Command | Hit level | Damage | Startup | Block | Hit | Counter hit | Notes |
---|---|---|---|---|---|---|---|
df+3 | l | 23 | i29 | -23 | +71a (+55) | * Homing * Tornado * Cancel into BT with B * On hit, transition to AOP with D * Snake Edge | |
f+3,1,4 | m, m, m | 14, 8, 20 | i16, ,i26 | -22 | +62a (+46) | * Tornado * Instant Tornado * Combos from 2nd hit CH | |
HYP.4 | h | 20 | i14 | -2 | +57a | * Balcony Break | |
BT.d+1+3 | +51a (+35) | * Low Parry from BT * Alternate input BT.d+2+4 Parry state 1?~14? | |||||
AOP.d+1+2 | m | 21 | i26 | -8 | +42a (+32) | * | |
b+4,1 | m, m | 10, 20 | i13, i27 | -14 | +40d (-18) | * Heat Engager * Heat Dash +5, +43d (+35) * Combo from 1st hit with 7F delay * Move can be delayed by 5F * Input can be delayed by 8F * Balcony Break | |
BT.f+3+4,3+4 | M | 23 | i12 | -11 | +40a (+30) | * "Cali Roll" <div class="plainlist"> * High crush 1?~13? * fs1?~13? </div> | |
f,F+3+4 | m | 23 | i37 | -3 | +39d | * Chip on block [9] Low crush 9~ | |
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~ | |
ws2* | m | 20 | i22 | -3 | +38a (+28) | * Recover facing forward with F (-5, +36a (+26)) | |
ub+3 | m | 23 | i20 | -13 | +36a (+26) | * Tornado * Transitions to AOP on hit or block Low crush 18~ | |
df+2,3 | m, h | 15, 23 | i14, i23 | -1 | +35a (+9) | * Balcony Break * Cancel to r15 FC (-16/-3) with D * Combo from 1st hit with 8F delay * Move can be delayed by 6F * Input can be delayed by 9F | |
FC.3,2,1,4 | l, h, h, m | 11, 6, 6, 12 | i15, ,i18 | -18 | +33a (+23) | * Combo from 3rd hit CH with 11F delay * Jail from 3rd block with no delay * Move can be delayed by 14F | |
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.4 | M | 13 | i13~15 | -18 | +33a (+23) | * | |
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 | |
HYP.3+4 | h | 20 | i25 | +8 | +30a | * Strong Aerial Tailspin * Cancel into BT with B * Chip on block [8] Low crush 12~ | |
b+1+2 | m | 20 | i15 | -13 | +29a (+19) | * | |
uf+3 | m | 13 | i16 | -13 | +29a (+19) | Low crush 9~ | |
While in the air 3 | m | 30 | i14 | -2 | +29d | * Strong Aerial Tailspin * Balcony Break * Transition to AOP with D (-3, +28) Low crush | |
f,f,F+3 | m | 20 | i23 | +7 | +29a (+19) | * Automatically transitions to AOP on hit or block * Chip on block [9] * Alternate input wr3 Low crush 3~ | |
While landing 3 | L | 19 | i15 | -18 | +27a | * | |
uf,n,4 | m | 20 | i23 | -18 | +27a (+17) | * Low crush 9~ | |
AOP.uf+3 | m | 14 | i15 | -17 | +27a (+17) | * Alternate input AOP.ub+3, AOP.u+3 Low crush | |
d+3,4 | l, h | 12, 21 | i14, i25 | +0 | +26a (+17) | * Balcony Break * Combos from 1st hit CH | |
H.f,F+1,2 | m,m | 13,20 | i15, i20 | +6 | +24d | * Balcony Break * Partially uses remaining Heat time * Combos from 1st hit * Recovers in BT * Recover facing forward with F (+4/+22d/+47a) Low crush | |
H.f+2,1,2 | m,h,m | 12,14,20 | i16, i20, i20 | +6 | +23d | +49a | * Balcony Break * 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 * Recovers in BT * Recover facing forward with F (+4, +21d, +47a) Low crush |
While landing 4 | m | 25 | i8 | -8 | +23a (+13) | * Balcony Break Low crush | |
3 | h | 17 | i14 | -11 | +22a | * | |
f,F+1,4 | m, m | 13, 20 | i15, i21 | -12 | +22d | * Combos from 1st hit CH | |
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) | |
df+2,1+2 | m, m | 15, 25 | i14, i24~25 | -14 | +21a (+16) | * Balcony Break * Combo from 1st hit with 7F delay * Move can be delayed by 6F * Input can be delayed by 9F | |
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 | |
H.BT.2+3 | m,t | 51 | i15 | +9 | +20 | * Heat Smash * Recovers in HYP, max level * Transition to r115?standing with F (+3, +5) * 7 chip damage on block | |
1+2 | m | 24 | i20 | -7 | +20a | * | |
f,F+1,3 | m, h | 13, 20 | i15, i18 | -1 | +20a (+11) | * Balcony Break * Combos from 1st hit | |
ws4 | m | 20 | i11 | -10 | +20a (+13) | * | |
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.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~ | |
f+2+3 | t | 20 | i14 | -2 | +20cs | * Balcony Break * Throw Break 1+2 * 16 additional damage on wall splat * Side Swap | |
AOP.1+2 | m | 25 | i19 | -1 | +19a (+10) | +64a | * Tornado * Balcony Break |
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 | |
1,d+2,1+2 | h, m, m | 5, 10, 24 | i10, ,i29 | -12 | +17a | * Combo from 2nd hit CH | |
f+2,1,4 | m, h, m | 12, 14, 20 | i16, ,i26 | -13 | +17a (+8) | * Balcony Break * Combo from 2nd CH with 5F delay * Move can be delayed by 10F | |
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 | |
u+1+2,2,1 | m, m, m | 10, 12, 20 | i17, ,i27 | -12 | +16a (+7) | * Balcony Break * Combos from 2nd hit * Cancel into BT with B (-19/-8) | |
f,F+2,1 | m, m | 12, 20 | i15, i27 | -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+1+2 | m | 30 | i12 | -16 | +15d (+10) | * Balcony Break | |
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 | |
1,2,1 | h, h, m | 5, 8, 20 | i10, ,i16 | -9 | +14a (+5) | * Balcony Break * Combos from 2nd CH with 10F delay * Jail from 2nd block with 3F delay | |
db+1 | m | 22 | i18 | -9 | +14a (+5) | * Heat Engager * Heat Dash +5, +36a (+26) * Balcony Break * Clean hit damage: 30 | |
f+4 | h | 23 | i19 | +1 | +13 | * Homing * Chip on block [4] | |
ub+4 | m | 20 | i22 | -13 | +13d (-4) | * Tornado * Balcony Break Power crush 7~21 | |
f,F+4 | h | 20 | i20 | +9 | +13g c | +58a (+38) | * Strong Aerial Tailspin * Balcony Break * Automatically transitions to HYP on hit or block * Chip on block [6] |
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) | |
ws1,4 | m, m | 8, 16 | i12, i22 | -10 | +12g | * | |
BT.3 | M | 13 | i16 | -5 | +12 | * +21d on backturned hit Low crush 5~ | |
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~ | |
uf+1 | L | 15 | i33 | -7 | +10g c | * Cancel into r42? FC with D Low crush 9~ | |
BT.3+4 | m | 25 | i18~19 | -16 | +10a (+1) | * Balcony Break Low crush 9 | |
HYP.2+3 | m! | 40 | i61 | +10d | * Unblockable * Cancel into BT with BB | ||
df+1 | m | 13 | i14 | -2 | +9 | * Recover facing forward with F (-4, +7) | |
1 | h | 5 | i10 | +1 | +8 | ||
1,d+2 | h, m | 5, 10 | i10, i20 | -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) |
4 | h | 15 | i11 | -9 | +8 | +33a | * |
f+3,1 | m, m | 14, 8 | i16, i22 | -3 | +8 | * Combos from 1st hit | |
d+1 | m | 21 | i17 | -6 | +8c | +9c | * Recover in AOP with D+1 (-10, +4c, +5c) |
b+3 | h | 22 | i18 | +3 | +8c | +32d | * Chip on block [6] Automatically transitions to BT |
AOP.4 | m | 14 | i12 | -3 | +8 | * | |
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 | |
BT.1+2 | m,m | 6,6 | i16~18,i3~5 | -6 | +8 | * | |
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 | |
1,2 | h, h | 5, 8 | i10, i11 | -3 | +7 | * Combo from 1st hit with 4F delay * Jail from 1st block with 4F delay | |
2,1 | h, m | 8, 10 | i10, i19 | -4 | +7 | * Combo from 1st hit CH * Jail from 1st block * Recover facing forward with 2,DF+1 or 2,df+1,f or 2,df+1,b (-4, +7) | |
f+3,1,1+2 | m, m, m | 14, 8, 27 | i16, ,i16 | -12 | +7c | * Combos from 2nd hit CH | |
df+2 | m | 15 | i14 | -6 | +7 | * | |
df+4 | m | 12 | i12 | -4 | +7 | * | |
d+2 | s | 8 | i11 | -4 | +7 | * Alternate input FC.2 | |
uf+2 | m | 23 | i26 | +6c | +7c | +49a | * Recover facing forward with F (+4c, +5c, +47a) * Alternate input u+2 * Chip on block [6] Low crush 9~ |
f,F+1 | m | 13 | i15 | -11 | +7c | * Transition to AOP with D (-5, +13) | |
f,F+1+2,1+2 | m, m | 12, 20 | i14~16, i19~20 | -8 | +7c | +43a | * 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 |
ws2 | m | 17 | i13 | -3 | +7 | +38a (+28) | * Recover facing forward with F (-5, +5, +36a (+26)) |
FC.2 | s | 8 | i11 | -4 | +7 | High crush 1~34 | |
FC.3,2 | l, h | 11, 6 | i15, i18 | +0 | +7 | * Combo from 1st hit CH | |
BT.d+3 | L | 12 | i16 | -12 | +7c | * | |
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 300?F of heat timer during heat High crush 6~30 | |
2 | h | 8 | i10 | -2 | +6 | * | |
b+1+3 | +6 | * Automatically transitions to BT * Alternate input b+2+4 * Also possible during HYP and BT Parry state 5 | |||||
f,F+2 | m | 12 | i15 | -5 | +6 | * | |
f,F+3 | m | 12 | i14 | -5 | +6 | +12 | * |
ws3 | m | 22 | i22 | +3c | +6c | +51a | * |
FC.1 | s | 5 | i10 | -5 | +6 | High crush 1~34 | |
FC.3,2,1 | l, h, h | 11, 6, 6 | i15, ,i14 | -1 | +6 | +10g | * Transition to HYP with B (-2, +5) * Combo from 2nd hit * Jail from 2nd block |
AOP.1 | m | 11 | i18 | -5 | +6 | * Transition to HYP with B (-2, +9) | |
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 |
f+2,1 | m, h | 12, 14 | i16, i20 | -6 | +5 | +7 | * Combo from 1st hit * Jails from 1st block * Transition to HYP with B (+0, +11) |
db+2 | l | 13 | i18 | -8 | +5c | +12 | * |
b+2 | m | 13 | i15 | -6 | +5 | * Homing Automatically transitions to BT | |
f,F+1+2 | m | 12 | i14~16 | -9 | +5 | ||
ws1+2 | m | 12 | i14~16 | -9 | +5 | ||
FC.df+4,4 | l, l | 13, 13 | i18, i28 | -6 | +5 | * Combo from 1st hit CH * Alternate input AOP.f+4,4 High crush 1~ | |
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 | |
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 | |
f+2 | m | 12 | i16 | -5 | +4 | ||
db+4 | l | 14 | i18 | -12 | +4c | +14 | * |
b+2,2 | m, l | 13, 15 | i15, i21 | -7 | +4 | * Automatically transitions to BT * Combos from 1st hit | |
uf+4 | m | 20 | i23 | -7 | +4 | +24a | * 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 * Floor Break on airborne opponent * Transitions to BT on block or whiff Low crush 9~ | |
ws1 | m | 8 | i12 | -7 | +4 | * Combos from 1st hit | |
FC.df+4 | l | 13 | i18 | -7 | +4 | * Automatically transitions to AOP * Alternate input AOP.f+4 High crush 1~ | |
AOP.f+4 | L | 13 | i18 | -7 | +4 | * Automatically transitions to AOP on hit or block * Alternate input FC.df+4 High crush | |
BT.1 | m | 17 | i16~18 | -5 | +4 | +64a | * Elbow |
3+4 | m | 23 | i23 | -1c | +3c | +19a | * Transition to AOP with D (0, +4c, +20a) Low crush 10~ |
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 | |
BT.f+1+2 | m | 21 | i23 | -8 | +3 | +5 | * Punch parry ** 50 damage, +20d, transitions to BT Parry state 1~5? |
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 | |
f+3 | m | 14 | i16 | -9 | +2 | * Knee | |
f+3+4,3+4 | m | 8,8,16 | i20~21,i4~5, i5~8 | +8 | +2d | * Low crush 23~ | |
db+3 | l | 0 | i15 | +2c | +2c | +14 | * |
BT.db+4 | L | 0 | i15 | +2 | +2 | +14 | * Alternate input BT.df+4 |
b+1 | m | 10 | i8 | -12 | +1 | * Automatically transitions to BT on hit * Recover facing forward with B+1 (between -1 and +4) | |
AOP.3+4 | L | 22 | i23 | -33 | +1d | * Recovers in FUFT when blocked | |
AOP.uf+4 | m | 12 | i16 | -10 | +1 | +24d | * Transition to AOP with D (-12, +0) * Transition to BT with B (-15, -3) * Alternate input AOP.u+4 Low crush |
1+3 | t | 35 | i12 | -6 | +1d | * Homing * Throw break 1 or 2 | |
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 | |
H.2+3 | m,t | 50 | i15 | +9 | +0d | * Heat Smash * Balcony Break * Recovers in BT * Transition to r59? standing with F (+5) * 7 chip damage on block Low crush | |
R.df+1+2 | m,t | 55+ | i20 | -15 | +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~ | |
b+4 | m | 10 | i13 | -11 | +0 | * | |
u+1+2 | m | 10 | i17 | -11 | +0c | * | |
AOP.2 | m | 10 | i13 | -11 | +0 | * | |
AOP.3 | L | 19 | i25 | -16 | +0 | +27a | * High crush |
CH AOP.d+1 | l,t | 40 | i19 | -12 | +0 | * Floor Break * Attack throw on CH High crush | |
2+4 | t | 35 | i12 | -3 | +0d | * Homing * Throw break 1 or 2 * Side swap | |
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 | |
uf+1+2 | t | 40 | i12 | +0 | +0d | * Throw Break 1+2 * Side swap | |
u+1+2,2 | m, m | 10, 12 | i17, i27 | -12 | -1 | * | |
AOP.d+1 | L | 13 | i19 | -12 | -1 | +0 | * High crush |
AOP.uf+4,4 | m, m | 12, 12 | i16, i23 | -12 | -1 | * Alternate input AOP.u+4,4 Low crush | |
BT.d+4 | L | 19 | i20~22 | -26 | -1 | +27d | * Instant Tornado * Clean hit damage: 20 * +27d on clean hit High crush 8~ |
ss4 | l | 19 | i18 | -13 | -2 | +29a | * High crush 6~ |
d+3 | l | 12 | i14 | -12 | -3 | * | |
AOP.uf+3,4 | m, M | 14, 17 | i15, i15 | -14 | -3 | +22g | * Alternate input AOP.ub+3,4 AOP.u+3,4 |
d+4 | l | 6 | i12 | -15 | -4 | * Alternate input FC.4 | |
FC.3 | l | 11 | i15 | -15 | -4 | High crush 1~49 | |
FC.4 | l | 6 | i12 | -15 | -4 | * High crush 1~46 | |
1+3+4 | |||||||
2+3+4 | |||||||
f+3+4 | * Transition to AOP with D Low crush 9~ | ||||||
d+1+2 | * Transitions to AOP * Alternate input BT.d+1+2 High crush 1~ | ||||||
d+3+4 | special | * Alternate input u+3+4 | |||||
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+3+4 | * Transitions to BT * Alternate input BT.b+3+4, AOP.b+3+4 | ||||||
1+2+3+4 | |||||||
AOP.d | * Xiaoyu ducks lower High crush | ||||||
AOP.f+3+4 | * Transition to AOP with D High crush | ||||||
AOP.uf | * Alternate input AOP.ub AOP.u Low crush | ||||||
BT.d+3+4 | * Xiaoyu spins and steps to the right * Alternate input BT.u+3+4 (steps to the left) | ||||||
BT.f+3+4 | * "Cali Roll" <div class="plainlist"> * High crush 1~8 * Low crush 9~ * High crush 28~30 </div> | ||||||
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? |