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.
Perfect Inputs partially restore remaining Heat Time.
Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Heat Burst
R1

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
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
+0
+26a
+26a
i16~17
Homing
Balcony Break
  • 7 chip damage on block
  • Partially consumes remaining Heat Time
  • Transition to +0, +26a MS with F
Phantom Rose
14

H.d+1+2

m
30
+6
+21a (+11)
+21a (+11)
i18~19
Balcony Break
  • 6 chip damage on block
  • Partially consumes remaining Heat Time
  • Transition to +8, +21a (+11) 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 +5g +34d
Strong Aerial Tailspin
Balcony Break
  • Combo from 2nd hit with 1f-5f delay only
  • Frame advantage on 1st CH: +29a (+22)
  • 4 Chip Damage on block
  • 5 Chip Damage on block in heat
Mercury Drive
44

df+3,​2,3

m,​h,​m
13,​13,​20
-14
+13c g
i22
Heat Engager
Heat Dash +5, +42a (+27)
Balcony Break
  • Combos from 2nd CH
Fabulous Whip
44

df+4,4

m,​h
14,​22
-9
+10g
i22-23
Heat Engager
Heat Dash +5, +34d
  • Combos from 1st hit
Pulse Blast
67

f,F+3

m
23
5?
4?
-9
+21d (+11)
i14~15
Heat Engager
Heat Dash +5, +36d
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, +34d
Balcony Break
  • Combos from 1st hit
Left Right Mid Kick
16

1,​2:4

h,​h,​m
5,​9,​12
-12
+5
,i18
  • Jail from 1st attack
  • Combo from 2nd hit with 1f delay
  • Move can be input by pressing 4 during frames 10-13 of 1,2
  • Transition to r44 -14 +3 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 frame 8? of previous hit
  • Timestop on hit
  • 5 chip damage
Mist Trap Throw
24

3~3:4

h,​t
18,​20
!
+0d
i34
  • Unbreakable
  • Perfect Input not required during Heat
  • Partially consumes remaining Heat Time, while Perfect input restores 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
Acid Storm Cardinal
34

f+3,​3,​3,​3,​3:4

m,​m,​m,​m,​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, while Perfect input restores 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, while Perfect input restores 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, while Perfect input restores 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, while Perfect input restores Heat Time

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

FC.df,d,DF#3

l
26
-15~-9
+5
+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, while Perfect input restores Heat Time
  • Is not bufferable from full crouch (regular version gets buffered instead)
Sometimes written Slide

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
  • Transition to r30 -2 +8 MS with F
  • Jail from 1st attack with max (4F) delay
  • Combo from 1st hit with 4F delay
  • Move can be delayed 4F

1,​2,2

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

1,​2,​2,3

h,​h,​m,​h
5,​9,​14,​23
-3
+17a (+8)
,i21
Balcony Break
  • Combo from 3rd hit CH with 9F delay
  • Transition to r25 -9, +11a (+2a) HMS with 4
  • Move can be delayed 13F
  • Input can be delayed 18F
Left Right Mid Kick
16

1,​2,4

h,​h,​m
5,​9,​10
-12
-1
,i18
  • Jail from 1st attack
  • Combo from 2nd hit
  • Transition to -14 -2 HMS with 3
  • Move can be input by pressing 4 during frames 1-9 of 1,2
Left Right Mid Kick
16

1,​2:4

h,​h,​m
5,​9,​12
-12
+5
,i18
  • Jail from 1st attack
  • Combo from 2nd hit with 1f delay
  • Move can be input by pressing 4 during frames 10-13 of 1,2
  • Transition to r44 -14 +3 HMS with 3

1,3

h,​h
5,​5
-11
+0
i16
Can be delayed (2F?)

1,​3:3

h,​h,​m
5,​5,​4
-11
+0
,i9
  • Input 3 during frames 13?-15? of previous hit
  • Jail from 1st attack
18

1,​3:3:3

h,​h,​m,​h
5,​5,​4,​14
-17
+14
,i21
  • Combo from 1st hit
  • Input 3 during frame 8? of previous hit
  • Timestop on hit
  • 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
Combination Drei
19

2,​1,1

h,​h,​m
10,​8,​18
-12
+3
+26a
i20
FC
Combination Fünf
20

2,​1,3

h,​h,​h
10,​8,​20
-4
+20a (+11)
+65a (+45)
i24
Balcony Break
Combination Vier
21

2,​1,4

h,​h,​l
10,​8,​18
-15
+1
+11
i25

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

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
Mist Trap

3~3

h
18
-9
+2
i34
Mist Trap Throw
24

3~3:4

h,​t
18,​20
!
+0d
i34
  • Unbreakable
  • Perfect Input not required during Heat
  • Partially consumes remaining Heat Time, while Perfect input restores 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
Spinning Hammer Kick
25

4,​3,3

h,​h,​m
14,​14,​
-13
+8d
i19
Floor Break
  • Combos from 2nd hit CH
Spin Kick Somersault Combo
26

4,​3,4

h,​h,​m
14,​14,​
-9
+42d
i30
js
Tornado

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 +5g +34d
Strong Aerial Tailspin
Balcony Break
  • Combo from 2nd hit with 1f-5f delay only
  • Frame advantage on 1st CH: +29a (+22)
  • 4 Chip Damage on block
  • 5 Chip Damage on block in heat
Lee Somersault
29

4,u+3

h,​m
14,​23
-1
+48d
js
i33
  • Transition to -9, +40 MS with F
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

3+4

Transitions to HMS

f

Name
Alt
Num

Input

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

f+2

m
12
-9
+2
i14
Double Signal
32

f+2,1

m,​h
12,​22
-10
+42d (-16)
i19
Balcony Break
  • Combos from 1st hit
  • Delayable

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

f+3,​3,​3,3

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

f+3,​3,​3,​3,3

m,​m,​m,​m,​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,​m,​m,​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,​m,​m,​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, while Perfect input restores 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
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
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
  • Delayable
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
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
Silver Uppercut
40

df+2

m
12
-7
+34a (+24)
i15

df+3

m
13
-8
+3
i14~15

df+3,2

m,​h
13,​13
-10
+5
i19
  • Combos from 1st hit
  • Delayable
Mercury Drive
44

df+3,​2,3

m,​h,​m
13,​13,​20
-14
+13c g
i22
Heat Engager
Heat Dash +5, +42a (+27)
Balcony Break
  • Combos from 2nd CH

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, +34d
  • Combos from 1st hit

d

Name
Alt
Num

Input

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

d+1

s
5
-5
+6
i10
cs
Alternate input db+1, FC.1
Gut Polisher
43

d+2

m
17
-6
+8
i18
cs
Silver Low
44

d+3

l
17
-15
-1
+17a
i16
cs6~
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

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

s
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
21
-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
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
  • Perfect Input not required during Heat
  • Does not partially consume remaining Heat Time, Perfect input does not restore Heat Time
  • Heat Time is only restored or 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, while Perfect input restores 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, while Perfect input restores 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
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

!
60
!
+9a
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, while Perfect input restores Heat Time

Pulse Blast
67

f,F+3

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

f,F+4

h
22
-5
+29a
i16
cs5~
Blazing Kick
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
  • 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

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

FC.2

s
5
-4
+7
i16
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 -14, +3, +25d HMS with 3
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
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
+5
+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
Friction Spear Cardinal
88

FC.df,d,DF#3

l
26
-15~-9
+5
+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, while Perfect input restores Heat Time
  • Is not bufferable from full crouch (regular version gets buffered instead)
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
+8
i13
  • Automatically transitions to HMS on hit or block
Wonderful Spin Blow
76

ws1,2

m,​h
12,​17
-7
+2
+7
i20
  • Transition to -3, +6, +12 MS with F
Wonderful Combo
77

ws1,4

m,​h
12,​20
-5
+4
i20
  • Transition to -8, +1 HMS with 3

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

3+4

Transitions to HMS
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, +34d
Balcony Break
  • Combos 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~
  • Instant Tornado on CH
Poison Touch
101

HMS.1+2

m,​m
10,​15
-5
+6
+19a (+10)
i15
HMS
  • On CH:
Balcony Break
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
-7c
+13c
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

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

b,n

hFC
Axe Sweep
93

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

1+3+4

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

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
Throw break 1 or 2
Axle Throw
105

2+4

t
35
-6
-2d
i12~14
  • 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

10 Hit Combo 1
Input Hit level Damage Startup Block Hit Combo
2 h 6 i12 +7

External Links