
All Characters
All Characters Tekken 8 Frame Data
| Char | Command | Hit level | Damage | Startup | Block | Hit | Counter hit | Notes |
|---|---|---|---|---|---|---|---|---|
| king | JGR.3 | m | 30 | i22~23 | -9 | +12d (+2) | * Balcony Break * Homing * Power up into JGR.3* after 30F? or during Heat ** Partially uses remaining Heat time during Heat. * Low crush 11~30 * Floating state 31~33 | |
| king | JGR.3* | m | 34 | i22~23 | +2 | +21a (-5) | * Balcony Break * Homing * Effective startup i52~53? * 10 chip damage on block * Partially uses remaining Heat time during Heat * Low crush 11~30 * Floating state 31~33 | |
| king | JGR.4 | L | 20 | i20~24 | -21 | +0c | * Power up into JGR.4* after 30F? or during Heat ** Partially uses remaining Heat time during Heat. * Low crush 7~23 * Floating state 24~ | |
| king | JGR.4* | L | 24 | i20~24 | -21 | +20a | * Effective startup i50~54? * Partially uses remaining Heat time during Heat. * Low crush 7~23 * Floating state 24~ | |
| king | JGR.1+2 | M,t | 20,15 | i21~43 | -16c~+2c | -19c~+3c/-5d | * Throw when hit standing in front close range. * King recovers off axis * Power up into JGR.1+2* after 30F? or during Heat ** 24,15dmg and i51~73? effective startup (without Heat) ** Partially uses remaining Heat time during Heat | |
| king | JGS.1 | h | 21/25/31 | i17~18/i19~20 | -7/-1 | +47d/+53d | * Crumple on hit. * On block / hit / startup increases up to 2nd spin. * Damage increase up to 3rd spin. | |
| king | JGS.2 | m | 15/18/22 | i11~12 | -9/-2/0c | +12c | * Forces Crouching on hit. * Forces Crouching on block from 3rd spin on. * Damage increase up to 3rd spin. | |
| king | JGS.3 | m | 23/27/34 | i22~23 | -5/-1 | +21a(+12)/+25a(+16) | * Balcony Break * Strong Aerial Tailspin * On block / hit increases up to 2nd spin. * Damage increase up to 3rd spin. | |
| king | JGS.3,2+3 | m, M,t | 23/27/34, 20,15 | i22~23, i21~43 | -16c~+2c | -19c~+3c/-5d | * Throw when hit standing in front close range. * Doesn't combo from JGS.3, but trades with 10 frame jab. * Properties not changed with extra spins. | |
| king | JGS.4 | h | 40/42/52 | i17~18 | +8/+15 | +5a(-4)/+10a(+1) | * Balcony Break * Guard Break * Chip damage on block. * On block / hit increases up to 2nd spin. * Damage increase up to 3rd spin. | |
| king | JGS.df+4 | m | 30/36/45 | i17~19 | -16/+8 | +5a(-4) | Balcony Break * On block increases up to 2nd spin. * Damage increase up to 3rd spin. | |
| king | hFC.3 | L | 10 | i18 | -17 | -6 | * Get extra range by FC.df+3/CD.DF+3. | |
| king | (Behind 1 throw) | t | 60 | (depends) | +0d | * Cannot throw break. * Any 1/1+2 break throw behind opponent's back, as well as RKO and chain throws. * Side switch. Opponent recovers in FDFL. | ||
| king | (Behind 2 throw) | t | 60 | (depends) | -1d | * Cannot throw break. * Any 2 break throw behind opponent's back except chain throws. * Side switch? Opponent recovers in FDFL. | ||
| king | (Left side throw) | t | 40 | (depends) | -3 | +36d | * 1 throw break. * Any throw on standing opponent's left side. * Side switch. Opponent recovers in FUFR. | |
| king | (Right side throw) | t | 42 | (depends) | -3 | +21d | * 2 throw break. * Any throw on standing opponent's right side. * Opponent recovers in FUFT. | |
| king | (back to wall).b,b,UB | t / m | 45 / 21 | i43~48 / i44~63 | -8 | +2 / +15 | * Unbreakable throw near wall, becomes air attack if throw not connected. * Side switch on attack throw. King recovers in FUFL. Opponent recovers in FUFA. * Floating state 5~62 * is8~13 | |
| king | 1+3 | t | 35 | i12~14 | -6 | +0d | * Homing * 1 or 2 throw break. * Input f+1+3 to increase throw range, but its startup is 3 frames slower. * f+1+3: i15~17, t50 r33 * Opponent recovers in FUFA. * Side switch on successful throw break | |
| king | 2+4 | t | 35 | i12~14 | -3 | +0d | * Homing * 1 or 2 throw break. * Input f+2+4 to increase throw range, but its startup is 3 frames slower. * f+2+4: i15~17, t50 r33 * Side switch. Opponent recovers in FUFA. | |
| king | AB1.1,1+2 | t | 12,18 | -3 | +2d | * 1 throw break. * Opponent recovers in FUFT. Max damage 50. | ||
| king | AB1.2,1,1+3 | t | 20 | -3 | +0d | * 1+2 throw break. * Opponent recovers in FDFT. | ||
| king | AB1.2,4,2+4 | t | 20 | -3 | +1d | * 2 throw break. * Opponent recovers in FUFL. | ||
| king | AB2b.3,4,3+4,1+2 | t | 20 | +1d | * Cannot throw break. * Opponent recovers in FUFR. Max Damage 60. | |||
| king | AB2c.1,3,4,2,1+2 | t | 60 | -3 | +1d | * 2 throw break. * Opponent recovers in FUFL. Max damage 100. | ||
| king | AB2c.2,1,3,1+2 | t | 25 | -3 | +1d | * 1 throw break. * Opponent recovers in FUFA. Max damage 65. | ||
| king | AIR.1+3 / AIR.f+1+3 | t(a) | 30 | i12~14 / i15~17 | +0d | * Homing * Cannot throw break. * Input f+1+3 to increase throw range, but its startup is 3 frames slower. * Opponent recovers in FDFT. | ||
| king | AIR.2+4 / AIR.f+2+4 | t(a) | 20 | i12~14 / i15~17 | +40d(+35) | * Tornado * Homing * Cannot throw break. * Input f+2+4 to increase throw range, but its startup is 3 frames slower. * Opponent recovers in FUFT. | ||
| king | AIR.d+1+3 | t(a) | 15 | i12~13 | -5d | * Cannot throw break. * Opponent recovers in FDFL. | ||
| king | AIR.f,f,F+2+4 | t(a) | 65(70) | i10 | +4d | * Floor Break * Cannot throw break. * Input n,f,F+2+4 within 6 frames after dash startup (f,n,f) to execute "blue spark" (+5 damage). * Opponent recovers in FUFT. | ||
| king | AIR.f,hcf+1 | t(a) | 55(60) | i10 / i12~14 | +3d | * Floor Break * Cannot throw break. * Also by JGR.1+3 against airborne opponent. * Input all 6 directions of throw, press df for 1-3F, at most 1F of f followed by f+1 or f+2 for blue spark (+5 damage). * Opponent recovers in FUFT. | ||
| king | Behind.b,f+1+2 | t | 75 | i10 | +1d | Floor Break * Cannot throw break. * Opponent recovers FUFR. | ||
| king | CD.1+3 | t | 20 | i12 (i28~) | -2 | +1d | * 1 Throw break. * i28 effective startup (i25 actual startup) * Opponent recovers in FUFT. | |
| king | CD.2+4 | t | 25 | i12 (i28~) | -2 | +0d | * 2 throw break. * i28 effective startup (i25 actual startup) * Opponent recovers in FDFR. | |
| king | DHH.2,1,3,4 | t | 12,13 / 32 | -6 | -7d(-40) | * 2 throw break. * Mash 1/2/3/4 to roll in midscreen to reduce damage, on wall splat damage is 32. * Opponent recovers in FUFT if fails to roll. | ||
| king | DHH.1+2,1+2 | t | 15 | -6 | -3d | * 1 throw break. * Opponent recovers in FDFT. | ||
| king | FC.db,d,db+1+2 | t | 45 | i12 | -6 | +0d | Floor Break * 1+2 throw break. * Opponent recovers in FUFR. | |
| king | FDFA.db+1+3 | t(g) | 32 | i18~20 | +0 | +0d | * 1 or 2 throw break, depending on King's input. * Opponent recovers in FDFA. | |
| king | FDFL.db+1+3 | t(g) | 37 | i18~20 | +0 | +0d | * 1 or 2 throw break, depending on King's input. * Opponent recovers in FDFL. | |
| king | FDFR.db+1+3 | t(g) | 35 | i18~20 | +0 | +0d | * 1 or 2 throw break, depending on King's input. * Side Switch. * Opponent recovers in FDFL. | |
| king | FDFT.db+1+3 | t(g) | 30 | i18~20 | +0 | +22d | * 1 or 2 throw break, depending on King's input * Side Switch * Opponent recovers in FDFL | |
| king | FUFA.db+1+3 | t(g) | 28 | i18~20 | +0 | +0d | * 1 or 2 throw break, depending on King's input. * Opponent recovers in FUFR. | |
| king | FUFL.db+1+3b+1+3 | t(g) | 0 | i18~20 | +0 | +25d | * 1 or 2 throw break, depending on King's input. * Opponent recovers in FDFL/FDFR. | |
| king | FUFT.DB+1+3 | t(g) | 25 | i18~20 | +0 | +0d | Floor Break * 1 throw break * 7?F throw break window on NH or CH (press 1 after 5F of grab; throw escape cannot be buffered or held) * Opponent recovers in FUFT | |
| king | FUFT.DB+2+4 | t(g) | 28 | i18~20 | +0 | +1d | * 2 throw break * 7?F throw break window on NH or CH (press 1 after 15F of grab; throw escape cannot be buffered or held) * Opponent recovers in FUFT | |
| king | FUFT.db+1+3 | t(g) | 20,10 / 35 | i18~20 | +0 | +1d(-40) | * 1 or 2 throw break, depending on King's input * Mash 1/2/3/4 to roll in midscreen to reduce 10 damage, on wall splat damage is 35 * Opponent recovers in FUFT if fails to roll | |
| king | JGR.1+3 | t | 45 | i23 | +1d | * Heat Engager * Homing * Cannot throw break. Cannot heat dash. * Opponent recovers in FUFA. * Power up into JGR.1+3* after 30F? or during Heat ** 49dmg and i53? effective startup (without Heat) ** Partially uses remaining Heat time during Heat. | ||
| king | JGS.1+3 | t | 20 | i12 | -3 | +0d | * Homing * 1 or 2 throw break, depending on King's input. * Opponent recovers in FDFT. * Becomes f,hcf+1 / 2+4 on air grab / wall splat. | |
| king | MMD1.1,4,2,3 | t | 12 | +1d | * Cannot throw break. * Opponent recovers in FUFL. | |||
| king | MMD2.1,1+3/ MMD2.2,2+4 | t | 13 | -6 | +0d | * 1 or 2 throw break, depending on King's input. * Opponent recovers in FDFA. | ||
| king | MMD3.2,3,1,1+2 | t | 24 | -6 | +0d | * 1+2 Throw break. * Opponent recovers in FDFR. Max Damage 69. | ||
| king | MMD3.1+2,1,1+3/ MMD3.1+2,2,2+4 | t | 12 | -6 | +1d | * 1 or 2 throw break, depending on King's input. * Opponent recovers in FUFA. | ||
| king | MMD4.3+4,1+2 | t | 10 | +0d | * Cannot throw break. * Opponent recovers in FDFA. | |||
| king | MMD5.1+2,3,1+3/ MMD5.1+2,4,2+4 | t | 18 | -3 | +0d | * 1 or 2 throw break, depending on King's input. * Opponent recovers in FDFA. | ||
| king | MMD5.1+2,4,2,1+2 | t | 11,15 | -3 | +0d | * 1+2 throw break. * Opponent recovers in FDFL. Max Damage 93. | ||
| king | MMD6.2,4,3,1,1+3/ MMD6.2,4,3,1,2+4 | t | 31 | -6 | -10d | * 1 or 2 throw break, depending on King's input. * Opponent recovers in FUFA. Max Damage 116. | ||
| king | PD.1+2,3,4,1+2 | t | 45 | i11 | -7 | +0d | * 1+2 throw break. (when legs lifted to the top) * Could use ki charge button for 1+2 input. * Opponent recovers in FDFL. | |
| king | PD.1+2,1+2 | t | 35 | i11 | -7 | -14d | Floor Break * 2 throw break. (when legs lifted to the top) * Opponent recovers in FDFA. | |
| king | RAS1.1 | t | 7/15 | +0d | * Cannot throw break. * Input with 2,1,1+2 for more damage. * Opponent recovers in FUFR. | |||
| king | RAS2.1 | t | 7/15 | -9 | +0d | * 1 or 2 throw break, depending on King's input. * Input with 3+4,1 or 3+4,2 for more damage. * Opponent recovers in FUFR. | ||
| king | RAS3.1 | t | 12/17 | +1d | * Cannot throw break. * Input with 1,2,3+4 for more damage. * Opponent recovers in FUFT. | |||
| king | RAS4.1 | t | 15/20/31 | -3 | +1d | * 1 throw break. Side Switch. * Input with 2,1,3,4 for more damage. * On wall splat damage is 31. * Opponent recovers in FUFT. Max damage 97. | ||
| king | RAS4.2 | t | 20/25 | -6 | +1d | * 2 throw break. Side Switch. * Input with 3,1,2,3+4,1+2 for more damage. * King recovers in backturn stance. * Opponent recovers in FUFA. Max damage 91. | ||
| king | RSSB1.1 | t | 7/15 | +1d | * Cannot throw break. * Input with 2,2,1+2 for more damage. * Opponent recovers in FUFT. | |||
| king | RSSB2.1 | t | 7/15 | -3 | +0d | * 1 or 2 throw break, depending on King's input. * Input with 3+4,1 or 3+4,2 for more damage. * Opponent recovers in FDFA. | ||
| king | RSSB3.1 | t | 9/13 | +1d | * Cannot throw break. * Input with 1,2,3+4,1+2 for more damage. * Opponent recovers in FUFT. | |||
| king | RSSB4.1 | t | 15/20/31 | +1d | * 1 throw break. Side Switch. * Input with 2,1,3,4 for more damage. * Opponent recovers in FUFT. Max damage 94. | |||
| king | RSSB4.2 | t | 20/25 | +1d | * 2 throw break. * Input with 3,1,2,3+4,1+2 for more damage. * King recovers in backturn stance. * Opponent recovers in FUFA. Max damage 88. | |||
| king | SHH1.1,2,1+2 | t | 25 | -10 | +0d | * 1 throw break. Side Switch. * Opponent recovers in FDFR. Max damage 50. | ||
| king | SHH1.2,1,1+3 | t | 30 | -10 | +0d | * 2 throw break. * Opponent recovers in FDFR. Max damage 55. | ||
| king | SHH1.1+2,1,3 | t | 20 | -10 | +0d | * 1+2 throw break. * Opponent recovers in FDFL. | ||
| king | SHH2c.3,4,1+2,3+4 | t | 40 | +0d | * Cannot throw break. * Opponent recovers in FDFT. Max Damage 85. | |||
| king | UT,2,1,2,1 | t | 5,5,5,15 | i46/i47, i19/i18, i16, i20/i19 | +0 | +0d | * Could be any 1/2 combination (e.g. 1,1,1,1 / 1,2,2,1) * 2 Combinations are 1F faster * Throw break the 1st/4th hit by input the opposite to King's 1st/4th button. * 23F throw break window (1st) | |
| king | UT,1+2 | t | 25 | -9 | +1d | * 1+2 throw break (Hold 1+2 up to frame 18). * Can also input at 3rd hit of Ultimate Punch. * Opponent recovers in FUFR. | ||
| king | UT,1+2,1+2 | t, t | 25, 10 | +1d | * Cannot throw break. * Opponent recovers in FUFA. | |||
| king | UT,3+4 | t | 20 | i69? | +0 | +1d | * 3+4 throw break. * Throw break window: input or hold 3+4 during frames 20-60 * Can also input at 3rd hit of Ultimate Punch. * Opponent recovers in FUFR. | |
| king | UT,3+4:1+2 | t, t | 20, 30 | i69?, | +1d | * Input 1+2 during frames 68-70 of Leg Cross Hold * Cannot throw break. * Opponent recovers in FDFL. | ||
| king | WALL.f,hcf+1 | t(w) | 65(70) | i10 | -5d | * Cannot throw break. Also converts from RKO. * (f,hcf+1_2): Input all 6 directions of throw, press df for 1-3F, at most 1F of f followed by f+1 or f+2 for blue spark (+5 damage). * (f,f,F+2+4): Input n,f,F+2+4 within 6 frames after dash startup (f,n,f) to execute "blue spark" (+5 damage). * Opponent recovers in FUFR. | ||
| king | b+1+2 | t | 0 | i12~17 | -3 | +14g | * Homing * 1+2 throw break. Side switch. * Damage becomes 15 on wall splat. * Transition to JGR ** Can range from +22 to +47 (?) on wall hit depending on angle and distance to the wall * Cancel to standing with f,F or b,B (-2) ** Can range from +6? to +31 (?) on wall hit depending on angle and distance to the wall | |
| king | b+1+2,1+2 | t | 0 | i12~17 | +11g | * 1+2 throw break. * Damage becomes 15 on wall splat. * Transition to JGR ** Can range from +20 to +30(?) on wall hit depending on angle and distance to the wall * Cancel to standing with f,F or b,B (-6) ** Can range from +15 to +25(?) on wall hit depending on angle and distance to the wall | ||
| king | db,n,f+2+4 | t | 53 | i11 | -2 | -1d | Floor Break * 2 throw break * Input n,f+2+4 in 30 frames * Cannot be buffered from crouch * Cannot be executed during while standing * Opponent recovers in FUFA | |
| king | db+1+2,2 | t | 15 | ,i15~16 | -9 | +35g | * Heat Engager * Heat Dash +5, +43d (+35) * Reversal Break after absorbing attack with muscle armor * Elbow * Effective startup i32~33 * Transition to attack throw on front standing hit * +8g on Side/BT hit * -5 on block after absorbing an attack with muscle armor. * 6 chip damage on block after absorbing an attack with muscle armor * Transition into +12? JGR with input 3+4 on throw hit | |
| king | db+2+3 | t | 40 (8+20+12) | i12 | -6 | +1d / +0d | * 1+2 throw break. * Opponent recovers in FUFT / FDFT. | |
| king | df+1+3 | t | 19 | i32 (i35) | -2 | +1d | * Homing * 1 throw break. Side Switch. * i35 actual startup * Very slow crouch dash then grab. * Opponent recovers in FUFA. * High crush 1~23 | |
| king | df+2+4 | t | 20 | i32 (i35) | -2 | +1d | * Homing * 2 throw break. Side Switch. * i35 actual startup * Very slow crouch dash then grab. * Opponent recovers in FUFT. * High crush 1~23 | |
| king | df+2+3 | t | 40 | i12 | -2 | +0d | * 2 throw break. * Opponent recovers in FUFT. | |
| king | d+1+3 | t(c) | 35 | i12~13 | +0d | Floor Break * Crouch throw, cannot throw break. * Can also be done by db+1+3 and in FC too. * Opponent recovers in FDFA. | ||
| king | d+2+4 | t(c) | 35 | i12~13 | +0d | Floor Break * Crouch throw, cannot throw break. * Can also be done by db+2+4 and in FC too. * Opponent recovers in FUFA. | ||
| king | d+1+4 | t(c) | 35 | i12~13 | +0d | * Heat Engager * Crouch throw, cannot throw break. * Cannot heat dash * Opponent recovers in FDFA. | ||
| king | f,f,F+2+4 | t | 40(45) | i10 | -5 | +1d | * Homing during heat * 1+2 throw break * Input f,F+2+4 in 6 frames after f,f for bluespark. * i13 startup for Bluespark throw with buffered input * 45 damage on bluespark * 18F throw break window on bluespark * 7F throw break window on CH bluespark * Opponent recovers in FUFL. | |
| king | f,hcf+1 | t | 45(50)/70,5 | i10 | -13 | -22d(-50) | * Homing during heat * 1 throw break * Side switch * Input all directions, df for 1-3F, f for 0-1F, and f+1 to execute bluespark. * i11 startup for Bluespark throw with buffered input * 50 damage on bluespark * 18F throw break window on bluespark * 7F throw break window on CH bluespark * Perform tech ukemi to reduce 5 damage. * 70 damage on wall splat regardless of input. * f,b,d,f are required inputs for normal throw * Opponent recovers in FUFT. | |
| king | f,hcf+2 | t | 50(55) | i12~14 | -6 | +1d | * Homing during heat * 2 throw break * Input all directions, df for 1-3F, f for 0-1F, and f+2 to execute bluespark. * i13 startup for Bluespark throw with buffered input * 55 damage on bluespark * 18F throw break window on bluespark * 7F throw break window on CH bluespark * f,b,d,f are required inputs for normal throw * Opponent recovers in FUFL. | |
| king | hFC.1+2 | t(m) | 0 | i32 | -5 | +3d | * 1+2 throw break (except from behind). * Throw break 1+2 in a 6f window, frames 1~6 * Reverse tackle with 1+2 in a 17f window, frames 7~23, then 1+2 in a 2f window, frames 24~25 * Transition to UT r30 on hit * Catches standing and crouching opponent from all directions. * Can be done from Crouch Level 1 | |
| king | qcb+1+3 | t | 8 | i14 | -2 | +51a | * Tornado * Tornado on hit * 1 throw break | |
| king | qcb+1+2 | t | 50 | i11 | -6 | -6d | * Floor Break * Homing during heat * 1+2 throw break * Side switch * King recovers in BT * Opponent recovers in FUFA. | |
| king | qcf+1 | t | 30 | i11 | -2/-7 | +8d | * 1 throw break. * Opponent recovers in FUFT. | |
| king | ss2+4 | t | 15 / 20 | i13 (i38) | -3 | +0d / +1d | * Homing * 2 throw break (except from behind). * i38 effective startup animation * RSSB2 from side/behind, RSSB1 from front, doesn't change to left/right/behind throw. * Opponent recovers in FUFT. * Cancel to r35 FC with b (cs1~35). * High crush 1~25 | |
| king | uf+1+2 | t | 30 | i12 | -6 | +19d(-7) / +17d(-13) | * 1+2 throw break. * Hold b to throw backwards. * Damage becomes 15 on wall splat. * Opponent recovers in FUFT. | |
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| kuma | 2+3 | m | [12;12] | i16 | +1 | +2c | * Heat Burst * 46f timestop at frame 14 of activation (t92) * Cancel to r87 with b,b on frame 42 (frame 28 of timestop) ** t41 r27 effective recovery * 20f timestop on block or hit * 2 chip damage on block * 12 chip damage on hit * Only deals recoverable damage * Cannot cause a K.O. * Power crush 7~16 | |
| kuma | H.df+2+3 | sm | 20 | i15~16 | 0 | +39 (+29) | * Uses 180F of remaining heat time * H.f,n,d,df+2 to power up (23dmg) * High crush 6~12 | |
| kuma | H.df+2+3* | sm | 26 | i25~26 | +5 | +45 (+35) | * Reversal Break * Uses 180F of remaining heat time * 10 chip damage on block * H.f,n,d,df+2* to power up (30dmg; 12 chip damage on block) * High crush 6~22 | |
| kuma | H.2+3 | M,M | 51 | i13~15, i45 | 0 | +33a (+23) | * Heat Smash * Balcony Break * 10 chip damage * Transition to attack throw on 1st hit * +20a (+10) 45dmg on 2nd hit if 1st hit misses | |
| kuma | 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~ | |
| kuma | 1 | h | 5 | i10 | +1 | +8 | Recovers 2f faster on hit or block (t27 r17) | |
| kuma | 1,1 | h, m | 5, 8 | i10, i22~23 | -15 | -4c | * Combo from 1st hit CH with 2F delay * Move can be delayed by 3F | |
| kuma | 1,1,1 | h, m, m | 5, 8, 14 | i10, ,i22~23 | -16 | +69a (+23) | * Tornado * Combo from 2nd hit * Combo from 1st CH | |
| kuma | 1,2 | h, h | 5, 25 | i10, i22~24 | -5 | +11 (+2) | * Balcony Break * Jails attack inputs from 1st block * Duckable * Combo from 1st CH with 3F delay * 10 chip damage on block | |
| kuma | 1+3+4 | sp | ||||||
| kuma | 2 | h | 10 | i10 | -1 | +6 | ||
| kuma | 2,1 | h, m | 10, 11 | i10, i16 | -3 | +2 | * Combo from 1st hit with 2F delay * +2c on crouching hit * Panda: Reduced vertical hitbox (does not hit as high) | |
| kuma | 2,1,2 | h, m, m | 10, 11, 22 | i10, ,i33~34 | -14 | +31a (+21) | ||
| kuma | 2,1,3 | h, m, l | 10, 11, 13 | i10, ,i18 | -13 | -2 | * Combo from 2nd CH | |
| kuma | 3 | h | 25 | i18 | -5 | +21a (+11) | * Balcony Break | |
| kuma | 4 | h | 20 | i14 | -6 | +5 | +30a | * Balcony Break on CH |
| kuma | 1+2 | m | 25 | i13~14 | -13 | +18cg | * Balcony Break * Heat Engager * Heat Dash +43d (+35) * Forces crouch on hit | |
| kuma | 3+4 | sp | * Alternate input: FDFA.3+4 * Can low parry in HBS with F * Transition to HBS * Transition to r10 FC with input ub_u_uf * Transition to r15 FC with DB * Remains in stance indefinitely * Can move in stance with F or B | |||||
| kuma | f+2 | h | 11 | i12 | -13 | +3 | ||
| kuma | f+2,1 | h, h | 11, 20 | i12, i20 | -5 | +36a (+10) | * Balcony Break * Combo from 1st hit with 9F delay * Move can be delayed by 13F | |
| kuma | f+3 | h | 30 | i20 | -5 | +21a (+11) | * Balcony Break | |
| kuma | f+4 | h | 22 | i15 | -6 | +5 | +30a | * Balcony Break on CH |
| kuma | f+1+2 | m | 16 | i18 | -15 | +18a | Pseudo-homing? | |
| kuma | f+1+2,1+2 | m, M | 16, 20 | i18, i30~31 | -14 | +65a (+49) | * Tornado * Combo from 1st hit with 2F delay * Interrupt with i8 from 1st block * Grounded hit on off-axis hit against large body size characters? | |
| kuma | f+3+4 | L | 20 | i28~30 | -23 | +6a | * Unparryable (bug?) * High crush 6~70 | |
| kuma | f+3+4,1+2 | L, M | 20, 30 (24) | i28~30, i50~i60 | -16 | -13a | * Hip * Interrupt with i31 from 1st block * 24 damage from 1st hit with grounded scaling * High crush 0~75 | |
| kuma | df+1 | m | 6 | i15~16 | -6 | +2 | ||
| kuma | df+1,2 | m, m | 6, 9 | i15~16, i22~23 | -11 | -2 | * Combo from 1st CH | |
| kuma | df+1,2,1+2 | m, m, M | 6, 9, 20 | i15~16, ,i25~26 | -14c | +17d | * Combo from 2nd hit with 9F delay * Combo from 1st CH * Move can be delayed by 8F * Input can be delayed by 10F | |
| kuma | df+2 | m | 10 | i15~16 | -9 | +2 | ||
| kuma | df+2,1 | m, m | 10, 12 | i15~16, i20~21 | -16 | +35a (+25) | * Combo from 1st hit with 4F delay * Input can be delayed by 4F * Move cannot be delayed | |
| kuma | df+3 | m | 13 | i16 | -9 | +2 | * +2c on crouching hit | |
| kuma | df+3,2 | m, h | 13, 24 | i16, i27~28 | -5 | +22a | * Balcony Break on airborne hit * Combo from 1st hit * 9 chip damage on block | |
| kuma | df+4 | m | 15 | i12 | -4 | +7 | ||
| kuma | d+1 | sl | 5 | i10 | -5 | +6 | * Transition to standing r24 with f at frame 25 * +6c on crouching hit * High crush 4~ | |
| kuma | d+2 | sl | 8 | i11 | -4 | +7 | * +7c on crouching hit * High crush 4~ | |
| kuma | d+3 | L | 12 | i20 | -17 | -6 | * -6c on crouching hit * High crush 4~ | |
| kuma | d+4 | l | 10 | i16 | -15 | -4 | * -4c on crouching hit * High crush 4~ | |
| kuma | d+1+2 | M | 23 | i14~15 | -15 | +13d (+3) | * Balcony Break * Hip * 27 damage on clean hit | |
| kuma | d+3+4 | sp | * Alternative input: db+3+4 * Transition to ROL with input SIT.F * Transition to California Roll with input SIT.B * Low crush 6~12 * Floating state 13~15 * High crush 16~67 | |||||
| kuma | d+3+4 | sp | * Transition to SIT * Transition to ROL with input f | |||||
| kuma | db+1 | h | 11 | i14~15 | -10 | +4 | +9 | |
| kuma | db+1,2 | h, M | 11, 20 | i14~15, i22~23 | -13 | +4 | +13c | * Spike * Combo from 1st hit * Hold 2 to power up, up to 2 charge levels * Transition to HBS with input D or 3+4 |
| kuma | db+1,2* | h, M | 11, 20 | i14~15, i33~34 | -12 | +13c | +42a | * Spike * 8 chip damage on block * Heat skips to db+1,2** charge with i34~35 startup * Transition to HBS with D or 3+4 |
| kuma | db+1,2** | h, M | 11, 30 | i14~15, i47~48 | +3 | +42a | * Spike * Reversal Break * 12 chip damage on block * Startup shortened during Heat: i34~35 startup (partially consumes Heat time) * Transition to HBS with D or 3+4 | |
| kuma | db+2 | L | 10 | i18 | -15 | -1 | * Transition to HBS with D or 3+4 (-17/-3) * High crush 6~51 | |
| kuma | db+3 | l | 12 | i18 | -12 | +1 | ||
| kuma | db+4 | l | 20 | i21~22 | -23 | +6 | +74a (+38) | * Tornado * Panda: Very slight decrease in vertical hitbox height (does not hit as high) * High crush 6~51 |
| kuma | H.db+4,1 | l, m | 20, 14 | i21~22, i28~31 | +10a (+3) | * On hit only * Combos from 1st hit * Partially consumes remaining Heat time * Low crush | ||
| kuma | db+1+2 | m,m | 4,4 | i14~15 | -9 | +2~3 | ||
| kuma | db+1+2,1+2 | m,m, m,m | 4,4, 4,4 | i14~15, i15~16 | -11 | 0 | ||
| kuma | db+1+2,1+2,2 | m,m, m,m, m | 4,4, 4,4, 18 | i14~15, ,i20~21 | -15 | +22a (+12) | ||
| kuma | db+2+3 | L | 30 | i32~34 | -12 | +39a | * Balcony Break on airborne hit * Hold 2+3 to power up, up to 2 charge levels and deal chip damage on block | |
| kuma | db+2+3* | L | 40 | i45~47 | -12 | +39a | * Balcony Break on airborne hit * 12 chip damage on block | |
| kuma | db+2+3** | L | 60 | i60~62 | -4 | +43a | * Balcony Break on airborne hit * Unparryable * 18 chip damage on block | |
| kuma | b+1 | M | 24 | i22~23 | -13 | +13a | * Balcony Break * Transition to -13 HBS with input D or 3+4 * 9 chip damage on block * 12 chip damage on block after absorbing an attack in power crush state * -3 on block after absorbing an attack in power crush state * Power crush 7~21 | |
| kuma | b+2 | m | 12 | i15 | -9 | +2 | ||
| kuma | b+2,1 | m, h | 12, 14 | i15, i23 | -3 | +8 | * Transition to HBS with input D or 3+4 (-4/+7) * Transition to ROL with input F (-14/-3) ** Adds i28~31 SM projectile 5dmg attack during Heat (Consumes 120F of remaining Heat time) *** +14~+17 or -6~-3 HBS or +1~+4 FC on block *** +20~+23 or +0~+3 HBS or +7~+10 FC on hit | |
| kuma | b+2,1,1+2 | m, h, m | 12, 14, 20 | i15, ,i26 | -11 | +15a (+6) | * Balcony Break * Combo from 2nd CH with 4F delay * Move can be delayed by 10F * Panda: Shorter vertical hitbox (does not hit as high) | |
| kuma | b+2,2 | m, m | 12, 15 | i15, i25 | -10 | +6 | * Combo from 1st CH with 5F delay * Move can be delayed by 13F | |
| kuma | b+2,2,1 | m, m, m | 12, 15, 25 | i15, ,i35~39 | -15 | +25a (+15) | * Tornado * Combo from 2nd CH with 1F delay * Move can be delayed by 15F * Low crush 38~58 * Floating state 59~61 | |
| kuma | b+1+2 | h,m | 10,20 | i18~19 i12~13 | -8 | +13d | * Heat Engager * Heat Dash +5, +43d (+35) * Balcony Break * Floor Break on airborne hit * Homing * Strong Aerial Tailspin 1st hit only * 12 chip damage * Transition to HBS r36 with input D or 3+4 (does not shift when using Heat Dash) | |
| kuma | b+1+4 | m! | 25 | i60~62 | +16a/+21a HBS | * Transition to HBS with input D or 3+4 | ||
| kuma | b+1+4,f,f | SM | 40 | i55~i130 | -20~+55 | +42a~+117a | * Projectile * Hold F to extend attack * Recovers in FUFT on hit or block * If attack is extended to where you roll past the opponent, recovers in FUFA * Floating state 55~147? | |
| kuma | b+3+4 | m | 20 | i22~23 | -28 | +61a | * Alternate input: ws3+4 * Tornado | |
| kuma | ub+1+2 | l | 25 | i31~32 | -17 | +12a | * Cancel to r22 HBS with D or 3+4 at frame 21 * Low crush 6~27 * Floating state 28~30 | |
| kuma | u+1+2 | m | 24 | i18~23 | -8f | +6 | +8a | * Transition to HBS with D or 3+4 (-7/+7/+9a) * Low crush 17~33 * Floating state 34~36 |
| kuma | u+3+4 | m | 21 | i34~39 | +10 | +20 | * Transition to SIT (cannot cancel) * Low crush 8~36 * Floating state 37~39 * High crush 51~ | |
| kuma | uf+1 | m | 20 | i26~28 | -6 | +22a | * Alternate input: ub+1 or u+1 * 8 chip damage on block * Low crush 9~30 * Low crush 31~33 | |
| kuma | uf+2 | m | 20 | i28~30 | -6 | +30a | +65a (+45) | * Balcony Break * Homing * Strong Aerial Tailspin * Alternate input: ub+2 or u+2 |
| kuma | uf+3 | m | 13 | i16~17 | -13 | +30a (+20) | * Panda: Very slightly increased vertical hitbox height (hits higher) * Low crush 9~32 * Floating state 33~35 | |
| kuma | uf+3,4 | m, m | 13, 13 | i16~17, i10~12 | -11 | +30a (+20) / +21a (+14) | * Less frame advantage occurs after Combo from last hit * Panda: Very slightly increased vertical hitbox height on frames 11~12 (hits lower) * Low crush 1~17 * Floating state 18~20 | |
| kuma | uf+3,4,1+2 | m, m, M | 13, 13, 22 | i16~17, ,i18~19 | -15 | +16a / -2a | * Spike * Transition to HBS with input D or 3+4 * Less frame advantage occurs after Combo from last hit | |
| kuma | uf+4 | m | 20 | i29~30 | -6 | -10a (-20) | * Balcony Break * Low crush 9~30 * Floating state 31~33 | |
| kuma | uf+4,3 | m, m | 20, 25 | i29~30, i20~21 | +7 | +21a (+14) | * Balcony Break * Only connects on hit or block * Recovers in FUFT * Low crush | |
| kuma | 1+2+3+4 | |||||||
| kuma | b,f+2 | h | 26 | i15~17 | -5 | +17a (+8) | +62a (+42) | * Balcony Break * 10 chip damage on block |
| kuma | f,F+2 | M | 23 | i19~21 | -19 | +45a (+35) | * High crush 8~18 | |
| kuma | f,F+1+2 | M | 30 | i37~38 | +8 HBS | +52a HBS | * 9 chip damage on block * Transition to HBS * Transition to ROL r35 fs39~ with F (+5/+49a) * Panda: Reduced vertical hitbox (does not hit as high) * Low crush 9~35 | |
| kuma | qcf+2 | m | 15 | i17~18 | -8 | +3 | ||
| kuma | qcf+2,1 | m, m | 15, 25 | i17~18, i27 | -10 | +33a (+7) | * Heat Engager * Heat Dash +5, +36a (+26) * Balcony Break * Combo from 1st hit with 5F delay * Interrupt with i5 | |
| kuma | qcf+2,2 | m, L | 15, 22 | i17~18, i33~34 | -18c | +21d | * Interrupt with i11 * Move can be delayed by 5F * 6 chip damage on block | |
| kuma | f,f,F+3 | m | 30 | i22~23 | +6 | +13a (+3) | * Balcony Break * 9 chip damage on block * Low crush 3~25 * Floating state 26~28 | |
| kuma | f,f,F+1+2 | m | 30 | i20~24 | +3 | +9c | * Balcony Break * Heat Engager * Heat Dash +5, +36a (+26) * 9 chip damage on block * Transition to HBS with D or 3+4 (+3/+9c; does not shift when using Heat Dash) * Forces tech backroll on hit * Panda: shorter attack hitbox range, reduced vertical height (does not hit as deep or high) * Low crush 21~35 * Floating state 36~38 | |
| kuma | ws1 | m | 13 | i13~15 | -11 | +2 | +7 | |
| kuma | ws1,2 | m, m | 13, 20 | i13~15, i18~19 | -13 | +6 (+20g) | +18cg | * Combo from 1st hit * Hold 2 to power up, up to 2 charge levels * Transition to HBS with input D or 3+4 * Tornado * Wall Crush +20g on hit * Balcony Break on CH |
| kuma | ws1,2* | m, m | 13, 28 | i13~15, i33 | -12 | +18cg | +31a (-2) | * Combo from 1st CH * Heat skips to Level 2 charge * Transition to HBS with input D or 3+4 (-12/+18cg/+34a (-2)) * Balcony Break * Tornado |
| kuma | ws1,2** | m, m | 13, 38 | i13~15, i44 | +3 | +27a (-9) | * Transition to HBS with input D or 3+4 * Balcony Break * Tornado * Reversal Break * chip damage on block * Heat reduces charge length (consumes partial Heat time) | |
| kuma | ws2 | m | 20 | i15~16 | -12 | +29a (+19) | ||
| kuma | ws3 | m | 21 | i18~20 | -9 | +17 (+8) | * Balcony Break * Homing | |
| kuma | ws4 | m | 20 | i11~12 | -6 | +5 | ||
| kuma | SS.1+2 | m | 23 | i22~23 | -3 | +6c | * 9 chip damage * Transition to +12 +3 HBS with D | |
| kuma | FC.df+2 | m | 12 | i18~19 | -13 | -2 | * | |
| kuma | FC.df+2,1 | m, h | 12, 12 | i18~19, i18~20 | -10~-8 | +1~+3 | * Combo from 1st hit * Jail from 1st block | |
| kuma | FC.df+2,1,1+2 | m, h, M | 12, 12, 6 | i18~19, ,i22~23 | -17 | -6 | * Interrupt with i6 from 2nd block | |
| kuma | FC.df+2,1,1+2,3 | m, h, M, L | 12, 12, 6, 5 | i18~19, ,i32~33 | -18 | -7 | * Interrupt with i15 from 3rd block | |
| kuma | FC.df+2,1,1+2,3,1+2 | m, h, M, L, M | 12, 12, 6, 5, 6 | i18~19, ,i26~27 | -19 | -8 | * Interrupt with i10 from 4th block * Can SSR hit from 4th block | |
| kuma | FC.df+2,1,1+2,3,1+2,3+4 | m, h, M, L, M, m | 12, 12, 6, 5, 6, 6 | i18~19, ,i25~26 | -12 | -1 | * Interrupt with i8 from 5th block * Can SSL/SSR and SWL/SWR from 5th block * Low crush 15~27 * Floating state ? * High crush 28~ | |
| kuma | FC.df+2,1,1+2,3,1+2,3+4,1+2 | m, h, M, L, M, m, m | 12, 12, 6, 5, 6, 6, 7 | i18~19, ,i55 | -49 | -38 | * Interrupt float with i40? from 6th block * Can SSL/SSR and SWL/SWR from 6th block * Floating state 1~122 | |
| kuma | FC.df+2,1,1+2,3,1+2,3+4,1+2,2 | m, h, M, L, M, m, m, m | 12, 12, 6, 5, 6, 6, 7, 6 | i18~19, ,i20~22 | -17 | -6 | * Interrupt with i21? from 7th block * Can SSL/SSR and SWL/SWR from 7th block | |
| kuma | FC.df+2,1,1+2,3,1+2,3+4,1+2,2,3 | m, h, M, L, M, m, m, m, h | 12, 12, 6, 5, 6, 6, 7, 6, 21 | i18~19, ,i26 | -21 | +34a (+24) | * Combo from 8th hit * Interrupt with i8 from 8th block * Can SSL/SSR and SWL/SWR from 8th block | |
| kuma | FC.df+2,1,1+2,3,1+2,3+4,1+2,2,3,1 | m, h, M, L, M, m, m, m, h, h | 12, 12, 6, 5, 6, 6, 7, 6, 21, 35 (24) | i18~19, ,i47 | +11 | +10c | * Balcony Break * Aerial combo (+14a (+7)) from 8th or 9th hit * Forces tech backroll on hit * Interrupt with i33? from 9th block * Can SSL/SSR and SWL/SWR from 9th block | |
| kuma | FDFA.1+2 | l | 10 | i14~16 | -12 | +6 | +6 | * Transition to HBS * Move is airborne, requires strong parry * Reverse direction when performed in FDFT |
| kuma | FUFA.1+2 | M | 15 | i17~19 | -2 | +6 | * Transition to HBS (Cannot cancel) * Reverse direction when performed in FUFT | |
| kuma | FUFT.d+1+2 | m | 21 | i29~31 | +18~+20 | +37a | +37a | * Transition to SIT (Cannot cancel) * Reverse direction when performed in FUFA |
| kuma | HBS.1 | M | 10 | i12 | -13 | +5 | +12 | * Elbow |
| kuma | HBS.1,2 | M, M | 10, 23 | i12, i24~25 | -13 | +6c | +13c | * Combo from 1st hit with 20?F (charge) delay * Hold 2 to power up, up to 2 charge levels * Move can be delayed by 10F by holding 2 |
| kuma | HBS.1,2* | M, M | 10, 23 | i12, i33~34 | -12 | +13c | +49a | * Combo from 1st CH with 30?F (charge) delay * Move can be delayed by 9?F by holding 2 * Becomes HBS.1,2** during heat * Consumes 240F? of remaining Heat time * 9 chip damage on block |
| kuma | HBS.1,2** | M, M | 10, 30 | i12, i44~45 | +3 | +49a | * Reversal Break * Replaces HBS.1,2*: i33~34 startup during Heat (t83? r36?) * 12 chip damage on block | |
| kuma | HBS.2 | L | 16 | i21~24 | -15 | +21g | * Transition to HBS * High crush 1~ | |
| kuma | HBS.3 | sp | * Transition to FUFA * Alternative input: HBS.4 (HBS.3 is into background, HBS.4 is into foreground) * Floating state 1~36 | |||||
| kuma | HBS.1+2 | M | 24 | i19~22 | -15 | +79a | * Tornado * 27dmg upon opponent landing * High crush 1~18 | |
| kuma | HBS.3+4 | M | 21 | i20~24 | -14 | +9a (-1) | * Heat Engager * Heat Dash +5, +43d (+35) * Balcony Break * Panda: Decreased attack range and height hitbox (does not hit as deep) * Power crush 7~19 | |
| kuma | HBS.b,b | sp | * Alternate input: SIT.B * Transition to r12 HBS with input D or 3+4 at frame 35 | |||||
| kuma | HBS.b+1+2 | L | 16 | i26~29 | -20c | +3 | +7 | * Head * Transition to r40 HBS with input D or 3+4 * Panda: Reduced attack range and vertical hitbox (does not hit as high) * High crush 1~67 |
| kuma | HBS.b+1+2,1+2 | L, L | 16, 33 | i26~29, i22~24 | -29c | +8a | * Balcony Break * Head * Combo from 1st CH * Panda: Reduced attack range and vertical hitbox (does not hit as high) * High crush 1~59 | |
| kuma | HBS.df+1 | m | 23 | i25~27 | -7 | +20a (+11) | * Homing * Balcony Break * Strong Aerial Tailspin * 9 chip damage | |
| kuma | HBS.df+2 | m | 20 | i15~16 | -17 | +35a (+25) | * Tornado | |
| kuma | HBS.d+1+2 | m | 22 | i16~20 | -3 | +4 | +76a (+60) | * Tornado * Transition to HBS * Tornado on CH only * t44? r24? on hit * Panda: Increased vertical attack hitbox height. Decreased attack range and height hitbox on frames 18-20 (does not hit as deep or high) |
| kuma | HBS.d+3+4 | sp | * Transition to FDFA | |||||
| kuma | HBS.f,f | sp | i26~i31 | +14~+19 | +20~+25 | * Transition to ROL ** Can transition to r20? HBS with D or 3+4 ** Can transition to r13? FC * Becomes SM projectile 5dmg attack during Heat (Consumes 120F of remaining Heat time) ** +14~+19 or -6~-1 HBS or +1~+6 FC on block ** +20~+25 or +0~+5 HBS or +7~+12 FC on hit | ||
| kuma | HBS.f+3+4 | L | 25 | i16~22 | -11 | +37a (+28) | +69a (+22) | * Balcony Break * Hip * Transition to SIT during attack active frames * Unparryable? * Very short hitbox reach * Low crush 9~21 * Floating state 22~ |
| kuma | OTG.d+1+4 | l,ub(l) | 16 (11),48 (33) | i55~110,i25~38 | N/A | 8 (0) / +14 | * Cancel to BT with input OTG.d+1+4,3+4 * More frame advantage when hitting standing opponent | |
| kuma | ROL.1 | h | 31 | i15~16 | +4 | +35d (+27) | * Balcony Break * Tornado * Guard Break during Heat * Power up during Heat: +13 on block guard break (Uses 240F of remaining Heat time) | |
| kuma | ROL.2 | m | 21 | i17~19 | -17 | +28a (+18) | ||
| kuma | ROL.3 | l | 20 | i18~26 | -18 | +33a | Recovers in FUFT | |
| kuma | ROL.4 | M | 20 | i26~30 | +7 | +26a | Recovers in FUFT | |
| kuma | ROL.1+2 | SM | 22 | i10~40 | -30 | +45a | * Recovers in FUFT on hit * Recovers in off axis FUFT on block | |
| kuma | SIT.1 | l | 15 | i21~22 | -12 | +4 | +9 | |
| kuma | SIT.1,1 | l, l | 15, 13 | i21~22, i25~26 | -12 | +6 | Combo from 1st CH | |
| kuma | SIT.2 | m | 18 | i19~21 | -12 | +73a (+57) | * Tornado | |
| kuma | SIT.3+4 | M | 20 | i25 | -12 / -10 ROL | -4a / -2a ROL | * Transition to ROL with input SIT.F | |
| kuma | SIT.f | sp | N/A / i26~i31 Heat | +1~+6 / -6~-1 HBS | +7~+12 / 0~+5 HBS | * Alternative input: FC.3+4 or FDFA.f * Transition to ROL * Transition to HBS with input ROL.D or ROL.3+4 * Transition to FC with no input * Becomes special mid attack during Heat (Uses 120F of remaining Heat time) | ||
| kuma | hFC.1 | L | 12 | i19~21 | -8 | +2c | * Can be done from Crouch Level 1 * High crush 0~46 | |
| kuma | hFC.1+2 | sp | i26~i31 | +1~+6 | +7~+12 | * Transition to ROL * Becomes SM projectile 5dmg attack during Heat (Consumes 120F of remaining Heat time) ** +14~+19 or -6~-1 HBS or +1~+6 FC on block ** +20~+25 or +0~+5 HBS or +7~+12 FC on hit * Can be done from Crouch Level 1 * Floating state 1~31 | ||
| kuma | 1+3 | th(h) | 35 | i12~14 | -3 | +1 | * Homing * Throw break: 1 or 2 * Opponent status on hit: FUFT | |
| kuma | 2+4 | th(h) | 35 | i12~14 | -6 | +1 | * Homing * Throw break: 1 or 2 * Opponent status on hit: FUFT * Side switch on hit | |
| kuma | Back throw | th(h) | 70 | i12~14 | +1 | * Throw break: none * Opponent status on hit: FUFA | ||
| kuma | HBS.f+1+2 | th(h) | 30 | i26~27 | -2d | * Removes Recoverable Health * Spike * Throw break: none * Opponent status on hit: FUFA * Panda: Reduced attack range and vertical hitbox (does not hit as high) | ||
| kuma | Left throw | th(h) | 50 | i12~14 | -3 | +1 | * Throw break: 1 * Spike * Opponent status on hit: FUFT | |
| kuma | Right throw | th(h) | 40 | i12~14 | -3 | +1 | * Throw break: 2 * Opponent status on hit: FUFT off axis | |
| kuma | hcb,f+1+2 | th(h) | 50 | i11 | +0 | +5 | * Throw break: 1+2 * 60 dmg if opponent hits the wall * Opponent status on hit: FUFA * Side switch on throw break and hit | |
| kuma | uf+1+2 | th(h) | 35 | i12~14 | 0 | +26d (+7) | * Throw break: 1+2 * Balcony Break * Opponent status on hit: FUFT | |
| wavu-i | Command | Hit level | Damage | Start up frame | Block frame | Hit frame | Counter hit frame | Notes |
| kunimitsu | 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 | |
| kunimitsu | H.KAT.d+1+2 | L,m,m | 8,8,14 | i20~21 i19~20 i7~8 | -14 | +23a (+5) | * Weapon * Consumes 600F of remaining Heat Time * 6 chip damage on block * is1~4 * High crush 5~22 | |
| kunimitsu | H.db+1+2 | M,M | 10,15 | i18~19,i18 | -9 | +59a (+43) | * Tornado * Weapon * Instant Tornado on normal hit * Consumes 600F of remaining Heat Time * 5 chip damage on block * Steel pedal * Low crush 41~65 * Floating state 66~68 | |
| kunimitsu | H.u+1+2 | m,m,m | 8,10,20 | i16 i9 i20 | +5 | +25a (+1) | * Balcony Break * Weapon * Consumes 240F of remaining Heat Time * 7 chip damage on block * Low crush 21~30 * Floating state 31~33 | |
| kunimitsu | H.2+3 | m,t | 50 | i14~15 | +3 | -5d | * Heat Smash * Reversal Break * Balcony Break * Transition to attack throw on hit * 10 chip damage on block * High evasion at frame 6? * Low crush 20~44 * Floating state 45~47 | |
| kunimitsu | 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~ | |
| kunimitsu | 1 | h | 5 | i10 | +1 | +8 | Recovers 2f faster on hit or block (t27 r17) | |
| kunimitsu | 1,1 | h, m | 5, 12 | i10, i21 | -5 | +6 | * Combo from 1st hit with 2f delay * Interrupt with i2 from 1st block * Move can be delayed 2f * Enter KAT -7 +4 r26 with 1+2 | |
| kunimitsu | 1,1,1 | h, m, M | 5, 12, 18 | i10, ,i21~22 | -11 | +15a (-2) | * Tornado * Balcony Break * Weapon * Combo from 2nd CH with 9f delay * Interrupt with i10 from 2nd block * Input can be delayed 9f * Move cannot be delayed * Available on hit or block only * Low crush 5~15 * Floating state 16~18 | |
| kunimitsu | 1,1,2 | h, m, m | 5, 12, 24 | i10, ,i19~20 | -9 | +14a (+5) | +46a (-1) | * Balcony Break * Weapon * Combo from 2nd CH with 9f delay * Available on hit or block only * Interrupt with i8 from 2nd block * Whiffs vs SSR, SWR from 2nd block * Input can be delayed 9f * Move cannot be delayed |
| kunimitsu | 1,1,4 | h, m, m | 5, 12, 23 | i10, ,i26~27 | +3 | +5a | * Spike * Interrupt with i15 from 2nd block * Whiffs vs SS, SW from 2nd block * Input can be delayed 9f * Move cannot be delayed * Available on hit or block only * 4 chip damage on block * Low crush 5~29 * Floating state 30~32 | |
| kunimitsu | 1,2 | h, h | 5, 8 | i10, i12 | -3 | +7 | * Jail from 1st attack with 2f delay * Move can be delayed 2f | |
| kunimitsu | 1,2,2 | h, h, h | 5, 8, 10 | i10, ,i20~21 | -12 | +5 | * Balcony Break (airborne) * Weapon * Combo from 1st hit * Move cannot be interrupted * Transition to BT with B | |
| kunimitsu | 1,2,4 | h, h, m | 5, 8, 20 | i10, ,i23~24 | -14 | +12d | * Balcony Break * Combo from 1st CH with 3F delay * Interrupt with i3 from 1st block * Hit vs BT +9d * Low crush 12~32 * Floating state 33~35 | |
| kunimitsu | 1+3+4 | |||||||
| kunimitsu | 2 | h | 12 | i12 | -5 | +1 | * Weapon | |
| kunimitsu | 2,2 | h, m | 12, 14 | i12, i12~13 | -6 | +5 | * Weapon * Jail from 1st block with 5f delay * Combo from 1st hit with 5f delay * Transition to KAT -6 +5 r26 with 1+2 * Input can be delayed 5f * Move cannot be delayed | |
| kunimitsu | 2,2,2 | h, m, h | 12, 14, 16 | i12, ,i18~19 | -9 | +2 | * Weapon * Combo from 2nd CH with 4f delay * Interrupt with i4 from 2nd block * Enter SET -4 +7 r27 with F * Input can be delayed 4f * Move is delayed 7f * Move cannot be delayed | |
| kunimitsu | 2,2,2,2 | h, m, h, h | 12, 14, 16, 16 | i12, ,i15~16 | -6 | +3 | * Balcony Break (airborne) * Weapon * Jail from 3rd block with 5F delay * Combo from 2nd CH or 3rd hit with 5f delay * Input can be delayed 5f * Move cannot be delayed | |
| kunimitsu | 2,2,2,2,2 | h, m, h, h, M | 12, 14, 16, 16, 18 | i12, ,i19~20 | -12 | +19a (+2) | +33a (+23) | * Tornado * Weapon * Move cannot be interrupted * Move cannot be delayed * Input can be delayed 7f * Low crush 21~35 * Floating state 36~38 |
| kunimitsu | 3 | h | 17 | i16~17 | -7 | +7 | * Homing * Balcony Break (airborne) | |
| kunimitsu | 3,4 | h, h | 17, 21 | i16~17, i25~27 | -5 | +20a | +46a | * Balcony Break (airborne) * Combo from 1st hit with 10f delay * Interrupt with i9 from 1st block * Whiffs vs SSR, SWR from 1st block * Input can be delayed 10f * Move cannot be delayed |
| kunimitsu | 4 | h | 15 | i12~13 | -9 | -3 | ||
| kunimitsu | 4,2 | h, h | 15, 13 | i12~13, i19~20 | -3 | +6 | * Balcony Break (airborne) * Weapon * Transition to BT * Jail from 1st attack with 1F delay * Combo from 1st hit with 1F delay * Input can be delayed 1f * Move cannot be delayed * Low crush 15~25 * Floating state 26~28 | |
| kunimitsu | 1+2 | * Actionable after 17f * Stance moves can be delayed by 18F * Transition to r22 BT with B * Transition to r14 SET with F | ||||||
| kunimitsu | 2+3+4 | |||||||
| kunimitsu | 3+4 | h | 18 | i21~22 | -1 | +21a (+12) | * Strong Aerial Tailspin * Balcony Break * Low crush 11~30 * Floating state 31~33 | |
| kunimitsu | f+2 | h | 12 | i13 | -9 | +2 | ||
| kunimitsu | f+2,3 | h, h | 12, 20 | i13, i16~18 | -6 | +20a (+11) | * Combo from 1st hit with 8f delay * Input can be delayed 8f * Move can be delayed 3f | |
| kunimitsu | f+3 | * Transition to r16 FC with D * Cancel to r25 with B (can block mids or highs on frame 12~) | ||||||
| kunimitsu | f+4 | m | 12 | i15 | -5 | -1 | +7 | * Knee * Enter SET +3 +7 +15 r19 with F |
| kunimitsu | f+1+2 | m | 23 | i17~18 | -6 | +9a (+0) | * Heat Engager * Heat Dash +5, +45a (+35) * Balcony Break * Weapon * 4 chip damage on block | |
| kunimitsu | f+3+4 | m,h | 10,13 | i15 i13 | -5 | +23a (+6) | * Balcony Break * BT transition is -11 * Low crush 19~24 * Floating state 25~27 | |
| kunimitsu | df+1 | m | 10 | i13~14 | -2 | +5 | ||
| kunimitsu | df+1,2 | m, m | 10, 12 | i13~14, i18~19 | -10 | +1 | * Weapon * Combo from 1st CH with 7f delay * Input can be delayed 9f * Move can be delayed 8f * Move cannot be interrupted | |
| kunimitsu | df+1,2,2 | m, m, M | 10, 12, 20 | i13~14, ,i22~23 | -14c | +8a | * Balcony Break * Spike * Combo from 2nd hit with 1f delay * Input can be delayed 1f * Move cannot be delayed * Interrupt with i2 from 2nd block * Combo from 1st CH * Chip damage on block | |
| kunimitsu | df+1,3 | m, h | 10, 20 | i13~14, i21 | -9 | +5 | +44a (+34) | * Tornado * Combo from 1st Ch with 4f delay * Input can be delayed 9f * Move can be delayed 8f * Interrupt with i3 from 1st block |
| kunimitsu | df+2 | M | 13 | i15~16 | -14 | +30a (+20) | * Weapon * Can launch crouching opponent * Recovers 5f faster on hit | |
| kunimitsu | df+3 | m | 14 | i17~18 | -6 | +2 | +4 | |
| kunimitsu | df+3,2 | m, L | 14, 20 | i17~18, i28~29 | -15 | +1c | * Balcony Break (airborne) * Weapon * Combo from 1st CH * Cancel to FC -13 -5 -3 r34 with D * Interrupt with i6 from 1st block * High crush 22~35 | |
| kunimitsu | df+4 | m | 13 | i12 | -9 | +2 | ||
| kunimitsu | df+3+4 | m,m | 8,12 | i17~18 i7~9 | -2 | +5 | * Floor Break * Transition to BT * Can hit grounded when off-axis * High evasion at frame 5? * Floating state 10~24 | |
| kunimitsu | d+1 | m | 23 | i19 | +3c | +6c | +13c | * Spike |
| kunimitsu | d+2 | m | 11 | i16 | -9 | +2c | * Floor Break * Weapon * Does not floor break if string is continued | |
| kunimitsu | d+2,1 | m, m | 11, 7 | i16, i16~17 | -12 | -1 | * Jail from 1st block * Combo from 1st CH * Input cannot be delayed | |
| kunimitsu | d+2,1,2 | m, m, m | 11, 7, 7 | i16, ,i11~12 | -12 | +4 | * Weapon * Jail from 1st block with 1f delay * Combo from 2nd hit with 1f delay * Input can be delayed 1f * Move cannot be delayed | |
| kunimitsu | d+2,1,2,1+2 | m, m, m, m | 11, 7, 7, 20 | i16, ,i23~24 | -13 | +7a | * Balcony Break * Jail from 1st block * Combo from 3rd CH * Hitstop 20f on hit | |
| kunimitsu | d+3 | L | 11 | i16~17 | -14 | -3 | -3c on crouching hit | |
| kunimitsu | d+3,4 | L, h | 11, 12 | i16~17, i21~22 | -9 | +0 | * Combo from 1st CH with 7f delay * Interrupt with i3 from 1st block * Input can be delayed 7f * Move can be delayed 6f | |
| kunimitsu | d+3,4,1 | L, h, sm,t | 11, 12, 10,28 | i16~17, ,i26~37 | -13 | -4d | * Weapon * Combo from 2nd hit with 1f delay * Combo from 1st CH * Interrupt with i6 from 2nd block * Input can be delayed 1f * Move cannot be delayed * Recovers 11f faster on block (t115 r38) * Transitions to attack throw automatically on hit * 15 scaled damage on attack throw * Shift to Piercing Kunai Throw with F (Side switch on hit) | |
| kunimitsu | d+1+2 | L | 17 | i20 | -14 | +0 | +15g | * Weapon * Recovers 3f faster on hit (t50 r30) * High crush 6~50 |
| kunimitsu | d+3+4 | M | 22 | i20~23 | -13 | +12a (-5) | * Balcony Break * Weapon * On successful attack absorption shift to Wrathful Bloom: ** Reversal Break ** -9 on block ** 8 chip damage on block ** Two additional mid hits (i9~12 i7~10) ** 28 damage in total * Power crush 7~19 | |
| kunimitsu | db+2 | M | 10 | i16~17 | -6 | +7 | * Weapon | |
| kunimitsu | db+2,4 | M, m | 10, 15 | i16~17, i24~25 | -9 | +2 | * Balcony Break (airborne) * Combo from 1st hit with 7f delay * Input can be delayed 7f * Move can be delayed 6f * Interrupt with i3 from 1st block | |
| kunimitsu | db+2,4,2 | M, m, M | 10, 15, 23 | i16~17, ,i35 | -8c | +15a | * Weapon * Input can be delayed 1f * Move cannot be delayed * Interrupt with i17 from 2nd block | |
| kunimitsu | db+3 | l | 8 | i18 | -15 | -14 | * High crush 6~ | |
| kunimitsu | db+3,3 | l, l | 8, 7 | i18, i15~17 | -19 | -7 | * Jail from 1st attack * High crush 1~ | |
| kunimitsu | db+3,3,3 | l, l, l | 8, 7, 7 | i18, ,i15~17 | -19 | -7 | * Jail from 1st block * Combo from 2nd CH * Interrupt with i13 from 2nd block * High crush 1~ | |
| kunimitsu | db+3,3,3,3 | l, l, l, l | 8, 7, 7, 5 | i18, ,i15~17 | -19 | -7 | * Jail from 1st block * Combo from 3rd CH * High crush 1~ | |
| kunimitsu | db+3,3,3,3,3 | l, l, l, l, l | 8, 7, 7, 5, 5 | i18, ,i15~17 | -19 | -7 | * Jail from 1st block * Combo from 4th CH * High crush 1~ | |
| kunimitsu | db+3,3,3,3,3,3 | l, l, l, l, l, l | 8, 7, 7, 5, 5, 5 | i18, ,i15~17 | -47 | -35 | * Jail from 1st block * Combo from 5th CH * High crush 1~ | |
| kunimitsu | db+3,3,3,3,3,4 | l, l, l, l, l, m | 8, 7, 7, 5, 5, 15 | i18, ,i12~13 | -8 | +23a (+13) | * Balcony Break * Same animation as ws4 * Can be performed following any number of db+3 lows except the first and last | |
| kunimitsu | db+4 | L | 13 | i17 | -12 | +0 | +8 | |
| kunimitsu | b+1 | h | 8 | i17 | +1 | +7 | +12 | Can continue into db+3 up to 3 times (at 13,15,16f respectively) after up to 3 b+1 hits. |
| kunimitsu | b+1,1 | h, h | 8, 9 | i17, i12 | +5 | +6 | +11 | * Combo from 1st hit |
| kunimitsu | b+1,1,1 | h, h, h | 8, 9, 10 | i17, ,i12 | +5 | +6 | +11 | * Combo from 1st hit * Combo from 2nd hit |
| kunimitsu | b+1,1,1,1 | h, h, h, h | 8, 9, 10, 12 | i17, ,i12 | +5 | +6 | +11 | * Combo from 3rd CH |
| kunimitsu | b+1,1,1,1,1 | h, h, h, h, h | 8, 9, 10, 12, 14 | i17, ,i12 | +5 | +6 | +11 | * Combo from 4th hit * Combo from 3rd CH |
| kunimitsu | b+1,1,1,1,1,1 | h, h, h, h, h, h | 8, 9, 10, 12, 14, 16 | i17, ,i12 | -72 | -71 | -66 | * Combo from 4th hit * Combo from 3rd CH |
| kunimitsu | b+1+3 | m! | 25 | i19~20 | +3a | * Spike * Parry mid and high punches and kicks * Parry state 5~12 | ||
| kunimitsu | b+2 | m | 17 | i17~18 | -9 | +5 | +57 | * Balcony Break (airborne) * Weapon |
| kunimitsu | b+3 | M | 10 | i21~24 | -10~-7 | +1c~+4c | Floor Break * Floating state 10~26 | |
| kunimitsu | b+3,4 | M, M | 10, 23 | i21~24, i17~18 | -20 | +9a (+2) | * Combo from 1st hit * Move is delayed 1f * Steel pedal * Floating state 15~45 | |
| kunimitsu | b+4 | M | 15 | i18~19 | -8 | +6 | * Low crush 17~30 * Floating state 31~33 | |
| kunimitsu | b+4,3 | M, M | 15, 20 | i18~19, i17~18 | -16 | +25a (+10) | +34a (+24) | * Tornado * Combo from 1st hit with 8f delay * Input can be delayed 8f * Move cannot be delayed * Steel pedal * Floating state 20~34 |
| kunimitsu | b+1+2 | m,t | 13,25 | i15~16 | -7 | -3a | * Balcony Break (airborne) * Transitions to attack throw on grounded hit automatically * Does not transition on BT hit * Hit vs BT +9 | |
| kunimitsu | b+3+4 | Actionable after 20f | ||||||
| kunimitsu | ub+2 | m! | 21 | i51 | +10a | * Floor Break * Weapon * Hitstop 20f on hit * Low crush 27~50 | ||
| kunimitsu | ub+3 | Evasive * Low crush 6~17 * Floating state 18~20 | ||||||
| kunimitsu | ub+3+4 | m,t | 15,7,13 | i19 | -17 | +31a (+26) | * Tornado * Transitions to attack throw on front hit * Does not transition on BT hit * Hit vs BT +36a (+26) * Low crush 9~40 * Floating state 41~43 | |
| kunimitsu | u+2 | L | 25 | i35~36 | -16 | +6 | +25a | * Weapon * Cancel to r47 FC with D * Low crush 10~27 * Floating state 28~30 |
| kunimitsu | u+3+4 | M,M | 10,12 | i39~42 i4~6 | +1c | +24a | * Spike * Kunimitsu is invisible on frames 12~29, but can still be hit * Low crush 12~42 * Floating state 43~45 | |
| kunimitsu | uf+1 | h,t | 22,20 | i16~27 | +31a (+26) | * Tornado * Weapon * Only hits airborne opponents * Transitions to attack throw on airborne hit * Does not transition on BT hit or after Tornado * Hit vs BT or after Tornado +15a (+8) * 25 total scaled damage | ||
| kunimitsu | uf+2 | M,M | 9,20 | i17~18 i22~24 | -14~-12 | +11a | * Floor Break * Weapon * Low crush 23~34 * Floating state 35~37 | |
| kunimitsu | uf+3 | m,m | 13,20 | i15~16 i13~14 | -13~-12 | +25a (+18) | * Knee * 2nd hit available on hit or block only * 27 total scaled damage * Low crush 9~32 * Floating state 33~35 | |
| kunimitsu | uf+4 | m | 22 | i24~25 | -8 | +20a | Balcony Break (airborne) * Low crush 9~26 | |
| kunimitsu | uf+3+4 | * Actionable after 18f * Transition to FC on frame 40~ * Low crush 8~30 * Floating state 31~33 | ||||||
| kunimitsu | 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 | ||||||
| kunimitsu | f,F+2 | M | 18 | i19~20 | -12 | +19a (+2) | +33a (+22) | * Tornado * Balcony Break * Weapon * Low crush 21~35 * Floating state 36~38 |
| kunimitsu | f,F+4 | m | 11 | i9~11 | -17~-15 | -1~+1 | Knee * Low crush 9~25 * Floating state 26~28 | |
| kunimitsu | f,F+4,2 | m, h | 11, 23 | i9~11, i13~14 | -17~-16 | +10c | * Balcony Break * Spike * Weapon * Jail from 1st attack with 1f delay * Forces tech backroll on hit * Low crush 1~15 * Floating state 16~18 | |
| kunimitsu | f,d,df+2 | M,h | 15,21 | i14~15 i25~26 | -17~-16 | +73a (+57) | * Tornado * Weapon * 2nd hit available only as combo from 1st hit * Bufferable * 29 total scaled damage * 3 chip damage on block * Low crush 16~36 * Floating state 37~39 | |
| kunimitsu | qcf+1 | sm,t | 10,28 | i15~26 | -13 | -4d | * Weapon * Bufferable * Block advantage is always -13 * Transitions to attack throw on hit * 25 total scaled damage | |
| kunimitsu | qcf+1,F | sm,t | 10,28 | i15~26 | -13 | -4d | * Weapon * Bufferable * Block advantage is always -13 * Transitions to attack throw on hit * 25 total scaled damage * Available on hit only * Side switch on hit | |
| kunimitsu | qcf+2 | M | 24 | i13~14 | -12c | +8a | * Balcony Break * Spike * Weapon * Bufferable * 2 chip damage on block * Hit vs BT +3d | |
| kunimitsu | qcf+1+2 | m | 25 | i20~21 | -9 | +6a | * Tornado * Balcony Break * Weapon * Bufferable * 5 chip damage on block * Low crush 21~38 * Floating state 39~41 | |
| kunimitsu | uf,n,3 | m | 25 | i31 | -29 | +2a (-8) | * Balcony Break * Low crush | |
| kunimitsu | uf,n,4 | m | 15 | i24 | -14 | +17a (+7) | * Balcony Break * Low crush | |
| kunimitsu | f,f,F+2 | h,t | 20,20 | i15~17 | +6 | +0d | * Balcony Break (airborne) * Weapon * Transitions to attack throw on front standing hit * 4 chip damage on block * Side switch on hit * Hit vs Side +15a * Hit vs BT +15a (+6) | |
| kunimitsu | f,f,F+3 | m | 30 | i23~27 | +3~+7 | +18c | * Balcony Break * Hit vs BT +15d * Forces tech backroll on hit * Low crush 3~29 | |
| kunimitsu | ws1 | m | 11 | i12 | -7 | +4 | ||
| kunimitsu | ws1,1 | m, m | 11, 15 | i12, i15 | -12 | +8c | +13d | * Floor Break * Combo from 1st hit with 10f delay * Combo from 1st CH with 15f delay * Interrupt with i2 from 1st block * Input can be delayed 15f * Move can be delayed 8f |
| kunimitsu | ws2 | m | 14 | i13~14 | -9 | +1 | * Weapon | |
| kunimitsu | ws2,1 | m, m | 14, 20 | i13~14, i20 | -13 | +18a (+9) | * Heat Engager * Heat Dash +5, +43d (+35) * Balcony Break * Weapon * Combo from 1st hit with 9f delay * Interrupt with i1 from 1st block * Input can be delayed 9f * Move can be delayed 6f | |
| kunimitsu | ws3 | m | 16 | i15~16 | -13 | +32a (+22) | * Low crush 9~25 * Floating state 26~28 | |
| kunimitsu | ws4 | m | 15 | i11~12 | -6 | +5 | ||
| kunimitsu | SS.2 | m | 13 | i17~18 | -5 | +6 | +11 | * Floor Break * Weapon * Sidestep adds 9f, effective startup i26~27 |
| kunimitsu | SS.2,1+2 | m, M,M | 13, 10,20 | i17~18, i22~23 i9~10 | -12 | +5c | * Floor Break * Weapon * Combo from 1st hit CH * Interrupt with i4 from 1st block * Sidestep adds 9f, effective startup i31~32 * Move is delayed 1f | |
| kunimitsu | SS.4 | l | 16 | i20~22 | -37 | +4c | * Clean Hit +13d * Clean Hit damage 20 * Sidestep adds 9f, effective startup i29~31 * Stagger on block * High crush 6~ | |
| kunimitsu | (Airborne).ub+3+4 | m,t | 15,15 | i19 | -17 | -5d | * Balcony Break * Transitions to attack throw on front airborne hit * Does not transition on BT hit * Hit vs BT +36a (+26) * 17 total scaled damage * Low crush 9~40 * Floating state 41~43 | |
| kunimitsu | (Back to wall).b,b,UB | M | 21 | i37~38 | -3c | +15a | * Floor Break * Weapon * Floating state 5~13 * is8~13 * Low crush 14~31 * Floating state 32~34 | |
| kunimitsu | BT.1 | h | 10 | i11 | -8 | +8 | * Elbow | |
| kunimitsu | BT.1,2 | h, m | 10, 14 | i11, i21~22 | -8 | +3 | * Weapon * Combo from 1st hit with 8f delay * Input can be delayed 8f * Move can be delayed 4f * Interrupt with i5 from 1st block * Transition to KAT -8 +3 r28 with 1+2 | |
| kunimitsu | BT.1,2,1 | h, m, M | 10, 14, 18 | i11, ,i21~22 | -11 | +15a (-2) | * Tornado * Balcony Break * Weapon * Available on hit or block only * Combo from 2nd hit CH with 10f delay * Interrupt with i10 from 2nd block * Whiffs vs SSR from 2nd block (Inconsistent w/ all body types) * Input can be delayed 10f * Move cannot be delayed * Low crush 5~15 * Floating state 16~18 | |
| kunimitsu | BT.1,2,2 | h, m, m | 10, 14, 24 | i11, ,i19~20 | -9 | +14a (+5) | +46a (-1) | * Balcony Break * Weapon * Available on hit or block only * Combo from 2nd hit CH with 10f delay * Interrupt with i8 from 2nd block * Input can be delayed 10f * Move cannot be delayed |
| kunimitsu | BT.1,2,4 | h, m, m | 10, 14, 23 | i11, ,i26~27 | +3 | +5d | * Spike * Available on hit or block only * Interrupt with i15 from 2nd block * Whiffs vs SS, SW from 2nd block * Input can be delayed 10f * Move cannot be delayed * 4 chip damage on block * Low crush 5~29 * Floating state 30~32 | |
| kunimitsu | BT.1,3 | h, m | 10, 12 | i11, i22~23 | -5 | +2 | +11 | * Knee * Combo from 1st hit with 8f delay * Interrupt with i6 from 1st block * Input can be delayed 8f * Move can be delayed 4f * Transition to SET -1 +6 +15 r19 with F |
| kunimitsu | BT.1,4 | h, h | 10, 20 | i11, i21 | +3 | +15c | * Heat Engager * Heat Dash +5, +43d (+35) * Balcony Break * Combo from 1st hit with 8f delay * Interrupt with i5 from 2nd block * Input can be delayed 8f * Move can be delayed 4f * Forces tech backroll on hit * 4 chip damage on block | |
| kunimitsu | BT.2 | h,t | 10,20 | i19~20 | -7 | -4d | * Balcony Break (airborne) * Weapon * Transitions to attack throw on front standing hit * Hit vs BT/Side +5 * Chip damage and +0 block advantage on successful attack absorption * Power crush 7~18 | |
| kunimitsu | BT.3 | m | 20 | i24~26 | -3 | +11d | * Floor Break * Low crush 6~29 * Floating state 30~32 | |
| kunimitsu | BT.4 | h | 20 | i16~17 | +6 | +35d | * Strong Aerial Tailspin * Homing * Balcony Break * Transition to SET +6 +35d r31 with F * 6 chip damage on block * Low crush 6~16 * Floating state 17~19 | |
| kunimitsu | BT.1+2 | m,m | 10,15 | i14 i10~11 | -2 | +7 | * Balcony Break (airborne) * Weapon | |
| kunimitsu | BT.3+4 | m! | 25 | i19~20 | +3a | * Spike * Parry mid and high punches and kicks * Parry state 5~18 | ||
| kunimitsu | BT.d+2 | L | 20 | i17~18 | -13 | +4 | +8d | * Floor Break * Weapon * Transition to FC with D * High crush 6~18 |
| kunimitsu | BT.d+4 | L,L | 10,18 | i20~21 i26~27 | -14 | +5c | * Jail from 1st attack * High crush 4~ | |
| kunimitsu | BT.f+1+2 | m | 21 | i16~17 | -13 | +54a | * Tornado * Balcony Break (airborne) * Weapon * Hit vs BT +9a (+0) | |
| kunimitsu | CH.SET.2 | m,t | 20,10 | i12 | +55a (+48) | * Weapon * Attack Throw * Instant tornado | ||
| kunimitsu | KAT.1 | h | 12 | i11 | -7 | +4 | * Has good left sidestep tracking | |
| kunimitsu | KAT.1,2 | h, m | 12, 20 | i11, i21 | -9 | +9g | * Heat Engager * Heat Dash +5, +43d (+35) * Balcony Break * Weapon * Combo from 1st hit with 11f delay * Interrupt with i3 from 1st block * Input can be delayed 11f * Move can be delayed 7f * Cancel to FC -14 -3 r31 with D on frame 12 (cs7~) | |
| kunimitsu | KAT.2 | m | 21 | i23~24 | +5 | +20d | +80a (+60) | * Spike * Weapon * Transition to FC with D * is1~6 * Low crush 7~24 * Floating state 25~27 |
| kunimitsu | KAT.3 | M | 8 | i18~25 | -12~-5 | +2c~+9c | * Floor Break * Evasive, can go over mids and some highs * is1~4 * Floating state 1~4 * Low crush 5~26 | |
| kunimitsu | KAT.3,2 | M, M | 8, 8 | i18~25, i20~22 | -16 | +34a (+24) | * Weapon * Combo from 1st hit with 3f delay * Interrupt with i9 from 1st block * Whiffs vs SSR or SWR from 1st block (inconsistent) * Input can be delayed 3f * Move cannot be delayed * Steel pedal * Low crush 21~38 * Floating state 39~41 | |
| kunimitsu | KAT.4 | L | 16 | i22~28 | -16~-10 | -2~+4 | * is1~4 * Floating state 1~4 * Low crush 5~18 * Floating state 19~21 | |
| kunimitsu | KAT.4,2 | L, h | 16, 23 | i22~28, i23~24 | -9 | +15a (+6) | * Strong Aerial Tailspin * Balcony Break * Weapon * Combo from 1st CH with 2f delay * Interrupt with i11 from 1st block * Whiffs vs SSL from 1st block * Input can be delayed 2f * Move cannot be delayed | |
| kunimitsu | KAT.1+2 | h! | 20 | i24~36 | +0d~+12d | |||
| kunimitsu | KAT.U | * Kunimitsu teleports upwards and lands in place * Floating state 1~4 * Low crush 5~19 | ||||||
| kunimitsu | MUS.2 | L | 25 | i25 | -18 | +21d | +39a | Weapon * High crush 11~43 |
| kunimitsu | MUS.4 | m | 30 | i13~15 | -14 | -8a | * Floor Break * Massive pushback, difficult to punish without walls * Low crush 1~28 * Floating state 29~31 | |
| kunimitsu | MUS.3+4 | * Initial uf+3+4 jump takes 35f * Evasive jump, can side switch * Low crush 10~42 * Floating state 43~45 | ||||||
| kunimitsu | SET.1 | h | 8 | i10~11 | -1 | +8 | * Elbow | |
| kunimitsu | SET.1,2 | h, h | 8, 13 | i10~11, i17~18 | -6 | +8 | * Weapon * Combo from 1st hit with 12f delay * Jail from 1st attack with 3f delay * Input can be delayed 12f * Move can be delayed 10f * Transition to BT with B | |
| kunimitsu | SET.1,2,1 | h, h, M | 8, 13, 18 | i10~11, ,i21~22 | -11 | +15a (-2) | * Tornado * Balcony Break * Weapon * Combo from 2nd CH with 10f delay * Input can be delayed 10f * Move cannot be delayed * Available on hit or block only * Interrupt with i10 from 1st block * Low crush 5~15 * Floating state 16~18 | |
| kunimitsu | SET.1,2,2 | h, h, m | 8, 13, 24 | i10~11, ,i19~20 | -9 | +14a (+5) | +46a (-1) | * Balcony Break * Weapon * Combo from 2nd CH with 10f delay * Input can be delayed 10f * Move cannot be delayed * Available on hit or block only * Interrupt with i8 from 1st block * Whiffs vs SSR, SWR from 1st block |
| kunimitsu | SET.1,2,3 | h, h, M | 8, 13, 23 | i10~11, ,i33~34 | -4 | +25d | * Floor Break * Combo from 2nd CH * Interrupt with i12 from 1st block * Whiffs vs SS, SW from 1st block * Available on hit or block only * Low crush 14~33 * Floating state 34~36 | |
| kunimitsu | SET.1,2,4 | h, h, m | 8, 13, 23 | i10~11, ,i26~27 | +3 | +5a | * Spike * Input can be delayed 10f * Move cannot be delayed * Available on hit or block only * Interrupt with i15 from 1st block * Whiffs vs SS, SW from 1st block * 4 chip damage on block * Low crush 5~29 * Floating state 30~32 | |
| kunimitsu | SET.2 | m | 17 | i12 | -9 | +8 | +55a (+48) | * Balcony Break (airborne) * Weapon * Shifts to Attack Throw "Souenzan" on CH from the front on standing opponent * Instant Tornado on CH |
| kunimitsu | SET.3 | L | 17 | i18~23 | -16~-11 | +0c~+5c | +25a | * High crush 6~ |
| kunimitsu | SET.4 | M | 13 | i18~19 | -8 | +6 | Hits grounded but can miss when too close vs small bodies | |
| kunimitsu | SET.4,3 | M, m | 13, 21 | i18~19, i22 | -13 | +5a | * Spike * Combo from 1st hit with 9f delay * Input can be delayed 9f * Move can be delayed 5f * Interrupt with i5 from 1st block * Low crush 5~17 * Floating state 18~20 | |
| kunimitsu | SET.1+2 | m,m | 8,18 | i15 i18 | -5 | +22a (+12) | * Heat Engager * Heat Dash +5, +45a (+35) * Balcony Break * Weapon | |
| kunimitsu | SET.1+4 | i15 | ||||||
| kunimitsu | SET.B | * Cancels to standing block (blocks at frame 12) | ||||||
| kunimitsu | SET.uf+4 | m,t | 8,16 | i13~14 | -14 | +0d | * Floor Break * Shift to Attack Throw when hit from the front * Hit vs BT/Side +8a (+1) * Low crush 11~32 * Floating state 33~35 | |
| kunimitsu | SET.uf+1+2 | i16 | ||||||
| kunimitsu | hFC.1 | sl | 5 | i10 | -5 | +6 | * Transition to standing r24 with f at frame 25 * +6c on crouching hit * High crush 1~ | |
| kunimitsu | hFC.2 | sl | 8 | i11 | -4 | +7 | * High crush 1~ | |
| kunimitsu | hFC.3 | L | 10 | i16 | -17 | -6 | * High crush 1~ | |
| kunimitsu | hFC.4 | l | 6 | i12 | -15 | -4 | * High crush 1~ |