Reina movelist

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Heat

Allows using Lethal Fury (,4) after 3,4, 3+4,4 and f+3+4,4.
Allows use of EWGF and EWGK without just frame input. Partially consumes heat, but doesn't if just frame version is used.
Automatically parry mids and highs during WRA.
Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Heat Burst
WRA.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.
Divine Dominance of Annihilation
H.WRA.2+3

H.2+3

m,​m
20,​35
3.54
11
11
+8
+0d
i21
t103 r80 WRA
Heat Smash
Balcony Break
  • Alternate inputs: H.R1, H.WRA.2+3, H.WRA.R1
  • Jails from 1st block
  • Transitions to attack throw on 1st hit for a total of 50 dmg
  • Transitions to r53 WRA on 2nd block, whiff or hit
  • +19a WRA if only second hit connects (25 dmg)
  • 7 chip damage on block
Senjomanji Lethal Fury

3,​4,H.4

h,​m,​m
12,​20,​28
-8
+23a (+3)
,i27
t114 r42
Balcony Break
  • Combo from 1st hit
  • Jail from 2nd block
  • Consumes 240F of remaining Heat time
  • 11 chip damage on block
Aerial Manji Lethal Fury

3+4,​4,H.4

m,​m,​m,​m
5,​10,​20,​28
-8
+23a (+3)
,i27
t69 r42
Balcony Break
  • Combo from 2nd hit
  • Consumes 240F of remaining Heat time
Ouhen Manji Lethal Fury

f+3+4,H.4

m,​m
25,​28
-8
+23a (+3)
,i27
t69 r42
Balcony Break
  • Combo from 1st hit

f+3+4*,H.4

m,​m
30,​28
-8
+23a (+3)
,i27
t69 r42
Balcony Break
  • Combo from 1st block
  • Airborne combo from 1st hit
  • does 19 damage if 1st connect on block or hit
Demon's Lethal Fury
16

d+2,H.1+2

mm
17,​28
+5 UNS
+33a (+7)
,i12~13
t71 r31
Balcony Break
  • Jail from 1st block
  • Combo from 1st hit
  • Transition to UNS r34 on block (+5)
  • 5 chip damage on block
  • Consumes 300F of remaining Heat time
Charging Hard
H.db+1+2

H.d+1+2

ps20~60
t70 r30
  • Automatically parries limb-based, non-airborne mids and highs
  • Deals 40 damage on successful parry
  • +1d on successful parry
  • Consumes 240F of remaining Heat time
  • Throws received are unbreakable
Sometimes written
  • WRA
  • HW
Divine Wrath of Annihilation

H.WRA.d+3+4

l,​m,​m,​m
12,​8,​3,​12
2.90
-17
+0
i18~19
t125 r44
Spike
Floor Break
  • Alternate input: H.WRA.R1
  • Jails if any hit is blocked
  • Transitions to attack throw on 1st hit for a total of 35 dmg
  • +4a (-5) if any hit after the 1st connects
  • Consumes 600F of remaining Heat time
Muso Basara
45

df+1,2

m,​m
8,​20
-14
+12a
,i22~23
t60 r37
Heat Engager
Heat Dash +5, +43d (+35)
Head
  • Combo from 1st hit with 2F delay
  • Move can be delayed by 5F
  • Input can be delayed by 7F
Trailokya Splits Kick
68

f,F+3

m
20
3.03
-3
i20~22
t50 r28
Balcony Break
Heat Engager
Heat Dash +5, +67a (+50)
Spike
Sen Kaijo-geri
101

SEN.3

h
22
+1
+7
i12~13
r26
Homing
Heat Engager
Heat Dash +5, +43d (+35)
  • Deals chip damage on block
Unpu Tobi-Manji
106

UNS.4

m
23
3.3
-8
+43a (-15)
i18~19
cs6~16
r29
Balcony Break
Heat Engager
Heat Dash +5, +62a (+42)
  • 6 chip damage on block
  • Can be cancelled into crouch with DB/D/DF
Iron Hand
111

WRA.2

m
30
2.63
-9
+11a (+2)
i15~16
t48 r32
Balcony Break
Heat Engager
Heat Dash +5, +36a (+26)
  • 9 chip damage on block
Sometimes written HW.2

n

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Jab
f+1

1

h
5
1.83
7
3
+1
+8
i10
t29 r19
Recovers 2f faster on hit or block (t27 r17)

1,1

h,​h
5,​6
-1
+8
,i15
t44 r19
Jail from 1st attack with 2f delay
Flash Punch Combo
20

1,​1,2

h,​h,​m
5,​6,​12
-17
+11
,i13
t78 r38
Wall Crush +23g on hit, +14g without transition
  • Combo from 1st hit with 11f delay
  • Transition to SEN r29 on hit only
  • Cancel to r38 on hit with B (+2)
  • +16a (+7) / +7a (-2) on BT hit
One Two Strike
21

1,2

h,​h
5,​6
-3
+8
,i10
t42 r22
  • Jail from 1st block with 4F delay
  • Combo from 1st hit with 4F delay
Back Fist Combo
22

1,​2,2

h,​h,​h
5,​6,​14
-14
+0
,i17
t72 r33
  • Jail from 2nd block with 2F delay
  • Combo from 2nd hit with 2F delay
  • Combo from 2nd CH with 3F delay
  • Move can be delayed by 1F
  • Input can be delayed by 3F
  • Transition to UNS r26 with u_d (-7/+7)

1,​2,3

h,​h,​m
5,​6,​10
-10
+1
,i21~22
t72 r28
Knee
  • Combo from 2nd CH with 3f delay
  • Input can be delayed 3f
  • Move can be delayed 2f
Sting the Works
23

1,​2,​3,4

h,​h,​m,​h
5,​6,​10,​21
-4
+21a (+12)
,i22~23
t97 r28
Strong Aerial Tailspin
  • CH-confirmable from 2nd CH
  • Combo from 3rd hit with 5f delay
  • Input can be delayed 10f
  • Move can be delayed 8f
  • Interrupt with i5 from 3rd block

2

h
5
2.21
8
3
-4
+7
i12
t35 r23

2,2

h,​h
5,​5
-11
+0
,i14~15
t57 r29
  • Jail from 1st block with 1f delay
  • Combo from 1st hit with 1f delay
Ganzan Basara
24

2,​2,1

h,​h,​m
5,​5,​20
-14
+12a
,i22~23
t89 r37
Balcony Break
Spike
Head
  • Hit-confirmable from 1st hit
  • Combo from 1st hit with 5f delay
  • Input can be delayed 10f
  • Move can be delayed 9f

2,​2,2

h,​h,​m
5,​5,​21
-6
+6
,i29
t88 r30
  • Transition to WRA r30 with D (-6/+6)
  • Transition to WRA is safe (can be cancelled early enough with crouch dash)
  • Combo from 2nd hit only if the 2nd hit connects on i15, otherwise no combo
  • Input can be delayed 10f
  • Move can be delayed 9f
  • Interrupt with i11 from 2nd block
Bishamon Massacre
25

2,​2,​2,1

h,​h,​m,​m
5,​5,​21,​20
-15~13
+30a (+20)
,i35~37
js37~57 fs58~60
t128 r32
Tornado
  • Combo from 3rd hit with 1f delay
  • Input can be delayed 4f
  • Move can be delayed 3f
  • Evasive, can go under jabs
Raging Bishamon
2,2,2,qcf+2
26

2,​2,​2,2

h,​h,​m,​m
5,​5,​21,​25
-14
+21a (+0)
,i31
t128 r38
Balcony Break
  • Combo from 3rd hit with 4f delay
  • Move can be delayed 3f
  • Blue spark with input qcf+2 for 5 more damage
Ondeko
27

2~1

m,​m
4,​18
2.39
-14
i11(~14)
t73 r33
Balcony Break
Spike
  • Just frame if 2 is held for exactly one frame and then 1 on the next frame. Hits for 26 damage.
  • 5f input window
  • tracks to the left

3

h
12
2.54
-11
+5
i18~19
cs8~17
t48 r29
Homing
Senjo-zuki
28

3,2

h,​h
12,​16
-9
+8
,i20
t72 r32
Tornado
  • Combo from 1st hit
Senjo-manji
29

3,4

h,​m
12,​20
-14
+50 (+19)
,i20
t76 r36
Combo from 1st hit
Nobility Hunter
30

4

h
20
2.53
14
4
-8
+11g
i13~14
t45 r31
Balcony Break
  • Opponent is FUFA on CH
Demon Breath
31

1+2

m
25
1.97
8
9
-10~-9
+24a (+14)
i12~13
t44 r31

3+4

m,​m
5,​10
3.63
9
7
-8
+3c
i18 i26
js9~26
t53 r27 FC
Spike
Aerial Manji-geri
32

3+4,4

m,​m,​m
5,​10,​20
-14
+50 (+19)
,i16
t105? r36
Combo from 1st hit with 4f delay
Fukuteki
ws1+4
74

1+4

cs1~30
r30 FC
  • Transition to WGS with DF after 14 frames
  • Execute EWGF or EWGK by inputting 2 or 3 respectively exactly one frame after DF

f

Name
Alt
Num

Input

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

f+2

h
8
2.45
8
4
-9
-3
i13
t41 r28
  • Transition to r16 UNS (+0/+6) with u_d
Sousoku Rengeki
33

f+2,3

h,​m
8,​16
-9
+2
+6
,i18~19
t49 r30
  • Jails from 1st hit without delay
  • Combo from 1st hit with 6F delay
  • Transition to SEN (-2/+9/+13) with input F
  • Cannot block up to i12 on empty transition on block
  • Can be delayed
Kamadhatu Splits Kick
35

f+4

m
20
2.25
9
8
+2c
+5c
i19~20
t44 r24
  • +13c on crouching hit
  • Opponent is FDFA on CH
Spike
Senshin-zuki
UNS.1+2
36

f+1+2

m
22
3.93
-11
+7
i32
cs6~17
t65 r33
Wall Crush +19g on hit
  • Transition to SSH r20 with 3_uf_uf+3_uf+4
Ouhen Manji-geri
UNS.3+4
42

f+3+4

m
25
4.14
-14
+50 (+19)
i43
cs6~33
t46 r36
  • Cancel to r24 FC at earliest with input DB/D/DF
Ouhen Fubi Manji-geri
UNS.3+4*
43

f+3+4*

m
30
5.08
i67
cs6~57
t48 r38
Guard Break
  • Cancel to r24 FC at earliest with input DB/D/DF
  • 9 chip damage in heat

df

Name
Alt
Num

Input

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

df+1

m
8
2.27
8
19
-3
+4
i13~14
t34 r20
  • Transition to SEN r18 with F (-3/+4)
  • Cannot block up to i15 on empty transition on block
Muso Tensho
44

df+1,1

m,​h
8,​10
-4
+7
,i20
t43 r23
  • Combo from 1st hit with 4F delay
  • Move can be delayed by 5F
  • Input can be delayed by 7F
Muso Basara
45

df+1,2

m,​m
8,​20
-14
+12a
,i22~23
t60 r37
Heat Engager
Heat Dash +5, +43d (+35)
Head
  • Combo from 1st hit with 2F delay
  • Move can be delayed by 5F
  • Input can be delayed by 7F
Queen Bee Stinger
46

df+2

m
13
2.60
10
6
-12
i15~16
t47 r29
  • +2 on hit on crouching opp.
  • +30a (+20) on CH on crouching opp.
Wind God Step
f,n,d,DF

df+3

sp
r20
  • Transition to SEN with f+3

df+4

m
14
2.44
7
7
-4
+7
i15
t38 r23

df+4,2

m,​m
14,​10
-8
+6
,i18
t48 r30
  • Transition to WRA r28 with D (-6/+8)
  • Combo from 1st hit
Gekirosatsu
48

df+4,​2,3

m,​m,​h
14,​10,​20
-8
,i27
,cs7~15
t60 r33
Tornado
  • Combo from 2nd CH with 8F delay
  • Move can be delayed by 9F
  • Input can be delayed by 10F
d+3+4

df+3+4

m,​h
5,​10
2.67
14
10
-15
+2
i16,i5~9
cs9~14
t59 r29
Transition to attack throw on CH
Nen Dougarami
CH.d+3+4
50

CH.df+3+4

m,​t
6,​35
+0
i16
t134
Spike
Kasho Maki-manji
d+3+4,4
49

df+3+4,4

m,​h,​m
5,​10,​20
-14
+50 (+19)
,i20
t56 r36
Combo from 1st hit

d

Name
Alt
Num

Input

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

d+1

sl
5
1.51
-5
+6
i10
cs4~
t34 r24 FC
  • Transition to standing r24 with f
  • +6c on crouching hit
Tecchuu-ate
51

d+2

m
17
1.84
9
9
+0c
+3c
i15
t42 r27
Spike
Elbow
  • Does not knockdown on counter hit after inputting d+2,H.1+2
Unsoku Kou
db+3

d+3

sp
ps5~12
t52 r18 UNS
  • Transition to UNS (Kou, d)
  • Transition to UNS (Gou) r20 with b+3
  • Transition to UNS (Kou) r18 with u+3
  • Transition to SEN r14 with f+3
  • Transition to WGS r1 with DF
    • Execute EWGF or EWGK by inputting 2 or 3 respectively exactly one frame after DF
  • Punch parry, transitions to WGS on successful parry with +13
Crouch Shin Kick

d+4

l
6
2.32
20
9
-15
-4
i12
cs4~
t46 r34 FC
  • -4c on crouching hit
Heaven's Wrath
db+1+2

d+1+2

t70 r30
  • Transition to r14 SEN with f+3
  • Transition to r2 WGS with DF
Sometimes written
  • WRA
  • HW

db

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Eisaimon
54

db+2

l,​l
10,​12
2.77
13
12
-16
-3
+3c
i20~21,i9~10

db+4

L
7
2.26
13
14
-13
-2
+2
i16
Un Oshi-kuzushi
55

db+4,1+2

L,​m
7,​20
-12
+39d (-19)
,i15
r34
Balcony Break
  • Combo from 1st CH even with delay
  • Can be delayed
  • CH-confirmable from 1st CH

b

Name
Alt
Num

Input

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

b+1

h
14
2.02
11
10
-4
+6
i18
t42 r24

b+1,1

h,​m
14,​15
-10
-4
,i22
t71 r29
  • Combo from 1st hit with 8F delay
  • Interrupt with i3 from 1st block
  • Move can be delayed by 10F
  • Input can be delayed by 12F

b+1,​1,3

h,​m,​m
14,​15,​13
-10
+3
,i15~17
r28
  • Transition to SEN r18 with F (+0/+13)
  • Cannot block up to i14 on empty transition on block
  • Combo from 2nd CH
  • Jails from 2nd block
Hen-in 4 Hit Combo
56

b+1,​1,​3,3

h,​m,​m,​m
14,​15,​13,​20
-16
+48 (+17)
,i32
r37
Sin Smiter
57

b+2

m
14
2.72
-9
+3
i16~17
t47 r30
Homing
Unsoku Gen
58

b+3

t90 r20 UNS
  • Transition to UNS (Gen)
  • Transition to UNS (Kou) r18 with u+3_d+3
  • Transition to SEN r14 with f+3
  • Transition to WGS r1 with DF
    • Execute EWGF or EWGK by inputting 2 or 3 respectively exactly one frame after DF
  • See also Unsoku Cancel
Ebi-geri
59

b+4

h
20
2.52
11
11
-8
i18
cs6~17
t51 r33
Tornado
Tatenashi
b+2+4

b+1+3

ps3~8
t35 r27
  • Parry mids and highs
  • Converts incoming damage to recoverable health
  • Transitions to WRA on successful parry with +(recv - 17) where recv is the recovery of the parried move
Clairvoyant Fatal Violet
61

b+1+4

ub(m)
50
2.68
+20d (-1)
i64
t114 r50
Balcony Break
  • Cancel to r40 with b,b at frame 40
Kugai Dachi
60

b+1+2

m
20
2.99
10
12
-13
+14cg
i18
pc7~17
t54 r36
Balcony Break
  • -8 frame advantage and 8 chip damage on block after absorbing an attack in power crush state

u

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Unsoku Kou
ub+3

u+3

sp
ps5~12
t52 r18 UNS
  • Transition to UNS (Kou, u)
  • Transition to UNS (Gou) r20 with b+3
  • Transition to UNS (Kou) r18 with d+3
  • Transition to SEN r14 with f+3
  • Transition to WGS r1 with DF
    • Execute EWGF or EWGK by inputting 2 or 3 respectively exactly one frame after DF
  • Punch parry, transitions to WGS on successful parry with +13
Seigan Ugachi
  • ub+1
  • u+1
63

uf+1

h
15
2.17
6
8
-9
+8
i13
r33
  • Transitions to WRA (-/+8/+17) on hit
  • ub+2
  • u+2

uf+2

h
17
2.24
-12
+9
i15-i16
r29
  • Normal hit offsets opponent slightly to the left of the axis and rotates them.
  • Counter hit pushes the opponent on axis like most moves and does not rotate the opponent.

uf+3

h
10
2.91
12
8
-10
+1
i21~22
js11~
r27
Tobisenzuki
64

uf+3,1

h,​m
10,​15
-5
+5
,i16
r26
  • +13c on crouching hit
  • Jails on 1st block
  • Combo from 1st hit
Silver Gleam
  • u+4
65

uf+4

m
15
2.20
6
6
-13
i17~18
js9~
r32
Tornado
Sometimes written hopkick
Silver Gleam
65

ub+4

m
13
1.68
6
6
-13
+16a (-1)
i17~18
js9~
r32
Tornado
Balcony Break
Sometimes written hopkick
  • ub+3+4
  • u+3+4

uf+3+4

mm
10,​10
2.67
10
9
-10
-1
i20,i4
js9~
Un Hiensatsu
66

uf+3+4,1+2

mm,​m
10,​10,​20
-14
-4
,i17
r35
  • Combo from 1st hit
Fading Shadow
  • ub,b
  • UNS.ub+1+2
75

ub+1+2

sp
  • js10~24
  • fs25~27
t50
  • Transition to WGS r50 with DF
    • Execute EWGF or EWGK by inputting 2 or 3 respectively exactly one frame after transition
Swift Shadow
UNS.u+1+2
76

u+1+2

sp
  • js10~24
  • fs25~27
t40
  • Transition to Wind God Step r36 with input DF
    • Execute EWGF or EWGK by inputting 2/3 exactly one frame after transition

Motion Input

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Raiden
67

f,F+2

m
14
3.00
-9
+2
i12
t45 r33
  • Transition to SEN r22 with F (+2/+13)
  • Cannot block up to i12 on empty transition on block
Trailokya Splits Kick
68

f,F+3

m
20
3.03
-3
i20~22
t50 r28
Balcony Break
Heat Engager
Heat Dash +5, +67a (+50)
Spike
Un Hien-geri
69

f,F+3+4

h
22
3.22
-2
+23c
i16~19
  • js8~27
  • fs28~30
t41 r22
Balcony Break
  • Forces tech backroll on hit
Ten Chuten-geri
SSH.uf+3
70

f,f,F+3

m
22
+6
+32a (+24)
i24~27
  • js3~34
  • fs35~37
t56 r29
Balcony Break
  • 6 chip damage on block
Un Tobi Kaijo-geri
SSH.uf+4
71

f,f,F+4

h
23
+4
+31a (+5)
i26~27
  • js17~26
  • fs27~29
t60 r33
Strong Aerial Tailspin
Balcony Break
Homing
  • Transition to WRA r29 with D (+8/+35a (+9))
  • 4 chip damage on block

Crouch

Name
Alt
Num

Input

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

FC.d+3

l
10
2.32
12
21
-17
-6
i16
cs1~
Nen Hangetsu-ate
84

FC.df+3

m
25
2.45
-17
i20
cs1~, fs18~19
r39
Balcony Break
  • Can evade some mids
Manji-geri
85

FC.df+4

m
20
2.45
-14
i15
r35
Balcony Break

WS

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Jewel Snatcher
79

ws1

m
12
2.07
-13
i13
t49 r36
Transition to SEN r39 on hit
Benten Thrust
80

ws2

m
20
2.07
-8
+9
i18
cs1~6
t52 r34
Balcony Break

ws3

m
14
2.26
-10
+1
i15~16
t44 r28
Twin Stingers
81

ws3,4

m,​h
14,​19
-4
+21a (+12)
,i22~23
t68 r28
Strong Aerial Tailspin
Balcony Break
  • Combo from 1st hit with 8F delay
  • Move can be delayed by 10F
  • Input can be delayed by 12F

ws4

m
10
2.09
-6
+5
i11~12
t36 r24
Seven Seas Splits Kick
82

ws4,4

m,​m
10,​15
-17
-1c
,i17~18
t66 r36
  • Combo from 1st hit with 7F delay
  • Jails from 1st block with 2F delay
  • Transition to WRA r29 with D (-10/+6)
  • Move can be delayed by 6F
  • Input can be delayed by 7F
Hen Gyakujo-geri
83

ws3+4

m
14
1.29
-8
i14~15
cs1~13
t44 r29
Fukuteki
1+4
74

ws1+4

cs1~30
r30 FC
  • Transition to WGS with DF after 14 frames
  • Execute EWGF or EWGK by inputting 2 or 3 respectively exactly one frame after DF

WGS (Wind God Step)

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Wind God Step
f,n,d,DF

df+3

sp
r20
  • Transition to SEN with f+3
Thunder God Fist
  • f,n,d,DF+1
  • df+3,1

WGS.1

m
24/26
-22
+24a (+14)
i19~21
  • js19~40
  • fs41~43
t59 r38
  • 26 dmg if manual CD
Sometimes written tgf
Lightning Splits Kick
  • f,n,d,DF+1,3
  • df+3,1,3
89

WGS.1,3

m,​m
24/26,​22 (15)
-12
+14a / +18d (-17)
,i26~30
js1~31
t83 r33
Spike
  • Airborne combo from 1st hit (+18d (-17))
  • Interrupt with i9 from 1st block
  • 6 chip damage on block
Lightning Wheel
  • f,n,d,DF+1,4
  • df+3,1,4
90

WGS.1,4

m,​h
24/26,​26 (18)
-7
+13a (-13) / +1a (+0)
,i23~27
  • js1~30
  • fs31~33
t95 r48
Balcony Break
Wall Crush +0c on block
  • Airborne combo from 1st hit (+1a (+0))
  • Interrupt with i2 from 1st block
  • 10 chip damage on block
Wind God Fist
  • f,n,d,DF+2
  • df+3,2
91

WGS.2

h
15/20
-10
i11~12
t40 r28
  • Becomes Electric Wind God Fist during Heat (partially uses remaining Heat Time)
    • 4 chip damage on block
  • 20dmg if manual CD
Sometimes written wgf
Electric Wind God Fist
92

f,n,d,df#2

h
23
2.50
+5
i11~12 (~i13)
t36 r24
  • 4 chip damage on block
Sometimes written ewgf
War God Kick
  • f,n,d,DF+3
  • f,n,DF+3
  • df+3,df+3
93

WGS.df+3

M
17/21
-13
+13a (-4)
i15~17
t56 r39 FC
  • Becomes 22dmg Electric War God Kick during Heat (partially uses remaining Heat Time)
    • 4 chip damage on block
  • 21dmg when performing f,n,d,DF+3/f,n,DF+3 without Heat
Electric War God Kick
94

f,n,d,df#3

M
23
-9
+13a (-4)
i15~17
t56 r39 FC
Balcony Break
  • 4 chip damage on block
Sometimes written ewgk
  • f,n,d,DF+4
  • df+3,df+4

WGS.DF+4

L
6/8
-23
+2c
i16
cs15~55
t55 r39 FC
  • 8 dmg if manual CD
Ruthless Demon
  • f,n,d,DF+4,2
  • df+3,df+4,2
95

WGS.DF+4,2

L,​h
6/8,​20
-22
-1
,i24
t86 r41
  • Transition to WRA with D (-15/+6)
  • Combo from 1st hit
Sometimes written hellsweep
Spinning Demon
  • f,n,d,DF+4,4
  • df+3,df+4,4
96

WGS.DF+4,4

L,​L
6/8,​16
-23
+2
,i17~18
cs10~55
t77 r37 FC
  • Combo from 1st hit
Sometimes written hellsweep

SEN (Sentai)

Name
Alt
Num

Input

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

SEN.1

m
12
-14
+1
i16
pc6~15
r36

-9 and 2 chip damage on block after absorbing an attack in power crush state

Furin Kazan
SEN.1,qcf+2
99

SEN.1,2

m,​m
12,​25
-16
+21a (+0)
,i26
r39
Balcony Break
  • Blue spark with input qcf+2 for 5 extra damage
  • Hit-confirmable from 1st hit or if attack was absorbed
  • Combo from 1st hit even with 9?F delay
  • Can be delayed by 10?F

-9 and 7 chip damage on block after absorbing an attack in power crush state

Rashomon
100

SEN.2

m
20
-6
+8
i13
r31
Tornado
  • Transition to WRA (-6/+8) with D
  • Transition to WRA is safe (can cancel WRA with crouch dash early enough)
Sen Kaijo-geri
101

SEN.3

h
22
+1
+7
i12~13
r26
Homing
Heat Engager
Heat Dash +5, +43d (+35)
  • Deals chip damage on block
Kandachi-geri
102

SEN.4

M
24
+4
i26~27
  • js8~16
  • fs17~19
r26
  • Deals chip damage on block
Spike
Inverse Deva Laser
103

SEN.1+2

m,​m
13,​17
-6 WRA
i14~15,i12~13
r32? WRA
Tornado
Balcony Break
  • Transitions to r32? WRA after recovery
Yaksha Sweep
104

SEN.3+4

L,​h
10,​12
-29/-11
+4
i20~21, i35~36
cs10~34
Homing
  • -29 stagger block on 1st block
  • -11 on 2nd block
Haburi-kaze
SEN.2+4
129

SEN.1+3

th(h)
12
-3
i16
  • Throw break: none
  • Opponent recovery on hit: FUFA

SSH (Senshin)

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Senshin-zuki
UNS.1+2
36

f+1+2

m
22
3.93
-11
+7
i32
cs6~17
t65 r33
Wall Crush +19g on hit
  • Transition to SSH r20 with 3_uf_uf+3_uf+4
Senshin Karami-ate
37

SSH.3

L
26
4.63
-26
-4c
i22
t66 r44
  • i42 effective startup
Nen Ashigarami
38

SSH.CH.3

L
33,​18
+0d
i22
t161?
Floor Break
Senshin Hiei
39

SSH.uf

sp
  • fs1~13
  • js14~30
  • fs31~33
t44
Senshin Chuten-geri
f,f,F+3
40

SSH.uf+3

m
22
5.49
+6
+32a (+24)
i30~33
  • fs1~13
  • js12~37
  • fs38~40
t62 r29
Balcony Break
  • i50~53 effective startup
  • 6 chip damage on block
Senshin Tobi Kaijo-geri
f,f,F+4
41

SSH.uf+4

h
28
5.27
+4
+31a (+5)
i32~33
  • fs1~22
  • js23~32
  • fs33~35
t66 r33
Balcony Break
Homing
  • i52~53 effective startup
  • 5 chip damage on block
  • Transition to WRA r29 with D (+8/+35a (+9))

UNS (Unsoku)

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Unsoku Gen
58

b+3

t90 r20 UNS
  • Transition to UNS (Gen)
  • Transition to UNS (Kou) r18 with u+3_d+3
  • Transition to SEN r14 with f+3
  • Transition to WGS r1 with DF
    • Execute EWGF or EWGK by inputting 2 or 3 respectively exactly one frame after DF
  • See also Unsoku Cancel
Unsoku Kou
db+3

d+3

sp
ps5~12
t52 r18 UNS
  • Transition to UNS (Kou, d)
  • Transition to UNS (Gou) r20 with b+3
  • Transition to UNS (Kou) r18 with u+3
  • Transition to SEN r14 with f+3
  • Transition to WGS r1 with DF
    • Execute EWGF or EWGK by inputting 2 or 3 respectively exactly one frame after DF
  • Punch parry, transitions to WGS on successful parry with +13
Unsoku Kou
ub+3

u+3

sp
ps5~12
t52 r18 UNS
  • Transition to UNS (Kou, u)
  • Transition to UNS (Gou) r20 with b+3
  • Transition to UNS (Kou) r18 with d+3
  • Transition to SEN r14 with f+3
  • Transition to WGS r1 with DF
    • Execute EWGF or EWGK by inputting 2 or 3 respectively exactly one frame after DF
  • Punch parry, transitions to WGS on successful parry with +13
Stone Cutter

UNS.2

h
15
-3
+8
+14c
i13
Homing
Unpu Tobi-Manji
106

UNS.4

m
23
3.3
-8
+43a (-15)
i18~19
cs6~16
r29
Balcony Break
Heat Engager
Heat Dash +5, +62a (+42)
  • 6 chip damage on block
  • Can be cancelled into crouch with DB/D/DF
Fusenkyaku
WDS.3
109

UNS.3

m
17
-6
+4
i16~17
t48 r31

- WDS.3: Unbufferable. i18 effective startup

Sometimes written f,n,3
Santei Gedan-Geri
WDS.4
110

UNS.d+4

L
14
-12
+3 SEN
i20
cs6~35
t53 r33
  • Transition to SEN on hit only
  • Transition to standing (+0/+10) on hit with B
  • WDS.4: Unbufferable. i22 effective startup
Sometimes written f,n,4
Senshin-zuki
f+1+2
36

UNS.1+2

m
22
3.93
-11
+7
i32
cs6~17
t65 r33
Wall Crush +19g on hit
  • Transition to SSH r20 with 3_uf_uf+3_uf+4
Ouhen Manji-geri
f+3+4
42

UNS.3+4

m
25
4.14
-14
+50 (+19)
i43
cs6~33
t46 r36
  • Cancel to r24 FC at earliest with input DB/D/DF
Ouhen Fubi Manji-geri
f+3+4*
43

UNS.3+4*

m
30
5.08
i67
cs6~57
t48 r38
Guard Break
  • Cancel to r24 FC at earliest with input DB/D/DF
  • 9 chip damage in heat
Fading Shadow
  • ub+1+2
  • ub,b
75

UNS.ub+1+2

sp
  • js10~24
  • fs25~27
t50
  • Transition to WGS r50 with DF
    • Execute EWGF or EWGK by inputting 2 or 3 respectively exactly one frame after transition
Swift Shadow
u+1+2
76

UNS.u+1+2

sp
  • js10~24
  • fs25~27
t40
  • Transition to Wind God Step r36 with input DF
    • Execute EWGF or EWGK by inputting 2/3 exactly one frame after transition

WRA (Heaven's Wrath)

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Heaven's Wrath
db+1+2

d+1+2

t70 r30
  • Transition to r14 SEN with f+3
  • Transition to r2 WGS with DF
Sometimes written
  • WRA
  • HW

WRA.1

h
12
2.53
-4
+8
i12
t40 r28
Homing
  • Transition to SEN with F (+0/+12/+18c)
  • Cannot block up to i13 on empty transition on block
  • Transition to UNS with u_d (+0/+12/+18c)
Sometimes written HW.1
Funkei Goma
110

WRA.1,4

h,​M
12,​22
-9c
+9d
,i25~26
t84 r40
Balcony Break
Spike
  • Combo from 1st hit with 6F delay
  • Interrupt with i6 from 1st block
  • Move cannot be delayed
  • Input can be delayed by 6F
  • 6 chip damage on block
Sometimes written HW.1,4
Iron Hand
111

WRA.2

m
30
2.63
-9
+11a (+2)
i15~16
t48 r32
Balcony Break
Heat Engager
Heat Dash +5, +36a (+26)
  • 9 chip damage on block
Sometimes written HW.2

WRA.3

m
17
3.17
-6
+22a (+12)
i28
  • js9~36
  • fs37~39
t56 r28
Balcony Break
  • 3 chip damage on block
Sometimes written HW.3
Hell Axle
112

WRA.3,4

m,​m
17,​20
+6
+17a (+16)
,i18~19
  • js1~26
  • fs27~29
t79 r31
Balcony Break
  • Jails from 1st block with 1F delay
  • Combo from 1st hit with 1F delay
  • 8 chip damage on block (11 total)
  • Transition to WRA with D (+8/+19a (+18))
  • gives wallsplat at specific distances from the wall
  • can hard wall break if 1st hit connect close to the wall
  • Available only on 1st hit or block
  • Move cannot be delayed
  • Input can be delayed by 1F
Sometimes written
  • Hunting Hawk
  • HW.3,4

WRA.4

M,​M
6,​8
2.76
-10
+7c
i17~18,i13
t62 r29
Spike
    • on 2nd hit
  • Combo from 1st CH
  • Both hits jail on block
Sometimes written HW.4

WRA.4,2

M,​M,​m
6,​8,​8
-18
-7
,i15
t89 r37
  • Jails from 2nd block with 4F delay
  • Combo from 1st CH or 2nd hit with 14F delay
  • Move can be delayed by 10F
  • Input can be delayed by 14F
Sometimes written HW.4,2

WRA.4,​2,2

M,​M,​m,​h
6,​8,​8,​4
-12
-1
,i15
t104 r37
  • Jails from 1st block with 4F delay
  • Combo from 1st CH or 2nd hit with 10F delay
Sometimes written HW.4,2,2
Kongo Gekimetsujin
WRA.4,2,2,qcf+1+2
113

WRA.4,​2,​2,1+2

M,​M,​m,​h,​m
6,​8,​8,​4,​22
-20
+24a (+3)
,i24~25
t137 r45
Balcony Break
  • Blue spark with input qcf+1+2 for 6 extra damage
  • Jail from 1st block with 1F delay
  • Combo from 1st CH or 2nd hit with 1F delay
  • Move can be delayed by 15F
Sometimes written HW.4,2,2,1+2
Demon Bolt
114

WRA.1+2

m
30
2.82
-13~-12
+16g
i15~16
pc6~14
t49 r33
Balcony Break
  • Opponent recovers crouching on hit
  • -1 frame advantage and 12 chip damage on block after absorbing an attack in power crush state
Sometimes written HW.1+2
Goma-sai
115

WRA.3+4

M
26
2.99
+0c~+1c
i18~19
t53 r34
Spike
  • 7 chip damage on block
  • Opponent is FDFA on normal hit
Sometimes written HW.3+4
Heaven's Roar
WRA.2+4
130

WRA.1+3

t(h)
20
2.13
+10d
i16
t44 r28
  • Unbreakable
  • Opponent recovery on hit: FUFT
  • Does 35 damage on wall hit
  • +22d (-17?) on wall hit
Sometimes written
  • HW.1+3
  • HW.2+4

WRA.d+4

L
9
2.51
-15
-4
+2
i16~17
cs6~50
t50 r33 FC
Sometimes written HW.d+4
Harai Kuzushi-manji
116

WRA.d+4,3

L,​m
9,​20
-16
+48 (+17)
,i21~22
cs1~9
t78 r37
  • Combo from 1st CH with 15F delay
  • Input can be delayed 16F
  • Move can be delayed 13F
Sometimes written HW.d+4,3

WDS (Wind Step)

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Wind Step
119

f,n

ps2~8
t20 r2
  • Can transition to WGS with input DF
  • Punch parry, transitions to WGS on successful parry with +10
  • Stance moves are unbufferable
Fusenkyaku
UNS.3
120

WDS.3

m
17
-6
+4
i16~17
t48 r31

- WDS.3: Unbufferable. i18 effective startup

Sometimes written f,n,3
Santei Gedan-Geri
UNS.d+4
124

WDS.4

L
14
-12
+3 SEN
i20
cs6~35
t53 r33
  • Transition to SEN on hit only
  • Transition to standing (+0/+10) on hit with B
  • WDS.4: Unbufferable. i22 effective startup
Sometimes written f,n,4

Others

Name
Alt
Num

Input

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

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
Jirin Sweep
86

SS.4

l
17
-13
+0
+13g
i18~19
Sometimes written sidestep 4
Rear Manji-geri
87

BT.4

m
20
-14
i17
r35
Strong Aerial Tailspin
Sometimes written
  • back facing 4
  • back turned 4
Taunt
77

2+3+4

sp
Input d+2+3+4 to get Heihachi's secret taunt

OTG.d+4

L
14 (11)
-19
-8 / -8a (-16)
i19
22 (17) dmg if done with input OTG.d+4 alone
Totetsu Jyurin

OTG.d+4,1

L,​L
14 (11),​17 (20)
-26
-10 / -15a (-23)
,i20~21
  • Blue spark with input OTG.d+4:1 on frames 15-18 for 20 (16) dmg
  • Jails from 1st block
  • Combo from 1st hit
Wall Jump

b,b,UB

m
21
+4c
i39-41
js
r25
Requires back close to wall to execute

Throws

Name
Alt
Num

Input

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

1+3

th(h)
35
1.83
-3
+0
i12~14
t45 r31
Floor Break
Homing
  • Throw break 1 or 2
  • Opponent recovery on hit: FUFA off-axis to the left
Saijin Ikkoku

2+4

th(h)
35
1.83
-6
+0
i12~14
t45 r31
Homing
  • Throw break: 1 or 2
  • Opponent recovery on hit: FUFA
  • Side switch on Hit or Throw break
Gekka Hyojin

Left throw

th(h)
40
1.83
-3
+0
i12~14
  • Throw break: 1
  • Opponent recovery on hit: FUFA off-axis to the left
Saijin Ikkoku

Right throw

th(h)
40
1.83
-3
+0
i12~14
  • Throw break 2
  • Opponent recovery on hit: FUFA
Trailokyavijaya
126

Back throw

th(h)
50
1.83
+0
i12~14
  • Break: none
  • Opponent recovery on hit: FDFA
Stonehead
f,F+1+2
127

uf+1+2

th(h)
35
1.75
-6
+25 (+8)
i12
Balcony Break
  • Throw break: 1+2
  • Side switch on Throw break
Raidou Hitsumetsu
qcb,f+2
128

d,db,b,f+2

th(h)
40
1.83
-3
+0
i12
Balcony Break
  • Throw break: 2
  • Opponent recovery on hit: FUFT
Haburi-kaze
SEN.2+4
129

SEN.1+3

th(h)
12
-3
i16
  • Throw break: none
  • Opponent recovery on hit: FUFA
Heaven's Roar
WRA.2+4
130

WRA.1+3

t(h)
20
2.13
+10d
i16
t44 r28
  • Unbreakable
  • Opponent recovery on hit: FUFT
  • Does 35 damage on wall hit
  • +22d (-17?) on wall hit
Sometimes written
  • HW.1+3
  • HW.2+4

10 Strings

10 Hit Combo 1
Input Hit level Damage Startup Block Hit Combo
2 h 6 i12 -4 +7
2 h 6 i14~15 -11 +0 Hit
2 m 21 i29 -4 +6
3 l 8 i30~31 -18 -7 CH
1 h 6 i36 -20 -10
1 m 6 i22 -19 -13 CH
3 m 6 i15~17 -16 -5 CH[1]
3 m 10 i32 -26 -12
1 m 12 i35~36 -22 +24 (+14)
4 h 18 i23~27 -12 -4 (-5)
10 Hit Combo 2
Input Hit level Damage Startup Block Hit Combo
2 h 6 i12 -4 +7
2 h 6 i14~15 -11 +0 Hit
2 m 21 i29 -4 +6
3 l 8 i30~31 -18 -7 CH
1 h 6 i36 -20 -10
1 m 6 i22 -19 -13 CH
3 m 6 i15~17 -16 -5 CH[1]
3 m 10 i32 -26 -12
1 m 12 i35~36 -22 +24 (+14)
3 m 15 i26~30 -16 +14 (-21)
  1. 1.0 1.1 Jails

External Links