Main Combos
| Launcher(s) | Follow-Ups | Simple Version |
|---|---|---|
| N/A | ||
| N/A | ||
| N/A | ||
| N/A | ||
| SBT | N/A | |
| N/A | ||
| N/A | ||
| (run) | N/A | |
| N/A | ||
| ( | N/A | |
| N/A | ||
| N/A | ||
| ( | N/A | |
| N/A |

| Launcher(s) | Follow-Ups | Simple Version |
|---|---|---|
| N/A | ||
| N/A | ||
| N/A | ||
| N/A | ||
| SBT | N/A | |
| N/A | ||
| N/A | ||
| (run) | N/A | |
| N/A | ||
| ( | N/A | |
| N/A | ||
| N/A | ||
| ( | N/A | |
| N/A |
| for dmg | ( |
SBT | |
| wall carry | |
| wall break | |
| floor break | |
Wavu reference snapshot. Individual source pages have different revision dates; this supplement is not a blanket verification for the current patch.
Damage: +16
Damage: +18
Whiffs at tip range vs B getup.
Damage: +13
Damage: +16
Damage: +13
Whiffs at tip range vs B getup.
Damage: +13
Damage: +18
Damage: +32
Damage: +30
Damage: +30
Damage: +30
Damage: +20
Damage: +18
Damage: +17
Damage: +20
Damage: +25
Damage: +25
Damage: +20
Whiffs at tip range unless you do a super tight micro dash with f,f,f+1+2.
Damage: +53; 32
Damage: +53; 33
Tight timing on instant while standing after df+2 and db+1~4.
Damage: 68; 28
Damage: 67; 27
Inconsistent when off-axis.
Damage: 66; 30
Damage: +26; 17
u+1: Realigns opponent when abnormally off-axis.
Damage: +22; 13
u+1: Realigns opponent when abnormally off-axis.
Damage: +51; 31
Damage: +71; 25
Damage: 86; 37
Damage: 76; 31
Damage: 72; 29
Prone to whiffing
Damage: +35; 37
Damage: +39; 25
Damage: +33; 19
Damage: +23; 13
(Can transition to SBT with input 3_4 and DBT with input f+3_f+4)
(Can transition to SBT with input 3_4)
(Can transition to DES with input 1+2)
(Can transition to DES with input 1+2)
188 moves
Damage: [12;12] · m
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.
Damage: 50 · m,m,m,M
Heat smash; Balcony break; Shift to attack throw on 1st hit; -1a (-10) on last hit, +1a (-8) when transitioning to SBT/DBT; Transition to DES r55 with 1+2 (+8/-17d); Transition to SBT r53 with 3_4 (+10/-15d); Transition to DBT r53 with f+3_f+4 (+10/-15d); 8 chip damage on block
Consumes 150F of remaining Heat time
Cancel to r30 with db; Consumes 60F of remaining Heat time; 75% damage reduction when absorbing attacks; Damage absorbed is recoverable; No hitstop during attack absorption; Automatic standing guard from frames 1 to 5; Can standing or crouching guard starting at frame 31
Damage: 18,28 · m,m,m,m,m,m
Balcony break; Weapon; Combo from 1st hit; Jail from 1st block; 7 chip damage on block; Consumes 210F of remaining Heat time
Damage: 5 · h
Recovers 2f faster on hit or block (t27 r17)
Damage: 5,18 · h,h
Combo from 1st hit with 4f delay; Interrupt with i2 from 1st block; Input can be delayed 8f; Enter DES with 1+2
Damage: 5,10 · h,h
Jail from 1st attack with 4f delay
Damage: 5,10,20 · h,h,h
Tornado; Weapon; Combo from 2nd CH with 1f delay; Interrupt with i1 from 1st block; 6 chip damage on block
Damage: 5,10,17 · h,h,l
Combo from 2nd CH; Interrupt with i8 from 1st block; Input can be delayed 8f; Move can be delayed 7f
Damage: 5,10,22 · h,h,l
Interrupt with i17 from 1st block; Input can be delayed 8f; Move can be delayed 7f
Damage: 10 · h
Damage: 10,22 · h,h
Balcony break; Jails attack inputs from 1st block with 1F delay; Combo from 1st hit with 2f delay; Duckable; 2nd hit available on hit or block only
Damage: 10,8 · h,m
Combo from 1st CH with 2f delay; Interrupt with i2 from 1st block
Damage: 10,8,25 · h,m,m
Strong aerial tailspin; Balcony break; Combo from 2nd hit with 9f delay; Interrupt with i2 from 1st block; Input can be delayed 12f; Move can be delayed 11f
Damage: 10,8,20 · h,m,L
Interrupt with i23 from 2nd block; Whiffs vs SS, SW from 2nd block
Damage: 10 · m
Damage: 10,20 · m,h
Heat engager; Heat dash +5, +43d (+35); Homing; Balcony break; Weapon; Combo from 1st hit; Interrupt with i6 from 1st block; 6 chip damage on block; 10 chip damage on block in Heat; Does not transition to DES when using Heat Dash
Damage: 10,20 · m,m
Weapon; Combo from 1st hit; Interrupt with i4 from 1st block; 2 chip damage on block; 6 chip damage on block in Heat
Damage: 24 · h
Homing; Balcony break; Enter DES with 1+2; Hit vs BT +21a (+12)
Damage: 22 · m
Heat engager; Heat dash +5, +67a (+50); Balcony break; Spike; 6 chip damage on block; Hit vs BT +10d
Damage: 12 · m
Enter DES with 1+2
Damage: 12,20 · m,m
Heat engager; Heat dash +5, +62a (+42); Balcony break; Weapon; Combo from 1st hit; Interrupt with i5; 6 chip damage on block; 10 chip damage on block in heat; Opponent recovers crouching on hit; Does not transition to DES when using Heat Dash
Damage: 12,8 · m,h
Combo from 1st CH with 1f delay; Interrupt with i4 from 1st block; Move cannot be delayed; Transition to r40 DES with 1+2
Damage: 12,8,22 · m,h,m
Balcony break; Combo from 2nd hit; Interrupt with i6
Damage: 10 · h
Damage: 10,20 · h,h
Balcony break; Weapon; Combo from 1st hit; Interrupt with i5 from 1st block; 6 chip damage on block; 10 chip damage on block in Heat
Damage: 10,25 · h,m
Balcony break; Weapon; Combo from 1st hit; Interrupt with i5 from 1st block; 7 chip damage on block; 12 chip damage on block in heat; Hit vs BT +15a (+6)
Damage: 14 · m
Homing; Enter DES with 1+2
Damage: 14,14 · m,h
Balcony break; Combo from 1st hit; Interrupt with i2 from 1st block
Damage: 14,14,24 (19) · m,h,m
Aerial combo from 2nd hit; Move cannot be interrupted; i25-26 bounce, i25-26 travel,; (---)/i35(27-65) travel then explosion ,; -3(-11) and -1(-9) for explosion then hit, respectively
Damage: 25 · m
Balcony break; Enter SBT -16 +10g r25 with 3_4; Enter DBT -16 +10g r25 with f+3_f+4; Opponent recovers crouching
Damage: 10 · m
+5c on hit against crouching opponent
Damage: 10,20 · m,h
Combo from 1st CH with 2f delay; Interrupt with i12 from 1st block; Move cannot be delayed
Damage: 10,20,28 · m,h,h
Weapon; Combo from 2nd hit; 2 chip damage on block; 8 chip damage on block in heat
Damage: 10,17 · m,m
Floor break; Combo from 1st CH; Interrupt with i7 from 1st block; Transition to DES with 1+2
Damage: 16 · m
+7 on hit against crouching opponent; Does not launch crouching opponent except on CH
Damage: 14 · m
Damage: 14,17 · m,L
Floor break; Combo from 1st hit with 9f delay; Interrupt with i4 from 1st block; Input can be delayed 16f; Move can be delayed 12f
Damage: 13 · m
+4c on hit against crouching opponent
Damage: 8 · M
Floor break
Damage: 8,20 · M,M
Combo from 1st hit; Enter DES with 1+2
Damage: 17 · L
FC recovery transition is -19~-10/-1c~+8c
Damage: 12 · L
Damage: 12,20 · L,h
Balcony break; Jail from 1st attack; Combo from 1st CH
Damage: 20 · L
Homing; Instant Tornado; Stagger on block; Enter DES with 1+2
Backsway; Transition to r9? FC with D or after d+3 BKP transition; Can perform WS moves after 24 frames
Damage: 10 · m
Damage: 10,10 · m,m
Combo from 1st hit with 12f delay; Input can be delayed 15f; Move can be delayed 14f; Enter DES with 1+2
Damage: 11 · L
Damage: 17 · L
Damage: 15 · m
Damage: 15,1,30 · m,SL,m
Tornado; Input can be delayed 13f; 2nd hit combos into 3rd on CH only
Damage: 12 · m
Damage: 12,17 · m,m
Spike; Combo from 1st hit with 7f delay; Move can be delayed 12f
Damage: 12,22 · m,m
Tornado; Balcony break; Combo from 1st hit with 9f delay; Move can be delayed 12f
Damage: 12,20 · m,h
Balcony break; Enter DES with 1+2; Combo from 1st hit with 12f delay; Jails attack inputs (movement buffering prioritized); Duckable
Damage: 22 · m
Homing; Balcony break
Damage: 17 · m
Damage: 17,20 · m,m
Spike; Combo from 1st hit; Enter DES with 1+2
Damage: 17,17 · m,M
Tornado; Combo from 1st hit; Transition to SBT -19 +27a (+17) with input 3_4; Transition to DBT -19 +27a (+17) with input f+3_f+4
Damage: 25 · m
Balcony break; Weapon; 7 chip damage on block; 12 chip damage on block in Heat; 10 chip damage and -9 block advantage on attack absorption; 12 chip damage in Heat
Parries all highs
Damage: 25 · m!
Balcony break; Interrupt with i2 or i19 mid extension after parry
Damage: 22 · m
Tornado
Damage: 22,37 (25) · m,M
Spike; Aerial combo from 1st hit
Damage: 9,9 · m,M
Floor break; Weapon; 2 chip damage on block
Damage: 23 · h
Balcony break; 9 chip damage on block, +0 block advantage on attack absorption; Forces tech backroll on hit
Damage: 25 · M
Spike
Damage: 25,20 · M,m
Damage: 21 · m
Spike
Damage: 19,19,20 · m,m,m
Tornado; Transition to SBT on hit with 3_4; Transition to DBT on hit with f+3_f+4; 2nd and 3rd hit available only as combo from 1st hit
Damage: 22 · h
Heat engager; Heat dash +5, +43d (+35); Homing; Balcony break; Weapon; 6 chip damage on block; 11 chip damage on block in heat
Damage: 15 · m
Transition to SBT with input 3_4; Transition to DBT with input f+3_f+4
Damage: 15,30 · m,m
Balcony break; Spike; Combo from 1st hit; Available only as a combo from 1st hit; Forces tech backroll on hit
Damage: 8 · m
Damage: 8,8 · m,M
Spike; Jail from 1st block; Move cannot be delayed
Damage: 20 · M
Spike
Damage: 18 · m
Balcony break
Damage: 18,25 · m,m
Balcony break; Combo from 1st hit with ~7~8?F delay (character-dependent); Input can be delayed 14F; Move can be delayed 8F
Damage: 12 · m
Damage: 12,15 · m,h
Balcony break; Combo from 1st hit; Jail from 1st block; Enter DES with 1+2
Damage: 12,15,25 · m,h,m
Balcony break; Combo from 2nd hit; Enter DES with 1+2
Damage: 14,22 · m,m
Balcony break; Transition to attack throw on front hit only; +8a (-1) on BT hit; Just frame input: Input 1 during frames 16-19? to add 5 more dmg
Damage: 5,10 · m,m
13 extra damage on CH, 28 in total
Damage: 50 · h!
Balcony break; Weapon
Damage: 50 · m!
Balcony break
Damage: 30 · h
Balcony break; 9 chip damage on block; Enter DES with 1+2
Damage: 15 · m
Damage: 15,20 · m,m
Balcony break; Combo from 1st hit; Jail from 1st block
Damage: 24 · M
Balcony break; Punishable with toekick on hit
Damage: 10,16 · L,L
Enter DES with n,1+2; Can be done from Crouch Level 1
Damage: 5 · sl
Transition to standing with f
Damage: 8 · sl
Damage: 10 · L
Damage: 6 · l
Damage: 12 · M
Damage: 12,12 · M,h
Combo from 1st hit; Enter DES with 1+2
Damage: 12,12,23 · M,h,m
Combo from 2nd CH with 5f delay; Input can be delayed 10f; Enter DES with 1+2
Damage: 24 · m
Tornado; Transition to SBT 3_4; Transition to DBT f+3_f+4
Damage: 18 · m
Cancel with B; Actionable after 15 frames
Damage: 18 · m
Cancel with B
Damage: 20 · m
Strong aerial tailspin; Balcony break; Combo from 1st hit; Power up after 2 or more spins (i19?); Interrupt with i8 from 1st block
Damage: 22 · m
Balcony break; Effective startup time is i32~33?; 8 chip damage on block
Damage: 20 · L
8 chip damage on block
Damage: 15 · m
Damage: 20 · m
Homing; Hold input to power up
Damage: 24 · m
Homing; Hold input to power up
Damage: 28 · m
Homing; 11 chip damage on block
Transition to r30 with db or d+1+2; Transition to DBT with DES.f+3_f+4
Damage: 35 · m,m,h,h,h,m
Weapon; 3 chip damage on block; 7 chip damage on block in heat; Final hit available only on hit
Damage: 5,5,5 · M,M,m
Weapon; Jab evasion; 2 chip damage on block; 8 chip damage on block in heat
Damage: 20 · M,M,m,h!
Tornado; Weapon; Available only as a combo from 1st hit
Damage: 7,7,20 · h,h,h
Homing; Balcony break; Weapon; 6 chip damage on block; 12 chip damage on block in heat; Jails
Damage: 21 · h
Weapon; 1 chip damage on block; 7 chip damage on block in heat
Damage: 9 · m,m
Weapon; Timestop on hit?; 2 chip damage on block; 3 chip damage on block in heat
Damage: 9,9 · m,m,m,m
Weapon; Combo from 1st hit with 1?F delay; Move cannot be delayed; Timestop on hit?; 2 chip damage on block; 3 chip damage on block in heat; During heat: Transition to r20 DBT at -6/+3 with 3_4; DBT transition consumes 150F of remaining Heat time
Damage: 9,9,23 · m,m,m,m,m,m
Heat engager; Heat dash +5, +62a (+42); Weapon; Combo from 1st or 2nd CH with 3?F delay; Move cannot be delayed; 6 chip damage on block; 7 chip damage on block in heat
Cancel to r33? standing block with DBT.B; Transition to r50? Evasive Action with DBT.u_d
Damage: 29 · m,m,m,m,m,m,m,m
Weapon; Combo from any hit; Transition to DBT (+4/+36a) with 3_4; 5 chip damage on block; 8 chip damage on block in heat
Damage: 29,20 · m,m,m,m,m,m,m,m,m
Weapon; 6 chip damage on block; 10 chip damage on block in heat
Damage: 17 · L,L,L,L,L
Weapon; Combo from any hit; Typically connects at i21?; 1 chip damage on block; 6 chip damage on block in heat
Damage: 3,3,17 · L,L,L
Homing; Weapon; Combo from any hit; Transition to DBT (-22/+4) with 3_4; 5 chip damage on block; 7 chip damage on block in heat
DES.d+3_4 goes to foreground, DES.u+3_4 goes to background; Transition to r20 DBT with 3_4
Damage: ,25 · ,m
Balcony break; Weapon; 7 chip damage on block; 12 chip damage on block in heat
Damage: 17 · m
Weapon; 5 chip damage on block; 6 chip damage on block in heat
Damage: 17,8,5,5,5,5 · m,m,SL,SL,SL,SL
Spike; Weapon; Combo from 1st hit with 17F delay; Move can be delayed by 10F; Input can be delayed by 23F; 3 chip damage on block; 7 chip damage on block in heat
Damage: 5,5,5,5,5 · h,h,h,h,h
Weapon; Only hits airborne opponents
Damage: 27 · m,M,M
Spike; Weapon; 2 chip damage on block; 6 chip damage on block in heat; Cancel to standing with DES.1+2
Damage: 4,4,4,4,4,4 · m,m,m,m,m,m
Weapon; Combo from any hit; 1 chip damage on block; 11 chip damage on block in heat
Transition to r32 BKP with B (Backswing)
Damage: 12 · m
Damage: 12,13 · m,m
Spike; Combo from 1st hit with 1f delay; Rest of the string is natural on CH
Damage: 12,13,7 · m,m,m
Combo from 2nd CH; Less safe on hit than on block without CH
Damage: 12,13,7,33 · m,m,m,m,m
Balcony break; Combo from 3rd hit; Combo from 2nd CH; Transition to DES with input SBT.1,2,1,3+4,1+2
Damage: 25 · m
Balcony break; Transition to DES with SBT.1+2; Hitstop 20f on hit
Damage: 17 · L
Frame advantage +8c~+12c on shallow hit, +32 on CH; fs9~20 on hit
Damage: 22,5 · M
Steel pedal
Damage: 20 · h!
Balcony break; Weapon
Damage: 30 · h,h,h,h,h,h
Weapon; Jail from 1st attack; 3 chip damage on block; 12 chip damage on block in heat
Damage: 25 · M,M,h,h,h
Weapon; Jail from 1st attack; 2 chip damage on block; 4 chip damage on block in heat
Damage: 45 · h
Balcony break; Spike; -28 on whiff; -11c on block on average; 13 chip damage on block; 18 chip damage on block in heat
Damage: 17 · L
Frame advantage +8c~+12c on shallow hit, +32 on CH; fs9~20 on hit
Damage: 22,5 · M
Steel pedal
Damage: 5,5,5,20 · m,m,M,M
Balcony break; Spike; Weapon; Jail from 1st attack; 6 chip damage on block; 9 chip damage on block in heat
Damage: 49 · M,t
Weapon; Transition to attack throw on front standing or airborne hit; 14 damage +3c vs BT opponent; 4 chip damage on block; 7 chip damage on block in heat
Damage: 13 · L
Weapon; 3 chip damage on block; 5 chip damage on block in heat
Damage: 13,25 (17) · L,m
Balcony break; Weapon; Combo from 1st hit; 7 chip damage on block; 10 chip damage on block in heat
Damage: 28 · m,m,m,m,m
Balcony break; Weapon; 8 chip damage on block
Damage: 21 · h
Strong aerial tailspin; Balcony break; 9 chip damage on block; Transition to SBT at +6/+29 (+3) with 3 or 4; Transition to DBT at +6/+29 (+3) with f+3 or f+4
Damage: 34 · h
Tornado; 6 chip damage on block
Damage: 30 · m
Balcony break
Damage: 30 · m
Tornado
Damage: 20,3 · h!
Weapon
Damage: 55+ · m,t
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
Can transition to DES with held input 1+2
Cannot block for 5 seconds; CH state for 5 seconds; Transition to DES with 1+2
sp
Damage: 16 · L
Damage: 16,5,5,5,5 · L,h,h,h,m
Spike; Combo from 1st CH
Damage: 20 · m
Balcony break
Damage: ,35 · ,m
Balcony break
Damage: 25 · L
Spike; Weapon
Side switch
Damage: 35 · t
Homing; Throw break: 1 or 2; Opponent recovery on hit: FDFT; Side switch on break
Damage: 35 · t
Homing; Floor break; Throw break: 1 or 2; Opponent recovery on hit: FDFT; Side switch; Transition to DES with 1+2
Damage: 40 · t
Throw break: 1; Opponent recovery on hit: FDFA; Can side switch on hit
Damage: 40 · t
Floor break; Throw break: 2; Opponent recovery on hit: FUFA perpendicular to Alisa
Damage: 55 · t
Floor break; Throw break: none; Opponent recovery on hit: FDFA; Side switch
Damage: 40 · t
Throw break: 1+2; Opponent recovery on hit: FUFT
Damage: 45 · t
Throw break: 1+2; Opponent recovery on hit: FUFA; Side switch
Damage: 10 · m
Damage: 10,12 · m,m
Combo from 1st CH
Damage: 10,12,9 · m,m,m
Combo from 2nd hit; Combo from 1st CH
Damage: 10,12,9,5 · m,m,m,h
Combo from 3rd hit; Combo from 1st CH
Damage: 10,12,9,5,5 · m,m,m,h,h
Damage: 10,12,9,5,5,3,3,3 · m,m,m,h,h,m,M,M
Spike; Weapon; Combo from 5th hit; 1 chip damage on block; 3 chip damage on block in heat
Damage: 10,12,9,5,5,3,3,3,7 · m,m,m,h,h,m,M,M,L
Damage: 10,12,9,5,5,3,3,3,7,15 · m,m,m,h,h,m,M,M,L,m
Combo from 7th hit
Damage: 10,12,9,5,5,3,3,3,7,15,20 · m,m,m,h,h,m,M,M,L,m,M
Combo from 8th hit; Available only as combo from previous hit
Damage: 10,12,9,5,5,3,3,3,7,15,20,2,2,2,20 · m,m,m,h,h,m,M,M,L,m,M,M,M,h,h
Weapon; Combo from 9th hit; Last chainsaw hit rarely connects because of its high hitbox, -17 if blocked; 1 chip damage on block; 3 chip damage on block in heat