Command | Hit level | Damage | Startup | Block | Hit | Counter hit | Notes |
---|---|---|---|---|---|---|---|
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 | |
H.BT.2+3 | m,m,m,m | 51 | i15~16 i7~8 i9~10 i23~27 | +9 | +20g | * Heat Smash
* Spike
* Recovers in HYP 2nd step
* Recover standing with F (+3, +5)
* Chip on block [7] | |
H.2+3 | m,m,m,M | 50 | i15~16 i9~10 i7~8 i15~17 | +9 | +0d | * Heat Smash
* Balcony Break
* Recover facing forward with F (+5 oB)
* Transition to attack throw on hit
* Chip on block [7]
* Low crush 9~ | |
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~ | |
1 | h | 5 | i10 | +1 | +8 | ||
1,2 | h, h | 5, 8 | i10, i11 | -3 | +7 | * Combo from 1st hit with 4F delay
* Jail from 1st block with 4F delay | |
1,2,1 | h, h, m | 5, 8, 20 | i10, ,i16~17 | -9 | +14a (+5) | * Balcony Break
* Combo from 2nd CH with 10F delay
* Jail from 2nd block with 3F delay | |
1,d+2 | h, m | 5, 10 | i10, i20~23 | -3 | +8 | +10 | * Combo from 1st hit with 4F delay
* Move can be delayed by 10F
* Recover facing forward with 1,D+2 or 1,d+2,F (-4, +7, +9)
* Recover in HYP with 1,d+2~B (-2, +9, +11) |
1,d+2,1+2 | h, m, m | 5, 10, 24 | i10, ,i29~31 | -12 | +17a | * Combo from 2nd hit CH | |
1+3+4 | * Low crush 8~15 | ||||||
2 | h | 8 | i10 | -2 | +6 | * | |
2,1 | h, m | 8, 10 | i10, i19 | -4 | +7 | * Combo from 1st CH
* Jail from 1st block
* Recover facing forward by holding any direction (-4, +7) | |
3 | h | 17 | i14~15 | -11 | +22a | * | |
4 | h | 15 | i11 | -9 | +8 | +33a | * Balcony Break on CH |
1+2 | m | 24 | i20~21 | -7 | +20a | * | |
2+3+4 | |||||||
3+4 | m | 23 | i23 | -1c | +3c | +19a | * Spike
* Transition to AOP with D (0, +4c, +20a)
* Low crush 10~ |
f+2 | m | 12 | i16~17 | -5 | +4 | ||
f+2,1 | m, h | 12, 14 | i16~17, i20 | -6 | +5 | +7 | * Combo from 1st hit
* Jails from 1st block
* Transition to HYP with B (+0, +11) |
f+2,1,4 | m, h, m | 12, 14, 20 | i16~17, ,i26~27 | -13 | +17a (+8) | +62a (+42) | * Balcony Break
* Combo from 2nd CH with 5F delay
* Move can be delayed by 10F |
H.f+2,1,2 | m, h, m | 12, 14, 20 | i16~17, ,i26~28 | +6 | +23d | +50a | * Balcony Break
* Spike
* Partially uses remaining Heat time
* Combo from 1st hit with no delay
* Combo from 2nd CH with 5F delay
* Move can be delayed by 5-10F
* Recover facing forward with F (+4, +21d, +47a)
* Low crush |
f+3 | M | 14 | i16~18 | -9 | +2 | * Knee
* Doesn't hit grounded if opponent is on-axis in FUFT | |
f+3,1 | M, m | 14, 8 | i16~18, i22~23 | -3 | +8 | * Combo from 1st hit | |
f+3,1,4 | M, m, M | 14, 8, 20 | i16~18, ,i26 | -22 | +62a (+46) | * Tornado
* Instant Tornado
* Combo from 2nd hit CH | |
f+3,1,1+2 | M, m, m,M | 14, 8, 6,20 | i16~18, ,i16~18 i5~6 | -12 | +7c | * Spike
* Combo from 2nd CH | |
f+4 | h | 23 | i19 | +1 | +13 | * Homing
* Chip on block [4] | |
f+1+2 | m | 30 | i12 | -16 | +15d (+10) | * Balcony Break
* Shoulder | |
f+3+4 | * Transition to AOP with D
* Low crush 9~ | ||||||
f+3+4,3+4 | m,m,m | 8,8,14 | i20~21 i4~5 i5~8 | +8 | +2d | *
* Low crush 23~ | |
df+1 | m | 13 | i14 | -2 | +9 | * Recover facing forward by holding any direction (-4, +7)
* High crush 6~14 | |
df+2 | m | 15 | i14 | -6 | +7 | * | |
df+2,3 | m, h | 15, 23 | i14, i23~24 | -1 | +35a (+9) | * Balcony Break
* Cancel to r15 FC with DB, D, or DF (-3, -16)
* Combo from 1st hit with 8F delay
* Move can be delayed by 6F
* Input can be delayed by 9F | |
df+2,1+2 | m, m | 15, 25 | i14, i24~25 | -14 | +21a (+16) | * Balcony Break
* Shoulder
* Combo from 1st hit with 7F delay
* Move can be delayed by 6F
* Input can be delayed by 9F | |
df+3 | L | 23 | i29~30 | -23 | +71a (+55) | * Tornado
* Instant Tornado
* Homing
* Cancel into BT with B (r31)
* On hit of whiff, transition to AOP with D
* Snake Edge
* High crush 6~29 | |
df+4 | m | 12 | i12 | -4 | +7 | * | |
d+1 | m,m,M | 7,7,7 | i17~19 i4~6 i3~9 | -5 | +8c | +9c | * Recover in AOP with D+1 (-10, +4c, +5c)
* This move can become more minus if the final hit whiffs
* Standing (-13, -2c)
* AOP (-17, -5c) |
d+2 | sl | 8 | i11 | -4 | +7 | * Alternate input FC.2
* High crush 4~ | |
d+3 | L | 12 | i14 | -12 | -3 | +1 | *
* High crush 6~ |
d+3,4 | L, h | 12, 21 | i14, i25~26 | +0 | +26a (+17) | * Balcony Break
* Combo from 1st CH | |
d+4 | l | 6 | i12 | -15 | -4 | * Alternate input FC.4 | |
d+1+2 | * Transitions to AOP
* AOP.u to recover in r10 FC
* Alternate input BT.d+1+2
* High crush 1~ | ||||||
d+3+4 | special | * Alternate input u+3+4 | |||||
db+1 | m | 22 | i18 | -9 | +14a (+5) | * Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
* Clean hit damage: 30 | |
db+2 | L | 13 | i18~19 | -8 | +5c | +12 | *
* High crush 6~ |
db+3 | L | 0 | i15 | +2c | +2c | +14 | * |
db+4 | L | 14 | i18 | -12 | +4c | +14 | * This move is +20 on a traded hit |
db+1+2 | * Transitions to HYP
* Actionable for 70F
* Stance move properties change with amount of time spent in stance:
* 1 step: 20~24F
* 2 steps: 45~50F
* 3 steps: 70~90F
* Can cancel stance after 40F with b, db, u, uf, f, df or 1 jab
* Punch parry (+9 HYP, opponent BT)
* During Heat, taking 3 steps (70f in HYP) partially restores remaining Heat time
* Successful parry partially restores remaining Heat time
* Alternate input ub+1+2
* Parry state 2~10? | ||||||
db+3+4 | * Transitions to BT
* High crush | ||||||
b+1 | m | 10 | i8~13 | -12 | +1 | * Automatically transitions to BT on hit
* Recover facing forward with B+1 (between -1 and +4) | |
b+1+3 | +6 | * Automatically transitions to BT
* Alternate input b+2+4
* Also possible during HYP and BT
* Parry state 5 | |||||
b+2 | m | 13 | i15~16 | -6 | +5 | * Homing
Automatically transitions to BT | |
b+2,2 | m, L | 13, 15 | i15~16, i21~23 | -7 | +4 | +22a | * Automatically transitions to BT
* Combo from 1st hit |
b+3 | h | 22 | i18~19 | +3 | +8c | +32d | * Chip on block [6]
Automatically transitions to BT |
b+4 | m | 10 | i13~14 | -11 | +0 | * | |
b+4,1 | m, m | 10, 20 | i13~14, i27 | -14 | +40d (-18) | * Heat Engager
* Heat Dash +5, +43d (+35)
* Balcony Break
* Combo from 1st hit with 7F delay
* Move can be delayed by 5F
* Input can be delayed by 8F | |
b+1+2 | M,M | 8,12 | i15~16 i5~6 | -13 | +29a (+19) | * | |
b+3+4 | * Transitions to BT
* Alternate input BT.b+3+4, AOP.b+3+4 | ||||||
ub+3 | m | 23 | i20~21 | -13 | +36a (+26) | * Tornado
* Transitions to AOP on hit or block
* Low crush 18~ | |
ub+4 | m | 20 | i22~24 | -13 | +13d (-4) | * Tornado
* Balcony Break
* Power crush 7~21 | |
u+1+2 | m,m | 5,5 | i16~18 i2~4 | -11 | +0c | * | |
u+1+2,2 | m,m, m | 5,5, 12 | i16~18 i2~4, i27 | -12 | -1 | * Combo from 1st CH | |
u+1+2,2,1 | m,m, m, m | 5,5, 12, 20 | i16~18 i2~4, ,i27~28 | -12 | +16a (+7) | * Balcony Break
* Combo from 2nd hit
* Combo from 1st CH
* Cancel into BT with B (-19/-8) | |
uf+1 | L | 15 | i33 | -7 | +10g c | * Cancel into r42? FC with D
* Low crush 9~ | |
uf+2 | m | 23 | i26~27 | +6c | +7c | +49a | * Spike
* Recover facing forward with F (+4c, +5c, +47a)
* Alternate input u+2
* Chip on block [6]
* Low crush 9~ |
uf+3 | m | 13 | i16~17 | -13 | +29a (+19) | * Low crush 9~ | |
uf+4 | m | 20 | i23~26 | -7 | +4 | +24a | * Spike
* Transition to FC with D (-7, +4c, +24a)
* Transition with AOP with d+1+2 (-9, +2, +22)
* Low crush 9~ |
uf+3+4 | m,m,m | 8,10,12 | i16~17, i10~11, i8~9 | -1 | +4d | * Balcony Break
* Spike
* Transitions to BT on block or whiff
* Low crush 9~ | |
1+2+3+4 | |||||||
While in the air 3 | m | 30 | i14 | -2 | +29d | * Strong Aerial Tailspin
* Balcony Break
* Transition to AOP with D (-3, +28)
* Low crush | |
While landing 3 | L | 19 | i15 | -18 | +27a | * | |
While landing 4 | m | 25 | i8 | -8 | +23a (+13) | * Balcony Break
* Low crush | |
f,F+1 | m | 13 | i15 | -11 | +7c | * Spike
* Transition to AOP with D (-5, +13) | |
f,F+1,3 | m, h | 13, 20 | i15, i18~19 | -1 | +20a (+11) | * Balcony Break
* Combos from 1st hit | |
f,F+1,4 | m, m | 13, 20 | i15, i21~22 | -12 | +22d | * Combos from 1st CH | |
f,F+2 | m | 12 | i15 | -5 | +6 | * | |
f,F+2,1 | m, m | 12, 20 | i15, i27~28 | -12 | +16a (+7) | * Balcony Break
* Combo from 1st hit with 2F delay
* Move can be delayed by 12F
* Cancel into BT with B (-19,-8) | |
f,F+3 | m | 12 | i14~15 | -5 | +6 | +12g | * |
f,F+4 | h | 20 | i20~23 | +9 | +13g c | +58a (+38) | * Strong Aerial Tailspin
* Balcony Break
* Automatically transitions to HYP on hit or block
* Chip on block [6] |
f,F+1+2 | m | 12 | i14~16 | -9 | +5 | ||
f,F+1+2,1+2 | m, m | 12, 20 | i14~16, i19~20 | -8 | +7c | +43a | * Spike
* Combo from 1st hit with 8F delay
* Jail from 1st block with no delay
* Move can be delayed by 14F
* Input can be delayed by 16F |
f,F+3+4 | M | 23 | i37~45 | -3 | +39a | * Spike
* Chip on block [9]
* Low crush 9~ | |
uf,n,4 | m | 20 | i23~24 | -18 | +27a (+17) | *
* Low crush 9~ | |
f,f,F+3 | m | 20 | i23~30 | +7 | +29a (+19) | * Balcony Break
* Automatically transitions to AOP on hit or block
* Chip on block [9]
* Alternate input wr3
* Low crush 3~ | |
ws1 | m | 8 | i12 | -7 | +4 | * Combo from 1st hit | |
ws1,4 | m, m | 8, 16 | i12, i22 | -10 | +12g | * | |
ws2 | m | 17 | i13 | -3 | +7 | +38a (+28) | * Recover facing forward by holding down any direction (-5, +5, +36a (+26)) |
ws2* | m | 20 | i22 | -3 | +38a (+28) | * Recover facing forward by holding down any direction (-5, +36a (+26)) | |
ws3 | m | 22 | i22 | +3c | +6c | +51a | * |
ws4 | m | 20 | i11 | -10 | +20a (+13) | * | |
ws1+2 | m | 12 | i14~16 | -9 | +5 | ||
ws1+2,1+2 | m, m | 12, 20 | i14~16, i19~20 | -8 | +7c | +43a | * Spike
* Combo from 1st hit with 8F delay
* Jail from 1st block with no delay
* Move can be delayed by 14F
* Input can be delayed by 16F |
SS.4 | l | 19 | i18 | -13 | -2 | +29a | *
* High crush 6~ |
FC.1 | sl | 5 | i10 | -5 | +6 | * High crush 1~34 | |
FC.2 | sl | 8 | i11 | -4 | +7 | * High crush 1~34 | |
FC.3 | L | 11 | i15~17 | -15 | -4 | * High crush 1~49 | |
FC.3,2 | L, h | 11, 6 | i15~17, i18 | +0 | +7 | * Combo from 1st hit CH | |
FC.3,2,1 | L, h, h | 11, 6, 6 | i15~17, ,i14 | -1 | +6 | +10g | * Transition to HYP with B (-2, +5)
* Combo from 2nd hit
* Jail from 2nd block |
FC.3,2,1,4 | L, h, h, m | 11, 6, 6, 12 | i15~17, ,i18~20 | -18 | +33a (+23) | * Combo from 3rd hit CH with 11F delay
* Jail from 3rd block with no delay
* Move can be delayed by 14F | |
FC.4 | l | 6 | i12 | -15 | -4 | *
* High crush 1~46 | |
FC.df+2 | L | 8 | i19 | -8 | +3 | * Recover in FC BT with DF_D_DB
* High crush 1~27 | |
FC.df+2,1 | L, l | 8, 10 | i19, i18 | -8 | +3 | * Combo from 1st hit
* Jail from 1st block
* Recover in FC BT with DF_D_DB
* High crush 1~45 | |
FC.df+4 | L | 13 | i18~20 | -7 | +4 | * Automatically transitions to AOP
* Alternate input AOP.f+4
* High crush 1~ | |
FC.df+4,4 | L, L | 13, 13 | i18~20, i27~29 | -6 | +5 | * Combo from 1st hit CH
* Alternate input AOP.f+4,4
* High crush 1~ | |
AOP.1 | m | 11 | i18 | -5 | +6 | * Transition to HYP with B (-2, +9) | |
AOP.1,2 | m, h | 11, 15 | i18, i21 | -3 | +30g | * Combo from 1st hit with 8F delay
* Move can be delayed by 11F
* Input can be delayed by 12F | |
AOP.1,4 | m, M | 11, 20 | i18, i25 | -9 | +15d (-2) | * Tornado
* Balcony Break
* Combo from 1st hit with 4F delay
* Move can be delayed by 11F
* Input can be delayed by 12F | |
AOP.2 | m | 10 | i13 | -11 | +0 | * | |
AOP.2,1 | m, m | 10, 20 | i13, i21 | -12 | +13a (+4) | * Heat Engager
* Heat Dash +5, +43d (+35)
* Combo from 1st hit with 7F delay
* Move can be delayed by 12F
* Cancel 2nd hit into BT with B
** (-14, -3) | |
AOP.3 | L | 19 | i25 | -16 | +0 | +27a | *
* High crush |
AOP.4 | m | 14 | i12 | -3 | +8 | * | |
AOP.1+2 | m | 25 | i19 | -1 | +19a (+10) | +64a | * Tornado
* Balcony Break |
AOP.3+4 | L | 22 | i23 | -33 | +1d | * Recovers in FUFT when blocked | |
AOP.d | * Xiaoyu ducks lower
* High crush | ||||||
AOP.d+1 | L | 13 | i19 | -12 | -1 | +0 | *
* High crush |
AOP.d+1+2 | m | 21 | i26 | -8 | +42a (+32) | * | |
AOP.f+4 | L | 13 | i18 | -7 | +4 | * Automatically transitions to AOP on hit or block
* Alternate input FC.df+4
* High crush | |
AOP.f+4,4 | L, L | 13, 13 | i18, i28 | -6 | +5 | * Combos from 1st hit CH
* Alternate input FC.df+4,4
* High crush | |
AOP.f+3+4 | * Transition to AOP with D
* High crush | ||||||
AOP.uf | * Alternate input AOP.ub AOP.u
* Low crush | ||||||
AOP.uf+3 | m | 14 | i15 | -17 | +27a (+17) | * Alternate input AOP.ub+3, AOP.u+3
* Low crush | |
AOP.uf+3,1 | m, m | 14, 22 | i15, i24 | -4 | +8c | * Alternate input AOP.ub+3,1 AOP.u+3,1
* Floor Break on airborne opponent | |
AOP.uf+3,4 | m, M | 14, 17 | i15, i15 | -14 | -3 | +22g | * Alternate input AOP.ub+3,4 AOP.u+3,4 |
AOP.uf+4 | m | 12 | i16 | -10 | +1 | * Transition to AOP with D (-12, +0)
* Transition to BT with B (-15, -3)
* Alternate input AOP.u+4
* Low crush | |
AOP.uf+4,4 | m, m | 12, 12 | i16, i23 | -12 | -1 | * Alternate input AOP.u+4,4
* Low crush | |
BT.1 | m | 17 | i16~18 | -5 | +4 | +64a | * Elbow |
BT.1,2 | m, m | 17, 20 | i16~18, i24~25 | -13 | +17a | * Tornado
* Balcony Break
* Combo from 1st hit
* Cancel to r15 FC (-16/-7/+53a) with D
* Low crush 9~21 | |
BT.2 | h | 9 | i12 | +0 | +6 | * | |
BT.2,1 | h, h | 9, 8 | i12, i14 | -1 | +6 | +10 | * Transition to HYP with B (-2, +5)
* Combos from 1st hit
* Jail from 1st block |
BT.2,1,4 | h, h, M | 9, 8, 15 | i12, ,i18~20 | -18 | +33a (+23) | * Combo from 2nd CH with 11F delay
* Jail from 2nd block with no delay
* Move can be delayed by 14F | |
BT.2,2 | h, m | 9, 12 | i12, i21~23 | -7 | +5 | * Combos from 1st CH | |
BT.2,2,1 | h, m, m,M,M | 9, 12, 7,7,7 | i12, ,i12~14,i17~19,i21~27 | -11 | +5c | * Transition to AOP with D (-10, +5)
* Combos from 2nd hit | |
BT.3 | M | 13 | i16 | -5 | +12 | * +21d on backturned hit
* Low crush 5~ | |
BT.4 | M | 13 | i13~15 | -18 | +33a (+23) | * | |
BT.1+2 | m,m | 6,6 | i16~18,i3~5 | -6 | +8 | * | |
BT.1+2,4 | m,m, h | 6,6, 20 | i16~18,i3~5, i23~24 | +3 | +19a (+10) | * Heat Engager
* Heat Dash +5, +62a (+42)
* Balcony Break
* Combo from 1st hit with 15F delay
* Move can be delayed by 8F
* Input can be delayed by 17F
* 6 chip damage on block | |
BT.1+2,1+2 | m,m, m | 6,6, 6,6 | i16~18,i3~5, i17~18, i4~5 | -13 | +8d | * Combo from 1st hit with 17F delay
* Move can be delayed by 8F
* Input can be delayed by 17F | |
BT.3+4 | m | 25 | i18~19 | -16 | +10a (+1) | * Balcony Break
* Low crush 9 | |
BT.b+1+2 | m | 25 | i17~18 | -14 | +21a (+16) | * Balcony Break
* -9 on block if an attack is absorbed
* 10 chip damage on block after absorbing an attack in power crush state
* Power crush 6~16 | |
BT.db+4 | L | 0 | i15 | +2 | +2 | +14 | * Alternate input BT.df+4 |
BT.d+1+3 | +51a (+35) | * Low Parry from BT
* Alternate input BT.d+2+4
* Parry state 1?~14? | |||||
BT.d+3 | L | 12 | i16 | -12 | +7c | * | |
BT.d+3,4 | L, h | 12, 20 | i16, i19 | -5 | +20a (+11) | +37a | * Strong Aerial Tailspin
* Balcony Break
* Combo from 1st CH with 12F delay
* Move can be delayed by 10F
* Input can be delayed by 12F |
BT.d+4 | L | 19 | i20~22 | -26 | -1 | +27d | * Instant Tornado
* Clean hit damage: 20
* +27d on clean hit
* High crush 8~ |
BT.d+3+4 | * Xiaoyu spins and steps to the right
* Alternate input BT.u+3+4 (steps to the left) | ||||||
BT.f,F+3+4 | M (t) | 15 (43) | i39 | +4 | +39d | * Unbreakable throw when connecting at close range on front standing hit
* Chip on block [9]
* Low crush 10~ | |
BT.f+1+2 | m | 21 | i23 | -8 | +3 | +5 | * Punch parry
** 50 damage, +20d, transitions to BT
* Parry state 1~5? |
BT.f+3+4 | * "Cali Roll"
* High crush 1~8
* Low crush 9~
* High crush 28~30 | ||||||
BT.f+3+4,3+4 | M | 23 | i12 | -11 | +40a (+30) | * "Cali Roll"
* High crush 1?~13?
* Floating state 1?~13? | |
BT.uf+1 | L | 15 | i33 | -7 | +12g c | * Automatically transitions to AOP on hit or block
* Cancel into FC with D
* Alternate input BT.u+1
* Low crush 9~ | |
CH AOP.d+1 | l,t | 40 | i19 | -12 | +0 | * Floor Break
* Attack throw on CH
* High crush | |
HYP.2 | m | 25 | i18 | -4 | +22 (-13) | * Heat Engager
* Heat Dash +5, +36a (+26)
* Balcony Break
* Powered UpBased on the number of steps taken in HYP:HYP.2 damage increases and becomes plus on block. See the charts in th HYP section for more details. up when in Heat or based on the number of steps taken.
* Consumes 240?F of heat timer during heat
* 9 chip damage on block (2 steps)
* 14 chip damage on block (3 steps) | |
HYP.3 | L | 17 | i20 | -13 | +7c | * Homing
* Powered UpBased on the number of steps taken in HYP:HYP.3 damage increases and becomes more plus on hit. See the charts in th HYP section for more details. up when in Heat or based on the number of steps taken.
* Consumes 450F of heat timer during heat
* High crush 6~30 | |
HYP.4 | h | 20 | i14 | -2 | +57a | * Balcony Break | |
HYP.1+2 | * Starts taking steps in the opposite direction
* Can be performed any time in HYP after 25F from manual stance transition, or 20?F after other stance transitions?
* Parry state 2?~11? | ||||||
HYP.2+3 | m! | 40 | i61 | +10d | * Unblockable
* Cancel into BT with BB | ||
HYP.3+4 | h | 20 | i25 | +8 | +30a | * Strong Aerial Tailspin
* Cancel into BT with B
* Chip on block [8]
* Low crush 12~ | |
H.f,F+1,2 | m, m | 13, 20 | i15, i26~28 | +6 | +24d | +50a | * Balcony Break
* Partially uses remaining Heat time
* Combos from 1st hit
* Recover facing forward with F (+4, +22d, +48a)
* Low crush |
1+3 | t | 35 | i12 | -6 | +1d | * Homing
* Throw break 1 or 2 | |
2+4 | t | 35 | i12 | -3 | +0d | * Homing
* Throw break 1 or 2
* Side swap | |
AOP.1+3 | t | 35 | i12 | -6 | +1d | * Throw Break 1
* Alternate input AOP.2+4 (Throw Break 2)
* Xiaoyu rolls to her left then throws
* Cancel into FC with D
* High crush | |
BT.f+1+3 | t | 35 | i31 | -6 | +1d | * Homing
* Throw Break 1
* Alternate input BT.f+2+4 (Throw Break 2)
* Cancel into FC with D
* Low crush | |
BT.f+2+3 | t | 20 | i31~33 | -2 | +20cs | * Homing
* Balcony Break
* Throw Break 1+2
* 16 additional damage on wall splat
* Cancel into FC with D
* Low crush 1~ | |
Back Throw | t | 50 | i12 | +0d | * Unbreakable | ||
Left Throw | t | 45 | i12 | -3 | +0d | * Throw break 1 | |
Right Throw | t | 45 | i12 | -3 | +0d | * Throw break 2 | |
df+2+4 | t | 38 | i12 | -2 | +0d | * Throw Break 2
* Floor Break
* Side Swap | |
f+2+3 | t | 20 | i14 | -2 | +20cs | * Balcony Break
* Throw Break 1+2
* 16 additional damage on wall splat
* Side Swap | |
uf+1+2 | t | 40 | i12 | +0 | +0d | * Throw Break 1+2
* Side swap |