2,1 | m, h | 12, 25 | i15~16, i15~16 | -9 | +16a | * Heat Engager * Heat Dash +5, +36a (+26) * Balcony Break * Combo from 1st hit with 3f delay * Interrupt with i1? (or i0?) * Move can be delayed 10f * Input can be delayed 11f * Hit vs BT +11d | |
| king | f+2,d+1 | m, m | 12, 15 | i15~16, i22 | -13c | +2c | * Floor Break * Interrupt with i4 * Move can be delayed 10f * Input can be delayed 11f | |
| king | f+2,d+1,2 | m, m, m | 12, 15, 16 | i15~16, ,i22~23 | -15 | +27a (+17) | * Combo from 2nd hit with 13f delay * Move can be delayed 10f * Input can be delayed 13f * Jail from 2nd attack with 3f delay | |
| king | f+3 | m | 18 | i15~16 | -8 | +1 | +9 | * Hit vs BT +4 |
| king | f+3,1+2 | m, t | 18, 20 | i15~16, | -5d | * Input 1+2 during frames 2~20 of f+3 * Shifts to throw on front grounded hit * Can side switch on hit | ||
| king | f+4 | m | 25 | i18~20 | -9 | +12a (+3) | * Homing * Balcony Break * Low crush 9~25 * Floating state 26~28 | |
| king | f+1+2 | h | 23 | i16~17 | +0~+1 | +10d | ||
| king | f+1+4 | m | 21 | i17~19 | +3 | +7 | * Chest attack, unparryable by Asuka, Nina, etc | |
| king | f+2+3 | m | 27 | i20~24 | -5 | +8a (-1) | * Heat Engager * Heat Dash +5, +36a (+26) * Balcony Break * Shoulder | |
| king | f+3+4 | * Cancel to r25 standing block with b on frame 35~ at the earliest * Access powered-up JGR moves starting at frame 60? * Immediately access powered-up JGR moves during Heat * Becomes pc7~89 during Heat. * Partially uses remaining Heat time | ||||||
| king | df+1 | m | 15 | i14~15 | -1 | +3 | * Floor Break * Elbow | |
| king | df+1,2 | m, m | 15, 15 | i14~15, i20~21 | -10 | +5 | * Combo from 1st hit with 4f delay * Combo from 1st CH with 9f delay * Move can be delayed 11f * Input can be delayed 12f | |
| king | df+2 | m | 12 | i13 | -6 | +4 | ||
| king | df+2,1 | m, h | 12, 15 | i13, i20~21 | -4 | +24a | * Balcony Break (airborne) * Combo from 1st CH with 13f delay * Move can be delayed 13f | |
| king | df+3 | m | 17 | i14 | -9 | +6 | * Good SSR tracking | |
| king | df+3,4 | m, h | 17, 23 | i14, i30 | +0 | +28d | * Balcony Break (airborne) * Combo from 1st CH * Duckable on normal hit * Available only on 1st hit or block * Low crush 22~41 * Floating state 42~55 | |
| king | df+4 | l | 10 | i14~15 | -14 | -3 | ||
| king | df+4,3 | l, h | 10, 11 | i14~15, i22 | -5 | +6 | * Combo from 1st CH | |
| king | df+4,3,4 | l, h, m | 10, 11, 27 | i14~15, ,i28~29 | -15 | +6a (-3) | +47a (+16) | * Balcony Break * Combo from 2nd CH. * Transition to BT -8 +13a (+4) +54a (+23) r31 with B * BT transition is -14 * Low crush 18~36 * Floating state 37~39 |
| king | df+4,3,d+4 | l, h, L | 10, 11, 20 | i14~15, ,i33~35 | -10d | -8a | +22a | * Recovers in FC on hit * Low crush 25~36 * Floating state 37~62 |
| king | df+3+4 | SM,t | 30,15 | i28~35 | -12d~-18d | +18d | * Floor Break * Transition to attack throw on up-close front standing hit * Recovers in BT on throw success * -7c~+0c on far/BT/Side hit * Can perform a special downed animation when hitting the ground with D * Low crush 13~37 * Floating state 38~40 | |
| king | d+1 | sl | 5 | i10 | -5 | +6 | * Transition to standing r24 with f * High crush 4~ | |
| king | d+1,2 | sl, m | 5, 13 | i10, i15~17 | -11 | +5 | * Jail from 1st block * Combo from 1st CH | |
| king | d+2 | sl | 8 | i11 | -4 | +7 | ||
| king | d+3 | L | 12 | i17 | -12 | +1 | ||
| king | d+4 | l | 6 | i14 | -15 | -4 | ||
| king | d+1+2 | m | 21 | i23 | -24 | +45a (+35) | * Tornado * High crush 6~22 | |
| king | d+2+3 | M | 25 | i30~35 | -8~-3 | +0c~+5c | * Floor Break * Elbow * Opponent cannot tech roll on FUFT hit * Low crush 21~32 * Floating state 33~35 * Floating state 37~54 | |
| king | d+3+4 | L | 14 | i16 | -25 | -9 | * On CH, can access Stagger Kicks Flurry (d+3+4,4,4,4) * Can be done from Crouch Level 1 * High crush 6~ | |
| king | d+3+4,4 | L, L | 14, 7 | i16, i29 | -25 | -9 | * Combo from 1st CH * High crush 1~ | |
| king | d+3+4,4,4 | L, L, L | 14, 7, 7 | i16, ,i29 | -25 | -9 | * Combo from 2nd CH * High crush 1~ | |
| king | d+3+4,4,4,2 | L, L, L, m | 14, 7, 7, 10 | i16, ,i28 | -15 | +5 | * Combos if the low before the punch counterhits | |
| king | d+3+4,4,4,4 | L, L, L, L,L | 14, 7, 7, 4,3 | i16, ,i29 i29 | -26 | +15 | * Only available if 1st hit counterhits * Combo from 3rd hit * High crush 1~ | |
| king | db+2 | m | 21 | i25~26 | -5c | +19a | * Floor Break | |
| king | db+3 | L | 17 | i23 | -14 | +4c | +25a | * Tracks left side * High crush 6~ |
| king | db+4 | L | 20 | i29~31 | -17a | -3d | +27d | * r41 FC on hit * High crush 6~14 * Low crush 16~29 * Floating state 30~65 |
| king | db+1+2 | * Damage taken during power crush state is recoverable * Cancel into d+b1+2,2 (Emerald Elbow) on frames 17~60 with input 2 * Cancel to r30 JGR with 3+4 on frame 35 * Cancel into movement or crouch or any attack on frame 40 * Power crush 6~59 | ||||||
| king | db+1+2,3+4 | * Effective startup for stance moves is increased by 65 frames starting from db+1+2 startup * pc7~ in Heat | ||||||
| king | b+1 | h | 13 | i12 | -8 | +3 | +3s | |
| king | b+1,2 | h, h | 13, 20 | i12, i19~20 | -13 | +5 | * Tornado * Combo from 1st hit with 8f delay * Combo from 1st CH with 10f delay * Launches opponent if b+1 counterhits, +70a (+54) * Move can be delayed by 6f * Input can be delayed by 10f | |
| king | b+1,4 | h, m | 13, 23 | i12, i26~28 | -10d | +1d | * Spike * Combo from 1st CH with 4f delay * Move can be delayed by 6f * Input can be delayed by 10f * Low crush 16~35 * Floating state 36~38 | |
| king | b+1+3 | r(m) | 25 | i10 | +2d | Floor Break * Parry opponent's right punch. * Side Switch. Opponent recovers in FUFR. * Parry state 5~15? | ||
| king | b+2 | h | 16 | i14 | -5 | +1 | ||
| king | b+2,1 | h, h | 16, 21 | i14, i20~21 | -9 | +19a (+10) | * Balcony Break * Elbow * Combo from 1st hit with 5f delay * Move can be delayed by 10f * Input can be delayed by 15f * Recovers 2f faster on hit | |
| king | b+2,4 | h, m,t | 16, 18,20 | i14, i21 | -8 | +0d | * Shifts to throw on front grounded hit * Move can be delayed by 10f * Input can be delayed by 15f * Hit vs Side/BT +10s | |
| king | b+2,1+2 | h, h | 16, 22 | i14, i24~25 | +2c | +22a | * Spike * Head * Move can be delayed by 10f * Input can be delayed by 15f | |
| king | b+2+4 | r(m) | 25 | i10 | +24d | * Parry opponent's left kick. * Side switches randomly. Opponent recovers in FUFL. * Parry state 5~12 | ||
| king | b+2+4:3+4 | r(m) | 25(,28) | i10 | +27d(+1d) | * 2 Throw Break * Parry opponent's right kick. * Just frame input right before camera returns to normal position to deal extra damage. * Opponent recovers in FUFT. * Parry state 5~12 | ||
| king | b+3 | h | 23 | i16~18 | -10 | +13d | * Tornado * Balcony Break * -5 on block and 9 chip damage (10 in Heat) after absorbing an attack in power crush state * Forces tech backroll on hit * Power crush 7~15 | |
| king | b+3:1+2 | h, t | 23, 15 | i16~18, | -7d | * Shifts to throw on front grounded hit * Input 1+2 during frames 2~17 of b+3 * Side switch on hit | ||
| king | b+4 | h | 25 | i17~21 | +2 | +14gc | * Balcony Break | |
| king | b+3+4 | * Cannot be held to continue spinning. * Low crush 6~21 * Floating state 22~24 | ||||||
| king | ub+4 | m | 15 | i15~16 | -13 | +19a (+9) | +33a (+23) | * Balcony Break * Knee * Jump in-place knee, stubby range * Low crush 9~28 * Floating state 29~31 |
| king | u+1+2 | m | 25 | i35~36 | +2c | +22a | * Floor Break * Parryable by traditional punch parries * Low crush 9~33 | |
| king | u+1+2* | m! | 40 | i67 | +11d | * Floor Break * Auto switch side if fly over opponent * Low crush 9~60 | ||
| king | uf+1 | h | 21 | i20~23 | -3 | +36a (+27) | * Homing * Balcony Break | |
| king | uf+2 | M | 40 | i47~53 | -17d (-17) | -7d | * Floor Break * Elbow * u+2 to jump vertical (js9~), ub+2 to jump back (js9~) * Auto switch side if fly over opponent * Opponent forced crouching on block * Low crush 10~53 * Floating state 55~80 | |
| king | uf+3 | M | 23 | i22~29 | -10d | -1d | * Floor Break * King lands off-axis on block * Low crush 13~32 * 33~35 | |
| king | uf+4 | m | 13 | i15~16 | -13 | +33a (+23) | * Knee * Recovers 2f faster on hit * Low crush 9~23 * Floating state 24~26 | |
| king | uf+3+4 | m | 23 | i22~23 | -12 | +25g | * Tornado * Balcony Break (airborne) * -7 on block and 9 chip damage (10 in Heat) after absorbing an attack in power crush state * Shifts to r29 JGR on hit * Cancel shift into JGR on hit at +22g with B * Power crush 7~21 | |
| king | 1+2+3+4 | * Takes some time to charge and can cancel into anything. * After charged next hit by either side becomes counter hit. | ||||||
| king | f,F+1 | m | 21 | i20~21 | -5 | +14g | +38d | * Homing * Balcony Break |
| king | f,F+2 | m | 21 | i31~32 | +7 | +12c | * Elbow * Forces crouching on hit. * Allow crouching throw on hit. * 6 chip damage on block. * 8 chip damage on block in heat. | |
| king | f,F+4 | m,(t) | 25,(14) | i15 | -15 | +14a(+4) | +1d | * Tornado * Balcony Break * Shifts to 14dmg throw on front grounded CH. |
| king | f,F+2+3 | M,t | 20,15 | i21~43 | -16c~+2c | -19c~+3c/-5d | * Forces crouching on block and hit. * Throw when hit standing in front close range. * Low crush 12~ | |
| king | f,F+3+4 | h | 25 | i28~30 | 0 | +24d(-34) | * Wall Crush +2gc on block * Balcony Break * Chip damage on block. (extra near wall) * Forces crouch on wall crush * Recovers FUFT on whiff. * 7 chip damage on block. * 10 chip damage on block as wall crush. * 10 chip damage on block in heat. * 13 chip damage on block as wall crush in heat. * Low crush 9~ | |
| king | f,f,n,2 | L,(t) | 17,(30) | i18 | -13 | +5s/(0d) | * i19 startup with buffered input * Shifts to throw on front grounded CH. * Unexecutable at long range from opponent * High crush 6~29 | |
| king | f,f,n,1+2 | m | 0 | i9 | +0 | +7s | +18s | * i10 startup with buffered input * Forces Standing on hit. * Allows follow up on CH. |
| king | f,n,d,df | * Duck high while moving forward. * Input f,n,d,df,f+(button) for instant ws moves. * 1st f cannot be held more than 10 frames. | ||||||
| king | uf,n,4 | m | 20 | i23~25 | -13 | +32a (+22) | * Low crush 9~30 * Floating state 31~33 | |
| king | f,f,F+3 | m | 25 | i20~25 | +3 | +30(+22) | * Balcony Break * Knee * 7 chip damage on block. * 10 chip damage on block in heat. | |
| king | f,f,F+3+4 | m | 40 | i28~34 | +17 | +32d(-26) | Balcony Break * Low crush 9~ | |
| king | ws1 | m | 12 | i10~11 | -3 | +4s | * Acts like 11 frame attack. * Forces Standing on hit. | |
| king | ws2 | m | 11 | i14 | -9 | +1s | * Homing * Forces Standing on hit. | |
| king | ws2,2 | m, m | 11, 25 | i14, i15~16 | -12 | +12g | * Balcony Break * Combo from 1st hit with 9F delay * Combo from 1st CH with 16F delay * Recover 3F faster on hit(r30? t66?) * Transition to JGR on hit * Cancel to standing with B * Move can be delayed by 10F * Input can be delayed by 16F | |
| king | ws3 | h | 20 | i16 | 0 | +22a(+12) | ||
| king | ws4 | m | 20 | i11~12 | -6 | +5 | ||
| king | ws1+2 | m | 20 | i18~19 | -10 | +35a(+25) | * Elbow | |
| king | ss2 | h | 25 | i19~20 | -5 | +35a | Balcony Break | |
| king | ss2+4,b/db | * Side Step that ducks high and covers long distance quickly, recovers in crouch. * Input by u/d,n,n+2+4,b/db. | ||||||
| king | ss3+4 | h | 50 | i27~31 | +0 | +0d | * Deals a lot of chip damage on block. * Tracks side steps. * In game frame data incorrectly shows that SSL 3+4 is i21 | |
| king | FC.df+1 | L | 20 | i32~34 | -12 | +73a(+57) | * Can also be performed with f,n,d,DF+1/CD.1. * Tornado on grounded hit. * High crush 1~ | |
| king | FC.df+2 | m | 21 | i15 | -14 | +56a | * Crumple on hit. | |
| king | BT.3 | M | 18 | i13~14 | -13 | +9s | +50d | * Tornado * Hits OTG. Forces standing on normal hit. * Crumple on CH for full combo. |
| king | BT.3:1+2 | M, t | 18, 20 | i13~14, | +0d | * Floor Break * Throw when hit standing in front close range. * Just frame input. | ||
| king | BT.1+2 | h! | 45 | i26~30 | +2d | * Unblockable high attack. | ||
| king | BT.1+4 | M! | 30 | i41~47 | +6d | * Unblockable mid attack. * Low crush 8~ | ||
| king | BT.3+4 | * Jaguar Step away from the oppponent while keeping backturn stance on recovery. * Can cancel into BT.1+2 / BT.1+4 unblockable. * Can hold 3+4 to keep spinning. * Cannot Reverse Jaguar Step in BT stance. * Low crush 6~ | ||||||
| king | BT.d+4 | l | 20 | i22~24 | -14 | -2d | +28d | * Transitions to FC r40 on hit * Also can be done in backturn crouching. * Low crush 11~25 * Floating state 26~55 |
| king | CD.1+2 | M | 24 | i20~23 | -5c | +16d | +52a | Balcony Break * Bounce off ground on CH for full combo. |
| king | CD.DF+4 | m | 21 | i15~16 | -9 | +49a(+18) | +53a | * Knee * Special down state that allows low juggle (on normal hit). * Crumple on CH for full combo. |
| king | FUFT.b+3+4 | m | 25 | i16~28 | -25 | +4a(-6) | Balcony Break * Faster than normal spring kick and knocks down. | |
| king | JGR.1 | m | 21 | i16~17 | -8 | +26c | * Balcony Break * Elbow * Power up into JGR.1* after 30F? or during Heat ** Partially uses remaining Heat time during Heat. | |
| king | JGR.1* | m | 25 | i16~17 | -4 | +75a (+59) | * Tornado * Elbow * Effective startup i46~47? * Partially uses remaining Heat time during Heat. | |
| king | JGR.2 | h | 24 | i18~19 | +3 | +5a | * Strong Aerial Tailspin * 4 chip damage on block. * Power up into JGR.2* after 30F? or during Heat ** Partially uses remaining Heat time during Heat. | |
| king | JGR.2* | h | 28 | i18~19 | +8 | +32a | * Balcony Break * Effective startup i48~49? * 8 chip damage on block * Partially uses remaining Heat time during Heat |