Mini-combos
LaunchersDamage: 69
Approach for Clean Hit with microdash only Only possible when d+1+2 trades with a small attack
| Launcher(s) | Follow-Ups | Simple Version |
|---|---|---|
| for dmg | |
| 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: 69
Approach for Clean Hit with microdash only Only possible when d+1+2 trades with a small attack
Damage: 57
Only possible when d+1+2 trades with a small attack
Damage: 62
CH f+1+2: Can also be done with the Deep Dive transition, but requires a crouch cancel Approach for Clean Hit with microdash only
Damage: 50
CH f+1+2: Can also be done with the Deep Dive transition, but requires a crouch cancel
Damage: 58
Approach for Clean Hit with microdash or extended QCF
Damage: 44
Damage: 58
Approach for Clean Hit with microdash only Easier if opponent does not tech roll right; otherwise only hits average sized characters and bigger
Damage: 46
Damage: 68
Approach for Clean Hit with microdash only Easier if opponent does not tech roll right; otherwise only hits average sized characters and bigger
Damage: 56
Damage: 57
Approach for Clean Hit with microdash or extended QCF
Damage: 45
Damage: 57
Approach for Clean Hit with microdash only Only possible if opponent does not tech roll right, Paul is close enough to the wall, or the move trades with a small attack
Damage: 45
Damage: 56
Damage: 56
Damage: 42
Damage: 36
Damage: 48
Damage: 51
CH (d/f+3),4: Wall only Whiffs on smaller characters
Damage: 48
CH (d/f+3),4: Wall only
Damage: 59
Wall only Does not work on Jack
Damage: 51
Damage: 43
Heat Engager
Damage: 41
Damage: 38
Damage: 38
Damage: 43
Damage: 38
Damage: 43
Damage: 40
Damage: 36
Clean hit deals 40
Damage: 21
(Heat) b+2,1* GB: Guard break deals 7 chip damage normally, or 2 when opponent is in rage (Heat) d+1,2* GB: Guard break deals 11 chip damage normally, or 3 when opponent is in rage
Damage: 19
(Heat) b+2,1* GB: Guard break deals 7 chip damage normally, or 2 when opponent is in rage (Heat) d+1,2* GB: Guard break deals 11 chip damage normally, or 3 when opponent is in rage
Damage: 78
Can be done either with a SSL before the WS4 or a longer CD input
Damage: 75
Damage: 78
Damage: 78
Damage: 75
Only works up close
Damage: 71
Damage: 78
Damage: 77
Damage: 80
Smaller window to land than df+2
Damage: 80
Smaller window to land than df+2
Damage: 82
Damage: 79
Damage: 72
Damage: 66
Damage: 73
Damage: 69
Damage: 77
Damage: 76
Damage: 82
Can whiff off-axis
Damage: 74
Damage: 86
Smaller window to land than df+2
Damage: 86
Smaller window to land than df+2
Damage: 87
Smaller window to land than df+2
Damage: 87
Damage: 84
DPD 1: You may find all these combos easier with a SSR, but it is not required
Damage: 84
DPD 1: You may find all these combos easier with a SSR, but it is not required
Damage: 67
Damage: 67
Damage: 83
Damage: 80
Damage: 100
Damage: 100
Damage: 95
(Heat) f+1+2*: Can also be done with the Deep Dive transition, but non-WS4 routes require a crouch cancel (and the dash can be omitted). DPD.1 is also possible for 1 less damage over qcf+1
Damage: 95
(Heat) f+1+2*: Can also be done with the Deep Dive transition, but non-WS4 routes require a crouch cancel (and the dash can be omitted). DPD.1 is also possible for 1 less damage over qcf+1
Damage: 47
Damage: 47
Damage: 85
Damage: 85
Damage: 87
Damage: 86
Damage: 70
Damage: 67
Damage: 72
Allow the crouch dash to travel a bit
Damage: 71
Allow the crouch dash to travel a bit
Damage: 73
Damage: 73
Damage: 93
Damage: 93
Damage: 96
CH f+1+2*: Can also be done with the Deep Dive transition, but non-WS4 routes require a crouch cancel (and the dash can be omitted). DPD.1 is also possible for 1 less damage over qcf+1
Damage: 96
CH f+1+2*: Can also be done with the Deep Dive transition, but non-WS4 routes require a crouch cancel (and the dash can be omitted). DPD.1 is also possible for 1 less damage over qcf+1
Damage: 90
Whiffs on smaller characters
Damage: 89
Does not work on smaller characters
Damage: 76
Damage: 75
Damage: 85
CH (3),2: If you input the backsway transition, you must crouch cancel it immediately to still be able to do the combos
Damage: 84
CH (3),2: If you input the backsway transition, you must crouch cancel it immediately to still be able to do the combos
Damage: 91
Smaller window to land than df+2
Damage: 91
Smaller window to land than df+2
Damage: 54
Damage: 44
Damage: 51
Damage: 50
Damage: 50
Damage: 59
Damage: 58
Damage: 84
Damage: 79
Damage: 90
CH qcf+3+4 (tornado): May require SSR
Damage: 85
CH qcf+3+4 (tornado): May require SSR
Damage: 64
Damage: 59
(Heat) qcf+2~F: Needs SSR alignment Impractical Fahkumram only
(Heat) qcf+2~F: May need SSR alignment Impractical
Impractical on small characters
Must be buffered early when near the wall
Damage: 61
(Long range only) Execution-sensitive.
Execution-sensitive.
(Done as FC.df+2:1)
(Must be crouch cancelled first) Execution-sensitive.
<big>(df+1_3,2_ws1,2)~b~u > qcf+2</big>; Max damage wall ender. Input can be broken into three parts:; # Sway cancel (ex. df+1~b); # Step cancel (ex. df+1~b~u); # qcf+2
<big>Splat > Reposition > Splat > qcf+3+4 > d+1+2 > Ender</big>; First splat must be a wall-hitting combo starter that causes opponent to enter a forward-falling slide state; Reposition so that the next attack splats as high as possible — one backdash is the most common solution, but some splat angles require lateral, delayed or forward movement; Second splat requires qcf+1 or u/ub/uf+3+4 to keep opponent high enough on wall for followups
<big>W! > (df+1_ws1,2_3,2)~b~u > H.1+2 (charge)</big>; H.1+2*, particularly at the wall, is a powerful and criminally underrated alternative to H.b+2,1* and H.d+1,2* setups. End your wall combo with any sway cancel (df1~b, ws1,2~b, 3,2~b) and instead of finishing with a low wall hit, begin charging 1+2.; If the opponent techs, H.1+2 will be charged to level 2 by the time they return to a standing state. Time your H.1+2* release accordingly — it will catch techs to both sides due to its upgraded tracking — and convert a hit into 70-100 damage depending on the splat angle.; If the opponent does block H.1+2* at the wall, they will take 17 chip damage and a -17g wall crush. At this point, Paul's pressure options become nearly uninterruptible. Continued blocking will pile on chip damage and a variety of hits can lead to splat combos.; The obvious counterplay to this technique is remaining grounded and punishing H.1+2* on whiff. Delayed tech after the high wall hit (up to 20f) can complicate setup timing. Toe kick is another effective counter, but it can be baited and launched on block.; Against opponents familiar with this setup, advantageous mindgame layers can be added by fast canceling 1+2 into block, grab, guard break, and so on.
<big>d,df~d,df~u > repeat</big>; Quickly cancel crouch dash into Deep Dive with df, crouch cancel Deep Dive with u, and repeat for Paul's pseudo-wavedash/snake dash. Much easier to execute reliably with some form of SOCD cleaning.; Pair with sidesteps for oki approaches (DPD will realign and chase down techs to either side) and quick ws1,2/DPD.4 mid-range pressure (high evasion from CD/DPD can create whiffs against some keepout buttons).; When using in neutral, be aware of Deep Dive's startup delay and input lockout, which can give opponents enough time to recognize and challenge your approach.
143 moves
Damage: 12 · m
Consumes Heat; t92 on whiff; Cinematic freeze on frame 15; Cancel to t42 r26 standing with b,b
Damage: 9,23,25 · L,m,t
Heat smash; Balcony break; Fully consumes Heat; Chip damage (8); Transition to throw on 1st hit only; 40 damage with throw transition; 53 damage on 2nd + 3rd hit; t134 r49 on block; t124 on whiff
Damage: 51 · m
Heat dash +5, +36a (+26); Balcony break; Reversal break; Consumes Heat; Chip damage (11); Clean Hit range 2.3; Heat Dash disables Clean Hit; 34 damage without Clean Hit
Damage: 35 · m
Balcony break; Reversal break; Consumes Heat unless canceled; Chip damage (10); Move can be delayed 11f (i39); Charge begins on frame 1; Requires 1~27f charge; Delayed startup from 17~27f charge; Cancel to t27~35 r1 CS from 17~35f with f; Sidestep u can be buffered 2f after cancel; CS attacks can be buffered from 26f; Decaying 13f delay on CS attacks; Decays to 0 delay 24f after cancel; Cancel to t41~49 r12 SWA from 17~35f with b; Sidestep u can be buffered from 27f; SWA attacks can be buffered from 26f; H.1+2* from 28~55f charge; Burning Fist at 56f charge
Damage: 40 · m
Balcony break; Reversal break; Consumes Heat unless canceled; Chip damage (16); Move can be delayed 21f (i67); Charge begins on frame 1; Requires 28~55f charge; Delayed startup from 35~55f charge; Cancel to t27~35 r1 CS from 17~35f with f; Sidestep u can be buffered 2f after cancel; CS attacks can be buffered from 26f; Decaying 13f delay on CS attacks; Decays to 0 delay 24f after cancel; Cancel to t41~49 r12 SWA from 17~35f with b; Sidestep u can be buffered from 27f; SWA attacks can be buffered from 26f; H.1+2 from 1~27f charge; Burning Fist at 56f charge
Damage: 50 · m!
Balcony break; Reversal break; Consumes Heat; Charge begins on frame 1; Requires 56f charge; H.1+2 from 1~27f charge; H.1+2* from 28~55f charge
Damage: 22,21 · t,m
Balcony break; Consumes Heat; Strict qcf input required (d,F does not work); Perfect input window 55-56f
Damage: 22,26 · t,m
Balcony break; Consumes Heat; Strict qcf input required (d,F does not work); Perfect input window 55-56f; Perfect input increases damage, wall carry
Damage: 16,32 · m,m
Balcony break; Reversal break; Consumes Heat; Move can be delayed 14f (i43); Charge begins on frame 16; Requires 0~26f charge; Delayed startup from 1~26f charge; Combo from 1st CH with 0~6f charge; Interrupt with i10 from 1st block; Whiffs vs SSR, SWR from 1st block; H.d+1,2* at 27f charge
Damage: 16,45 · m,m
Balcony break; Reversal break; Consumes Heat; Chip damage (13); Charge begins on frame 16; Requires 27f charge; Interrupt with i24 from 1st block; Interrupt with i13 from 1st hit; Interrupt with i9 from 1st CH; Whiffs vs SS, SW from 1st block; Whiffs vs SSR, SWR from 1st hit or CH; H.d+1,2 from 0~26f charge
Damage: 22,35 · m,m
Balcony break; Consumes Heat; Chip damage (13); Charge begins on frame 18; Requires 42f charge; Interrupt with i29 WS from 1st block; Interrupt with i20 WS from 1st hit; Whiffs vs SSR, SW from 1st block or hit; b+2,1 from 0~41f charge
Damage: 30 · m
Balcony break; Consumes Heat; Chip damage (13); Requires 24f charge; f+1+2 from 0~23f charge
Damage: 14,31 · m,m
Balcony break; Consumes 270F of Heat; Combos from 1st hit; Jails from 1st hit; 7 chip damage
Damage: 5 · h
Recovers 2f faster on hit or block (t27 r17)
Damage: 5,12 · h,h
Move can be delayed 3f; Input can be delayed 3f; Combo from 1st hit with 3f delay; Jail from 1st hit with 3f delay
Damage: 5,12,7 · h,h,m
Combo from 1st hit; Jail from 1st hit; Cancel to 10 strings
Damage: 5,8 · h,L
Combo from 1st CH; Interrupt with i4 from 1st block
Damage: 8 · h
Damage: 8,14 · h,h
Combo from 1st hit with 6F delay; Move cannot be interrupted
Damage: 14 · m
Damage: 14,17 · m,h
Move can be delayed 4f; Input can be delayed 5f; Combo from 1st hit with 5f delay; Interrupt with i5 from 1st block; Transition to t60 r19 SWA +4 +14g +57a at 43f with b
Sidestep u can be buffered from 45f; SWA attacks can be buffered from 54f; Transition to cs1~ r9 -13 +4 +47a DPD from 61f with df
Damage: 17 · h
Damage: 30 · m
Balcony break; H.1+2 with Heat; Move can be delayed 11f (i39); Charge begins on frame 1; Requires 1~27f charge; Delayed startup from 17~27f charge; Cancel to t27 r1 CS from 17~35f with f; Cancel can be delayed 8f; Sidestep u can be buffered 2f after cancel; CS attacks can be buffered from 26f; Decaying 13f delay on CS attacks; Decays to 0 delay 24f after cancel; Cancel to t41 r12 SWA from 17~35f with b; Cancel can be delayed 8f; Sidestep u can be buffered from 27f; SWA attacks can be buffered from 26f; 1+2* from 28~55f charge; Burning Fist at 56f charge
Damage: 35 · m
Balcony break; H.1+2* with Heat; Chip damage (10); Move can be delayed 21f (i67); Charge begins on frame 1; Requires 28~55f charge; Delayed startup from 35~55f charge; Cancel to t27 r1 CS from 17~35f with f; Cancel can be delayed 8f; Sidestep u can be buffered 2f after cancel; CS attacks can be buffered from 26f; Decaying 13f delay on CS attacks; Decays to 0 delay 24f after cancel; Cancel to t41 r12 SWA from 17~35f with b; Cancel can be delayed 8f; Sidestep u can be buffered from 27f; SWA attacks can be buffered from 26f; 1+2 from 1~27f charge; Burning Fist at 56f charge
Damage: 40 · m!
Balcony break; H.1+2** with Heat; Charge begins on frame 1; Requires 56f charge; 1+2 from 1~27f charge; 1+2* from 28~55f charge
Damage: 12,22 · h,t
Heat dash +5, +43d (+35); Transition to throw on front hit; Transition to +7 DPD r27 on hit with DF at frame 93; +32a without throw transition
Damage: 11 · h
Homing
Damage: 11,21 · h,m
Balcony break; Combo from 1st hit; Interrupt with i1 from 1st block; Move is delayed by 5F; Move cannot be delayed; Input cannot be delayed
Damage: 11,24 · h,h
Balcony break; Combo from 1st hit; Interrupt with i2 from 1st block; Move is delayed by 5F; Move cannot be delayed; Input cannot be delayed
Damage: 24 · m
Heat engager; Heat dash +43d (+35); Homing
Damage: 22 · m
Chip damage (4); Move can be delayed 9f (i29~30); Delayed startup from 5~23f charge; f+1+2* at 24f charge; H.f+1+2* at 24f charge; Transition to ±0, +5c DPD with DF
Damage: 26 · m
Balcony break; H.f+1+2* with Heat; Chip damage (10); Requires 24f charge; f+1+2 from 0~23f charge; Transition to +4c, +17d DPD with DF
Damage: 25 · m
Balcony break; Sharp leftward movement w/ i5? startup; Forces tech back roll on hit
sp
Transition to CS
Damage: 11 · m
Transition to r15 SWA +3 +9 from 2~14f, 16f with b
Sidestep u can be buffered from 16f; SWA attacks can be buffered from 24f; Transition to cs1~ r9 -1 -12 DPD from 32f with df
Damage: 11,9 · m,h
Combo from 1st hit with 4f delay; Interrupt with i1 from 1st block; Move can be delayed 10f; Input can be delayed 11f
Damage: 11,9,22 · m,h,m
Balcony break; Combo from 2nd CH; Interrupt with i3 from 2nd block
Damage: 13 · m
High evasion; +4s on crouching normal hit
Damage: 14 · m
Damage: 14,17 · m,m
Move can be delayed 10f; Input can be delayed 13f; Combo from 1st hit with 9f delay; Interrupt with i4 from 1st block; Whiffs vs SSR from 1st block
Damage: 17 · m
sp
Transition to DPD
Damage: 16 · m
Spike; Transition to r27 FC with d
Damage: 16,26 · m,m
Balcony break; H.d+1,2 with Heat; Move can be delayed 14f (i43); Charge begins on frame 16; Requires 0~26f charge; Delayed startup from 1~26f charge; Combo from 1st CH with 0~6f charge (i30); d+1,2* at 27f charge; Interrupt with i10 from 1st block
Damage: 16,39 · m,m
Balcony break; H.d+1,2* with Heat; Chip damage (11); Charge begins on frame 16; Requires 27f charge; d+1,2 from 0~26f charge; Interrupt with i24 from 1st block; Interrupt with i13 from 1st hit; Interrupt with i9 from 1st CH; Whiffs vs SS, SW from 1st block; Whiffs vs SSR, SWR from 1st hit or CH
Damage: 16,15 · m,L
Move cannot be delayed; Input can be delayed 5f; Combo from 1st CH with 5f delay; Interrupt with i6 from 1st block; Stagger low
Damage: 16,15,21 (14) · m,L,m
Balcony break; Airborne combo from 2nd CH +11d (+4)
Damage: 8 · sl
cs1~ from 6f d/db/df input hold; OTG.d+2 when opponent is downed
Damage: 9 · L
Clean Hit range 1.59; 8 damage, -17 on hit without Clean Hit; Stagger state on block
Damage: 9,23 · L,m
Move can be delayed 3f; Input can be delayed 4f; Combo from 1st CL with 3f delay +5d (-2); Combo from 1st CH with 3f delay +5d (-2)
Damage: 9,23,26 · L,m,m
Balcony break; Move can be delayed 4f; Input can be delayed 4f; Combo from 1st CL with 4f delay +13d (+6); Combo from 1st CH with 4f delay +13d (+6); Combo from 2nd hit with 4f delay +13d (+6); Perfect input window 21~22f after 2 input; Move cannot be interrupted
Damage: 9,23,30 · L,m,m
Balcony break; Move can be delayed 1f; Input can be delayed 1f; Combo from 1st CL with 1f delay +13d (+6); Combo from 1st CH with 1f delay +13d (+6); Combo from 2nd hit with 1f delay +13d (+6); Perfect input window 21~22f after 2 input; Perfect input increases damage, wall carry; Move cannot be interrupted
Damage: 28 · m
Balcony break
Damage: 5 · sl
Transition to r24 standing with f
Damage: 21 · M
Tornado; Balcony break
Damage: 12 · L
-4c on crouching hit
Damage: 6 · L
Damage: 21 · M
-9 block advantage and 8 chip damage on block after attack absorption
Damage: 10 · h
Damage: 10,21 · h,m
Tornado; Balcony break; Move can be delayed 5f; Input can be delayed 5f; Combo from 1st hit with 5f delay
Damage: 22 · m
Spike
Damage: 22,22 · m,m
Move can be delayed 20f (i56); Charge begins on frame 18; Requires 0~41f charge; Delayed startup from 22~41f charge; Combo from 1st CH with 0~23f charge; b+2,1* / H.b+2,1* at 42f charge
Damage: 22,27 · m,M
Balcony break; H.b+2,1* with Heat; Chip damage (7); Charge begins on frame 18; Requires 42f charge; b+2,1 from 0~41f charge
Damage: 16 · h
Damage: 14 · L
Damage: 28 · h
Balcony break; Chip damage (11) if attack is absorbed
sp
Transitions to SWA; SWA.1+2 can be performed immediately (i17~18 effective startup)
Damage: 22 · m
Balcony break; +21d (+14) on airborne opponent; Can be charged to power up; Has good left sidestep tracking
Damage: 30 · m
Homing; Balcony break; 9 chip damage
Damage: 26 · h
Balcony break; High Evasion; .73 backward movement over first 14f
Damage: 26 · h
Heat engager; Heat dash +5, +67a (+50); Balcony break; Chip damage (6); Transition to +2, +14a r35 DPD with DF (cs25~58)
Damage: 15 · m
Damage: 15,10 · m,m
Jail from 1st block; Combo from 1st hit +28a (+21)
Damage: 13 · m
Damage: 20 · m
Can be delayed 12f after jump; Additional range with delay
Damage: 14 · m
Alternate input FC.df+2
Damage: 14,20 · m,m
Balcony break; Combo from 1st hit; Interrupt with i8 from 1st block; Whiffs vs SWR from 1st block (SSL, SSR and SWL inconsistent depending on character); Cancel to -21 -11 standing r40 with B at frame 20; Alternate input FC.df+2,1
Damage: 14,24 · m,h
Balcony break; Chip damage (7); Combo from 1st hit; Input 1 on frames 14 to 19; Jails attack inputs from 1st block (movement buffering prioritized); Duckable; Alternate input FC.df+2:1
Damage: 14,21 · m,L
Cancel to -28 -18 FC with B; Interrupt with i18 from 1st block; Whiffs vs SSL, SW from 1st block; Alternate input FC.df+2,2
Damage: 17 · m
Damage: 17,10 · m,m
Airborne combo from 1st hit with 2F delay +27a (+10); Jail from 1st block with 2F delay; Move cannot be delayed; Input can be delayed by 2F
Damage: 17,10,25 · m,m,h
Balcony break; Interrupt with i11 from 1st block; Whiffs vs SSR, SWR (inconsistent?); Move cannot be delayed; Input can be delayed by 6F
Damage: 17,10,18 · m,m,m
Balcony break; Interrupt with i15 from 1st block; Move cannot be delayed; Input can be delayed by 6F
Damage: 17,10,15 · m,m,L
Interrupt with i15 from 1st block; Whiffs vs SWL from 1st block; Move cannot be delayed; Input can be delayed by 6F
Damage: 20 · M
Chip damage (8)
Damage: 19,29 · m,t
Transition to throw on airborne hit; +17d FDFA without throw transition
Damage: 16 · m
Damage: 16,17 · m,m
Move can be delayed 10f; Input can be delayed 10f; Combo from 1st CH with 10f delay; Transition to t59 r19 SWA +1 +14g +15 from 39~44f with b
Sidestep u can be buffered from 44f; SWA attacks can be buffered from 51f; Transition to cs1~ r9 -10 +4 +5 DPD from 60f with df
Damage: 20 · m
Damage: 16 · M
Damage: 16,21 · M,h
Balcony break; Move can be delayed 12f; Input can be delayed 12f; Combo from 1st hit with 12f delay
Damage: 18 · m
Damage: 40 · m
Deals recoverable damage to self
Damage: 55+ · m,t
Reversal break; Damage increases with lower health, maximum 82; Restores recoverable health on hit; Transition to attack throw on hit; Consumes Rage; 114f cinematic freeze on frame 8; t193 r56 on block; t134 on whiff
Damage: 16 · L
Spike; +4 on hit against standing opponent
Damage: 25
Parry
Damage: 21 · h
Balcony break; Chip damage (6); Effective minimum startup 30f
Damage: 17 · L
Effective minimum startup 28f
Cannot be buffered; 1.12 movement over 20f; Transition to CS from 2f with f; Transition to r9 DPD from 3~19f with df; Transition to r6? hFC with alternate input d,DF; Cannot access stance moves; Cancel to r1 block from 2f with b; Cancel to r1 sidestep from 2f with u
Cannot be buffered; t35 from 1+2~f; Exits crouching state on frame 1; 1.63 movement over 25f (includes CD); 1.98 movement over 35f from 1+2 cancel; Transition to r9 DPD from 2f with df; Cancel to r1 sidestep from 2f with u; Cancel to r1 block from 24f with b
Damage: 21 · h
Chip damage (4)
Damage: 45 · m
Heat engager; Balcony break; H.CS.2 with Heat; Clean Hit range 2.3; 30 damage without Clean Hit
Damage: 18 · L
Clean hit range 2.0; 17 damage on hit without Clean Hit; +7 on CH without Clean Hit
Damage: 20 · L
Cancel to t41 FC with B
Damage: 22 · m
Tornado; Balcony break; High Evasion (brief)
Buffer window 2~9f (3~9f from SWA); Sidestep can be buffered with u; DPD attacks can be buffered; While standing attacks can be buffered; Cancel to r1 block from 10f with b
Damage: 19 · h
Strong aerial tailspin; Homing; Effective minimum startup 29f
Damage: 10 · m
Balcony break; Effective minimum startup 24f
Damage: 10,30 · m,h
Tornado; Balcony break; Move can be delayed 10f; Input can be delayed 17f; Combo from 1st hit with 10f delay; 9 chip damage on block
Damage: 10,22 · m,M
Spike; Move can be delayed 10f; Input can be delayed 17f; Combo from 1st hit with 6f delay
Damage: 17 · L
Effective minimum startup 27f; Clean Hit range 1; Damage without clean hit 20
Damage: 32,10 · m,M
Effective minimum startup 28f; t112 on hit; Deals recoverable damage to self
Cannot be buffered; Moves backward up to 1.04; Less movement against distant opponent; cs1~10 against distant opponent; Less movement from attack transition; No crouching state from attack transition; High evasion from attack transition; Transition to r9 DPD from 2f with df; Minimum 3f needed to enter (one for each directional)
Damage: 24 · M
Floor break; Floor Breaks even on a standing or crouching opponent; Chip damage (7)
Damage: 27 · m
Heat engager; Heat dash +5, +36a (+26); Clean Hit range 2.45; Heat Dash disables Clean Hit; 21 damage without Clean Hit
Damage: 14 · L
Damage: 14,20 · L,m
Combo from 1st CH +20d (+13)
Damage: 14,20,25 · L,m,h
Tornado; Combo from 1st CH +63a (+47) T!
Damage: 14,20,22 · L,m,M
Spike; Combo from 1st CH +15d (-20) FDFA; Move can be delayed 10f; Input can be delayed 17f
Damage: 17 · h
Homing; Chip damage (6)
Damage: 22 · m
Tornado; High evasion
Damage: 35 · t
Homing; Throw break 1 or 2; Side switch
Damage: 35 · t
Homing; Throw break 1 or 2; Side switch; Transition to FUFT on hit
Damage: 40 · t
Homing; Throw break 2
Damage: 45 · t
Throw break 1
Damage: 40 · t
Throw break 2; Side switch
Damage: 50 · t
Throw cannot be broken
Damage: 50 · t
Spike; Throw cannot be broken
Damage: 22 · t
Throw break 1
Damage: 22,15 · t,m
Balcony break; H.df+1+3,qcf+2 with Heat; Strict qcf input required (d,F does not work); Perfect input window 55-56f; Perfect input increases damage, wall carry
Damage: 22,20 · t,m
Balcony break; H.df+1+3:qcf+2 with Heat; Strict qcf input required (d,F does not work); Perfect input window 55-56f; Perfect input increases damage, wall carry
Damage: 40 · t
Throw break 1; Side switch; Transition to BT on hit
Damage: 40 · t
Spike; Throw break 1+2
Damage: 38 · t
Balcony break; Throw break 1+2; Side switch if broken; +0 FUFA if broken at wall
Damage: 0 · t
Throw break 1+2; Transition to Takedown on hit; Can be done from Crouch Level 1
Damage: 30 · t
Throw break 1 or 2; Alternate input 1,2,1,2
Damage: 25 · t
Throw break 1+2
Damage: 50 · t
Throw break 1; Transition to Arm Breaker with 1+2 after third hit