Main Combos
| Launcher(s) | Follow-Ups | Simple Version |
|---|---|---|
| after | ||
| after | ||
| ( | N/A | |
| N/A | ||
| N/A | ||
| N/A |
| Launcher(s) | Follow-Ups | Simple Version |
|---|---|---|
| after | ||
| after | ||
| ( | N/A | |
| N/A | ||
| N/A | ||
| N/A |
| for dmg | (IAI) |
| wall carry | (IAI) |
| 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: +22
Damage: +29
Damage: +24
Damage: +22
Damage: +55
Damage: +56
Damage: +45
Damage: +51
Damage: +52
Damage: +54
Damage: +48
Damage: +38
This wall combo sets up a guaranteed H.IAI.d+2 situation; <syntaxhighlight lang="html">W! (HB!) 1 f+4,2~D (or 3+4) H.IAI.d+2</syntaxhighlight>; The combo leaves the opponent FDFA, which means they must tech or they will get hit by H.IAI.d+2 since it hits grounded. If they do tech, then they block H.IAI.d+2 and are put in very disadvantageous situation.; Victor's Heat powers up IAI.d+2. This increases its the chip damage from 6 to 10, and increases the frame advantage from +4 to +8. This setup deals comparable damage to Victor's other wall combos, but if you do not have have Heat available then it might not be worth going for.
Every character can back tech and use Heat Burst or a Powercrush to absorb the H.IAI.d+2 and hit Victor, but it's not a very good option since the H.IAI.d+2 will deal a ton of damage to you before you hit him back. Also, Victor's new IAI.df+1 is fast enough here to catch you before armor state begins, and he could always do a low from IAI like IAI.4,2 or IAI.d+1+2 instead.; Some characters with specific counterplay:; Yoshimitsu can Flash or Spin to beat H.IAI.d+2 after teching the knockdown; Raven can parry with b+1+3 (or b+2+4) and punish; Clive can parry and counter with b+3
122 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: 39,(25) · L,M
Heat smash; Balcony break; Shift to attack throw on 1st hit (39dmg); +7a (-3) from 2nd hit; Alternate input: H.R1; 8 chip damage on block
Damage: 30 · m
Weapon; Transition to IAI; 9 chip damage on block; Consumes 270F of remaining Heat time
Damage: 46 · M
Balcony break; Weapon; Victor teleports overhead on frame 10 and descends downward for the rest of the startup; evades some highs and mids but vulnerable on descent (lows, throws, etc. hit); 15 chip damage on block; Consumes 450F of remaining Heat time
Damage: 45 · M,M,M,SM,SM
Weapon; Projectile; Transition to IAI; 10 chip damage on block; Consumes 210F of remaining Heat time
Damage: 5 · h
Recovers 2f faster on hit or block (t27 r17)
Damage: 5,5 · h,h
Weapon; Combo from 1st hit with 2F delay; Jail from 1st block with 2F delay
Damage: 5,5,5,7 · h,h,h,h
Weapon; Combo from 1st hit; Jail from 1st block; Transition to r27 PRF with F (-8/+7)
Damage: 5,12 · h,h
Weapon; Combo from 1st hit with 2F delay; Jail from 1st block with 2F delay
Damage: 5,12,20 · h,h,m
Tornado; Balcony break; Weapon; Combo from 2nd CH with 4F delay; Move can be delayed by 12F
Damage: 5,11 · h,L
Combo from 1st hit with 2F delay; -1c on crouching hit
Damage: 10 · h
Weapon
Damage: 10,12 · h,h
Weapon; Combo from 1st hit with 6F delay; Transition to PRF with F (-4/+7); Move cannot be delayed; Input can be delayed by 6F
Damage: 10,5,5 · h,m,m
Weapon; Combo from 1st hit with 6F delay; Move cannot be delayed; Input can be delayed by 6F; -10 if last hit whiffs
Damage: 10,5,5,12 · h,m,m,h
Strong aerial tailspin; +12g on hit; Weapon; Projectile (unparryable); Combo from 2nd hit with 8F delay; Transitions to IAI on hit or block; Move cannot be delayed; Input can be delayed by 8F; 4 chip damage on block
Damage: 11 · h
Damage: 11,9,10 · h,h,h
Combo from 1st hit with 6F delay
Damage: 15 · h
Damage: 15,17 · h,m
Combo from 1st hit with 7F delay; Move can be delayed by 7F; Input can be delayed by 8F
Damage: 15,17,25 · h,m,m
Balcony break; Weapon; Combo from 2nd CH with 10F delay; 7 chip damage on block; Move can be delayed by 9F; Input can be delayed by 10F
Damage: 17 · m
Weapon
Damage: 10 · h
Damage: 10,10 · h,h
Weapon; Combo from 1st hit
Damage: 10,10,12 · h,h,m
Weapon; Combo from 2nd CH
Damage: 10,10,12,25 · h,h,m,m
Balcony break; Weapon; Combo from 3rd hit; Combo from 2nd CH; Hit confirmable if (f22)1 is ch
Damage: 10,10,7,5,20 · h,h,h,m,m
Balcony break; Weapon; Combo from 2nd CH
Damage: 15 · m
Damage: 15,21 · m,h
Balcony break; Heat engager; Heat dash +5, +43d (+35); Weapon; Combo from 1st hit
Damage: 15,20 · m,m
Weapon; Combo from 1st hit; CH on last hit or wallhit causes FDFA knockdown; Transition to IAI (-12/+5c/+7a) with D or 3+4
Damage: 30 · m
Balcony break; Heat engager; Heat dash +5, +67a (+50); Weapon; 9 chip damage on block
Damage: 10 · m
Damage: 10,7,7 · m,h,h
Weapon; Combo from 1st hit; Interrupt with i1 from 1st block
Damage: 14 · m
Weapon; Recovers 3f faster on hit (t48 r32)
Damage: 10 · m
Damage: 10,14 · m,m
Combo from 1st CH; Interrupt with i1
Damage: 10,14,23 · m,m,sm
Tornado; Weapon; Projectile; Interrupt with i12 from 2nd block; 6 chip damage on block
Damage: 15 · m
Damage: 15,16 · m,h
Strong aerial tailspin; +12cg on hit, 3 chip damage on block; Weapon; Projectile; Combo from 1st hit; 6 chip damage on block; Interrupt with i1; Available on hit or block only; Transitions to IAI r36 (cannot cancel)
Damage: 28 · m
Balcony break
Damage: 7 · L
Weapon; Cannot be parried (weapon low)
Damage: 7,15 · L,h
Weapon; Combo from 1st CH; Jail on 1st hit; -26 on 1st block
Damage: 21 · m
Heat engager; Heat dash +5, +67a (+50); Weapon; 6 chip damage on block
Damage: 11 · L
Damage: 10 · L
Perform Guilty Mariko on counter hit
Damage: 12,18 · L,t
Damage: 21 · SM
Tornado; Weapon; Projectile; 6 chip damage on block
Damage: 9 · m
Weapon
Damage: 9,9 · m,m
Weapon; Transition to PRF with F (-5/+4); Combo from 1st hit
Damage: 8 · sl
Damage: 20 · h
Tornado; Balcony break
Damage: 17 · l
Damage: 20,4 · l,th
Damage: 11 · m
Weapon; Transition to PRF r25 with F (-5/+5) with 9F delay
Damage: 11,16(15) · m,h,th
Combo from 1st CH with 10F delay; Move cannot be interrupted; Move can be delayed by 9F; Input can be delayed by 10F; Side switch after attack throw connects
Damage: 5 · h
Weapon; Deals recoverable damage only; cannot cause a K.O.
Damage: 15 · m
Damage: 15,25 · m,m
Balcony break; Weapon; Combo from 1st hit with 7F delay; Interrupt with i2 from 1st block
Damage: 20 · h
Homing; Balcony break; 6 chip damage on block
Damage: 25 · h
Balcony break; Weapon; Forces tech back roll on hit; 7 chip damage on block; +0 and 10 chip damage on block after attack absorption
Damage: 24 · m
Weapon; ~i5-6 backsway
Damage: 17 · m
Weapon; Balcony break; Can be charged; Transition to PRF -4 +9 with F
Damage: 22 · m
Weapon; Balcony break; Tornado on CH; Transition to PRF +4 +33a with F
Damage: 32 · M
Weapon; 9 chip damage on block; Victor teleports overhead on frame 10 and descends downward for the rest of the startup; evades some highs and mids but vulnerable on descent (lows, throws, etc. hit)
Damage: 9 · m
Weapon
Damage: 9,21 · m,m
Tornado; Balcony break; Weapon; Combo from 1st hit with 8F delay; Opponent recovers crouching on hit; Transition to PRF (-10/+19gc) with F; Cancel to IAI (-9/+4) with D or 3+4
Damage: 15 · m
Homing; Weapon
Damage: 17 · m
Damage: 12,16 · m,sm
Tornado; Followup available only on 1st hit
Damage: 24 · m
Tornado; Weapon; 7 chip damage on block; Jab evasion from frame 6 to 17?
Damage: 21 · m
Balcony break; Weapon; Transition to IAI r36 with d or 3+4 (+5/+11cg/+64a (+48a)); Forces tech back roll on hit; 6 chip damage on block
Damage: 10,14 · L,L
Weapon; Transition to IAI r29 on hit (+4/+15g); Unparryable (weapon low)
Damage: 16 · h
Strong aerial tailspin; +12g on hit; Weapon; Projectile; Transition to IAI; Deals 6 chip damage on block
Damage: 50 · ub(m)
Balcony break
Damage: 20 · m
Weapon
Damage: 15 · m
Weapon
Damage: 16 · h
Damage: 16,23 · h,sm
Tornado; Weapon; Projectile; Combo from 1st hit; 6 chip damage on block
Damage: 16 · m
Damage: 10,12 · m,m
Weapon; Transition to PRF (-8/+8) with F
sp
Stays indefinitely in stance; Cancel to FC r20 with db; i11 stand guard
Damage: 9 · m
Weapon
Damage: 9,21 · m,m
Tornado; Balcony break; Weapon; Combo from 1st hit with 9F delay; Move can be delayed by 10F; Input can be delayed by 11F; Opponent recovers crouching on hit; Transition to PRF with F (-10/+19gc); Cancel to IAI with D or 3+4 (-9/+4)
Damage: 9,15 · m,m
Weapon; Combo from 1st hit; Hit Confirmable 11F; 6 chip damage on block
Damage: 9,15,16 · m,m,m
Spike; Weapon; Combo from 1st hit; 9 chip damage on block
Damage: 9,23 · m,h
Homing; Weapon; Combo from 1st hit; Deals 9 chip damage on block; Hit confirmable 11F; Opponent is FUFA on CH
Damage: 23 · m
Balcony break; Tornado; Weapon; 9 chip damage on block; FUFA knockdown on CH
Damage: 13 (25) · m,th(m)
Damage: 17 · L
Damage: 17,20 · L,h
Strong aerial tailspin; Balcony break; Weapon; Combo from 1st CH; Interrupt with i7 from 1st block; 8 chip damage on block
Damage: 30 · h
Homing; Weapon; 12 chip damage on block; Opponent is FUFA on CH
Damage: 25 · M
Heat engager; Heat dash +5, +42a (+27); Balcony break; Weapon; 7 chip damage on block
Damage: 31 · M,M,SM
Weapon; Projectile; Transition to IAI; Deals 6 chip damage on block
Damage: 10,20 · l,l
Weapon; Unparryable (weapon low,low)
sp
sp
Parries low attacks
Damage: 21 · m
Balcony break; Tornado
sp
sp
sp
Cannot block in stance; Cancel to r20 cs5~ FC with df; Block 2F faster with FC cancel; Punch parry only; +15~+20 PRF on successful parry; Can perform Heat Burst and Heat Smash from stance
Damage: 15 · L
Weapon; Unparryable (weapon low)
Damage: 9 · m
Weapon
Damage: 9,13 · m,m
Weapon; Combo from 1st hit; Transition to IAI (Cannot cancel)
Damage: 9,13,20 · m,m,h
Strong aerial tailspin; Balcony break; Weapon; Combo from 2nd CH
Damage: 9,13,31 · m,m,m
Weapon; Combo from 2nd CH
Damage: 21 · m
Heat engager; Heat dash +5, +43d (+35); Balcony break; Forces tech backroll on hit
Damage: 20 · h
Homing; Balcony break; 6 chip damage on block
Damage: 25 · m
Balcony break; Weapon; 7 chip damage on block; Transition to IAI (+6/+14a) on hit or block with D
sp
Recovers crouched
Damage: 5 · h
Weapon; Deals recoverable damage only; cannot cause a K.O.
sp
10?f of intangibility on transition
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: 10,10 · l,h
Weapon; Not parryable (weapon low and weapon high); Can be done from Crouch Level 1; Transition to PRF (-17 / +6) with F
Damage: 25 · m
Balcony break
sp
sp
sp
Damage: 35 · t
Homing; Throw break: 1 or 2; Opponent recovery on hit: FDFT
Damage: 35 · t
Homing; Throw break: 1 or 2; Opponent recovery on hit: opp. side FDFT off-axis to the right
Damage: 40 · t
Throw break: 1; Opponent recovery on hit: FDFT
Damage: 40 · t
Throw break: 2; Opponent recovery on hit: opp. side FDFT off-axis to the right
Damage: 50 · t
Throw break: none; Opponent recovery on hit: FUFA
Damage: 40 · t
Floor break; Throw break: 1+2; Opponent recovery on hit: FUFA