Main Combos
| Launcher(s) | Follow-Ups | Simple Version |
|---|---|---|
| N/A | ||
| N/A | ||
| N/A | ||
| N/A | ||
| N/A |
| Launcher(s) | Follow-Ups | Simple Version |
|---|---|---|
| N/A | ||
| N/A | ||
| N/A | ||
| N/A | ||
| N/A |
| for dmg | |
| wall carry | |
| 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: +19
Heat Engager
Damage: +15
Damage: +15
Heat Engager
Damage: +20
Heat Engager
Damage: +16
Damage: +15
Damage: +19
Damage: +16
Damage: +20
Damage: +19
Damage: +19
Damage: +19
hold B to exit stance, then OTG.d+1+2, will CH all wake-up attacks
Damage: +16
Damage: +20
Damage: +19
Damage: +63
Hold B after qcf+1+2,2 to exit stance quickly
Damage: +60
can replace f,f,F+2 with f,F+2 for 2 less dmg
Damage: +27
Damage: +38
can replace f,f,F+2 with f,F+2 for 2 less dmg
Damage: +38
can replace f,f,F+2 with f,F+2 for 2 less dmg
Damage: +34
Damage: +58
can replace f,f,F+2 with f,F+2 for 2 less dmg
Damage: +52
Damage: +48
Hold B after qcf+1+2,2 to exit stance quickly
Damage: +61
Hold B after qcf+1+2,2 to exit stance quickly
Damage: +57
b+2:3 adds 1 dmg Hold B after qcf+1+2,2 to exit stance quickly
(when opponent recovers in crouch)
Summarized from the Lidia Stance Dance spreadsheet, with further corrections and tests.; Note: All situations assume i3 parry / i6 flash / i7 power crush / i8 Rage Art armor (also NSS flash) on immediate timing. Delayed options may change these results, particularly in the case of armor, parry, flash, and Rage Art. All fully punishable transitions are not included, e.g. -8 CAT (1,2,2 on block), -11 HRS (db+3 on block). Please check the spreadsheet for more details, as this is only a summary.; Everything (except slow moves) basically guaranteed situations (all moves on hit):; 3+4 (+23g CAT); f,F+2 (+15 HRS); qcf+1+2,2 (+24g WLF); HRS.1 (+16g WLF); CAT.1+2 (+27g WLF)
Everything loses to Rage Art!; HRS.1 beats attacks and movement; HRS.3 beats crouch jab and movement; HRS.1+2 beats parry and armor; KEY MOVE: HRS.2 when they stop attacking and start ducking to avoid HRS.1/HRS.1+2; (Vs. Yoshimitsu: Everything loses to flash except HRS.1/HRS.3)
Everything loses to Rage Art!; HRS.1/HRS.2/HRS.3 beats all attacks and stepping; HRS.1+2 still beats armor and parries; (Vs. Yoshimitsu: HRS.1/HRS.3 beat flash and spin)
Opponent can interrupt all options with i12 or faster, as CAT.3 is i13.
CAT.2/CAT.3 beats armor and RA; CAT.3 beats movement; CAT.4 beats parry but loses to crouch jab; (Vs. Yoshimitsu: CAT.3 beats flash and spin)
CAT.1/CAT.1+2 lose to parries (CAT.2 loses to i3 parries); CAT.4 loses to RA; CAT.2/CAT.3 lose to crouch jab (CAT.4 CH launches these); Take your pick otherwise!; (Vs. Yoshimitsu: Everything beats flash, but only CAT.3 beats spin)
Opponent can interrupt all options with i13 or faster, as WLF.2 is i15.
Everything loses to armor!; WLF.2 beats attacks, RA, and movement; WLF.3 only beats attacks; WLF.1/WLF.4 beats parries but can be interrupted; (Vs. Yoshimitsu: WLF.1/WLF.4 beat flash, but everything loses to spin)
Same as +8 WLF, except...; WLF.4 beats armor; (Vs. Yoshimitsu: WLF.1 beats flash, WLF.2 beats spin)
Opponent can interrupt all options with i11 or faster, as HAE.2 is i13.
Everything loses to Rage Art!; HAE.1 beats parry; HAE.2 beats attacks; HAE.1+2 beats movement; (Vs Yoshimitsu: HAE.1 beats flash, everything loses to spin)
Opponent cannot press at all (everything beats attacks and movement); HAE.1 loses to parries, armor, and RA; HAE.2 only loses to parries; HAE.1+2 only loses to RA; (Vs Yoshimitsu: HAE.1/HAE.2 beat flash, but everything loses to spin)
Same as +8 HAE, except...; HAE.1+2 beats RA as well, making it fully uninterruptable; (Vs. Yoshimitsu: Everything beats flash, HAE.1+2 beats spin)
166 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: 5,5,30 (55) · m,m,m,h
Heat smash; Balcony break; Shift to attack throw on hit; Transition to r31 HAE on block; Cancel HAE transition with B on block; Increases HAE level by 1 on hit; +10a (+1) from 2nd hit; 8 chip damage on block
Damage: 25 · m
Reversal break; Balcony break; Cancel to r35 backdash with b,b at frame 10; Cancel to r18 forward dash with f,f at frame 3; Transition to HAE on hit or block only; Cancel HAE transition with B; Consumes 90F of remaining Heat time; Hold for 20~30 frames
Damage: 35 · m
Reversal break; Balcony break; Cancel with b,b or f,f; Transition to HAE on hit or block only; Cancel HAE transition with B; Partially uses remaining Heat time; Hold for 31~54 frames
Damage: 55 · m
Reversal break; Balcony break; Cancel with b,b or f,f; Transition to HAE on hit or block only; Cancel HAE transition with B; Partially uses remaining Heat time; Hold for 55 frames
Damage: 22 · m
Reversal break; Transition to HRS on hit or block only; Partially uses remaining Heat time; Input H.f,f,F+2 to power up
Damage: 37 · h
Tornado; Balcony break; Transition to HAE on hit or block only; Cancel HAE transition with B; Partially uses remaining Heat time
Damage: 24 · m
Balcony break; Tornado; Cancel with b,b or f,f on frames 10~18; Transition to HAE on hit or block only; Cancel HAE transition with B
Damage: 34 · m
Tornado; Cancel with b,b or f,f on frames 10~18; Transition to HAE on hit or block only; Cancel HAE transition with B; Balcony break on airborne hit
Damage: 5 · h
Recovers 2f faster on hit or block (t27 r17)
Damage: 5,8 · h,h
Jail from 1st attack with 4f delay; Combo from 1st hit with 4f delay
Damage: 5,8,10 · h,h,m
Combo from 1st hit with 3f delay; Interrupt with i3 from 1st block; Transition to CAT on hit or block only; CAT transition is -16
Damage: 5,8,27 · h,h,h
Balcony break; Interrupt with i7 from 1st block; Whiffs vs SSL, SWL from 1st block; Input can be delayed 3f
Damage: 5,8,15 · h,h,l
Input can be delayed 8f; Interrupt with i7 from 2nd block; Can be low parried on hit; Can hit grounded while off-axis
Damage: 5,17 · h,h
Combo from 1st hit with 4f delay; Move cannot be interrupted; Balcony break on airborne hit
Damage: 8 · h
Damage: 8,20 · h,h
Strong aerial tailspin; Balcony break; Combo from 1st hit with 4f delay; Move cannot be interrupted; Transition to CAT on hit or block only; CAT transition is -12
Damage: 8,13 · h,m
Combo from 1st hit with 4f delay; Interrupt with i1 from 1st block
Damage: 9 · h
Damage: 9,10 · h,h
Tornado; Combo from 1st hit with 3f delay; Just frame input within a 3f window (14~16) adds 2 damage; Interrupt with i5 from 1st block; Whiffs vs SSR from 1st block; Balcony break on airborne hit; Hitstop 20f on hit
Damage: 14 · h
Damage: 14,20 · h,m
Balcony break; Combo from 1st CH; Interrupt with i7 from 1st block
Damage: 20 · m
Balcony break; Cancel with b,b or f,f; Opponent recovers crouching on hit; Hold for 20~30 frames
Damage: 25 · m
Balcony break; Cancel with input b,b or f,f; Hold for 31~54 frames; 5 chip damage on block
Damage: 30 · m
9 chip damage on block; Hold for 55 frames
Damage: 6,20 · m,m
Jail from 1st attack; Balcony break on airborne hit; Transition to CAT on hit or block only
Damage: 10 · h
Damage: 10,23 · h,h
Balcony break; Jail from 1st attack
Damage: 12 · m
Damage: 12,20 · m,m
Tornado; Transition to WLF r30 on hit or block; Combo from 1st CH with 11F delay; Interrupt with i8 from 1st block; Whiffs vs SSR from 1st block; WLF transition is -12; Crumple stun on CH; 4F timestop on CH; Move can be delayed by 10F; Input can be delayed by 13F
Damage: 12,21 · m,h
Combo from 1st CH with 10f delay; Move can be delayed 7f; Can be ducked on hit; Interrupt with i5 from 1st block; Power up with input qcf+4, adds 2 damage; Balcony break on airborne hit; Transitions to HRS; 6 chip damage on block
Damage: 8 · m
Damage: 8,10 · m,m
Jail from 1st attack with 1f delay
Damage: 8,10,24 · m,m,m
Balcony break; Spike; Combo from 2nd CH
Damage: 8,10,23 · m,m,m
Tornado; Combo from 2nd CH
Damage: 5,4 · h,m
Jail from 1st attack
Damage: 5,4,5 · h,m,m
Jail from 1st attack
Damage: 5,4,5,4,20 · h,m,m,m,m
Heat engager; Heat dash +5, +43d (+35); Power up with input qcf+1+2 (adds 5 dmg to last hit); Jail from any attack
Damage: 13 · m
Damage: 13,10 · m,h
Combo from 1st hit with 1f delay
Damage: 13,17 · m,m
Balcony break; Combo from 1st CH with 3f delay; Input can be delayed 6f; Move can be delayed 5f
Damage: 17 · m
Strong aerial tailspin; Transition to CAT on hit or block only
Damage: 15 · m
Damage: 15,20 · m,m
Balcony break; Combo from 1st CH with 2f delay
Damage: 12 · m
Damage: 12,20 · m,h
Tornado; Combo from 1st hit with 1f delay; Balcony break on airborne hit
Damage: 24 · h
Strong aerial tailspin; 7 chip damage on block
Damage: 27 · h
Spike
Damage: 25 · m
Homing; Balcony break
Damage: 20 · m
Spike
Damage: 12 · L
Damage: 9 · l
Can hit grounded off-axis
Damage: 9,8 · l,h
Combo from 1st CH with 1f delay; Jail from 1st hit
Damage: 9,8,20 · l,h,h
Tornado; Balcony break; Combo from 2nd hit; Combo from 1st CH; Forces tech backroll on hit
Damage: 6 · l
Damage: 5 · sl
Transition to standing r24 with f
Damage: 14 · m
Damage: 17 · L
Homing; Clean hit adds 3 damage; Transition to HRS on hit or block only; Transition to attack throw on CH; HRS transition is -19
Damage: 20/24,17/19/21/27 · t
Power up based on Heaven and Earth level:; Level 0: 17 damage; Level 1: 19 damage; Level 2: 21 damage; Level 3: 27 damage; Restores recoverable health
Damage: 15 · l
Can hit grounded off-axis
Damage: 21 · m
Has low parry effect; Does not parry weapon lows
Damage: 21,21 · m,h
Balcony break; Combo from 1st hit; Just frame input within a 2f window (21~22) adds 2 damage
Damage: 24 · m
Heat engager; Heat dash +5, +36a (+26); Balcony break; 4 chip damage on block; Forces tech backroll on hit
Damage: 14 · h
Damage: 14,14 · h,m
Combo from 1st hit with 7f delay; Input 3 on frames 12~14 to add 3 damage
Damage: 16 · m
Damage: 16,10 · m,m
Combo from 1st hit
Damage: 16,16 · m,h
Combo from 1st hit
Damage: 16,16,19 · m,h,m
Balcony break; Combo from 1st or 2nd hit; Input qcf+1+2 to add 2 damage; Power up based on Heaven and Earth level; HAE lvl.0 19 damage; HAE lvl.1 21 damage; HAE lvl.2 23 damage; HAE lvl.3 29 damage
Damage: 21 · h
Homing; Balcony break on airborne or CH
Damage: 25 · m
Balcony break; -8 frame advantage and 10 chip damage on block after absorbing an attack in power crush state
Damage: 35 · m!
Balcony break
Damage: 18 · m
Parries high punches or kicks; Hitstop on successful parry; Forced 2nd hit on successful parry
Damage: 18,20 · m,h
Balcony break; Input P:2 to deal 23 damage
Damage: 28 · M
Balcony break; Spike; Forces tech backroll on hit
Damage: 10,23 (16) · m,h
Balcony break; Tornado; Transition to CAT on hit or block only; 2nd hit available only as airborne combo from 1st hit; CAT transition is -13
Damage: 20 · m
Damage: 20 · m
Transition to HRS on hit or block only; Input f,f,F+2 to power up
Damage: 21 · M
Tornado
Damage: 12 · m
Damage: 12,16 · m,m
Combo from 1st hit; Transition to attack throw on airborne hit for additional damage that increases based on Heaven and Earth level; HAE lvl.3:; Decreases HAE lvl by 1 on hit
Damage: 8,8,8 · m,m,th
Balcony break; Power up based on Heaven and Earth level; HAE lvl.0 16 damage; HAE lvl.1 20 damage; HAE lvl.2 28 damage; HAE lvl.3 38 damage; lvl.3 causes Wallsplat; Regain recoverable health
Damage: 26 · m
Balcony break; Clean hit adds 7 damage
Damage: 24 · h
Tornado; Balcony break; 7 Chip damage on block
Damage: 30 · m
Balcony break; 9 Chip damage on block; Forces tech backroll on hit
Damage: 12 · m
Input qcf,qcf+2 to power up, adds 3 damage
Damage: 12,17 · m,m
Combo from 1st CH
Damage: 12,17,25 · m,m,m
Combo from 2nd hit; Combo from 1st CH; Input qcf,qcf+2,2,b,f,F+1+2 to power up, adds 5 damage; Full string deals 47 damage with power up input, 42 damage without
Damage: 21 · h
Homing; Transitions to HRS; 8 Chip damage on block
Damage: 18 · m
Alternate input: db+1+2 but does 3 less damage
Damage: 18,20 · m,m
Tornado; Combo from 1st hit; Combo from 1st CH with 12f delay; Transition to WLF on hit or block only; Balcony break on airborne hit; Can be charged to enhance; WLF transition is -12
Damage: 18,26 · m,m
Tornado; Balcony break; Transition to WLF on hit or block only; 10 Chip damage on block
Damage: 5 · sl
Transition to r25? with f; Transition input can be delayed 16f
Damage: 8 · sl
Damage: 10 · L
Damage: 6 · l
Damage: 22 · m
Heat engager; Heat dash +43d (+35); Balcony break
Damage: 16 · L
+12a on clean hit, 4 extra damage
Damage: 12 · m
Damage: 12,18 · m,h
Combo from 1st hit with 1f delay; Transition to CAT on hit or block only
Damage: 12,20 · m,m
Balcony break; Combo from 1st hit with 1f delay
Damage: 15 · m
Tornado
Damage: 20 · m
Balcony break; Tornado
Damage: 13 · m
Damage: 13,12 · m,h
Combo from 1st hit with 2f delay; Transition to CAT on hit or block only
Actionable after 20f; Stance moves can be delayed by 12F?
Damage: 22 · h
Balcony break; Homing; Transition to WLF on hit or block; +8 WLF frame advantage and 8 chip damage on block after absorbing an attack in power crush state
Damage: 18,10 · m,t
Heat engager; Heat dash +5, +67a (+50); Transitions to attack throw on front hit; Does not transition to throw when using Heat Dash; Activates Heat when throw is completed; Transition to r33 HAE on hit only when heat is not depleted; Cancel HAE transition with B (+6); +6 on hit when heat is depleted
Damage: 21 · m
Strong aerial tailspin; Balcony break; Homing; 4 chip damage on block
Damage: 20 · m
Spike; 6 chip damage on block; Transition to WLF on hit or block only
Damage: 17 · L
Powered up based on Heaven and Earth Level; HAE lvl.1 19 damage; HAE lvl.2 21 damage; HAE lvl.3 23 damage +21a on hit, and decreases HAE level by 1
Damage: 28 · h
Homing; Transitions to WLF
Actionable after 20f; Stance moves can be delayed by 16F
After recovery, limited to blocking for 13 frames; Takes 8f to cancel into block
Increases Heaven and Earth level; Parries all highs or mids; Transition to +12g? HAE on successful parry
Actionable after 20f
Damage: 26 · m
Balcony break
Damage: 12 · h
Damage: 12,18 · h,m
Tornado; Combo from 1st CH; Just frame input within a 3f window (13~15) adds 2 damage
Damage: 12,13 · h,m
Combo from 1st CH
Damage: 12,13,22 · h,m,m
Balcony break; Combo from 2nd hit with 10f delay; Combo from 1st CH; Move can be delayed 9f
Damage: 20 · h
Heat engager; Heat dash +5, +43d (+35); Balcony break
Damage: 14 · L
Transition to WLF on hit or block only; Crouching state ends early on frame 20 when transitioning to WLF; WLF transition is -14; Powered up based on Heaven and Earth Level; HAE lvl.1 16 damage; HAE lvl.2 18 damage; HAE lvl.3 20 damage
Damage: 14,25 · L,M
Spike; Combo from 1st CH; Jails from 1st hit; HAE lvl.3:; Combos from 1st hit and decreases Heaven and Earth level by 1
Damage: 25 · m
Tornado; Transition to WLF on hit or block only
Actionable after 20f; Stance moves can be delayed by 16F
After recovery, limited to blocking for 13 frames; Takes 8f to cancel into block
Increases Heaven and Earth level; Parries all highs or mids; Transition to +12g? HAE on successful parry
Damage: 24 · m
Tornado; Balcony break; Cancel with b,b or f,f on frames 10~18; 7 Chip damage on block; Jab evasion
Damage: 34 · m
Tornado; 13 chip damage on block
Damage: 21 · M
Balcony break; Steel pedal
Damage: 10 · m
Damage: 10,21 · m,m
Balcony break; Combo from 1st CH; Move cannot be interrupted
Damage: 10,20 · L,M
Floor break; Second hit available on hit or block only; Power up based on Heaven and Earth level; HAE lvl.0 30 damage; HAE lvl.1 32 damage; HAE lvl.2 34 damage; HAE lvl.3 38 damage; lvl.3 +2d on hit
After recovery, limited to blocking for 13 frames; Takes 8f to cancel into block
Increases Heaven and Earth level; Parries all highs or mids; Transition to +12g? HAE on successful parry
Damage: 21/23 · m
Spike; Power up based on Heaven and Earth level; 7/6/4 chip damage on block; -7 frame advantage after absorbing an attack in power crush state; Guarantees grounded hit vs airborne opponent; +51a on BT hit
Damage: 10,20/24/28 · m,m
Balcony break; 7/11/12 chip damage on block; Power up based on Heaven and Earth level; +35a (-1) on hit with HAE level 3; 2nd hit available on hit or block only
Damage: 35/38/41 · h!
Tornado; Power up based on Heaven and Earth level
Transition to HAE; Strong parry effect
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't block for 5 seconds; CH state for 5 seconds
Damage: 18 · m
Floor break; Transition to HRS
Damage: 21 · h
Balcony break
Parries high or mid punches
Damage: 5,5,20 · h,h,h
Input 2 within a 2f window (15~16) on the second punch, adds 2 damage
Damage: 24 · L
Spike; Power up based on Heaven and Earth level; Regain recoverable health
Damage: 35 · t
Homing; Throw break: 1 or 2; Opponent on break: standing
Damage: 35 · t
Homing; Floor break; Throw break: 1 or 2; Opponent on hit: FUFA; Side switch on hit
Damage: 40 · t
Throw break: 1; Opponent on break: standing
Damage: 40 · t
Floor break; Throw break: 2; Opponent on hit: FUFA; Side switch on hit
Damage: 50 · t
Homing; Throw break: none; Opponent on hit: FDFT
Damage: 40 · t
Throw break: 1+2; Opponent on hit: FUFA; Regain recoverable health; Only when Heaven and Earth lvl is 3:; 50 damage
Damage: 8,10 · h,h
Damage: 8,10,15 · h,h,h
Damage: 8,10,15,5 · h,h,h,l
Damage: 8,10,15,5,5 · h,h,h,l,m
Damage: 8,10,15,5,5,8 · h,h,h,l,m,h
Damage: 8,10,15,5,5,8,8 · h,h,h,l,m,h,h
Damage: 8,10,15,5,5,8,8,5 · h,h,h,l,m,h,h,m
Damage: 8,10,15,5,5,8,8,5,4 · h,h,h,l,m,h,h,m,m
Damage: 8,10,15,5,5,8,8,5,4,27 · h,h,h,l,m,h,h,m,m,m