Lee movelist

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This page is for Tekken 8. For Tekken 7, see Lee movelist (Tekken 7).

Heat

Perfect Input moves can be used without Perfect Input (e.g., f+4:1, f:F+2 etc.) Partially consumes remaining Heat Time.
Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Heat Burst
  • HMS.2+3
  • MS.2+3

2+3

m
[12;12]
+1
+2c
i16
pc7~16
t92 r30
Heat Burst
  • 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.
Paradigm Breaker
H.HMS.2+3

H.2+3

l,​t
40
-14
+0d
i20
Heat Smash
Balcony Break
Crimson Howl
13

H.df+3+4

m
35
+2
+26a
+26a
i16~17
Balcony Break
  • 7 chip damage on block
  • Consumes 300F of remaining Heat Time
  • Has good left sidestep tracking
  • Transition to +2, +26a MS with F
Phantom Rose
14

H.d+1+2

m
25
+4
+21a (+11)
i18
Balcony Break
  • 6 chip damage on block
  • Consumes 240F of remaining Heat Time
  • Has good right sidestep tracking
  • Transition to +6, +23a (+13) HMS with 3+4
Machinegun Kicks Cardinal
28

4,​4:4

h,​h,​h
14,​5,​12
-9
+15a (+6)
,i20~21
Heat Engager
Heat Dash +5, +43d (+35)
Strong Aerial Tailspin
Balcony Break
  • Combo from 2nd hit with 1f-5f delay only
  • Interrupt with i2 from 2nd block
  • Frame advantage on 1st CH: +29a (+22)
  • 4 chip damage on block
Mercury Drive
44

df+3,​2,3

m,​h,​m
13,​13,​20
-14
+13c g
i22
Heat Engager
Heat Dash +5, +43d (+35)
Balcony Break
  • Combo from 1st or 2nd CH with 7F delay
  • Move can be delayed by 10F
  • Input can be delayed by 11F
Fabulous Whip
44

df+4,4

m,​h
14,​22
-9
+10g
i22-23
Heat Engager
Heat Dash +5, +43d (+35)
  • Combo from 1st hit with 7F delay
Pulse Blast
67

f,F+3

m
23
5?
4?
-9
+21d (+11)
i14~15
Heat Engager
Heat Dash +5, +36a (+26)
Balcony Break
  • Slight low profile
Amazing Swipe
99

HMS.1,​1,1

h,​h,​h
7,​7,​20
-7
+44d (-14)
i20
Heat Engager
Heat Dash +5, +43d (+35)
Balcony Break
  • Combo from 1st hit
Left Right Mid Kick
16

1,​2:4

h,​h,​m
5,​9,​12
-12
+5
,i18
t72 r31
  • Jail from 1st attack
  • Combo from 2nd hit with 1f delay
  • Input 4 during frames 10-13 of 1,2
  • Consumes 60F of remaining Heat time without perfect input
  • Move cannot be delayed
  • Transition to -14 +3 r33 HMS with 3
18

1,​3:3:3

h,​h,​m,​h
5,​5,​4,​14
-17
+14
,i21
  • Combo from 1st hit
  • Input 3 during frames 8-9? of previous hit
  • Interrupt from i1 from 1st block
  • Timestop on hit
  • Consumes 240F of remaining Heat time without perfect input
  • 5 chip damage
Mist Trap Throw
24

3~3:4

h,​t
18,​20
!
+0d
  • Unbreakable
  • Input 4 on frame 31? from previous hit
  • Perfect Input not required during Heat
  • Partially consumes remaining Heat Time
Deadly Revolution Cardinal
36

f+4:1

h,​h
13,​27
+5
+20a (+3)
i24
Tornado
Balcony Break
  • 10 chip damage
  • Combos on 1st hit CH
  • Interrupt with i9 from 1st block
Acid Storm Cardinal
34

f+3,​3,​3,​3,​3:4

m,​m,​h,​h,​h,​h
6,​3,​3,​3,​3,​26
-9
+69a (+53)
i23
js
Tornado
  • 10 chip damage
  • Perfect Input not required during Heat
  • 4 must be input during frames 7?-9? of previous hit
  • Partially consumes remaining Heat Time
  • Combos from 1st hit
  • 4 can be input after the 2nd hit on-wards
Triple Fang Cardinal
51

b+1:1,2

h,​m,​h
12,​6,​23
-6
+39d (-19)
i20~21
Balcony Break
  • Combos from 1st hit
  • Perfect Input not required during Heat
  • Partially consumes remaining Heat Time
Double Fang Cardinal
52

b+1:1+2

h,​h
12,​25
-6
+39d (-19)
i14,i21
Balcony Break
  • Combos from 1st hit
  • 10 chip damage
  • Perfect Input not required during Heat
  • Partially consumes remaining Heat Time
Jostle Wolf Cardinal
66

f:F+2

h
26
+2
+18gc
+69a (+53)
i15
Tornado
Balcony Break
  • Transition to +5, +21gc, +72a (+56) MS with F
  • 11 chip damage

Perfect Input not required during Heat Partially consumes remaining Heat Time

[[#Lee-FC.df,d,DF${justFrame}3]]
Friction Spear Cardinal
88

FC.df,d,DF#3

l
26
-15~-9
+5c
+5d
i18~24
cs js
FC
  • * Frame advantage on block depends on spacing.: Ranges from -15 up close, to -9 at tip range.
  • Perfect Input not required during Heat
  • Perfect input when DF and 3 are input during the same frame
  • Partially consumes remaining Heat Time
  • Is not bufferable from full crouch (regular version gets buffered instead)
  • Transition to HMS -15 +5c with 4
Sometimes written Slide
Wonderful Combo Cardinal
77

ws1:4

m,​h
12,​23
-5
+15g
i20
Balcony Break
  • Combo from 1st hit
  • Transition to -8, +12g HMS with 3
  • Input 4 during frames 12-14
  • Move cannot be delayed
  • 9 chip damage on block

n

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Jab

1

h
5
+1
+8
i10
t29 r19
Recovers 2f faster on hit or block (t27 r17)
Left Right Combo
14

1,2

h,​h
5,​9
-3
+7
i12
t44 r22
  • Transition to -2 +8 r21 MS with F
  • Jail from 1st block with 4F delay
  • Combo from 1st hit with 4F delay

1,​2,2

h,​h,​m
5,​9,​14
-13
-2
,i20~21
t76 r31
  • Combo from 2nd CH with 7F delay
  • Interrupt with i2 from 1st block
  • Move can be delayed 5F
  • Input can be delayed 7F
Left Right Combo > Revolution Zwei
15

1,​2,​2,3

h,​h,​m,​h
5,​9,​14,​23
-3
+17a (+8)
,i21~23
t103 r31
Balcony Break
  • Combo from 2nd CH or 3rd hit with 8F delay
  • Transition to -9, +11a (+2a) r37 HMS with 4
  • Interrupt with i6 from 3rd block
  • Whiffs vs SSR from 3rd block
  • Move can be delayed 13F
  • Input can be delayed 17F
Left Right Mid Kick
16

1,​2,4

h,​h,​m
5,​9,​10
-12
-1
,i18
t72 r31
  • Jail from 1st block
  • Combo from 2nd hit
  • Transition to -14 -2 r33 HMS with 3
  • Consumes 60F of remaining Heat time without perfect input
Left Right Mid Kick
16

1,​2:4

h,​h,​m
5,​9,​12
-12
+5
,i18
t72 r31
  • Jail from 1st attack
  • Combo from 2nd hit with 1f delay
  • Input 4 during frames 10-13 of 1,2
  • Consumes 60F of remaining Heat time without perfect input
  • Move cannot be delayed
  • Transition to -14 +3 r33 HMS with 3

1,3

h,​h
5,​5
-11
+0
i16
  • Jail from 1st block with 2F delay
  • Combo from 1st hit with 4F delay
  • Move can be delayed by 4F

1,​3:3

h,​h,​m
5,​5,​4
-11
+0
,i9
  • Input 3 during frames 13-16 of previous hit
  • Jail from 1st attack
  • Combo from 1st hit
18

1,​3:3:3

h,​h,​m,​h
5,​5,​4,​14
-17
+14
,i21
  • Combo from 1st hit
  • Input 3 during frames 8-9? of previous hit
  • Interrupt from i1 from 1st block
  • Timestop on hit
  • Consumes 240F of remaining Heat time without perfect input
  • 5 chip damage
Right Cross

2

h
10
+1
+7
i10

2,1

h,​h
10,​8
-5
+6
i15
  • Transition to -5, +6 HMS with 3+4
  • Combos from 1st hit
  • Jails from 1st block with ?F delay
Combination Drei
19

2,​1,1

h,​h,​m
10,​8,​18
-12
+3
+26a
i20
FC
  • Combo from 2nd CH with ?F delay
  • Interrupt with i6 from 1st block
Combination Fünf
20

2,​1,3

h,​h,​h
10,​8,​20
-4
+20a (+11)
+65a (+45)
i24
Balcony Break
  • Combo from 2nd CH with ?F delay
  • Interrupt with i8 from 1st block
Combination Vier
21

2,​1,4

h,​h,​l
10,​8,​18
-15
+1
+11
i25
  • Combo from 2nd CH with ?F delay
  • Interrupt with i10 from 1st block

2,2

h,​m
10,​14
-13
-2
i20
  • Combos from 1st hit CH
Right Cross > Revolution Zwei
22

2,​2,3

h,​m,​h
10,​14,​23
-3
+17a (+8)
i21
Balcony Break
  • Transition to -9, +11a (+2) HMS with 4
  • Combos from 1st hit CH
  • Interrupt with i6 from 2nd block
  • Whiffs vs SSR from 2nd block

3

m
16
-8
+7
i14
  • Transition to -8, +7 HMS with 4
Mist Wolf Combination
23

3,3

m,​h
16,​18
-10
+1
i17
  • Combos from 1st hit
  • Jail from 1st block with ?F delay
Mist Trap

3~3

h
18
-9
+2
i30?
Mist Trap Throw
24

3~3:4

h,​t
18,​20
!
+0d
  • Unbreakable
  • Input 4 on frame 31? from previous hit
  • Perfect Input not required during Heat
  • Partially consumes remaining Heat Time
Magic Four

4

h
14
-9
+2
+2s
i11

4,3

h,​h
14,​14
-14
-3
+2
i18
  • Combos from 1st hit
  • Move cannot be interrupted
Spinning Hammer Kick
25

4,​3,3

h,​h,​m
14,​14,​
-13
+8d
i19
Floor Break
  • Combos from 2nd hit CH
  • Move cannot be interrupted
Spin Kick Somersault Combo
26

4,​3,4

h,​h,​m
14,​14,​
-9
+42d
i30
js
Tornado
  • Interrupt with i10 from 2nd block
  • Whiffs vs SS, SW from 2nd block

4,4

h,​h
14,​5
-13
-2
,i10
Machinegun Kicks
27

4,​4,4

h,​h,​h
14,​5,​5
-13
-2
,i10
  • Jail from 1st attack
  • Combo from 2nd hit with no delay
  • Frame advantage on 1st CH: +25a (+18)
Machinegun Kicks Cardinal
28

4,​4:4

h,​h,​h
14,​5,​12
-9
+15a (+6)
,i20~21
Heat Engager
Heat Dash +5, +43d (+35)
Strong Aerial Tailspin
Balcony Break
  • Combo from 2nd hit with 1f-5f delay only
  • Interrupt with i2 from 2nd block
  • Frame advantage on 1st CH: +29a (+22)
  • 4 chip damage on block
Lee Somersault
29

4,u+3

h,​m
14,​23
-1
+48d
js
i33
  • Transition to -9, +40 MS with F
  • Interrupt with i14 from 2nd block
  • Whiffs vs SSR, SW from 2nd block
Pirouette Punch
30

1+2

m
20
-1
+3
+26a
i21
FC
Homing
Floor Break
  • Transition to +2, +6, +29a HMS with 3+4
Hitman
hFC.3+4

3+4

  • Transitions to HMS
  • Transition to r7? FC with d_db_df (8F cost?)
    • Transition to r1? FC when transitioning from HMS move transitions? (1F cost?)
  • Transition to r7? MS with f,n

f

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
HMS.f+2

f+2

m
12
-9
+2
i14
Double Signal
HMS.f+2,1
32

f+2,1

m,​h
12,​22
-10
+16c
i19
Balcony Break
  • Combos from 1st hit
  • Delayable
  • Forces tech back roll on hit
  • Move can be delayed by
  • Input can be delayed by +1

f+3

m
6
-18
-7
i15

f+3,3

m,​m
6,​3
-18
-7
i8
Combos from 1st hit

f+3,​3,3

m,​m,​h
6,​3,​3
-18
-7
i8
Combos from 1st hit

f+3,​3,​3,3

m,​m,​h,​h
6,​3,​3,​3
-18
-7
i8
Combos from 1st hit

f+3,​3,​3,​3,3

m,​m,​h,​h,​h
6,​3,​3,​3,​3
-18
+13a (+3)
i8
Combos from 1st hit
Acid Storm
33

f+3,​3,​3,​3,​3,4

m,​m,​h,​h,​h,​h
6,​3,​3,​3,​3,​25
-9
+69a (+53)
i23
js
Tornado
  • If only last hit connects +28a (+13)
  • Combos from 1st hit
  • 4 can be input after the 2nd hit on-wards
Acid Storm Cardinal
34

f+3,​3,​3,​3,​3:4

m,​m,​h,​h,​h,​h
6,​3,​3,​3,​3,​26
-9
+69a (+53)
i23
js
Tornado
  • 10 chip damage
  • Perfect Input not required during Heat
  • 4 must be input during frames 7?-9? of previous hit
  • Partially consumes remaining Heat Time
  • Combos from 1st hit
  • 4 can be input after the 2nd hit on-wards

f+4

h
13
-7
+4
i11
Deadly Revolution
35

f+4,1

h,​h
13,​24
-5
+20a (+3)
i24
Tornado
Balcony Break
  • Combos on 1st hit CH
  • Interrupt with i9 from 1st block
Deadly Revolution Cardinal
36

f+4:1

h,​h
13,​27
+5
+20a (+3)
i24
Tornado
Balcony Break
  • 10 chip damage
  • Combos on 1st hit CH
  • Interrupt with i9 from 1st block
Deadly Arc
37

f+4,3

h,​m
13,​18
-8
+6c
+63a
i21
  • Transition to -4, +7c, +64a HMS with 4
  • Combos on 1st hit CH with 8f delay
  • Interrupt with i6 from 1st block
  • Move can be delayed 14f
Aggressive One-Two
38

f+1+2

h,​h
12,​20
-13
+18a (+9)
i13
Balcony Break
Feather Landing
39

f+3+4

M,​M
10,​20
+4c
+8c
i30
js
FC
Floor Break
9 chip damage

df

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes

df+1

m
10
-1
+5
i13~14
t33 r19
Silver Uppercut
40

df+2

m
12
-7
+34a (+24)
i15
  • +4s on crouching normal hit

df+3

m
13
-8
+3
i14~15

df+3,2

m,​h
13,​13
-10
+5
i19
  • Combo from 1st hit with 5F delay
  • Move can be delayed by 4F
  • Input can be delayed by 5F
Mercury Drive
44

df+3,​2,3

m,​h,​m
13,​13,​20
-14
+13c g
i22
Heat Engager
Heat Dash +5, +43d (+35)
Balcony Break
  • Combo from 1st or 2nd CH with 7F delay
  • Move can be delayed by 10F
  • Input can be delayed by 11F

df+4

m
14
-9
+5
i13-14
Transition to -9, +5 HMS with 3
Fabulous Whip
44

df+4,4

m,​h
14,​22
-9
+10g
i22-23
Heat Engager
Heat Dash +5, +43d (+35)
  • Combo from 1st hit with 7F delay

d

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Crouch Jab
hFC.1

db+1

sl
5
-5
+6
i10
cs4~
t34 r24 FC
  • Transition to standing r24 with f
  • +6c on crouching hit
Gut Polisher
43

d+2

m
17
-6
+8
i18
  • Jab evasion
Silver Low
44

d+3

l
17
-15
-1
+17a
i16
cs6~
FC
Transition to -15, -1, +17a HMS with 4
Shin

d+4

l
7
-13
-14
-2
i12
Shin > Head Kick
45

d+4,n,4

l,​h
7,​16
-9
+2
+27a (+17)
i23
  • Links to attacks from 4 (4,4:4, 4,3,4, etc.)
  • Combos from 1st hit CH at 7f delay
  • Move can be delayed 9f

D+4

l
7
-13
-14
-2
i12

D+4,4

l,​l
7,​8
-15
-16
-4
i20
Combos from 1st hit CH

D+4,​4,4

l,​l,​l
7,​8,​5
-15
-16
-4
i20
Combos from 2nd hit CH
Laser Edge Kick Combo
46

D+4,​4,​4,4

l,​l,​l,​m
7,​8,​5,​21
-20
+11a (+2)
i24
Balcony Break
  • Transition to -11, +20a (+11) HMS with 3
  • Combos from 3rd hit CH

db

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes

db+2

sl
8
-4
+7
i11
cs
Alternate input FC.2
Bump Kick
48

db+3

L
12
-12
-1
i20

db+4

l
6
-15
-4
i12
cs
Alternate input FC.4
Grass Snake
49

db+3+4

L
19
-13
+4
+38a
i21

b

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes

b+1

h
9
-0
+6
i14

b+1,1

h,​m
9,​6
-5
+6
i20
  • Transition to -1, +10g HMS with 3+4
  • Cancel and transition to -5, +1 MS with F
  • +6c on crouching hit
Triple Fang
50

b+1,​1,2

h,​m,​h
9,​6,​18
-11
+1
i20
  • Combos from 1st hit

b+1:1

h,​m
12,​6
-5
+6
i14,i20
  • Transition to -1, +10g HMS with 3+4
  • Cancel and transition to -5, +1 MS with F
  • +6c on crouching hit
  • Perfect Input not required during Heat
  • Does not partially consume remaining Heat Time
  • Heat Time is only consumed after the 2 followup
Triple Fang Cardinal
51

b+1:1,2

h,​m,​h
12,​6,​23
-6
+39d (-19)
i20~21
Balcony Break
  • Combos from 1st hit
  • Perfect Input not required during Heat
  • Partially consumes remaining Heat Time
Double Fang Cardinal
52

b+1:1+2

h,​h
12,​25
-6
+39d (-19)
i14,i21
Balcony Break
  • Combos from 1st hit
  • 10 chip damage
  • Perfect Input not required during Heat
  • Partially consumes remaining Heat Time
Rear Cross Punch
53

b+2

h
9
-5
+1
i14
  • Transition to -1, +5 MS with F

b+2,4

h,​h
9,​16
-9
+6
i27
HMS
Balcony Break
  • Automatically transitions to HMS on hit or block
Super High Combination
54

b+2,​4,3

h,​h,​h
9,​16,​21
-0
+22a (+13)
+51a
i27
js
Strong Aerial Tailspin
Balcony Break
  • Transition to -5, +17a MS with F

b+3

l
9
-14
-3
i15
Stinging Rush
55

b+3,3

l,​h
9,​12
-12
-1
i19
  • Transition to -7, +4 MS with F
  • Combos from 1st hit
Silver Heel
56

b+4

m
20
-3
+7c
+64a
i20
Floor Break
Spike
  • Transition to -2, +8c, +65a HMS with 3
  • +18d on crouching opponent
Mist Illusion

b+1+3

+14BT
ps5?
  • High and Mid parry
  • Puts you behind opponent
  • Alternate input b+2+4, HMS.b+1+3, HMS.b+2+4
Illusion Edge

b+1+3,4

m
35
+22a (+13)
i20
Balcony Break
  • Only available upon successful parry
  • Guaranteed hit
Silver Revolution
57

b+3+4

h
23
-9
+15a (+6)
i20
pc
Balcony Break

u

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Wheel of Fate
58

ub+3

M
20
-13
+20a (+13)
+74a (+58)
i18
js
Tornado
Silver Cyclone
61

ub+3+4

h!
60
+9a (+0)
i60
Balcony Break
  • Unblockable
  • Cancel and transition to HMS with 3+4
Fake

u+3

js
  • Transition to FC with D
  • Transition to HMS with 3+4

uf+3

m
12
-9
+2
i25
js
Brilliant Rosé
60

uf+3,1

m,​m
12,​18
-12
+3
+26a
i21
FC
Combos from 1st hit
Double Mazurek
61

uf+3,4

m,​h
12,​23
-3
+25a
i25
Combos from 1st hit
Silver Arrow
62

uf+4

m
14
-13
+31a (+21)
i15
js
Knee
  • Alternate input ub+4, u+4
Silver Bullet
63

uf+3+4

h
30
+5
+28d (+20)
i22
js
Balcony Break
  • Transition to +8, +31d (+23) HMS with 3+4
  • 9 chip damage
Delayed Rising Toe Kick
64

uf,n,4

m
20
-13
+32a (+22)
i23
js

Motion Input

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Jostle Wolf
65

f,F+2

h
23
+2
+18gc
+69a (+53)
i15
Tornado
Balcony Break
  • Transition to +5, +21gc, +72a (+56) MS with F
  • 6 chip damage
Jostle Wolf Cardinal
66

f:F+2

h
26
+2
+18gc
+69a (+53)
i15
Tornado
Balcony Break
  • Transition to +5, +21gc, +72a (+56) MS with F
  • 11 chip damage

Perfect Input not required during Heat Partially consumes remaining Heat Time

Pulse Blast
67

f,F+3

m
23
5?
4?
-9
+21d (+11)
i14~15
Heat Engager
Heat Dash +5, +36a (+26)
Balcony Break
  • Slight low profile
Deadly Edge
68

f,F+4

h
22
-5
+29a
i16
cs5~
Blazing Kick
d,DB+4
69

qcf+4

M
24
-17
+50a (+40)
i22
Tornado
Lee Cutter
70

b,B+4

h
23
+2
+25a
i19
Strong Aerial Tailspin
Homing
  • Transition to +5, +28a HMS with 3
  • 6 chip damage

f,f,F+3

m
14
-9
+16a (+9)
i14
js
Knee
  • Alternate input wr3
Waxing Crescent
71

f,​f,​F+3,4

m,​m
14,​26
+3
+19d
i20
js
Floor Break
  • Transition to +6, +29d (-6) HMS with 3
  • Combos from 1st hit
  • 7 chip damage
  • Balcony break on 2nd hit only
Back Handspring > Hitman
73

ub,b

js
HMS
  • Automatically transitions to HMS

Crouch

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes

FC.1

sl
5
-5
+6
i10
cs
  • Alternate input d+1, db+1

FC.2

sl
5
-4
+7
i11
cs
  • Alternate input db+2

FC.3

l
10
-17
-6
i13
cs

FC.4

l
6
-15
-4
i12
cs
  • Alternate input db+4
Silver Tail
83

FC.df+4

l
17
-14
+3c
+25d
i16~17
cs
FC
  • Transition to HMS with 3 (-14/+3c/+25d)
Catapult Kick
84

FC.UF+4

m
25
-17
+28a (+18)
i18~28
js
FC
  • Transition to -17, +28a (+18) HMS with 3
  • Alternate input FC.UB+4, FC.U+4
Catapult Drop
85

FC.UF+3+4

m,​M
30
-4
+18a (+8)
i46~49
js
FUFT
Balcony Break
  • Can hit cross-up
  • Alternate input FC.UB+3+4, FC.U+3+4
Friction Spear

FC.df,d,DF+3

l
20
-15~-9
+5c
+5d
i18~24
cs js
FC
  • * Frame advantage on block depends on spacing: Ranges from -15 up close, to -9 at tip range.
  • Bufferable from full crouch
  • Transition to HMS -15 +5c with 4
Friction Spear Cardinal
88

FC.df,d,DF#3

l
26
-15~-9
+5c
+5d
i18~24
cs js
FC
  • * Frame advantage on block depends on spacing.: Ranges from -15 up close, to -9 at tip range.
  • Perfect Input not required during Heat
  • Perfect input when DF and 3 are input during the same frame
  • Partially consumes remaining Heat Time
  • Is not bufferable from full crouch (regular version gets buffered instead)
  • Transition to HMS -15 +5c with 4
Sometimes written Slide

WS

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes

ws1

m
12
-2
+7
i13~14
t34 r20 HMS
  • Transition to HMS
Wonderful Spin Blow
76

ws1,2

m,​h
12,​17
-7
+2
+7
i20
t60 r26
  • Combo from 1st hit with 7F delay
  • Transition to MS r22 cs10~23 with F (-3/+6/+11)
  • Move can be delayed by 10F
Wonderful Combo
77

ws1,4

m,​h
12,​20
-5
+4
i20
t62 r28
  • Combo from 1st hit
  • Transition to HMS with 3 (-8/+1)
  • Move cannot be delayed
  • Consumes 60F of remaining Heat time
Wonderful Combo Cardinal
77

ws1:4

m,​h
12,​23
-5
+15g
i20
Balcony Break
  • Combo from 1st hit
  • Transition to -8, +12g HMS with 3
  • Input 4 during frames 12-14
  • Move cannot be delayed
  • 9 chip damage on block

ws2

m
12
-8
+3
i14
Rocket Heel
78

ws2,3

m,​m
12,​24
-13
+32a (+22)
i20
Tornado
  • Combos from 1st hit
Twister Heel
79

ws2,4

m,​h
12,​23
-2
+13g
+37a
i27
Strong Aerial Tailspin
Balcony Break
  • Combos from 1st hit

ws3

M
16
-21
-10
i10

ws3,3

M,​m
16,​11
-15
-4c
i15
  • Transition to -15, -4 HMS with 4
  • Combos from 1st hit

ws3,​3,D+3

M,​m,​l
16,​11,​8
-19
-8
i26
  • Combos from 2nd hit CH
Infinite Kick Chain: Low
80

ws3,​3,​D+3,3 ...

M,​m,​l,​h
16,​11,​8,​10
-16
-5
i24
  • D+3,3 can be repeated infinitely
  • Can shift to Infinite Kick Chain: Middle with n,3 after the 4th, 6th, and 8th high attacks
  • Combos from 3rd hit

ws3,​3,DF+3

M,​m,​m
16,​11,​10
-19
-8
i26
  • Combos from 2nd hit CH
Infinite Kick Chain: Middle
81

ws3,​3,​DF+3,3 ...

M,​m,​m,​h
16,​11,​10,​10
-16
-8
i26
  • DF+3,3 can be repeated infinately
  • Can shift to Infinite Kick Chain: Low with D+3 after the 4th, 6th, and 8th high attacks
  • Combos from 3rd hit
Toe Smash
82

ws4

m
16
-6
+5
i11
  • Transition to -9, +2 HMS with 3

HMS (Hitman)

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Hitman
hFC.3+4

3+4

  • Transitions to HMS
  • Transition to r7? FC with d_db_df (8F cost?)
    • Transition to r1? FC when transitioning from HMS move transitions? (1F cost?)
  • Transition to r7? MS with f,n
Freaker Jab
95

HMS.1

h
7
+2
+9
i12
HMS
  • Cancel and transition MS with F
  • Cancel into Scatter Kick (HMS.3) with input HMS.1~3

HMS.1,1

h,​h
7,​7
-2
+8
i14
HMS
  • Cancel and transition to +1, +8 MS with F
  • Combos from 1st hit
Amazing Swipe
99

HMS.1,​1,1

h,​h,​h
7,​7,​20
-7
+44d (-14)
i20
Heat Engager
Heat Dash +5, +43d (+35)
Balcony Break
  • Combo from 1st hit
Excellent Combo
97

HMS.1,4

h,​m
7,​17
-8
+4
+57a
i15
  • Transition to -8, +4, +58a HMS with 3
Scatter Blow
98

HMS.2

m
23
-13
+39a (+29)
i19
Tornado
Scatter Kick
99

HMS.3

h,​t
21,​20
-3
+0d
i18
pc8~
Strong Aerial Tailspin
Homing
  • Shifts to throw on hit from the front
  • 6 chip damage
Shin Slicer
100

HMS.4

l
20
-13
+4c
+72a (+56)
i22
cs6~
FC
  • Instant Tornado on CH
Poison Touch
101

HMS.1+2

m,​m
10,​15
-5
+6
i15
HMS
  • Transition to HMS -3 +8 with 3+4
Silver Slash
102

HMS.u+3

m
32
-9
+23d (+13)
i20~22
js9~
Balcony Break
  • Transition to -9, +23d (+13) FC with D
  • 7 chip damage
Silver Circle
103

HMS.u+4

M
20
+5c
+8c
i26~29
js16~

MS (Mist Step)

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Mist Step
89

f,n

cs
  • Transitions to MS
  • Alternate input HMS.f,n
  • Can perform standing actions except for 3 and 3+4?

MS.3

m
10
-12
-1
i15
js
Inverted Axle
90

MS.3,4

m,​m
10,​10
-13
+32a (+22)
i15
Friction Spear

MS.3+4

l
20
-15~-9
+5c
+5d
i25~31
cs js
FC
Sway

MS.b,n

hFC
Axe Sweep
93

MS.b,​n,4

l
20
-13
+3
+12
i21
cs

Others

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
The Marvelous Rose

R.df+1+2

m,​t
55+
-18
+0d
i20
pc8~
r39
Rage Art
Removes Recoverable Health
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
Taunt
74

2+3+4

  • Has a hidden Perfect Input by inputting 2 on the 51~53 frames.
  • Perfect Input is a Just Frame even in Heat
Wall Jump Backflip

(back to wall).b,b,UB

m
21
+1
+34d
i35~38
  • fs5~7
  • is8~24
  • fs25~33
  • js34~37
  • fs38~40
t55 r17 BT

Throws

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Forearm Drop
104

1+3

t
35
-3
-2d
i12~14
t45 r31
Homing
  • Throw break 1 or 2
Axle Throw
105

2+4

t
35
-6
-2d
i12~14
t45 r31
Homing
  • Throw break 1 or 2
  • Side swap
Lee Harassment
106

Left Throw

t
40
-3
-3d
i12~14
Throw break 1
Lee Stunner
107

Right Throw

t
40
-3
+0d
i12~14
Floor Break
Throw break 2
Face Crusher

Back Throw

t
50
!
-5d
i12~14
BT
Unbreakable
Knee Drive
109

uf+1+2

t
20
-3
+23d
i12~14
  • Throw break 1+2
  • Alternate input HMS.uf+1+2

10 Strings

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
1st Hit

df+1

m
10
-1
+5
i13~14
t33 r19
2nd Hit

df+1,2

m,​h
10,​5
-10
+1
i20
t64 r29
  • Combo from 1st hit with 2F delay
  • Move cannot be delayed
3rd Hit

df+1,​2,2

m,​h,​h
10,​5,​6
-18
-7
,i22
t94? r37
  • Combo from 1st hit
4th Hit

df+1,​2,​2,1

m,​h,​h,​h
10,​5,​6,​5
-10
+1
,i13
t99? r29
  • Combo from 3rd CH
5th Hit

df+1,​2,​2,​1,3

m,​h,​h,​h,​h
10,​5,​6,​5,​7
-26~-25
-15~-14
,i22~23
r44
  • Combo from 4th hit
6th Hit

df+1,​2,​2,​1,​3,3

m,​h,​h,​h,​h,​L
10,​5,​6,​5,​7,​6
-25
-14
,i24
  • Combo from 5th CH

External Links