Bread n' butter
LaunchersDamage: +57

| Launcher(s) | Follow-Ups | Simple Version |
|---|---|---|
| N/A | ||
| N/A | ||
| N/A | ||
| N/A | ||
| PAB | N/A | |
| EXT DCK | N/A | |
| N/A | ||
| N/A | ||
| N/A |
| 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: +57
Damage: +56
Damage: +46
Damage: +38
Damage: +30
Damage: +32
Damage: +28
Damage: +35
Damage: +18
Damage: +32
Damage: +14
Damage: +16
Damage: +19
Damage: +17
Damage: +14
Damage: +18
Damage: +17
Damage: +17
Damage: +59
DCK Crouch Cancel
Damage: +46
Damage: +57
Damage: +42
Damage: +40
Damage: +46
Damage: +56
Damage: +46
Damage: +57
Damage: +60
Damage: +62
DCK Crouch Cancel
Damage: +54
Damage: +58
Steve is a character that has a lot of available tech to be learned which will help you unlock his full potential as a char. While some of these are more optional the most important one to highlight is the DCK crouch cancel, which allows for Steve to open up a new series of pressure options and safe mixups.
Explanation : When Steve does DCK he is able to cancel the DCK animation into a crouch after a small window by holding down back (db) after performing the DCK. Usually you would then go from down back to back in order to begin blocking as normal.; While it may not seem like much at first, being able to pull this off as fast as possible allows two main pressure tools to be used safely; df+2 a fast counterhit mid check and d2,1 a safe low. If you do not perform a fast enough DCK crouch cancel after these two moves they become unsafe. You can also use this technique to enforce fast full crouch mixups with FC.df+ and ws1,1.; To practice, have the training dummy do df1 on block. Then try doing df2, DCK crouch cancel into the dummy. You will be able to block the mid if done correctly.
Explanation : In Tekken, it takes about 4-5 frames to achieve a while standing move. Steve can bypass this however by using a manual flicker (FLK) stance input, followed up by cancelling that stance with duck into a while standing move. The notation would be b3+4, db, neutral. Using this technique he is able to achieve a while standing move at about 3 frames. This used to be important for the well known "Shiro pickup" however since this isn't present in 8 it is less relevant. This technique can still be used in a couple of situations however and is important if you wish to save his heat while still dealing decent damage off certain situations like ub2 and SWY 1; To practice, try doing SWY 1 (b3, 1) into this technique to get a ws1, 2 combo. It is fairly difficult.
<syntaxhighlight lang="html">LWV/RWV.b+3:n,1+2</syntaxhighlight>; posted by asapmarko on Twitter; When done very quickly, the SWY animation is hardly noticeable but it will still look like a 1+2 break. Can be useful to trick people at the wall!
(removed in 1.0.4) Explanation:; When Steve transitions into Lion Heart through db3,2; f2,2; ws2,2; b1,2 he cannot block. This allows the opponent to beat every option by using a armored move.; There is a way to cancel Lion Heart by inputting f3~3+4 right when Steve's right arm moves down. This will transition Steve into PAB.; This tech allows Steve to beat power crush moves by throwing (PAB 1+2). Also allows him to continue pressure by for example using PAB d1, PAB 2.; The input is strict, there seems to be no input buffering. f3 must be held for exactly one frame before holding 3+4.
171 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: 10,4,2,3,3,3,25 · m,th
Heat smash; Floor break; Spike; Can cancel transition to LNH on block with B at -9; 7 chip damage on block; Alternate input: H.FLK.2+3 or H.PAB.2+3
Damage: 8,4,3,3,20 · m,h,m,h,m
Balcony break; Jails from 1st block; Combo from 1st hit; Transition to FLK r22 with B (+3/+43a (+17)); Consumes 300F of remaining heat time
sp
Transition to r13 EXD; Transition to r25 FC with db; Consumes 150F of remaining heat time; Auto low parry effect
h (th)
Homing; Unbreakable; Transition to TFA; Can buffer TFA.1 or TFA.2 throw breaks from frames 20-35 of TFA recovery
Damage: 15 · th
Press 1 for throw break; 15F throw break window; 10F throw break window on CH; Consumes 240F of remaining heat time on successful throw; Consumes 120F of Heat time on break
Damage: 50 (60) · th
Press 2 for throw break; 15F throw break window; 1F throw break window on CH (bug); Consumes 480F of remaining heat time on successful throw; Consumes 240F of Heat time on break; 60 damage on wall splat
Damage: 5 · h
Recovers 2f faster on hit or block (t27 r17)
Damage: 5,7 · h,h
Combo from 1st hit with 4F delay; Jails from 1st block with 2F delay; Move can be delayed by 4F; Transition to LWV with 3 (-6/+0); Transition to RWV with 4 (-6/+0); Transition to SWY with b+3_4 (-6/+0); Transition to r20? DCK with f+3_4 (-2/+4); r22? DCK FC cancel?
Damage: 5,15 · h,m
Transition to r18? FLK with b (+0/+6/+11); r18? FLK FC cancel?; Interrupt with i7 from 1st block; Move can be delayed by 3F
Damage: 5,7,15 · h,h,m
Transition to r18? FLK with b (+0/+6/+11); r18? FLK FC cancel?; Interrupt with i6 from 1st block; Move can be delayed by 3F
Damage: 5,7,13 · h,h,h
Combo from 1st hit with 3F delay; Jail from 1st block with 3F delay; Move can be delayed by 3F; Transition to LWV with 3 (-5/+6); Transition to RWV with 4 (-5/+6); Transition to SWY with b+3_4 (-5/+6); Transition to r20? DCK with f+3_4 (-3/+8); r22? DCK FC cancel?
Damage: 5,10 · h,h
Combo from 1st hit; Jail from 1st block; Transition to LWV with 3 (-4/+7); Transition to RWV with 4 (-4/+7); Transition to SWY with b+3_4 (-4/+7); Transition to r20? DCK with f+3_4 (-2/+9); r22? DCK FC cancel?
Damage: 5,10,15 · h,h,h
Combo from 1st CH or 2nd CH; Jail from 1st block; Transition to r19? PAB with f (-2/+4); Transition to r18? FLK with b (-1/+5); r18? PAB/FLK FC cancel?
Damage: 5,10,15,15 · h,h,h,m
Balcony break; Combo from 3rd CH; Move cannot be interrupted; Transition to LWV with 3 (-6/+20a (+11)); Transition to RWV with 4 (-6/+20a (+11)); Transition to SWY with b+3_4 (-6/+20a (+11)); Transition to r20? DCK with f+3_4 (-4/+22a (+13)); r22? DCK FC cancel?
Damage: 5,10,15,19 · h,h,h,l
Transition to r30 FC with d_db; Interrupt with i9 from 1st block
Damage: 12 · h
Damage: 12,14 · h,h
Combo from 1st hit; Jail from 1st block; Transition to r15? PAB with f (+2/+13g/+13); Transition to r14? FLK with b (+3/+14g/+14); r14? PAB/FLK FC cancel?
Damage: 12,14,22 · h,h,m
Balcony break; Combo from 2nd CH with 3?F delay; Interrupt with i6 from 1st block; Move can be delayed by 10?F
Damage: 12,17 · h,m
Tornado; Combo from 1st hit; Interrupt with i2 from 1st block
Damage: 7,21 · m,m
Heat engager; Heat dash +5, +43d (+35)
Damage: 11 · m
Damage: 11,12 · m,h
Combo from 1st hit with 7F delay; Move cannot be interrupted; Move can be delayed by 16F; Transition to r15? PAB with f (+0/+4); Transition to r14? FLK with b (+1/+5); r14? PAB/FLK FC cancel?
Damage: 11,20 · m,m
Balcony break; Interrupt with i16 from 1st block; Whiffs vs SSR, SWR from 1st block
Damage: 11,15 · m,m
Combo from 1st hit with 6F delay; Jail from 1st block with ?F delay; Move can be delayed by 16F; Transition to LNH; Transition to r29? standing with b (-10/+7)
Damage: 11,15,5,8,20 · m,m,m,m,m
Combo from 2nd CH; Move cannot be interrupted; Spike; Floor break
Damage: 10,12 · m,h
Jail from 1st block
Damage: 10,12,20 · m,h,m
Combo from 2nd hit; Move cannot be interrupted
Damage: 12 · m
Transition to LWV with 3 (-7/0); Transition to RWV with 4 (-7/0); Transition to SWY with b+3_4 (-7/0); Transition to r20? DCK with f+3_4 (-5/+2); r22? DCK FC cancel?
Damage: 12,13 · m,h
Combo from 1st hit; Cancel to r16? LWV with 3 (-16/-9) at frame 17; Cancel to r16? RWV with 4 (-16/-9) at frame 17; Cancel to r16? SWY with b+3_4 (-16/-9) at frame 17; Cancel to r14? DCK with f+3_4 (-14/-7) at frame 17; r15? DCK FC cancel?
Damage: 12,20 · m,h
Transition to r14? FLK with b (+0/+4/+63a); r14? FLK FC cancel?; Interrupt with i11 from 1st block; Interrupt with i4 from 1st hit
Damage: 12,12 · m,m
Balcony break; Interrupt with i18 from 1st block; Interrupt with i11 from 1st hit; Whiffs vs SSR, SWR from 1st block or hit
Damage: 12,8,12 · m,h,h
Interrupt with i15 from 1st block; Interrupt with i8 from 1st hit; Whiffs vs SW from 1st block; Transition to r22? LWV with 3 (-4/-1/+2); Transition to r22? RWV with 4 (-4/-1/+2); Transition to r22? SWY with b+3_4 (-4/-1/+2); Transition to r20? DCK with f+3_4 (-2/+1/+4); r22? DCK FC cancel?
Damage: 10 · m
Transition to r22? LWV with 3 (-7/+10/+14c); Transition to r22? RWV with 4 (-7/+10/+14c); Transition to r22? SWY with b+3_4 (-7/+10/+14c); Transition to r18? DCK with f+3_4 (-3/+14g/+18c~+19c); r19? DCK FC cancel?
Damage: 12 · l
Damage: 11 · l
Damage: 11,8 · l,m
Combo from 1st CH with 13F delay; Move can be delayed by 13F; Transition to r22 LWV with 3 (-6/+0/+5); Transition to r22 RWV with 4 (-6/+0/+5); Transition to r22 SWY with b+3_4 (-6/+0/+5); Transition to r20 DCK with f+3_4 (-4/+2/+7); r22? DCK FC cancel?
Damage: 11,8,17 · l,m,h
Balcony break; Combo from 2nd CH; Interrupt with i6 from 2nd block
Damage: 5 · sl
Transition to standing with f
Damage: 21 · l
Transition to r30 FC with d_db
Damage: 10 · l
Damage: 10,10 · l,h
Combo from 1st hit; -27 on block after blocking first hit; Transition to LNH; Transition to r34 standing with b (-31/-10/+4)
Damage: 21 · m
-9 frame advantage and 8 chip damage on block after absorbing an attack in power crush state
Damage: 10 · h
Transition to r16? FLK with B (-1/+10/+69); r16? FLK FC cancel?
Damage: 10,17 · h,h
Homing; Strong aerial tailspin; Combo from 1st hit; Interrupt with i1 from 1st block; Transition to LNH; Transition to r34? standing with b (-1/+4)
Damage: 10,17 · h,m
Interrupt with i13 from 1st block; Interrupt with i3 from 1st hit
Damage: 10,10 · h,l
Combo from 1st hit; Interrupt with i8 from 1st block; Transition to r25? PAB with f (-9/+2); r25? PAB FC cancel?
Damage: 10,10,10 · h,l,m
Tornado; Combo from 2nd CH; Interrupt with i6 from 2nd block
Damage: 20 · m
Can evade highs
Damage: 8,20 · m,h
Balcony break; Jail from 1st attack
Damage: 17 · h
Strong aerial tailspin; Homing; 5 chip damage on block; Transition into LNH; Transition to r30 standing with b (+1/+10c)
Damage: 17 · m
Damage: 70 · ub(m)
Balcony break
Damage: 14 · m
Tornado
Damage: 18 · m
Spike
Damage: 20 · m
Spike
Damage: 20 · l
Damage: 20,10 · l,h
Combo from 1st hit; -27 on block after blocking 1st hit; Transition to r34? standing with b (-31/-10/+4)
Damage: 20 · m
Balcony break
Damage: 24 · m
Spike
Damage: 21 · m
Heat engager; Heat dash (+5, +36a (+26); Balcony break; Transition to r18? FLK with B (-3/+23a (+14)/+23a (+14)); r18? FLK FC cancel?
Damage: 18 · l
Transition to r36? PAB with F (-18/+2c); r36? FC cancel?
Damage: 30 · m
Heat engager; Heat dash (+5, +67a (+50)); Balcony break; Spike; 9 chip damage on block
Damage: 23 · l
Damage: 20 · m
Tornado
Damage: 12 · m
Damage: 12,7 · m,h
Combo from 1st hit; Combo from 1st CH with 11F delay; Move can be delayed by 11F; Jails attack inputs with ?F from 1st block (movement bufferable); Duckable; Transition to r22? LWV with 3 (-6/+0); Transition to r22? RWV with 4 (-6/+0); Transition to r22? SWY with b+3_4 (-6/+0); Transition to r20? DCK with f+3_4 (-2/+4); r22? DCK FC cancel?
Damage: 12,17 · m,m
Spike; Combo from 1st hit with 1F delay; Combo from 1st CH with 11F delay; Jail from 1st block with 3F delay; Move can be delayed by 11F
Damage: 17 · m
Transition to r22? LWV with 3 (-7/+4); Transition to r22? RWV with 4 (-7/+4); Transition to r22? SWY with b+3_4 (-7/+4); Transition to r20? DCK with f+3_4 (-5/+6); r22? DCK FC cancel?
Damage: 17,15 · m,m
Combo from 1st hit with 5F delay; Jail from 1st block with no delay; Move can be delayed by 5F; Transition to LNH; Input b to cancel LNH at r29? (-10/+7)
sp
Actionable for 21F; Transition to r15 SWY with b+3_4 after 7F with 14F delay; Transition to r1 DCK with f+3_4 after 7F with 14F delay; Transition to r8 RWV with d+3_4 (steps right) after 20F; Can cancel into r1 block when transitioning from attacks that transition to LWV; SWY transition notes:; Transition is t45? r15 cs1~36? and actionable for 21F.; Can transition from SWY into LWV/RWV after 10F with 10F delay?; Can transition from SWY into DCK after 25F; DCK transition notes:; Transition is t60? r15 cs1~35? and actionable for 35F.; Can transition from DCK into LWV/RWV after 25?F; Can transition from DCK into SWY after 35?F
Damage: 14 · m
Input b to r18? FLK (-3/+8/+8)
Damage: 14,22 · m,m
Strong aerial tailspin; Balcony break; Combo from 1st hit with 5F delay; Interrupt with i4 from 1st block; Move can be delayed by 10F
Damage: 14,9 · m,m
Combo from 1st hit with 10F delay; Jail from 1st block with 1F delay; Move can be delayed by 10F
Damage: 14,9,8 · m,m,h
Combo from 1st or 2nd hit; Transition to r14? FLK with b (+4/+8/+69a); r14? FLK FC cancel?; Move cannot be interrupted
Damage: 14,14 · m,h
Strong aerial tailspin; Homing; Combo from 1st hit with 7F delay; Interrupt with i2 from 1st block; Move can be delayed by 10F; Transition to LNH; Input b to cancel LNH at r34? (-1/+4/+4)
Damage: 14,17 · m,m
Input 1 at frame 17 of LWV.1,2; Interrupt with i15 from 1st block; Interrupt with i4 from 1st hit; Whiffs vs SWL from 1st block (must perform delayed sidewalk by performing SSL -> SWL)
Damage: 13 · m
Transition to r10? PAB with f (-1/+8); r10? PAB FC cancel?
Damage: 13,21 · m,m
Spike; Combo from 1st CH with 5F delay; Interrupt with i2 from 1st block; Move can be delayed by 11F
Damage: 20 · h
Balcony break
sp
Actionable for 21F; Transition to r15 SWY with b+3_4 after 7F with 14F delay; Transition to r1 DCK with f+3_4 after 7F with 14F delay; Transition to r8 LWV with u+3_4 (steps left) after 20F; Can cancel into r1 block when transitioning from attacks that transition to RWV; SWY transition notes:; Transition is t45? r15 cs1~36? and actionable for 21F.; Can transition from SWY into LWV/RWV after 10F with 10F delay?; Can transition from SWY into DCK after 25F; DCK transition notes:; Transition is t60? r15 cs1~35? and actionable for 35F.; Can transition from DCK into LWV/RWV after 25?F; Can transition from DCK into SWY after 35?F
Damage: 13 · m
Transition to r10? PAB with f (-1~+1/+8~+10); r10? PAB FC cancel?
Damage: 13,17 · m,h
Strong aerial tailspin; Homing; Combo from 1st hit with 2F delay; Interrupt with i5 from 1st block; Move can be delayed by 11F; Transition into LNH; Input b to cancel LNH at r34? (-1/+4/+4)
Damage: 13,17 · m,m
Input 1 at frame 17 of RWV.1,2; Interrupt with i18 from 1st block; Interrupt with i9 from 1st hit; Whiffs vs SSL, SWL from 1st block
Damage: 22 · m
Balcony break
sp
Transition into ALB; Transition to r10 PAB with F after 20F; Transition into i13 ALB.d_u with d_u after 24F
Damage: 22 · m
Heat engager; Heat dash (+5, +36a (+26)); Balcony break
Damage: 17 · l
sp
Transition to r10 PAB with F after 20F
Damage: 34 · sp,m
Balcony break; ALB.d_u takes 37 frames, effective startup time is i49
Damage: 30 · sp,l
ALB.d_u takes 37 frames, effective startup time is i59
sp
Transition to DCK; Actionable for 19F; Input u+3_4 to r25 cs1~25 LWV after 9F with 10F delay; Input d+3_4 to r25 cs1~25 RWV after 9F with 10F delay; Input b+3_4 to r10 SWY after 14F with 5F delay; Input f+3_4 to r6 EXD after 19F; Transition to r15 FC with db after 9F with 10F delay; WV transition notes:; Transition is t45 r25 cs1~25 and actionable for 14F.; Can immediately transition into r15 SWY with 14F delay?; Can immediately transition into r1 DCK with 14F delay?
Damage: 17 · m
Damage: 15 · m
Damage: 21 · h
Strong aerial tailspin; Transition to standing (+1/+10c/+51a) with B; 6 chip damage on block
Damage: 17 · m
Damage: 3,3 · m,m
Damage: 3,3,3,3 · m,m,m,m
Combo from 1st hit; Jail from 1st block?
Damage: 3,3,3,3,2,2 · m,m,m,m,m,m
Combo from 1st hit; Jail from 1st block?
Damage: 3,3,3,3,2,2,2,12 · m,m,m,m,m,m,m,m
Combo from 1st hit; Jail from 1st block?
sp
Transition to EXD; Actionable for 19F; Input u+3_4 to r18 cs1~25 LWV after 9F with 10F delay; Input d+3_4 to r18 cs1~25 RWV after 9F with 10F delay; Input b+3_4 to r10 SWY after 14F with 5F delay; Input db to r15 FC with db after 9F with 10F delay; WV transition notes:; Transition is t38 r18 cs1~18 and actionable for 14F.; Can immediately transition into r15 SWY with 14F delay?; Can immediately transition into r1 DCK with 14F delay?
Damage: 21 · m
8 chip damage on block
Damage: 21 · m
6 chip damage on block
Damage: 28 · h
Strong aerial tailspin; Transition to standing (+1/+52a) with B; 11 chip damage on block
Damage: 17 · m
sp
Transition to PAB; i21? auto high/mid block; Can move forward with f after 20F; Can transition to r1 FC with db after 20F; Can transition to r1 standing with f+3+4 after 20F; Stance moves and the following transitions can be performed instantly after inputting f+3+4:; Transition to r7? LWV with 3 (laterally evasive); Transition to r7? RWV with 4 (laterally evasive); Transition to r1? ALB with 3+4; Transition to r6 DCK with f+3_4; Transition to r10 SWY with b+3_4
Damage: 10 · h
Damage: 10,14 · h,h
Combo from 1st hit; Jail from 1st block
Damage: 10,14,21 · h,h,m
Spike; Combo from 2nd CH with 8F delay; Jail from 1st block with no delay; Move can be delayed by 10F
Damage: 19 · h
Homing; Transition to standing with B (+1/+10c); Punch parry; +0d and 25 damage on a successful parry; 5 chip damage on block
Damage: 17 · m
Damage: 45 · th
1+2 for throw break
Damage: 18 · m
Damage: 18,24 · m,m
Balcony break; Combo from 1st hit; Interrupt with i15 from 1st block
Damage: 12,23 · h,h
Balcony break
Damage: 12 · m
Damage: 12,14 · m,m
Combo from 1st hit with 7F delay; Interrupt with i2 from 1st block; Move can be delayed by 12f
Damage: 12,14,12 · m,m,m
Combo from 2nd CH with 5F delay; Interrupt with i4 from 2nd block; Whiffs vs SSR, SWR from 2nd block; Move can be delayed by 10F
Damage: 12,14,12,20 · m,m,m,m
Spike; Combo from 3rd hit with 2F delay; Jail from 3rd block with no delay; Move can be delayed by 2F
Damage: 12,20 · m,h
Strong aerial tailspin; Homing; Combo from 1st hit with 8F delay; Transition to LNH; Transition to standing with B (-1/+4)
Damage: 12,17 · m,m
Move cannot be interrupted
Damage: 16 · m
Damage: 11 · l
Alternate input: FC df1
Damage: 25 · l
Cancel into FC with DB
Damage: 15 · m
Damage: 15,10 · m,h
Combo from 1st hit with 11F delay; Move cannot be interrupted; Move can be delayed by 13F
Damage: 15,10,12 · m,h,m
Combo from 2nd CH with 4F delay; Move cannot be interrupted; Move can be delayed by 10F
Damage: 15,10,12,21 · m,h,m,m
Balcony break; Combo from 3rd hit; Jails attack inputs from 3rd block; Transition to r18? FLK with b (-3/+23a (+14)); r18? FLK FC cancel?
Damage: 25 · m
Balcony break; Backswing Blow
Damage: 23 · m
Tornado
sp
Transition to SWY; Actionable for 15F; Transition to r25 cs1?~25? LWV with u+3_4 after 5F with 10F delay; Transition to r25 cs1?~25? RWV with d+3_4 after 5F with 10F delay; Transition to r6 DCK with f+3_4 after 20F in SWY; WV transition notes:; Transition is t45 r25 cs1~25 and actionable for 14F.; Can immediately transition into r15 SWY with 14F delay?; Can immediately transition into r1 DCK with 14F delay?
Damage: 26 · m
Can be +15c at farther ranges; 10 chip damage on block
Damage: 30 · m
th
3 damage on wall crush; +10 when opponent hits the wall, if the throw is successful; Frame advantage on wall crush increases up to +17 the further the opponent is from the wall; Throw break 1+2; 10F throw break window for NH and CH SWY.1+2
th
3 damage on wall crush; +13 when opponent hits the wall after being rotated by < 90 degrees; +17 when opponent hits the wall after being rotated by > 90 degrees; +23? when opponent hits the wall after being rotated by 180 degrees?; Frame advantage on wall crush increases up to +23? the further the opponent is from the wall; Throw break 1+2; 14F? throw break window for NH and CH SWY.1+2
sp
Transition to FLK; Actionable for 64F; Auto i5? high and mid neutral block high and mid?; Can cancel immediately into FC with db after b+3+4 input (3F iWS); Can cancel immediately into r6 DCK with f+3_4; Can cancel immediately into r10 SWY with b+3_4; Transition to r8 LWV with 3 (steps left); Transition to r8 RWV with 4 (steps right)
Damage: 14 · h
Transition to r18? FLK with b (-1/+10/+10); Transition to r1? ALB with 3+4 with 2?F delay (+17g/+28g/+28); r18? FLK FC cancel?
Damage: 14,8 · h,h
Combo from 1st CH with 3F delay; Move can be delayed by 3F; Jail from 1st block with ?F delay; Duckable on block; Transition to r18? FLK with b (-4/+5/+5); Transition to r1? ALB with 3+4 (+14g/+23g/+23); r18? FLK FC cancel?
Damage: 14,8,8 · h,h,h
Combo from 2nd CH with 1F delay; Jail from 2nd block with 1F delay; Duckable on block; Move can be delayed by 1F; Transition to r18? FLK with b (-4/+5/+5); Transition to r1? ALB with 3+4 (+14g/+23g/+23)
Damage: 14,8,8,22 · h,h,h,m
Tornado; Combo from 3rd hit; Interrupt with i4 from 3rd block
Damage: 14,8,22 · h,h,m
Tornado; Combo from 2nd CH; Same hit as (FLK.1,1,1),2; Interrupt with i3 from 2nd block
Damage: 14,8,17 · h,h,m
Spike; Combo from 2nd CH with 9F delay; Jail from 2nd block with no delay; Move can be delayed by 11F; Same hit as (FLK.1),f+1
Damage: 14,8,23 · h,h,h
Balcony break; Combo from 2nd CH with 9F delay; Jail from 2nd block with no delay; Duckable on block; Move can be delayed by 11F; Same hit as (FLK.1),d+1
Damage: 14,22 · h,m
Tornado; Combo from 1st CH; Same hit as (FLK.1,1,1),2
Damage: 14,17 · h,m
Spike; Combo from 1st CH with 14F delay; Jail from 1st block with 3F delay; Move can be delayed by 14F
Damage: 14,23 · h,h
Balcony break; Combo from 1st CH with 14F delay; Jail from 1st block with ?F delay (crouch assist bufferable); Duckable on block; Move can be delayed by 14F
Damage: 21 · m
Spike; 6 chip damage on block
Damage: 21 · h
Tornado; Balcony break; +0 frame advantage and 8 chip damage on block after absorbing an attack in power crush state
Damage: 40 · th
1+2 for throw break
Damage: 14 · m
Tornado
sp
Transition to LNH; Actionable for 120F; Transition to LWV with 3 (steps left); Transition to RWV with 4 (steps right); Transition to DCK with f+3_4; Transition to SWY b+3_4
Damage: 21 · m
Balcony break; Heat engager; Heat dash +5, +43d (+35); Homing; Transition to r18 FLK (-3/+21g) with B
Damage: 22 · m
Tornado
Damage: 24 · h
Reversal break; Balcony break; 9 chip damage on block
Damage: 15 · m,t
Parries high and mid punches and kicks?; Active after LNH is actionable; Transition to TFA after successful parry; Throws received are unbreakable
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
Recovers in crouch; +0d (-8) on grounded hit
sp
Parry h and m punches; +7? on successful parry; Press 1 on successful parry for follow-up; i14,30dmg (-12/+24a (+18)/+26a (+16))
Damage: 35 · t
Homing; Throw break 1 or 2; Opponent left FUFA
Damage: 35 · t
Homing; Floor break; Throw break 1 or 2; Sideswitch; Opponent left FDFT
Damage: 40 · t
Throw break 1; Opponent left FUFR?
Damage: 40 · t
Throw break 2; Opponent left FUFL?
Damage: 55 · t
Unbreakable; Sideswitch; Opponent left FUFT
Damage: 40 · t
1+2 Throw break; Sideswitch; Opponent left FUFA
Damage: 40 · t
2 Throw break; Opponent left FUFA
Damage: 12,8,12,7 · m,h,h,m
Combo from 2nd CH
Damage: 12,8,12,7,8 · m,h,h,m,m
Combo from 3rd hit
Damage: 12,8,12,7,8,8 · m,h,h,m,m,m
Combo from 4th hit
Damage: 12,8,12,7,8,8,8 · m,h,h,m,m,m,h