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

| Launcher(s) | Follow-Ups | Simple Version |
|---|---|---|
| N/A | ||
| N/A | ||
| N/A | ||
| N/A | ||
| N/A | ||
| N/A | ||
| N/A | ||
| ( | N/A | |
| N/A |
| 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.
Better Oki w/ running shoulder tackle
Max damage Further wallsplat
Heat engager / heat dash
Max damage
Pancake flip okizeme
Damage: +27
Damage: +20
Further knockback
Damage: +30
Damage: +30
Damage: 68
Damage: 62
The opponent's body needs to be coming down. Wait ever so slightly for qcf2 after launch
Damage: 73
Hard - need to dash in for ff42 and that's range dependent based on where you landed the CH
Damage: 72
Easy route
130 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 (25) · m
Heat smash; Balcony break; Alternate input: H.HRM.2+3; Also possible after Twin Dragon Gate is successful; Transition to HRM on block; Transition to attack throw on 1st hit; 12 chip damage
Damage: 20 · m
Balcony break; Consumes 210F of remaining Heat time; Crumple stun +14F after CH
Damage: 5 · h
Recovers 2f faster on hit or block (t27 r17)
Damage: 5,7 · h,m
Jail from 1st block with no delay; Combo from 1st CH with 3F delay
Damage: 5,7,12 · h,m,h
Power up during Heat (partially uses remaining Heat time); Combo from 2nd hit
Damage: 5,7,12,15 · h,m,h,m
Combo from 3rd hit
Damage: 5,9 · h,h
Jails
Damage: 5,9,17 · h,h,h
Strong Attack Reversal; Follow-up after successful parry with input 1 or 2; Delayable; Combo from 2nd hit CH
Damage: 5,9,21 · h,h,h
Balcony break; Combo from 2nd hit CH
Damage: 5,9,11 · h,h,m
Transition to HRM; Combo from 1st hit; Jail from 1st block
Damage: 10 · h
Damage: 10,12 · h,m
Jail from 1st block
Damage: 10,12,17 · h,m,h
Strong Attack Reversal; Follow-up after successful parry with input 1 or 2; Delayable; Combo from 2nd hit CH
Damage: 10,12,17,21 · h,m,h,m
Balcony break; Tornado; Combo from 3rd hit; Delayable
Damage: 10,20 · h,h
chip damage on block
Damage: 14 · m
Damage: 14,13 · m,L
Delayable; Combo from 1st hit
Damage: 15 · h
Damage: 13 · h,m
Combo from 1st hit
Damage: 9 · h,h,h
Power up during Heat (partially uses remaining Heat time)
Damage: 9,9 · h,h,h,h,h,h
Power up during Heat (partially uses remaining Heat time); Combo from 1st hit; jails
Damage: 9,9,20 · h,h,h,h,h,h,m
Heat engager; Heat dash +5, +43d (+35); Balcony break; Combo from 1st hit; Delayable; jails
Damage: 15 · h
Has good left sidestep tracking
Damage: 15 · h,m
Combo from 1st hit with 10F delay; Interrupt with i1 from 1st block; Move can be delayed by 10F; Input can be delayed by 11F
Damage: 20 · h,m,m
Transition to HRM; Combo from 2nd CH with 11F delay; Interrupt with i5 from 1st block; Move can be delayed by 10F; Input can be delayed by 15F
Damage: 14 · m
Alternative input: ws3
Damage: 14,5,5,5 · m,h,h,h
Jail from 1st block with 1F delay; Combo from 1st CH with 1F delay; Power up during Heat (18dmg, 12 chip damage); Consumes 120F of remaining Heat Time; Move cannot be delayed; Input can be delayed by 1F
Damage: 14,5,5,5,20 · m,h,h,h,m
Tornado; Jail from 1st block with 1F delay; Combo from 1st CH or 2nd hit with 1F delay; Move cannot be delayed; Input can be delayed by 1F
Damage: 14 · m
Damage: 14,24 · m,h
Heat engager; Heat dash +5, +62a (+42); Balcony break; Combo from 1st hit with 6F delay; Interrupt with i6 from 1st block
Damage: 20 · m
Balcony break; -9 and 8 chip damage on block after absorption
Damage: 10 · m
Damage: 10,16 · m,m
Transition to HRM; Combo from 1st hit with 3F delay; Move can be delayed by 1F; Input can be delayed by 3F
Damage: 10,3,3,3 · m,h,h,h
Combo from 1st hit; Power up during Heat (Consumes 150F of remaining Heat time); 12 damage on hit, and 6 chip damage on block
Damage: 10,3,3,3,17 · m,h,h,h,m
Combo from 1st or 4th CH with 1F delay; Move cannot be delayed; Input can be delayed with 1F
Damage: 7 · m
Damage: 7,5,10 · m,h,m
Jail from 1st block; Combo from 1st hit
Damage: 14 · m
Damage: 14,12 · m,h
Combo from 1st hit; Leads to 10-hit string
Damage: 14,12,25 · m,h,m
Balcony break; Combo from 1st hit CH; Combo from 2nd hit CH with 5F delay; Move can be delayed by 12F; Input can be delayed by 14F
Damage: 14 · m
Transition to HRM
Damage: 14,14 · m,m
Combo from 1st hit CH with 7F delay; Move can be delayed by 3F; Input can be delayed by 7F; Interrupt with i3 from 1st block
Damage: 23 · h
Tornado; 9 chip damage on block; Has jab evasion properties; Recovers 3F faster on hit (t52 r33)
Damage: 5 · sl
Damage: 5,8 · sl,m
Combos from 1st hit CH
Damage: 5,8,11 · sl,m,m
Transition to HRM; Combos from 2nd hit
Damage: 11 · L
Damage: 11,11 · L,L
Damage: 8 · L
Damage: 8,11 · L,h
Transition to HRM; Combos from 1st hit
Damage: 9 · L
Damage: 9,16 · L,m
Transition to HRM; Combos from 1st hit CH
Damage: 21 · m
Heat engager; Heat dash +5, +67a (+50)
Damage: 12 · m
Damage: 12,20 · m,M
Tornado; Balcony break; Combo from 1st hit
Damage: 12,17 · m,h
delayable; Combo from 1st hit
Damage: 12,25 · m,m
Balcony break; Combo from 1st hit CH
Damage: 12 · L
Transition to HRM
Damage: 13 · L
Damage: 25 · m
Heat engager; Heat dash +5, +43d (+35); Balcony break; Punch and kick Sabaki; 7 chip damage on block
Damage: 17 · h
Shifts to throw "Knee Snap" on front grounded CH
Damage: 20,25 · h,th
sp
Parry; Becomes Superior Twin Dragon Gate upon perfect parry (ps5~6 or ps3~4 from HRM); Is ps3~15 from HRM.b+2; Shift to r7 t34 on successful parry; Can perform Twin Dragon Thunderclap and Chain Punch: Branch; Recover to r16 standing with any input; Can automatically parry successive hits (ps1~34) and return to r7 t34 on each hit; Successive hits recover 15F of remaining Heat time
Damage: 35 · m
Balcony break; (last hit); Alternate input: P.b+2,2; power up during Heat (partially uses remaining Heat time)
sp
Alternate input: P:HRM.b+2; Parry; Performed when opponent attack connects on ps5~6 (ps3~4 from HRM); Shift to r7 t34 on successful parry; Can perform Twin Dragon Thunderclap and Superior Chain Punch: Branch; Recover to r16 standing with any input; Can automatically parry successive hits (ps1~34) and return to r7 t34 on each hit; Successive hits recover 15F of remaining Heat time
Damage: 40 · m
(last two hits); Alternate input: P:b+2,2; Power up during Heat (recovers heat)
Damage: 27 · h
Balcony break; Homing; Strong aerial tailspin; Transition to HRM; Cancel to HRM with 3+4; chip damage on block
Damage: 16 · m
Homing
Damage: 17 · m
Crumple stun +14F after CH
Damage: 21,25 · M,th
Balcony break; Shifts to throw on airborne hit (+0d)
Damage: 17 · m
Has punch parry effect; +33d (+25) on successful parry
Damage: 17 · h
Strong Attack Reversal; Follow-up upon successful reversal with input 1 or 2
Damage: 25 · m
Balcony break; Alternate input: u+2; chip damage on block
Damage: 25 · m
Balcony break; Alternate input: ub+3 or u+3
Damage: 22 · m
Alternate input: ub+4 or u+4
Damage: 8,10 · m,m
Balcony break
Damage: 8,10,17 (11) · m,m,m
Balcony break; Combos from 1st hit
Damage: 20 · m
Damage: 8 · m
Damage: 8,13 · m,m
Combos from 1st hit
Damage: 20 · h
Strong aerial tailspin; Balcony break; 6 chip damage on block
Damage: 16 · m
Transition to HRM
Damage: 16,21 · m,m
Tornado; Combos from 1st hit; Has evasive properties
Damage: 20 · h
4 chip damage on block
Damage: 80 · m!
Strong Attack Reversal; Follow-up upon successful reversal with input 1 or 2 to Chain Punch: Branch
Damage: 30 · m
Balcony break; 9 chip damage on block; Forces tech backroll on hit
Damage: 14 · L
Damage: 14,15 · L,m
Combos from 1st hit CH
Damage: 14 · m
Damage: 14,16 · m,m
Transition to HRM; Combos from 1st hit
Damage: 21 · m
Damage: 16 · m
sp
Can access sidestep moves
Damage: 17 · L
Can be delayed
Damage: 3, 3, 20 · h,h,h
Balcony break; Opponent recovers crouching on hit; 8 chip damage on block; Power up during Heat (partially uses remaining Heat time)
Damage: 20,6 · m,m
Transitions to HRM
sp
Auto Strong low parry; Stays indefinitely in stance; Transition to r16 standing with HRM.3+4; Recovers in standing guard after 6F?
Damage: 17 · m
Sabaki: parries high or mid punches or kicks; Shift to HRM.1,2 on successful parry
Damage: 17,17 · m,h
Jail from 1st block with no delay; Duckable; Combo from 1st hit with 11F delay; Combo from 1st hit on successful parry; Move can be delayed by 10F; Input can be delayed by 11F
Damage: 14 · h
Damage: 14,23 · h,h
Tornado; 9 chip damage on block; Combo from 1st hit with 5F delay; Move can be delayed by 10F
Damage: 8 · L
-2c on crouching opponents
Damage: 8,16 · L,m
Combo from 1st hit; Interrupt with i2 from 1st block
Damage: 13 · M
Transition to HRM
Damage: 13,5,20 · M,M,m
Tornado; Combo from 1st hit with 3F delay; Interrupt with i8 from 1st block; Move cannot be delayed; Input can be delayed by 3F
Damage: 3,3,3,3 · m,h,h,h
12 damage total; Power up during Heat (Consumes 150F of remaining Heat time); 16 damage on hit, and 8 chip damage on block
Damage: 3,3,3,3,20 · m,h,h,h,m
Heat engager; Heat dash +5, +43d (+35); Balcony break; Jail from 1st block with 11F delay; Combo from 1st hit with 11F delay; Move can be delayed by 10F; Input can be delayed by 11F
Damage: 17 · h
Balcony break
Damage: 21 · M
8 chip damage on block
Damage: 21 · M
6 chip damage on block
Damage: 12 · L
-9c on crouching hit
Damage: 12,27 (18) · L,m
Balcony break; Airborne combo from 1st hit (+0a (-1)); Combo deals [30; 12] damage
Damage: 17 · L
Homing
Damage: 15 · sp
Low parry
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
Damage: 16 · L
1 chip damage on block; Power up during Heat (Consumes 150F? of remaining Heat time); +70a~249a on hit
sp
Strong Attack Reversal; Follow-up upon successful reversal with input 1 or 2 to Chain Punch: Branch
sp
Damage: 10,10,15 · m,m,m
Weapon; Only once per match; chip damage on block
Damage: 10,14 (9) · L,M
Weapon; Tornado; Only once per match; chip damage on block; Tracks to both sides effectively homing
l
Power up during Heat (partially uses remaining Heat time)
l,l
Damage: 21 · m
Damage: 35 · t
Floor break; Homing; Throw break: 1 or 2; Opponent status on hit: FUFT perpendicular
Damage: 35 · t
Homing; Throw break: 1 or 2; Opponent status on hit: FUFA; Side switch on hit
Damage: 40 · t
Spike; Throw break: 1; Opponent status on hit: FUFT perpendicular
Damage: 40 · t
Throw break: 2; Opponent status on hit: FUFA; Side switch on hit
Damage: 50 · t
Spike; Throw break: none; Opponent status on hit: FDFA
Damage: 35 · t
Throw break: 1+2; Opponent status on hit: FUFA off-axis to the left